SPAM Data & Methodology

Every SPAM number on MetaBot comes from the game client itself or is calculated from it. Tiers and deck strength come from an expected-value model we explain in full below — they are estimates, not win rates.

Source
SPAM game client v1.20
Extracted
Oct 7, 2026
Deck model
10 turns, expected value
Win rates
None — no match data

Where the data comes from

Game data

We read SPAM's data straight from the installed game client (v1.20, extracted Oct 7, 2026): the card, ability, Tox, talent, orb and rank definitions the game ships, the shop and Luck tables, and the game's own texts in its seven languages (English, French, German, Spanish, Portuguese, Brazilian Portuguese and Italian).

Only released content is shown. The client also contains cards that are not out yet; we exclude them everywhere — they have no pages, aren't in search and don't take part in the model.

Ability, Tox and talent descriptions are rebuilt with the game's own text rules, so values match what you see in game. In languages the game doesn't ship, names stay in their official English form and descriptions are translated by us.

Where the data comes from
DataEntries
Cards127
Abilities255
Talents80
Tox (all rarities)114
Tox families41
Keywords27
Elements7
Orbs12
Ranks7
Artists27

Modeled from SPAM game client v1.20 data · updated Oct 7, 2026 · not win rates · How we calculate this

What the labels mean

Every number on the SPAM pages carries one of three labels:

  • Game dataRead directly from the game client: HP, Spamtons, cooldowns, accuracy, critical chance, resistances, Tox values and prices, drop rates.
  • CalculatedComputed from game data with the formulas below, such as expected damage per turn or effective HP.
  • ModeledFrom our deck model: card tiers, deck strength and recommended talents or Tox. These are strength estimates, never win rates.

Formulas

Calculated

The rules below come from the game's own combat code.

Damage of one hit

damage = (roll + base damage bonus) × (1 + 0.1 × element points) × critical multiplier (on a crit) × (1 + Berserk %) × (1 − target resistance %)

The roll is a whole number between the ability's minimum and maximum. Element points are your points in that hit's element; resistance is the defender's for that element, capped between −50% and +50%. Ether damage ignores resistances. Shield, AoE splash and some talents add further steps.

Expected damage per cast and per turn

per cast = mean roll × accuracy × (1 + crit chance × (crit multiplier − 1)) × targets × (1 − average resistance) per turn = per cast ÷ cooldown

Card pages show these before element bonuses so cards compare fairly. “Average resistance” is the mean of every released card for that element. Abilities that hit all enemies count three targets, the average over the first ten turns.

Effective HP

effective HP = HP ÷ Σ (share of the pool's damage in element e × (1 − resistance in e))

Spamton income

income on your turn t = t + Σ card Spamtons (+ Spamland Tox) · +50 when one of your cards is destroyed

Overtime (from round 20)

HP lost per card each turn = max(1, 10% of max HP × (1 + 0.5 × (round − 20)))

The deck model

Modeled

Tiers and deck strength come from a deterministic expected-value simulation of a deck's first 10 turns against an average opponent. It is the same code that powers the deck builder.

  1. All four cards are on the board. An ability with cooldown c is cast on your turns c, 2c, 3c…; limited-use abilities stop when their uses run out; abilities that cost HP or element points are cast only when you can pay.
  2. Element points are tracked for the whole match: abilities that add points (Spirits, Multiboost, Cigarillos…) and Element Hearts add them every turn, and every point raises that element's damage and healing by 10%. Point-generating abilities are cast before damage each turn.
  3. Critical hits count as their expected value; critical buffs only affect abilities that can crit, capped at 100%. Accuracy multiplies every hit that can miss.
  4. The reference opponent has the card pool's average HP and resistances and receives the pool's average damage mix (table below). Percent-of-HP and execute effects use the average HP.
  5. Spamtons come in as the game pays them. Every other turn the deck buys one Tox from its plan family at the rarity it can afford with the best expected value, using the real Luck odds and three offers per shop.
  6. Team-wide Tox (Berserk, Element Hearts) affect every card; card-local Tox (AoE, Vampirism, Shield, Vitalheart, Ancient Healing) affect only the card that holds them.
  7. Talents count only when their effect is start-of-game, gated to a turn (like Life-8) or always on. Talents triggered by deaths, kills or hits aren't simulated, and talents that transform the card (Random Metamorph) are never recommended.
  8. Each deck's Tox plan and talents are the ones that score highest. A beam search keeps the strongest partial decks at every size from one to four cards, so the best decks are found without scoring all 10,334,625 possible four-card decks.
  9. Damage dealt is averaged over match lengths of 8 to 12 turns, so a long-cooldown finisher that would land exactly on the last modeled turn counts in proportion instead of all-or-nothing.

Deck strength

strength = √(damage dealt over 10 turns × effective HP incl. healing) × (1 + small control bonus, at most 15%) index = (strength − average random deck) ÷ (best deck found − average random deck) × 100

Multiplying damage by durability rewards decks that both hit hard and survive, the way a fight between two decks actually resolves. The average random deck comes from 2,500 random four-card decks (mean strength 2,547, top 10% above 3,284); the best deck found scores 7,267. An index of 100 is the best deck the model found, 0 is an average random deck.

Reference opponent
ElementAverage resistanceShare of pool damage
Fire9.3%12.3%
Water8.4%19.5%
Earth9.7%18%
Nature10%19.1%
Shadow9.2%16.6%
Light8.5%14.5%

The reference card has 724 HP, the average of every released card.

Card and deck tiers

Modeled

A card's score blends two halves: how strong it is on its own in the model (damage, durability, utility) and how often — and how high — it appears among the 300 strongest decks the model found. Cards are then ranked and banded by percentile:

Card and deck tiers
TierBand
STop 8% of cards
ANext 17% (top 25%)
BNext 25% (top half)
CNext 25%
DBottom 25%

Deck tiers use the strength index directly. The four axes on card pages (damage, durability, economy, utility) are percentiles among all released cards.

A card shows a modeled talent pick only when a talent measurably changes its decks' strength; otherwise no pick is claimed.

What the model doesn't do

Knowing the limits matters as much as the numbers:

  • No win rates or pick rates: we have no match data for SPAM, so nothing here is measured from real games.
  • Cards don't die in the simulation, and targeting order, Taunt and focus fire are not played out.
  • Stun, Freeze, Eternity, Vanish, cooldown changes and similar control effects get only a small, capped bonus.
  • Phoenix, Reflection, Revenge and other reactive Tox, and the opponent's own Tox purchases, are not simulated.
  • The terrain bonus (+5 to one element for both players) is left out because it helps both sides equally.
  • Matches longer than 10 turns favour slow-scaling decks more than the model shows.

Updates and credits

We re-extract the game after every patch; cards, tiers, decks and every page update together, and patch notes list exactly what changed.

MetaBot.GG is an unofficial fan site with no affiliation with Ticroco. SPAM, its card art and texts belong to Ticroco and the artists who drew them.

Every card page credits its illustrator; the full list is on the Artists

All SPAM data comes from the game client v1.20; calculated numbers use the game's own combat formulas. Tiers and deck strength come from a 10-turn expected-value model of element stacking, cooldowns, crits, resistances and Tox purchases. There are no win rates on these pages — every modeled number is labelled as such.

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Help us maintain accuracy! If you notice incorrect stats, missing data, or any issues, your feedback directly improves the quality of our data for the entire community.

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SPAM methodology FAQ — v1.20

Where does MetaBot get SPAM data?

From the SPAM game client itself (v1.20, extracted Oct 7, 2026): card stats, abilities, Tox, talents, orbs, ranks, shop tables and the game's own texts.

Are the SPAM tier lists based on win rates?

No. There is no public match data for SPAM. Tiers come from a 10-turn expected-value model of each deck and are labelled “modeled”.

How is a card's tier decided?

Half from the card's own modeled strength and half from how often it appears among the 300 strongest decks the model found; S is the top 8% of cards, D the bottom quarter.

Do you show unreleased cards?

No. Only cards released in the live game appear anywhere on MetaBot.

How often is the SPAM data updated?

After every game patch: we re-extract the client, rebuild the model and publish a patch-notes page with every change.