Black Panther
Playstyle: Defensive · Complexity: 2/6 · Marvel
Who is this character?
A counter-puncher: incoming damage charges Kinetic Energy – hitting him makes him stronger.
How to play Black Panther
If after roll 1 5× Panther for Wakanda Forever! are reachable. Keep 5× Panther and reroll all dice not needed, aiming at Wakanda Forever! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Meteoric Punch. Wakanda Forever! deals a documented 11 damage and applies Kinetic Energy/Vibranium Suit, so the 5 committed dice stay on the table.
If after roll 1 a small straight for Meteoric Punch are reachable. Keep a small straight and reroll all dice not needed, aiming at Meteoric Punch (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Wakanda Forever!. Meteoric Punch deals a documented 6 damage and applies Kinetic Energy, so the 4 committed dice stay on the table.
Meteoric Punch (small straight) grants charge BEFORE the damage – 6 damage + 1 token beats a 4-claw.
Entering the enemy turn at 7 Kinetic Energy and leaving the 8 trigger to chance.
Strengths
- Energy Absorption (passive): EVERY damage taken (except ultimates) grants 1 Kinetic Energy
- Vibranium Suit blocks 3 damage – reliable, any time
- At 8 Kinetic Energy: 5 undefendable + 2 CP + 2 cards for free
Weaknesses
- Small base damage (Vibranium Claws 4–6) – he needs the charge
Key attacks
- Vibranium ClawsStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 🐾 Slash is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 🐾 Slash · 4 damage
- Stealth StrikeBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 2× 🐾 Slash + 2× 🐆 Panther is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.
2× 🐾 Slash + 2× 🐆 Panther · 3 damage
- Heart-Shaped HerbSetup
Setup attack: places effects that later turns rely on.
Play it early while turns remain for the effect to pay off – as the last action of a close game Heart-Shaped Herb deals no damage.
3× 🔻 Vibranium
- Meteoric PunchBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of Small straight (4 in a row) is missing after roll 1 (59% across all three rolls); otherwise you give up an already safe route.
Small straight (4 in a row) · 6 damage
- Ancestral PowerBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 4× 🐆 Panther is missing after roll 1 (10% across all three rolls); otherwise you give up an already safe route.
4× 🐆 Panther · 4 damage
- Triple ThreatBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 2× 🐾 Slash + 2× 🔻 Vibranium + 1× 🐆 Panther is missing after roll 1 (51% across all three rolls); otherwise you give up an already safe route.
2× 🐾 Slash + 2× 🔻 Vibranium + 1× 🐆 Panther · about 7 damage
- Wakanda Forever!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× 🐆 Panther (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× 🐆 Panther · 11 damage
Key statuses & resources
- Kinetic Energy: Passively from every damage taken, Heart-Shaped Herb +3, Ancestral Power +2, Meteoric Punch +1–2, ultimate +3.
- Kinetic Energy: Nothing to spend – the charge works passively. Just plan the 8-stack burst: it is an isolated source and hits whomever YOU choose.
- Vibranium Suit: Heart-Shaped Herb, Ancestral Power, ultimate.
- Vibranium Suit: Against hits of 5+ – for small hits rather take the damage and pocket the Kinetic Energy.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- Vibranium ClawsNormal
- Dice requirement:
- 3× 🐾 Slash
- Damage/healing:
- 4 damage
- Stealth StrikeUndefendable
- Dice requirement:
- 2× 🐾 Slash + 2× 🐆 Panther
- Damage/healing:
- 3 damage
- Heart-Shaped Herb
- Dice requirement:
- 3× 🔻 Vibranium
- Damage/healing:
- Not sufficiently verified
- Meteoric PunchNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 6 damage
- Ancestral PowerUndefendable
- Dice requirement:
- 4× 🐆 Panther
- Damage/healing:
- 4 damage
- Triple ThreatNormal
- Dice requirement:
- 2× 🐾 Slash + 2× 🔻 Vibranium + 1× 🐆 Panther
- Damage/healing:
- about 7 damage
Ultimate
- Wakanda Forever!Ultimate
- Dice requirement:
- 5× 🐆 Panther
- Damage/healing:
- 11 damage
Defense
Bashenga's Honor The defense roll is made whenever you are attacked. It does not prevent damage directly. Bashenga's Honor is a counter defense: 3 dice, 0 damage prevented, but 1 counter damage per slash (about 1.5 on average). The only real prevention is the separately spendable Vibranium Suit (3, not against ultimates) – small damage feeds the charge anyway.
Special mechanics
- Bashenga's Honor as counter defense Mechanic3 defense dice, 0 damage prevented: each slash sends 1 damage back (about 1.5 on average), the incoming hit lands in full and additionally charges Kinetic Energy. The counter damage must not be counted as prevention.
- Vibranium Suit as the only prevention Token mechanicAt most 1 token. Spending prevents 3 damage of any type except ultimate damage - independent of the defense roll and at any time. · Maximum: 1
- Kinetic Energy scaling Token mechanicStart 0, cap 8, gained from every non-ultimate damage taken plus Heart-Shaped Herb (+3), Ancestral Power (+2), Meteoric Punch (+1/+2) and the ultimate (+3). Every 2 tokens held add +1 damage to every attack. · Maximum: 8
- 8-stack burst as a state trigger Board mechanicWhen the stock reaches exactly 8 tokens, all tokens are removed and trigger 5 undefendable damage on a freely chosen target, 2 combat points and 2 cards. The trigger depends solely on the token count, not on the dice - the state must be planned before the opponent's turn. · Maximum: 8
Resources
- Kinetic EnergyMax 8: every 2 tokens add +1 to EVERY attack. At 8: remove all, gain 2 CP + 2 cards + 5 undefendable damage on a target of your choice. · Passively from every damage taken, Heart-Shaped Herb +3, Ancestral Power +2, Meteoric Punch +1–2, ultimate +3. · Nothing to spend – the charge works passively. Just plan the 8-stack burst: it is an isolated source and hits whomever YOU choose.
- Vibranium SuitMax 1: spend to prevent 3 damage of any type (except ultimates). · Heart-Shaped Herb, Ancestral Power, ultimate. · Against hits of 5+ – for small hits rather take the damage and pocket the Kinetic Energy.
Upgrades & cards
What changes?
- Vibranium ClawsLevel II
- Damage: 5 damage instead of 4 damage
- Dice requirement: 4× 🐾 Slash instead of 3× 🐾 Slash
- Vibranium ClawsLevel III
- Damage: 6 damage instead of 4 damage
- Dice requirement: 5× 🐾 Slash instead of 3× 🐾 Slash
- Meteoric PunchLevel II
- Damage: 8 damage instead of 6 damage
- Dice requirement: Large straight (5 in a row) instead of Small straight (4 in a row)
Hero-specific cards
Not sufficiently verified
Works well with
- Barbarian
Barbarian adds the healing that Black Panther lacks.
- Cursed Pirate
Cursed Pirate adds the attack denial that Black Panther lacks.
- Monk
Monk takes over damage and fills the open team role.
Good matchups
- Gunslinger
Gunslinger lands spikes up to 10 damage once Reload is up – more than Bashenga's Honor prevents.
- Pyromancer
Pyromancer lands ~6 damage per turn once Fire Mastery is up – more than Bashenga's Honor prevents.
- Cursed Pirate
Cursed Pirate lands ~5 damage per turn off Cursed Doubloons without a long ramp – more than Bashenga's Honor prevents.
Tough matchups
- Black Widow
Black Widow keeps Black Panther tied up with Time Bomb, and Black Panther already needs tight rolls.
- Tactician
Tactician keeps Black Panther tied up with Constrict and Targeted, and Black Panther already needs tight rolls.
- Storm
Storm pushes damage through that Black Panther barely stops with Bashenga's Honor.
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