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Deadpool

Playstyle: Offensive · Complexity: 3/6 · Marvel Standalone

Who is this character?

A chaos mercenary: pure damage turns, rock-paper-scissors bets and an assortment of fourth-wall tricks.

How to play Deadpool

If after roll 1 5× Mask for Fourth Wall! are reachable. Keep 5× Mask and reroll all dice not needed, aiming at Fourth Wall! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Taco Truck. Fourth Wall! deals a documented 14 damage, so the 5 committed dice stay on the table.

If after roll 1 a small straight for Taco Truck are reachable. Keep a small straight and reroll all dice not needed, aiming at Taco Truck (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Fourth Wall!. Taco Truck deals a documented 8.5 damage, so the 4 committed dice stay on the table.

Take the Curmudgeon Coin instead of the RPS rolls when you do not want to spend a turn on gag decisions: it grants all gag bonuses automatically.

Fire the ultimate when the opponent holds non-unique positive statuses like Rage, Cheer or Honor: Fourth Wall! copies them.

Betting RPS defensively against small hits and losing the offensive bonus.

Playing for long games – without a real defense Deadpool wins races, not sieges.

Strengths

  • Lots of PURE damage (Donut Hole 4, Knife Fight 3): no defense possible
  • An RPS win: +2/+3 on attacks or 2 prevention – automatic on the ultimate
  • Fourth Wall!: 14 damage + copy another hero's positive status
  • Onomatopoeia turns dice to 4 or 5 – plannable sets

Weaknesses

  • Mutant Healing only heals 1 and prevents 0 – he practically does not defend
  • The gag bonuses (Pew Pew, Taco Tuesday) require playing along or the Curmudgeon Coin

Key attacks

  • Finger Guns
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 4× 👉 Pew is mostly on the table after roll 1 (88% across all three rolls): safe damage beats rerolling working dice for a harder route.

    4× 👉 Pew · 6 damage

  • Donut Hole
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 3× 💬 Joke is missing after roll 1 (36% across all three rolls); otherwise you give up an already safe route.

    3× 💬 Joke · 4 damage

  • Knife Fight
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 2× 👉 Pew + 2× 🔪 Knife is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.

    2× 👉 Pew + 2× 🔪 Knife · 3 damage

  • Besmirched
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 1× 👉 Pew + 1× 🔪 Knife + 1× 💬 Joke + 1× 🎭 Mask is missing after roll 1 (54% across all three rolls); otherwise you give up an already safe route.

    1× 👉 Pew + 1× 🔪 Knife + 1× 💬 Joke + 1× 🎭 Mask · about 9 damage

  • Taco Truck
    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) · about 8.5 damage

  • Merc with a Mouth
    Burst

    High single-turn damage that locks several dice.

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

    4× 🎭 Mask · 6 damage

  • Fiesta
    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) · about 8.5 damage

  • Fourth Wall!
    Finisher

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

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

    5× 🎭 Mask · 14 damage

Key statuses & resources

  • RPS: max 1, redeemable once per turn – a win gives +2 damage (+3 with the Shoot card active) or 2 prevention.
  • Onomatopoeia: max 2, turns a die to 4 (knife) or 5 (joke).
  • Donut: max 2, roll in upkeep and heal 1–3; giftable.
  • Shoot card: auto-wins one lost RPS round, then flips inactive; the ultimate reactivates it.
  • Save RPS for hits of 6+; sacrifice the Shoot card only when the win kills.
  • RPS / Shoot Card: Knife Fight, Merc with a Mouth, Fiesta, the Besmirched mask, ultimate (reactivates the Shoot card).
  • RPS / Shoot Card: Offensively on big hits; save the Shoot card as insurance for the game's most important throw.
  • Onomatopoeia / Donut: Knife Fight, Donut Hole, Merc with a Mouth, Besmirched/Mutant Healing jokes, Fiesta.

Abilities & board

Health: 50 · Starting CP: 2

Dice symbols

👉 Pew · 3/6 (faces 1, 2, 3)🔪 Knife · 1/6 (faces 4)💬 Joke · 1/6 (faces 5)🎭 Mask · 1/6 (faces 6)

Level I abilities

  • Finger Guns
    Normal
    Dice requirement:
    4× 👉 Pew
    Damage/healing:
    6 damage
  • Donut Hole
    Pure
    Dice requirement:
    3× 💬 Joke
    Damage/healing:
    4 damage
  • Knife Fight
    Undefendable
    Dice requirement:
    2× 👉 Pew + 2× 🔪 Knife
    Damage/healing:
    3 damage
  • Besmirched
    Normal
    Dice requirement:
    1× 👉 Pew + 1× 🔪 Knife + 1× 💬 Joke + 1× 🎭 Mask
    Damage/healing:
    about 9 damage
  • Taco Truck
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    about 8.5 damage
  • Merc with a Mouth
    Undefendable
    Dice requirement:
    4× 🎭 Mask
    Damage/healing:
    6 damage
  • Fiesta
    Normal
    Dice requirement:
    Large straight (5 in a row)
    Damage/healing:
    about 8.5 damage

Ultimate

  • Fourth Wall!
    Ultimate
    Dice requirement:
    5× 🎭 Mask
    Damage/healing:
    14 damage

Defense

Mutant Healing The defense roll is made whenever you are attacked. It does not prevent damage directly. Mutant Healing: always heals 1, then 4 dice – 1 counter per knife, jokes grant Onomatopoeia, 0 prevention. Only a defensive RPS win (2 prevention) really blocks – he defends through tempo, not mitigation.

Special mechanics

  • Donut
    Token mechanic
    Up to 2 donuts. Edible in your own upkeep: roll 1 die and heal 1 to 3. A donut can instead be gifted and then heals the receiving person. · Maximum: 2
  • Onomatopoeia
    Token mechanic
    Up to 2 tokens. Each token turns one of your own dice to the 4 (knife) or the 5 (joke), making symbol sets plannable without changing the damage itself. · Maximum: 2
  • Rock/Paper/Scissors
    Board mechanic
    At most 1 token and one challenge per turn. The payoff is variable and not plannable: on a win +2 damage, with the Shoot card active +3, alternatively 2 damage prevented when defending; a loss or draw yields nothing. The bonus is tracked separately from the printed base damage and does not apply to pure damage. · Maximum: 1
  • Shoot Card
    Board mechanic
    Starts active. While it lies active the offensive bonus is +3 instead of +2. It automatically wins one lost rock-paper-scissors round and then flips to inactive; only Fourth Wall! turns it back. · Maximum: 1

Resources

  • RPS / Shoot CardRPS (max 1, once per turn): challenge to rock-paper-scissors when attacking or defending – a win: +2 damage (+3 with the Shoot card active) or 2 prevention. The Shoot card auto-wins a lost round, then flips inactive. · Knife Fight, Merc with a Mouth, Fiesta, the Besmirched mask, ultimate (reactivates the Shoot card). · Offensively on big hits; save the Shoot card as insurance for the game's most important throw.
  • Onomatopoeia / DonutOnomatopoeia (max 2): turn a die to 4 (knife) or 5 (joke) – remember to say the sound effect. Donut (max 2, giftable): roll in upkeep and heal 1–3. · Knife Fight, Donut Hole, Merc with a Mouth, Besmirched/Mutant Healing jokes, Fiesta. · Onomatopoeia rescues set chases via the 4/5 faces; eat Donuts yourself or gift them to a battered teammate in team modes.

Upgrades & cards

What changes?

  • Finger Guns
    Level II
    • Damage: 7 damage instead of 6 damage
    • Dice requirement: 5× 👉 Pew instead of 4× 👉 Pew

Hero-specific cards

Not sufficiently verified

Works well with

Good matchups

  • Gunslinger

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

  • Pyromancer

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

  • Rogue

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

Tough matchups

  • Druid

    Druid pushes damage through that Deadpool barely stops with Mutant Healing.

  • Storm

    Storm pushes damage through that Deadpool barely stops with Mutant Healing.

  • Forgemaster

    Forgemaster keeps Deadpool tied up with attack denial, and Deadpool already needs tight rolls.

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