Rogue
Playstyle: Balanced · Complexity: 3/6 · Marvel X-Men
Who is this character?
An absorbing brawler: your punches charge her Ionic Energy, Leach drains health with no recourse.
How to play Rogue
If after roll 1 5× Ion for High Altitude! are reachable. Keep 5× Ion and reroll all dice not needed, aiming at High Altitude! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Skybound. High Altitude! deals a documented 11 damage and applies Influence/Influence/Skyward/Ionic Energy, so the 5 committed dice stay on the table.
Early game: Take hits and charge Ionic Energy, Brawl as base load.
If after roll 1 2× Soar + 2× Ion for Skybound are reachable. Keep 2× Soar + 2× Ion and reroll all dice not needed, aiming at Skybound (4 dice). If fewer than 4 matching dice remain after roll 1, switch to High Altitude!. Skybound deals a documented 7 damage and applies Skyward/Ionic Energy, so the 4 committed dice stay on the table.
Spend Ionic Energy before the damage roll, including on undefendable hits: the boost practically always lands.
Take Leach when the opponent leans on prevention or counters: Leach is not an attack, so neither applies.
Rather eat one hit of 7 or more than two small ones: a big hit grants 2 tokens, two 3s only 1 each.
Dripping Ionic Energy onto 4-point Brawls instead of 4-packs on finishers.
Tossing Skyward without a CP reserve – without rerolls it is a coinflip.
Strengths
- Ionic Drive (passive): every attack taken grants 1–2 Ionic Energy
- Ionic Energy boosts even the ultimate – High Altitude! reaches 19
- Leach: steal 2–4 health, NO defense roll allowed, heals her 1:1
- Influence costs the opponent roll attempts (each 1–3: one attempt gone)
Weaknesses
- Brawl is small (4–6) – without the Ionic boost the punch is missing
- Duplicate needs PAIRS – only the soar pair prevents damage, about 0.8 on average
Key attacks
- BrawlStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× ✋ Touch is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× ✋ Touch · 4 damage
- SassControl
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× ✋ Touch + 2× ⚛ Ion · 3 damage · influence
- AbsorptionControl
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) · 7 damage · influence
- InfluentialControl
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× ⚛ Ion · 6 damage · influence
- LeachHealing
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.
1× ✋ Touch + 3× 🕊 Soar · about 3 damage · healing: about 3 health
- SkyboundBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 2× 🕊 Soar + 2× ⚛ Ion is missing after roll 1 (46% across all three rolls); otherwise you give up an already safe route.
2× 🕊 Soar + 2× ⚛ Ion · 7 damage
- High Altitude!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× ⚛ Ion (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× ⚛ Ion · 11 damage · influence
Key statuses & resources
- Ionic Energy: Max 4 (1- and 2-value tokens): spend before damage and add the value – works on normal, undefendable AND ultimate. Max 2 tokens/turn, 4 for 1 CP. Passive: 1 from attacks taken of ≤6, 2 from 7+; Leach +1, a Duplicate ion pair +1. On Absorption (7–9) or the ultimate – +4 for 1 CP is the best exchange rate in the game.
- Skyward: Max 2: spend when attacked, both roll (she may reroll hers for 1 CP each) – higher: 3 counter; tie: prevent 4. Influential, Skybound, ultimate +2. Against medium hits when CP for rerolls is spare – the CP reroll makes it reliable.
- Influence: negative, every 1–3 in the enemy roll costs a roll attempt.
- Ionic Energy: positive, max 4 tokens (values 1 and 2), max 2 spendable per turn, 4 for 1 CP.
- Skyward: positive, max 2, redeemed when attacked (higher: 3 counter; tie: prevent 4).
- Spend Ionic Energy only from 4 upward (or for a kill) instead of dripping it onto 4-damage Brawls.
- Use Skyward only with a CP reserve for rerolls.
- Ionic Energy: Passive: 1 from attacks taken of ≤6, 2 from 7+; Leach +1, a Duplicate ion pair +1.
- Ionic Energy: On Absorption (7–9) or the ultimate – +4 for 1 CP is the best exchange rate in the game.
- Skyward: Influential, Skybound, ultimate +2.
- Skyward: Against medium hits when CP for rerolls is spare – the CP reroll makes it reliable.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- BrawlNormal
- Dice requirement:
- 3× ✋ Touch
- Damage/healing:
- 4 damage
- SassUndefendable
- Dice requirement:
- 2× ✋ Touch + 2× ⚛ Ion
- Damage/healing:
- 3 damage
- Key effects:
- influence
- AbsorptionNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 7 damage
- Key effects:
- influence
- InfluentialUndefendable
- Dice requirement:
- 4× ⚛ Ion
- Damage/healing:
- 6 damage
- Key effects:
- influence
- LeachPure
- Dice requirement:
- 1× ✋ Touch + 3× 🕊 Soar
- Damage/healing:
- about 3 damage · healing: about 3 health
- SkyboundNormal
- Dice requirement:
- 2× 🕊 Soar + 2× ⚛ Ion
- Damage/healing:
- 7 damage
Ultimate
- High Altitude!Ultimate
- Dice requirement:
- 5× ⚛ Ion
- Damage/healing:
- 11 damage
- Key effects:
- influence
Defense
Duplicate The defense roll is made whenever you are attacked. On average it prevents about 0.8 damage. The prevention depends on the roll. Duplicate: 4 dice, only pairs count – only the soar pair prevents 2 damage (about 0.8 on average), the touch pair counters 1 (about 0.75) and the ion pair banks Skyward + Ionic Energy. Skyward is a separate reaction, not blanket prevention. Her real protection: every hit charges the passive.
Special mechanics
- Ionic Drive Board mechanicPassive conversion of attacks taken into Ionic Energy: 1 token up to 6 damage, 2 tokens from 7. Damage taken is thus Rogue's main resource source. · Maximum: 4
- Leach Board mechanicLeach (1 touch + 3 soar, 71.8%) is explicitly not an attack: no defense roll, no counter, no prevention. 2 to 4 health are moved and healed in the same amount, plus 1 Ionic Energy.
- Skyward Token mechanicReactive die comparison for 1 Skyward: a tie prevents 4 damage, a higher roll yields 3 counter damage. Rogue may reroll her die for 1 CP each, so the value depends heavily on the CP reserve. · Maximum: 2
Resources
- Ionic EnergyMax 4 (1- and 2-value tokens): spend before damage and add the value – works on normal, undefendable AND ultimate. Max 2 tokens/turn, 4 for 1 CP. · Passive: 1 from attacks taken of ≤6, 2 from 7+; Leach +1, a Duplicate ion pair +1. · On Absorption (7–9) or the ultimate – +4 for 1 CP is the best exchange rate in the game.
- SkywardMax 2: spend when attacked, both roll (she may reroll hers for 1 CP each) – higher: 3 counter; tie: prevent 4. · Influential, Skybound, ultimate +2. · Against medium hits when CP for rerolls is spare – the CP reroll makes it reliable.
Upgrades & cards
What changes?
- BrawlLevel II
- Damage: 5 damage instead of 4 damage
- Dice requirement: 4× ✋ Touch instead of 3× ✋ Touch
- BrawlLevel III
- Damage: 6 damage instead of 4 damage
- Dice requirement: 5× ✋ Touch instead of 3× ✋ Touch
- AbsorptionLevel II
- Damage: 9 damage instead of 7 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
- Gunslinger
Rogue keeps Gunslinger tied up with Influence, and Gunslinger already needs tight rolls.
- Loki
Rogue keeps Loki tied up with Influence, many of Loki's effects get cancelled that way.
- Psylocke
Rogue keeps Psylocke tied up with Influence, and Psylocke already needs tight rolls.
Tough matchups
- Huntress
Huntress keeps Rogue tied up with Bleed, and Rogue already needs tight rolls.
- Druid
Druid pushes damage through that Rogue barely stops with Duplicate.
- Forgemaster
Forgemaster keeps Rogue tied up with attack denial, and Rogue already needs tight rolls.
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