Dice Mechanics

Current Game Version: v4.3.8

### On this page you will find details about each dice and some helpful suggestions on pairings.

During games there are 2 ways to affect the dice on your board, merging and power ups.

Merging is done by dragging and dropping one dice onto another. They must have the same dot count and be of the same type, with a few exceptions. Merging will increase the dot count by 1 and change the dice type to a random one from the deck.

Dice dot count will only affect the **Attack Rate** of the dice as each dot attacks at the **Attack Speed**. For example a 2 dot dice will attack twice as fast as a 1 dot dice of the same type.

Power Ups are done by tapping the dice icon at the bottom of the screen. This costs SP and has various effects on the powered up dice depending on their stats.

## 1st Anniversary (REMOVED)

**Game Description: Collecting gold at every certain period after dice summoned. Collecting amount increases by 1 per dot count. (1 Game MAX 8000)**

1st Anniversary (formerly Gift) attacks the first enemy and will also produce Gold every few seconds with a maximum per game of 8000.

**Note: those are not In-Game Money (SP) but actually gold which you can use to buy dices at the store.**

#TOC

## Absorb

**Game Description: Leaves a vampiric mark to the target, absorbing SP at every certain period.**

Absorb attacks the first target without absorb effect on it and deals its basic damage to the target. Every affected enemy will produce SP every few seconds until they die. In-Game Power-Up increases the SP Produced.

#TOC

## Arrow

**Game Description: Shoots a powerful arrow that deals five times of the basic damage at every 5th attack.**

Arrow attacks monsters at random and after every 5 attacks it will shoot a special attack, dealing 5x damage. This ability is quickened by more dots on the dice since each dot attack is counted.

 per Power Up | +20 | 0 | +100

#TOC

## Assassin

**Game Description: Takes out a dot from one of the opponent's dice when merged. However increases a dot to one of partner's dice instead in Co-op Mode.**

Assassin attacks the front enemy. Upon merging 2 Assassins or an Assassin with a Mimic dice, it will decrease a random opponent's Dice by 1 Dot. If in Co-op Mode it will instead increase a random partner's Dice by 1 Dot.

Works well with: #Sacrifice, #Joker, #Mimic, #Summoner, #Typhoon, or #Modified Electric

 per Power Up | +10 | 0

#TOC

## Atomic

**Game Description: Atoms prop to dot count orbit around the dice when summoned. The atoms deal prop damage to monsters current HP.**

Atomic Dice attacks the front enemy. For every dot the Atomic Dice has it gains a rotating Atom which will deal damage based on the monster's current HP for each hit. Power Ups increase the rotation speed of the atoms around the dice.

**Note: The dice does not need to be placed on edge of board but is more effective there.**

The trait **Big Atom** increases the spinning radius by 35% and decreases spinning speed by 25%

Works well with: #Blizzard, #Typhoon, and #Modified Electric

#TOC

## Blizzard

**Game Description: Slows down all monsters in the path with a harsh blizzard at every certain period. The slow down effect is prop to dot count.**

Blizzard attacks the front enemy. Every special cooldown it sends a frost layer to all enemies on your side (PvP) and to all enemies you can reach (Co-op) which will slow them down. Dot Count will increase the slow effect.

Works well with: #Solar, #Atomic, #Laser, #Gun, #Holy Sword, #Sand Swamp (effects stack), #Mighty Wind, and #Typhoon

#TOC

## Broken

**Game Description: Deals decent damage, however aims for totally random target.**

Broken attacks a random target and has a high damage output. As with all random targeting dice, the more dice that are on the field the more targets the dice has and the more difficult it will be to kill monsters, but relatively effective against bosses since there is usually only one target.

 per Power Up | +50 | 0

#TOC

## Bounty

**Game Description: Stacks (Max 3) a mark on the opponents dice. Collects an SP once the marked dice has transformed.**

Bounty attacks a random target, so is again best against bosses. It does low damage, but the point of this dice is not the damage, but the SP collect.

Collecting amount: 100SP / mark

 per Power Up | ? | ?

#TOC

## Combo

**Game Description: Attack damage increases for higher Combo.**

Combo attacks the front enemy in the path. Every time you merge two Combos or with a #Mimic it will gain a counter dealing additional damage per combo point.

**Note: The combo counter does not reset if all Combo dice are removed from your board.**

 per Power Up | +10 | 0 | +1

#TOC

## Crack

**Game Description: Decreases the armor of the target hit by the bullet. The ability applies only with the first attack to the target.**

Crack attacks the first monster in the path that doesn't have the Cracked Armor effect.

 per Power Up | +20 | 0 | +5%

#TOC

## Critical

**Game Description: Increase the Crit rate of bordering dice.**

Critical does not attack but instead gives more Critical hit chance to bordering dice. Critical chance is increased by Dots and Power Ups.

 per Power Up | 0 | 0 | +1%

#TOC

## Death

**Game Description: Instantly kills the target hit by the bullet, with a certain chance. The ability does not apply to the Bosses.**

Death attacks a random enemy and has a chance to instantly kill non-bosses enemies. Increasing its Dot Count and attack speed will give it more chances instant kill. Its attack is low so it isn't great for Bosses and should be paired with other Boss killing dice.

Works well with: #Light

 per Power Up | +20 | 0 | +0.5%

#TOC

## Electric

**Game Description: When the bullet hits the target, deals 100%, 70% and 30% damage to three monsters, starting from the target.**

Electric attacks the front enemy dealing 100% damage as well as dealing 70% of its damage to the second target and 30% to the third target.

 per Power Up | +10 | 0 | +20

#TOC

## Energy

**Game Description: Deals bonus damage prop to possessing SP.**

Energy attacks the first enemy dealing attack damage added with a percentage of your current SP.

 per Power Up | +10 | 0 | 0.6%

#TOC

## Fire

**Game Description: When the bullet hits the target, deals an explosive damage to monsters in range.**

Fire attacks the front enemy dealing the attack damage as well as Splash Damage to other nearby monsters.

 per Power Up | +10 | 0 | +20

#TOC

## Flame

**Game Description: Deals the most powerful damage along with a splash damage. However deals decremental damage over each attack.**

Flame attacks the front monster in the path and deals additional splash damage to nearby monsters. The damage starts off very high but decreases with each shot taken by the dice. Flame will burn out faster the higher the dot count. Once burnt out the dice will do no damage and must be merged or removed in some other way.

Works well with: #Mimic

#TOC

## Flow

**Game Description: Increases movement speed of the monsters in the opponent's monster path. Slows down the monsters in Co-op Mode.**

Flow does not attack but instead increases the opponent's monsters movement speed. When used during Co-op mode this will decrease the monster's movement speed instead.

 per Class Level | 0 | 0s | +0.5%
 per Power Up | 0 | 0 | +0.5%

#TOC

## Gamble

**Game Description: Starting from the range of basic damage, to max crit damage, it deals totally random damage to target.**

Gamble attacks the front enemy but instead of just dealing the attack damage it deals a random damage between the attack damage and the maximum critical damage.

 per Power Up | +77 | 0

#TOC

## Gear

**Game Description: Attack damage increases prop to number of gear dice connected.**

Gear attacks the strongest monster in the path. The attack damage increases by a percentage per connected dice on the board. If there are two groups of connected gear dice then each group will be increased only by those that are connected to that group. #Switch goes well with Gear because it will allow you to move Gear dice around to maximize the connected dice bonus.

Works well with: #Switch

 per Power Up | +50 | 0 | +5%

#TOC

## Growth

**Game Description: Transforms into a random dice after certain period of time, with dot count increased by 1.**

Growth will slowly attack the front enemy. After the special duration time it automatically increase its dot count by 1 and changes into a random dice from the deck just as if it were merged. If it turns into another Growth Dice it will repeat the process until it changes into a different dice or reaches the maximum dot count. At 7 Dots (1 Star), Growth stops changing.

Works well with: #Joker

 per Power Up | +10 | 0 | 0s

#TOC

## Gun

**Game Description: The gun transforms depending on the dot count. [1. Pistol] [2. Dual Pistols] [3-6. Shotgun] [7. Sniper Rifle]**

Gun attacks the first enemy and for every dot from 2 to 6 attacks an extra target. All dots attack at the same time. At 7 Dots (1 Star), it transforms into the Sniper Rifle, which attacks a random enemy and instantly kills the target. In the case of Bosses and Small Bosses, Sniper will deal a percentage of the target's current HP, of course it has really low attack speed at 7 Dots since it has to aim then shoot.

**Notice:** Even if it no longer does basic attacks, at 7 dots before aiming and shooting, it will also stack up some base damage that will be added to the final damage.

Works well with: #Light, #Growth, #Joker, and #Blizzard

 per Power Up | +40 | 0 | 0%

#TOC

## Hell

**Game Description: Empowers Instant Kill effect to bordering dice.**

Hell Dice does not attack but instead gives a chance of Instant Death to bordering dice.

Works well with: #Typhoon and #Mighty Wind

 per Power Up | 0 | 0 | +0.5%

#TOC

## Holy Sword

**Game Description: Deals damage to half of the target's current HP when Holy Sword is summoned. Divine Sword Dice is instead summoned with a 7% chance.**

Holy Sword attacks the front enemy. It has a chance to summon a Holy Sword attack, dealing half the enemy's current HP except for Bosses and Small Bosses where it deals a percentage instead. Holy Sword also has a fixed 7% chance to summon a Divine Sword Dice instead. All stats are the same as Holy Sword except instead of a chance to summon a Holy Sword attack it summons a Divine Sword attack every 2 seconds. The number of Divine Swords dropped on the enemy is equal to the dice's dot count and each sword hits multiple monsters.

#TOC

## Ice

**Game Description: Everytime when the bullet hits the target, slows down the target's movement speed.**

Ice attacks the front enemy and will apply 1 layer of frost for each attack. Each layer of frost decreases the movement speed of the enemy by a percentage.

**Note: Magician Boss can remove the frost effect from himself. MAX Slow effect is 50%**

 per Power Up | +30 | 0 | +2%

#TOC

## Infect

**Game Description: Infects the target hit by the bullet. When infected target falls, there generates a poison mist which deals area effect damage.**

Infect aims for the first non-infected monster in the path although it does no damage. When an infected monster is killed it leaves behind a Poison Gas trap on the track for a duration. While in that trap monsters take Poison Gas Damage. Monsters moving slower through this gas trap seem to take more damage but there is no listed stat. Since this dice does no damage the number on the board should be kept to a minimum. Ideally, having one or two mid dot count near the monster start would be enough.

#TOC

## Iron

**Game Description: Aims for the monster with the highest HP. Deals double damage to the Bosses.**

Iron attacks the highest HP monster on the track and has a high Damage output. Iron also does double damage to Bosses.

 per Power Up | +100 | 0

#TOC

## ix10

**Game Description: Hacks one of the opponent’s dice when merged. The target dice’s basic attack heals the monster’s HP instead prop to its damage. Forcibly empires a dice instead in Co-op mode.**

Works better when the opponent has many dice with good basic damage, as the healing rate is proportioned to the dice’s normal basic attack.

(PvP) HP conversion rate: 70%

(Co-op) ATK Dmg increase rate: 20%

 per Power Up | ? | ?

#TOC

## Joker

**Game Description: When merged with another dice with the same dot count, transforms into the dice it's merging with.**

Joker attacks the front enemy. It can be merged onto other dice with the same dots and as a result transform into the matched dice. Very useful when using dice you need to duplicate such as #Assassin and #Sacrifice. Also useful to duplicate high dot count dice on the board. If merged with another Joker it merges normally.

Works well with: #Assassin, #Growth, and #Sacrifice

 per Power Up | +10 | 0s

#TOC

## Landmine

**Game Description: Installs landmine that deals huge area effect damage at every certain period. Also installs special landmine with a certain chance that deals HP prop damage.**

Landmine does not attack but instead installs a Mine trap on a random point of your track every few seconds. Landmine also has a 10% chance to install a special landmine which will deal a percentage of the monster's current HP. Mine production speed is increased by Dots, however #Light will NOT affect the dice production speed.

#TOC

## Laser

**Game Description: Runs down a laser in the path for certain period at every 10th attack.**

Laser attacks the front enemy. After 10 attacks it fires a laser that runs down the path for a duration dealing area of effect damage to all monsters it hits. Each dot attack counts towards the 10 attacks so a 2 dot dice will fire the laser twice as fast as a 1 dot dice. #Light will also increase the special laser attack frequency.

#TOC

## Light

**Game Description: Increases the attack speed of bordering dice.**

Light does not attack but instead gives an attack speed increase to bordering Dice.

 per Power Up | 0 | 0s | +1%

#TOC

## Lock

**Game Description: When the bullet hits the target, immobilizes the target with a certain chance.**

Lock will attack the first target with a chance to paralyze it for a duration. The chance and duration of the lock can be increased by Power Ups.

#TOC

## Lunar

**Game Description: Increases bordering dice's Crit rate by 5% and attack damage by 10% prop to dot count when 3, 5 or 7 dice are on the board.**

Lunar does not attack but instead increases the bordering dice's Crit Rate and Attack Damage proportional to the dot count when 3, 5, or 7 dice are on the board at once. Lunar also increases the bordering dice's attack speed and if Lunar is activated then bordering dice also get an increased bonus attack speed.

The trait **Dark Side of the Moon** changes the activation conditions from 3, 5 and 7, to 2, 4, and 6.

#TOC

## Metastasis

**Game Description: Metastasizes special monsters in the opponent's monster path when merged. Summon special monster which gives SP in Co-op Mode.**

Metastasis attacks the front monster. Merging with another Metastasis or #Mimic will cause the opponent to get an extra enemy on their path with more HP than other normal enemies. Can be effective if well timed with a Boss or to draw the attacks of Strongest attacking dice, such as #Gear and #Iron. When used during Co-op mode it creates a special monster for both players earning bonus SP upon killing.

Works well with: #Mimic and #Joker

#TOC

## Mighty Wind

**Game Description: Might wind blows at every certain period, boosting to the MAX attack speed.**

Mighty Wind attacks the front enemy. Every 7 seconds it transforms into Mighty Wind Mode for the Transformation Duration, which has greatly increased attack speed.

Works well with: #Critical and #Hell

#TOC

## Mimic

**Game Description: Can merge with any dice with the same dot count.**

Mimic attacks the front monster enemy. This dice can be merged with any other dice with the same dot count, triggering dice abilities, such as #Assassin and #Summoner.

**Note:** Merging with #Sacrifice only grants SP for the Sacrifices dice dots, resulting in half the normal merged amount.

Works well with: #Assassin, #Combo, #Metastasis, #Nuclear, and #Summoner

 per Power Up | +10 | 0

#TOC

## Mine

**Game Description: Delivers SP to player at every certain period of time. The amount of SP delivered is prop to the dot count.**

Mine does not attack but instead produces SP every few seconds.

#TOC

## Modified Electric

**Game Description: Deals chain lightning damage to targets, and the number of targets is prop to dot count.**

Modified Electric attacks the front enemy and then Chain Lightning damage is dealt a number of monsters in the path equal to the dot count. The first monster is included in this count so a dot count of 1 doesn't cause the Chain Lightning attack. This special has no range and will hit the next monsters anywhere in the path.

 per Power Up | +10 | 0 | +40

#TOC

## Nuclear

**Game Description: When merged, drops nuclear bomb on the first monster in the path. Common monsters fall instantly, while the Bosses take HP prop damage.**

Nuclear attacks the first enemy in the path. When merged with another Nuclear or #Mimic with same dot count it will cause a nuclear explosion on the front enemy on the track.This explosion instantly kills all but Bosses and Small Bosses which instead take damage based on their current HP.

The trait **Minimize** fires small nuclei with 50% of the original Nuclear Dice power every 1 seconds, up to 3 times. However, Big Monster does not Insta-kill.

Works well with: #Mimic

 per Power Up | +20 | 0s | 0

#TOC

## Poison

**Game Description: Aims for uninfected targets. Infected monsters take poisonous damage every second.**

Poison will attack the first monster in the path without the poison effect. Affected monsters will take Poison Damage every second.

 per Power Up | +10 | 0 | +25

#TOC

## Rock

**Game Description: Instead of basic attack, rolls a rock deals damage(prop to dot count) at the end of the path. Stuns(1 sec) the monster(non-boss) with low chance and breaks when the path is blocked.**

Is good for times when there are a lot of monsters on the board, as will deal damage to more monsters in a roll.

Rock damage: 400

Chance of stun: 10%

 per Power Up | N/A | N/A

#TOC

## Royal

**Game Description: Transforms the dice of the opponent’s field to random type when merged.**

Best to wait until the opponent has good dice to merge this dice... it will really annoy the opponent and mess up their deck. Especially with higher dot count. A star dot-count royal dice will basically be a knight boss! Use wisely...

#of transform per dot count: 2

Works well with: #Mimic, #Lunar

 per Power Up | ? | ?

#TOC

## Sacrifice

**Game Description: Gains SP prop to dot count when the dice is merged or attacked. \*Can be also activated with Supplement dice or other Boss abilities.**

Sacrifice attacks the first enemy. When merged this dice gives a an amount of SP when merged. For every Sacrifice dice dot consumed during the merge, it will give the player SP. For example, merging two 1 dot count Sacrifices will result in 160 SP. However, Sacrifice dots count so merging with a #Mimic will only result in half the normal amount of SP.

 per Power Up | +10 | 0 | 0

#TOC

## Sand Swamp

**Game Description: Installs sand swamp in the path at every certain period that slows down the monsters. Can stack with other slow down effect.**

Sand Swamp attacks a random monster. Every cooldown period it sets a sand swamp on a random point of the path which will slow any crossing enemies for a duration before disappearing. Sand swamp effects can be stacked with other slow effects greatly increasing the slowing effect.

#TOC

## Scope

**Game Description: Bordering dice attack additional targets as many as the number of Scope dice’s dot count with a certain chance. There is a 50% rate change of critical damage applied to the additional attacks.**

This dice works better when not positioned in an edge or corner, as will have less bordering dice. (corner: 2, edge: 3, neither: 4.)

Additional attack chance: 20%

Works well with: #Solar, #Royal, #Joker

 per Power Up | N/A | N/A

#TOC

## Shield

**Game Description: Installs shield that blocks monsters marching in path at every certain period.**

Shield attacks the front enemy. Every install cooldown it will set a Blocking Barrier on a random point of the track which completely stops any enemy from moving, including Bosses. After the duration the barrier disappears. This works well with any dice that does area of effect damage or ticking damage such as #Solar and #Poison.

Works well with: #Infect, #Nuclear, #Poison, and #Solar

#TOC

## Silence

**Game Description: Silences opponent’s dice prop to dot count when merged. Immobilizes same amount of enemies in Co-op mode.**

Works well with: #Mimic

Silence target per dot count: 1

Silence duration: 10s

 per Power Up | ? | ?

#TOC

## Slingshot

**Game Description: Deals bonus damage to targets under 50% HP.**

T

 **p**er Class Up
 **per Power Up** | +20

## Solar

**Game Description: Increases ATK when attacking the same target, and if you get 1, 4, or 9, increases Attack Speed and deals powerful splash damage.**

Solar attacks the front monster in the path. If the board has 1, 4, or 9 Solar dice they become activated, increasing their attack speed and dealing splash damage.

Works well with: #Growth, #Joker, #Blizzard, and #Light

 per Power Up | +11 | 0 | +10.5

#TOC

## Speed Gun

**Game Description: Deals additional damage to targets with change of movement speed. Also, additional damage increase rate increases prop to dot count.**

Speed gun works well on mini-bosses, as they have an increase in speed. But it also works on slower monsters, so also works on standard bosses.

Additional damage per 1% speed: 3%

 per Power Up | ? | ?

#TOC

## Star

**Game Description: Shooting stars prop to dot count fall when Star Dice are placed on the constellations. Shooting Stars deal basic damage and bonus Max HP prop damage to Enemy.**

{missing info}
Constellations are star images on the player's board.

#TOC

## Summoner

**Game Description: Summons a random dice out of the deck when merged. The higher dot count increases the chance to summon a dice with higher dot count.**

Summoner attacks the first enemy. When merged with another Summoner or a #Mimic, it will complete the normal merge and then it will also summon a random dice from the deck. The summoned dice dot count is random from 1 to merged dice count. For example, merging two 4 dot Summoners will summon a 1-3 dot random dice from the deck.

Works well with: #Mimic and #Joker

 per Power Up | +10 | 0

#TOC

## Supplement

**Game Description: Dot count of the target dice increases without changing its type when merged.**

Supplement attacks the first enemy in the path. When merged onto another dice the target dice will increase their dot count by one without changing the dice type. For example, dropping a 2 dot Supplement onto a 2 dot #Solar will create a 3 dot Solar. Same applies if merged with another Supplement, it will increase by 1 dot count but remain as a Supplement.

 per Power Up | +10 | 0

#TOC

## Switch

**Game Description: Can switch place with another dice with the same dot count. Also deals decent damage.**

Switch attacks the front monster. When merged onto any dice with the same dot amount they will swap positions. Useful if you're using #Gear that need to be connected. Has quite high Base Attack Damage on early game. If merged with another Switch , it will result into a normal merge.

Works well with: #Atomic and #Gear

 per Power Up | +20 | 0

#TOC

## Teleport

**Game Description: Sends the target back to the starting point when hit by the bullet with a certain chance. \*Watch out for that magical rhombus!**

Teleport attacks a random monster and has a chance to teleport the monster back to the start of the track. After an enemy has been teleported, it will have a Magical Rhombus on it which means that it cannot be teleported again.

**Magician Boss** can remove the Magical Rhombus effect from himself, therefore, allowing it to be teleported to the start of the track again. This can be dangerous as **Magician** can also destroy dice on the board.

 per Power Up | +30 | 0 | +5%

#TOC

## Thorn

**Game Description: Installs thorny traps in the field at every certain period. Deals damage to all monsters crossing the trap.**

Thorn does not attack but instead sets up a trap at a random point of the track every attack speed. Traps deals area of effect damage every second when a monster crosses the trap. The traps lasts for a duration before being removed from the path.

Trap production speed is increased by dots, however, #Light will NOT affect the dice's production speed.

#TOC

## Time

**Game Description: Decreases the attack speed of the opponent's dice with the same dot count. Increases the attack speed of partner's dice in Co-op Mode.**

Time Dice does not attack but instead affects the other player's dice with the same dot count. While playing in PvP Mode, the opponent's dice's attack speed is decreased by a percentage. In Co-op Mode, the partner's dice's attack speed is increased instead.

 per Class Level | 0 | 0 | +0.5%
 per Power Up | 0 | 0 | +1%

#TOC

## Typhoon

**Game Description: Attack speed increase to Max when it transforms into 2 phases at every certain period. The second phase grants 100% Crit rate for all bullets.**

Typhoon attacks the first enemy in the path. After each transformation cooldown it transforms into its second phase which will last for a duration and have a very high attack speed. After the duration is complete it will change to a third phase for a short time (1s?) with a 100% Crit rate.

#TOC

## Wave

**Game Description: Deals greater damage when the dice is farther away from the enemy.**

Wave attacks the front target in the path. It deals extra damage based on the distance the dice is from the target. For example, when it is near the entrance Wave will deal more damage to the oldest target. #Switch can be used to help with better positioning.

 per Power Up | +5 | 0 | +18

#TOC

## Wind

**Game Description: Has the fastest basic attack speed among all dice.**

Wind will attack the first target. It has the fastest basic attack speed in the game.

 per Power Up | +15 | 0 | +10%

#TOC

## Yin Yang

**Game Description: Increases attack damage or attack speed upon lining up Yin or Yang on the board. Also grants ultimate damage upon ‘The Harmony’ activation.**

**(Yin: Attack Speed)**

**(Yang: Attack Damage)**

**(YinYang: ‘The Harmony’)**

The more Yin Yang dice on the board the better (attack damage or attack speed increase depending on the positioning of the dice) each dice will be. If this dice is equipped, it should be your main attack dice.

Lining up Yin Yang dice vertically will increase the basic damage by 200\*(Yin Yang dice vertically - 1)%,

Lining up Yin Yang dice horizontally will increase the attack speed by 120\*(Yin Yang dice horizontally - 1)%,

Having Yang Yang dice in a cross-shape will activate ‘The Harmony’ to the center dice.

Works well with: #Lunar, #Joker, #Summoner.

 per Power Up | ? | ?

#TOC