High Roller/Strategy

While this fight may be accessible for Toons of all Laff and Gag levels, this fight still requires an understanding of all eight Gag tracks, their prestiges and how status effects work. If you are a low Laff toon without any experience in fighting Regional Managers, this fight may be too difficult to tackle without guidance.

The best strategies for this fight require conserving Pips and managing Dices. You will not often have a chance to get your Pips back if you spend too much, especially if you pick very important Dices that are very Pip heavy in price.

* If you plan to use multiple Dice in one turn, make sure to pick the 3-Pip dice first for the discount. This also makes buying 1-Pip and 2-Pip dices less of a hassle since they're free.
* 2-Pip Dice has more benefit if you use Lure or Drop afterwards.
* 6-Pip Dice can allow substitution of Toon-Up for some other damage Gag. Its slightly hefty cost and 3 round cooldown means that the 6-Pip Dice has to be used with care.

## Phase 1

These three minigames can foil even smart players, although the damage penalty is only an issue if your losses are pretty early into the fight. Losing also makes your max Laff lower than other winners. Your only strategy towards avoiding these problems is using your brain and perhaps rely on others who are certain to know what they are doing.

**Puzzle:** It may be easiest to use Squirt and Zap if there are mostly low level Cogs but one high level one in the mix in addition to the required Gag. However, since Pips are reset after Phase 1 the Gag choices can be a bit lenient. Only one player needs to use the required Gag in order for the team to pass.

**Shuffle:** This minigame can be tricky as the phase progresses, since the cups get faster overtime. The human eye may not be able to catch up, but the human finger can be dragged across your screen for some support.

**Trivia:** Some questions are easy, while some are hard. They may require a look over on other wiki pages or even some internet knowledge outside of Toontown itself. If a question has no right answer, simply pass and no harm will be done to you. Keep in mind that picking a Correct and an Incorrect answer at once will count as a Game Over. Avoid using Squirt for this minigame unless there are two right answers, and only use sound for the questions where all the options are the right answer.

Once you complete the game and Cogs spawn in, fight your way into the high leveled Cogs or low leveled Executives to rack up damage towards the High Roller. It is more than recommended to fight the Executives due to their 7x damage towards the High Roller. But also because they can take more damage from Trap's Executive damage boost (30% more). Be aware that these Cogs will go WAY over the traditional promotion lineup. It is okay to leave some Cogs for the High Roller to destroy if it means they will avoid attacking you and deal big damage.

## Phase 2

While a trio of level 25.exe Mr. Hollywoods may be intimidating, this is arguably the simplest of the three Phases. The only issue is Pip management since you will only be obtaining 6 Pips every round. Your best strategy is to destroy one Hollywood Star at a time. The quickest strategy is to use a 4-Pip Dice with Hypno Goggles, then TNT and 2 Pianos on one Hollywood. It's optional, but may be beneficial to use 2-Pip Dice for the Pianos. This will be enough to completely kill the one Hollywood. The following round, have two Toons use Squirting Flower on one of the remaining Hollywoods, while the other two Toons use Squirting Flower on the other Hollywood. This will help save Pips and prepare for the next round. At this point, one Toon should use a 4-Pip Dice to buff the other Toons while still having enough for a level 7-8 Gag. Each Toon should then use Lightning on either remaining Hollywood. If a Toon does not have enough for a Lightning, Tesla Coil and 3 Lightnings will still work. This will completely kill the remaining Cogs and finish the phase.

## Phase 3

Phase 3 is all about Dice management and stacking up as much damage as possible in 1 turn. This is due to High Roller's damage resistance when the other Silhouettes are on the stage. You'll only get one round with him alone before he summons more Silhouettes, so dealing as much damage to him as possible in that round is key.

Your first priority is to destroy the Silhouettes one by one, dealing with the most dangerous first. It is crucial that you leave one Silhouette alive for this strategy, preferably weakening it without killing it. Lure/Throw and Drop combos are very efficient at picking off the Silhouettes. The following is a list of Silhouettes ordered from most dangerous to least.

* **C45HB4CK:** Their damage basically means you do 50% less healing than normal, although this does not apply to the 6-Pip Dice. It is best to destroy this Cog Silhouette first regardless.

* **TR4P-C4RD:** This Cog should be destroyed first and foremost if not paired with **C45HB4CK**. Extremely dangerous if paired with **GR33NL1GHT3R**, who can turn in that 100 damage for free by simply making this Silhouette Lure immune. This Silhouette should never be kept alive last, as the retaliation damage stacks each time it is used.

* **GR33NL1GHT3R:** Arguably the strongest Silhouette. Not only are they immune to Lure, but they can share that Immunity towards a random Silhouette that the Toons have considered destroying first. There's also the Virtualized buff that they all get. Focus on this Silhouette whenever possible.

* **F4C3 V4LU3:** The lack of combo damage can make it more troublesome dealing with other Silhouettes, though it should be noted the damage cancellation does NOT apply to Lure's Knockback damage.

* **S1NG1N' BLU35:** While the winded debuff is fairly negligible, it does mean you'll be unable to get the encore boost until the round after it is defeated. It's recommended not to leave this Silhouette alive last if any of the Silhouettes below are present.

* **J0K3R:** Either beneficial or a hindrance towards your team, though overall negligible. If you keep this Silhouette alive last, be careful when weakening it as an increased Gag level could cause it to be defeated prematurely.

* **SPL45HB4CK:** Not very dangerous and safe to keep alive last, roughly equal priority to **F1ZZL3**. If you wish to setup a soak on the High Roller before attacking him, just take into account the damage resistance when finishing off this Silhouette.

* **F1ZZL3:** Not dangerous and safe to keep alive last. Using other attacking strategies than Squirt/Zap will completely negate this Silhouette's downside and will not cause any problems when kept alive or setting up for damage on the High Roller.

While you can just deal with all 4 Silhouettes, attack High Roller, and repeat, there is a much more effective strategy. To do this, you'll want to stall the rounds for as long as necessary and stack up Dice.

**Pip/Dice Stacking:**
With one Silhouette left alive, this is where you'll focus on stalling out the rounds and preparing to stack up as much damage as possible. In order to do this, you'll need to stack up certain Dice and Pips. During Phase 3, you'll gain +8 Pips at the end of every round. Knowing this, you'll want to farm up Pips by either not attacking or using low level Gags and spending your Pips on beneficial Dice:

* **1-Pip Dice:** Rerolls can allow lots of dice stacking, very important all around. These dice will be completely free with the 3-Pip Dice discount, and will be a great help in getting the Dice you want.

* **2-Pip Dice:** Useful to guarantee your Gags hit on the attacking round. With the Pip Discount from 3-Pip Dice these will be completely free. They also stack in round duration, so picking them is harmless.

* **3-Pip Dice:** The reduced pip cost is crucial to pip conservation and making this part of the fight go quickly. You'll want to stack up quite a few of these to have the discount active every round. The discount applies to itself, meaning buying more 3-Pip Dice will only cost 1 Pip.

* **4-Pip Dice:** Only use these on the High Roller attacking round, as they do not stack in round duration. When time does come to attack the High Roller, these are by far the most important dice to get, you should use rerolls to try and get as many as possible.

* **5-Pip Dice:** You'll want to use these dice to get IOUs for whatever attacking Gags you'll be using on High Roller for all Toons. Drop is by far the most effective at damage dealing, so it's recommended you get Drop IOUs on all Toons. Once done, you can ignore these dice from then on.

* **6-Pip Dice:** Not extremely useful during stalling rounds. With the Pip Discounts, Toons can use low level Toon-Up gags for free instead.

You'll want to come out of the stalling rounds ideally with Drop IOUs on all 4 Toons, a Pip-Discount active for at least three more rounds, and a decent amount of Pips to spare (around 30).
Before you finish off the last Silhouette, you should get a soak on the High Roller to activate Prestige Drop's bonus damage. Then you'll want all 4 Toons to finish off the last Silhouette with Sound to gain Encore (Note: This won't work if the Silhouette has the **S1NG1N' BLU35** cheat). With all 4 Silhouettes defeated, the High Roller is completely vulnerable and you'll be ready to attack. During this round, try to stack up as many 4-Pip Dice as possible while using 1-Pip Dice to refresh the Dice pool. It's also recommended you grab at the 2-Pip Die's effect active for guaranteed accuracy. Once done, send 4 Pianos on the High Roller for massive damage. If done properly, this can deal enough damage to defeat a 44,444 health High Roller in 1 turn.