Seraph
Playstyle: Balanced · Complexity: 3/6 · Season 2
Who is this character?
An angelic striker: heavy blade hits, flexible healing and Flight dodges on a 6.
How to play Seraph
If after roll 1 5× Pendant for Split the Heavens! are reachable. Keep 5× Pendant and reroll all dice not needed, aiming at Split the Heavens! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Highest Power. Split the Heavens! deals a documented 13 damage and applies Flight/Blessing of Divinity, so the 5 committed dice stay on the table.
Mid game: Use Purify / Holy Smite / Triumphant for reliable undefendable damage.
Late game: Use Highest Power / Archangel's Will for Blinding Light, Split the Heavens! as the closing turn.
If after roll 1 4× Pendant for Highest Power are reachable. Keep 4× Pendant and reroll all dice not needed, aiming at Highest Power (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Split the Heavens!. Highest Power deals a documented 8 damage and applies Blinding Light/Flight/Holy Presence/Blinding Light, so the 4 committed dice stay on the table.
If a pendant shows on the bonus die, take Triumphant: the hit becomes fully undefendable and is the better pick once the opponent blocks reliably.
Stubbornly playing Purify offensively while 2 negative statuses sit on you.
Tossing Flight tokens singly at hopeless moments instead of bundling them against big hits.
Strengths
- Holy Blade lands reliably with 3 of 6 blade faces (5–7)
- Holy Presence ticks 1 damage on ALL opponents each upkeep
- Blessing of Divinity (ultimate) survives the killing blow at 1
Weaknesses
- Angelic Mantle prevents only ~1 on average
- Pendant is the rarest face: Highest Power (4×) and the ultimate (5×) are reroll projects
Key attacks
- Holy BladeStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× ⚔ Blade is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× ⚔ Blade · 5 damage
- GloriousStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× ⚔ Blade + 1× 🪽 Wings is mostly on the table after roll 1 (77% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× ⚔ Blade + 1× 🪽 Wings · 6 damage
- PurifyBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 2× ✝ Cross + 1× 🛡 Angelic Pendant is missing after roll 1 (54% across all three rolls); otherwise you give up an already safe route.
2× ✝ Cross + 1× 🛡 Angelic Pendant · about 5 damage
- Holy SmiteBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 1× ⚔ Blade + 1× 🪽 Wings + 1× ✝ Cross + 1× 🛡 Angelic Pendant is missing after roll 1 (54% across all three rolls); otherwise you give up an already safe route.
1× ⚔ Blade + 1× 🪽 Wings + 1× ✝ Cross + 1× 🛡 Angelic Pendant · 2 per ⚔ Blade (roll 4 dice)
- TriumphantBurst
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) · about 7 damage
- Highest PowerControl
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× 🛡 Angelic Pendant · 8 damage · blinding-light
- Archangel's WillControl
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) · 8 damage · blinding-light
- Split the Heavens!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× 🛡 Angelic Pendant (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× 🛡 Angelic Pendant · 13 damage
Key statuses & resources
- Flight: Max 3 tokens. Spend in a roll phase and roll 2 dice: on any 6 your attack becomes undefendable OR you ignore all incoming damage (except ultimates). Glorious, Highest Power, Archangel's Will, ultimate, Holy Smite with a wing. Throwing several at once raises the 6 odds (1 token ≈ 31%, 2 ≈ 52%) – go double against big hits.
- Blinding Light: negative, applied by Highest Power and Archangel's Will. Rolled once at the start of the enemy attack phase (1 = attack phase fizzles, 2-3 = half damage) and discarded afterwards.
- Flight: positive, max 3 tokens from Glorious, Holy Smite (with a wing), Highest Power, Archangel's Will and the ultimate. Redeeming rolls 2 dice per token; a 6 voids the incoming damage entirely (except ultimates) or makes the own attack undefendable.
- Holy Presence: positive, stacks up to 2, persists and ticks 1 damage per stack on all opponents during upkeep.
- Flight: from 2 tokens onwards redeem them bundled against hits of 7+ damage (~51.8% instead of ~30.6%); cap is 3. Holy Presence: reach 2 stacks early, after that another pendant detour does not pay off.
- Flight: Glorious, Highest Power, Archangel's Will, ultimate, Holy Smite with a wing.
- Flight: Throwing several at once raises the 6 odds (1 token ≈ 31%, 2 ≈ 52%) – go double against big hits.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- Holy BladeNormal
- Dice requirement:
- 3× ⚔ Blade
- Damage/healing:
- 5 damage
- GloriousNormal
- Dice requirement:
- 3× ⚔ Blade + 1× 🪽 Wings
- Damage/healing:
- 6 damage
- PurifyUndefendable
- Dice requirement:
- 2× ✝ Cross + 1× 🛡 Angelic Pendant
- Damage/healing:
- about 5 damage
- Holy SmiteUndefendable
- Dice requirement:
- 1× ⚔ Blade + 1× 🪽 Wings + 1× ✝ Cross + 1× 🛡 Angelic Pendant
- Damage/healing:
- 2 per ⚔ Blade (roll 4 dice)
- TriumphantUndefendable
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- about 7 damage
- Highest PowerNormal
- Dice requirement:
- 4× 🛡 Angelic Pendant
- Damage/healing:
- 8 damage
- Key effects:
- blinding-light
- Archangel's WillNormal
- Dice requirement:
- Large straight (5 in a row)
- Damage/healing:
- 8 damage
- Key effects:
- blinding-light
Ultimate
- Split the Heavens!Ultimate
- Dice requirement:
- 5× 🛡 Angelic Pendant
- Damage/healing:
- 13 damage
Defense
Angelic Mantle The defense roll is made whenever you are attacked. On average it prevents about 1 damage. The prevention depends on the roll. Avoiding the attack is also possible. Angelic Mantle: 1 die – prevent 1/2/3 on wing/cross/pendant or counter 2 on a blade (~1 prevented on average). Your real defense is Flight tokens.
Special mechanics
- Flight avoidance Token mechanicUp to 3 Flight tokens. Bundled spending raises the chance of a 6: 1 token about 30.6%, 2 tokens about 51.8%, 3 tokens about 66.5%. · Maximum: 3
- Holy Presence attrition Board mechanicHoly Presence stacks up to 2 and deals 1 damage per stack each upkeep to all opponents, without a roll and without defense. · Maximum: 2
- Purify mode choice MechanicPurify (2 cross + 1 angelic pendant, about 54.3%) is played per use either as 5 undefendable damage or as 4 healing plus cleanse.
Resources
- FlightMax 3 tokens. Spend in a roll phase and roll 2 dice: on any 6 your attack becomes undefendable OR you ignore all incoming damage (except ultimates). · Glorious, Highest Power, Archangel's Will, ultimate, Holy Smite with a wing. · Throwing several at once raises the 6 odds (1 token ≈ 31%, 2 ≈ 52%) – go double against big hits.
Upgrades & cards
What changes?
- Holy BladeLevel II
- Damage: 6 damage instead of 5 damage
- Dice requirement: 4× ⚔ Blade instead of 3× ⚔ Blade
- Holy BladeLevel III
- Damage: 7 damage instead of 5 damage
- Dice requirement: 5× ⚔ Blade instead of 3× ⚔ Blade
Hero-specific cards
Not sufficiently verified
Works well with
- Shadow Thief
Shadow Thief adds the attack avoidance that Seraph lacks.
- Spider-Man (Miles Morales)
Spider-Man (Miles Morales) adds the attack avoidance that Seraph lacks.
- Barbarian
Barbarian deals noticeably more damage per turn than Seraph.
Good matchups
- Loki
Seraph keeps Loki tied up with Blinding Light, many of Loki's effects get cancelled that way.
- Scarlet Witch
Seraph keeps Scarlet Witch tied up with Blinding Light, many of Scarlet Witch's effects get cancelled that way.
- Tactician
Seraph keeps Tactician tied up with Blinding Light, many of Tactician's effects get cancelled that way.
Tough matchups
- Druid
Druid keeps Seraph tied up with Wound, and Seraph already needs tight rolls.
- Huntress
Huntress keeps Seraph tied up with Bleed, and Seraph already needs tight rolls.
- Forgemaster
Seraph lands spikes up to 13 damage off Flight without a long ramp – more than Masterwork prevents.
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