Samurai
Playstyle: Offensive · Complexity: 3/6 · Season 2
Who is this character?
A disciplined duelist: shame shrinks enemy attacks, honor pumps your own.
How to play Samurai
If after roll 1 5× Sun for Shogun! are reachable. Keep 5× Sun and reroll all dice not needed, aiming at Shogun! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Masamune. Shogun! deals a documented 13 damage and applies shame, so the 5 committed dice stay on the table.
Mid game: Combine Solemnity / Budo to keep Shame up consistently and build Honor.
Late game: Use Masamune / Shogun! with a stacked Honor bonus for burst damage.
If after roll 1 a large straight for Masamune are reachable. Keep a large straight and reroll all dice not needed, aiming at Masamune (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Shogun!. Masamune deals a documented 11 damage and applies shame, so the 5 committed dice stay on the table.
If Solemnity (2× katana + 3× kabuto) is reachable after roll 2, take it over Katana Slice: 7 damage plus Shame beats the safe 5.
Honor stacks to 2: spend it only on a hit of 7 base damage or more (Solemnity, Masamune) so the +3 bonus is not wasted on a small route.
Take Wakizashi (2× katana + 2× rising sun) when the opponent prevents damage reliably: 3 undefendable damage lands while Katana Slice gets blocked.
Spending three roll attempts on a marginally better Katana Slice and losing the Bushido honor.
Dripping honor out singly instead of building +3 packages.
Strengths
- Katana Slice is recorded as 5–7 normal damage over 3/4/5 katana.
- Honor is documented as a positive resource with stack limit 2 and +3 damage when spending 2 Honor.
- Shogun! is recorded as an ultimate with 13 ultimate damage and 5 rising sun.
Weaknesses
- Hagakure and Shogun! each require multiple rising-sun faces.
Key attacks
- Katana SliceStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 🗡 Katana is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 🗡 Katana · 5 damage
- WakizashiBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 2× 🗡 Katana + 2× ☀ Rising Sun is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.
2× 🗡 Katana + 2× ☀ Rising Sun · 3 damage
- SolemnityControl
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× 🗡 Katana + 3× 👹 Kabuto · 7 damage · shame
- BudoBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of Small straight (4 in a row) is missing after roll 1 (59% across all three rolls); otherwise you give up an already safe route.
Small straight (4 in a row) · 6 damage
- HagakureControl
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× ☀ Rising Sun · 5 damage · shame
- MasamuneControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (25% across all three rolls): the effect beats a few extra damage points there.
Large straight (5 in a row) · 7 + 1 per 🗡 Katana (roll 4 dice) · shame
- Shogun!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× ☀ Rising Sun (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× ☀ Rising Sun · 13 damage · shame
Key statuses & resources
- Cash in Honor at 2 units for +3 damage on an ongoing attack rather than hoarding it longer.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- Katana SliceNormal
- Dice requirement:
- 3× 🗡 Katana
- Damage/healing:
- 5 damage
- WakizashiUndefendable
- Dice requirement:
- 2× 🗡 Katana + 2× ☀ Rising Sun
- Damage/healing:
- 3 damage
- SolemnityNormal
- Dice requirement:
- 2× 🗡 Katana + 3× 👹 Kabuto
- Damage/healing:
- 7 damage
- Key effects:
- shame
- BudoNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 6 damage
- HagakureUndefendable
- Dice requirement:
- 4× ☀ Rising Sun
- Damage/healing:
- 5 damage
- Key effects:
- shame
- MasamuneNormal
- Dice requirement:
- Large straight (5 in a row)
- Damage/healing:
- 7 + 1 per 🗡 Katana (roll 4 dice)
- Key effects:
- shame
Ultimate
- Shogun!Ultimate
- Dice requirement:
- 5× ☀ Rising Sun
- Damage/healing:
- 13 damage
- Key effects:
- shame
Defense
Stand Tall The defense roll is made whenever you are attacked. On average it prevents about 2 damage. The prevention is reliable. Stand Tall: expected prevention 2 per the gameplay dataset; the complete die resolution and further retaliation details are not evidenced here.
Resources
- HonorHonor is recorded as a positive resource with stack limit 2; the burst note states +3 when spending 2 Honor. · Honor sources are not fully attributed to individual abilities in the structured gameplay dataset. · The burst note records 2 Honor for +3 damage; no further spend logic is added.
- Back StrikePositive resource; its concrete trigger and effect are not recorded as a separate field in the structured dataset. · No reliable ability-level assignment is recorded in the dataset. · Concrete spend rule not stated.
Upgrades & cards
What changes?
- Katana SliceLevel II
- Damage: 6 damage instead of 5 damage
- Dice requirement: 4× 🗡 Katana instead of 3× 🗡 Katana
- Katana SliceLevel III
- Damage: 7 damage instead of 5 damage
- Dice requirement: 5× 🗡 Katana instead of 3× 🗡 Katana
Hero-specific cards
Not sufficiently verified
Works well with
Good matchups
- Gunslinger
Samurai keeps Gunslinger tied up with Shame, and Gunslinger already needs tight rolls.
- Cursed Pirate
Samurai pushes damage through that Cursed Pirate barely stops with Ahoy Matey.
- Psylocke
Samurai keeps Psylocke tied up with Shame, and Psylocke already needs tight rolls.
Tough matchups
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