PS
Marvel X-Men
Psylocke
Complexity: 3/6
Health / CP (1v1): 50 / 2 CP
How to play Psylocke
Overview & game plan
A psychic ninja with a sixth die: Manifest boosts or completes every roll, Paralyze switches off enemy status engines.
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, so the 5 committed dice stay on the table.
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
Dice & symbols
🗡 Blade · 2/6 (faces 1, 2)🦋 Psi · 2/6 (faces 3, 4)🧠 Mind · 1/6 (faces 5)✴ Starlight · 1/6 (faces 6)
Most likely attack
Lunge
Normal
Requirement: 3× 🗡 Blade · Chance: 84.2%
Damage: 5 damage
Attacks & odds
| Ability | Requirement | Chance | Damage | Damage type | Effects |
|---|---|---|---|---|---|
| Lunge | 3× 🗡 Blade | 84.2% | 5 damage | Normal | – |
| Devise | 1× 🗡 Blade + 1× 🦋 Psi + 1× 🧠 Mind + 1× ✴ Starlight | 62.7% | 3 damage | Undefendable | – |
| Parry | 2× 🗡 Blade + 2× 🦋 Psi + 1× ✴ Starlight | 41.6% | 7 damage | Normal | agility |
| Stealth | Small straight (4 in a row) | 58.7% | 6 damage | Normal | paralyze |
| Blade Dance | 4× ✴ Starlight | 10.4% | 6 damage | Undefendable | agility, infiltration |
| Paralysis | 2× 🗡 Blade + 2× 🧠 Mind | 45.5% | 6 damage | Normal | paralyze |
| Otherworlder! Ultimate | 5× ✴ Starlight | 1.3% | 11 damage | Ultimate | paralyze |
How you defend
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.
Concrete dice decisions
- 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, 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, so the 4 committed dice stay on the table.
- If after roll 1 2× Blade + 2× Mind for Paralysis are reachable. Keep 2× Blade + 2× Mind and reroll all dice not needed, aiming at Paralysis (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Otherworlder!. Paralysis deals a documented 6 damage and applies paralyze, so the 4 committed dice stay on the table.
- If after roll 1 3× Blade for Lunge are reachable. Keep 3× Blade and reroll all dice not needed, aiming at Lunge (3 dice). If fewer than 3 matching dice remain after roll 1, switch to Otherworlder!. Lunge deals a documented 5 damage, so the 3 committed dice stay on the table.
- If after roll 1 2× Blade + 2× Psi + 1× Starlight for Parry are reachable. Keep 2× Blade + 2× Psi + 1× Starlight and reroll all dice not needed, aiming at Parry (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Otherworlder!. Parry deals a documented 7 damage and applies agility, so the 5 committed dice stay on the table.
Concrete playing rules
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.
Statuses & timing
- Not publicly verified as a current official rules source; do not infer gameplay data.
- Not publicly verified as a current official rules source; do not infer gameplay data.
- 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.
Avoid these mistakes
No reliable data is available for this section.
Works well with
- RavenessRank #1/37Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).Adds new roles: damage.
- NinjaRank #2/37Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).Adds new roles: damage.
- IcemanRank #3/37Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).Adds new roles: damage.
- Headless HorsemanRank #4/37Adds new roles: damage.No documented direct interaction – the rating relies solely on role and survival balance.
- SeraphRank #5/37Adds new roles: damage.No documented direct interaction – the rating relies solely on role and survival balance.