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
- PunchStandard 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-ComboBurst
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 CrawlerBurst
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-ReflexesStandard 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
- EnsnareControl
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 PunchBurst
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
Level I abilities
- PunchNormal
- Dice requirement:
- 3× 🤙 Thwip
- Damage/healing:
- 4 damage
- C-C-C-ComboNormal
- Dice requirement:
- 2× 🤙 Thwip + 2× 🕷 Spider
- Damage/healing:
- 5 damage
- Wall CrawlerNormal
- Dice requirement:
- 2× 🤙 Thwip + 3× 🕸 Web
- Damage/healing:
- 7 damage
- Spider-ReflexesNormal
- Dice requirement:
- 1× 🤙 Thwip + 2× 🕸 Web + 1× 🕷 Spider
- Damage/healing:
- Sum of 2 dice
- EnsnareNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 5 damage
- Key effects:
- webbed
- Venom PunchUndefendable
- 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 mechanicAt 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 mechanicOn 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 mechanicAt 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 Mechanic2 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?
- PunchLevel II
- Damage: 5 damage instead of 4 damage
- Dice requirement: 4× 🤙 Thwip instead of 3× 🤙 Thwip
- PunchLevel III
- Damage: 6 damage instead of 4 damage
- Dice requirement: 5× 🤙 Thwip instead of 3× 🤙 Thwip
- EnsnareLevel 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
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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