Storm
Marvel X-Men · Complexity: 4/6 · Health / CP (1v1): 50 / 2 CP
How to play Storm
Overview & game plan
A weather witch: Lightning charges abilities, Tornado steals enemy dice – the storm grows every round.
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.
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
Dice & symbols
Most likely attack
Requirement: 3× 🌬 Wind · Chance: 98.4%
Damage: 5 damage
Attacks & odds
| Ability | Requirement | Chance | Damage | Damage type | Effects |
|---|---|---|---|---|---|
| Lightning Field | 3× 🌬 Wind | 98.4% | 5 damage | Normal | – |
| Light It Up | 1× 🌬 Wind + 2× 💧 Rain + 1× 🌀 Cyclone | 71.6% | – | – | – |
| Thunderstorm | 2× 🌬 Wind + 3× 💧 Rain | 48.5% | 7 damage | Normal | – |
| Opposites Attract | 3× 🌬 Wind + 2× 🌀 Cyclone | 31.1% | Sum of 2 dice | Normal | – |
| Gust | Small straight (4 in a row) | 58.7% | 6 damage | Normal | – |
| Blizzard | 4× 🌀 Cyclone | 10.4% | 8 damage | Undefendable | – |
| Maelstrom | Special condition (see board) | – | 10 damage | Normal | – |
| Tempest! Ultimate | 5× 🌀 Cyclone | 1.3% | 12 damage | Ultimate | – |
How you defend
Tempestuous: 5 dice – prevent 2 per rain (~3.3!), winds grant Tornado, cyclones Lightning. Attacking Storm is a bad trade.
Concrete dice decisions
- 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, so the 5 committed dice stay on the table.
- If after roll 1 4× Cyclone for Blizzard are reachable. Keep 4× Cyclone and reroll all dice not needed, aiming at Blizzard (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Tempest!. Blizzard deals a documented 8 damage and bypasses the defence roll, so the 4 committed dice stay on the table.
- If after roll 1 2× Wind + 3× Rain for Thunderstorm are reachable. Keep 2× Wind + 3× Rain and reroll all dice not needed, aiming at Thunderstorm (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Tempest!. Thunderstorm deals a documented 7 damage, so the 5 committed dice stay on the table.
- If after roll 1 3× Wind for Lightning Field are reachable. Keep 3× Wind and reroll all dice not needed, aiming at Lightning Field (3 dice). If fewer than 3 matching dice remain after roll 1, switch to Tempest!. Lightning Field deals a documented 5 damage, so the 3 committed dice stay on the table.
Concrete playing rules
Resources
- 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).
Statuses & timing
- Not publicly verified as a current official rules source; do not infer gameplay data.
- Not publicly verified as a current official rules source; do not infer gameplay data.
- 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).
Avoid these mistakes
Works well with
Partner rankings
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