Dice Merging Guide

Here you will find the Guide on how to merge dice to make it more efficient!
Videos will be provided at the bottom of the page to help you have visual queues on how to use the decks provided.

**The Basics of Merging and Board setup**

General principle of **Board** setup :

There are 15 slots on your **Board** and you will want to fill these as quickly as possible, doing so without **Merging** costs 1200 **SP**. There are some **Dice** like **Sacrificial** that will award a player with 80 **SP** or **Summoner** which, when merged will produce another **Dice** with a random number of pips. This will hasten doing so.

As you can see, having a full **Board** of 1 pip **Dice** is more beneficial than having 1 high pip **Dice**.

Over time you'll want to **M*erge***these together to get higher pips and spawn more **Dice**. So filling your board and merging when you have enough to spawn in another dice is the most beneficial, excluding particular decks that shall be lower down on this page.

**Economical Dice** and how to use them:

**Eco Dice** consist of; **Sacrificial**, **Summoner**, **Growth**, **Absorb**, **Mine.**

**Sacrificial**: This **Dice** produces 80 **SP** per pip when merged with itself, it can also be merged with a **Mimic** but that will only count the pips from the **Sacrificial** resulting in half the production. **Sacrificial** can also be activated by being attacked. E.G. A Knight shuffle, a Magician's meteor, an Assassin Dice.

***Summoner**:*This **Dice** will produce another **Dice** when ***Me*rged** together. This will result in a random higher pip **Dice** from the merge as well as a random **Dice** with random pips that is 1 less than the Summoner's merged. (E.G. Two 4 pip Summoners can produce a **Dice** with pips 1 - 3 when **Merged**.)

**Growth**: This **Dice** will increase in pips every 15 seconds, (-1 second per Class-up.) and may turn in to any other **Dice** including itself. Can be made more useful by using **Joker** to copy the dice giving it more value.

**Absorb**: This **Dice** will shoot at any **Enemy** which is not affected by its debuff producing **SP** every few seconds (-0.1 second per Class-up.)

**Mine**: This **Dice** will produce **SP** every few seconds. (-0.5s per Class-up.)

## **Meta decks and how to use them.**

In this section I'll be running down all the popular decks that are commonly seen and explaining how to use them alongside videos.

    **Mighty Wind, Iron, Infect, Sacrificial, Ice**

With this deck you will want to have one **Infect** as close to the gate as possible and as high a pip as possible, 2 - 3 **Ice** and the rest **Iron** and **Mighty Wind** which are your front line Damage. **Sacrificial** is to be merged at any given chance. In terms of Level-Ups you want to prioritize your front line Damage and usually whenever you reach the spawn threshold markers. (E.G. 100, 200, 300, 400 cost to spawn a dice.) **Ice** can be leveled up whenever the enemies are passing the first corner of your track. **Infect** can be leveled alongside your front line Damage or beforehand during early waves.

**Typhoon, Hell, Blizzard, Growth, Joker**

With this deck you're looking to use **Joker** on every **Growth** possible, the general concept is to have 2 - 4 **Hell** dice evenly placed around your board and use your **Typhoon's** attack speed and natural damage to deal with the enemies. **Blizzard** is best to have 2 - 3 of on your board, higher the pip the better. In terms of **Level-Up** you will want to focus **Typhoon** early game and slowly switch in to leveling **Hell**. **Blizzard** is leveled whenever your enemies go past the first corner of your track starting at mid game. There is never any need to level growth or joker.

**Thorn, Iron, Blizzard, Growth, Joker**

With this deck you will want to focus on having **Iron** early game to clear waves and deal with bosses. Approaching mid game you will want to slowly change your board from low pip **Irons** to high pip **Thorns**. **Blizzard** is best to have 2 - 3 on your board, higher the pip the better. In term of **Level-Up** you will want to focus your **Iron** early game and slowly progress to **Thorns**, this is interchangeable if you couldn't manage to get many **Irons** first. **Blizzard** is again leveled mid game whenever an enemy passes the first corner of your track. As always, use Jokers on your Growths, and maybe some of your Irons early-game.

**Melectric, Light, Summoner, Growth, Joker**

**OUTDATED**

With this deck you will want to focus on using your **Growths**to get high pip **Melectrics**and **Lights**, Possible one of the most straight forward decks as you'll only be filling the slots on your **Board** and using the economical advantage of merging **Summoners**. Level-Up priority will be **Melectric**, Leveling up **Light** is more beneficial if you have a pip that is 4+.

    **Solar, Light, Blizzard, Growth, Joker**

**OUTDATED**

This is currently the best PvP deck available but also the hardest to maintain. This deck also follows a rather different pattern for spawning dice. Your first priority is to get 4 **Solar** on your **Board**, whether this be through a lucky starting spawn or by waiting for **Growths** to grow (Easier at higher classes.) Afterwards you save up **SP** until you can fill your board and merge everything you don't need (E.G. You get more than 2 - 3 **Blizzards** or several **Lights**.) If you get a high pip **Light** then you will want to merge around it whenever your **Solars** become inactive to increase your **Damage**. Level-Up priority is **Solar**, and then **Light**. Level-Up **Blizzard** whenever enemy gets past the first corner on your track.

    **Typhoon, Element, Blizzard, Growth, Joker**

With this deck your priority is to fill the **Board** as quickly as possible and leveling **Typhoon** the moment your spawns cost 100 **SP** due to it being your early game **Damage**. You will want to merge away all **Elements** to the edges of your **Board** starting at the top left corner and bordering out either side. The side closest to your exit gate isn't as important for **Element** as your enemies shouldn't reach it until wave 5 - 6 and higher depending on classes and critical rating. Always **Merge** from the centre outwards with all dice. Maintain 2 - 3 **Blizzards** and of course, use **Joker** on your **Growths**.

**Sand, Hell, Typhoon, Joker, Growth**

This deck follows the same principle as the previous **Typhoon** deck, the main difference being is that **Sand** benefits more from being adjacent to a **Hell Dice** in that they attack targets at random. You'll want to use all your **Jokers** on your **Growths** as usual, keep 2 - 4 **Hell Dice**, 3 - 5 **Sand** and the rest **Typhoon**.
This deck benefits more so in that it's not imperative to maintain 3 - 5 **Sand**, you can have more on your **Board** but will lose DPS against bosses in terms of having less **Typhoon**.

**Energy, Gun, Light, Joker, Growth**
**OUTDATED**

This is the ***PvE meta**DPS**deck.** The aim of using this deck is to rely on your**Gun**Dicefor the first 30 rounds, using**Jokers***on your **Growth** to get as many high pips as possible. Once your **Board** is full and has pips ranging from 4 - 7 depending on your **RNG**(This should hopefully be achieved by wave 20.) You'll want to save up **SP** between rounds 20 and 30 to combat the **Knight.**From there it is smooth sailing.

**Sand, Metastasis, Ice, Assassin, Joker**

This deck is the **PvE*'*support deck for** *Energy'***.** The aim of this deck is to provide **slows**, *increase your teammates **pips** and summon **Enemies** that provide more **SP**. At first you'll want to merge all your **Metastasis** to provide an early start to yours and your team mates **Board.** You'll also want to merge your assassins whenever possible but this is most effective when your partner has many **Growths** on their board, so consider saving them for that moment. Other than that your goal is to slow your side of the board down using **Sand**and **Ice**. This can become more effective by leveling those Dice up in game but when you decide to do so depends entirely on your partners capability to kill **Enemies**. The indepth usage of **Metastasis** is to hold on to them for every boss wave as this typically produces the most **SP** which scales with waves.*

**Solar, Gun, Light, Joker, Growth**
**OUTDATED**

This is a **PvE** Damage deck. The aim of this deck is to have your 4 activated **Solars** at 7 pips, multiple **Snipers** (7 pip **Guns**) and multiple 7 pip **Lights.**The best method for this deck is to try and get your 4 **Solar** spawned in as soon as possible and continuously level it up, relying solely on your teammate to increase the pips using **Assassin**. Once you have maxed out your **Solar** you'll want to save up **SP** to completely fill your **Board** when you go to spawn and then merge whatever you don't need together alongside using your **Jokers** on your **Growths**. Continue doing this without risking your **Solar** becoming inactive. On a Knight wave your sole objective is to keep your **Solars** active during each switch.

**Sand, Hell, Ice, Assassin, Joker**

This deck is the **PvE** support deck for **Solar**. Your aim with this deck is to fill your **Board** immediately, merging any **Assassins** you get at convenient times. Such times would be: Whenever your partner has their starting **Solars** on the **Board**, whenever your partner has multiple **Growths** on their board and during **Knight** waves. Once you've filled your **Board** you'll want to focus on levelling your **Dice**, this varies depending on your partners damage and **RNG**, priority is **Hell > Sand > Ice**. These can be maxed out before wave 20 or you can just max hell depending on how well your partner can kill **Enemies.** Ideally you'll want to save as much **SP** between wave 20 - 30 so that when the **Knights** come you can merge any **Assassins**, you'll need to replace every **Slot** on your **Board** Immediately. Once you survive the **Knights**you will want to make sure you have 2 - 3 **Ice**, 2 - 4 **Hells** and the rest **Sand** on your **Board** then go back to saving up **SP** for the next **Knight** wave.

**Credit for pictures: FinDiesel**

**Credit for videos: DerSucher, Taxa, Miha, Scuf**