Interactive co-op tool
A lightweight co-op builder should help teams divide jobs before the multiplayer meta gets noisy
This first version is intentionally framework-first. Pick two to four classes, then use the readout to spot stability, support, scaling, and overlap risks before you jump into a run.
Mode
Interactive planner
Best for
2 to 4 players
Current logic
Role + overlap
Status
MVP tool
Treat this as a launch-week planning aid, not a solved multiplayer meta calculator.
Team selector
Pick two to four classes
The tool reads team shape, overlap risk, and launch-week readability. It is intentionally conservative, so it favors clear roles over fake certainty.
Share lineup
The URL updates automatically as you change the team, so you can send the exact lineup to someone else.
/co-op-builder/
Team readout
Flexible launch-week team with readable synergy
This lineup is a reasonable launch-week framework. It should feel understandable quickly, while still leaving room to adjust once your group learns how the run is actually unfolding.
Stability
4/5Support
3/5Scaling
3/5Execution load
2/5Suggested jobs
Ironclad
Absorb rough early turns and keep the team stable while other decks come online.
Silent
Handle flexible turns, cover awkward hands, and keep team plans adaptable.
What this lineup does well
- At least one class can keep awkward early turns from collapsing the whole team plan.
- The lineup has enough flexible support to rescue bad hands and smooth over teammate variance.
- There is at least one easier read in the lineup, which makes the overall team easier to pilot in an early co-op run.
- The team has both survivability and utility, which is usually the cleanest foundation for a first-pass multiplayer composition.
Watchouts
No major overlap warning surfaced for this lineup yet.
FAQ
What this first tool should and should not claim
The point of an MVP builder is to make team planning clearer, not to pretend every duo or four-player shell is already solved.
Is this co-op builder a solved meta calculator?
No. It is a launch-week planning tool that helps players think in roles, overlap, and readability before the multiplayer meta is fully settled.
What makes a good first co-op lineup here?
The safest early lineups usually have one class that can stabilize rough turns, one class that adds flexibility or support, and enough scaling to stay dangerous later in the run.
Why does the tool care about overlap risk?
Because early co-op teams fall apart most often when every player wants to solve the same problem in the same way. A better first team gives each class a clearer job.