Wolverine
Playstyle: Offensive · Complexity: 2/6 · Marvel X-Men
Who is this character?
A regenerating berserker: heals almost every round, trades cards via Rage into +3 packs and wins every long fight.
How to play Wolverine
If after roll 1 5× Mask for Berserker Rage! are reachable. Keep 5× Mask and reroll all dice not needed, aiming at Berserker Rage! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Severe Threat. Berserker Rage! deals a documented 12 damage and applies Rage, so the 5 committed dice stay on the table.
If after roll 1 3× Claw + 2× Mask for Severe Threat are reachable. Keep 3× Claw + 2× Mask and reroll all dice not needed, aiming at Severe Threat (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Berserker Rage!. Severe Threat deals a documented 10 damage and applies Alpha/Alpha/Alpha, so the 5 committed dice stay on the table.
Regenerate sheds one of your own statuses – your free cleanse against burn/poison opponents.
Banking Rage with no cards in hand – the boost needs both.
Strengths
- Almost every ability heals: Healing Factor 4, Barrage 1–2, Regenerate, ultimate 3
- Rage: 1 token + 1 card = +3 damage; 3 Rage = +9 – Berserker Rage! reaches 21
- Alpha makes the target skip their income phase
- Severe Threat: ~10 damage with an Alpha chance
Weaknesses
- Vengeance prevents 0 – he heals back instead of blocking
- Rage eats hand cards – without supply the boost dries up
Key attacks
- Adamantium ClawsStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× ⚔ Claw is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× ⚔ Claw · 4 damage
- RegenerateHealing
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.
2× ⚔ Claw + 2× ☗ Mask · 3 damage · healing: 1 health
- Healing FactorHealing
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.
3× ◆ Adamantium + 1× ☗ Mask · healing: 4 health
- HunterBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 2× ⚔ Claw + 3× ◆ Adamantium is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.
2× ⚔ Claw + 3× ◆ Adamantium · 6 damage
- BarrageHealing
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.
Small straight (4 in a row) · 5 damage · healing: 1 health · alpha
- Power Level NineHealing
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.
4× ☗ Mask · 6 damage · healing: 1 health · alpha
- Severe ThreatControl
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× ⚔ Claw + 2× ☗ Mask · about 10 damage · alpha
- Berserker Rage!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× ☗ Mask (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× ☗ Mask · 12 damage · healing: 3 health
Key statuses & resources
- Rage: Max 3: 1 Rage + discard 1 card = +3 on the attack; 3 Rage = draw a card. Frenzy/Recovery cards fire their extra effect when discarded this way. Healing Factor, Barrage, Power Level Nine, the Hunter follow-up (~0.7), Vengeance masks, ultimate. Prefer Frenzy/Recovery cards as discard fodder – their discard effect turns +3 into double value.
- Rage: Healing Factor, Barrage, Power Level Nine, the Hunter follow-up (~0.7), Vengeance masks, ultimate.
- Rage: Prefer Frenzy/Recovery cards as discard fodder – their discard effect turns +3 into double value.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- Adamantium ClawsNormal
- Dice requirement:
- 3× ⚔ Claw
- Damage/healing:
- 4 damage
- RegenerateUndefendable
- Dice requirement:
- 2× ⚔ Claw + 2× ☗ Mask
- Damage/healing:
- 3 damage · healing: 1 health
- Healing Factor
- Dice requirement:
- 3× ◆ Adamantium + 1× ☗ Mask
- Damage/healing:
- healing: 4 health
- HunterNormal
- Dice requirement:
- 2× ⚔ Claw + 3× ◆ Adamantium
- Damage/healing:
- 6 damage
- BarrageNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 5 damage · healing: 1 health
- Key effects:
- alpha
- Power Level NineUndefendable
- Dice requirement:
- 4× ☗ Mask
- Damage/healing:
- 6 damage · healing: 1 health
- Key effects:
- alpha
- Severe ThreatNormal
- Dice requirement:
- 3× ⚔ Claw + 2× ☗ Mask
- Damage/healing:
- about 10 damage
- Key effects:
- alpha
Ultimate
- Berserker Rage!Ultimate
- Dice requirement:
- 5× ☗ Mask
- Damage/healing:
- 12 damage · healing: 3 health
Defense
Vengeance The defense roll is made whenever you are attacked. It does not prevent damage directly. Vengeance: 3 dice – 0 prevention, 1 counter per claw (~1.5), Rage per mask. His protection is the healing engine, not the block.
Special mechanics
- Rage Token mechanicAt most 3 tokens. Each spent token additionally requires a discarded hand card and grants +3 damage as an attack modifier; three tokens in one turn give +9 and lift Berserker Rage! to 21. Alternatively 3 tokens become a drawn card. · Maximum: 3
- Frenzy / Recovery cards MechanicThese cards carry their own effect that fires when they are discarded for Rage. They are therefore the preferred discard fodder: the same discard pays for +3 damage and the card text.
- Healing Factor Board mechanicThe healing engine replaces the missing damage prevention: Healing Factor 4, Barrage 1, Regenerate 1 plus cleanse, the ultimate 3. Across a long game this adds up to more effective health than any prevention, but it only works between hits, not against a single big blow.
- Alpha Token mechanicDenial on the opposing figure: their next income phase is skipped entirely, meaning combat points and card draw. Against resource-hungry figures this is often worth more than the same turn's raw damage.
- Vengeance Board mechanicDefense roll across 3 dice: 1 counter damage per claw (about 1.5 on average) and 1 Rage per mask. Vengeance provides no damage prevention – the incoming hit lands in full.
Resources
- RageMax 3: 1 Rage + discard 1 card = +3 on the attack; 3 Rage = draw a card. Frenzy/Recovery cards fire their extra effect when discarded this way. · Healing Factor, Barrage, Power Level Nine, the Hunter follow-up (~0.7), Vengeance masks, ultimate. · Prefer Frenzy/Recovery cards as discard fodder – their discard effect turns +3 into double value.
Upgrades & cards
What changes?
- Adamantium ClawsLevel II
- Damage: 5 damage instead of 4 damage
- Dice requirement: 4× ⚔ Claw instead of 3× ⚔ Claw
- Adamantium ClawsLevel III
- Damage: 6 damage instead of 4 damage
- Dice requirement: 5× ⚔ Claw instead of 3× ⚔ Claw
- BarrageLevel II
- Damage: 7 damage instead of 5 damage
- Healing: 2 damage instead of 1 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
- Shadow Thief
Shadow Thief adds the attack avoidance that Wolverine lacks.
- Spider-Man (Miles Morales)
Spider-Man (Miles Morales) adds the attack avoidance that Wolverine lacks.
- Paladin
Paladin plugs its own effects directly into Wolverine's combos.
Good matchups
- Loki
Wolverine keeps Loki tied up with Alpha, many of Loki's effects get cancelled that way.
- Scarlet Witch
Wolverine keeps Scarlet Witch tied up with Alpha, many of Scarlet Witch's effects get cancelled that way.
- Tactician
Wolverine keeps Tactician tied up with Alpha, many of Tactician's effects get cancelled that way.
Tough matchups
- Druid
Druid keeps Wolverine tied up with Wound, and Wolverine already needs tight rolls.
- Huntress
Huntress keeps Wolverine tied up with Bleed, and Wolverine already needs tight rolls.
- Forgemaster
Wolverine lands spikes up to 12 damage off Rage without a long ramp – more than Masterwork prevents.
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