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 PunchStandard 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 LightBurst
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 RollStandard 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 WaveBurst
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
- PhotonicBurst
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
- SupernovaBurst
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 TorpedoBurst
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
Level I abilities
- Photon PunchNormal
- Dice requirement:
- 3× 💥 Photon
- Damage/healing:
- 5 damage
- Inner LightPure
- Dice requirement:
- 2× 💥 Photon + 2× ✴ Hala Star
- Damage/healing:
- 4 damage
- Barrel RollNormal
- Dice requirement:
- 1× 💥 Photon + 3× ⚡ Ascend
- Damage/healing:
- about 8 damage
- Aurora WaveNormal
- Dice requirement:
- 2× 💥 Photon + 1× ⚡ Ascend + 2× ✴ Hala Star
- Damage/healing:
- Sum of 2 dice
- PhotonicNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 7 damage
- SupernovaUndefendable
- Dice requirement:
- 4× ✴ Hala Star
- Damage/healing:
- 5 damage
- Light TorpedoUndefendable
- 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 mechanicAt 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 mechanicUp 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 mechanicUp 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 Mechanic4 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 PunchLevel II
- Damage: 6 damage instead of 5 damage
- Dice requirement: 4× 💥 Photon instead of 3× 💥 Photon
- Photon PunchLevel 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
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
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