- Inflamed ToxinabilityDeck core
- MoltabilityDeck core
- toxReplaceable
Pyro + Yotaru
Pyro + Yotaru (with Medusine Thorn and Fire King) is part of the SPAM 1.23 tier list at Bronze · Silver; with these talents it is tier A at Celeste · Legend, A at Gold · Crystal and S at Bronze · Silver. Midrange deck in Fire, estimated elimination in 7.7 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.
- ConflagrationabilityDeck core
- Free slotT2to buy
- Free slotT4to buy
- ProtectabilityDeck core
- EarthguardabilityReplaceable
- BoostguardabilityDeck core
- Replace : Blade-FT6to buy
- Burning ChoiceabilityDeck core
- Replace : Punching BagT8to buy
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
- T8Fireheart
Poison
Pyro · Common
Multiplier
Pyro · Rare
Fireheart
Fire King · Rare
Replace : Blade-F (ability)
Fireheart
Fire King · Epic
Replace : Punching Bag
Expected value of a random purchase, before → after this plan: +3.2% → +0.5%
Avoid for this deck
Bomba · Shadowheart · Lightheart · Natureheart · Earthheart · Inversion · Shapeshifter · Phoenix · 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% · 7.8 turnsSecond +1.9% · 7.3 turns
- Fragile deck+9.8%6.5 turns · strength
- Tank deck-11.2%8.5 turns · weakness
- Resists Fire-11%8.5 turns · weakness
- Resists Water-0.4%7.4 turns
- Resists Earth0%7.4 turns
- Resists Nature0%7.4 turns
- Resists Shadow0%7.4 turns
- Resists Light0%7.4 turns
Strengths
- 3 cards generate bonuses.
- Eliminates the opponent in 7.7 turns.
- 524 healing over the game.
Weak spots
- Struggles against a deck resisting Fire: elimination in 8.5 turns.
- Relies on Conflagration (Pyro).
How the game goes
- Turn 1: first bonuses (Pyro).
- Turn 5: first big hit, Conflagration (Pyro).
- Turn 6: damage peak (754).
- Turn 8: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Weaken
Medusine ThornReduces the elemental resistances of all enemy cards by (-1%) per turn
RecommendedCrit 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.
RecommendedHow it wins
Generation
Pyro (+8 Fire); Medusine Thorn (+7 Fire); Fire King (+11 Fire). First bonuses on turn 1.
Damage
Conflagration (Pyro): 89% of the damage; Blade-F (Fire King): 8% of the damage. 2,920 useful damage, opponent eliminated in 7.7 turns.
Survival
524 healing over the game, mostly from Medusine Thorn. 4,141 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.
01Turn 172 damage
02Turn 2124 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3282 damage
04Turn 4297 damage
05Turn 5447 damage
06Turn 6753 damage
07Turn 7493 damage
08Turn 8615 damage
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.