Advanced · Chapter 5 of 20

Contested-Pool Mathematics and When to Abandon a Three-Star Chase

A three-star chase either finishes or it doesn't, and by the mid game you can usually tell which — by counting. Every copy has a location: your board, your bench, an opponent's board or bench, or the pool. The pool is the only place you can roll from, and there is a specific round where continuing to roll for the last copies becomes negative expected value. Finding that round is the skill.

The copy count

Copies in the pool per unit, by rarity: Common 27, Uncommon 22, Rare 18, Epic 14, Ultra 10. A 3★ needs nine total. So for a Common carry, 9 of 27 must reach you; for a Rare, 9 of 18 — half the entire supply; for an Epic, 9 of 14, which basically requires that nobody else touches it.

Counting your outs

Scout and account for every copy:

  • You hold — on board + bench.
  • Opponents hold — count copies on every other board and bench. Two players each with a 2★ of your carry is 6 copies gone.
  • Pool — total supply minus everything held. These are your outs.

If you need 4 more copies and only 5 remain in the pool, you need an ~80% capture rate against everyone else's rolls — not happening unless they're all off it. If 12 remain, you're fine. The number that matters is outs remaining ÷ copies you still need; below about 2, the chase is in trouble; below 1 it's mathematically dead.

When outs return

Held copies aren't gone forever:

  • A player who dies dumps their whole board and bench back into the pool.
  • A player who pivots off your carry sells their copies back.
  • A player 3-stars it and stops buying — no new copies leave the pool from them, and if they later sell the 3★ it returns as multiple copies.

So a chase that looks dead can revive. If a contesting player is at 15 health and dropping, their copies are about to be yours — it can be correct to hold gold, field a 2★ version for a round or two, and roll hard the moment they die.

The abandon decision

Abandon the 3★ chase when all of these are true:

  • Outs ÷ copies-needed is below ~1.5 and no held copies are likely to return soon.
  • The gold to complete it (at your hit rate) exceeds your surplus above the interest cap, i.e. finishing means breaking economy.
  • You're taking real damage now that a 2★ board plus levels/items could reduce.

When you abandon, the 2★ version of the carry plus a level, a second synergy, or a completed item is often only slightly weaker than the 3★ would have been — and you have it now instead of in six rounds. Take the 2★ line, redirect the gold, and stop looking at the shop for that unit.

Rule of thumb: for a Rare or better carry, if two opponents are committed to it and neither is dying, you will not 3★ it. Play the 2★ version well and out-value them on levels, items and a second synergy instead.
Advanced track — all chapters
  1. Defining a Win Condition Before Committing to a Board
  2. Advanced Board Capping: Strong Board to Strongest Possible Board
  3. Probability Management: Shop Odds, Copies Seen, and Expected Roll Value
  4. Lobby Mapping: Tracking Every Opponent's Composition, Bench, and Direction
  5. Contested-Pool Mathematics and When to Abandon a Three-Star Chase
  6. Tempo Forecasting: Predicting Damage Taken and Stabilization Windows
  7. Advanced Economy: Interest Breakpoints, Gold Efficiency, and Controlled All-Ins
  8. Leveling and Rolling Decision Trees by Game State
  9. Pivot Architecture: Preserving Items, Synergies, and Board Strength in Transitions
  10. Item Economy and Item-Holder Planning Across Multiple Stages
  11. Carry–Support Systems: Damage, Energy, Control, and Survivability
  12. Defensive Engineering: Targeting Rules, Threat Access, and Anti-Backline Setups
  13. Synergy Optimization: Breakpoints, Splash Packages, and Opportunity Cost
  14. Evolution-Chain Planning and Upgrade Timing
  15. Playing From Ahead: Converting a Health Lead Into a First-Place Board
  16. Playing From Behind: High-Equity Lines, Risk Management, and Placement Recovery
  17. Endgame Adaptation: One-Enemy Scouting and Round-by-Round Repositioning
  18. Recognizing Matchups, Counters, and Positioning Mind Games
  19. Patch Adaptation: Testing Changes Instead of Following Tier Lists Automatically
  20. Post-Game Review: Diagnosing Whether Losses Came From Economy, Board, Items, or Positioning