Strategy Guide

'Famously swingy' is the community's verdict on Spider-Man — great when the Combo tokens flow, underwhelming when they don't. The engine disagrees: his core attack lands on 98% of turns and his damage wobbles less than a single point around its 5.3 average. The swing was never in his dice. It lives one layer up, in the tokens — extra attack phases, webs that delete defense rolls, a vanishing act that defends the undefendable — a layer the raw math barely prices. Pilot it deliberately and the swing stops being weather and starts being a weapon.

Strengths

Weaknesses

How to pilot Spider-Man (Miles Morales)

Early game

Open with the boring truth: Punch, every turn, until the dice argue otherwise. It's live on half of opening rolls and 98% of turns with disciplined rerolls, and 4-6 damage from turn one is real pressure. The dice argue two ways. Two natural spiders by roll one makes C-C-C-Combo a fair commit — 49% overall for 5 damage plus the Combo token that doubles your attack phases. A forming straight makes Ensnare live at 59%: 5 damage plus Webbed, which promises that your NEXT Punch skips their defense roll. What you never do early is fish for spiders on purpose — 10.4% and 1.3% lines are gifts, not gameplans. One rules detail: the start player skips their very first Income phase — going first costs a Combat Point and a card, so sell a dead card early to catch up.

Mid game

The middle game is a loop with three beats — web, punch, chain — and one repeated question: what is this Invisibility token for today? In the matchups the field map gives you (Alchemist 57.1, Artificer 55.2), the answer is offense: Ambush! converts the token into +3 damage for zero Combat Points, and your job is to keep the pressure compounding. In the ones it doesn't — Iceman, Ninja, Barbarian, Pyromancer — the answer flips: hold Invisibility against their undefendable trump or as a second Spider-Sense attempt, and let Nice Try! turn it into 3 prevented for free. Sequence Combo with full information — the token fires at the end of their defensive roll, after you've seen how the first attack resolved, so the second phase always knows exactly what it needs to finish. And keep Webbed refreshed: Ensnare at 59% or a 1-Combat-Point Web Shooters! means the defense roll they're counting on keeps not happening.

Late game

Count your closing turn honestly, because it's bigger than the board suggests: Webbed's 2 on application, a 4-6 Punch that the token makes undefendable, then a Combo phase carrying another 4-6 behind it — 10 to 14 damage in one turn with no rare face required and most of it skipping their defense. That's the finish you can actually schedule. The five-spider ultimate is not that finish — it's a 1.3% event, and nothing in his card file sets dice (an absence claim, so DiceSlayer double-checks it against the physical deck on camera) — treat Venom Shockwave! as a windfall you announce, never a plan you save for. Defend with the same honesty: Invisibility answers undefendable attacks, but an Ultimate is stopped at the dice before activation or not at all, and his file shows no dice-altering effect to do the stopping. Once their Ultimate would end the game there is no insurance to buy — convert your damage lead into their empty health dial first.

Reroll priorities

His die is three thwips, two webs, one spider — half of every roll is thwips, and that composition writes the playbook. Punch needs three: 50% on the opening roll, 98% across three attempts, so any pair of thwips is an automatic keep and the line nearly plays itself. Spider-Reflexes (one thwip, two webs, one spider) is the scattered-roll pivot at 72% — when roll one sprays all three symbols it's usually already half-assembled, and even its small totals hand you a Combo token. Ensnare's small straight arrives 59% of the time; keep exactly one of each middle value and chase the ends. Wall Crawler (two thwips, three webs) is the web-flood line at 49% — 7 damage plus an Invisibility, your best commit when webs stack on roll one. C-C-C-Combo at 49% wants two natural spiders before you commit; never burn rerolls manufacturing them. And the spider-count lines get no rerolls at all: Venom Punch is 10.4% on a dedicated turn, the ultimate 1.3%. Take them when they assemble themselves.

CP economy

Spider-Man's Combat Points buy tokens and upgrades at bargain rates. Radioactive Blood! is the headline: 3 points for a Combo token — an entire extra attack phase, roughly 5.3 expected damage — the biggest single purchase his money makes. The sharper per-point trade is quieter: Yikes! buys Invisibility for 1, and the zero-cost cards redeem that same token at 3 (Ambush! adds 3 damage, Nice Try! prevents 3) — buy at one, cash out at three. Cha-Ching! is free money outright — zero cost, gain 2. All four upgrades cost exactly 2, and Punch II is the best value of the four: +1 damage on a line with 98% uptime is close to +1 expected damage per turn, forever. Income pays 1 a turn capped at 15 and every card sells for exactly 1, so the plan stays lean: keep a point or two loose for a reactive Yikes! when their big turn is visibly assembling.

Card management

You draw one card per turn, hold six, and every card sells for exactly 1 Combat Point — so rank ruthlessly. Top holds: Radioactive Blood! (a bought attack phase), Ambush! and Nice Try! (zero-cost token conversions — pure profit around any Invisibility), and the sleeper of the file, Swing Escape!: it retunes Spider-Sense to trigger off webs rather than spiders — the 1-in-6 face becomes a 2-in-6 face, roughly 31% to 56% on two dice — and you decide only after the defense dice have landed. Web Shooters! sticks Webbed for 1 without needing the straight; Booyah! always pays something — three faces grant Invisibility, two stick Webbed, one grants Combo. Hold Milkshake Me! in the matchups that score against you, sell it in the ones that don't. Upgrades are pure return-on-uptime: Punch II first (+1 damage on the 98% line, plus a Combo rider on a four-of-a-kind of numbers), then Venom Punch II — its Combo Up option makes three spiders, not four, pay a Combo token plus 2 undefendable damage, un-deadening your rarest face — then C-C-C-Combo II with its Web Shot option, Ensnare II last. And upgrades never sell back: in his worst matchups, survival cards outrank permanent value.

How to beat Spider-Man (Miles Morales)

Deny them

Deny the conversions, then deny the currency. If Webbed lands on you, budget for the very next normal attack to skip your defense roll — prevention cards belong on exactly that hit, and any status-strip effect your kit owns earns triple against him. Never throw your undefendable trump while he holds Invisibility: that token exists to turn your unanswerable hit into an ordinary defended one, so bait it with something small before the real swing. And when you can alter his dice before an ability activates, spend it on the attack he plans to chain — no attack produced means the banked Combo cannot be spent that turn.

Tempo windows

Every positive token he owns is stack-limit 1 — one Combo, one Invisibility, never a pile — so each spend opens a genuine gap before a 49% Wall Crawler or a 1-Combat-Point card refills it — strike into it. Watch for the spider drought: a couple of turns without spiders means no fresh Combos, and a tokenless Spider-Man is a 5.3-a-turn attacker whose defenses prevent almost nothing — the thinnest version of him that exists. And remember what Invisibility cannot answer: an Ultimate is stopped at the dice before it activates or not at all, so your five-of-a-kind ignores his entire vanishing act.

Best picks against Spider-Man (Miles Morales)

Ban psychology

An A-tier reputation plus the word 'swingy' makes him a magnet for nervous bans — and the math says be choosier. The raw engine favors him in just 17 of 43 pairings, but his actual identity — extra phases, Webbed conversions, Invisibility saves — lives mostly outside what that model prices, so the truth sits somewhere between the A and the spreadsheet. Spend the ban if your roster leans on his best matchups — he sits 57.1 into Alchemist, 55.2 into Artificer, and 54.3 into Necromancer. Keep it if your bag already carries an answer: Iceman (38.6), Ninja (41.7), and Barbarian (42.8) hold him deep underwater, and a ban spent on a matchup you already win is a ban wasted. Coverage note: no verified matchup commentary exists for him yet, so these calls rest on engine numbers and kit reading alone.

Tournament lens

Roster fit (bring 3, ban 1)

His field map has a clean shape: strongest into Alchemist (57.1), Artificer (55.2), Necromancer (54.3), and Paladin (53.2), weakest into Iceman (38.6), Ninja (41.7), Barbarian (42.8), and Pyromancer (44.1). In bring-3-ban-1, slot him beside a hero that covers that worst four while he covers your partner's problem boards. Hold both truths when you rate him: the raw field favors him in only 17 of 43 with a 48.8 mean, but that model scores one ability per turn — Combo phases and Invisibility priced at zero, Webbed counted only as a generic status inflict, never as defense-deletion — so the community's A is a bet on exactly the unmodeled layer, and it's a reasonable bet.

Swiss pacing (3/1/0)

Swiss at 3/1/0 rewards his natural pace. A 98% attack every turn means no dead rounds, bonus Combo phases pack two attacks into one turn, and his kill plan never depends on a long attrition arc — low tie risk. The Swiss trap is the spider fish: in a must-win round the temptation is to hunt Venom Punch or the ultimate for a highlight swing, and a dedicated fishing turn succeeds 10.4% or 1.3% of the time while donating the rest to the clock. The honest comeback lever is bought volatility, not rolled volatility — Radioactive Blood! into a double phase, an Ambush!-boosted undefendable Punch off Webbed — lines that spike output without ever leaving the 98% baseline.