Tempo & rotations

Cooldowns and tempo

How to read a deck’s timeline and see on which turn its big hits land.

4 min read
Medusine ThornIllustration by Nenaosu

When the damage lands

Two decks can deal the same total damage at very different speeds. Expand turns on the deck page to see which abilities are ready, when bonuses arrive, and where the attack spike happens. Estimated elimination helps summarize the difference.

What cooldown reduction is for

Cooldown reduction is most valuable when it unlocks a decisive ability. Pair it with an attack or support effect whose earlier arrival you can use. Play order matters too: the first player starts with every cooldown reduced by 1, the second by 2. The tier list averages both positions; the workshop can read just one with “Play order”. Finally, the simulator’s ability order is heuristic: not every same-turn chain is represented.

Big spike or steady damage

A large late attack can inflate a curve without improving your opening. Check the early turns and each card’s contribution. Bars show raw damage, including overkill; useful total damage is capped at enemy health. Simulation stops once all four enemy cards are eliminated, or after ten turns; beyond that, estimated elimination is extrapolated from the pace of the game.

Related cards

Decks to try