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Marvel

Scarlet Witch

Complexity: 4/6
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 Scarlet Witch

Overview & game plan

A chaos mage: snowball status tokens, hex enemy dice and convert it all into damage with Crackle.

If after roll 1 5× Crown for Sealed Your Fate! are reachable. Keep 5× Crown and reroll all dice not needed, aiming at Sealed Your Fate! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Bewitch. Sealed Your Fate! deals a documented 12 damage, so the 5 committed dice stay on the table.

Strengths

  • Reality Warp forces the opponent to roll HER die – ultimates become impossible
  • Crackle: +1 per own status token (max +3, 2×/turn = +6)
  • Mind Blast deals 5–13 PURE damage – no defense possible at all
  • Hex Bolt scales steeply: 4/6/8

Weaknesses

  • Double Trouble prevents NOTHING – she is the classic glass cannon
  • Needs 1–2 setup turns (Darkhold) before Crackle carries

Dice & symbols

🌀 Warp · 3/6 (faces 1, 2, 3) Chaos · 1/6 (faces 4)🔴 Spell · 1/6 (faces 5) Crown · 1/6 (faces 6)

Most likely attack

Hex Bolt
Normal

Requirement: 3× 🌀 Warp · Chance: 98.4%

Damage: 4 damage

Attacks & odds

AbilityRequirementChanceDamageDamage typeEffects
Hex Bolt3× 🌀 Warp98.4%4 damageNormal
Darkhold2× 🔴 Spell69.9%
Jinx2× 🌀 Warp + 2× ✴ Chaos49.3%about 9 damageNormalreality warp
Mind Blast1× 🌀 Warp + 1× ✴ Chaos + 1× 🔴 Spell + 1× Ⓜ Crown53.7%about 9 damagePure
SpellcraftSmall straight (4 in a row)58.7%7 damageNormalreality warp
Pure Chaos4× Ⓜ Crown10.4%6 damageUndefendablereality warp
Bewitch1× 🌀 Warp + 3× Ⓜ Crown24.5%9 damageNormal
Sealed Your Fate!
Ultimate
5× Ⓜ Crown1.3%12 damageUltimatereality warp

How you defend

Double Trouble: 5 dice, 0 prevention – only token pairs (a crown pair: 4 counter). You defend by making the enemy turn not work in the first place via Reality Warp.

Concrete dice decisions

  • If after roll 1 5× Crown for Sealed Your Fate! are reachable. Keep 5× Crown and reroll all dice not needed, aiming at Sealed Your Fate! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Bewitch. Sealed Your Fate! deals a documented 12 damage, so the 5 committed dice stay on the table.
  • If after roll 1 1× Warp + 3× Crown for Bewitch are reachable. Keep 1× Warp + 3× Crown and reroll all dice not needed, aiming at Bewitch (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Sealed Your Fate!. Bewitch deals a documented 9 damage, so the 4 committed dice stay on the table.
  • If after roll 1 2× Warp + 2× Chaos for Jinx are reachable. Keep 2× Warp + 2× Chaos and reroll all dice not needed, aiming at Jinx (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Sealed Your Fate!. Jinx deals a documented 9 damage, so the 4 committed dice stay on the table.
  • If after roll 1 1× Warp + 1× Chaos + 1× Spell + 1× Crown for Mind Blast are reachable. Keep 1× Warp + 1× Chaos + 1× Spell + 1× Crown and reroll all dice not needed, aiming at Mind Blast (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Sealed Your Fate!. Mind Blast deals a documented 9 damage and ignores defence and prevention, so the 4 committed dice stay on the table.
  • If after roll 1 a small straight for Spellcraft are reachable. Keep a small straight and reroll all dice not needed, aiming at Spellcraft (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Sealed Your Fate!. Spellcraft deals a documented 7 damage, so the 4 committed dice stay on the table.

Concrete playing rules

Resources

  • Crackle: Max 3: spend when concluding an attack – +1 damage per status on your board (excluding the spent Crackle), max +3. At most 2 per turn, does not boost pure damage. Darkhold, Mind Blast, a Double Trouble warp pair. Only with 3+ statuses on the board – then 2 Crackle are +6 on a Hex Bolt.
  • Probability Manipulation / Conjure: PM (max 2): shift an even die (2/4/6) by 1. Conjure (max 1): copy a positive status OR inflict Reality Warp. Darkhold, Spellcraft, Jinx chaos, Pure Chaos, Bewitch, ultimate. PM rescues 4× crown chases. Conjure almost always as Reality Warp into the enemy burst turn.

Statuses & timing

  • Not publicly verified as a current official V2 rules source; do not infer gameplay data.
  • Not publicly verified as a current official V2 rules source; do not infer gameplay data.
  • Crackle: Darkhold, Mind Blast, a Double Trouble warp pair.
  • Crackle: Only with 3+ statuses on the board – then 2 Crackle are +6 on a Hex Bolt.
  • Probability Manipulation / Conjure: Darkhold, Spellcraft, Jinx chaos, Pure Chaos, Bewitch, ultimate.
  • Probability Manipulation / Conjure: PM rescues 4× crown chases. Conjure almost always as Reality Warp into the enemy burst turn.

Avoid these mistakes

No reliable data is available for this section.

Works well with