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
- LungeStandard 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
- DeviseStandard 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
- ParryControl
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
- StealthControl
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 DanceControl
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
- ParalysisControl
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
Level I abilities
- LungeNormal
- Dice requirement:
- 3× 🗡 Blade
- Damage/healing:
- 5 damage
- DeviseUndefendable
- Dice requirement:
- 1× 🗡 Blade + 1× 🦋 Psi + 1× 🧠 Mind + 1× ✴ Starlight
- Damage/healing:
- 3 damage
- ParryNormal
- Dice requirement:
- 2× 🗡 Blade + 2× 🦋 Psi + 1× ✴ Starlight
- Damage/healing:
- 7 damage
- Key effects:
- agility
- StealthNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 6 damage
- Key effects:
- paralyze
- Blade DanceUndefendable
- Dice requirement:
- 4× ✴ Starlight
- Damage/healing:
- 6 damage
- Key effects:
- agility, infiltration
- ParalysisNormal
- 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 mechanicOn 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 mechanicPsylocke 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?
- LungeLevel II
- Damage: 6 damage instead of 5 damage
- Dice requirement: 4× 🗡 Blade instead of 3× 🗡 Blade
- LungeLevel III
- Damage: 7 damage instead of 5 damage
- Dice requirement: 5× 🗡 Blade instead of 3× 🗡 Blade
- StealthLevel 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
- 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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