Back to all heroes

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 Claws
    Standard 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

  • Regenerate
    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.

    2× ⚔ Claw + 2× ☗ Mask · 3 damage · healing: 1 health

  • Healing Factor
    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.

    3× ◆ Adamantium + 1× ☗ Mask · healing: 4 health

  • Hunter
    Burst

    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

  • Barrage
    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.

    Small straight (4 in a row) · 5 damage · healing: 1 health · alpha

  • Power Level Nine
    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.

    4× ☗ Mask · 6 damage · healing: 1 health · alpha

  • Severe Threat
    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× ⚔ 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

⚔ Claw · 3/6 (faces 1, 2, 3)◆ Adamantium · 2/6 (faces 4, 5)☗ Mask · 1/6 (faces 6)

Level I abilities

  • Adamantium Claws
    Normal
    Dice requirement:
    3× ⚔ Claw
    Damage/healing:
    4 damage
  • Regenerate
    Undefendable
    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
  • Hunter
    Normal
    Dice requirement:
    2× ⚔ Claw + 3× ◆ Adamantium
    Damage/healing:
    6 damage
  • Barrage
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    5 damage · healing: 1 health
    Key effects:
    alpha
  • Power Level Nine
    Undefendable
    Dice requirement:
    4× ☗ Mask
    Damage/healing:
    6 damage · healing: 1 health
    Key effects:
    alpha
  • Severe Threat
    Normal
    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 mechanic
    At 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
    Mechanic
    These 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 mechanic
    The 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 mechanic
    Denial 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 mechanic
    Defense 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 Claws
    Level II
    • Damage: 5 damage instead of 4 damage
    • Dice requirement: 4× ⚔ Claw instead of 3× ⚔ Claw
  • Adamantium Claws
    Level III
    • Damage: 6 damage instead of 4 damage
    • Dice requirement: 5× ⚔ Claw instead of 3× ⚔ Claw
  • Barrage
    Level 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.

Buy now

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