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
- ScratchStandard 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 CureHealing
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 HuntControl
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
- ConflictedBurst
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
- 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 (10% across all three rolls): the effect beats a few extra damage points there.
4× 🌕 Full Moon · 5 damage · prey
- Full MoonBurst
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
Level I abilities
- ScratchNormal
- 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 HuntNormal
- Dice requirement:
- 2× 🐾 Slash + 2× 🌕 Full Moon
- Damage/healing:
- 6 damage
- Key effects:
- prey
- ConflictedNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 6 damage
- EnsnareUndefendable
- Dice requirement:
- 4× 🌕 Full Moon
- Damage/healing:
- 5 damage
- Key effects:
- prey
- Full MoonNormal
- 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?
- ScratchLevel II
- Damage: 5 damage instead of 4 damage
- Dice requirement: 4× 🐾 Slash instead of 3× 🐾 Slash
- ScratchLevel III
- Damage: 6 damage instead of 4 damage
- Dice requirement: 5× 🐾 Slash instead of 3× 🐾 Slash
- ConflictedLevel 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
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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