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Captain Marvel

Playstyle: Offensive · Complexity: 2/6 · Marvel

Who is this character?

A cosmic bruiser: stack energy tokens and season every hit with Cosmic Ray.

How to play Captain Marvel

If after roll 1 5× Hala Star for Binary Blast! are reachable. Keep 5× Hala Star and reroll all dice not needed, aiming at Binary Blast! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Aurora Wave. Binary Blast! deals a documented 12 damage and applies Cosmic Ray/Radiance, so the 5 committed dice stay on the table.

If after roll 1 2× Photon + 1× Ascend + 2× Hala Star for Aurora Wave are reachable. Keep 2× Photon + 1× Ascend + 2× Hala Star and reroll all dice not needed, aiming at Aurora Wave (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Binary Blast!. Aurora Wave deals a documented 12 damage and applies Cosmic Ray, so the 5 committed dice stay on the table.

Flare tokens are mandatory spends: factor the 1-tick into races – 3 tokens are 3 guaranteed damage per round.

Spending Cosmic Ray on a 3-point attack instead of waiting for the big hit.

Planning Radiance offensively – it only works in the defensive roll phase.

Strengths

  • Cosmic Ray: after attacking roll 2 dice, add the better one as bonus (up to +6)
  • Cosmic Flare ticks 1 damage on ALL opponents each upkeep
  • Radiance turns a defense die to 6 – plannable defense
  • Photon Punch lands almost always with 3 of 6 photon faces

Weaknesses

  • Energy Refraction prevents less than 1 on average
  • No healing, no avoidance – she wins races, not sieges

Key attacks

  • Photon Punch
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 3× 💥 Photon is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.

    3× 💥 Photon · 5 damage

  • Inner Light
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 2× 💥 Photon + 2× ✴ Hala Star is missing after roll 1 (50% across all three rolls); otherwise you give up an already safe route.

    2× 💥 Photon + 2× ✴ Hala Star · 4 damage

  • Barrel Roll
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 1× 💥 Photon + 3× ⚡ Ascend is mostly on the table after roll 1 (72% across all three rolls): safe damage beats rerolling working dice for a harder route.

    1× 💥 Photon + 3× ⚡ Ascend · about 8 damage

  • Aurora Wave
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 2× 💥 Photon + 1× ⚡ Ascend + 2× ✴ Hala Star is missing after roll 1 (32% across all three rolls); otherwise you give up an already safe route.

    2× 💥 Photon + 1× ⚡ Ascend + 2× ✴ Hala Star · Sum of 2 dice

  • Photonic
    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) · 7 damage

  • Supernova
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 4× ✴ Hala Star is missing after roll 1 (10% across all three rolls); otherwise you give up an already safe route.

    4× ✴ Hala Star · 5 damage

  • Light Torpedo
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of Large straight (5 in a row) is missing after roll 1 (25% across all three rolls); otherwise you give up an already safe route.

    Large straight (5 in a row) · 7 damage

  • Binary Blast!
    Finisher

    Ultimate: the board's highest damage value with the hardest requirement.

    Do not force 5× ✴ Hala Star (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.

    5× ✴ Hala Star · 12 damage

Key statuses & resources

  • Cosmic Flare / Radiance: Flare (max 3): 1 damage to ALL opponents per token per upkeep. Radiance (max 2): turn one defense die to 6. Flare: Supernova +2, Barrel Roll, a Photon Punch four-of-a-kind, 4 ascends on defense. Radiance: Inner Light, Photonic, Supernova, ultimate. Flare runs automatically. Save Radiance for defense against the next big attack.
  • Cosmic Ray: Supernova, Aurora Wave, Barrel Roll (Hala Star bonus), Light Torpedo, ultimate.
  • Cosmic Ray: On every hit of 5+ – on average +4.5 from the better of 2 dice.
  • Cosmic Flare / Radiance: Flare: Supernova +2, Barrel Roll, a Photon Punch four-of-a-kind, 4 ascends on defense. Radiance: Inner Light, Photonic, Supernova, ultimate.
  • Cosmic Flare / Radiance: Flare runs automatically. Save Radiance for defense against the next big attack.

Abilities & board

Health: 50 · Starting CP: 2

Dice symbols

💥 Photon · 3/6 (faces 1, 2, 3)⚡ Ascend · 2/6 (faces 4, 5)✴ Hala Star · 1/6 (faces 6)

Level I abilities

  • Photon Punch
    Normal
    Dice requirement:
    3× 💥 Photon
    Damage/healing:
    5 damage
  • Inner Light
    Pure
    Dice requirement:
    2× 💥 Photon + 2× ✴ Hala Star
    Damage/healing:
    4 damage
  • Barrel Roll
    Normal
    Dice requirement:
    1× 💥 Photon + 3× ⚡ Ascend
    Damage/healing:
    about 8 damage
  • Aurora Wave
    Normal
    Dice requirement:
    2× 💥 Photon + 1× ⚡ Ascend + 2× ✴ Hala Star
    Damage/healing:
    Sum of 2 dice
  • Photonic
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    7 damage
  • Supernova
    Undefendable
    Dice requirement:
    4× ✴ Hala Star
    Damage/healing:
    5 damage
  • Light Torpedo
    Undefendable
    Dice requirement:
    Large straight (5 in a row)
    Damage/healing:
    7 damage

Ultimate

  • Binary Blast!
    Ultimate
    Dice requirement:
    5× ✴ Hala Star
    Damage/healing:
    12 damage

Defense

Energy Refraction The defense roll is made whenever you are attacked. On average it prevents about 1 damage. The prevention depends on the roll. Energy Refraction: 4 dice – per Hala Star prevent 1 AND deal 1 back (~0.7), 2 ascends grant Cosmic Flare. With Radiance you can force one die onto the Hala Star (6).

Special mechanics

  • Cosmic Ray as a delayed attack modifier
    Token mechanic
    At most 2 tokens, redeemable at the earliest the turn after gaining, at most 1 per turn. After a resolved attack roll 2 dice and add the better value as bonus damage (about +4.47 on average, +6 at most). · Maximum: 2
  • Cosmic Flare as recurring collateral pressure
    Token mechanic
    Up to 3 tokens, no active spending: each token deals 1 damage to all enemy figures during every own upkeep. The damage runs without a roll and past any defense roll. · Maximum: 3
  • Radiance as defense dice control
    Token mechanic
    Up to 2 tokens, only during the defensive roll phase: turn one of the 4 dice to a 6. That converts chance into a guaranteed Hala Star face and raises the expected prevention of that roll by 1. · Maximum: 2
  • Energy Refraction: prevention and counter separated
    Mechanic
    4 defense dice: 1 damage prevented AND 1 counter damage per Hala Star, about 0.7 each on average; 2 ascends place 1 Cosmic Flare. Only the prevented share is prevention.

Resources

  • Cosmic RayMax 2: spend after an attack, roll 2 dice, pick one and add its value. Once per turn, not the turn it was gained. · Supernova, Aurora Wave, Barrel Roll (Hala Star bonus), Light Torpedo, ultimate. · On every hit of 5+ – on average +4.5 from the better of 2 dice.
  • Cosmic Flare / RadianceFlare (max 3): 1 damage to ALL opponents per token per upkeep. Radiance (max 2): turn one defense die to 6. · Flare: Supernova +2, Barrel Roll, a Photon Punch four-of-a-kind, 4 ascends on defense. Radiance: Inner Light, Photonic, Supernova, ultimate. · Flare runs automatically. Save Radiance for defense against the next big attack.

Upgrades & cards

What changes?

  • Photon Punch
    Level II
    • Damage: 6 damage instead of 5 damage
    • Dice requirement: 4× 💥 Photon instead of 3× 💥 Photon
  • Photon Punch
    Level III
    • Damage: 7 damage instead of 5 damage
    • Dice requirement: 5× 💥 Photon instead of 3× 💥 Photon

Hero-specific cards

Not sufficiently verified

Works well with

  • Seraph

    Seraph adds the healing that Captain Marvel lacks.

  • Wolverine

    Wolverine adds the healing that Captain Marvel lacks.

  • Gambit

    Gambit adds the healing that Captain Marvel lacks.

Good matchups

  • Gunslinger

    Captain Marvel keeps Gunslinger tied up with attack denial, and Gunslinger already needs tight rolls.

  • Pyromancer

    Captain Marvel keeps Pyromancer tied up with attack denial, and Pyromancer already needs tight rolls.

  • Rogue

    Captain Marvel keeps Rogue tied up with attack denial, and Rogue already needs tight rolls.

Tough matchups

  • Druid

    Druid pushes damage through that Captain Marvel barely stops with Energy Refraction.

  • Storm

    Storm pushes damage through that Captain Marvel barely stops with Energy Refraction.

  • Huntress

    Huntress keeps Captain Marvel tied up with Bleed, and Captain Marvel already needs tight rolls.

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