Advanced · Chapter 8 of 20
Leveling and Rolling Decision Trees by Game State
Every planning phase you make the same decision: level, roll, or bank. Advanced play is having a near-automatic answer for every combination of game state, so the decision costs no time and you can spend the planning phase on positioning and lobby mapping instead. This chapter lays out the tree.
The four state variables
- Health: comfortable (60+), okay (40–60), danger (below ~35).
- Gold: below 50, at 50, surplus (above 50).
- Board: winning, losing close, losing hard.
- Stage / plan phase: early, mid, late — and whether you're at a breakpoint (one buy/level from a discrete jump).
The tree
Board is winning
- Gold at/below 50: bank. Don't spend to win harder. Buy XP only with income you can't bank anyway.
- Surplus gold: buy XP toward your target level. Don't roll — you're winning, save the rolls for when you need them.
- At a breakpoint that would extend the win streak / spike you: take it, even below 50, if the jump is large.
Board is losing close, health okay
- Surplus gold: roll the surplus (down to 50) if you're at the right level for your target; otherwise buy the level. Look for the cheap fix — a 2★ on a filler, a completed item.
- At a breakpoint: spend to complete it, down to ~40, then reassess.
- Not at a breakpoint, gold at 50: bank one more round, take the small loss, and hit your next planned window.
Board is losing hard, or health in danger
- At a breakpoint (one copy/level from a real jump): roll or level into it now, down to 20 if needed. This is the stabilization window.
- Not at a breakpoint, right level: roll down to ~20–30 for the cheap upgrades that stop the bleeding (front-line stars, filler bodies, an item). Set the stop-loss before you start.
- Wrong level for your carry's rarity: buy XP hard — a bigger board of 2★s often stabilizes better than rolling a rarity that's barely in your shop.
- Contest math is dead (outs gone): don't roll for the carry at all — pivot or play the 2★ line and spend on levels/items instead.
Special states
- Hyper roll active, level 4–5, mid game: roll to near-zero for the target; everything else waits.
- Slow roll active, level 6–7, target uncontested: roll only the surplus above 50 each round; hold level until the 3★s land.
- Capped board, comfortable health, late game: bank for flexibility; spend only on a genuine best-in-slot upgrade or an emergency.
- A contesting player just died: override — roll your surplus now regardless of the rest of the tree, the pool just opened.
Using the tree
Read your four state variables, jump to the branch, execute. The point isn't to follow it robotically forever — it's to make the standard cases automatic so your attention goes to the non-standard ones: the pivot read, the positioning puzzle, the forecast that says you'll hit a wall in two rounds.
The one-line summary: winning → bank / level with surplus. Losing but safe → roll
surplus or hit a breakpoint. Losing and in danger → roll/level into the nearest stabilization
window, with a stop-loss. Contest dead → pivot or 2★ line. Everything else is an override on one of
those.
Advanced track — all chapters
- Defining a Win Condition Before Committing to a Board
- Advanced Board Capping: Strong Board to Strongest Possible Board
- Probability Management: Shop Odds, Copies Seen, and Expected Roll Value
- Lobby Mapping: Tracking Every Opponent's Composition, Bench, and Direction
- Contested-Pool Mathematics and When to Abandon a Three-Star Chase
- Tempo Forecasting: Predicting Damage Taken and Stabilization Windows
- Advanced Economy: Interest Breakpoints, Gold Efficiency, and Controlled All-Ins
- Leveling and Rolling Decision Trees by Game State
- Pivot Architecture: Preserving Items, Synergies, and Board Strength in Transitions
- Item Economy and Item-Holder Planning Across Multiple Stages
- Carry–Support Systems: Damage, Energy, Control, and Survivability
- Defensive Engineering: Targeting Rules, Threat Access, and Anti-Backline Setups
- Synergy Optimization: Breakpoints, Splash Packages, and Opportunity Cost
- Evolution-Chain Planning and Upgrade Timing
- Playing From Ahead: Converting a Health Lead Into a First-Place Board
- Playing From Behind: High-Equity Lines, Risk Management, and Placement Recovery
- Endgame Adaptation: One-Enemy Scouting and Round-by-Round Repositioning
- Recognizing Matchups, Counters, and Positioning Mind Games
- Patch Adaptation: Testing Changes Instead of Following Tier Lists Automatically
- Post-Game Review: Diagnosing Whether Losses Came From Economy, Board, Items, or Positioning