Back to all heroes

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

  • Hammered
    Standard 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 Summon
    Healing

    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

  • Odinforce
    Burst

    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 Lightning
    Control

    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 Rod
    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) · 7 damage

  • Bottled Lightning
    Burst

    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 Bolt
    Burst

    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

🔨 Hammer · 3/6 (faces 1, 2, 3)👹 Worthy · 2/6 (faces 4, 5)⚡ Thunder · 1/6 (faces 6)

Level I abilities

  • Hammered
    Undefendable
    Dice requirement:
    3× 🔨 Hammer
    Damage/healing:
    4 damage
  • Mighty Summon
    Area
    Dice requirement:
    1× 🔨 Hammer + 2× 👹 Worthy + 1× ⚡ Thunder
    Damage/healing:
    healing: 2 health
    Key effects:
    All opponents
  • Odinforce
    Normal
    Dice requirement:
    2× 🔨 Hammer + 3× 👹 Worthy
    Damage/healing:
    about 7 damage
  • Chain Lightning
    Collateral
    Area
    Dice requirement:
    3× 🔨 Hammer + 2× ⚡ Thunder
    Damage/healing:
    about 10 damage
    Key effects:
    All opponents
  • Lightning Rod
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    7 damage
  • Bottled Lightning
    Normal
    Dice requirement:
    4× ⚡ Thunder
    Damage/healing:
    about 8 damage
  • Thunder Bolt
    Normal
    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
    Companion
    Mjölnir 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 mechanic
    At 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 mechanic
    Start 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?

  • Hammered
    Level II
    • Damage: 5 damage instead of 4 damage
    • Dice requirement: 4× 🔨 Hammer instead of 3× 🔨 Hammer
  • Hammered
    Level 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

  • Seraph

    Seraph adds the attack denial that Thor lacks.

  • Wolverine

    Wolverine adds the attack denial that Thor lacks.

  • Tactician

    Tactician takes over support and fills the open team role.

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

  • Storm

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

  • Druid

    Druid pushes damage through that Thor barely stops with Thunder Wheel.

  • Tactician

    Thor lands spikes up to 14 damage off Elektrokinese without a long ramp – and Tactician has little to absorb it.

Buy now

Affiliate links: as an Amazon Associate I earn from qualifying purchases.