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Psylocke

Playstyle: Offensive · Complexity: 3/6 · Marvel X-Men

Who is this character?

A psychic ninja with a sixth die: Manifest boosts or completes every roll, Paralyze switches off enemy status engines.

How to play Psylocke

If after roll 1 5× Starlight for Otherworlder! are reachable. Keep 5× Starlight and reroll all dice not needed, aiming at Otherworlder! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Blade Dance. Otherworlder! deals a documented 11 damage and applies Paralyze/Paralyze, so the 5 committed dice stay on the table.

If after roll 1 4× Starlight for Blade Dance are reachable. Keep 4× Starlight and reroll all dice not needed, aiming at Blade Dance (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Otherworlder!. Blade Dance deals a documented 6 damage and bypasses the defence roll and applies Agility/Infiltration/Agility/Infiltration, so the 4 committed dice stay on the table.

Take Devise when the Manifest die is not needed for the set: that adds +1 CP.

Rolling Agility against 3-point chips instead of keeping pairs for burst turns.

Strengths

  • The Manifest die every turn: +1–3 damage OR replace one die
  • Paralyze: the opponent cannot gain or inflict ability statuses for a round
  • Agility halves on 1–3; Infiltration forces defense rerolls
  • Blade Dance: 6 undefendable + Agility + Infiltration

Weaknesses

  • Clandestine prevents 0 – without Agility tokens she is soft
  • No sustain, no healing – tempo is her only currency

Key attacks

  • Lunge
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 3× 🗡 Blade is mostly on the table after roll 1 (84% across all three rolls): safe damage beats rerolling working dice for a harder route.

    3× 🗡 Blade · 5 damage

  • Devise
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 1× 🗡 Blade + 1× 🦋 Psi + 1× 🧠 Mind + 1× ✴ Starlight is mostly on the table after roll 1 (63% across all three rolls): safe damage beats rerolling working dice for a harder route.

    1× 🗡 Blade + 1× 🦋 Psi + 1× 🧠 Mind + 1× ✴ Starlight · 3 damage

  • Parry
    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 (42% across all three rolls): the effect beats a few extra damage points there.

    2× 🗡 Blade + 2× 🦋 Psi + 1× ✴ Starlight · 7 damage · agility

  • Stealth
    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) · 6 damage · paralyze

  • Blade Dance
    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× ✴ Starlight · 6 damage · agility, infiltration

  • Paralysis
    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 (46% across all three rolls): the effect beats a few extra damage points there.

    2× 🗡 Blade + 2× 🧠 Mind · 6 damage · paralyze

  • Otherworlder!
    Finisher

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

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

    5× ✴ Starlight · 11 damage · paralyze

Key statuses & resources

  • Manifest (6. Würfel): Rolled with the first attempt of every offense: either +half its value (rounded up, +1–3) on the attack OR replace one normal die – never both. Automatic every turn. Replace when it completes the 4× starlight or straight chase; otherwise +1–3 on the hit.
  • Agility / Infiltration: Agility (max 2): roll 1 die, on 1–3 the hit is halved (not against ultimates). Infiltration (max 2): force a reroll of one die in ANY defense roll. Parry, Blade Dance, Stealth (small straight), Clandestine combos, ultimate. Agility pairs against big hits (two successes = 0 damage). Infiltration against enemy slide/worthy blocks – or on your own defense.
  • Manifest (6. Würfel): Automatic every turn.
  • Manifest (6. Würfel): Replace when it completes the 4× starlight or straight chase; otherwise +1–3 on the hit.
  • Agility / Infiltration: Parry, Blade Dance, Stealth (small straight), Clandestine combos, ultimate.
  • Agility / Infiltration: Agility pairs against big hits (two successes = 0 damage). Infiltration against enemy slide/worthy blocks – or on your own defense.

Abilities & board

Health: 50 · Starting CP: 2

Dice symbols

🗡 Blade · 2/6 (faces 1, 2)🦋 Psi · 2/6 (faces 3, 4)🧠 Mind · 1/6 (faces 5)✴ Starlight · 1/6 (faces 6)

Level I abilities

  • Lunge
    Normal
    Dice requirement:
    3× 🗡 Blade
    Damage/healing:
    5 damage
  • Devise
    Undefendable
    Dice requirement:
    1× 🗡 Blade + 1× 🦋 Psi + 1× 🧠 Mind + 1× ✴ Starlight
    Damage/healing:
    3 damage
  • Parry
    Normal
    Dice requirement:
    2× 🗡 Blade + 2× 🦋 Psi + 1× ✴ Starlight
    Damage/healing:
    7 damage
    Key effects:
    agility
  • Stealth
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    6 damage
    Key effects:
    paralyze
  • Blade Dance
    Undefendable
    Dice requirement:
    4× ✴ Starlight
    Damage/healing:
    6 damage
    Key effects:
    agility, infiltration
  • Paralysis
    Normal
    Dice requirement:
    2× 🗡 Blade + 2× 🧠 Mind
    Damage/healing:
    6 damage
    Key effects:
    paralyze

Ultimate

  • Otherworlder!
    Ultimate
    Dice requirement:
    5× ✴ Starlight
    Damage/healing:
    11 damage
    Key effects:
    paralyze

Defense

Clandestine The defense roll is made whenever you are attacked. It does not prevent damage directly. Avoiding the attack is also possible. Clandestine: 3 dice – 0 prevention, 1 counter per blade (~1.5); blade+mind draws a card, blade+starlight grants Agility. The real protection is banked Agility.

Special mechanics

  • Manifest die (sixth die)
    Token mechanic
    On the first attempt of every own offense a sixth special die is rolled. It may either replace one standard die or add half its value, rounded up, as damage - never both. All recorded hit chances apply to the standard pool of 5 dice; replacing raises the real reachability of sets and straights and must be factored into route choice. · Maximum: 1
  • Agility instead of prevention
    Token mechanic
    Psylocke has no classic damage prevention. All protection runs through Agility tokens: one die per token, halving on a 1 to 3, so a 50% success chance and no effect against ultimates. · Maximum: 2

Resources

  • Manifest (6. Würfel)Rolled with the first attempt of every offense: either +half its value (rounded up, +1–3) on the attack OR replace one normal die – never both. · Automatic every turn. · Replace when it completes the 4× starlight or straight chase; otherwise +1–3 on the hit.
  • Agility / InfiltrationAgility (max 2): roll 1 die, on 1–3 the hit is halved (not against ultimates). Infiltration (max 2): force a reroll of one die in ANY defense roll. · Parry, Blade Dance, Stealth (small straight), Clandestine combos, ultimate. · Agility pairs against big hits (two successes = 0 damage). Infiltration against enemy slide/worthy blocks – or on your own defense.

Upgrades & cards

What changes?

  • Lunge
    Level II
    • Damage: 6 damage instead of 5 damage
    • Dice requirement: 4× 🗡 Blade instead of 3× 🗡 Blade
  • Lunge
    Level III
    • Damage: 7 damage instead of 5 damage
    • Dice requirement: 5× 🗡 Blade instead of 3× 🗡 Blade
  • Stealth
    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

  • Barbarian

    Barbarian adds the healing that Psylocke lacks.

  • Seraph

    Seraph adds the healing that Psylocke lacks.

  • Wolverine

    Wolverine adds the healing that Psylocke lacks.

Good matchups

  • Loki

    Loki lands ~6 damage per turn off Illusion without a long ramp – more than Psylocke can shut down.

  • Scarlet Witch

    Scarlet Witch lands spikes up to 12 damage off Crackle without a long ramp – more than Psylocke can shut down.

  • Tactician

    Tactician lands spikes up to 12 damage off Tactical Advantage without a long ramp – more than Psylocke can shut down.

Tough matchups

  • Druid

    Druid keeps Psylocke tied up with Wound, and Psylocke already needs tight rolls.

  • Huntress

    Huntress keeps Psylocke tied up with Bleed, and Psylocke already needs tight rolls.

  • Forgemaster

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

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