Strategy Guide

Seraph's defense roll prevents one point of damage on average — and half the time it prevents nothing at all. She is still brutally hard to finish, because her real defenses never touch a defense roll: Flight tokens that erase entire attacks about 31% of the time each, a heal living on her attack ability (you pick one job per activation), and an ultimate that hands her a literal second life. Learn to pilot the insurance — the sword runs itself.

Strengths

Weaknesses

How to pilot Seraph

Early game

Your opening turns write themselves: Holy Blade asks for three blades on a die that is half blades, and with disciplined rerolls it connects 98% of the time for 5-7 damage from turn one. The real early decision is the wing: with two blades and a wing showing, roll for Glorious — a dedicated line lands 77%, deals 6, and banks the Flight token that is your actual armor while Angelic Mantle stops its average of one point. Bank one Flight before you're attacked at zero tokens — that first unprotected hit is her softest moment. What you never do early is hunt pendants — Highest Power is a 10% dedicated line and the ultimate 1.3%. Rules note: the start player skips their first Income Phase — going first means starting a Combat Point behind, so sell a dead card early to catch up.

Mid game

The middle game is triage, and Purify is the triage ability. Ask in order: is a status hurting me (stacking Poison, Shame, Targeted)? Choose yourself — heal 4 and strip one token off. Is their defense a wall that eats normal damage (Divine Defense, Stand Tall, Rooted)? You hold two levers: Purify's 5 undefendable — it skips the defense roll, though banked prevention tokens like Chi still eat it — and the stronger one, a Flight token spent on your own Holy Blade turn: 98% trigger, 6.3 expected, and the two-dice 6-roll turns the whole hit undefendable about 31% of the time. Neither problem on the table? Purify assembles just 54% of dedicated turns, so the default swing stays the sword. Then read the clock. Favored grinds — Artificer (8.4-turn kill), Shadow Thief (9.1 to his 13.2), Huntress (9.6) — want plain, fast blade turns. Unfavored races — Barbarian (his 8.7 to your 16.2), Pyromancer (8.7 to 13.1) — flip you to the token game: take Glorious whenever it's live, spend Flight only on their spike turns, and land Blinding Light when they're visibly loaded — one roll in six it blanks their entire attack phase, and a 2 or 3 halves the damage.

Late game

Late game, count lives, not just health. If Split the Heavens ever fires — 13 damage off five pendants — it arrives with Blessing of Divinity, and the next hit that would kill you leaves you at 1 instead, even if that hit is an Ultimate. But at 1.3% with every reroll committed, the ultimate is a windfall or a dice-manipulation purchase, never a rolled plan. Your dependable endgame is arithmetic: Holy Blade's 6.3 a turn, Holy Presence ticking a free point at each of your Upkeeps (it stacks to two), and a Flight wall for their finisher — at low health hold your tokens; three Flights against one killing blow is about a 66% escape. Know the two holes cold: Flight never dodges an Ultimate, and it never touches upkeep ticks like Poison. If their Ultimate is live, your outs are altering their dice before it activates — the only counterplay the rules allow — or having Blessing of Divinity already on the table.

Reroll priorities

Her die: faces one through three are blades, four the wing, five the cross, six the pendant — half the die is sword. Keep every blade, always: three blades is 50% on the opening roll and 98% across three attempts, with the 4th and 5th blade each adding a point. A dedicated Glorious line runs 77% — take it when the final dice show three blades and a wing anyway (6 plus a banked Flight beats a plain 5), but as a from-scratch plan Holy Blade's 98% for 6.3 still wins. When the roll scatters into different values, pivot to Triumphant: a four-in-a-row lands 59% of dedicated turns for 6 plus a bonus die — one extra damage on a blade, two on a wing, three on a cross, and on a pendant the whole attack becomes undefendable. Holy Smite (one die of each symbol, 54%) rolls four fresh dice for 2 undefendable per blade — about 4 on average — with one-shot riders if a wing, cross, or pendant shows. What never earns rerolls: pendant stacks. Highest Power is 10% fully dedicated, the large straight 25% — take those only when the dice hand them over by the second roll — and the ultimate's 1.3% gets no chase at all. And Flight spends in this phase too: on a wall turn, a token riding your Holy Blade is a roughly 31% shot at making the whole hit undefendable.

CP economy

Nothing on Seraph's board spends a Combat Point, so every point of income (1 a turn, capped at 15, plus 1 per card sold) is fuel for your hand. That points her CP at two jobs. First, interaction: altering dice before an Ultimate activates is the only counterplay to an Ultimate in the game, and a hero whose Flight tokens cannot dodge Ultimates needs that insurance badly. Second, conversion: her 10% Highest Power and 1.3% Split the Heavens stop being lottery tickets the moment your hand can set a die face or force a reroll — three natural pendants plus manipulation is a purchase, not a prayer. Keep a small reserve for those two windows and spend the rest freely — her turn-to-turn damage plan costs nothing.

Card management

Honest gap first: Seraph's own action and upgrade deck isn't in the verified data yet, so no named-card promises here — DiceSlayer will verify her upgrade priorities on camera. What the rules already guarantee: you draw one card a turn, hold at most six, every card sells for exactly 1 CP, and a Hero Upgrade can never be sold back once played. With a 98% core attack, extra-roll insurance adds almost nothing — her whiff rate is about one turn in sixty — so the holds that actually move her numbers are dice manipulation (the orange-bordered Roll Phase class): it converts two- and three-pendant near-misses into Highest Power turns, and it is her only answer to an incoming Ultimate. Second priority is any defensive trump — a hero whose printed defense averages 1.0 per hit gets more from a prevention card than most. Everything that serves neither job is a Combat Point wearing a costume — sell it.

How to beat Seraph

Deny them

Deny the tokens their moment. Flight only pays when it blanks something big, so feed her cheap and mid-size attacks and hold your haymaker until her token row is empty — every 31% dodge she burns against 4 damage is a trade you won — and an empty row also can't convert her own attacks to undefendable. Deny Purify its double duty: keep a status on her (Poison, Targeted, Shame) so her 54% ability spends itself scrubbing and healing instead of throwing 5 undefendable at your face. And bring damage that never rolls — upkeep ticks slide past both the one-point Mantle and the Flight window entirely, which is why Poison and Nanite plans quietly beat her dodge math.

Tempo windows

Three windows. First, turns one and two before any Flight is banked: her whole defense is one die averaging a single point of prevention — her softest stretch. Second, reroll-heavy pendant hunts: a dedicated Highest Power hunt comes up empty 90% of the time, so effects that tax rerolls (Constrict, Barbed Vine, Entangle) punish her greediest turns. Third, right after her Blinding Light is spent: it is a one-stack token, so burn it off with a plain, expendable attack — one in six it blanks you, a 2 or 3 halves you — then commit your real turn. And whenever Blessing of Divinity is not on her board, your Ultimate is fully live at low health — Flight never answers an Ultimate; only the second-life token does.

Best picks against Seraph

Ban psychology

Community data on Seraph is the thinnest in our set — a B inferred from one strong player's tournament rotation, with no expert list placing her — so expect opponents to misjudge her in both directions. The engine is clearer about your ban: spend it only if your roster is slow. She farms engine builders (57.8 into Alchemist, 55.8 into Artificer, 54.8 into Paladin), so an engine-heavy bring-3 should genuinely fear her. If your roster already answers her, keep the ban: Iceman holds the engine's worst number against her (40.9 — the why is unmodeled), and Ninja (43.4) and Barbarian (44.4) beat her on raw pace. A ban spent on a hero you already beat is a ban your ace didn't get.

Tournament lens

Roster fit (bring 3, ban 1)

Seraph slots where flexible mid-tier heroes earn their keep: the second pick that punishes slow rosters. Pair her with a fast closer — her four worst matchups (Iceman 40.9, Ninja 43.4, Barbarian 44.4, Pyromancer 45.3) are mostly pace problems a racer covers — Iceman is the score-only exception — while she covers the engine and wall heroes a racer hates grinding through. Her thin community profile is a quiet asset too: with no expert list placing her and one tournament citation behind her B tier, few opponents have rehearsed the Flight fight — and unrehearsed opponents throw their biggest turn into a 31% dodge.

Swiss pacing (3/1/0)

In 3/1/0 Swiss her danger isn't losing — it's winning slowly. Her wins come slow: a 13-turn clock against Paladin's 20 and a long token war against Vampire Lord (50.7 — barely hers), while Cursed Pirate is a near coin flip where she's a hair behind on the clock, his 9.4 to her 10. On a short round clock, choose pace over polish: Holy Blade every turn, Glorious only when the wing is already there, Purify only when the strip saves you multiple turns, and zero pendant fishing. A Seraph who hunts a 10% line on a timer converts a likely 3 points into a 1.