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Spider-Man (Miles Morales)

Playstyle: Offensive · Complexity: 2/6 · Marvel

Who is this character?

A nimble brawler: Combo extra phases, Webbed setups and Invisibility against the unblockable.

How to play Spider-Man (Miles Morales)

If after roll 1 5× Spider for Venom Shockwave! are reachable. Keep 5× Spider and reroll all dice not needed, aiming at Venom Shockwave! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Spider-Reflexes. Venom Shockwave! deals a documented 13 damage and applies Webbed/Webbed/Webbed/Invisibility, so the 5 committed dice stay on the table.

If after roll 1 1× Thwip + 2× Web + 1× Spider for Spider-Reflexes are reachable. Keep 1× Thwip + 2× Web + 1× Spider and reroll all dice not needed, aiming at Spider-Reflexes (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Venom Shockwave!. Spider-Reflexes deals a documented 12 damage and applies Combo, so the 4 committed dice stay on the table.

Combo phase = same opponent, fresh roll: use it after Webbed, then the second hit is unblockable.

Webbed already deals 2 isolated undefendable damage on placement – even if the follow-up never comes.

Letting Combo fizzle because the roll phase ended in a non-attack – Combo requires an attack.

Discarding Invisibility for a reroll while a Black Spot/Deadeye opponent sits at the table.

Strengths

  • Combo: a SECOND offensive roll phase right after the enemy defense
  • Webbed makes the next normal attack on the target undefendable (+2 immediately)
  • Invisibility: defend even against undefendable and pure attacks
  • Venom Punch: 7 undefendable from 4 spiders

Weaknesses

  • Small base numbers (Punch 4–6) – the value is in the extra phases
  • No classic prevention: Spider-Sense only halves on spider symbols (about 31% per defense)

Key attacks

  • Punch
    Standard route

    Reliable damage route for turns without special setup.

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

    3× 🤙 Thwip · 4 damage

  • C-C-C-Combo
    Burst

    High single-turn damage that locks several dice.

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

    2× 🤙 Thwip + 2× 🕷 Spider · 5 damage

  • Wall Crawler
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 2× 🤙 Thwip + 3× 🕸 Web is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.

    2× 🤙 Thwip + 3× 🕸 Web · 7 damage

  • Spider-Reflexes
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 1× 🤙 Thwip + 2× 🕸 Web + 1× 🕷 Spider is mostly on the table after roll 1 (72% across all three rolls): safe damage beats rerolling working dice for a harder route.

    1× 🤙 Thwip + 2× 🕸 Web + 1× 🕷 Spider · Sum of 2 dice

  • Ensnare
    Control

    Control route: damage plus an effect against the opponent's next turn.

    Worth it when the opponent is hunting their strong route next turn (59% across all three rolls): the effect beats a few extra damage points there.

    Small straight (4 in a row) · 5 damage · webbed

  • Venom Punch
    Burst

    High single-turn damage that locks several dice.

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

    4× 🕷 Spider · 7 damage

  • Venom Shockwave!
    Finisher

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

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

    5× 🕷 Spider · 13 damage · webbed

Key statuses & resources

  • Invisibility: Max 1: spend against an undefendable attack and still activate a defensive ability. Wall Crawler, Venom Punch, ultimate. Against the big undefendable turns (Deadeye, Black Spot etc.) – or discard for an extra roll attempt via Spider-Sense.
  • Combo: C-C-C-Combo, Spider-Reflexes (on a total of ≤5).
  • Combo: Whenever it is banked and the first attack landed – two attacks per turn are his whole game.
  • Invisibility: Wall Crawler, Venom Punch, ultimate.
  • Invisibility: Against the big undefendable turns (Deadeye, Black Spot etc.) – or discard for an extra roll attempt via Spider-Sense.

Abilities & board

Health: 50 · Starting CP: 2

Dice symbols

🤙 Thwip · 3/6 (faces 1, 2, 3)🕸 Web · 2/6 (faces 4, 5)🕷 Spider · 1/6 (faces 6)

Level I abilities

  • Punch
    Normal
    Dice requirement:
    3× 🤙 Thwip
    Damage/healing:
    4 damage
  • C-C-C-Combo
    Normal
    Dice requirement:
    2× 🤙 Thwip + 2× 🕷 Spider
    Damage/healing:
    5 damage
  • Wall Crawler
    Normal
    Dice requirement:
    2× 🤙 Thwip + 3× 🕸 Web
    Damage/healing:
    7 damage
  • Spider-Reflexes
    Normal
    Dice requirement:
    1× 🤙 Thwip + 2× 🕸 Web + 1× 🕷 Spider
    Damage/healing:
    Sum of 2 dice
  • Ensnare
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    5 damage
    Key effects:
    webbed
  • Venom Punch
    Undefendable
    Dice requirement:
    4× 🕷 Spider
    Damage/healing:
    7 damage

Ultimate

  • Venom Shockwave!
    Ultimate
    Dice requirement:
    5× 🕷 Spider
    Damage/healing:
    13 damage
    Key effects:
    webbed

Defense

Spider-Sense The defense roll is made whenever you are attacked. It does not prevent damage directly. Avoiding the attack is also possible. Pure prevention 0. Spider-Sense: 2 dice – each spider halves the damage (rounded up), about 31% chance of at least one spider, about 16% less damage on average; discarding Invisibility grants an extra attempt. Invisibility also allows a defense against undefendable and pure attacks at all. Counterpunch: 3 dice, about 1.5 counter damage, no prevention.

Special mechanics

  • Combo: a second offensive roll phase
    Token mechanic
    At most 1 marker and 1 redemption per turn. After an attack actually performed and the enemy defense, a full second offensive roll phase against the same target follows. Sources: C-C-C-Combo (about 49.1%) and Spider-Reflexes on a total of 5 or less. · Maximum: 1
  • Webbed: instant damage and a mark
    Token mechanic
    On placement 2 undefendable damage, resolved separately from the triggering attack. In addition the next normal attack on that target becomes undefendable and consumes the marker. At most 1 marker per target. · Maximum: 1
  • Invisibility: defending the unblockable
    Token mechanic
    At most 1 marker. Spent at the attack declaration, before damage resolves: a defense is allowed even against undefendable and pure attacks. The marker itself prevents 0; the effect depends on the Spider-Sense roll (about 31% for at least one spider). Alternatively discardable during the defense roll for an extra attempt. · Maximum: 1
  • Spider-Sense: conditional halving
    Mechanic
    2 defense dice without fixed prevention: each spider halves the damage (rounded up). No spider about 69%, one spider about 28%, two spiders about 3% - on average about 16% of the damage is removed. Counterpunch (3 dice, about 1.5) is counter damage and reduces nothing.

Resources

  • ComboMax 1, once per turn: if your roll phase produced an attack, take another offensive roll phase against the same target right after their defense. · C-C-C-Combo, Spider-Reflexes (on a total of ≤5). · Whenever it is banked and the first attack landed – two attacks per turn are his whole game.
  • InvisibilityMax 1: spend against an undefendable attack and still activate a defensive ability. · Wall Crawler, Venom Punch, ultimate. · Against the big undefendable turns (Deadeye, Black Spot etc.) – or discard for an extra roll attempt via Spider-Sense.

Upgrades & cards

What changes?

  • Punch
    Level II
    • Damage: 5 damage instead of 4 damage
    • Dice requirement: 4× 🤙 Thwip instead of 3× 🤙 Thwip
  • Punch
    Level III
    • Damage: 6 damage instead of 4 damage
    • Dice requirement: 5× 🤙 Thwip instead of 3× 🤙 Thwip
  • Ensnare
    Level II
    • Damage: 8 damage instead of 5 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

  • Seraph

    Seraph adds the healing that Spider-Man (Miles Morales) lacks.

  • Gambit

    Gambit adds the healing that Spider-Man (Miles Morales) lacks.

  • Wolverine

    Wolverine adds the healing that Spider-Man (Miles Morales) lacks.

Good matchups

  • Cursed Pirate

    Spider-Man (Miles Morales) pushes damage through that Cursed Pirate barely stops with Ahoy Matey.

  • Psylocke

    Spider-Man (Miles Morales) pushes damage through that Psylocke barely stops with Clandestine.

  • Rogue

    Spider-Man (Miles Morales) pushes damage through that Rogue barely stops with Duplicate.

Tough matchups

  • Druid

    Druid lands spikes up to 12 damage once Shape Shift is up – and Spider-Man (Miles Morales) has little to absorb it.

  • Huntress

    Huntress lands spikes up to 12 damage once Nyra is up – and Spider-Man (Miles Morales) has little to absorb it.

  • Doctor Strange

    Doctor Strange lands spikes up to 16 damage off Spells (Buch von Vishanti) without a long ramp – and Spider-Man (Miles Morales) has little to absorb it.

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