Duels

Duels are a late-game feature unlocked when you land the Slot Machine on the Cup Point slot. You start with 1 normal dice, battling with another robot with 1 dice. Every time you complete a level or buy a cup with Cup Points, you can open a cup for more dice in battle. You may only hold 5 dice in a battle. Duels allow you to earn achievements that will make your progress insanely overpowered.

## Quick Strategies

Combos are used in duels so it's a good strategy to take dice with less faces for higher chances of combos; a fullhouse in a duel is x30 which is better than a D20 Blood Mage.

A quick strategy that are usable in higher level is using 1 fire dice, 2 guard dices and 2 blood mage dices, all D100.

If you are stuck around mid-game level (100 or higher) in duel dice, another good set up which can be easily used is: Your highest normal dice (Should be around D10 or higher by now, with one prestige), one of your highest fire (should also be at least D10, without prestige), two of your highest blood mages (should both be at least >D8, NEVER prestige a D100 blood mage), and lastly, your highest guard (should be at least D10). The normal dice gives you the roll power needed to deal significant damage while not taking the damage back due to less incoming damage additionally divided by your guard. This setup resonates with others (2BM, 1 Fire, 2 Guards), but this is what got me personally past level 500. This should be a quite easy set up to make because it only involves one guard, and should be enough to help you hit those OP achievements (Lvl. 250 and 500).

Start spinning slots once you reach casino 33. After a luck run, try to get at least 1 Vigintillion luck via interest and then max Reroll Chance, spend max in this order after: Roll Curve, Prestige Multi Multi, Slow but Strong, Combo Increase, Focus Chance. You should farm slot spins until you get the always winning achievement and max diamond card points. Then farm diamond points until you have all 13 diamond cards, set gildings per convert to 7 until you have enough to get it to 13. Never increase gildings per convert over 13 before casino 50. Then, farm cup points to get at least 10 cups with cup points and duel level 25. After this, use the setup: 3 D4 mages (never merge mages), 1 D4 bloodmage (never merge bloodmages), and the highest normal dice you have (can be replaced by Soldiers and Acolytes, soldiers over acolytes). Never prestige normal dice. Then, slowly change the mages to bloodmages until you have 4 blood mages and a D100 normal/acolyte/soldier. You should start getting op progress (and this is what I did.) I went from level 27 to 46 in ONE DAY!!!!! (The reason for D4s is so you can get combos quickly, a four has a chance of 1 in 64, and triplets are 1 in 16.) This strategy only works if the D100 rolls at least ~40. I have 50 casinos. I was not actively playing other than farming slot spins (I have 5 colums and maxxed lemons, apples, dice, luts, roulette wheels, and sevens and have 33 diamond card point items + 9 cup point items). Access my link here.

## Common and Rare Dice

* A die in a cup has an 85% chance to be either common or rare (45% common 40% rare).
* A cup has an 83.3625% chance to contain a common die.
* A cup has a 78.4% chance to contain a rare die.

### Normal Die

* It doesn't have any special abilities and are the most common dice in the duels
* Starts at D6.
* Normal Dice are **common** dice and have a 83.3625% chance to appear in a cup.

### Acolyte Die

* Heals you by 1 every time that dice rolls higher than a 5
* Starts at D6
* Reminder: You may only want to use this dice in replacement of normal dice of the same level or if you don't have enough dice to fill all the spaces.
* Acolyte dice are **rare** dice and have a 39.2% chance to appear in a cup.

### Soldier Die

* Damages the enemy by 1 every time that dice rolls higher than a 5
* Starts at D6
* Another reminder: same as Acolyte Dice.
* Soldier dice are **rare** dice and have a 39.2% chance to appear in a cup.

## Epic Dice

* A die in a cup has a 10% chance to be epic.
* A cup has a 27.1% chance to contain an epic die.

### Elite Soldier Die

* Damages the enemy by 3 every time this die rolls higher than a 5 (pretty much like a Soldier but better)
* Starts at D6
* It only works if it rolls a 6 or higher.
* Elite soldier dice are **epic** dice and have a 4.517% chance to appear in a cup.

### Priest Die

* Heals you by the number it rolls
* Starts at D6
* If you have low health capacity, this is useful, because you don't have to wait until it rolls a 5 for it to heal you by the smallest amount.
* Priest dice are **epic** dice and have a 4.517% chance to appear in a cup.

### Poison Die

* Poisons the enemy every time this die rolls higher than a 5
* Starts at D6
* Poison deals 1 damage per round, but it's unknown how many rounds it lasts.
* Poison dice are **epic** dice and have a 4.517% chance to appear in a cup.

### Doctor Die

* Will heal the roll percent of max health of the player
* Starts at D6
* Example: If the doctor die rolls a 3 and you have 300 hp, it will heal 3% (9) of your health.
* Doctor dice are **epic** dice and have a 4.517% chance to appear in a cup.

### Buckler Die

* Will subtract the incoming damage by the number it rolls
* Starts at D6
* If the buckler die rolls a 12 and the incoming damage is 22, it will subtract the incoming damage by 12 so that the incoming damage is now 10.
* Buckler dice are **epic** dice and have a 4.517% chance to appear in a cup.

### Mage Die

* Increases the outgoing damage by the number it rolls
* Starts at D4
* If the outgoing damage is 8 and the mage rolls a 9, it will increase the outgoing damage by 9, thus having 17 damage total.
* Cannot be divided by guards, likely because the mage *increases* the outgoing damage by the number it rolls.
* Mage dice are **epic** dice and have a 4.517% chance to appear in a cup.

## Legendary Dice

* A die in a cup has a 5% chance to be legendary.
* A cup has a 14.2625% chance to contain a legendary die.

### Bomber Die

* Deals the number it rolls as damage to the enemy
* Starts at D4
* If the bomber rolls a 12, it will deal 12 damage to the enemy. (not including any protections or buffs like guards or mages)
* Bomber Dice are **legendary** dice and have a 2.8525% chance of appearing in a cup

### Bishop Die

* Heals you to full if it rolls more than a 5
* Starts at D6.
* Note: if an enemy one-shots you, it will not be able to heal you.
* Bishop dice are **legendary** dice and have a 2.8525% chance of appearing in a cup.

### Fire Die

* Will deal roll percent of damage to the enemy
* Starts at D4.
* If you roll a 5 and the enemy has 200 hp, it will deal 5% of the enemies max health (10) as damage.
* Fire dice are **legendary** dice and have a 2.8525% chance of appearing in a cup.

### Guard Die

* Will divide incoming damage by the number it rolls
* Starts at D4
* If the incoming damage is 10 and the Guard dice rolls a 2 then the damage that is dealt to you will be 5 instead of 10.
* Does not work on mages
* Guard dice are **legendary** dice and have a 2.8525% chance of appearing in a cup.

### Blood Mage Die

* Will multiply the outgoing damage by the number it rolls
* Starts at D4
* If the outgoing damage is 10 and the Blood Mage dice rolls a 5 then the enemy will receive 50 damage. (Not including any protections like Buckler or Guard dice)
* Blood Mage dice are **legendary** dice and have a 2.8525% chance of appearing in a cup

## Power of Every Duel Die

The power determines the damage dealt to the enemy or the health to your self. This means that the more power you have than your enemy, you are more likely to win because of more damage dealt.

## Notes

* If you merge 2 D100s, it will merge into a D6 (or D4 if available) with a power multiplied by 10.
* The fewer amount of sides in all five of your duel dice, the less your score will get multiplied by whenever you roll a combo, due to the fact that it is easier to roll combos.
* See the table below for more details: