Shadow Thief
Playstyle: Defensive · Complexity: 5/6 · Season 1
Who is this character?
An attrition thief: hoard CP, let poison tick, then convert CP into damage.
How to play Shadow Thief
If after roll 1 5× Shadow for Shadow Shank! are reachable. Keep 5× Shadow and reroll all dice not needed, aiming at Shadow Shank! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Insidious Strike. Shadow Shank! deals a documented 12 damage, so the 5 committed dice stay on the table.
Mid game: Build Shadows and Sneak Attack, use Insidious Strike for CP banking.
If after roll 1 a large straight for Insidious Strike are reachable. Keep a large straight and reroll all dice not needed, aiming at Insidious Strike (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Shadow Shank!. Insidious Strike deals a documented 7 damage, so the 5 committed dice stay on the table.
CP drains like Exploding Arrow and Moon Elf are your nemesis – spend CP on cards before they get drained if needed.
Shadows also blocks ultimates in that attack phase – the perfect counter when the opponent is visibly collecting 5 symbols.
Carducopia (2 card symbols) draws 2+ cards: take it only when neither bags nor daggers offer anything.
Splurging CP on cards – your CP total IS your damage stat.
Looking for Shadow Dance too late and walking into the enemy burst turn without Shadows.
Strengths
- Shadows negates an ENTIRE enemy attack phase
- Insidious Strike deals damage equal to your whole CP pool – without spending it
- Pickpocket steals CP directly from the opponent
Weaknesses
- Very tame early: Dagger Strike only deals 4–8
- Needs 5+ turns before the CP pool gets dangerous
Key attacks
- Dagger StrikeStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 🗡 Dagger is mostly on the table after roll 1 (84% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 🗡 Dagger · 4 damage · poison
- Shifty StrikeBurst
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 4 damage
- PickpocketSetup
Setup attack: places effects that later turns rely on.
Play it early while turns remain for the effect to pay off – as the last action of a close game Pickpocket deals no damage.
2× 💰 Bag
- Insidious StrikeBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of Large straight (5 in a row) is missing after roll 1 (25% across all three rolls); otherwise you give up an already safe route.
Large straight (5 in a row) · about 7 damage
- Shadow DanceBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 3× 👤 Shadow is missing after roll 1 (36% across all three rolls); otherwise you give up an already safe route.
3× 👤 Shadow · about 2 damage
- CarducopiaSetup
Setup attack: places effects that later turns rely on.
Play it early while turns remain for the effect to pay off – as the last action of a close game Carducopia deals no damage.
2× 🃏 Card
- Shadow Shank!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× 👤 Shadow (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× 👤 Shadow · about 12 damage
Key statuses & resources
- Combat Points: Your weapon: Shifty Strike = half your CP (rounded up), Insidious Strike = full pool, Shadow Shank! = pool + 5. The CP are NOT spent. Pickpocket 2–4 (with a shadow: 1 of them stolen from the opponent), Shifty/Insidious/ultimate +3 each before the damage, Dagger Strike +1 with a bag. Barely spend! Only buy cards when the turn is otherwise empty – every CP is future damage.
- Shadows + Sneak Attack: Shadows: all attacks in one enemy turn fizzle completely (lasts through your next full turn). Sneak attack: +1d6 on one attack. Shadow Dance (3× shadow) grants both; Shadow Defense on 2 shadows out of 4 dice. Activate Shadows BEFORE the opponent's strongest turn – e.g. when their ultimate symbols are already showing.
- Poison: negative, triggered as a conditional inflict via Dagger Strike, Shadow Defense and Counter Strike.
- Prioritise Pickpocket/Carducopia when no high-chance attack is available, since they are pure economy turns with no damage per the data set.
- Shadows + Sneak Attack: Shadow Dance (3× shadow) grants both; Shadow Defense on 2 shadows out of 4 dice.
- Shadows + Sneak Attack: Activate Shadows BEFORE the opponent's strongest turn – e.g. when their ultimate symbols are already showing.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- Dagger StrikeNormal
- Dice requirement:
- 3× 🗡 Dagger
- Damage/healing:
- 4 damage
- Key effects:
- poison
- Shifty StrikeNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- about 4 damage
- Pickpocket
- Dice requirement:
- 2× 💰 Bag
- Damage/healing:
- Not sufficiently verified
- Insidious StrikeNormal
- Dice requirement:
- Large straight (5 in a row)
- Damage/healing:
- about 7 damage
- Shadow DancePure
- Dice requirement:
- 3× 👤 Shadow
- Damage/healing:
- about 2 damage
- Carducopia
- Dice requirement:
- 2× 🃏 Card
- Damage/healing:
- Not sufficiently verified
Ultimate
- Shadow Shank!Ultimate
- Dice requirement:
- 5× 👤 Shadow
- Damage/healing:
- about 12 damage
Defense
Counter Strike The defense roll is made whenever you are attacked. It does not prevent damage directly. Avoiding the attack is also possible. Two options: Shadow Defense (4 dice – 2 shadows = whole hit negated + sneak attack) or Counter Strike (5 dice – retaliate 1 per dagger, poison on dagger+shadow). Both only prevent with luck.
Special mechanics
- Shadows attack avoidance Board mechanicShadows avoids an entire enemy attack phase and must therefore not be treated as a prevention value. · Maximum: 1
- CP damage engine Token mechanicThe uncapped CP pool is hoarded and converted into half, full, or full pool plus 5 damage.
- Poison attrition MechanicPoison is applied early, stacks to 3, and creates recurring damage during the opponent's upkeep. · Maximum: 3
Resources
- Combat PointsYour weapon: Shifty Strike = half your CP (rounded up), Insidious Strike = full pool, Shadow Shank! = pool + 5. The CP are NOT spent. · Pickpocket 2–4 (with a shadow: 1 of them stolen from the opponent), Shifty/Insidious/ultimate +3 each before the damage, Dagger Strike +1 with a bag. · Barely spend! Only buy cards when the turn is otherwise empty – every CP is future damage.
- Shadows + Sneak AttackShadows: all attacks in one enemy turn fizzle completely (lasts through your next full turn). Sneak attack: +1d6 on one attack. · Shadow Dance (3× shadow) grants both; Shadow Defense on 2 shadows out of 4 dice. · Activate Shadows BEFORE the opponent's strongest turn – e.g. when their ultimate symbols are already showing.
Upgrades & cards
What changes?
- Dagger StrikeLevel II
- Damage: 6 damage instead of 4 damage
- Dice requirement: 4× 🗡 Dagger instead of 3× 🗡 Dagger
- Dagger StrikeLevel III
- Damage: 8 damage instead of 4 damage
- Dice requirement: 5× 🗡 Dagger instead of 3× 🗡 Dagger
- PickpocketLevel II
- Dice requirement: 3× 💰 Bag instead of 2× 💰 Bag
- PickpocketLevel III
- Dice requirement: 4× 💰 Bag instead of 2× 💰 Bag
Hero-specific cards
Not sufficiently verified
Works well with
- Barbarian
Barbarian adds the healing that Shadow Thief lacks.
- Seraph
Seraph adds the healing that Shadow Thief lacks.
- Cursed Pirate
Cursed Pirate adds the attack denial that Shadow Thief lacks.
Good matchups
- Gunslinger
Shadow Thief keeps Gunslinger tied up with Poison, and Gunslinger already needs tight rolls.
- Psylocke
Shadow Thief keeps Psylocke tied up with Poison, and Psylocke already needs tight rolls.
- Pyromancer
Pyromancer lands ~6 damage per turn once Fire Mastery is up – and Shadow Thief has little to absorb it.
Tough matchups
- Storm
Storm keeps Shadow Thief tied up with attack denial, and Shadow Thief struggles to reach their strong turns.
- Huntress
Huntress keeps Shadow Thief tied up with Bleed, and Shadow Thief struggles to reach their strong turns.
- Druid
Druid keeps Shadow Thief tied up with Wound, and Shadow Thief struggles to reach their strong turns.
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