- ConflagrationabilityDeck core
- Free slotT2to buy
- Free slotT4to buy
Pyro + Yotaru
Pyro + Yotaru (with Fire King and Rob the Adventurer) is the 10th deck of the SPAM 1.23 tier list at Celeste · Legend (tier A); with these talents it is S at Bronze · Silver. Aggro deck in Fire, estimated elimination in 6.5 turns; first Tox to aim for: Poison on turn 2.
By rank, with these talentsCeleste · LegendAGold · CrystalABronze · SilverS
Ideal setup: the abilities to keep and the Tox to aim for, slot by slot. You don’t need them all: the purchase plan gives the priority order.
- ProtectabilityDeck core
- EarthguardabilityReplaceable
- BoostguardabilityDeck core
- Blade-FabilityReplaceable
- Burning ChoiceabilityDeck core
- toxDeck core
- AdventureabilityDeck core
- Replace : ShadowheartT6to buy
- toxReplaceable
Tox priorities
The advised buying order, opening by opening, and the slot for each Tox. Draws stay random and high rarities come late. “Deck core” lines are only replaced by the same Tox in a better rarity.
Shop openings
At each opening: the odds of each rarity given the deck’s Luck on that turn, the Spamtons generated so far, and the advised purchase. One purchase per opening.
CommonRareEpicLegendary
- T2Poison
- T4Multiplier
- T6Fireheart
Poison
Pyro · Common
Multiplier
Pyro · Rare
Fireheart
Rob the Adventurer · Rare
Replace : Shadowheart
Expected value of a random purchase, before → after this plan: +1.5% → +0.8%
Avoid for this deck
AoE · Bomba · Graveyard · Waterheart · Shadowheart · Lightheart · Natureheart · Earthheart · Inversion · Shapeshifter · Optimisation · Phoenix · Taunt · Reset · Revenge · Tenacity · Avenger
Opponent profiles
Score averaged over nine theoretical opponents, as no real meta can be observed: neutral, fragile, tank and six decks resisting one element, each played first and second. Score gap against the neutral profile, the one used for the displayed gameplan.
Play orderFirst -1.9% · 7 turnsSecond +1.9% · 6.4 turns
- Fragile deck+6.9%5.9 turns · strength
- Tank deck-16.3%8.1 turns · weakness
- Resists Fire-16.4%8.1 turns · weakness
- Resists Water0%6.4 turns
- Resists Earth0%6.4 turns
- Resists Nature0%6.4 turns
- Resists Shadow0%6.4 turns
- Resists Light0%6.4 turns
Strengths
- 2 cards generate bonuses.
- Eliminates the opponent in 6.5 turns.
Weak spots
- Struggles against a deck resisting Fire: elimination in 8.1 turns.
- No healing.
- Relies on Conflagration (Pyro).
How the game goes
- Turn 1: first bonuses (Pyro).
- Turn 5: first big hit, Conflagration (Pyro).
- Turn 7: damage peak (1,011).
- Turn 7: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Crit Sphere
PyroIncreases this card's critical chance by (+2%) each turn
RecommendedShared Shield
Yotaru, LeafguardIncreases the elemental resistances of all allied cards by (+10%).
RecommendedFocus
Fire KingAt the start of each turn, this card has a 25% chance to gain Taunt.
RecommendedInscribed
Rob the AdventurerThe card is immune to Vanish effects
RecommendedHow it wins
Generation
Pyro (+7 Fire); Fire King (+11 Fire). First bonuses on turn 1.
Damage
Conflagration (Pyro): 95% of the damage; Blade-F (Fire King): 5% of the damage. 2,920 useful damage, opponent eliminated in 6.5 turns.
Survival
No healing: with 3,390 effective HP, the deck has to win before it wears down.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.
01Turn 167 damage
02Turn 2144 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3252 damage
04Turn 4319 damage
05Turn 5609 damage
06Turn 6980 damage
07Turn 71,011 damage
08Turn 8Simulation complete.
Simulation complete.
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.