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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 Claws
    Standard 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 Strike
    Burst

    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 Herb
    Setup

    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 Punch
    Burst

    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 Power
    Burst

    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 Threat
    Burst

    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

🐾 Slash · 3/6 (faces 1, 2, 3)🔻 Vibranium · 2/6 (faces 4, 5)🐆 Panther · 1/6 (faces 6)

Level I abilities

  • Vibranium Claws
    Normal
    Dice requirement:
    3× 🐾 Slash
    Damage/healing:
    4 damage
  • Stealth Strike
    Undefendable
    Dice requirement:
    2× 🐾 Slash + 2× 🐆 Panther
    Damage/healing:
    3 damage
  • Heart-Shaped Herb
    Dice requirement:
    3× 🔻 Vibranium
    Damage/healing:
    Not sufficiently verified
  • Meteoric Punch
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    6 damage
  • Ancestral Power
    Undefendable
    Dice requirement:
    4× 🐆 Panther
    Damage/healing:
    4 damage
  • Triple Threat
    Normal
    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
    Mechanic
    3 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 mechanic
    At 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 mechanic
    Start 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 mechanic
    When 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 Claws
    Level II
    • Damage: 5 damage instead of 4 damage
    • Dice requirement: 4× 🐾 Slash instead of 3× 🐾 Slash
  • Vibranium Claws
    Level III
    • Damage: 6 damage instead of 4 damage
    • Dice requirement: 5× 🐾 Slash instead of 3× 🐾 Slash
  • Meteoric Punch
    Level 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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