Thor
Playstyle: Offensive · Complexity: 3/6 · Marvel
Who is this character?
Offensive throw cycle: throwing and recalling Mjölnir provides the big single hits while Electrokinesis stacks extra damage.
How to play Thor
If after roll 1 5× Thunder for For Asgard! are reachable. Keep 5× Thunder and reroll all dice not needed, aiming at For Asgard! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Chain Lightning. For Asgard! deals a documented 14 damage, so the 5 committed dice stay on the table.
If after roll 1 4× Thunder for Bottled Lightning are reachable. Keep 4× Thunder and reroll all dice not needed, aiming at Bottled Lightning (4 dice). If fewer than 4 matching dice remain after roll 1, switch to For Asgard!. Bottled Lightning deals a documented 8 damage, so the 4 committed dice stay on the table.
Lightning Rod deals 9 instead of 7 if the target holds Mjölnir – throw the hammer exactly there a turn earlier.
'Parking' Mjölnir at the opponent and forgetting it – no retrieval, no Electrokinesis.
Rolling Guard Break on 3-point attacks – the chance belongs on the big hits.
Strengths
- Chain Lightning: sum of the best 2 of 3 dice + 2 collateral (~10.5)
- Thunder Wheel prevents 2 per worthy (~2 on average) – real defense
- Guard Break turns attacks undefendable on a 4–5
- For Asgard!: 14 base damage, more with Electrokinesis setup
Weaknesses
- Hammered starts weak (4/5/7)
- Building Electrokinesis costs turns that pure racers do not concede
Key attacks
- HammeredStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 🔨 Hammer is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 🔨 Hammer · 4 damage
- Mighty SummonHealing
Healing instead of damage this turn.
Only take it once you have taken enough damage for the healing to land in full – at full health the turn is wasted.
1× 🔨 Hammer + 2× 👹 Worthy + 1× ⚡ Thunder · healing: 2 health · All opponents
- OdinforceBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 2× 🔨 Hammer + 3× 👹 Worthy is missing after roll 1 (48% across all three rolls); otherwise you give up an already safe route.
2× 🔨 Hammer + 3× 👹 Worthy · about 7 damage
- Chain LightningControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (31% across all three rolls): the effect beats a few extra damage points there.
3× 🔨 Hammer + 2× ⚡ Thunder · about 10 damage · All opponents
- Lightning RodBurst
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) · 7 damage
- Bottled LightningBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 4× ⚡ Thunder is missing after roll 1 (10% across all three rolls); otherwise you give up an already safe route.
4× ⚡ Thunder · about 8 damage
- Thunder BoltBurst
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) · 10 damage
- For Asgard!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× ⚡ Thunder (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× ⚡ Thunder · 14 damage
Key statuses & resources
- Elektrokinese: Max 4: +1 damage per token on Odinforce and Bottled Lightning; dump 4 for 1 card. Retrieving Mjölnir, Mighty Summon +3, Thunder Bolt +2, Odinforce thunder in the follow-up roll. No active spend – a full 4 makes Bottled Lightning an 11. Only dump when your hand is empty.
- Mjölnir / Guard Break: Mjölnir (companion): throwing = 1 isolated undefendable damage on the target; retrieving = Electrokinesis. Guard Break (max 2): roll at attack conclusion, on 4–5 the attack becomes undefendable. Hammered throws automatically; Mighty Summon +2 Guard Break; Bottled Lightning, For Asgard! throw/retrieve multiple times. Guard Break on the big turns (Chain Lightning, Thunder Bolt) – a 1-in-3 chance that 10 damage becomes unblockable.
- Elektrokinese: Retrieving Mjölnir, Mighty Summon +3, Thunder Bolt +2, Odinforce thunder in the follow-up roll.
- Elektrokinese: No active spend – a full 4 makes Bottled Lightning an 11. Only dump when your hand is empty.
- Mjölnir / Guard Break: Hammered throws automatically; Mighty Summon +2 Guard Break; Bottled Lightning, For Asgard! throw/retrieve multiple times.
- Mjölnir / Guard Break: Guard Break on the big turns (Chain Lightning, Thunder Bolt) – a 1-in-3 chance that 10 damage becomes unblockable.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- HammeredUndefendable
- Dice requirement:
- 3× 🔨 Hammer
- Damage/healing:
- 4 damage
- Mighty SummonArea
- Dice requirement:
- 1× 🔨 Hammer + 2× 👹 Worthy + 1× ⚡ Thunder
- Damage/healing:
- healing: 2 health
- Key effects:
- All opponents
- OdinforceNormal
- Dice requirement:
- 2× 🔨 Hammer + 3× 👹 Worthy
- Damage/healing:
- about 7 damage
- Chain LightningCollateralArea
- Dice requirement:
- 3× 🔨 Hammer + 2× ⚡ Thunder
- Damage/healing:
- about 10 damage
- Key effects:
- All opponents
- Lightning RodNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 7 damage
- Bottled LightningNormal
- Dice requirement:
- 4× ⚡ Thunder
- Damage/healing:
- about 8 damage
- Thunder BoltNormal
- Dice requirement:
- Large straight (5 in a row)
- Damage/healing:
- 10 damage
Ultimate
- For Asgard!Ultimate
- Dice requirement:
- 5× ⚡ Thunder
- Damage/healing:
- 14 damage
Defense
Thunder Wheel The defense roll is made whenever you are attacked. On average it prevents about 2 damage. The prevention is reliable. Thunder Wheel: 3 dice – prevent 2 per worthy (2 of 6 faces, ~2 on average), thunder grants Electrokinesis, hammer pairs move Mjölnir. Reliable and productive at once.
Special mechanics
- Mjölnir as a throw/retrieve companion CompanionMjölnir has exactly two states. Throw: 1 isolated undefendable damage on the target, the hammer stays there. Retrieve: the hammer returns and grants 1 Electrokinesis. While the hammer lies with the target, Lightning Rod deals 9 instead of 7; while it lies with Thor, there is nothing to retrieve. The cycle is therefore the base economy: each full throw-retrieve loop costs nothing and yields 1 damage plus 1 Electrokinesis. · Maximum: 1
- Guard Break as a probabilistic undefendable enabler Token mechanicAt most 2 tokens. On concluding an attack spend 1 token and roll a die: a 4 or 5 makes the entire attack undefendable (about 33.3%), any other result consumes the token without effect. The expected value is one third of the attack damage, so the tokens belong on Chain Lightning (~10.5) or Thunder Bolt (10) and not on Hammered (4). · Maximum: 2
- Electrokinesis as damage scaling Token mechanicStart 0, maximum 4, stays between turns. +1 damage per token on Odinforce (7 up to 11) and Bottled Lightning (8 up to 12). Alternatively discard 4 tokens for 1 card. Gains: Mjölnir retrieve +1, Mighty Summon +3, Thunder Bolt +2, thunder on the defense roll +1 per symbol. · Maximum: 4
Resources
- ElektrokineseMax 4: +1 damage per token on Odinforce and Bottled Lightning; dump 4 for 1 card. · Retrieving Mjölnir, Mighty Summon +3, Thunder Bolt +2, Odinforce thunder in the follow-up roll. · No active spend – a full 4 makes Bottled Lightning an 11. Only dump when your hand is empty.
- Mjölnir / Guard BreakMjölnir (companion): throwing = 1 isolated undefendable damage on the target; retrieving = Electrokinesis. Guard Break (max 2): roll at attack conclusion, on 4–5 the attack becomes undefendable. · Hammered throws automatically; Mighty Summon +2 Guard Break; Bottled Lightning, For Asgard! throw/retrieve multiple times. · Guard Break on the big turns (Chain Lightning, Thunder Bolt) – a 1-in-3 chance that 10 damage becomes unblockable.
Upgrades & cards
What changes?
- HammeredLevel II
- Damage: 5 damage instead of 4 damage
- Dice requirement: 4× 🔨 Hammer instead of 3× 🔨 Hammer
- HammeredLevel III
- Damage: 7 damage instead of 4 damage
- Dice requirement: 5× 🔨 Hammer instead of 3× 🔨 Hammer
Hero-specific cards
Not sufficiently verified
Works well with
Good matchups
- Cursed Pirate
Thor keeps Cursed Pirate tied up with attack denial, and Cursed Pirate already needs tight rolls.
- Gunslinger
Thor keeps Gunslinger tied up with attack denial, and Gunslinger already needs tight rolls.
- Psylocke
Thor keeps Psylocke tied up with attack denial, and Psylocke already needs tight rolls.
Tough matchups
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