Strategy Guide

The community cannot decide what Samurai is: bottom tier on expert lists, then an 80% win rate with heavy bans at one tournament, then a flop at the next — 'a volatile bruiser.' Here's what the dice actually say: his core attack lands on 98% of turns and his damage barely wobbles a point around its 6.3 average. Samurai isn't volatile. Samurai gets to CHOOSE volatility, turn by turn — and every result in that tournament story is the same hero with the dial set differently.

Strengths

Weaknesses

How to pilot Samurai

Early game

Turn one is already a decision about which Samurai you are, and the early answer is: the boring one. Katana Slice arrives on half of opening rolls and 98% of turns with rerolls — but stopping at one or two attempts is the real play, because Bushido hands you Honor for ending your turn under three roll attempts. If you're the start player you skip your very first Income phase — that's a Combat Point AND a card you never collect — but Bushido pays you an Honor just for going first; take the trade, and sell a dead card early to catch the economy back up. Get Shame onto chip-damage opponents as soon as Solemnity shows (it lands about 49% of turns), and do not fish for Rising Suns: Hagakure is a 10% line and Shogun! is 1.3%. Those are windfalls, not plans.

Mid game

The middle game is where you set the volatility dial, and the kill clocks tell you which way to turn it. Against slow boards you are simply faster — 8.4 turns versus 23.7 against Artificer, 9.1 versus 18 against Shadow Thief — so run the low-variance loop on repeat: Katana Slice, stop the roll early, bank Bushido Honor, keep Shame refreshed. Against the heroes who out-race you — Barbarian's 10.6-turn clock to your 16.2, Pyromancer's 10.5 to your 13.1 — the mechanical loop is a scheduled loss, and that is when variance becomes a weapon. Commit to Masamune when four-in-a-row shows — from scratch it's a 25% line, but with the four-straight already on the table your odds jump to a third or better — for 7 damage, then 4 bonus dice: +1 damage per katana rolled, a Shame per Kabuto, a Back Strike if any sun shows. Spend Honor now to race instead of saving it, and use Wakizashi's 49% line for 3 damage that skips their defensive roll entirely while banking a Back Strike token.

Late game

Closing games are Honor math. Two Honor turn a max Katana Slice from 7 into 10 and do the same for Solemnity — real closing numbers from a board that never looks scary. Back Strike is your endgame insurance: when they commit a big attack, spend the token, roll one die, and send half of it (rounded up — an average of 2) straight back. It can't answer an Ultimate, but it makes every normal swing at your low health cost them something. Shogun! stays a 1.3% dream unless the suns arrive on their own; with three natural Rising Suns showing, rerolling the rest completes it naturally less than one time in ten, so a dice-manipulation card is the only honest route to a final five suns — and remember that altering dice before activation is also the ONLY defense that exists against an Ultimate, yours or theirs. Protecting a lead instead of chasing one? Set the dial back down: a 98% Katana Slice plus standing Shame means their comeback needs luck you are refusing to use yourself.

Reroll priorities

The die is three katanas, two Kabuto helmets, one Rising Sun — half of every roll is katanas, and that composition writes the playbook. Katana Slice needs three: 50% on the opening roll, 98% across three attempts, so any opening pair of katanas is a keep and the line is nearly automatic. Solemnity (two katanas plus three helmets) is a 49% commit — pivot to it when helmets stack on roll one, because 7 damage plus a fresh Shame beats a plain 5. Budo's small straight lands 59% and pays 6 plus an Honor: it's the pivot for a scattered roll — keep one of each middle value and chase the ends. Masamune's large straight is a 25% line from scratch — never fish it cold — but with four-in-a-row already showing your odds of finishing it jump to a third or better, and that's the commit signal. Wakizashi (two katanas, two suns) is a 49% line that's quietly strong once one natural sun shows — 3 damage that skips the defense roll, plus a Back Strike banked. And run the Bushido check before every third attempt: a reroll that only MIGHT upgrade your attack is usually worth less than the guaranteed Honor for stopping — that token is +1 now or +3 later.

CP economy

Samurai's damage plan runs on dice and tokens, not Combat Points — Honor flows from Bushido, Shame rides on his attacks, Back Strike comes from Wakizashi and lucky suns — so his CP is unusually free for interaction. Know the economy's rules: Income pays 1 CP a turn (capped at 15), every card sells for exactly 1 CP, and the start player skips their very first Income. Because nothing on his board burns CP to function, the highest-value use of the pile is dice manipulation — the roll-phase card class — in both directions: converting three natural Rising Suns into genuine Hagakure or Shogun! range on offense, and altering an opponent's dice before activation on defense, which is the only counterplay to an Ultimate the rules allow anyone. Any hero holding CP and a die-altering card can threaten to cancel the opponent's best turn — what's Samurai-specific is that Bushido funds the threat for free: his damage plan never needed the CP, so the cancel stays live while he still takes his own 98% line every turn.

Card management

Honesty first: Samurai's own deck and upgrade cards aren't in the verified data yet, so there are no named-card holds here — DiceSlayer will verify the deck on camera. What the rules alone still tell you: you draw one card per Income, sell down to six at end of turn, and every card sells for exactly 1 CP, so any card that doesn't serve the plan is a Combat Point in waiting. The plan defines the priorities: roll-phase dice manipulation outranks everything for this kit — it rescues near-miss straights for Budo and Masamune, buys Rising Suns, and is the only Ultimate counterplay in the game — and defensive interrupts are worth extra to a hero whose own defense roll Shames him one time in eight. One permanent rule to respect: upgrades can never be sold back, so against the racers who already out-pace you, be suspicious of early CP sunk into permanent value instead of into surviving the race.

How to beat Samurai

Deny them

Deny the token game in both directions. Shame only taxes attacks — damage that isn't an attack walks straight past it — so status ticks like poison are the clean answer, and one-big-hit heroes barely feel a flat minus-2 that ruins chip attackers. Deny Back Strike value by never committing medium attacks into a held token: go small to trade resources, or go huge so a half-a-die refund doesn't matter. And deny Bushido where your kit allows — effects that tax or force rerolls (Constrict, Entangle) push him into third attempts that cost him his free Honor. One last piece of tech: Shame never reduces an Ultimate, but it still clears once the Ultimate completes — so firing your Ultimate through the Shame dumps his whole tax for free, and a sharp Samurai times his Shame knowing that escape hatch exists.

Tempo windows

Hit him right after his Shame clears — every token wipes the moment you land one damaging attack, and Solemnity only re-applies on about half his turns, so the turn after you attack through Shame is his thinnest. A Samurai who fished suns effectively skipped a turn: Hagakure misses roughly 90% of dedicated attempts and the deep fish forfeited his Bushido Honor too. Once in every eight defenses Stand Tall rolls all katanas and Shames its own owner — his next attack is pre-taxed, so that's a green light to trade. And keep your health above 13 — 16 if he's holding two Honor — so Shogun! can never steal the game outright.

Best picks against Samurai

Ban psychology

His tournament legend IS the ban question: an 80% win rate with heavy bans at one event, a flop at the next, bottom tier on expert lists — a low-confidence C in the community data. The math says spend the ban only if your roster is slow: he farms grindy boards (61.7 into Alchemist, 59.7 into Artificer, 59.1 into Paladin), so an engine-heavy bring-3 should seriously consider removing him. If you brought a fast hitter, save it — Iceman (43.7), Ninja (46.2), and Barbarian (47.1) already answer him — and know that his scary reputation makes him classic ban bait: plenty of opponents will burn a ban on the story while your actual problem hero stays live.

Tournament lens

Roster fit (bring 3, ban 1)

The reputation says coin-flip gamble; the field map says steady roster piece — favored in 34 of 43 pairings, a field mean of 53, and never worse than Iceman's 43.7. In bring-3-ban-1 he's your engine-hunter: he punishes exactly the slow, token-stacking boards (Alchemist, Artificer, Necromancer, Paladin) that a fast closer hates grinding through, so slot him beside a racer who covers his own four bad matchups. His volatile reputation does roster work on its own — a hero people remember going 80% at a tournament draws bans that quietly protect the other two heroes in your bag.

Swiss pacing (3/1/0)

Swiss at 3/1/0 is where the volatility dial becomes a skill check, and it turns both ways. Must-win round — you need 3 points, or you're staring down Barbarian or Pyromancer? Turn it up: chase Masamune's 25% line, spend Honor immediately to race, lean on Wakizashi's undefendable chip, and accept the whiffs — a coin-flip game beats a slow, certain loss. Protecting standings in a matchup the math already gives you? Turn it all the way down: 98% Katana Slice, two-attempt turns, Bushido Honor, standing Shame — you are refusing to let luck back into the building. And the round clock loves the disciplined version: half his opening rolls make Katana Slice on the spot and Bushido literally rewards ending turns early, so Samurai's low-variance script is also his low-tie-risk script — his safest game is also his fastest.