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 FieldStandard 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 UpSetup
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
- ThunderstormBurst
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 AttractBurst
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
- GustBurst
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
- BlizzardBurst
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
- MaelstromBurst
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
Level I abilities
- Lightning FieldNormal
- Dice requirement:
- 3× 🌬 Wind
- Damage/healing:
- 5 damage
- Light It Up
- Dice requirement:
- 1× 🌬 Wind + 2× 💧 Rain + 1× 🌀 Cyclone
- Damage/healing:
- Not sufficiently verified
- ThunderstormNormal
- Dice requirement:
- 2× 🌬 Wind + 3× 💧 Rain
- Damage/healing:
- 7 damage
- Opposites AttractNormal
- Dice requirement:
- 3× 🌬 Wind + 2× 🌀 Cyclone
- Damage/healing:
- Sum of 2 dice
- GustNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 6 damage
- BlizzardUndefendable
- Dice requirement:
- 4× 🌀 Cyclone
- Damage/healing:
- 8 damage
- MaelstromNormal
- 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 mechanicUp 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 mechanicMaelstrom 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 mechanicA 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 mechanicWind 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 mechanicDefense 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 FieldLevel II
- Damage: 6 damage instead of 5 damage
- Dice requirement: 4× 🌬 Wind instead of 3× 🌬 Wind
- Lightning FieldLevel III
- Damage: 7 damage instead of 5 damage
- Dice requirement: 5× 🌬 Wind instead of 3× 🌬 Wind
- GustLevel 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
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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