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Pale Lady

Playstyle: Offensive · Complexity: 3/6 · Outcasts

Who is this character?

A werewolf-in-waiting: collect Moon Shards, flip to wolf form – then bite undefendable for three rounds.

How to play Pale Lady

If after roll 1 5× Full Moon for Unleash the Beast! are reachable. Keep 5× Full Moon and reroll all dice not needed, aiming at Unleash the Beast! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Full Moon. Unleash the Beast! deals a documented 13 damage and applies prey/bleed, so the 5 committed dice stay on the table.

If after roll 1 4× Crescent for Full Moon are reachable. Keep 4× Crescent and reroll all dice not needed, aiming at Full Moon (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Unleash the Beast!. Full Moon deals a documented 7 damage, so the 4 committed dice stay on the table.

In wolf form every round counts: attack even on a mediocre roll – an undefendable 4 beats a blocked 7.

Stumbling into the flip at 3 shards when the next round would be a utility turn – the wolf wants to bite, not collect.

Skipping The Cure because '3 healing feels small' – the turn is pure tempo (4 resources at once).

Strengths

  • Wolf form: Shred deals 4/5/6 UNDEFENDABLE, Rip and Tear 8 undefendable
  • The Cure: shard + CP + card + 3 healing in one utility turn
  • Prey: attackers roll +1–2 bonus damage per token against the target
  • Unleash the Beast!: 13 + flip + the wolf ultimate in one turn

Weaknesses

  • Refresh prevents 0 – only healing (~1.3) and shards
  • Wolf form ticks down (1 shard per turn end) – badly timed it ends after 2 rounds

Key attacks

  • Scratch
    Standard route

    Reliable damage route for turns without special setup.

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

    3× 🐾 Slash · 4 damage · bleed

  • The Cure
    Healing

    Healing instead of damage this turn.

    Only take it once you have taken enough damage for the healing to land in full – at full health the turn is wasted.

    3× 🌙 Crescent + 1× 🌕 Full Moon · healing: 3 health

  • The Hunt
    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 (49% across all three rolls): the effect beats a few extra damage points there.

    2× 🐾 Slash + 2× 🌕 Full Moon · 6 damage · prey

  • Conflicted
    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) · 6 damage

  • 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 (10% across all three rolls): the effect beats a few extra damage points there.

    4× 🌕 Full Moon · 5 damage · prey

  • Full Moon
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 4× 🌙 Crescent is missing after roll 1 (54% across all three rolls); otherwise you give up an already safe route.

    4× 🌙 Crescent · about 7 damage

  • Unleash the Beast!
    Finisher

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

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

    5× 🌕 Full Moon · 13 damage · prey, bleed

Key statuses & resources

  • Moon Shards max 3; at 3 in upkeep flip to werewolf, losing 1 shard per turn end; Prey max 2 as documented.
  • Bleed ticks according to status rules; no extra stack duration is inferred.
  • 3 shards = flip; 2 Prey = maximum team focus mark; 4 full moons = Ensnare.
  • 5 full moons = ultimate threshold.
  • Moon Shards: The Cure, Conflicted +1–2, Ensnare +2, the Full Moon follow-up, Refresh full moons, ultimate +2.
  • Moon Shards: Nothing to spend, just TIME it: flip on the round you can attack immediately – every wolf round without an attack wastes a shard.
  • Prey: The Hunt, Ensnare +2, ultimate.

Abilities & board

Health: 50 · Starting CP: 2

Dice symbols

🐾 Slash · 3/6 (faces 1, 2, 3)🌙 Crescent · 2/6 (faces 4, 5)🌕 Full Moon · 1/6 (faces 6)

Level I abilities

  • Scratch
    Normal
    Dice requirement:
    3× 🐾 Slash
    Damage/healing:
    4 damage
    Key effects:
    bleed
  • The Cure
    Dice requirement:
    3× 🌙 Crescent + 1× 🌕 Full Moon
    Damage/healing:
    healing: 3 health
  • The Hunt
    Normal
    Dice requirement:
    2× 🐾 Slash + 2× 🌕 Full Moon
    Damage/healing:
    6 damage
    Key effects:
    prey
  • Conflicted
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    6 damage
  • Ensnare
    Undefendable
    Dice requirement:
    4× 🌕 Full Moon
    Damage/healing:
    5 damage
    Key effects:
    prey
  • Full Moon
    Normal
    Dice requirement:
    4× 🌙 Crescent
    Damage/healing:
    about 7 damage

Ultimate

  • Unleash the Beast!
    Ultimate
    Dice requirement:
    5× 🌕 Full Moon
    Damage/healing:
    13 damage
    Key effects:
    prey, bleed

Defense

Refresh The defense roll is made whenever you are attacked. It does not prevent damage directly. Refresh: 4 dice – 0 prevention, heal 1 per crescent (~1.3), a shard per full moon. She defends through health flow and tempo, not blocking.

Resources

  • Moon ShardsMax 3: at 3 in upkeep you flip to Werewolf; there damage scales with remaining shards and 1 is lost per turn end – at 0 you revert to Pale Lady. · The Cure, Conflicted +1–2, Ensnare +2, the Full Moon follow-up, Refresh full moons, ultimate +2. · Nothing to spend, just TIME it: flip on the round you can attack immediately – every wolf round without an attack wastes a shard.
  • PreyMax 2 on the target: every attacker may roll per token – 2–5: +1, 6: +2, 1: token removed. · The Hunt, Ensnare +2, ultimate. · Put it on the focus target – the bonus applies to EVERY attacker, including teammates.

Upgrades & cards

What changes?

  • Scratch
    Level II
    • Damage: 5 damage instead of 4 damage
    • Dice requirement: 4× 🐾 Slash instead of 3× 🐾 Slash
  • Scratch
    Level III
    • Damage: 6 damage instead of 4 damage
    • Dice requirement: 5× 🐾 Slash instead of 3× 🐾 Slash
  • Conflicted
    Level II
    • Damage: 8 damage instead of 6 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 Pale Lady lacks.

  • Gambit

    Gambit adds the healing that Pale Lady lacks.

  • Wolverine

    Wolverine adds the healing that Pale Lady lacks.

Good matchups

  • Cursed Pirate

    Pale Lady pushes damage through that Cursed Pirate barely stops with Ahoy Matey.

  • Gunslinger

    Pale Lady keeps Gunslinger tied up with Bleed and Prey, and Gunslinger already needs tight rolls.

  • Psylocke

    Pale Lady keeps Psylocke tied up with Bleed and Prey, and Psylocke already needs tight rolls.

Tough matchups

  • Storm

    Storm pushes damage through that Pale Lady barely stops with Refresh.

  • Druid

    Druid pushes damage through that Pale Lady barely stops with Refresh.

  • Forgemaster

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

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