Saturday, December 11, 2021

Random Dice

 Random Dice was one of my two Game of the Year of Quarantine Year games. I'm starting with general tips, then early co-op, then late co-op, then pvp.

Here's some tips on Random Dice. Save gems. You can occasionally buy a guaranteed legendary in the daily shop for either 40k gold or 500 gems. Do so. Any other resources go towards buying boards and upgrading dice and boards.

Eventually you'll want all your dice to class 12 for the critical modifier. 

The next section doesn't discuss any legendary dice. Thems more downer.




Early on in co-op your best bet is to try to run support as best you can. You may be tempted to use slow dice. Don't so. Rather, Lock is good but anything else becomes tedious until a boss wipes your board. 

The idea is that the decks that can hit the high waves - Yin-Yang, Combo, Sun+Moon - generally start out weak, so you'll want to focus on carrying the match until at least 9 and possibly 16 if you can. Good early support dice are Crack (ideally you'll only want one high-dot dice out), and Bounty (try to power them up before merging). Good support support dice are Mimic, Cracked Growth, Sacrifice (use this shit sparingly) and Mine. 

When making a deck focus on one, maybe two dice you want to try to spawn and power up (if it needs to be powered up,) with the other dice serving to buff or spawn more of them. Unless you've got SP to spare you'll generally want to go to power level two after the first boss, level three after the second and so on. Some dice should never be powered up, like Growth. Some dice should be powered up situationally, like Cracked Growth. Once you unlock a Growth Dice you'll almost always want one in your deck.

Standard strategy: fill your board. Don't merge, don't level up, just fill your board up and look at what your partner's doing. Depending on how fast the first boss dies your board will be within 10 SP of full. From here you can merge or power up accordingly. Don't merge if you can't afford to buy a replacement. Don't take a risk you can't afford to spend your way out of. If there's not an obvious move wait just wait just fuckin g wa it why are you spamming metas on wave 2 wy why. 


For offense your best starter dice are Wind and Iron. Wind is your best all-around damage dealer, especially buffed and powered up, until you start unlocking Rares. The next tier up you'll want to check out Gear, Switch, and Clone (trust me).

Some other noteworthy's:

Random Growth is great by itself but DO NOT pair it with other growth dice. 

Cracked Growth is great but will betray you. 

Energy seems like you could math it to be really OP but unless you're paired with a dedicated support partner it almost never escapes the damage curve. It' glorious when it works but there's way easier ways to play.

Now, on to Legendaries.

The two best legendaries are Joker and Moon and they're both useless by themselves. Moon is a hard mode dice because you have you worry about how many of its kind are on the board, on top of positioning and dot count. 

For co-op support you have quite a few options, the most popular being Assassin and Metastasis

metassist deck

Number 1 Tip: do very very very very little until either wave 40 or your partner give the thumbs up.

Corollary to Number 1 Tip But Extra Important: Don't merge any Assassins before you get the thumbs up DON'T goddamnit don't you fucking do it don't you throw that fucking assassin I didn't ask for you fucking scumbag I will tank us right the fuck right now befor eyou doom us at wave 23 you foul and godforsaken creature go the fuck home ANGRY EMOJI NO EMOJI

Metastasis: don't merge any before wave 11 unless you have to. At wave 11 try to only merge pinks. After Knight don't merge anything until 21, then merge pinks again and wait for the Lion debuff to pass. After 25 the Meta payout maxes, so merge at your discretion. Extra tip: If you merge near the end of a wave the next wave won't start until the SP dice turns the corner. You can use this to buy time, pretty much indefinitely, if you happy cloud Meta on the Blessing board and bring Mimic. There's a sentence for you.

When it comes to support: 

Combo Decks only need SP, 

Yin-Yang almost only needs Assassin, and 

Sun+Moon needs SP/time early, and assassin later AFTER THE THUMBS UP YOU UNNERSTAN ME. 

Other support options are Bubble, IIIIIIII, and Time. Time is the overall best support dice, but it's also the hardest to work and maintain.  

On to offense;

There are other decks that can be used to farm, and there are decks that are certainly more fun to play, I'm just focusing on the current top 3.


Yin-Yang is either the easiest or hardest meta to make work, depending on if you have the right deck or not, which is


with the order of the last two optional. The reason the order is important is because of the Blessing board, which is the one you want most, followed by Prism Shield or whatever they call it. If you have to sub a dice out I'd recommend Cracked and/or Switch as alternates. 

Essentially you want to make an L shape of YYs so that both self-buffs are active on one dice, and then grow the other 8 slots as high as you can. The damage scales with your total YY dot count, with a soft cap at 50 and hard cap at 70. You'll want to push for at least fifty, even if it means you lose a dice or two to the dreaded Seven Star Supplement, 70 is a lot more risky but can be done pretty reliably with the Blessing board.




Combo used to be a lot stronger, but it also used to be harder to play. In order to get to the higher waves with it you'll want to pair it with Moon, if you can, with Moon in the Sad Cloud slot, the plan being that you're trying to have three or maaaaaybe five out by late game.


Don't merge anything but Combo, unless it's a pink Metastasis and/or you have to. Combo count is way way way, way, way way, way WAY more important than dot count. You hear that Assassin deck players? Don't get me wrong there are great ass-spammers out there, and it's not exactly difficult to figure out, you just get like Class 16 players straight up shotgunning your growth dice to 7 by wave 9, and then buying like 1 dice every 3 waves, and then spamming the laugh emoji when the boss immediately deletes the single, one dot mimic he keeps summoning every three rounds like there's goddamn anything goddamn funny about this Anthony.



Sun+Moon involves having both buffs active at once, which is tricky. Solar activates with 1, 4 or 7 on the board; Moon with 3, 5, or 7. You'll also want a second attack dice, preferably something that does percentage damage, since Solar takes longer to ramp up the longer you go. Gun, Crack, Earthquake, and Holy Sword can all fill this role pretty reliably. 

With Gun or Sword, the idea is to have one 7-dot Solar Dice bordered by high-dot Moon Dice, and all of your other attackers being either Swords or Sniper Rifles (7-dot Gun dice, which is the only good Gun dice). With Crack, as always, you really only want one high-dot dice out. You don't want Blessing for this one, so go with Plasma Shield. Earthquake is new, idk yet.

That's kind of a basic overview of some of the Co-op stuff. There's a ton of stuff to experiment with and there's no "wrong" deck to play, I've just tried to outline the best strategies I've found for farming cards with randoms. 

UPDATE

Earthquake - Great dice but slows the game to a crawl. 

Sand Swamp - The new trait is fantastic for support

Energy - New meta. Metagame I mean. 

PvP

PvP is a lot more open to deck variety, but there are also about half a dozen decks that are just straight up better. Early on, though, you'll want to stick with simple: buffed Wind and Iron. Focus on filling your board, powering those up, then merging as needed. Slow-effect dice can help out, but unless you have Atomic and Speed Gun to go with them you'll usually just end up getting screwed by a boss.

Pretty much any attack dice can have a winning pvp deck built around it, even if it's just 'Shitty Dice, but Lunar buffed'.  Having said that

Assassin spam is scummy, but it's fast; you either win before the first boss or throw the flag.

Leon is an almost guaranteed win against certain decks.

Yin-Yang,
 with the Growths swapped for Sacrifice and Switch is another good 'win fast or die slow' deck, and more honorable than Assassin.

Bosses