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Storm

Playstyle: Defensive · Complexity: 4/6 · Marvel X-Men

Who is this character?

A weather witch: Lightning charges abilities, Tornado steals enemy dice – the storm grows every round.

How to play Storm

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

If after roll 1 3× Wind + 2× Cyclone for Opposites Attract are reachable. Keep 3× Wind + 2× Cyclone and reroll all dice not needed, aiming at Opposites Attract (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Tempest!. Opposites Attract deals a documented 12 damage and applies Tornado, so the 5 committed dice stay on the table.

Wind Shear's counter (2 undefendable) may hit ANY target – not just the attacker.

Crumbling Tornado away singly – only 2–3 at once make straights likely.

Rolling Blizzard uncharged when a charge is only one turn away.

Strengths

  • Tempestuous is the best defense in the box: ~3.3 prevention on 5 dice
  • Tornado: borrow enemy dice for your own roll – up to 9 dice
  • Charged Effects: Lightning Field +3, Blizzard becomes undefendable
  • Wind Shear: prevent 2 + 2 undefendable back

Weaknesses

  • Needs 2–3 rounds of token buildup for the big turns
  • Uncharged, Blizzard is just a normal 8

Key attacks

  • Lightning Field
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 3× 🌬 Wind is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.

    3× 🌬 Wind · 5 damage

  • Light It Up
    Setup

    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 Light It Up deals no damage.

    1× 🌬 Wind + 2× 💧 Rain + 1× 🌀 Cyclone

  • Thunderstorm
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 2× 🌬 Wind + 3× 💧 Rain is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.

    2× 🌬 Wind + 3× 💧 Rain · 7 damage

  • Opposites Attract
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 3× 🌬 Wind + 2× 🌀 Cyclone is missing after roll 1 (31% across all three rolls); otherwise you give up an already safe route.

    3× 🌬 Wind + 2× 🌀 Cyclone · Sum of 2 dice

  • Gust
    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) · 6 damage

  • Blizzard
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 4× 🌀 Cyclone is missing after roll 1 (10% across all three rolls); otherwise you give up an already safe route.

    4× 🌀 Cyclone · 8 damage

  • Maelstrom
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of Special condition (see board) is missing after roll 1 (0% across all three rolls); otherwise you give up an already safe route.

    Special condition (see board) · 10 damage

  • Tempest!
    Finisher

    Ultimate: the board's highest damage value with the hardest requirement.

    Do not force 5× 🌀 Cyclone (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.

    5× 🌀 Cyclone · 12 damage

Key statuses & resources

  • Lightning: Attach to an offensive ability (charge it): on activation the Charged Effect fires (e.g. +3, undefendable, extra tokens). 2 on one ability = 2 isolated undefendable damage immediately. Light It Up (per wind/cyclone in the follow-up), Thunderstorm +2, Tempestuous cyclones, Maelstrom up to 4. First on Lightning Field (+3 on the everyday turn), then on Blizzard (make it undefendable).
  • Tornado: Max 4: spend at the start of the offensive roll phase – borrow one enemy die per token for that phase (counts only as a number, never for the ultimate). Opposites Attract +3, Blizzard +3, Thunderstorm Charged +2, Tempestuous winds, Gust Charged. 2–3 at once for straight chases – 7–8 dice make the large straight realistic; 6+ dice unlock Maelstrom (10 + 4 Lightning).
  • Lightning: Light It Up (per wind/cyclone in the follow-up), Thunderstorm +2, Tempestuous cyclones, Maelstrom up to 4.
  • Lightning: First on Lightning Field (+3 on the everyday turn), then on Blizzard (make it undefendable).
  • Tornado: Opposites Attract +3, Blizzard +3, Thunderstorm Charged +2, Tempestuous winds, Gust Charged.
  • Tornado: 2–3 at once for straight chases – 7–8 dice make the large straight realistic; 6+ dice unlock Maelstrom (10 + 4 Lightning).

Abilities & board

Health: 50 · Starting CP: 2

Dice symbols

🌬 Wind · 3/6 (faces 1, 2, 3)💧 Rain · 2/6 (faces 4, 5)🌀 Cyclone · 1/6 (faces 6)

Level I abilities

  • Lightning Field
    Normal
    Dice requirement:
    3× 🌬 Wind
    Damage/healing:
    5 damage
  • Light It Up
    Dice requirement:
    1× 🌬 Wind + 2× 💧 Rain + 1× 🌀 Cyclone
    Damage/healing:
    Not sufficiently verified
  • Thunderstorm
    Normal
    Dice requirement:
    2× 🌬 Wind + 3× 💧 Rain
    Damage/healing:
    7 damage
  • Opposites Attract
    Normal
    Dice requirement:
    3× 🌬 Wind + 2× 🌀 Cyclone
    Damage/healing:
    Sum of 2 dice
  • Gust
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    6 damage
  • Blizzard
    Undefendable
    Dice requirement:
    4× 🌀 Cyclone
    Damage/healing:
    8 damage
  • Maelstrom
    Normal
    Dice requirement:
    Special condition (see board)
    Damage/healing:
    10 damage

Ultimate

  • Tempest!
    Ultimate
    Dice requirement:
    5× 🌀 Cyclone
    Damage/healing:
    12 damage

Defense

Tempestuous The defense roll is made whenever you are attacked. On average it prevents about 3.33 damage. The prevention is reliable. Tempestuous: 5 dice – prevent 2 per rain (~3.3!), winds grant Tornado, cyclones Lightning. Attacking Storm is a bad trade.

Special mechanics

  • Tornado (dice pool)
    Token mechanic
    Up to 4 Tornado tokens are spent at the start of the offensive roll phase, each borrowing one enemy die. The pool grows from 5 to up to 9 dice; borrowed dice count only as numbers and never for the ultimate. All straight and number chances must be computed against the actual pool state. · Maximum: 4
  • Maelstrom
    Board mechanic
    Maelstrom requires the largest straight 1–6 and is only possible from 6 dice upwards; with the 5 native dice the chance is 0. Best-play chances by pool size: 6 dice 19.68%, 7 dice 43.74%, 8 dice 63.46%, 9 dice 77.25%. There is no meaningful single value – the chance is purely state-dependent.
  • Charged Effects
    Board mechanic
    A placed Lightning unlocks the Charged Effect on activation: Lightning Field +3, Blizzard becomes undefendable, Thunderstorm additionally grants 2 Tornado, Tempest! +2. These bonuses are modifiers and are not part of the printed base damage. · Maximum: 2
  • Wind Shear
    Token mechanic
    Wind Shear is a separate reaction: 2 damage prevented plus 2 undefendable counter damage against any opposing target. The counter share is not damage prevention.
  • Tempestuous
    Board mechanic
    Defense roll over 5 dice: 2 damage prevented per rain (about 3.33 pure prevention on average), 1 Tornado per wind, 1 Lightning per cyclone. Only the rain share is prevention; token yields are tracked separately.

Resources

  • LightningAttach to an offensive ability (charge it): on activation the Charged Effect fires (e.g. +3, undefendable, extra tokens). 2 on one ability = 2 isolated undefendable damage immediately. · Light It Up (per wind/cyclone in the follow-up), Thunderstorm +2, Tempestuous cyclones, Maelstrom up to 4. · First on Lightning Field (+3 on the everyday turn), then on Blizzard (make it undefendable).
  • TornadoMax 4: spend at the start of the offensive roll phase – borrow one enemy die per token for that phase (counts only as a number, never for the ultimate). · Opposites Attract +3, Blizzard +3, Thunderstorm Charged +2, Tempestuous winds, Gust Charged. · 2–3 at once for straight chases – 7–8 dice make the large straight realistic; 6+ dice unlock Maelstrom (10 + 4 Lightning).

Upgrades & cards

What changes?

  • Lightning Field
    Level II
    • Damage: 6 damage instead of 5 damage
    • Dice requirement: 4× 🌬 Wind instead of 3× 🌬 Wind
  • Lightning Field
    Level III
    • Damage: 7 damage instead of 5 damage
    • Dice requirement: 5× 🌬 Wind instead of 3× 🌬 Wind
  • Gust
    Level II
    • Damage: 8 damage instead of 6 damage
    • Dice requirement: Large straight (5 in a row) instead of Small straight (4 in a row)

Hero-specific cards

Not sufficiently verified

Works well with

  • Seraph

    Seraph adds the healing that Storm lacks.

  • Gambit

    Gambit adds the healing that Storm lacks.

  • Wolverine

    Wolverine adds the healing that Storm lacks.

Good matchups

  • Pyromancer

    Storm pushes damage through that Pyromancer barely stops with Molten Armor.

  • Cursed Pirate

    Storm pushes damage through that Cursed Pirate barely stops with Ahoy Matey.

  • Gunslinger

    Storm keeps Gunslinger tied up with attack denial, and Gunslinger already needs tight rolls.

Tough matchups

  • Druid

    Druid pushes damage through that Storm barely stops with Tempestuous.

  • Tactician

    Storm pushes damage through that Tactician barely stops with Countermeasures.

  • Spider-Man (Miles Morales)

    Storm lands ~5 damage per turn off Lightning without a long ramp – and Spider-Man (Miles Morales) has little to absorb it.

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