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Marvel X-Men

Psylocke

Complexity: 3/6
Health / CP (1v1): 50 / 2 CP
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Community-derived: this data does not come from official boards and is less certain.

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

AbilityRequirementChanceDamageDamage typeEffects
Lunge3× 🗡 Blade84.2%5 damageNormal
Devise1× 🗡 Blade + 1× 🦋 Psi + 1× 🧠 Mind + 1× ✴ Starlight62.7%3 damageUndefendable
Parry2× 🗡 Blade + 2× 🦋 Psi + 1× ✴ Starlight41.6%7 damageNormalagility
StealthSmall straight (4 in a row)58.7%6 damageNormalparalyze
Blade Dance4× ✴ Starlight10.4%6 damageUndefendableagility, infiltration
Paralysis2× 🗡 Blade + 2× 🧠 Mind45.5%6 damageNormalparalyze
Otherworlder!
Ultimate
5× ✴ Starlight1.3%11 damageUltimateparalyze

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