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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

  • Brawl
    Standard 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

  • Sass
    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 (49% across all three rolls): the effect beats a few extra damage points there.

    2× ✋ Touch + 2× ⚛ Ion · 3 damage · influence

  • Absorption
    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) · 7 damage · influence

  • Influential
    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× ⚛ Ion · 6 damage · influence

  • Leach
    Healing

    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

  • Skybound
    Burst

    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

✋ Touch · 3/6 (faces 1, 2, 3)🕊 Soar · 2/6 (faces 4, 5)⚛ Ion · 1/6 (faces 6)

Level I abilities

  • Brawl
    Normal
    Dice requirement:
    3× ✋ Touch
    Damage/healing:
    4 damage
  • Sass
    Undefendable
    Dice requirement:
    2× ✋ Touch + 2× ⚛ Ion
    Damage/healing:
    3 damage
    Key effects:
    influence
  • Absorption
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    7 damage
    Key effects:
    influence
  • Influential
    Undefendable
    Dice requirement:
    4× ⚛ Ion
    Damage/healing:
    6 damage
    Key effects:
    influence
  • Leach
    Pure
    Dice requirement:
    1× ✋ Touch + 3× 🕊 Soar
    Damage/healing:
    about 3 damage · healing: about 3 health
  • Skybound
    Normal
    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 mechanic
    Passive 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 mechanic
    Leach (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 mechanic
    Reactive 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?

  • Brawl
    Level II
    • Damage: 5 damage instead of 4 damage
    • Dice requirement: 4× ✋ Touch instead of 3× ✋ Touch
  • Brawl
    Level III
    • Damage: 6 damage instead of 4 damage
    • Dice requirement: 5× ✋ Touch instead of 3× ✋ Touch
  • Absorption
    Level 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

  • Barbarian

    Barbarian adds the healing that Rogue lacks.

  • Seraph

    Seraph adds the healing that Rogue lacks.

  • Wolverine

    Wolverine adds the healing that Rogue lacks.

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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