SW
Marvel
Scarlet Witch
Complexity: 4/6
Health / CP (1v1): 50 / 2 CP
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
| Ability | Requirement | Chance | Damage | Damage type | Effects |
|---|---|---|---|---|---|
| Hex Bolt | 3× 🌀 Warp | 98.4% | 4 damage | Normal | – |
| Darkhold | 2× 🔴 Spell | 69.9% | – | – | – |
| Jinx | 2× 🌀 Warp + 2× ✴ Chaos | 49.3% | about 9 damage | Normal | reality warp |
| Mind Blast | 1× 🌀 Warp + 1× ✴ Chaos + 1× 🔴 Spell + 1× Ⓜ Crown | 53.7% | about 9 damage | Pure | – |
| Spellcraft | Small straight (4 in a row) | 58.7% | 7 damage | Normal | reality warp |
| Pure Chaos | 4× Ⓜ Crown | 10.4% | 6 damage | Undefendable | reality warp |
| Bewitch | 1× 🌀 Warp + 3× Ⓜ Crown | 24.5% | 9 damage | Normal | – |
| Sealed Your Fate! Ultimate | 5× Ⓜ Crown | 1.3% | 12 damage | Ultimate | reality 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
- NinjaRank #1/37Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).No documented direct interaction – the rating relies solely on role and survival balance.
- RavenessRank #2/37Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).No documented direct interaction – the rating relies solely on role and survival balance.
- IcemanRank #3/37Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).No documented direct interaction – the rating relies solely on role and survival balance.
- Black PantherRank #4/37No documented direct interaction – the rating relies solely on role and survival balance.
- PaladinRank #5/37No documented direct interaction – the rating relies solely on role and survival balance.