Meta decks

These are some Meta Decks.

## Recharge PVP

There are a few variations of recharge pvp decks, the most used are the first one using the Blessings map and the second one using the Final Colosseum map. In this guide, you will learn how to play recharge like a pro in pvp using any of the given decks.

At the first wave(before first boss), don't care about recharge levels yet, because the base damage of recharge is enough to take care of waves. If first boss is Leon, try getting a board that sustains your survival and then stop spawning dices, so you lose minimal value to its roar skill. Otherwise, focus on chaining growths/spamming random growths to get high pips. if you have a high pip (4+) moon or scope, try merging low pip dices near it in hopes for a growth/random growth to be there and grow into a high pip recharge.

After the first wave, you can start charging up your recharge a bit. The key to doing this in all future waves is to try counting down the miniboss spawning time and catch it before you one-shot it to charge way faster than on normal mobs. You can do this on bosses that pose no threat such as Snake and Slime. You can also steal a level or two of charge off other bosses with a long enough skill animation such as IIIIIIIIIII, Magician and Basilisk before wave 10. This is not to be done at all after wave 15 for all bosses except Slime.

After getting a stable board with high pip recharges scopes (and moon if it’s in your deck), you can stop tinkering with your board and start focusing on getting recharge levels. Don’t forget to level your scope (moon first if you brought it) to maximum as well. If your board is damaged by say a knight and you have a lot of jokers around, don’t panic and joker mostly recharges. Do remember to keep high pip recharges around a high pip moon and or scope otherwise it’s basically useless.

Here’s some extra guide for the deck without moon:

if you want to get high pips fast, level your cracked growth twice after the first wave. Do not level it to max otherwise 7 pip cracked growths will have a lower chance to pop back to a 6 pip.  If you don’t have scope, then don’t play recharge (serious talk here). One is but sorry to tell you that pure recharge moon (below c12 moon) doesn’t go far, and by the time you do get c12 moon you won’t be without a c7-9 scope. If you ARE stubborn and still want to try moon variant, you have to recharge very carefully and not recharge for too long, because your wave clearing ability is limited by your dps being single-target. Not bringing scope also makes your quite vulnerable to teleflow decks.

Here’s some extra info for the deck using blessings:

if you put growth in the first slot, it would give more pips than joker first, but you are way less resistant against knight flips and royal users.

Here’s some extra guide for the deck with Switch:

Switch is used as a hypersin counter, read the Yin-Yang pvp guide to learn how to dodge assassins with Switch. Switch can also be used to switch dices around for better setups. Say you have a 7p moon stuck in the corner with 2 scopes around, if you have a 7p switch in the middle, then you can switch em and rescue the 7p moon.

## Hellphoon

After Hell rework, it now applies pressure to opponent while instakilling mobs. It does well against a wide variety of decks, especially the ones without splash damage dps.

For the early game, you mainly want typhoons on your board to clear waves quicker. Merge all 1 pip hells as they are not needed that early in the game. Always use jokers on growths.

Upgrade your typhoon to lvl 3-4 before first boss, and max it by the second boss. Start upgrading hell to lvl 3 by the second boss and max it by the 3rd boss. If you are using sand, upgrade it to lvl 2-3 before the second boss and max it by the third boss. If you are using Nuclear, only upgrade Nuclear after maxing Typhoon and Hell as Nuclear range doesn't matter much in this deck.

Battlefield: If you find out your rng is not good, you can use Blessings as the battlefield. It is recommended to place Nuclear/Typhoon on the 1st slot and Hell/Flow/Royal on the 5th slot to prevent too few attack dice on the board. Otherwise, you can use the 5th voyage for chances to earn double sp so that you can spawn more dice.

For the Sand Variation: You're main priority is to have sand next to hells. Typhoon is also good beside hell, but sand is a random target dice which can target any mob on the field, so having it next to hell is good because it has a chance to kill any mob instantly. Another reason is because mini bosses prevent typhoons from killing the small mobs as it is a frontal dps dice. Sand is there to clear the mobs while typhoon is focusing on the mini boss. Try to have at least 4-6 sands on your board.

For the Royal Variation: Play like usual and merge Royals to weaken enemies. It is better to keep track of the opponent's board for example only merging royal when their dice are deactivating so that your royals are more likely to be destructive but not help them reach higher dots.

For the Nuclear Variation: DO NOT overmerge. Since this deck have no value dice, the voyage/blessings board must be used in order to provide you with enough sp/higher dice spawn chance to spawn nukes. Spawn some dice until you get 4-5 typhoons on the board, upgrade them to level 3-4 before the first boss comes. After the first boss, try to get 1-4 typhoons buffed by hells(the more is not the better in this case, since you have to prevent overmerging), while levelling your hell up to level 4.

After doing so, level your nuke as much as possible while keeping yourself alive. the second boss should come after getting level 3-4 nuke. if it isn't leon/knight, don't throw nukes since typhoon is enough to kill it. if the boss is slime, you should keep more high pip nuke before it comes, don't merge nuke when slime is in 2nd phase since typhoon can kill them. After wave 3, you should have a good instakill machine ongoing (three 4 dots typhoon and hell), hence you should start using joker all on your nuclears and leveling your hell to max with excess sp. Only throw nuke when a speedy mob reached second corner and your typhoons don't have their speed phase active or a miniboss reaches the second corner.

For the Flow Variant: After having a good instakill machine ongoing try to get some flows. Save some sp after you get some high pip dice so that you can max the Flows immediately if you noticed the opponent has difficulty killing mobs before first corner/deactivating something.

## Nuke PVP

### Introduction

To play this deck, you must have Class 11 or above nuclear dice, or you will find it very difficult to survive in the first 5 waves. Use Blessings as the battlefield to have higher Nuclear appearing chances and set the percentage to 12~13.5%. Use The Final Colosseum if you use the Teleport variant and this deck will require higher skills but you can counter the opponent from getting sp.

### 1~7 Waves

Keep spawn dice, use joker on Summoner at the beginning to have more dice and merge Summoner with Mimic. Make sure that you have at least 1~2 Shields on board to block mobs movement and save Nuclear. You likely do not need to merge too many Nuclear dice at 1st wave since nuclear's basic damage can deal with Boss.

When you are facing hypersin, stay calm, joker other dice or merge with others to dodge the assassin, and merge summoner with itself or mimic to have more dice on board, you will have higher chances of surviving.

Merge low pip nuclear when mobs are approaching the second corner of the path, stall to encounter the opponent from getting sp. Don't spend nuclear if Shield blocks the mobs and they are far away from the endpoint. If the next boss is gravitor, don't merge nuclear until it targets one of the dice to prevent waste of nuclear. If you don't have enough nuclear and the next boss is Slime, let go of the boss in case the Slime split and you don't have another pair of nuclear to kill it and lose it.

Teleport: since Teleport will eat most of the mobs, you can save more Nuclear on your board and merge them only if your Teleports are full of mob slots or the mobs are leaving the sand swamp. As opponents get fewer sp, they are harder to spawn dice when boss cast skills such as Leon, therefore, you can start to merge your Teleport that has eaten sufficient mobs. Remember not to over merge teleport when the opponent is good with their board, or you will find out you are screwed by yourself (lack nuclear on board and lack sp) or they are getting more sp.

### 8~13 Waves

Save more high pip Nuclear and Shield. As Boss casting skills faster, you would need to be fast to throw nuclear as fast as you can but keep in mind that DON'T throw before the boss moves since it will deal 0 damage to the boss.

## AtomEq

Since the introduction of Earthquake, Atomic and Earthquake has been a good combination together as one does current HP% dmg and one does the other way round. This deck aims to chip mob HP down using atoms, while earthquake will provide slow and act as finisher.

Blessing battlefield can provide extra spawn rate for earthquake dice, which you will need to merge a lot during the game. You can also use Colosseum to decrease the movement speed of mobs so you don't need to merge too many Earthquakes.

In the first 3-4 waves(if opponent isnt running aggro), earthquake itself is enough to survive waves. Use the jokers on earthquake or growth(if you have it) early on. Merge 1 eq at a time if the mobs starting to get over the middle.

Always merge towards outside of the board.

At wave 3 you might want to have around 4 pips of atoms and have them maxed lvl to use them against bosses. With growth you will be able to do this easily. Without growth, try to get 2 pips atom first before any higher pip, and do merge-spawn so the board will always be full of dice.

After that you will have to maintain ~6 pips of atomic on the left/top side of the board for dmg and > 6 earthquake dice for slow and for merging. Watch out for the fast mobs and use them as indicators of merging earthquake. When the fast mob passes through your last available atomic, merge your eq immediately to finish it. Prioritize merging the 1 pip dice first as it will decrease your lost if a Leon boss appeared.

When fighting a Knight, it can flip your board for several times. Don't panic and merge your earthquake so fast as there is a chance for the next flip to improve your board. Wait until your board is flipped well or if Knight is about to reach the end then go for the kill. You can merge eq initially when knight has just spawned for the slow, so you get more flips in total.

When fighting a Slime, try to time your earthquake well so it will take 2 or 3 merges to finish it off completely. If possible, merge your eq while big/medium sized slime(s) is within range of lots of atoms while their HP is very low so that you could settle 2 phases of the slime with 1 merge.

When fighting a Leon, it will be the toughest since it can decrease your dice on board, especially in the early wave. During first/second wave if a Leon is the next boss, try to spawn only the amount you need. Merge the 1 pips just before Leon arrives to minimize the lost. Use the saved SP to spawn dice after the roar is over.

When death wave/berserk wave is ongoing, you will need to time your earthquake merges 0.5/1 seconds earlier (depending on atomic pips) due to increased mob speed.

## Solar Hybrid

Battlefield Tips: Use Blessings battlefield as your priority choice, put Solar(For higher DPS) / Growth(More high dot dice chance but it may cause board lock) in the 1st slot and put the aggro dice in the 5th slot to decrease the spawn chance. It is recommended to set the field chance to 12.5%~13%.

‎Aggro that requires merging: Never over merge dice since it may deactivate Solar or Lunar especially when you lack sp or in the late wave, save some sp before merging the dice. Merge the dice before the boss is incoming or when opponents have a good board built. Don't merge dice when the opponents are bare to build up the board since it might be flipped and help them.

‎Aggro that doesn't require merging: Since usually higher dot count dice has more effect, you are aiming to make high dot count aggro while keeping Solar and Lunar activated. Growth can be placed in the buff slot, but keep in mind is that jokering high pip Growth may result in 7pip Growth which will get stuck.

This can be the best condition, 2~3 high dot counts of Aggro with at least 2 Solar getting 7 dot counts of Lunar's buff.

## Overheat PVP

This deck requires Pantheon battlefield for Crit damage or Voyage for extra SP if you are using moon in place of scope, the class of Overheat does not have a significant impact on the performance of this deck. For those who want to use lunar instead of scope, make sure to have class 9 lunar at bare minimum.

Chain growths with jokers to get more pips. Use high pip Jokers on Overheat/Scope/Lunar when it is in a good spot.

Always aim for getting high pip Overheat on crit spots and having high pip Scope near it for boss dmg/wave clear. Start upgrading Scope/Lunar by Wave 3. If you cannot get Overheat on crit spot, go for Scope/Lunar-Overheat first so you can clear the waves easily. DO NOT OVERCOMMIT to getting a high pip Overheat on crit spots, as you could easily end up with a Scope/Lunar on the crit spot you're aiming for

Remember to keep enough sp to spawn extra dices when you deactivate Lunar. Don't level Overheat too much early on as it will cost too much SP, the best timing to upgrade Overheat is when the wave boss appears or when mobs start to reach the middle. You can calculate the overheat levels you need by observing the time taken to kill minibosses.

You should also pay attention to the timing of the Overheat skill and the 5 seconds cooldown. When the skill's timer is almost up and the Boss is also coming, upgrade the Dice again to not get into cooldown and get hit by the boss.

## Panth Flame

This strategy is as known as "Gatekeeper Decks". It requires The Pantheon battlefield to be used.

The idea is to keep 2 flames/high pip melec on crit spot so they do all the damage, and you will have 13 spare spots for doing aggros. Normally it is used with Flow Dice and another aggro dice to end the game faster.

At the start, spawn dice and chain growths as normal. If you got a 2 pip+ joker(or 1 pip joker when other spot is not occupied by flame) on a crit spot, try to use it on a flame, and this 2 pip crit flame can carry you through 2 or 3 bosses. When you have multiple flames to manage, only reignite 2 flames for efficiency, which 1 is on crit spot and another is either a crit spot flame or a lowest pip flame.

Then you will have to planning on destroy your opponents. Keep every flows you have and upgrade them. Keep doing value managing until the best moment to launch your attack. If you are playing Royal, hoard some SP and chain royals, and opponent will die fast due to heavy flows. View Royal Pvp for how to deal with different decks.

If you somehow cannot end opponents early, level up flames at this point. Continue gathering high pip aggros and mess with them.

## Teleport PVP

Teleport after rework is a good non legendary aggro against non-splash decks like yy or other aggrophoon decks. It works pretty good against yy even without owning Royal.

At start, spawn dice and jokering growths for value. Try to get your lvl 2 typhoon as soon as possible to kill mobs before tele store them. This is because the stored mobs will keep their health which is low in the beginning so it is useless after you released it. You might need to use tele according to which deck you are facing. Timing and patience is important in playing this deck.

Beware of the bosses. Boss skill(except silencer and IIIIIIIIIII) which hits tele will release the mobs stored in tele to your board. Those mobs cannot be stored again and can be a huge problem at mid-late game. Aggro dice(except silence) which hits tele will trigger the same effect. Royal dice can hit a lot of targets which is critical against teleport.

Your joker will not always going for growth. During mid-late game you should joker some tele to get pairs of teleport, as it is easier to merge them, also you will get punished by letting single tele on board and get hit.

Strategies against different decks:

Against YY: Continue gathering growths and keep teleports you got. If next boss is a Leon/Knight, merge some tele just before boss spawns to prevent them from instakilling bosses. They will most likely to get hit and lost their harmony. Start gathering teles at the second wave and hoard them for a kill. If your boss rng is not lucky, keep some typhoon to survive second boss. Remember to upgrade tele at this point for more “instakilling”. After your tele are almost full and have sufficient amount of them, merge them all at once at next boss/when they cannot insta mobs to unleash your attack. Opponent will most likely cannot handle the mobs and die. Keep in mind you should merge tele when boss reaches the spawn point(visual) to let mobs blocking in front of the boss to prevent boss from being instakilled.

Against aggrophoon decks: Try not to keep too much teleport before second boss to prevent self tele. After second boss, get some tele and upgrade them. Upgrade tele to store mobs easier. Merge tele when it is almost full and repeat until opponent is dead. You might want to delay the tele gathering phase to after third boss if your opponent have high crit and can continuously instakill mobs. Avoid spamming all tele just before boss timer ends as they will turn into boss hp which is easier to get rid with typhoon.

Against solar/flame decks: RIP this deck. Go and pray that solar user is a noob. If you are using flow, you can get tons of flow on your board to apply pressure to opponent solars, making them lost instantly when deactivating solars.

Against slow decks(atomic/holy sword): Gather value with jokering growths and wait until you are struggling to one shot mobs then switch to tele. Your merging timing should be a few seconds before boss timer ends. The mobs will become part of boss hp. You can also merge a pair of tele after that boss to aim for 1 shotting opponent.

If you are using flow, level up your flow when you have spare sp and you can handle the mobs. Try to get it lvl 3/4 and lvl up tele to 2/3 after that. Gather tele after leveling dice, because the mob hp you stored will be higher as game progresses. Spam all tele when you found opponent cannot 1 shot mobs(phoon decks mostly). You can do it even before second boss for a fast win.

Try and end the game by third boss/4th wave start as this deck won't last very long.

## Ying Yang Double Growth

This YinYang deck is another variant of YY deck other than YY supplement. It is a substitute for people who doesn't have supplement for standard YY decks.

Joker any growth you get and merge any sacrifices. Your purpose is to get high pip dice first, then get rid of the non-YY dice. Always keep any YY you get so you can activate harmony easier.

For jokers usage, only use 1-2 pip jokers on growth unless you need it for your harmony activation. 3-4 pip jokers can be used on growth or cgrowth for some higher pip dice. Use 5-7 pip jokers on YY not growth as you don't want to stuck 7 pip growths/sacrifices. You can also use jokers to merge sacrifice to get rid of them. Don't deactivate your last harmony as it can be hard to reactivate it.

You can also use other dice for the remaining slot, such as switch or another dps. Blessing battlefield can be helpful in getting a whole board of YY as it decreases the chance to spawn the filler which might get stuck.

## Royal PVP

General playstyle:

Early game you should prioritize jokering growths in order to get high pip dice. On the second boss you want to get a lot of 4-6 pip royal so use 1-3 pip jokers on growths, and joker 4-6 pip royal. If your opponent somehow survives the second boss then you can only rely on making them die on the current mob wave. Always keep an eye on your opponent’s board. Merge royals if they start one shooting mobs, and hold off merges if they’re struggling.

Only merge royals when it matters. If the first boss is Knight/Leon, merge a 2/3 pip royal just before boss spawned to mess with them. Keep an eye on opponent is skilled or bad/slow at reacting. If they are bad, you can destroy them easily at the second wave by merging royals everytime they are about to rebuild their harmony. If they can fix their board super fast, hold until you collected enough value for a burst. Normally you should launch your attack by third wave as this is the furthest your deck can last and at this moment your opponent cannot kill mobs using non-harmony yy. Merge a high pip royal and then merge several low pip royal every few interval to let them merge their switch/joker into same dice. You will win either when their sp is used up, or when their high pip growth/switch/sac/supp blocks them to death.

Vs. Solar:

Very similar to YinYang. If first boss is leon, merge 2/3 pip royal within boss spawn to mess with them. If they survived early game and build up some high pips, hoard your value until third wave. Merge royal when their solar is activated to deactivate it. Merge again when they fixed it and repeat till they lost. Make sure you have enough sp before doing this. Having flow in deck will speed up the process and giving you an easier win.

Vs. Atomphoon:

Unless you're using flow, this is the hardest matchup as you can only disrupt their board late game. Go for a quick win and flip all of their typhoons. There’s really no decent strategy against this deck and you will most likely lose. If you did use flow, build up dps and overwhelm them with flow.

Vs. Aggro:

Just make sure you can deal more damage than them. Use almost every joker on growths on value. By third wave, you can use some royal to flip their dps dice into value to lower their damage.

## Ying Yang PVP

Before using this deck in PvP, you might want to play coop/friendly PvP with this deck to practice your switch/supplement plays.

You need to be smart and quick on using switch and supplement to your advantage. Scope battlefield is most suitable for YY because of its AOE dmg buff. The pantheon and Blessing can be substituted if you don't own Scope battlefield.

*Scope is usually better than Pantheon because it kills mobs easier, resulting in less boss hp.*

General Tips:

Spawn as many dice as you can and get the first harmony by joker yy or use switch to move it. Do not over merge dice and leave empty spots everywhere as this will lead to difficulty of getting activation. After you get a full row and full column of any dice, don't merge them and slowly fill it up with yy by switching. Planning on how to activate the first harmony is the key to not losing early game.

After getting a harmony yy dice (preferably on a buffed spot), use supplement to increase its pip count. You will need high pips on those because the harmony buff scales with its pip. Try not to disable the harmony buff while gathering supplements. After the first yy reaches 5/6 pip you can aim for activating more high pip harmony. If you don't use a buff spot battlefield, make harmony in the bottom left corner and use supplement to increase that die.

If you use yy aggro, after wave 5, and you have only one harmony that the dice pip is less than 5 and the next boss is knight/leon, try to make another harmony to ensure you would not get flipped by them.

When Facing Aggro Opponent:

When matched against assassin, you shall focus on maintaining a single 2-4 pip harmony, not multiple harmonies. Switch dodge 1 pip assassin is very important. If you have extra 1 pip supplements, you can use them on 1 pip yy to prevent your opponent from accidentally killing it.

When your opponent is using ix10, use switch to dodge the hack immediately or use supplement to the hacked harmony yy, but keep it in mind is that you should also keep more high pip supplements for insurance.

When your opponent is using royal and silence, always make sure your board is full of dice, so your opponent has less chance of hitting your harmony and you can fix your board easier. Always prioritize using joker on yy for safety. Having multiple harmonies will decrease the risk of all harmony being deactivated. Keep your pips as low as possible. You don't want a 4 pip switch to appear at your field after royal flips it.

When your opponent is using Hell/Flow/Teleport, you have to make high pip harmony as fast as you can (at least 3pip in w1-3) to prevent mobs moving too fast / stacks of teleport mobs that you can't kill.

Fillers:

You can put any other dice in the filler slot. For example, Royal, Nuclear, ix10, Flow, Bubble or Meta. Using an extra aggro makes your YY deck(I call them hybrids) not only a long lasting deck but also has the potential to destroy your opponent's setup.

Using another dps as filler is also possible as it is easier to survive early game with an extra dps like typhoon or berserker. It is recommended for players with low crit dmg/dice class to do this.

Bubble as filler can provide resistance to aggros and extra crit rate. Note that bubble won't stack with Pantheon for extra crit.

Post Harmony preparations:

Once you get a Harmony, you can start to clean up 8 unused spots, max out YinYang then Supplement the Harmony YinYang to 5 pip. While doing that, you should also save up sp to chain aggros/using nukes.

Merge aggro dice once opponents finish building up their deck (high dice pip).

If you are using Bubble or the Full YY deck, go for 6/7 pip first harmony immediately since there are no need to save up sp for anything else. For bubble, try to go for full YY board(for more harmony dmg) after that. For full YY deck, try and get double 7 pip YY on both scope spots and then get full YY board.

*Max your bubble before using it for more crit*

## Hypersin

Going into a PvP using the "Hyper-Assassin" the only thing that is certain before going into a matchup is that you'll have a quick game one way or the other. You have one goal playing this deck which is to completely destroy your opponent's deck the very first round, by assassinating all his/her dices.

The strength of this deck is heavily dependent on your Bounty's class, make sure to have it high class for more SP.

At the beginning, you need to spawn all your 4 dice before your opponent and see what you can do with them. Merge sacrifices if you have a pair of it. If you have Bounty among the first spawns, spend your Joker on it and hope for a double cast. After targeting them with bounty you can merge some Assassin and hit those marks. The best situation is, when you have Bounty merges and opponent spawned lots of Growth/Joker, your Bounty are guaranteed to have the marks triggered. Merge your bounty before your opponent can do anything to get rid of Jokers.

If the above steps are done successfully, you will have tons of SP by now. Spam spawn and make your merges. Keep repeating it until your opponent's dice are all assassinated.

If you cannot kill your opponent in time and your opponent has extremely low dps to survive, keep all your Sacrifice and Mimic for damage. You can either use your Joker for Sacrifice or Assassin depends on situation.

## Combo PVP

Combo Scope is one of the best late game deck in the game. It can scale infinitely by merging comboes together. With Scope Dice as filler, your Combo can kill mobs easily due to the aoe crit Scope provides. Make sure you have at least a high pip Scope buffing several pip of Combo to insta waves. However, it will not one shot bosses easily as Scope is useless against single target.

For Battlefield, you can use Blessings for higher combo dice spawn chance. Put scope dice into the 5th slot and set the percentage to 12-13%.

In the beginning, spawn all your dice. Keep Jokers from the first few spawns for Summoner to increase pip count. When you are merging, make sure you merge towards another Scope/Combo/crit spot so the result will more likely to be a buffed combo. Get around 5 combo count to kill the first boss easily.

By the second wave, you should start to upgrade Scope for splash dmg if you don't have high pip Scopes buffing Comboes. Doing this too late will lead to a lose due to cannot instakill mobs. The Combo lvl can be upgraded later as spawning and merging Comboes give more dmg than upgrading it when the spawn price is cheap.

After you don't have surviving issues, you should continue increase your combo counter. Keep every Jokers for Combo(unless you are stuck) then merge every Combo-Mimic pairs if it exists on board. Always keep a 1 pip Combo on field in case you want to use Joker on it. When doing these, make sure you always have Scopes buffing Comboes so you don't die to mobs.

Merging Dice: (For Pantheon) You can risk getting higher pip Combo Dice on your crit spot to get more boss/front dps. Make sure your another crit spot has another Combo so mobs cannot escape because of low front dps. Don's risk for a 7 pip, if you have a 6 pip Summoner/Mimic/Scope and you wanna get rid of it, merge it to another place so it wont stuck your crit forever. You will always want to have more pips on crit than your opponent.

(For Blessings) As Combo's spawn chance has increased, you can risk merging high pip dice. However, due to Scope's chance of appearing has decreased, don't risk merging the last scope to ensure Combo can still kill non-front mobs.

When dealing with a Leon boss, you can purposefully merge away one of your crit and get hit. This will lower your board's pip and let you have more space to increase your combo count. When next boss is a Knight, try to kill it before it casts its skill for any cost. If you failed to insta kill it, try to recover from it fast. Try to regain your scope if you dont get any from the flip.

When using Timewinder, you can occasionally trigger timewind effect, then merge all combo you have(don't spawn during the effect) for some free combo counts. You can also use the timewinder effect to revert damage caused by bosses for example a knight flip.

Against Hypersin:

This is the toughest match you will ever have. Your jokers will be mainly focused on Summoner which will make extra pips that will make your board harder to be fully assassinated. Always observe opponent's board and see if he gets assassin pairs. Dodge it if he sends any assassins.

Targeting Summoner/Mimic: Merge onto another Mimic/Summoner to dodge the assassin and trigger the Summoner skill.

Targeting Combo: Merge onto another Mimic/Combo.

Targeting Scope: Merge onto another Scope, if you don't have another scope, it is fine to merge onto mimic if its a 1 pip.

Targeting Joker: If it is a 1 pip joker, just simply joker another dice to avoid the assassin. The joker priority is Summoner > Combo > Mimic > Scope.

## Solar Moon PVP

Solar decks in PVP make use of the scaling damage from solars as well as the additional attack speed from lunar to quickly clear mobs with AoE damage.

General tips:

In general, keeping solars active are the most important part of playing a solar deck. Hence, it is important to gather and hoard SP after your solars become active as it will allow you to summon in bursts and always keep your solars active, preventing you from losing. Repeatedly spawning dice the moment you have enough SP could quickly result in solar deactivation and a loss. In general, you should hold enough SP to spawn at least 5 additional dice. You also should not Overmerge dice when you don't have many sp to avoid Solar deactivation.

In general, when your solars get deactivated, you can merge some of them to reactivate them. Since merging dice would give you a 4/5 chance to spawn anything but a solar, it is generally a good idea to merge 2 solars when you have either 3 or 6 solars, which will help to activate your solars by leaving either 1 or 4 of them on the board. Do take note that it is still possible to merge into another solar, and it is not always a good idea to merge when you have 3 solars, especially if you have growths that could turn into solars at any time.

Another good way to ensure solar/lunar activation is to have a joker on your board that can copy a solar/lunar. This would allow you to create an additional solar/lunar or merge it depending on your board, activating it.

While lunar activation is very helpful for additional damage and crit, it is not always necessary, especially in the early game. Always prioritise solar activation over lunar activation as you will get much more damage from solar activation.

Start to Fix the board (make Solar next to Lunar, make more growth) when you have enough sp. The goal of solar-lunar decks is to get high pip (5+ pip) solars next to a high pip lunar, with both solar and lunar activated, especially the opponent is using an Atomic deck. It is much more valuable to have high pips on your solar and lunar than to have many dice of low pip, so prioritise quality over quantity.

After Wave 10, due to mobs' hp and moving speed increase, it will be a pain to this deck because Solar can't deal huge damage every attack if you don't have enough 7pip Lunar and high pip solar.

Tips when opponent using Aggro Deck:

Teleport/Flow: Be careful to control your board for not to merge too many dice before the boss appears, especially Knight. So that you can flip them easily.

Hypersin: You should not spawn all 4 dice when the game start, spawn new dice one by one when opp Assassinate your Solar and stop spawn once you get another solar, merge Growth if necessary to prevent opp gaining sp from them.

Royal: Be cautious to use Joker on Growth, as too many high pip Dice is a threat to you because Royal will flip and block your board with 7pip Dice and you can't merge those deactivate Dice and lead to Lose.

Two Growth (Growth + Cracked Growth):

This is a good dice to replace Sacrifice and you can hit high pip solar and moon easier. It is recommended to stop spawn dice after you get Solar on deck before the first 30 seconds of the game. Remember to use Joker on Growth to get high pip dice.

You should get a good board of high pip dice as you did not over merge dice too early, upgrade solar and moon to Lv. 2 before the first boss appears.

In Mid-Game, you should keep your board outlooks good- high pip Solar and Lunar are next to each other and not over merge dice since it may deactivate one of them, especially Knight is the next boss or opponent are using Royal. Let Solar deactivate for Leon to downgrade your 7pip Growth if necessary.

Blizzard + Growth

The best deck option especially if you have a good amount of crit and dice class as it gives you the most control of your board and relies less on RNG. However, if you have insufficient crit to survive bad early game spawns, this deck might be inconsistent due to long growth timings and lack of early game options aside from solar.

During the first few spawns, prioritise copying growths as much as possible to gain value. Merge all 1 pip lunars. To survive the first round, you are generally aiming for an activated 2+ pip solar. It is also possible to merge your 1 pip blizzards if necessary to find a 2+ pip solar and activate it.

Once you get a 2+ pip solar activated, hold off until you get enough SP for 5 additional spawns. Once you gather sufficient SP, summon dice and aim to upgrade your board by gaining value from growth throughout the game. While it is generally a good idea to merge any additional blizzards you have, try to keep at least 3 of them on the board as they will give additional time for your growths to turn into other dice in a bad situation where your solars are deactivated.

Random growth + Sacrifice

This is the best deck option for players with lower crit damage, since the additional early SP and damage from sacrifice can allow for quick board development, and random growth can produce very high pips of solar and lunar without the need for long term buildup, making it easier for players who do not include blizzard in their deck. However, it is more reliant on RNG than other variants.

For the first few spawns, try to look for and copy any sacrifice dice you have to give you additional early game value. Similar to the previous variant, look for a 2+ pip solar and power it up to power 3 as it will allow you to survive the first wave and gather SP. Once you activate your solar(s), use any additional jokers you have to copy growth and wait for them to turn into new dice, before summoning more dice and activating your solars.

Due to the lack of blizzard in this deck, it is extremely important to always keep solar active. Thus, hold on to much more SP before summoning new dice to always ensure that your solars are active. Due to the much longer growth time from growth, it is also impossible to rely on your growth transformations to reactivate solar if you run out of SP. Always make sure that solar remains active by gathering a lot of SP before summoning dice.

In general, a good time to improve your board is after a set of growth finish transforming into new dice. Try to maintain a set of 3 or 4 Random Growth with similar timers on your board at one time as it will prevent unexpected deactivation of your solars, and only summon new dice after one set of Random Growth are done transforming into new dice. Upgrade your board over time and aim for high pip solars next to high pip lunars.

In the mid or late game, you will gather a lot of SP from the mobs. Due to limited board space, it is alright to merge some of the Random Growth you get/stop copying Random Growth with joker, especially if you have more than 5 of them. Do not be too greedy for more Random Growth as it is more important to keep your solars active.

Replacing the Fifth Dice:

Except for Blizzard, the fifth slot can also be replaced like:

Shield- Blocking Mobs for moving (good when facing Flow). Keep one to two 4 pip Shield on the board. If one is in cooldown, the other one can still defend mobs.

Switch- Switch the place of Solar and Lunar, and dodge the Assassination.

Sacrifice- It is also a good dice when facing Assassin deck, as when Sacrifice will give sp to yourself when it is getting damaged. Moreover, you can also get more sp from early game to Build up deck quickly.

Just remember don't over merge dice as it may deactivate Solar or Lunar. Keep more sp for summoning Aggro Dice. Only merge Aggro when the opponent's board are built and right before Boss Appear.

## Non-Legendary Meta

Summon as much as you can and harness the power of random growth. Merge your dice before the 45 second mark of the boss timer so that there's more chance for random growths to grow successfully.

At the beginning of a game, don't merge your first 4 dices instantly. You need the early dps to survive. After filling most of your board with 1 pips, start merging a few of them(keep your irons) so you have a chance to get some random growths. Remember to level iron to 3 before the first boss.

When you get a high pip arrow or iron from a random growth, max its lvl immediately. You can also lvl up modified electric if you are struggling to kill the frontmost mob. Upgrade rock if you have a plenty amount of it. Merge low pip dice and hope to get random growth.

If you have some legends, it might be suitable as a replacement for stuff in this deck.

Deck elements:

Front/Boss dps(required):  Iron, Arrow, Typhoon, Solar(with joker), Guardian, Speed gun(only use it when your deck consists of an aoe slow dice)

Aoe dps(required): Modified electric, Thorn, Berserker, Rock, Holy Sword, Scope(used with other attacking dice, but keep in mind that using 2 non dps dice in a deck such as rgrowth will make your early game fragile)

Miscellaneous: Blizzard, Joker, Sand Swamp(best when used with Colosseum battlefield), Landmine, Earthquake, Hell(used with mighty wind/typhoon), Atomic, Flow, Death

Random Growth is the core value dice of this deck. Unless you have Joker + Growth, it is better to use random growth than Growth as your main value dice.

Merging related dice like Sacrifice, Supplement, Mimic, Summoner have bad synergy with random growth. You should avoid using them together.

## Atomic PVP

Notice:

Since V6.4, due to Slime Boss (late game and even early wave) and Metastatic Buffed (Boss Meta), the Atomic deck has become weaker in the game, so please consider using another better deck to play this game.

The Atomic deck which have 4 variables which are Typhoon (Not more useful), Speed Gun, Solar and Holy Sword.

Here are some important tips for using this deck:

Players should always merge outwards for summoning Atomic and the best position for Atomic is the left-bottom.

Do not over merge dice to avoid fewer dice on the board, stop merge dice if you find you don't have enough sp.

Upgrade the dps dice before the first Boss and Atomic before the second boss.

Do not upgrade Blizzard in the early game.

Use Joker to copy Growth for higher pip dice.

*Atomphoon(Typhoon does less damage late game than Speed Gun):*

*A 4 pip Atomic is at least sufficient enough to carry you the whole game. Do not risk getting a higher pip Atomic. If you are playing against a mirror Atomphoon, make sure you have more Atomic than your opponent.*

*Upgrade Typhoon to lvl 3 before first boss, upgrade Typhoon and Atomic to lvl 4 by second boss, and max both of them by 3rd boss. Do not upgrade Blizzard early game as it is a waste of sp. (This is what some players usually do)*

*Always have at least 3 to 4 Blizzard dice on your board with at least 2 seconds interval time at which its ability activates. Make sure they are all at least 3 pips. A class 7 Blizzard requires a lvl 3 Blizzard in game to achieve maximum freeze effect, and class 8 requires only lvl 1. (This is why upgrading Blizzard early to mid game is a waste of sp. Referring to the previous paragraph)*

For more info, click here

Speed Gun:

As this deck includes Blizzard which boosts Speed Gun's damage, it can be a better dps than Typhoon. Speed Gun also gives a bit of flow resistance.

You should start to maxing out Atomic by wave 2 or wave 3 because it increases the orbit speed by a lot. Try to get 4 or 5 Atomic Dice by the top-left corner for maximum Atomic dmg.

If your Speed Gun damage is starting to fall off, upgrade your Blizzard instead your Speed Gun. This will make the blizzards stack more buff hence Speed Gun will receive its dmg buff faster. Of course you can max them when late game for maximum dmg. Having 1 high pip of it is enough for the whole game.(unless it get hacked or something)

Always keep enough Blizzards. You won't want the mobs rushing toward the end and Speed Gun that doesn't receive enough slow buff. Normally 3 Blizzards with around 3-5 pip should be enough.

Solatomic:

You should have good management for solar activation and a Club: Violet/The Pantheon board if you are planning to use this deck.

At the beginning, your playstyle is like Solar Lunar deck, get 1 solar dice and hoard SP before making next move. With multiple 2 pip solars or a 3 pip solar you can easily kill the first boss. If the first boss is Leon, spend minimal SP for activation and keep the SP to spawn after boss.

You should merge outside or onto one of the buff spots depending on the amount of atomics/highest pip solar. Getting a high pip solar on buff spot is recommended as it can bring you far.

When facing Flow decks, your deck will become Solar Light/Solar Crit depends on what board you are using. Play safely to activate solars and out dps them with your solar.

Holy Sword variant:

This deck has the easiest wave clearing among all variants. Same as other variants, you should use Jokers on Growths early to get high pips. Merge your dice towards the left to get high pip Atomics. Keep any Divine Sword you get for its aoe skill.

By wave 2 and if you have at least 1 divine/enough atomics on the edges, max your atomic level. After that just keep merging towards outwards for 4/5 pip atomics and keep some divine as well as enough blizzards. Upgrade your Holy Sword at any safe time point to get the boss dps up.

Void battlefield works with this variant the best, as maxed void will make sword's 50% hp become 100% hp prop dmg, results in one shotting mobs caught in void. The void effect also buffs atomics as well.

## Guardian Bubble

As Guardian improved in update 7.6.1, it is now easier to play this die on PVP mode. You should use Scope as battlefield since it will be faster to deal aoe damage and wipe those mobs if your Guard pip is high. For the ? slot, you can use Royal or ix10.

Before Death/Berserk Waves and General Tips:

Always use Joker to copy Growth, for playing this deck, you aim to make some high pip Guardian on the scope spot so that you can keep mobs don't run out, otherwise, you will find out very hard to survive even in initial waves.

If your board has too many unnecessary dice (aggro), try to let Knight flip the board as it might give you more Growth. If the next boss is Leon, try not to spawn too many dice on board before it comes because it will destroy most of your dice, and spawning dice after it casts skill can prevent this situation.

Merge low pip dice to increase the stacks of Guardian, it will be enough to survive to wave 3 if you have 1~2 four pip Guardian. You can try to gamble to merge dice towards the scope spot but don't always do that if the dice pip is high.

Remember do not merge aggro before opponents build up their board (eg they still don't have any high pip dps). Monitor their board and find the right timing to merge (eg they have an Overheat next to a 6pip Lunar).

Merge bubble if you have some high pip Guardian in order to protect them from getting damaged and increase crit damage chance.

In most conditions, Guardian with an activated trait will be better to survive since it can increase stacks quicker and gives an extra stack.

After Death/Berserk Waves:

After W8, you will find out very difficult to kill mobs if you don't have many 10+ stacks Guardian. Recover your board very quickly if you are getting damaged. Sometimes Knight will flip your raisin and gives you 7pip Guard, immediately to increase its stack so it can help you to kill mobs at fast speed. Spam aggro until the opponent becomes hard to against mobs.

When facing Hypersin:

Stay calm as you have Bubble to defend assassination. Joker on Growth and hope RNG will give you some Guardian. Avoid merging dice with Bounty marked.

# Coop Decks

## Recharge Coop

Disclaimer: switch can be replaced with joker

Recommendation: own c10+ lunar and enable trait

Holy Sword variant:

a very brief reminder: this deck brutally require 12 lunar, because the large sp need of recharge,  ass meta time would have to be used for c11 lunar and below, which is ineffective as a support deck.

So lets get into the guide, for this deck, the setup process is generally the same as solar moon coop decks. You spawn until you fill your board, then you carefully merge away dices until you get 2/3 recharges + 4 moon + 1/2 switches + 1 snowball and rest sword. DO NOT aim for perfect setup, the pain isn't worth the reward(unless you're feeling lucky). While doing this, remember to recharge on snake and silence to get as much levels as possible(so you can survive knight). This is usually done before wave 13, but can be done after getting flipped at wave 15 if you're super unlucky. After getting the setup, level lunar several times and then slowly max your sword and snow level, leave the rest to your support.

You should only recharge on minibosses and bosses if possible, if the boss is threatening to take out a boss meta or high pip clone/timewinder on your support's side, you should immeditly switch to emit mode and kill the boss in question(a large loss of value on the support side can cost you quite a lot of waves, speaking from experience here). For more recharge levels, you can switch your moons away from the swords in order for the bosses to survive longer(so you can charge as much as possible in a boss wave). Bosses like knight, leon and magician should not be used to charge on, as they can ruin your board and end your game early. If a basilisk spawns one of these, you can enable emit to quickly kill it and then switch back to recharge afterwards to leech a few more levels.

Recharge only variant:

basically what the above is, however you can't recharge on minibosses this time because you have nothing to take the mobs out while you're recharging. BUT, the major pro of this deck is that you no longer need c12 moon. This deck can get quite far with only c9-11 lunar which is pretty impressive to say the least.

Extra tip: you can switch around moons in a way that allows you to “turn off” snow(by switching it away from next to a lunar during a slime wave you gain extra freezing time in total).

For support: there's a guide that talks about how you should be using these 2 support decks, go check it out. In the meantime, something extra here should be noticed: never meta before a boss comes out in boss waves such as slime and snake, so that your meta mobs doesn't get recharged on and the dps side won't lose sp.

For landmine variant: Use scope battlefield so recharges can hit bosses on the back. The setup will be: 2 Lunars, ~2 Recharges, 1 Crack/~2 Swords and Landmine for the rest. Landmine will be doing most of the dmg at higher rounds so try and put them near the spawn. The mobs from the opposite side wouldn't be passing by your main landmine field, so holy sword is there to help killing those(no need to have sword on scope).

## Ass Clone

Introduction: Although Ass Clone is a good assist deck, it is harder to use Clone than a non clone variant. Since it is different from the normal Ass Meta/Mine, this is an independent guide.

General Tips: Clone is your main value dice, which spawns 1 pip clones around themselves after shooting a certain amount of times which consumes no SP and doesnt raise the spawn cost, hence it is a very good long term value dice for any merging related support dice. Keep some high pip clones and they will spawn 1 pip clones around them which you can merge to get other dice resources.

At the start, spawn your dices and try to get a few clones on board, then level your clone to 3 or 4 so they slowly fill your board before the knight comes.

Do some ass early if your partner requested it. If your partner doesn't need early ass, you can also spam some meta by wave 6-15 to help them spawn more dice. After your partner set up the board, start spamming Assassin on them to get high dice dot count for waves. Keep assing until their board is full of 7 pips. Try to rely on clone spawns more instead of manual spawning. Clear out space when a clone is about to spawn to prevent wasting resources.

‎

- Meta: It provides extra SP which makes it easier to spawn dice. It is also a recommended dice to support recharge because of its SP consumption.

- Sand Cloud: Sand with the trait is a good assist dice for attacking since the Sand Cloud trait buffs damage up to 99%. Similar to Healing, merge some Sand when a boss has just spawned, the beginning of new waves or when the mobs almost reach the barrier.

- Healing: Healing is a finisher and the core of moon sword decks, since on super high waves solar alone isn't enough to kill bosses even after sword lowered their hp. ‎

After knight flips your board at wave 15, merge a few healings to help your teammate kill their knight, and wait for the second flip. After the second flip on your side, your teammate should start to setup, where you would have to merge assassins according to his needs in order for him to achieve the perfect setup. ‎ After your teammate finished setting up, you should start maxing their board by merging more assassin.

Remember to max your clone by now so it spawns clones faster. If the next wave is leon, merge your 1 pip clones and assassins to prevent leon from killing them and losing value. If needed, merge some healing to kill opponent's leon and prevent it from damaging your teammate's setup. ‎

After maxing your teammate's field, stop jokering assassins and leave all your jokers to healing. Then you could semi-afk(only thing to do now is merge low pip clones and excess assassins) until wave 80+, where they cannot instakill bosses and you need to start merging healings. ‎

On later waves, try to hold onto your sp if you have 2-3 pairs of healings(healing + mimic pairs included), since you do not need to summon extra dices when you own a few healing pairs. Only spawn some dice when your opponent got hit by a leon or you are running out of healings from clones. Try your best to keep 1-2 clones(pip doesn,t matter, but the higher the better) on board to spawn dices for you. ‎

When to merge healing: ‎

- when front boss exist for more than a second and isn't slime/snake/ix ‎

- when front boss is slime and back boss is leon/knight/basilisk ‎

- when front boss is snake/basilisk/ix and back boss is leon/knight/basilisk and you're past wave 120 ‎

- when second boss exist for more than a second(throw healing when it exists for a second, which is when it's hp should drop to below 15%, just enough for healing to one shot)

## Sword Healing

For DPS side, class 12 lunar is mandatory, since it gives enough speed buff for solar to finish off slimes, minibosses and early back bosses, and sword to take bosses down to 1-10% hp, allowing healing to one shot them. High class sword also helps with that, since higher chance to trigger effect and more % damage.

At the start, fill your board and get several solars next to a scope and level solar 2-3 times to clear the first 15 waves. After knight spawns in and flips your board, reactivate your solar and kill the knights, then start to get the 1 switch 3 lunar 3 scope 1 solar 7 sword setup (position doesn't matter since switch exist).

After getting the setup, wait for your teammate to max your board and then you can take a break for around 100 waves. If your teammate is about to hit a 7 pip sword with an assassin, switch-dodge it to make sure a divine doesn't appear(divines are bad for sword-moon setups). Here is the recommended setup:

For support side, please refer to Ass Clone#Healing variant for more information.

Guardian and Recharge can also work in Solar's place.