Dice Merging Guide

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

 The Basics of Merging and Board setup 

General principle of Board setup :

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

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

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

Economical Dice and how to use them:

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

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

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

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

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

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

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

 Mighty Wind, Iron, Infect, Sacrificial, Ice 

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

 Typhoon, Hell, Blizzard, Growth, Joker 

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

Thorn, Iron, Blizzard, Growth, Joker

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



Melectric, Light, Summoner, Growth, Joker

 OUTDATED 

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

Solar, Light, Blizzard, Growth, Joker

OUTDATED

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

Typhoon, Element, Blizzard, Growth, Joker

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

Sand, Hell, Typhoon, Joker, Growth

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

Energy, Gun, Light, Joker, Growth  OUTDATED 

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

Sand, Metastasis, Ice, Assassin, Joker

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

Solar, Gun, Light, Joker, Growth  OUTDATED 

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

 Sand, Hell, Ice, Assassin, Joker 

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

Credit for pictures:  FinDiesel 

Credit for videos:  DerSucher, Taxa, Miha, Scuf