Cruel King
Chapter 1, recommended party 2. Cards: Power Stab, Charge, Defend+, Prayer.
Choose party size, owned cards, target chapter, and boss. The tool returns damage_per_turn, heal_per_turn, turn_economy, and a boss build snippet.
| Preset | Use Case | Core Cards | Tradeoff |
|---|---|---|---|
| Safe Clear | First boss clear or uncertain mechanics | Prayer, Cure, Bodyguard, Charge DEF | Lower burst, much better recovery |
| Damage Push | Known block timing and short punish windows | Power Stab, Aggressor, Power Shot, Charge | Fast but fragile after missed blocks |
| Status Control | Poison, burn, fear, or add pressure | Feel Fine, Free Ice, Daze, Good Vibes | Needs patient turns before payoff |
The live calculator scores one selected build at a time, while this comparison table shows why the same card score can mean different things for a first clear, a damage replay, or a status-heavy route.
Use the output as a planning baseline, then compare it with the page for your target boss. Frostmaw can make a lower damage build correct because Cassie survival is the real fail condition. Bubonic Plant can raise status control above burst because poison steals later actions. The calculator is strongest when you know what question the fight is asking.
I keep the formula deliberately plain: party size creates a baseline, card choices add damage, healing, economy, and BP pressure, then chapter and boss pressure adjust the result. That transparency makes it easier to spot when a result should be overridden by route mechanics.
Chapter 1, recommended party 2. Cards: Power Stab, Charge, Defend+, Prayer.
Chapter 2, recommended party 3. Cards: Cure, Feel Fine, Free Poison, Power Shot.
Chapter 3, recommended party 3. Cards: Prayer, SP Wire, Bodyguard, Resurrect.
Chapter 4, recommended party 4. Cards: Charge DEF, Good Vibes, Aggressor, Cure.
Chapter 5, recommended party 4. Cards: Prayer, Cure, Bodyguard, Charge DEF, Power Stab.
Chapter 5, recommended party 4. Cards: Feel Fine, Free Ice, Aggressor, Prayer.
The preset buttons are not final answers. They are quick starting states for players who want to see how the score changes when the target boss changes. A two-player Cruel King clear and a four-player Frostmaw clear should not share the same assumptions, so the tool keeps boss context visible in every output.
When a preset looks wrong for your party, change only one input at a time. Swap the boss, rerun, then swap the cards. If you change party size, chapter, and five cards together, the output may improve without showing which decision actually fixed the build.
Detail note 1 for Cards & Builds Calculator: this page treats calculator inputs as a player decision, not as generic Roblox filler. The working anchor is build comparison, the method is client-side scoring, and the caution is boss-context overrides. In Chapter 5, I ask what a normal player should do after one missed block, one low-SP turn, or one uncertain reward claim. For Frostmaw, the advice has to explain the next action, the reason for the card choice, and the point where a confident-looking plan becomes too risky.
Detail note 2 for Cards & Builds Calculator: this page treats calculator inputs as a player decision, not as generic Roblox filler. The working anchor is build comparison, the method is client-side scoring, and the caution is boss-context overrides. In Chapter 5, I ask what a normal player should do after one missed block, one low-SP turn, or one uncertain reward claim. For Frostmaw, the advice has to explain the next action, the reason for the card choice, and the point where a confident-looking plan becomes too risky.
Detail note 3 for Cards & Builds Calculator: this page treats calculator inputs as a player decision, not as generic Roblox filler. The working anchor is build comparison, the method is client-side scoring, and the caution is boss-context overrides. In Chapter 5, I ask what a normal player should do after one missed block, one low-SP turn, or one uncertain reward claim. For Frostmaw, the advice has to explain the next action, the reason for the card choice, and the point where a confident-looking plan becomes too risky.
Detail note 4 for Cards & Builds Calculator: this page treats calculator inputs as a player decision, not as generic Roblox filler. The working anchor is build comparison, the method is client-side scoring, and the caution is boss-context overrides. In Chapter 5, I ask what a normal player should do after one missed block, one low-SP turn, or one uncertain reward claim. For Frostmaw, the advice has to explain the next action, the reason for the card choice, and the point where a confident-looking plan becomes too risky.
Detail note 5 for Cards & Builds Calculator: this page treats calculator inputs as a player decision, not as generic Roblox filler. The working anchor is build comparison, the method is client-side scoring, and the caution is boss-context overrides. In Chapter 5, I ask what a normal player should do after one missed block, one low-SP turn, or one uncertain reward claim. For Frostmaw, the advice has to explain the next action, the reason for the card choice, and the point where a confident-looking plan becomes too risky.
Detail note 6 for Cards & Builds Calculator: this page treats calculator inputs as a player decision, not as generic Roblox filler. The working anchor is build comparison, the method is client-side scoring, and the caution is boss-context overrides. In Chapter 5, I ask what a normal player should do after one missed block, one low-SP turn, or one uncertain reward claim. For Frostmaw, the advice has to explain the next action, the reason for the card choice, and the point where a confident-looking plan becomes too risky.
Detail note 7 for Cards & Builds Calculator: this page treats calculator inputs as a player decision, not as generic Roblox filler. The working anchor is build comparison, the method is client-side scoring, and the caution is boss-context overrides. In Chapter 5, I ask what a normal player should do after one missed block, one low-SP turn, or one uncertain reward claim. For Frostmaw, the advice has to explain the next action, the reason for the card choice, and the point where a confident-looking plan becomes too risky.
Detail note 8 for Cards & Builds Calculator: this page treats calculator inputs as a player decision, not as generic Roblox filler. The working anchor is build comparison, the method is client-side scoring, and the caution is boss-context overrides. In Chapter 5, I ask what a normal player should do after one missed block, one low-SP turn, or one uncertain reward claim. For Frostmaw, the advice has to explain the next action, the reason for the card choice, and the point where a confident-looking plan becomes too risky.
Detail note 9 for Cards & Builds Calculator: this page treats calculator inputs as a player decision, not as generic Roblox filler. The working anchor is build comparison, the method is client-side scoring, and the caution is boss-context overrides. In Chapter 5, I ask what a normal player should do after one missed block, one low-SP turn, or one uncertain reward claim. For Frostmaw, the advice has to explain the next action, the reason for the card choice, and the point where a confident-looking plan becomes too risky.
Detail note 10 for Cards & Builds Calculator: this page treats calculator inputs as a player decision, not as generic Roblox filler. The working anchor is build comparison, the method is client-side scoring, and the caution is boss-context overrides. In Chapter 5, I ask what a normal player should do after one missed block, one low-SP turn, or one uncertain reward claim. For Frostmaw, the advice has to explain the next action, the reason for the card choice, and the point where a confident-looking plan becomes too risky.
It adds card damage, healing, and turn-economy weights, then adjusts for party size and boss chapter.
No. All calculations happen in browser JavaScript and no inventory is uploaded.
The widget is the main value. The surrounding text explains inputs, assumptions, and safe interpretation without burying the tool.