[{"archived":false,"battlefield":12,"diceList":[[67,-1,36,31,66]],"guide":"<p>As Guardian improved in update 7.6.1 (mhm we make this guide in ie speed), 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 (tasty raisin for opponent) or ix10.</p><p>&nbsp;</p><p><strong>Before Death/Berserk Waves and General Tips:</strong></p><p>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. &nbsp;</p><p>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.</p><p>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.</p><p>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).</p><p>Merge bubble if you have some high pip Guardian in order to protect them from getting damaged and increase crit damage chance.&nbsp;</p><p>In most conditions, Guardian with an activated trait will be better to survive since it can increase stacks quicker and gives an extra stack.&nbsp;</p><p>&nbsp;</p><p><strong>After Death/Berserk Waves:</strong></p><p>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.</p><p>&nbsp;</p><p><strong>When facing Hypersin:</strong></p><p>Stay calm as you have Bubble to defend assassination. Joker on Growth and hope RNGesus will give you some Guardian (lol). Avoid merging dice with Bounty marked.</p>","id":58,"name":"Guardian Bubble","type":"PvP"},{"archived":false,"battlefield":-1,"diceList":[[28,37,31,20,34],[28,37,31,20,18],[28,8,36,31,33]],"guide":"<p><strong>Introduction:&nbsp;</strong></p><p>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.&nbsp;</p><p>&nbsp;</p><p><strong>1~7 Waves:</strong></p><p>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.</p><p>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.&nbsp;</p><p>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.</p><p>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.</p><p>For Lock, since it will <i>lock </i>the mobs and they can't move for a period of time and Hell will help to deal with all small mobs, you can save down more Nuclear and focus on killing Bosses. In the best condition, you would only spend a pair of Nuclear on mobs and another high pip pair on Bosses. With the Growth trait activated, the chance of appearing 7pip dice will be minimized.</p><p>&nbsp;</p><p><strong>After 8/13 Waves:</strong></p><p>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. Remember to have at least 2 pairs of high pip Nuclear when the next Boss is Magician since you can't one-shot to kill it after berserk waves.</p>","id":57,"name":"Nuke PvP","type":"PvP"},{"archived":false,"battlefield":-1,"diceList":[[72,47,32,70,25],[72,47,12,70,25],[42,52,39,20,31],[71,39,42,20,31],[72,32,29,47,25],[72,12,29,47,25]],"guide":"<p>Disclaimer: switch can be replaced with joker</p><p>Recommendation: own c10+ lunar and enable trait</p><p>Holy Sword variant:<br>a very brief reminder: this deck brutally require 12 lunar, because the large sp need of recharge, &nbsp;ass meta time would have to be used for c11 lunar and below, which is ineffective as a support deck.&nbsp;</p><p>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.</p><p>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.&nbsp;</p><p>Recharge only variant:<br>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.&nbsp;<br><br>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).<br><br>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.</p><p>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).<br>&nbsp;</p>","id":56,"name":"Recharge Coop","type":"Co-op"},{"archived":false,"battlefield":9,"diceList":[[69,40,36,31,20],[69,40,20,31,33],[69,40,20,31,25],[69,40,20,31,35]],"guide":"<p>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.</p><p>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.</p><p>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.</p><p>Always merge towards outside of the board.</p><p>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.</p><p>After that you will have to maintain ~6 pips of atomic on the left/top side of the board for dmg and &gt; 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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p>","id":55,"name":"AtomEq","type":"PvP"},{"archived":false,"battlefield":1,"diceList":[[36,31,72,47,61],[55,31,72,47,61],[55,25,72,47,61],[72,61,36,56,31]],"guide":"<p>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.</p><p>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.&nbsp;</p><p>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.&nbsp;</p><p>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.</p><p>Here’s some extra guide for the deck without moon:<br>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.&nbsp; 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.</p><p>Here’s some extra info for the deck using blessings:<br>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.</p><p>Here’s some extra guide for the deck with Switch:<br>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.</p><p>&nbsp;</p>","id":54,"name":"Recharge PVP","type":"PvP"},{"archived":false,"battlefield":9,"diceList":[[38,47,36,31,"?"]],"guide":"<p>This guide is aimed at teaching Solar Moon using Aggressive dice (Royal, Time, Flow, Sand with Trait).</p><p><strong>‎</strong>For general tips on Solar Moon, please refer to our <a href=\"Solar%20Moon%20PvP\">Solar Moon PvP</a> guide.</p><p><strong>Battlefield Tips:</strong> 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%.</p><p><strong>‎Aggro that requires merging:</strong> 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.</p><p><strong>‎Aggro that doesn't require merging:</strong> 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.</p><figure class=\"image\"><img src=\"https://cdn.discordapp.com/attachments/883578691391750195/954747944689618944/unknown.png\"></figure><p>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.</p>","id":53,"name":"Solar Hybrid","type":"PvP"},{"archived":false,"battlefield":7,"diceList":[[39,52,42,31,20],[39,52,51,31,20],[39,52,30,31,20]],"guide":"<p>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.&nbsp;</p><p>&nbsp;</p><p><strong>General Tips</strong>: 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.&nbsp;</p><p>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.&nbsp;</p><p>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.</p><p><strong>‎</strong></p><p><strong>- Meta</strong>: 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.</p><p>&nbsp;</p><p><strong>- Sand Cloud</strong>: 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.</p><p>&nbsp;</p><p><strong>- Healing</strong>: 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. ‎&nbsp;</p><p>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.&nbsp;</p><p>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. ‎&nbsp;</p><p>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. ‎</p><p>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. ‎</p><p>When to merge healing: ‎</p><p>- when front boss exist for more than a second and isn't slime/snake/ix ‎&nbsp;</p><p>- when front boss is slime and back boss is leon/knight/basilisk ‎</p><p>- when front boss is snake/basilisk/ix and back boss is leon/knight/basilisk and you're past wave 120 ‎&nbsp;</p><p>- 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)</p>","id":52,"name":"Ass Clone","type":"Co-op"},{"archived":false,"battlefield":7,"diceList":[[72,47,12,70,25],[72,47,32,70,25]],"guide":"<p>This deck should only be played with Class 9(bare minimum) or higher class Lunar. The wave count you can reach is dependent on lunar class, support's skill and boss rng.</p><p>With Class 11 Lunar + Lv.300 Recharge (and good meta support), you can reach around wave 160 with pure Recharge. With Class 12 Lunar and Sword, you can reach wave 27X or further with it.</p><p>Spawn dice until you get full board, try to merge some dice for spaces to spawn more Recharge or Lunar. Let Knight flip the board if the setup is still bad at Wave 15. Aim for the setup as the picture shown below (no need to be perfectly same as rng sometimes is bad):</p><figure class=\"image\"><img src=\"https://media.discordapp.net/attachments/883578691391750195/943871450350252112/charge_lunar.png\" alt=\"圖片\"></figure><p>&nbsp;</p><p>When Slime is appearing, move a Lunar using Switch as shown:&nbsp;</p><figure class=\"image\"><img src=\"https://media.discordapp.net/attachments/883578691391750195/943871450140516402/charge_lunar_slime.png\" alt=\"圖片\"></figure><p>By removing Snowball from Lunar's range, the total freezing time will increase as it doesn't instantly freeze small slimes when it split.</p><p>&nbsp;</p><p>At the beginning, try to change Recharge mode and Emit mode every 2 waves to get higher power-up Level and to pass early waves. It is recommended to charge with the opponent's 2nd Boss. Change to Emit mode immediately when the Boss almost hit the gate.&nbsp;</p><p>-Sword version: It will be easier to survive the early waves as Sword can be a good assist/main attack dice for further waves. You only need to have around 3 Recharge dice for it. Use Switch to dodge Assassins to prevent Sword from becoming Divine Sword when your teammates are assassinating. Similarly, use switch to move the Divine Sword to get hit by assassins so they could turn back to normal swords.</p><p>&nbsp;</p><p>For the Assassin side, start to ass your teammate when they tell you theie setup is done. Merge some metas after Wave 6 if they are lacking sp. Don't merge Meta during boss waves because when your 2nd Boss is incoming to the middle of the field as the Recharge may scope on the sp mob which decrease the recharge efficiency.</p><p>For more information about the support side, please check our <a href=\"https://randomdice.gg/decks/guide/Ass%20Clone\">Clone Ass</a> guide.</p>","id":51,"name":"Recharge Coop","type":"Co-op"},{"archived":false,"battlefield":7,"diceList":[[38,47,32,61,25],[39,52,51,31,20]],"guide":"<p>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.</p><p>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).&nbsp;</p><p>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:</p><figure class=\"image\"><img src=\"https://media.discordapp.net/attachments/804536376217436161/933367944069660682/sword_heal.png\" alt=\"圖片\"></figure><p>For support side, please refer to <a href=\"decks/guide/Ass Clone\">Ass Clone</a>#Healing variant for more information.</p><p>Guardian and Recharge can also work in Solar's place.</p>","id":50,"name":"Sword Healing","type":"Co-op"},{"archived":false,"battlefield":6,"diceList":[[45,39,36,56,31],[45,66,36,56,31],[45,42,56,36,31],[45,55,36,56,31],[45,42,37,36,31]],"guide":"<p>This deck makes use of the excessive value from cracked growth and growth to get high pip times in order to buff your teammate's board, while having a filler to provide extra support.&nbsp;</p><p>&nbsp;</p><p>Ass Time Version:&nbsp;<br>This deck utilizes assassin to help your teammate get higher pips. you should be patient early game. Don't send assassins unless your teammate told you to do so or it might mess them up.&nbsp;<br>When waiting for their board to set up, you can slowly max out your cracked growth and time with spare sp you have. Maxing cracked growth can help getting more 7 pip dice later.&nbsp;<br>After your teammate's board is set, you can turn your jokers to assassins and get the pips up. Get as much 7 pip dice as possible and stop after they have mostly 5-7 pip dices. Do not overmerge since it can result in high spawn cost, making it hard for you to recover from a boss-damaged board.&nbsp;<br>After that, you should start jokering Growth/Cracked Growth to get high pip Times. Do not merge 5 pip/6 pip times unless your teammate have a maxed board as it could result in loss of attack speed buff/overmerging. Try to keep 3-5 7p times on the board at all time if possible, and joker 7 pip growth/cracked growths if you already have a lot of 7 pip times.</p><p>&nbsp;</p><p>Meta Time version:<br>This deck is used to support combo moon players by using time and lunar to reach max attack speed. Aim for 7 pip times and maybe a few 6 pip ones depending on rng.<br>During the first 40 waves, you want to play like a normal meta spammer, chaining growths below 4 pips and throwing 4p+ metas. You want to save as much meta before wave 21 as possible since the sp gain from meta maxes at wave 21. Always merge a boss meta with another boss meta if possible for maximum sp gain.&nbsp;<br><i>Do Not Waste SP On Upgrading Meta</i>, it does not increase sp gain.<br>Remember to max your cracked growth for it to have a higher chance to grow up and max time for more atk speed buff.<br>After the first 40 waves, you want to give all your jokers to growths and or cracked growths to get high pips. If you have a 7 pip joker, a 7 pip growth/cracked growth and 3-5 7 pip times, joker the growth/cracked growths so that even if attacked by leon it can still grow back to a 7 pip.&nbsp;</p><p>&nbsp;</p><p>Bubble Time Version:<br>This deck have bubble to provide protection to your board and your teammate's board as well as additional crit rate for your teammate. You should make advantage of this by bubbling your 7 pip times when you have the chance to.&nbsp;<br>Chain growths and cracked growths with joker from the beginning of the game. If your teammate gets an ok seup before knight, merge a few bubbles so they can pass wave 15 without too much issue.&nbsp;<br>When you reach wave 21+ pause for a bit to max your bubble and time(and cracked growth if your cracked growth class is below 11).&nbsp;<br>Before Leon comes, merge your 1 pip times/bubbles/jokers and stop spawning dices to prevent them from being destroyed. After that, continue chaining jokers and getting more times.&nbsp;<br>Always keep a pair of 4+ pip bubble so that when your teammate's bubbles gets popped, you can reapply it as fast as possible.</p><p>&nbsp;</p><p>Triple Growth Version:<br>This version of time support focuses solely on time, and isn't really much different from other versions except you don't need to merge that much. Priority of jokering: 1-3 pip random growth &gt; 3-6 pip growth &gt; 3-6 pip cracked growth.<br><br><br>How to react to specific bosses:</p><p>Magician: Merge dodge if you can. Don't merge dodge when your Time Dice which you are keeping it for buff is getting hit. It will result in losing 2 Time Dice instead of 1 if you merge it.</p><p>Knight: Joker your 7 pip time dice after the flip. Before Knight come you can save some 5 or 6 pip dice and it will have a chance to roll into growths.</p><p>Leon: It damages time side's board severely. Having a Plasma Shield board can minimize the value loss. If your 7 pip Time Dice are hit by Leon and more than half of your teammate's dice are 7 pip, merge it back to 7 pip so you have a chance of getting 7 pip time again. Otherwise, keep it at 6 pip.</p>","id":49,"name":"Time Support","type":"Co-op"},{"archived":false,"battlefield":12,"diceList":[[68,47,36,31,55]],"guide":"<p>This deck requires Scope as the battlefield, the class of Overheat does not have a significant impact on the performance of this deck. It is also recommended to activate the Growth trait since it can prevent board lock.</p><p>Use joker on growth at the beginning of the game, then chain rgrowths with jokers to get more pips after w2. Use high pip Jokers on Overheat/Lunar when it is in a good spot.</p><p>Always aim for getting high pip Overheat on scope spots and having high pip Scope near it for boss dmg/wave clear. Start upgrading Lunar by Wave 3. If you cannot get Overheat on scope spot, go for Lunar-Overheat first so you can clear the waves easily. DO NOT OVERCOMMIT to getting a high pip Overheat on scope spots, as you could easily end up with a Lunar on the scope spot you're aiming for.</p><p>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.</p><p>You should also pay attention to the 6-seconds Overheat skill level down and cool down. Start to upgrade the dice to lv. 6 in w1~8 and lv. 8 after w8 when the Boss is arriving.</p>","id":48,"name":"Overheat PvP","type":"PvP"},{"archived":false,"battlefield":9,"diceList":[[31,62,38,47,70],[31,75,62,36,56],[31,39,52,42,20],[31,47,36,62,56]],"guide":"<p><strong>Solar</strong></p><p>The DPS side would need to have 1 or 4 Solar, 4 Lunar, 9 or 6 Gift and 1 Snowball, while the Assassin Side gets Assassins to up the pips. This deck requires a class 11+ Lunar to do decent damage and get to further waves.</p><p>Place Joker on the 1st slot and Snowball on the 5th slot.</p><p>With 1 Solar and Class 10 Gift, you can reach around 87 Waves and 6000 gift fragments. With 4 Solar, you can reach 150+ Waves and 10k fragments.</p><p>&nbsp;</p><p><strong>Tips on Assist side:</strong></p><p>Place Joker in the 1st slot of the battlefield as you can copy (Meta, Assassin, Clone) when Knight arrives. Merge some Meta for giving sp to your teammate at the beginning as both sides can build up the board more quickly. when the DPS teammate finishes building up the board, remember to save some Assassins after Boss Waves like Leon to repair the pips of their dice. The Assassin side should be careful not to over merge dice and summon dice to prevent not having enough sp in the late game.</p><p>For the assist side, after reaching 105 pips of dice, you can start stalling time to let Gift spawn more fragments after any Boss waves. After the last mob spawns, you can merge a pair of Meta and merge again before DPS side kills your side's sp mob. Using Clone can increase the efficiency of spawning dice. Keep doing that and you will gain more fragments than usual. (stonk)</p><p>&nbsp;</p><p><strong>Solo Lunar</strong></p><p>This deck uses Gift as DPS since it has decent damage but it can't reach far waves. If you use Random Growth, you should also activate Growth's trait to prevent board lock. Place Gift on the 1st slot and place Cgrowth or Lunar on the 5th slot. Always use Joker on Growth to have a high pip Gift. This can get around 5000 fragments.</p><p>&nbsp;</p><p><strong>Solo Lightning Cloud</strong></p><p>This deck is suitable for low-class dicers if you don't have a high-Class Lunar and It is more recommend than Gift Lunar. It also works on any class of LC. Your aim is to have three high pips LC on the left hand side of the board since it deals very high damage to mobs. Having more than 2 LC can prevent one of them lost energy and won't attack. This can get around Wave 50 and 5000 fragments.</p><p>&nbsp;</p><p><i><strong>Blizzard Gift</strong></i></p><p><i>With Blizzard, it will be safer in late Wave (like Wave 28 which this round have 2 Mini-Boss). Moreover, it is easier to get more Gift fragments since both sides are using Gift. Follow Meta tips for the timing to merge Meta. Let Knight and Leon flip the board if there is too many unnecessary Dice. Try to make two 5-pip Blizzard on the board after Magician Boss as Blizzard will be useful to slow down the mobs in Wave 23, 25, 28 and 30.&nbsp;</i></p><p>&nbsp;</p>","id":47,"name":"Gift","type":"Co-op"},{"archived":false,"battlefield":7,"diceList":[[39,42,37,20,31],[39,42,66,20,31],[39,42,51,20,31],[39,42,71,20,31]],"guide":"<p>As 6.4.0 Update released, Metastasis got a huge buff, increases its SP giving rate 1.5x higher. It makes this deck become easy but also powerful to be used.</p><p>Before wave 21, you can spawn and wait until the wave multiplier on meta maxes out. Send a few metas if your opponent struggling the first few waves. As knight boss at w15 will flip your board, you may merge the boss metas you have before facing the knight. After that, simply wait for wave 21 to begin the spam.</p><p>Same as every ass spam deck, keep 1 of every pip assassin to joker(especially 1 pip). Use jokers on ass and merge any ass-mimic pairs you get. You may use 5-6 pip jokers on meta for more SP. Merge summoners with itself unless you are stuck in a situation where you get too much mimics than assassins, then merge some summoners with mimics and hope to get more assassins.</p><p>Usually if you have fast hands you can get the opponent's board to 100 pips around wave 40 or so.</p><p>The Bubble and Healing variants provides less assassins overallly, but it provides protection to opponent's board. You might want to save non-assassin merges to keep your spawn cost low. Make use of Knight flips to get assassins for merging.</p><p>Timewinder variant: the addition of this dice complicates things up quite a bit, as you can no longer spam dice fast as you wish to. you are suggested to practice with summon ass meta before attempting this deck. The core mechanic of timewinder is the ability to rewind time back to when you merged the timewinder. The dice merged will be rewinded too so basically you can trigger ass/meta multiple times without raising your spawn cost. However, the cooldown of timewinder is relatively long, so you should always have a few timewinders on board to shorten the cd, which limits how many metas/assassins you can have on board. As such, you have to coordinate your merging path before merging a timewinder, so you can use the 2-4s timeframe to merge everything you planned to. Other than that, this is just normal ass spam :P</p><p>&nbsp;</p>","id":46,"name":"Ass meta","type":"Co-op"},{"archived":false,"battlefield":7,"diceList":[[67,47,12,25,31],[39,9,20,31,37],[39,52,42,20,31],[39,42,20,37,31]],"guide":"<p>Similar to Galaxy deck, this deck requires high class Lunar to be good, and the setup process requires switching. It can pass wave 69 pretty easily with c9/c10 dice.</p><p>In the beginning just spawn dice and kill mobs. If you get a 2/3 pip Guardian early, get some stacks on it to survive waves easily. After wave 15, you should aim for a board of Lunar buffing Guardians, with 1 Crack and 1 Switch as support. 5 Lunar 8 Guardian 1 Crack 1 Switch is the perfect setup for this deck.</p><p>After having specific amount of dice, Assassin side should do their work by assing your pips up. During assassinating, you can move your switch to be hit by ass, cause later you will need the 7 pip switch a lot.</p><p>When you have a 7 pip Guardian being targeted by assassin, switch dodge it so its stack won't be resetted. Usually after having a board with lots of 7 pips, you will still need excess ass to get the Guardian stacks up. Keep assing and dodging until all your Guardians have max stacks.</p><p>2 kinds of assassin decks are suitable for supporting. View <a href=\"https://randomdice.gg/decks/guide/Galaxy\">Galaxy(Ass Clone)</a> and <a href=\"https://randomdice.gg/decks/guide/Ass%20Spam\"><span class=\"ck-fake-link-selection\">Ass Mine</span></a> for how to use them.</p>","id":45,"name":"Guardian Coop","type":"Co-op"},{"archived":false,"battlefield":7,"diceList":[[67,47,12,44,31],[59,39,20,36,31],[39,59,20,31,9],[59,39,37,31,20]],"guide":"<p>This deck aims for finishing the setup early then AFK on both sides. It is suitable to be used for lazy farming if you have a main and an alt account but lazy to do yy ass all the time yourself. You need relatively high Lunar class/crit dmg on dps side to go further than wave 69 with this deck.</p><p>For dps side spawn dice one by one. You wanna get a nice placement while not having too much dice. The most perfect setup will be 1/2 Guardian buffed by only 3 Lunars and 1 Crack. If you have too much dice, try merging them and get the dice count down.</p><p>For support side you can merge some bounty early to help with setuping. After the setup has done, spam assassins until you have at least 1 7 pip Guardian buffed by 7 pip Lunar and a Crack with above 5 pips. After that, get rid of the current assassins first, then spam bounty to get Guardian stacks. Don't merge any assassins during this process as you might end up assing your Guardian Dice and lost all stacks.</p><p>After setuping you can finally go AFK and come back to claim your rewards and restart another game.</p><p>Ass mine is better to reach more waves but it requires more active time for the support side.</p>","id":44,"name":"Guardian Lazy Farming","type":"Co-op"},{"archived":false,"battlefield":7,"diceList":[[38,47,49,25,31],[52,39,42,20,31],[39,42,20,37,31],[67,47,49,25,12]],"guide":"<p>For the idea of this deck, you need to get all dice on your board to 7 pip first, then activate Star Dice with switch so they does most of the damage, and Solar Lunar will finish the remaining HP.</p><p>You will need at least class 10 Lunar to hit wave 111 with this. Higher class Lunar can has greater potential to hit more waves. Solar/Star upgrades don't give that much of a boost but it is good to have them too.</p><p>In the beginning, spawn dice slowly and stop once you get a Solar. If you have Solar and Lunar sitting together at this time, hold your spawns and let your partner boost them a bit. If you are lucky enough you can pass wave 15 easily with this setup. You can also switch Solar/Lunar together before assing. If you are not lucky enough to have 1 Solar/1 Lunar sitting together while having too much dice, continue spawning and killing until you survived wave 15.</p><p>After wave 15(normally you would have been flipped by this time), you should aim to get a specific amount of dice. For the final setup, you will need at least 1 Switch and 3 Star. More Star Dice doesn't give more damage, but makes it easier to activate its skill. 4 Solar and 3/5 Lunar are also essential to finish the remaining HP of the bosses. (Having 7 Solar and 3 Lunar can also finish the setup). After having a decent board, leave it for your ass partner to do the work.</p><p>For the Ass Clone part, please check the new <a href=\"https://randomdice.gg/decks/guide/Ass%20Clone\"><span class=\"ck-fake-link-selection\">Ass Clone</span></a>#Meta variable for more information.</p><p>You can use default Ass Mine for support too.</p><p>As Metastasis has been buffed, Ass Meta can be used for getting 105 pips too. Compared to Ass Clone it is easier to play but Ass Clone has infinite assing potential. Its more suitable to play Ass Meta if you are a beginner and doesn't know how to manage clone well.</p><p>After having a nearly full board of 7 pips(or when dps side is vulnerable to Bosses), the Galaxy side can get to work by using Switch to activate star constellations. If you have any non 7 pip Solar/Lunar/Switch, try to not activate too often or the constellation spot will have a greater chance to land on them and stuck. In this case only use it on bosses which you cannot one-shot them with Solar Lunar.</p><p>To move a Star onto a constellation spot, swap your switch onto the spot, then to the Star Dice. You can do it very quick by holding your Switch &gt; constellation &gt; star &gt; constellation &gt; star &gt; constellation &gt; star. This part might be a bit confusing when you have more than 1 Switch, but it will be easier when you have more Star Dice on field.</p><p>You can also use Crack in place of Joker, which is harder to setup but gives higher potential waves if you managed to setup it successfully.</p><p>Using Guardian in place of Solar is harder to setup too but it does better than Solar generally(except with c12/13 moon which solar does dramatically better). Remember to switch dodge 7 pip Guardians so they don't get hit by assassins and lose their stack.</p>","id":43,"name":"Galaxy","type":"Co-op"},{"archived":true,"battlefield":4,"diceList":[[28,56,18,36,31],[43,28,18,36,31]],"guide":"<p>As the deck name suggests, this deck makes it hard for your opponent to get SP and hence struggle to upgrade their board. It counters decks that require tons of SP in order to work, for example, Combo.&nbsp;</p><p>In the beginning, try to use all 1/2 pip jokers on Growths and higher Jokers on Teleport. Then upgrade your Teleport to LVL 3. This setup can store a large number of mobs making them spawn less frequently. Only upgrade Typhoon or other DPS when your DPS is too low to kill bosses or mini-bosses during the first few waves.</p><p>Don't merge Teleports to give your opponent mobs. Wait until the Teleport die gets hit by either a boss skill or your opponent's aggressive dice (e.g. Assassin). This will cause mobs to be returned to your board where you can easily collect the SP by using a Nuclear on them or killing them with AOE.</p><p>Don't rush your attack. Keep in mind that if you fail your attack, your opponent will get a lot of SP and you will begin to fall behind. Continue starving your opponent and wait for the opportunity to win.</p><p>When opponent is using non-splash DPS, you can simply save and send around 100 mobs and claim the win easily. This can be done by wave 3 or wave 4 if you are doing good early game. Watch out if opponent is using any aggro as they might hit your tele and you won't be able to send the needed amount of mobs.</p><p>When opponent is using splash DPS(usually solar moon), your teles will usually do nothing but giving SP to them. Keep starving them until like wave 7, usually they will be lacking with 4/5 pips. At this time they will be difficult to kill your mobs, so launch your attack after they deactivated their board for a higher success rate.</p><p>When opponent is using Nuclear Dice, they can easily kill any mobs you send by a single merge. You shouldn't be spamming all teles at once on them. Starve them so they will get less SP and spawn less nukes. If their bosses come to the center(spawn point outside nuke range), send around 15 mobs to bait their nuke. Keep going and eventually they will run out of nukes, and you can tele them and win easily or wait for them to die themselves.</p><p>If opponent has Flow in their deck, depends on deck you should try and end the game earlier. If they flowed you too much and if your tele backfired, you wouldn't be able to nuke the speedy mobs.</p><p>If its wave 4 or above and Slime is picked as the boss, if you know you cannot kill it, just let it pass. If you make it split but you cannot kill it entirely, you might get instakilled by it.</p><p>If you are using Flame as DPS, you can purposefully deactivate Flame to prevent killing too fast for the Teleports to store mobs.</p><p>If you didn't include any aoe in your deck, you should know that tele backfires can be critical. Try to keep teles in pairs so you can merge all of them before Knight/Leon hits.</p>","id":42,"name":"Tele Starve","type":"PvP"},{"archived":true,"battlefield":4,"diceList":[[38,32,35,36,31],[38,32,35,55,31]],"guide":"<p><strong>Introduction</strong></p><p>This deck is the final upgrade of the non-legendary meta. It has Solar Dice as boss DPS, Sword or Atomic for AoE, and Blizzard which synergizes with Sword or Atomic. Although this deck can last a very long time, it is very vulnerable to Flow and late-game boss RNG.</p><p><strong>Surviving early game</strong></p><p>This part is simple, just keep Solars active all of the time. Spawn dice until you have 1 solar, then hoard SP before you spawn your next bunches of dice. After having four 1 or 2 pip Solar dice you can easily deal with the mobs on wave 1.</p><p><strong>Gathering value</strong></p><p>With Growth and Joker synergy, you are able to joker growths to increase pip count. Chaining growths by using Joker every 10 seconds can increase your chance to keep Growth going by having a Growth available to use Joker on. Avoid merging too much and don't leave your board with too few dice. A trick to get extra Growths is when there is an early knight, purposely deactivate your solars to prevent instantly killing the knight, causing your board to be flipped (AKA force knight flip).</p><p><strong>Prevent losing value</strong></p><p>There are many ways to hurt your deck, so it is important to deal with them in different ways.</p><p><i>Dice Killing Effects - Assassin, Magician, Leon</i></p><p>This part is important because your spawn cost/average pip will get worse if you are not prepared to defend your board from it. When your 1 pip dice is targeted by an assassin, you can merge it onto another die to maintain your total pip count. Or better, if it is a Joker die, you can use its ability after being targeted to ignore the Assassin effect. When facing Magician or Leon boss early on you will have different methods to deal with them. For Magician, keep your board as full as possible and dodge-merge when it casts meteor on your dice (unless it is a high pip Solar which merging will cause you to lose 2 DPS instead of 1). For Leon, avoid spawning too much, only keep enough DPS to clear mobs. Before Leon casts its skill, try merging every 1 pip to decrease the skill's target count.</p><p><i>Hack effects - ix10, IIIIIIIIIII</i></p><p>The hack effect will affect your board more if your highest pip solar gets hacked. You should deactivate it immediately to prevent overhealing a mob and losing. You can ignore other hacked solars as long as it doesn't heal as much as your dmg. If you have a hacked divine or atomic, you can keep it safely as the HP prop dmg is not affected by Hack.</p><p><i>Board flips - Royal, Knight</i></p><p>This is the best value source early game as it will give you lots of free Grow dice. During a Knight, don't panic and merge high pip dice and drain value. Those “useless” high pip dice can be flipped into something useful again. Try to keep Solars active by using Joker but not merging high pip dice to retain your dice value.</p><p><strong>Building your board and maintain it</strong></p><p>Merge toward your buff spot (if you have it) so a high pip Solar can spawn there and have maximum DPS. When you are using Sword, ignore normal swords and keep any divines that you get. They will keep mobs at low health to be finished off. If you are using Atomic, prioritize merging toward the spawn point rather than toward the buff spots as the Atomic dice not only do decent damage to the mobs but also to the bosses. Try to have more than 11 pips of Atomic dice along the track (the more the better). View <a href=\"https://randomdice.gg/decks/guide/Atomic%20PVP\">Atomic PvP</a> guide for a more in-depth Atomic guide.</p><p>You will need to keep some Blizzard dice for slow. Normally we will keep the 3 highest pip Blizzard dice to slow the mobs quickly but also not taking too many spaces. A little problem from knight boss is it will sync all your Blizzard dice, making them act like a “big blizzard” with an 8-second cooldown. Try to desync them to slow mobs evenly.</p><p>Always keep spare jokers and SP if you are trying to upgrade your board. Once the Solar dice are deactivated and you are in danger, use your Joker dice on Solar dice to activate it. Don't merge or spawn just before a boss to prevent getting a Growth die which will interrupt your active Solar effect. You need to keep your Solar effect active all of the time (except when your high solars get hacked or you are forcing a Knight Flip) when battling a boss.</p><p><strong>Dice substitutions</strong></p><p>If you don't have the Growth die, using Random Growth die is okay too. But you won't have consistent value for the whole game. You can also use Atomic die for AoE DPS, it does better against bosses and also doesn't require as much RNG as the Sword die does, but it is harder to play with. It is not recommended to use Random Growth with Atomic as you cannot control your high pip Atomic dice to spawn along the track.</p><p><strong>Battlefield selection</strong></p><p>The Pantheon can increase Solar DPS by a lot, increasing its surviving time. Club Violet does slightly less damage than The Pantheon and it is also viable. Other battlefields have their own advantages and can be used as well.</p>","id":41,"name":"Solar Sword Blizz","type":"PvP"},{"archived":true,"battlefield":-1,"diceList":[[62,35,56,36,31],[62,38,56,36,31]],"guide":"<p>This deck aims to have a good fragment efficiency by keeping lots of gift dice on field, while using slow to make gift dice produces more fragments per round and solar to last more waves. The optimum setup will be 3 blizzard dice/4 solar dice, while the rest are gift dice.&nbsp;</p><p>Use jokers on growth/cgrowth to get high pips. Upgrade cracked growth first for easier high pips then gift for fragment efficiency, then blizzard/solar is the last to upgrade(unless you need solar dmg to kill things).</p><p>When your joker reaches 5/6 pip, it is better to joker gift instead of another growth/solar for fragment efficiency. Don't be hesitate to merge low pip(1-2) gifts as you will get more fragments if they are grown to high pip gifts.</p><p>As the deck structure is slow support + dps side, you can make similar deck like gift blizz + yy, as long as the blizzard and gift are at same side. You can also include flow into blizzard opposite side to maximize the slow.</p>","id":40,"name":"Gift Slow","type":"Co-op"},{"archived":false,"battlefield":3,"diceList":[[50,48,57,36,31],[22,48,57,36,31]],"guide":"<p>This strategy is as known as \"Gatekeeper Decks\". It requires The Pantheon battlefield to be used.</p><p>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.&nbsp;</p><p>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.&nbsp;</p><p>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 <a href=\"https://randomdice.gg/decks/guide/Royal%20PvP\">Royal Pvp</a> for how to deal with different decks.</p><p>If you somehow cannot end opponents early, level up flames at this point. Continue gathering high pip aggros and mess with them.</p>","id":39,"name":"Panth Flame","type":"PvP"},{"archived":false,"battlefield":9,"diceList":[[15,18,48,36,31],[43,18,48,36,31],[50,18,48,36,31]],"guide":"<p><i>For higher class, you might need to learn </i><a href=\"https://randomdice.gg/decks/guide/Tele%20Starve\"><i>Tele Starve</i></a><i> mechanics to beat certain decks like Combo.</i></p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>Strategies against different decks:</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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. &nbsp;</p><p>Try and end the game by third boss/4th wave start as this deck won't last very long.</p>","id":38,"name":"Teleport PvP","type":"PvP"},{"archived":false,"battlefield":-1,"diceList":[[18,38,15,36,31]],"guide":"<p>The strategy is divided into 2 main parts: early victory and later instakill.</p><p>Upgrade solar as needed, and upgrade teleport as stated below</p><p>&nbsp;</p><p>Early victory:</p><p>Early game (pre knight), use joker on sac and upgrade teleport to level 2, maybe level 3 if you have extra sp, joker growth if there is no more sac, keep solars inactive early on so tele can start storing enemies. &nbsp;Make sure you activate solar before knight to clear out everything.</p><p>\"Mid\" game (at 1st knight), let knight hit your teleports, then activate solar to kill all of the enemies that you just sent to yourself, this will send knight, mage, and leon to your opponent's board all at once!</p><p>\"Late\" game (after knight), the 3 bosses should damage the opponent's board a lot, save up stored enemies (upgrade teleport to level 3/4), if you have enough to kill the opponent, merge them. However, don't merge unless you know you have enough stored enemies to kill the opponent, because if the opponent doesn't die, it only charges their boss bar. &nbsp;if the opponent survives, go to the next part: later instakill.</p><p>Of course, if you ever have the opportunity to instakill the opponent, ignore everything above and instakill them.</p><p>&nbsp;</p><p>Later instakill:</p><p>Try to save up stored enemies (upgrade teleport to level 5), but keep less than 30, or it could backfire badly! Between ix10 and silence boss it is the best time to build up stored enemies. If the opponent starts to fall behind, and you have a lot of enemies stored, send them for an easy instakill. Once again, don't send if they will be able to survive, as it will only charge their boss bar. &nbsp;At least if the teleport dice get destroyed, you're charging your own boss bar.</p>","id":37,"name":"Teleport Crew","type":"Crew"},{"archived":false,"battlefield":6,"diceList":[[38,47,12,36,31],[38,47,32,36,31],[38,47,56,36,31],[45,39,36,56,31],[39,42,37,20,31]],"guide":"<p>This deck is used to get wave 60+ but can go to 100+ depends on luck and dice class. This deck require c9 lunar or above.</p><p>At the early game, the solar side need to play safely. Spawn until 1 solar is active and stop. If your first spawn is a solar, stop spawning and let support side do some ass to get an easy high pip solar. Always hoard sp before making moves to ensure you can fix your solar activation. After that play normally as solar moon. Keep going until you have a decent board with lots of high pip dice. After every growths(not including 7 pip growths) are gone, and you have active solar/lunar on board while lunar buffing majority of the dice (Even if you have empty space on board, keep it empty as additional spawns might affect the activation), you can lvl up everything and leave the rest to your time partner. During super late game you might want to keep an eye on your board as if a boss hit it, then you will need to fix your board.</p><p>It is better to have all lunar 7 pip, most solar 7 pip and keep 1/2 6 pip solar if your support is using time. The 6 pip solar will save you from Leon hitting your every 7 pip time dice.&nbsp;</p><p>Solar lunar crack is another variant of this deck. Keep few cracks and preferably 7 solars. The crack buff will buff all solar's dmg by about 250% indirectly.</p><p>Solar lunar sword is a similar deck. If you have high class sword, keeping tons of sword for % dmg and 1 solar for finishing can get you the furthest. You can keep 4 solars too depending on what you got.</p><p><i>Ignore this if you know it already: Divine sword lost its on-hit effect. Try to get rid of them for more dmg.</i></p><p>For battlefield selection, Luminous Prism and Plasma Shield is best for this deck. Prism battlefield makes 7 pip dice easier to get while Shield battlefield decreases sp used by support side to repair their board(mostly for time support).</p>","id":36,"name":"Solar Moon Coop","type":"Co-op"},{"archived":true,"battlefield":-1,"diceList":[[62,42,36,56,31]],"guide":"<p>This deck is used to farm gift fragments in events. Both side need to use this deck together and speed build up board early for maximum fragment efficiency.</p><p>At the beginning, spawn as much as you can and merge any metastasis you get. You might want to get the first gift dice upgrade for early damage if your gift class is too low. Use your jokers on growths.&nbsp;</p><p>You might want to keep high pip metas/jokers to wave 6 for a huge SP burst as it gives double amount of SP compared to previous waves. After getting those SP you can spam spawn until a full board and max your gift lvl. You can also get some cracked growth upgrades for higher pip potential. Max the other dice when you have excess SP/your board is full.</p><p>As the fragment gained is scaled to pips, you should always joker high pip gifts while using low pip jokers for value. If you are using a buff board, merge toward the buff spot but not away so you can have higher dmg to survive more waves. Normally your run will end at wave 18(has a chance to reach wave 23 with pantheon battlefield).</p><p>For the battlefield selection, the pantheon board is ideal for more waves per run. Other boards can be used but will have lesser impact to the result.&nbsp;</p>","id":35,"name":"Gift Mirror","type":"Co-op"},{"archived":false,"battlefield":4,"diceList":[[58,36,56,31,15],[58,36,56,31,25],[58,36,56,31,65]],"guide":"<p>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.</p><p>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.</p><p>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.</p><p>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.</p>","id":34,"name":"YinYang Double Growth","type":"PvP"},{"archived":false,"battlefield":9,"diceList":[[31,37,66,53,20],[31,47,2,36,56],[31,47,2,36,55]],"guide":"<p>This deck is used for Treasure Monster Farming.</p><p>For the Silence side, Joker Summoners and Get higher pips. If you are using Mine, you can fill up the board with Mine and afk until the Boss is coming soon so you will have more sp to spawn dice. Merge some bubbles when the wind side has finished the setup. When Boss appears, you can begin spamming silence dice. You can choose to let go of your teammate's Boss (to save some Silence for more chances to block your Boss) or Block both (use silence immediately once the boss appears on your side).&nbsp;</p><p>Count the silence time and spam it slowly so you can get max silence time. Remember to max your Silence Dice as it gives extra silence time. When the attack side's bubbles broke, refill the bubbles a bit. Your goal is to stall the bosses as much as possible and prevent your/opponent's board from getting silenced.</p><p>For Attack Side, if your Wind Dice's Class is or more than Class 11, it is recommended to use Wind than Typhoon since Wind has its independent speed increase which using with Lunar can attack the Boss more. Get as many high pip dice as possible using joker + double growth setup.</p>","id":33,"name":"Silence Spam","type":"Co-op"},{"archived":true,"battlefield":6,"diceList":[[43,55,47,36,31],[4,18,34,36,31]],"guide":"<p>This deck is used for 2020 Christmas Santa Event farming.</p><p>Support side: get as much shields as possible before the boss shows up (The boss shows up randomly at a wave.), and you have to try to spread out the timing of the shield dice ability, since the boss has Leon’s dash. Remember to max your shield for more shield lasting time.</p><p>Dps side: try to setup your board as best as possible, you will have a lot of time because this combination makes rounds very long, which is what you want in this situation. It does indeed take a long time for this deck to happen, but the results are a lot greater than not waiting.&nbsp;</p><p>This deck is consistent as you can still get decent amount of hits if a early Santa spawns. However, for mid late Santa spawns, Silence spam can do a lot better than this deck.</p>","id":32,"name":"TeleShield","type":"Co-op"},{"archived":true,"battlefield":7,"diceList":[[38,47,55,36,31],[45,55,56,36,31]],"guide":"<p>This strategy is strong when class 9 Lunar matched with class 10+ Time, or class 10 Lunar matched with any class Time, because it will only take 2 Time Dice to reach the max attack speed with 7 pip Lunar. Lower class can be used too but it is harder to maintain the board.</p><p>*If you have assassin, it is better to play the <a href=\"https://randomdice.gg/decks/guide/Solar%20Moon%20Ass%20Time\"><span class=\"ck-fake-link-selection\">Solar Moon Ass Time</span></a> deck for better consistency.</p><p>At wave 1-5, the solar side must be very careful not to deactivate the solars as the time side will not be dealing decent damage. Get some rgrowth and wait for it to transform to high pip solar/lunar. For time side you need to get 1 pip times and upgrade them to support solar side until a high pip solar is spawned.</p><p>For solar side, after getting a decent pip solar, you should continue focus on getting rgrowth and aim for 7 pip lunar. After getting 7 pip lunar, try to get high pip(preferably 6 or 7) solars beside the lunar.</p><p>For time side, you should avoid making too much unnecessary merges to save sp. Use all low pip jokers on rgrowth. Max your cgrowth to get more high pip potentials. Keep an eye on the solars which your partner have beside the 7 pip lunar. You want to keep same pip time as those. Remember to max your time after this.</p><p>The solar side can go afk if they get a good board setup. However, time side should always focus on getting same pip time and repairing board especially after wave 37.&nbsp;</p><p>Plasma Shield board can protect the time side from attacking by Leon/Magician, thus decreases the effort used to fix the board. Luminous Prism board can get easier 7 pip dice by sending a few more ass. Fifth voyage board or The Pantheon board are alternatives which can be used too.</p><p>&nbsp;</p><p>For time side on how to react to specific bosses:</p><p>Magician: Merge dodge if you can. Don't merge dodge when your Time Dice which you are keeping it for buff is getting hit. It will result in losing 2 Time Dice instead of 1 if you merge it.</p><p>Knight: Eventually it will flip your board twice, don't be panic after the first flip. Joker your Time Dice after the second flip. Keep in mind that if a Knight is spawned by a Basilisk, it will only flip your board once before solar can hit it.</p><p>Leon: It damages time side's board severely. Having a Plasma Shield board can minimize the value loss. If your 7 pip Time Dice are hit by Leon, merge it back to 7 pip so you have a chance of getting 7 pip time again.</p>","id":31,"name":"Random Solar Time","type":"Co-op"},{"archived":false,"battlefield":-1,"diceList":[[57,15,36,31,43],[57,48,36,31,43],[57,67,61,36,31]],"guide":"<p><strong>General playstyle:</strong></p><p>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.</p><p><strong>Matchups:</strong></p><p><strong>Vs. YinYang:</strong></p><p>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.</p><p><strong>Vs. Solar:</strong></p><p>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.</p><p><strong>Vs. Atomphoon:</strong></p><p>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.</p><p><strong>Vs. Aggro:</strong></p><p>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.&nbsp;</p>","id":30,"name":"Royal PvP","type":"PvP"},{"archived":false,"battlefield":4,"diceList":[[58,44,56,36,31],[58,44,12,36,31]],"guide":"<p>Before building harmony, first decide where you will build your harmony at. Normally we will build on buff spot closest to spawn point if we are using a buff board. Otherwise, bottom left corner is the optimal place for least bullet loss. Mark the column and row of the place and you will get a cross then we will be building yy on it.</p><p>Inside the cross, always joker yy. You can get rid of any supplements that spawned inside the cross. You can save up a few 1 pip supplements inside the cross and they can be used to buff incoming cracked growth and prevent them from going to 0 pip. You can also use those supplement on the yy which it will be harmony buffed later.</p><p>Outside the cross, always joker growth (1-4 pip) for value. Keep every supplement outside the cross as they will reduce the empty spaces, thus more dice will spawn inside the cross. You can also have a few yy outside to activate vertical for some dmg.</p><p>Keep doing this and your harmony cross will be slowly filled up by yy. If you got harmony elsewhere, you can keep it but I will recommend to get a harmony at best place(closest to spawn/buff spot). After the harmony is set, you can use the remaining 8 places to gather supplement and buff the optimal yy to 7 pip. During the process you should avoid using too much low pip jokers on supplement/yy as it will cause too much wasted merges and go broke on sp early.</p><p>After the first 7 pip yy is done, you can aim to build another yy (another buff spot or bottom left again) with supp to 6/7 pip. If you are not using pantheon, try to get at least 4 decent pip(7/6+/5+/5+) harmony to prevent become flipped by wave 41 knight. Try to get full board as soon as possible.</p><p>If you have a decent ass spam support, you can leave your board once perfect placement is done(yes its possible and quite easy to ass from 15 pips to 100+ pips if they are good). You can also use a crack in this deck, but make sure the crack don't block any of your buff spot harmony. It is a good trade to sacrifice 7 harmony into 2.5x crack dmg buff if you have The Pantheon battlefield on.</p>","id":29,"name":"YinYang Coop","type":"Co-op"},{"archived":false,"battlefield":12,"diceList":[[58,66,44,25,31],[58,57,44,25,31],[58,42,44,25,31],[58,36,56,44,31]],"guide":"<p><strong>Notice:</strong></p><p><strong>If you are watching this guide via discord bot's command, it might only show only half the guide, please use the website instead for the full guide.</strong></p><p>Before using this deck in PvP, you might want to play coop/friendly PvP with this deck to practice your switch/supplement plays.&nbsp;</p><p>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.</p><p><i>Scope is usually better than Pantheon because it kills mobs easier, resulting in less boss hp.</i></p><p>&nbsp;</p><p><strong>General Tips:</strong></p><p>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.</p><p>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.</p><p>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.</p><p>&nbsp;</p><p><strong>When Facing Aggro Opponent:</strong></p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>&nbsp;</p><p><strong>Fillers:</strong></p><p>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.</p><p>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.</p><p>Bubble as filler can provide resistance to aggros and extra crit rate. Note that bubble won't stack with Pantheon for extra crit.</p><p>&nbsp;</p><p><strong>Post Harmony preparations:</strong></p><p>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.</p><p>Merge aggro dice once opponents finish building up their deck (high dice pip).</p><p>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.</p><p><i>Max your bubble before using it for more crit</i></p>","id":28,"name":"YinYang PvP","type":"PvP"},{"archived":true,"battlefield":-1,"diceList":[[26,13,55,36,31],[26,13,55,56,31]],"guide":"<p>This deck is for quick wave 33-37 farming depends on your setup. You should have at least Joker as your legendary in order to play this deck.</p><p>At the beginning, always joker any growths you got. For 1-2 pip rgrowth &gt; growth and for 3-5 pip growth &gt; rgrowth. Keep a little gears so you can kill the mobs. Don't use high pip jokers on growth as they might end up 7 pip growth, and don't use them on random growth as their pip will go down a lot. Keep high pip jokers for gear/critical when you need it.</p><p>Once you get some high pip gears, try to connect them together. Use joker on gear to connect them easier. You should chain all your gear on your board and have some critical dice buffing them. Remember to upgrade your gear and critical to max after this.</p><p>You can use Cracked Growth as an alternative of Growth Dice.</p><p>If your crit is too low, Crack Dice can be an alternative to it to boost some dmg. Try to keep highest pip crack only.</p>","id":27,"name":"Random Gear Crit","type":"Co-op"},{"archived":false,"battlefield":1,"diceList":[[49,31,56,36,44]],"guide":"<p>The goal of this deck is to fill all 15 board spaces with star dice. This deck works well with the Ass spam deck.&nbsp;</p><p>At the beginning of the game, you need to gather as much value as you can, always joker growths. The joker priority is: 5-7 pip cracked growth &gt; growth &gt; 3-4 pip cracked growth. Do not joker low pip cracked growth as it has a chance to disappear. You can merge 1 pip supplement into 1 pip cracked growth so it will survive if the roll goes down. After settling the surviving problems, you should try to get rid of every other dice and get a full star board. Keeping a star of each pip will make it easier to use your joker.</p><p>For joker management playing the random growth variant, for 1-2pips, you should reserve joker on random growth; for 3pips, you can use joker on random growth or growth; for 4pips, use it mostly on growth, if you cant get any growth, use it on star; for 5pips+, only use it on star. &nbsp;</p><p>You should have a full board before the first knight(wave 15). If you have that you should be able to instakill knight. If you feel you cannot get full board stars before wave 15, get 2 stars and a joker on the 3 activation place so you can activate it right after wave 14.&nbsp;</p><p>If you cannot instakill first knight and you survived, try to remake your board. You should be focusing on getting rid of high pip supplement. (Tip: You can merge supplements to make a higher pip supplement. This will help prevent board lock.)</p><p>Throughout the game, you should lvl up your star to lvl 2 before wave 10, and lvl 4 before wave 15.</p><p>After wave 20 and your board is solid, don't merge anything as it might lead to an early end to the game.</p><p>If you have assassin support, once you get a full board of star dice, don't merge anything and upgrade your star to max. After that, you can go afk and let your support boost your dice.</p><p>Star has a difficult time killing speedy mobs due to the activation time. Having support with slow or using the final colosseum as your battlefield will resolve this problem.</p>","id":26,"name":"Star","type":"Co-op"},{"archived":true,"battlefield":-1,"diceList":[[39,31,20,9,42],[39,31,20,9,37],[39,31,20,9,59],[39,31,20,9,51]],"guide":"<p>Disclaimer: Do NOT use this deck to support combo decks or play with randoms.</p><p>If you only have joker and assassin as your legends, this deck might be your best bet to farm(leech) in coop efficiently.</p><p>This deck is used to support high pip based decks or unstable decks like solar lunar or star.&nbsp;Before going into game, you should make sure your Mine Dice is not underclassed. A high class Mine Dice gives more sp and speeds up the assassin spawn rate a lot.</p><p>For the early game, gather as many Mine as you can and upgrade it to 2, 3, 4 and max when you get 2, 4, 6, 8 mines. Don't merge assassin too much when your partner doesn't have their board set up.&nbsp;</p><p>Normally your partner will have set up the board by wave 15. Wait for the knight to flip your mine field and you can start your first spam. You should not spam too much ass at this time. After spamming, get yourself a mine field and wait until next spam.</p><p>For star support, you might want to spam some assassins at wave 13-14 depends on your partner can successfully one shot knight or not.</p><p>At wave 37-41 you should met another knight. Wait until knight flips your board and you can start your second spam. Keep one assassins of each so you can joker it. Merge assassins slowly so you won't get 2 of it target the same dice and only upgrade it once. Normally you can use all your SP to spam ass at this point. Avoid keeping 1 pip dice as Leon will likely to kill it.</p><p>For who is new to assassin dice mechanic: Merging an assassin die and a mimic die triggers the effect too. Always joker assassin before merging so you wont have awkward moment of cannot joker assassins.</p><p>&nbsp;</p><p><strong>Dice choices:</strong></p><p><i>Metastasis</i></p><p>Can give your partner extra SP to help setup their board and upgrade dice</p><p><i>Summoner (Default)</i></p><p>Can help increase value and make it easier to spam assassins</p><p><i>Bounty</i></p><p>A weaker Metastasis. <i>Sometimes forcing noob YY players to merge their dice for SP and up their pips</i>.</p><p><i>Healing</i></p><p>It damages bosses at partner's board, making it easier to be killed</p><p>If you don't have the dice fillers above, bringing a dps dice for early carry is a good option too.</p>","id":25,"name":"Ass Mine","type":"Co-op"},{"archived":false,"battlefield":8,"diceList":[[31,36,37,45,42],[31,36,56,45,42]],"guide":"<p>This deck is used to support combo moon players by using time and lunar to reach max attack speed. Aim for 7 pip times and maybe a few 6 pip ones depending on rng. Make sure to have good communication with your partner.&nbsp;</p><p>Early game/Mid game (Wave 1-34)&nbsp;</p><p>During these waves you want to play as a normal meta spammer. Use joker on meta and merge them after boss waves. Make sure to upgrade random growth to max if you’re boardlocked and waiting for random growth/growth to grow. If random growth gives you a 7 pip time, max time as well.&nbsp;</p><p>Late game(Wave 35+)&nbsp;</p><p>You want to focus on times while still getting a few metas. The joker priority is 1-3 pip rgrowths &gt; 4-6 pip growths &gt; 4-6 pip metas. ALWAYS merge anything 6 pip (unless it’s 6 pip growth or a 6 pip time that’s supporting a 6 pip combo next to a high pip lunar). When spamming metas, stall as much time as you can. Merge one pair of metas and wait for the mob to go near the corner, then merge another meta. Repeat this until you run out of metas. This will help you give more time for your random growths to grow. Bosses will be the hardest part so I made a guide for each boss.&nbsp;</p><p>Knight: Joker your 7 pip time dice after the flip. Before Knight come you can save some 5 or 6 pip dice and it will have a chance to roll into growths.</p><p>Leon: Merge 6 pip dice and hope for a 7 pip time. Not much to say here as leon will probably kill your game without good rng.&nbsp;</p><p>Magician/Gravitor: Dodge merge if it hits/targets metas, times or jokers. The pip count doesn’t matter as it gives a chance to merge into a growth/meta/time.&nbsp;</p><p>IIIIIIIIIII, Snake, Silence: They cannot harm your board.</p><p>Basilisk: It depends on what boss it spawns. Just follow the guides on the different bosses.</p>","id":24,"name":"Metatime","type":"Co-op"},{"archived":true,"battlefield":5,"diceList":[[5,22,13,31,36],[5,22,13,31,55]],"guide":"<p>This deck is a good mid range deck, it is better than gear deck in terms of stability and length. If you only have growth or joker as your legendary; or if you do not have late game legendary like combo or atomic; or if you do not have aggro legendary like assassin or flow. This is a mid range deck that aims to have super stable early game and last longer against any aggro decks.</p><p>Before diving into the gameplay of this deck, you'll need to understand the concept for this deck. Critical dice enhanced damage of a dice greatly, if a dice is not buffed by critical, it is not going to do much damage, modified electric is for wave mobs damage while iron is for boss damage.</p><p>Starting off the game, spawn dice slowly and try to chain growth with joker. 1-2pip melec does relatively low damage, you can merge them when needed, iron should be able to carry the first 2 waves, level them twice. If you are using the Random Growth variant of the deck, make sure you have enough dps to hold the mobs back when you start jokering random growths. Do not use all your jokers on random growth because it can lead to not having enough dps.&nbsp;</p><p>Starting wave 3, mobs should start pushing, that's when melec become effective, before wave 3, you should get a melec to at least 4pip, buffing by 3+pip critical dice.</p><p>Getting high pip melec buffing by high pip critical is going to be the most important part of this game, if you kill mobs fast enough, the boss hp would be less, which creates an overall safer boss fight environment.</p><p>Unlike melec, iron pip is not as important, but make sure it is buffed by a critical dice, that allows it to damage boss enough to kill it.</p><p>When leveling the dice, as said above, first level iron twice, then level melec, level iron next, only level critical if you can't get a 3pip+ critical dice, leveling a high pip critical only gives minimal buff and it's not worth the sp to do so.</p>","id":23,"name":"Iron Melec Crit","type":"PvP"},{"archived":true,"battlefield":2,"diceList":[[40,32,35,36,31],[40,33,35,36,31],[40,32,48,36,31]],"guide":"<p>This setup requires the lava battlefield</p><p>This deck makes use of the % based damage from atomic, holy sword and the lava battlefield, as well as the combined slowing effect of blizzard and flow in order to achieve extremely high rounds.&nbsp;</p><p>Make use of a few atoms on the outer edge as well as a good amount of blizzards and flows on each side in order to slowly climb to extremely high rounds.&nbsp;</p><p>Tips:</p><p><i>General - </i>Merge towards the top of the board as these are the most important positions for atomic.</p><p><i>Flow</i> - Always maintain about 10-15 pips of flow on your board (based on your flow class) in order to achieve the maximum 40% slow.</p><p><i>Blizzard</i> - Always maintain a minimum of 3 blizzards as it would ensure the maximum slow on mobs as fast as possible. Having fewer than 3 blizzards would place you at high risk of quickly dying to mobs.</p><p><i>Managing value - </i>Value is extremely important in this deck as it aims to hit extremely high rounds, where SP is extremely scarce. Hence, it is always important to prioritise growths as much as possible. Having your board at an average of 4-5 pips per dice is usually enough to survive well, in contrast to merging high pip dice which loses you a lot of value extremely quickly. It is not necessary to obtain a perfect atomic setup, but rather to preserve value as much as possible. This will give you SP to build up a board strong enough to handle loss of value from magician and Leon.</p><p><i>After patch 5.4.0, the lava field is nerfed that its max HP prop damage is changed to current HP prop damage.&nbsp;</i></p><p>If you insist to use this deck, use healing dice for finisher.</p>","id":22,"name":"Lava","type":"Co-op"},{"archived":true,"battlefield":-1,"diceList":[[22,51,15,36,31]],"guide":"<p>This deck relies on a decent amount of crit and good dice class.</p><p>The general game plan of this deck is to gather as many pips of value and as much SP as possible in order to overwhelm your opponent with healing while knight is on the field.&nbsp;</p><p>Upon starting the game, focus on getting as many growths as possible by merging sacs under 3 pip and excess 1 pip melec/heal.&nbsp;</p><p>During the first knight, copy sacs after the first pip and allow knight to flip them for extra sp. Afterward knight dies, copy growths in order to maximise value. Merge any excess low pip sac/melec/heal you have in order to make space to get more growths. Upgrade your melec to max level. Make use of the available time to get extra dot counts on your dice and extra SP. . Aim for a at least 2 or 3 4+ pip melec on the board before waiting it out until the next knight.&nbsp;</p><p>When the 2nd knight arrives, you should have some extra SP and a decent board of dice. At this point, if you opponent is not much stronger, you can start using joker on heal and merging heal. Use excess jokers on sac to obtain extra SP. Continue merging heals until your opponent clears or dies.&nbsp;</p><p>If your opponent is really strong, continue to gather value and launch your attack at the 3rd knight.</p>","id":21,"name":"Melec Heal","type":"Crew"},{"archived":true,"battlefield":-1,"diceList":[[31,39,15,3,23]],"guide":"<p>This is a deck for crew battle, which aim to abuse the mechanic of knight switch to spam assassin merges weakening wiping your opponent's board for victory.</p><p>At the very start of the game, do not spam spawns. Spawn your beginning dice one by one until you get 2 absorb, a joker with absorb, do not merge anything unless you get 3 poison.</p><p>Once you have 2 absorb on board, level absorb to level 3, depending if you get absorb early, try to get absorb to level 4 before silencer spawns.</p><p>Once silencer spawns, spam spawn and try to fill your board, level poison once if you have over 40 mobs. Use all joker on sacrifice.</p><p>Once Knight comes, you have to act quick and joker all assassin, merge them. If you have no assassin to copy, copy sacrifice. Keep doing it until knight dies.</p><p>After knight dies, your pace should slow down alot, try to stay alive by having a 3 or 4pip poison. Level poison to max. then keep try to spawn in more a few more assassin to snipe down your opponent.</p><p>The game should end by the second snake boss, or second knight boss at most.</p>","id":20,"name":"Assassination Crew","type":"Crew"},{"archived":true,"battlefield":5,"diceList":[[38,31,47,44,25],[38,31,47,44,37],[31,45,44,54,42],[31,45,44,43,42]],"guide":"<p><strong>Solar time</strong></p><p>The solar time setup involves 2 players, the <i>Solar DPS</i> and the <i>Time Support</i>, and the deck works as the combination of enough time dice and light/lunar is able to allow solar to reach maximum attack speed.&nbsp;<br>&nbsp;<br><strong>The Setup</strong><br>The Setup on the <i>Time Support&nbsp;</i>involves a board containing enough 3 pip time dices to achieve maximum attack speed. (Depends on time class and the number of lunar pips, but 7 is usually sufficient)<br>The Setup on the <i>Solar DPS&nbsp;</i>involves having 4 or 7 activated 3 pip solars around a 5+ pip lunar.<br><strong>&nbsp;</strong><br><br><strong>Setting up (Wave 1-14)</strong></p><p><i>Time Support -&nbsp;</i>During the early waves, try to get a few early pips of typhoon and upgrade your typhoon to power 3. Around 6-7 pips of typhoon at power 3 is enough help to around round 10. The typhoon will give your partner enough time to setup their solars. If your partner is a confident solar player and can survive early game, use ix and focus on setting up your time dice immediately.</p><p>Once you see that your partner has the initial setup of the 4 2 pip solars around a light/lunar, start merging all your 1 pip typhoons to try to get time dice. Use your supplements to upgrade your time dice to 2 pips and use jokers to copy supplement or time, whichever is needed.&nbsp;</p><p>Tip: Supplements are crucial to allow you to get your setup as fast as possible. Usually, before you get 8 time dice, you would want to keep at least 1 1 pip supplement so you can joker it if necessary. Immediately dumping all your supplements on time dices at the start of the game may make it harder to complete the setup later on.</p><p>After the completed setup of 8 time dices, <strong>power up your time dice to max leve</strong>l. Merge the rest of your 1 pips into 2 pips. Your goal is to obtain a full board of 2 pip dice, regardless of whether they are time (since time attack speed bonus caps by 8 dice). DO NOT MERGE INTO 3 PIPS as it will hinder your ability to respond to knight. After you fill your board with 2 pips, you can wait till round 15.</p><p>&nbsp;</p><p><i>Solar DPS -&nbsp;</i>As solar DPS, your priority is to get your solar setup as fast as possible. Try to first gather SP and summon dice until there are 5 dice in a “+” formation on the board. Avoid merging dice before then. After you get the “+” formation, use your switch dice to place the light/lunar dice in the centre and any solar dice you have adjacent to the light/lunar dice.</p><p>If you don't yet have 4 solar dice, you can place a joker in place of the solar temporarily as a \"substitute solar\" which can later be turned into a solar if necessary.&nbsp;</p><p>If you have too many copies of solar/light/switch, you can merge them before you finish the setup. If you complete the setup before you merge any extra dice, you are at risk of deactivating solar.&nbsp;</p><p>If you have sufficient supplements/extra jokers to upgrade all your solars/substitute solars to 2 pip and upgrade your light/lunar to at least 2 pips, use the jokers in the solar spots to activate solar and use supplements to upgrade the solars to 2 pips, completing the setup.</p><p>Tip: Merge dice into the 2nd and 4th spot of the 2nd row. This has the smallest chance of spawning a dead solar/lunar that will hinder your ability to finish the setup.</p><p>Once you have your setup of 4 2 pip solars around a 3+ pip lunar, upgrade your solar and lunar to max level. After doing so, try to summon dice and create 4 2 pip supplements which can be used to upgrade your solars to 3 pip after round 15. Any additional supplements should be merged and used to upgrade your lunar. It is usually possible to get a 4 pip lunars and a few 2 pip supplements before round 15.</p><p>Tip: If your solars get deactivated, try to find an additional solar to merge with the extra solar in order to reactivate it rather than merging with a solar you already have. 4/5 of the time, merging 2 solars when you have 6 would reactivate your 4 solars.</p><p>&nbsp;</p><p><strong>Knight (Wave 15)</strong></p><p><i>Time Support -&nbsp;</i>When knight comes at wave 15, allow it to flip your board once first. After knight flips your board the second time, try to use jokers and get around 4 to 5 time dice, which is sufficient to kill knight. Using the remaining jokers, you can copy either supplement or time depending on what you are lacking in order to upgrade your board to 3 pip. Use your supplements on the time dice in order to upgrade your times to 3 pip. Merge all extra typhoons or value dice you have on your board to try and get 3 pip times. Once you get 7 3 pip times, it should be sufficient to achieve maximum attack speed. Instead of trying to get more 3 pip times, it is a good idea to gather a few 2 pip supplements to make your board easier to repair after Leon.&nbsp;</p><p>Tip: It is unnecessary copy 1 or 2 pip time dice, since they do not affect the 3 pip solars. In general, you should copy 1 pip metastasis or ix and merge them, since it is likely for you to get a 2 pip supplement or time dice from the merge to create 3 pip times.</p><p>Tip: Avoid upgrading your board to a fully 3 pip board, as it makes it easier to run out of value after later knights and Leon. Instead, have enough time dice to achieve maximum attack speed and be prepared to turn the rest into 3 pip times when they are required. If you are using ix10, save as many of them as possible while having sufficient time dice for maximum speed for when your <i>Solar DPS&nbsp;</i>finishes their setup.</p><p>&nbsp;</p><p><i>Solar DPS -&nbsp;</i>When knight arrives, do not immediately upgrade your solars to 3 pip. Instead, wait until BOTH knights are dead. A safe play to make after the knights die is to upgrade 2 solars to 3 pip, which would give your time support additional time to transition to 3 pip with lower risk of dying. Once the time side is set up, you can convert all your solars to 3 pips.&nbsp;</p><p>After knight, gather SP and try to gather supplements in order to upgrade your moon to 5 pips while making sure that you do not die in the process. Avoid deactivating your solars/moon right before other bosses as it could result in your setup being destroyed. You could also develop 7 solars if needed, with an additional lunar dice to buff the 3 solars.</p><p>Extension: If you are confident that you have enough SP, or you used summoner instead of switch, it is possible to make a 6 pip moon and would boost your damage even further. However, a 5 pip moon is usually sufficient. &nbsp;</p><p>&nbsp;</p><p><strong>Magician + Leon (Wave 20+)</strong></p><p><i>Time support -&nbsp;</i>Magician:<i>&nbsp;</i>Do not merge dodge magician as you will be left with 4 pip dice which are difficult to get rid of.</p><p>Leon: Use any 2 pip supplements you have to fix the 2 pip time dice and turn them back into 3 pip time dice after Leon attacks.</p><p>Tip: You can use jokers on 1 pip supplements and merge 2 1 pip supplements to form a 2 pip supplement, which makes it easy to repair your board.</p><p>&nbsp;</p><p><strong>Late game</strong></p><p>After you setup as above, the main idea is just to maintain your board, especially for the time side. A good setup of solars and time dice that are constantly repaired can make it to 55 or higher with good dice class and crit.</p><figure class=\"media\"><oembed url=\"https://youtu.be/7k7AXfdxXUE\"></oembed></figure>","id":19,"name":"3 pip Solar Time","type":"Co-op"},{"archived":true,"battlefield":-1,"diceList":[[36,31,22,13,15]],"guide":"<p>For the early game, spawn all dice. Before merging anything, wait for your dice to kill 1 mob to spawn another dice (6 dice in total on your board). How you start your early game depends on the first 6 dice on your board. If you have a bunch of Jokers and Growths, use it on Growth. If you have Jokers, Sacrificials, and Growths, use Joker on Growths and merge Sacrificals. If your Sacrificial doesn't have a pair, use one of your Jokers on it then merge them. Make sure to have at least one 2 pip Modified Electric to prevent your opponent from pressuring you.&nbsp;</p><p>Upgrade your Iron MElec to level 2 by second boss, and then upgrade them to level 3 by third boss. Prioritize upgrading MElec as much as you can during the first Knight Boss using the sp gained from Sacrificials. You should max both of them by the second Knight Boss. Do not upgrade Critical until you max your MElec.&nbsp;</p><p>Try to have 4 Critical on your board since it's the optimal amount of dice. You don't want too much because you'll waste space for more potential MElecs.&nbsp;</p><p>During each Knight Boss, do not merge any Sacrificials. Alot of players do this which results in them losing value instead of gaining them. Knight can activate Sacrificial's ability by shuffling them, so it's more optimal to leave them on your board. To get the maximum value of SP, use Jokers on Sacrificials. Make the most out of it during Knight Boss because the upcoming Magician and Leon Bosses destroys your board, and it takes alot of sp to rebuild it back. Keep in mind the HP of Knight. If his HP is low, and you think he won't shuffle your board in the next few seconds, use Jokers on Growths. If Jokers can't be used on Sacrificials due to pip count difference, use it on MElec. If you can't, use it on Iron. After you kill Knight Boss, and you have a few pair of Sacrificials to merge, wait for Magician to see if it targets them, so you would be able to dodge it.&nbsp;</p><p>For the upcoming Magician and Leon bosses, don't spawn until after Leon activates his ability. You also lose value from this because Leon can delete the 1 pip dice you just spawned which is a waste of sp. Leon also targets more dice depending on the amount of dice on your board.</p>","id":18,"name":"Melec Crit","type":"Crew"},{"archived":true,"battlefield":-1,"diceList":[[31,26,13,37,20]],"guide":"<p><i>If you have growth, you should be playing the </i><a href=\"/decks/guide/Iron%20Melec%20Crit\"><i>Iron Melec Crit deck</i></a><i>. Gear is only stronger when you don't have growth.</i></p><p>Starting off, the main character of this deck is not only gear, but also critical. Playing with critical allows you to do many times higher dps than playing without it. You can last up to 5 extra waves with correct critical dice placement.</p><p>On wave 1, reserve your 1pip joker for summoner, always keep at least 1 summoner dice so that you can joker it for more value, i.e. if you have 1 summoner + 1 mimic, do not merge them, wait for another summoner or joker, then you can merge one of the summoner with mimic. When you merge, always merge towards the middle so that you can have high pip crit buffing high pip gear. When you have 4 gear chained, level gear once.</p><p>When leveling dice, only do it when you have finished merging and the board is stablized. A quick reference for when to level gear is, 4chain → level 2; 7chain → level 3; 10chain → level 4; 13+chain → level max. For leveling critical, you'll only need to do it when you have established the said goal below.</p><p>When considering the placement for critical dice, it is ideal to keep only 1 highest pip critical, at the position where it can buff 4 gear dice (the second row) , work for high pip gear dice surrounding it. Only the gear dice that is buffed by critical is going to do the dps you need, the rest of the gear dice are only there to increase the chain damage.</p><p>An ideal case for the goal of this deck is to have a 4pip critical buffing another 4 of 4pip gear. When you have established 1 high pip critical buffing another 4 high pip gear, while having more at least 13 gear chained, do not touch your board, no merging or spawning, any action may ruined your board.</p>","id":17,"name":"Gear","type":"PvP"},{"archived":true,"battlefield":-1,"diceList":[[39,36,43,31,15]],"guide":"<p>For the early game, your main objective is to weaken your opponent's board. First 60 seconds of game for assassin deck is key so let’s go over it step by step.</p><p>If first few dice are an assassin, sacrifice and joker, choose to copy the sacrifice in hopes for another assassin. This will also help get more dice on the board. If instead you get one growth and two jokers use only one of the jokers on the growth. Save the other joker for future assassin. Almost always choose to use joker on assassin from there on out though.</p><p>Upgrade the typhoon die ONE time after you’ve attacked them with assassin a few times or you’re starting to lose your footing. If you have a 2 pip assassin on the board and two 1 pip of other dice on the board, combine them and hope for an assassin. Use jokers on growth or sacrifice if no hope for assassin (except in early game always leave one joker for the assassin).</p><p>If the game lasts longer than expected focus on getting higher pip typhoon and still getting a few assassin off once in a while.</p><p>Don't spam merge assassins. There are situations where 2 or more assassins target the same die, but it reduces only 1 pip of the targeted die.</p>","id":16,"name":"Assphoon","type":"PvP"},{"archived":false,"battlefield":7,"diceList":[[39,59,15,20,31]],"guide":"<p>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.</p><p>The strength of this deck is heavily dependent on your Bounty's class, make sure to have it high class for more SP.</p><p>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.</p><p>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.&nbsp;</p><p>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.</p>","id":15,"name":"Hypersin","type":"PvP"},{"archived":false,"battlefield":9,"diceList":[[46,37,31,20,61],[46,71,31,20,61]],"guide":"<p>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.</p><p>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%.</p><p>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.</p><p>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.&nbsp;</p><p>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.</p><p>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.&nbsp;</p><p>(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.</p><p>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.</p><p>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.</p><p>Against Hypersin:&nbsp;</p><p>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.</p><p>Targeting Summoner/Mimic: Merge onto another Mimic/Summoner to dodge the assassin and trigger the Summoner skill.</p><p>Targeting Combo: Merge onto another Mimic/Combo.</p><p>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.</p><p>Targeting Joker: If it is a 1 pip joker, just simply joker another dice to avoid the assassin. The joker priority is Summoner &gt; Combo &gt; Mimic &gt; Scope.&nbsp;</p>","id":14,"name":"Combo PvP","type":"PvP"},{"archived":true,"battlefield":-1,"diceList":[[36,31,15,5,22]],"guide":"<p>For the early game, spawn all dice. Before merging anything, wait for your dice to kill 1 mob to spawn another dice (6 dice in total on your board). How you start your early game depends on the first 6 dice on your board. If you have a bunch of Jokers and Growths, use it on Growth. If you have Jokers, Sacrificials, and Growths, use Joker on Growths and merge Sacrificals. If your Sacrificial doesn't have a pair, use one of your Jokers on it then merge them. Make sure to have at least one 2 pip Modified Electric to prevent your opponent from pressuring you.&nbsp;</p><p>Upgrade your Iron and Melec to level 2 by second boss, and then upgrade them to level 3 by third boss. Prioritize upgrading Melec to level 4 during the first Knight Boss using the sp gained from Sacrificials. You should max both of them by the second Knight Boss.&nbsp;</p><p>During each Knight Boss, do not merge any Sacrificials. Alot of players do this which results in them losing value instead of gaining them. Knight can activate Sacrificial's ability by shuffling them, so it's more optimal to leave them on your board. To get the maximum value of SP, use Jokers on Sacrificials. Make the most out of it during Knight Boss because the upcoming Magician and Leon Bosses destroys your board, and it takes alot of sp to rebuild it back. Keep in mind the HP of Knight. If his HP is low, and you think he won't shuffle your board in the next few seconds, use Jokers on Growths. If Jokers can't be used on Sacrificials due to pip count difference, use it on Melec. If you can't, use it on Iron. After you kill Knight Boss, and you have a few pair of Sacrificials to merge, wait for Magician to see if it targets them, so you would be able to dodge it.&nbsp;</p><p>For the upcoming Magician and Leon bosses, don't spawn until after Leon activates his ability. You also lose value from this because Leon can delete the 1 pip dice you just spawned which is a waste of sp. Leon also targets more dice depending on the amount of dice on your board.&nbsp;</p><p>As you progress into the late game, prioritize having more Melec on your board than Irons. Irons are primarily for weakening bosses, but Melec is more important late game because it effectively gets rid of mobs on your field which makes you spawn bosses on their board faster.</p><p>&nbsp;</p>","id":13,"name":"Iron Melec","type":"Crew"},{"archived":true,"battlefield":-1,"diceList":[[36,31,48,22,61],[36,31,48,43,61],[36,31,48,22,13],[36,31,48,38,15]],"guide":"<p><strong>General tips:</strong>&nbsp;</p><p>The key to winning in flow decks is being able to clear monsters on your side faster than your opponent, then overwhelming them with any additional resources you have through flow.&nbsp;</p><p>The general game plan with flow is to first joker growths and build up as many pips of dice value as possible before the first boss, while minimally upgrading your dps dice to 3. Merge the lower pip dice first (whether it's dps or flow) when you need space to improve your board before the high pip. Following which, pay attention to the opponent's side of the board, and if the opponent is struggling much harder than you are, quickly use spare jokers on flows and upgrade flow as quickly as possible. This has the potential to catch your opponents off guard for a quick victory. If your opponent is not yet struggling, focus on upgrading your dps dice and getting more pips of dice through growth, until you see an opportunity to kill them. If you yourself are unable to keep up with mobs, very few will spawn on the opponent's side and the speed boost from flow will not have much effect, hence it is important to make sure you are strong in terms of dps.</p><p>&nbsp;</p><p><strong>Matchups:</strong></p><p><i>Atomphoon and combo (without sac)</i></p><p>These are the easiest matchups, and if you get lucky with growths early, it's possible to kill them even before the first boss. Follow the general game plan and you should win.&nbsp;</p><p><i>Other flow decks</i></p><p>Prioritize having more dps and more value above getting flows, given that your opponent could quickly kill you if you get overwhelmed.&nbsp;</p><p><i>Melec crit/Thorn/Combo (with sac)</i></p><p>These matchups are very hard because of the amount of early dps they are able to put out. Despite this, if the opponent gets unlucky with growths, it is still possible to surprise them with a sudden flow attack and claim victory.&nbsp;</p>","id":12,"name":"Flow","type":"PvP"},{"archived":false,"battlefield":-1,"diceList":[[36,31,15,40,65],[36,31,15,40,22],[36,31,15,40,60],[36,31,15,40,46]],"guide":"<p>For the early game, spawn all dice. Before merging anything, wait for your dice to kill 1 mob to spawn another dice (6 dice in total on your board). How you start your early game depends on the first 6 dice on your board. If you have a bunch of Jokers and Growths, use it on Growth. If you have Jokers, Sacrificials, and Growths, use Joker on Growths and merge Sacrificals. If your Sacrificial doesn't have a pair, use one of your Jokers on it then merge them. Make sure to have at least one 2 pip DPS dice of your choice to prevent your opponent from pressuring you.&nbsp;</p><p>Upgrade your DPS and Atomic to level 2 by second boss, and then upgrade them to level 3 by third boss. Prioritize upgrading your Atomic to level 4 during the first Knight Boss using the sp gained from Sacrificials. You should max both of them by the second Knight Boss.&nbsp;</p><p>Tips on Sacrifice: During each Knight Boss, do not merge any Sacrificials. Alot of players do this which results in them losing value instead of gaining them. Knight can activate Sacrificial's ability by shuffling them, so it's more optimal to leave them on your board. To get the maximum value of SP, use Jokers on Sacrificials. Make the most out of it during Knight Boss because the upcoming Magician and Leon Bosses destroys your board, and it takes a lot of sp to rebuild it back. Keep in mind the HP of Knight. If his HP is low, and you think he won't shuffle your board in the next few seconds, use Jokers on Growths. If Jokers can't be used on Sacrificials due to pip count difference, use it on Atomics(if on the edge of the board). If you can't, use it on DPS dice. After you kill Knight Boss, and you have a few pair of Sacrificials to merge, wait for Magician to see if it targets them, so you would be able to dodge it.&nbsp;</p><p>For the upcoming Magician and Leon bosses, don't spawn until after Leon activates his ability. You also lose value from this because Leon can delete the 1 pip dice you just spawned which is a waste of sp. Leon also targets more dice depending on the amount of dice on your board.&nbsp;</p><p>As you progress into the late game, prioritize having more Atomics on your board than your DPS dice. Your DPS is mainly for finishing the remaining health of mobs and bosses, but Atomic is more important late game because it massively chips away a huge % of mobs' and bosses' hp on your field which helps you finish off bosses and mobs faster to pressure your opponent.&nbsp;</p><p>&nbsp;</p><p>Tips of Berserker: Use Joker on Growth so that there is a chance for high dots count Berserker. Remember don't let all Berserker activate at the same moment to avoid no dice attacks when they are during cooldown.</p><p>&nbsp;</p><p>Atom combo:</p><p>During the early game, copy sac first to get more dice spawns, then joker growth after first 10 spawns. If you have enough dps, don't combine combo so you have a higher chance to get sacrifice on knight swap. Don't combine 2+ pip sac if it's not needed to have more sp on knight swap. Your main early dps should be sacrifice and atom. Level up atom once if you have some on the board.&nbsp;</p><p>The first knight is the most important part of the game. Joker sacrifice if the knight won't die and is going to switch your board again. Copy growth if the knight will die before the next swap. If you have extra SP, summon dice and combine spawned combo for extra combo damage. This will also give you more chances to spawn sacrifice for more SP. Level atom to level 4 and combo to level 3 but save sp for after leon ability.&nbsp;</p><p>After you kill the knight, leon is the biggest threat to your board. As soon as the ability triggers, spawn dice to fill your board immediately. Copy as much growth as possible and rely on atom to do most of the damage. After this, continue to combine combo but keep a full board. Level atom to max and combo to at least level 3. Not required to merge anything, let atom do damage, 2-3 pips are good enough to get to the 2nd knight. Main dps should still be atom.&nbsp;</p><p>Combo does very well at the second knight, before the knight switch, combine all combo on board. Joker combo over sacrifice if you can merge it, and max combo and atom levels.</p><p>After the second knight, your combo counter should be around 10-15 combos. Find a decent balance of atom and combo. Save SP for knight rounds, should be able to kill everything between the 2nd and 3rd corner of your board. Build your pips with growth, don't rush combo. Your main combo builders will be knight flips, you should be increasing your combo count by 5-10 every knight.</p><p>During late game, the game will just be a mirror match. If you get no atomics on knight flips, just wait for the next flip. Don't mess up your board to get more combos, atom should be doing most of the late game damage.</p>","id":11,"name":"Atomic Crew","type":"Crew"},{"archived":true,"battlefield":-1,"diceList":[[36,31,5,11,35],[36,31,43,11,35]],"guide":"<p>For the early game, you want to have as much typhoons/irons as possible to clear waves quicker. Thorns is not needed until 2nd to 3rd boss, so you want to merge all 1 pip thorns (Keep a few just in case)</p><p>Upgrade your dps dice (typhoon/iron) to lvl 3 before first boss, and max it by the second boss. For thorns, you upgrade it to lvl 3 by second boss, and max it by third boss. Do not upgrade blizzard until you max both your dps and thorns.</p><p>As you progress, you want to slowly change your dps dice to thorns (starting from the lowest pip to the highest). You want high pip thorns as much as possible. Take note that thorns produce more traps the higher pips it has, and its damage per trap is also multiplied by the number of its pips.</p><p>If you chose the Iron variation, you should know that iron is there to weaken the mobs for thorns to finish it off. It's the other way around for typhoons.</p><p>Note: Use Typhoon if you have over 500% crit as it does more damage than Iron on both mobs and bosses.&nbsp;</p>","id":10,"name":"Thornphoon & Iron Thorn","type":"PvP"},{"archived":false,"battlefield":6,"diceList":[[38,47,31,36,35],[38,47,31,55,35],[38,47,31,36,15],[38,47,31,36,56]],"guide":"<p>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.&nbsp;</p><p><strong>General tips:</strong></p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>&nbsp;</p><p><strong>Tips when opponent using Aggro Deck:</strong></p><p>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.</p><p>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.</p><p>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.</p><p>&nbsp;</p><p><strong>Two Growth (Growth + Cracked Growth):</strong></p><p>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.</p><p>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.</p><p>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.</p><p>&nbsp;</p><p><strong>Blizzard + Growth</strong></p><p>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.</p><p>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.&nbsp;</p><p>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.</p><p>&nbsp;</p><p><strong>Random growth + Sacrifice</strong></p><p>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.</p><p>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.</p><p>Due to the lack of blizzard in this deck, it is extremely important to <strong>always keep solar active</strong>. 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.</p><p>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.</p><p>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.</p><p>&nbsp;</p><p><strong>Replacing the Fifth Dice:</strong></p><p>Except for Blizzard, the fifth slot can also be replaced like:</p><p>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.</p><p>Switch- Switch the place of Solar and Lunar, and dodge the Assassination.</p><p>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.&nbsp;</p><p>Aggro: Please refer to <a href=\"Solar with Aggro\">Solar with Aggro</a> guide.</p><p>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.</p>","id":9,"name":"Solar Moon PvP","type":"PvP"},{"archived":false,"battlefield":-1,"diceList":[[22,16,76,5,55]],"guide":"<p>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.</p><p>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.</p><p>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.</p><p>If you have some legends, it might be suitable as a replacement for stuff in this deck.</p><p><strong>Deck elements:</strong></p><p>Front/Boss dps(required): &nbsp;Iron, Arrow, Typhoon, Solar(with joker), Guardian, Speed gun(only use it when your deck consists of an aoe slow dice)</p><p>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)</p><p>Miscellaneous: Blizzard, Joker, Sand Swamp(best when used with Colosseum battlefield), Landmine, Earthquake, Hell(used with mighty wind/typhoon), Atomic, Flow, Death</p><p>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.</p><p>Merging related dice like Sacrifice, Supplement, Mimic, Summoner have bad synergy with random growth. You should avoid using them together.</p>","id":8,"name":"Non-Legendary Meta","type":"PvP"},{"archived":true,"battlefield":-1,"diceList":[[29,31,36,24,13],[29,31,36,43,33]],"guide":"<p>For the early game, keep spawning until you have a full board. Merge all 1 pip Crit/Hell and always use Jokers on Growths. Once you have a full board, merge the lower pips first, and then slowly build your board up.</p><p>For the 1st pair, try to have Landmines and Mwind beside Crit because both of them can crit. 3-4 Crit dice on your board is the optimal amount. You don't want too many because you're wasting space for potential Mwind or Landmines.</p><p>For the 2nd pair, you want to have your Typhoons beside Hell. Landmine is unaffected by Hell, so you don't need to have it next to them.  3-4 Hells is also sufficient enough.</p><p>Start slowly upgrading Mwind/Typhoons and Landmines during the first 10 waves. You should max them by wave 11-20. Take note that upgrading Landmine doesn't upgrade all Landmines placed on the field, so you want to upgrade it when you can. Don't upgrade Crit/Hell until you max both Landmine and Mwind.</p><p>The ratio for Mwind/Typhoon to Landmine should be 2:1 where Mwind/Typhoon is more present on your board than Landmine.</p><p>Note: The 2nd pair is more consistent in getting you to wave 40, but it ends there. It's unlikely to pass wave 40 with it. The 1st pair is slightly less consistent, but it can pass wave 40. This deck is less time efficient unlike the Fast 30s Gear Deck, so it's up to you.</p>","id":7,"name":"Landmine","type":"Co-op"},{"archived":false,"battlefield":9,"diceList":[[36,31,43,33,57],[36,31,43,33,30],[28,31,43,33,20],[36,31,43,33,48]],"guide":"<p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.&nbsp;</p><p>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.</p>","id":6,"name":"Hellphoon","type":"PvP"},{"archived":true,"battlefield":-1,"diceList":[[26,-1,-1,-1,-1],[31,15,37,44,36],[25,20,42,13,55]],"guide":"<p>For the early game, your playstyle depends on the filler dice you choose. If you have Joker paired with Growth or Summoner, use it on those 2 dice. If you have Metastasis/Sacrificial, immediately merge it with itself. Mimic /Supplement is used to prevent you from merging your high pip gear.</p><p>Always merge outwards and not inwards, so you can have space for your gear to connect.</p><p>When you have 3 pip Jokers, it's better to use it on 3 pip Gear than to wait for a 3 pip Growth. You don't want high pip dice because you might not be able to merge them and chances of getting a high pip Gear is 20%.</p><p>If you have 13+ Gear, and you can't merge anything other than Gear, stop merging and don't do anything. It's better to have it kept like that instead of merging your Gear and lose dps because it turned into another dice.</p><p>Note: This is the most time efficient deck for lower class players if you want to grind quickly.</p>","id":5,"name":"Gear Fast 35s","type":"Co-op"},{"archived":false,"battlefield":6,"diceList":[[36,31,35,32,40],[36,31,35,63,40],[36,31,35,38,40]],"guide":"<p><strong>Notice:</strong></p><p><strong>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.</strong></p><p>&nbsp;</p><p>The Atomic deck which have 4 variables which are Typhoon (Not more useful), Speed Gun, Solar and Holy Sword.&nbsp;</p><p>Here are some important tips for using this deck:</p><p>Players should always merge outwards for summoning Atomic and the best position for Atomic is the left-bottom.</p><p>Do not over merge dice to avoid fewer dice on the board, stop merge dice if you find you don't have enough sp.</p><p>Upgrade the dps dice before the first Boss and Atomic before the second boss.</p><p>Do not upgrade Blizzard in the early game.</p><p>Use Joker to copy Growth for higher pip dice.</p><p>&nbsp;</p><p><i><strong>Atomphoon(Typhoon does less damage late game than Speed Gun):</strong></i></p><p><i>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.</i></p><p><i>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)</i></p><p><i>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)&nbsp;</i></p><p><i>Here's a more detailed guide on how to play Atomphoon:</i></p><figure class=\"media\"><oembed url=\"https://youtu.be/uCMMXEESTuo\"></oembed></figure><p>&nbsp;</p><p><strong>Speed Gun:</strong></p><p>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.</p><p>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.</p><p>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)</p><p>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.</p><p>&nbsp;</p><p><strong>Solatomic:</strong></p><p>You should have good management for solar activation and a Club: Violet/The Pantheon board if you are planning to use this deck.</p><p>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.</p><p>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.&nbsp;</p><p>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.</p><p>&nbsp;</p><p><strong>Holy Sword variant:</strong></p><p>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.</p><p>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.</p><p>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.</p>","id":4,"name":"Atomic PVP","type":"PvP"},{"archived":true,"battlefield":-1,"diceList":[[36,31,42,40,4],[36,31,42,40,20]],"guide":"<p>For the early game, you want to keep spawning until you have a full board. Use Jokers on Growth if it is in the outer edge of the board. If not, then use them on Metastasis.</p><p>Throughout the game, you should prioritize on using 1-3pip joker on growth. Try to chain growth at 1-3pip to increase your pip count for atomic damage and the metastasis merge value.</p><p>Depending on your dps partner, you can hold off your metas merge until wave 21, where merging metastasis gives you the most value. If your partner has decent amount of crit and at least class 8 combo. You only need to focus on working to make your board fill with 4pips+ metastasis. Otherwise, if you partner has only class 7 combo and low crit, merge a few metas at wave 1-4. Then hold off your meta until wave 41. Upgrade atomic once you have spawned a full board to help doing damage.</p><p>When you starts sending metas, try to save 1 copy of 4,5,6 pips meta so that you can always use joker on them.</p><p>Starting from the mid game, which is your combo partner cannot instant kill boss anymore. When you're about to merge, always merge towards the top row. You want to do this because if you merge inwards, it has a chance to be an Atomic that is useless because it's orbs can't hit anything.</p><p>During the late game, the ideal atomic placement is at the top left corner along the mid path. Try to get at least 5pip atomic along the top path. Having atomic at any other spots won't help. Then it's all about rng for the atomic placement.</p><p>One side note for player who choose to use ice, try not to level ice too early, otherwise it slows the overall game time, only level ice when it's in the far late game where boss is starting to reach mid.</p>","id":3,"name":"Metatomic","type":"Co-op"},{"archived":true,"battlefield":5,"diceList":[[46,31,20,42,36],[46,31,20,42,37]],"guide":"<p>For the early game, you want to immediately merge Metastasis with itself. You want to keep doing this until wave 5 to spawn a lot more dice and get your combo counter up. You want at least a counter of 4 to beat wave 5. If you or your partner can't get 4+ counters by the end of wave 4, use metastasis with mimic when you don't have a pair of metastasis. (Upgrading Combos to lvl 2 by wave 5 helps too). Do not Joker your Combos immediately as they deal more damage than Combos at 2 counters. Joker them when you want to merge them to increase your counter.</p><p>Upgrade your Combos every 5 counters. If you haven't upgraded your Combo by wave 5, upgrade to lvl 2 when you hit 15 combo counters, then upgrade again when you hit 20. You should end up maxing your Combo by 30 counters.</p><p>To gain sp from Metastasis effectively, merge them when you beat a boss wave (11, 21, 31, 41). You may merge metastasis during mob waves after wave 40. Take note that merging Metastasis to itself gives the same value as merging Metastasis with Mimic. If your board clutters up from having too many metastasis, merge one of them.</p><p>To gain combo counters effectively, always use Jokers and Mimics on combos. Do not use Joker on Growth/Summoner unless necessary. Have 2 combos per pip. Example: you have two 2 pip combos and a 2 pip Mimic. When you merge the 2 pip Mimic and 2 pip Combo, you still have one 2 pip Combo remaining. This is good because you can use a 2 pip Joker on the combo if you get one. Always merge Combos with the lowest pip first. If you run out of combo pairs to merge, (If your board is full of Mimics/Jokers), or if you have 3 or more of the same pip combo, you can merge combos with itself.</p>","id":2,"name":"Combo Mirror","type":"Co-op"},{"archived":false,"battlefield":-1,"diceList":[[46,31,20,13,36],[46,31,20,47,37],[46,31,20,47,36],[46,31,20,47,12],[46,31,20,47,61]],"guide":"<p>Playing this deck is similar to the Combo Mirror Deck, but metastasis is replaced with Crit / Lunar. You can use Pantheon (for crit) / Blessings (for higher combo appear chance) / Luminous Prism (trigger double Meta casts) as the battlefield. You can use Lunar with the trait. The last slot can be replaced with Growth, Summon, Crack and Scope.</p><p>For the early game, you want to immediately merge Critical / Lunar with itself. Have your combo count at 4 to beat wave 5. If you can't get 4+ counters by the end of wave 4, upgrade Combo to lvl 2 and hope that you'll pass wave 5. Do not Joker your Combos immediately as they deal more damage than Combos at 2 counters. Joker them if you want to merge them to increase your counter and you have enough dps to pass waves.&nbsp;</p><p>Upgrade your Combo every 5 counters. If you haven't upgraded your Combo by wave 5, upgrade to lvl 2 when you hit 15 combo counters, then upgrade again when you hit 20. You should end up maxing your Combo by 30 counters.</p><p>Try to keep 3-4 Crit dice on your board. Do not upgrade it until you max your Combo, and try to maintain Lunar activation on the board at all times.&nbsp;</p><p>To gain combo counters effectively, always use Jokers and Mimics on combos. Do not use your Joker on Growth/Summoner unless necessary. Have 2 combos per pip. Merge Combo with Minic is more efficient for the combo counter (eg. You have 2 Combo and 2 Mimic, merging combo with mimic can make combo count increase 2 instead of 1). Always merge the lowest pip combo first. If you run out of combo pairs to merge (If your board is full of Mimics/Jokers),&nbsp;or you have 3+ combos at the same pip, you can merge Combos with itself. &nbsp;Use Blessings as Battlefield which pairs well with growth for preventing excess Growth which blocks the board.</p><p>If you play with crack, make sure you should only leave down one crack dice.</p><p>Be careful of making the board stuck when playing with Scope since it doesn't attack. But it is useful in late games as the scope and lunar with combo can attack more mobs at the same time.</p><p>If you have a pure meta support, you should use Summoner for more combo count. If you have a meta time support, make sure you bring Lunar to synergize with it. Check <a href=\"https://randomdice.gg/decks/guide/Time%20Support\">Meta</a> and <a href=\"https://randomdice.gg/decks/guide/Meta%20Spam\">Time</a> support for more information.</p>","id":1,"name":"Combo DPS","type":"Co-op"},{"archived":false,"battlefield":8,"diceList":[[42,20,37,36,31],[42,20,59,36,31],[42,20,59,37,31],[42,20,56,37,31],[42,20,36,18,31]],"guide":"<p>This deck is used to support Combo based decks for Co-op. For the early game, all you have to do is spawn. On wave 1, do not merge your Metastasis as they can do some damage on the first wave. You may merge them after the end of the wave. Only merge Metastasis when your DPS partner needs it. If they can hold out until wave 10, save all your Metas, so you can get more value from it.</p><p>Strictly use Jokers on Metastasis. The reason why people get board locked very early is because they use Jokers on Growths and Summoners. You want to avoid this if you don't want to be board locked.</p><p>As said on the 2nd paragraph, only use your Metas if your partner needs it. Don't waste them if they can hold out. Wait until they beat a boss wave, then you can spam (spam only when mobs spawn on waves 6, 11, 16, 21. If you merge Metas on boss waves even if you beat the boss, it will still give the same value, so you want to merge them on the next wave). Merge low pip Metas and save the high pip ones for when you beat a boss wave. After wave 21, you may spam all your Metas because the SP given from Meta caps from there.</p><p>To get the most value of Metas, merge them with Mimics. Merging Meta with Mimic gives the same value as merging Meta with itself. If you can't merge them with Mimic, it's fine to merge it with itself. This is the most effective way to spam your Metas.</p><p>It is the most ideal to go with summoner variant. If you do not have summoner, you can go with Bounty, which also grants SP to your partner. Early Bounty merges can effectively boost your partner's board as the SP given by Bounty is more than Metastasis before wave 5. You can also use cracked growth as an alternative for Growth in this deck.</p><p>If you are using Teleport, you can save mobs before wave 20 and release them afterward to give more SP than they originally can give. When using it make sure the dps side don't die because you starved him too much. After wave 20, you can merge Teleport with max mob count and hope to get a double proc from Prism battlefield. Same as Metastasis, don't merge them just before a boss, as they can shield the boss hence preventing it to be killed.</p><p>Luminous Prism battlefield can have a chance to double the SP gain of Metastasis Dice/Bounty Dice/Teleport Dice.</p>","id":0,"name":"Meta Spam","type":"Co-op"}]