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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 Blade
    Standard 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

  • Glorious
    Standard 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

  • Purify
    Burst

    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 Smite
    Burst

    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)

  • Triumphant
    Burst

    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 Power
    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× 🛡 Angelic Pendant · 8 damage · blinding-light

  • Archangel's Will
    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 (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

⚔ Blade · 3/6 (faces 1, 2, 3)🪽 Wings · 1/6 (faces 4)✝ Cross · 1/6 (faces 5)🛡 Angelic Pendant · 1/6 (faces 6)

Level I abilities

  • Holy Blade
    Normal
    Dice requirement:
    3× ⚔ Blade
    Damage/healing:
    5 damage
  • Glorious
    Normal
    Dice requirement:
    3× ⚔ Blade + 1× 🪽 Wings
    Damage/healing:
    6 damage
  • Purify
    Undefendable
    Dice requirement:
    2× ✝ Cross + 1× 🛡 Angelic Pendant
    Damage/healing:
    about 5 damage
  • Holy Smite
    Undefendable
    Dice requirement:
    1× ⚔ Blade + 1× 🪽 Wings + 1× ✝ Cross + 1× 🛡 Angelic Pendant
    Damage/healing:
    2 per ⚔ Blade (roll 4 dice)
  • Triumphant
    Undefendable
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    about 7 damage
  • Highest Power
    Normal
    Dice requirement:
    4× 🛡 Angelic Pendant
    Damage/healing:
    8 damage
    Key effects:
    blinding-light
  • Archangel's Will
    Normal
    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 mechanic
    Up 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 mechanic
    Holy 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
    Mechanic
    Purify (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 Blade
    Level II
    • Damage: 6 damage instead of 5 damage
    • Dice requirement: 4× ⚔ Blade instead of 3× ⚔ Blade
  • Holy Blade
    Level 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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