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2. Use the drop down box to select D
ALTERNATIVE
7. Copy the ID (Column S) into the Alternatives sheet (Row 2) to sh
missing.
8. Colored sections correspond to each of the d
NOTES
9. Decks, Suggestions, and Features will be updated accoring to up
suggestions in Discord
10. You will be forced to create a copy to fix many problems, however,
until you make another c
11. If you see "No Matches" try c
Credits:
Creator: @Campio
Coders: @FinDiesel @Ca
Tester: @BadLuck @R
Thank you to everyone who spent many hours(and mo
database up and runni
If you find any bugs or have suggestions, pl
V1
ks. (A4-A20)
E1)
ck.
@Campion
Type of Deck Cutom Search: 0 Patch
0 PvP 5 3.8.0
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Deck
ID
519
520
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DECK ID: 1 DECK ID:
< EDIT THIS >
GET DECK ID
DECK LIST DE
Alternatives Alte
? ? ? ? ? Summoner
Alternatives Alte
Alternatives Alte
Alternatives Alte
Growth Typhoon
Alternatives Alte
Alternatives Alternatives
Supplement ? ? ? Mimic Supplement ?
Summoner
Alternatives Alternatives
Err:511
You shouldn't need a re
Growth - ALL THE VALUE
for this
ModifiedElectric
Alternatives Alternatives
Sacrificial ? ? ? ? ? ?
DECK LIST
Summoner
ModifiedElectric
Sacrificial
Missing Dice
Alternatives
? ? ?
Missing Dice
r gives you tons of value from
ng into any other dice in your
eck. Mimic is the best non-
legendary replacement.
Alternatives
0
? ? ?
Missing Dice
Alternatives
Joker Mimic ?
Missing Dice
Alternatives
? ? ?
Missing Dice
? ? ?
Dice Calculator
Dice
Typhoon
Class 7
Level (in-game) 1
Type Attack
Transform 26
Err:511 Err:511
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Dice Image BaseAttack BaseASPD BaseEffectL BaseClassR
Fire 20 0.8 20 0
Electric 30 0.7 30 0
Wind 20 0.45 10 0
Poison 20 1.5 30 0
Ice 30 1.5 5 0
Iron 100 1 0 0
Broken 50 0.9 0 0
Gamble 1 1 0 0
Lock 30 0.8 4 0
Mine - 0 3 11
Light - 0 6 0
Spike - 5 90 2
Critical - 0 1.6 0
Energy 0 1 1.6 0
Sacrificial -10 1 80 0
Teleport 34 1.08 5 0
Laser 1 0.5 0 0
Mimic 0 1 0 0
Infect - 5.08 100 3
ModifiedElectric 0 0.88 34 0
Joker -10 1 0 0
Hell - 0 -0.7 0
Blizzard 0 1.26 -2 8
Growth -20 2 0 21
Element 0 1.02 -1 0
Gun 30 1.26 8 0
Time
AttackClass ASPDClass EffectClassL EffectClassR Type Target
3 0 2 - Physical Front
10 0 - - Physical Strongest
10 0 - - Physical Random
0 - 0 -0.5 Magic -
0 - 0.5 - Buff -
0 0 10 0 Install -
0 - 0.2 - Buff -
10 0 - - Physical Front
1 0 - - Physical Front
5 0 - - Magic Front
0 0.02 5 0 Debuff Random
5 0 - - Magic Front
5 0 3 - Magic Front
0 - 0.2 - Buff -
5 0 - -1 Transform Front
10 0 - - Merge Front
5 0 5 - Transform Front
10 0 0 0 Merge Front
3 0 0.05 0.05 Transform Front
10 0 - - Merge Front
AttackPowerUP ASPDPowerUP EffectPowerUPLEffectPowerUPR Unit1 Unit2
10 0 20 0 Fire Damage -
10 0 20 0 Electric Damage -
10 0 30 0 Poison Damage -
30 0 2 0 Freeze Effect -
100 0 0 0 - -
50 0 0 0 - -
50 0 0 0 - -
20 0 2 0 Chance of Paralysis -
0 0 5 0 SP Production
SP interval Production
10 0 0 0 SP -
30 0 5 0 Teleport Chance -
2 0 0 0 - -
10 0 0 0 - -
0 0 100 0 Poison Gaz Attack
Poison Gaz Duration
10 0 40 0 Electric Damage -
10 0 3 0 SP Absorb Rate
SP Absorb Duration
20 0 0 0 - -
50 0 5 0 Increase in Attack -
20 0 0 0 Nuclear Damage
10 0 0 0 - -
20 0 3 0 Summoning Chance -
10 0 0 0 - Growth Duration
10 0 0 0 - -
10 0 10 0 Splash Damage -
10 0 0 0 - -
40 0 0 0 Sniper Damage -
30 0 0 0 Enemy HP SP Obtained
30 0 0.1 0.1 1rst Transformation
2nd transformation
10 0 0 0 - -
Unit3 Unit4 Description CommonRare Unique
Legendary
dealing the Base Damage added with the Splash Damage, after dealing the damage
1 to
3 the first
5 enemy,
7 the splash damage will
Switch Dice attacks the first enemy dealing his Base Attack Damage, if merged wi
% Gears gains damage depending on the ammount of gears that are connected to e
% Nuclear Dice attacks the first enemy dealing his Base Attack Damage, if merged w
% % Landmine Dice does not attack but instead sets up a Mine trap on a random point
sec sec Sand Swamp Dice attacks a Random Enemy dealing his Base Attack Damage, ev
Joker Dice attacks the first enemy and will deal his Base Attack Damage, it can be
% Lighted Sword attacks the first enemy and will deal his Base Attack Damage, has
% Hell Dice does not attack but instead gives a fixed Instant Death chance to adjace
sec sec Shield Dice attacks the first enemy and will deal his Base Attack Damage, every fe
% sec Blizzard Dice attacks the first enemy and will deal his Base Attack Damage, every
wth Duration sec Might be considered the best dice in the game. Growth dice will slowly attack the f
Summoner Dice attacks the first enemy dealing his Base Attack Damage, if merge
The best Early-Game Damage Dealer in the Game. INACTIVE Solar Dice attacks
Best Offensive Dice in the Game. Assassin Dice attacks the first enemy dealing hi
% The Best Late-Game Dice in the Game. Element Dice attacks the first enemy deal
% Best Mid-Game Dice in the Game. Gun Dice attacks the first enemy and for every
You%spawn monster%
on your opponent tracks, best used of this dice in the boss waves.
sec sec Mighty WInd dice, but better.
When combines with another dice, the dice gains 1 pip, and doesn't get changed.
Legendary
his Base Attack Damage, if merged with any dice with the same dot amount ,which is Not another Switch Dice, they will swap p
g his Base Attack Damage, if merged with another nuclear or adapt dice with same dots amount, it will cause a nuclear explosio
sets up a Mine trap on a random point of your track every few seconds, Mine production speed is increased by Dots. Damage i
y dealing his Base Attack Damage, every few seconds it sets a sand swamp on a random point of the track which will slow ene
eal his Base Attack Damage, it can be merged with any dice with the same dots, as a result it transform into the chosen dice, e
will deal his Base Attack Damage, has a fixed chance to cut in half the enemy's HP, doesn't work with Bosses and Small Bosses
a fixed Instant Death chance to adjacent Dices (Basic Attack Only). Instant Death is increased by Dots and Power-Up In-Game
deal his Base Attack Damage, every few seconds it will set a Blocking Fence on a random point of the track which completely s
ll deal his Base Attack Damage, every 10 seconds it sends to all enemies on your side a frost layer which is slows them down,
me. Growth dice will slowly attack the first enemy and will deal his Base Attack Damage, After 13~15 seconds it automatically in
ling his Base Attack Damage, if merged with another summoner (same dots quantity) or an adapt dice, it will summon a dice, th
e Game. INACTIVE Solar Dice attacks the first enemy dealing his Base Attack Damage, after which, the damage increases. Yo
Dice attacks the first enemy dealing his Base Attack Damage, if you merge 2 Assassins or an assassin with an adapt, it will dec
ment Dice attacks the first enemy dealing his Base Attack Damage. For Every Dot on the Dice, it gets a spinning sphere, becau
e attacks the first enemy and for every dot from 2 to 6 attacks an extra target, attack speed also get increased, all dots attacks
e boss waves.
Switch Dice, they will swap position, useful if you're using Element Dice that needs to be on the border. Has quite high Base Atta
will cause a nuclear explosion on the first enemy on the track which causes Infinite Area Damage for a short time, but it will insta
creased by Dots. Damage is increased by Power-Up In-Game. Once an Enemy touches the mine, it will explode and deal Dam
he track which will slow enemies for a few seconds, then it disappears, sand swamps can be stacked on each other greatly inc
form into the chosen dice, extremely useful when using Growth or Assassin, if merged with another joker, it get fused and get h
he track which completely stops any enemy from moving, after some seconds the barrier disappears, after all barriers that are
which is slows them down, enemies can take up to 3 layer of frost. Works perfectly with: Solar, Element, Laser, Gun, Growth, D
5 seconds it automatically increase his dots quantity by 1 point, if it turns into another Growth Dice, it can grow 1 more dot after
ice, it will summon a dice, the summoned dice dots quantity is random but will be lower than when it was merged, merging 2 4-
, the damage increases. You get an ACTIVE Solar if certain conditions are met, you will have an active solar if you got either 1
ssin with an adapt, it will decrease a random opponent's Dice by 1 Dot. If on PvE (Alliance) Mode, it will instead higher a random
ets a spinning sphere, because of this the dice Must be placed on the Border of your Board. Each time a spinning sphere hits a
increased, all dots attacks at the same time, all together. At 7 Dots (1 Star), it transforms into the Sniper, which attacks a Rand
der. Has quite high Base Attack Damage.
r a short time, but it will instantly kill any enemy but will not kill Bosses or Small Bosses, but instead will deal proportional Dama
it will explode and deal Damage to that Enemy. Has 10% chance to install special landmine which deals higher damage and als
rs, after all barriers that are touching an enemy disappears, the enemy can then move freely until it finds another barrier. Works
ment, Laser, Gun, Growth, Death, Lighted Sword, Sand Swamp, Mighty Wind, Mine.
it can grow 1 more dot after another 13~15 seconds so you can get a High-Dot Dice within the first minute which could change
t was merged, merging 2 4-Dots summoner ends up summoning a 1~3 Dots Random Dice (from your deck).
tive solar if you got either 1 or 4 solar dices on your board, otherwise it will deactivate. ACTIVE Solar will attack a lot faster than
will instead higher a random ally's Dice by 1 Dot. Extremely effective if played with: Joker, Summoner, Adapt, Mighty Wind, Gr
me a spinning sphere hits an enemy it deals a fixed amount of enemy's current Health Points %, which can be increased by Up
Sniper, which attacks a Random enemy and instantly kills the target, in the case of Bosses and Small bosses, Sniper Dice will d
will deal proportional Damage based on Dots amount and Upgrades.
deals higher damage and also deals AoE damage (Area Damage).
finds another barrier. Works good if used with: Solar, Fire, Death, Lighted Sword, Element, Gun, Mine, Absorb, Infect, Poison.
minute which could change the game outcome by a lot. At 7 Dots (1 Star), growth stops growing. If used with Joker Dice, it has
ar will attack a lot faster than INACTIVE solar and will deal the Base Attack Damage to the first enemy, then it starts stacking lik
hich can be increased by Upgrading In-Game. Because of the % Damage if used correctly, can overcome any enemy, any boss
ll bosses, Sniper Dice will deals 20% of the target's current HP, of course it has really low attack speed at 7 Dots since it has to
ine, Absorb, Infect, Poison.
used with Joker Dice, it has twice the chance to grow, which makes your team twice as powerful than with a single Growth.
my, then it starts stacking like the inactive solar, but instead of stacking base damage, it starts stacking splash damage, the Spl
rcome any enemy, any boss, anything, 5 bosses? nah, lets say 30 bosses, which is enough to beat any enemy on the game fro
eed at 7 Dots since it has to aim, then shoot, this process can be faster if near a Light Dice that boosts his speed. Works Really
an with a single Growth.
ing splash damage, the Splash Damage stacks like Base Attack Damage. You can easily calculate the Splash Damage he's do
any enemy on the game from rank 1 up to rank 20. Extremely effective on PvP, slightly weaker on PvE. Work Extremely Good
osts his speed. Works Really Good with: Light, Growth, Solar, Element, Joker, Blizzard.
the Splash Damage he's doing by the dimension and color of the SUN effect on the enemies, the bigger the Sun effect, the big
PvE. Work Extremely Good with: Growth, Blizzard, Gun, Mighty Wind, Sand Swamp, Switch, Lighted Sword, Joker, Death, Ene
bigger the Sun effect, the bigger the Damage. At a certain point, the Sun Effect created on the enemy stops growing and will do
ed Sword, Joker, Death, Energy, Teleport, Lock, Mine, Ice, Wind, Fire, Poison, Infect. Pretty much viable.
my stops growing and will do a 'whip' effect. Damage Stacks can be stacked faster by giving him a Light Dice to shoot faster. So
ght Dice to shoot faster. Solar gets countered by Knight Boss, Magician Boss and Silence Boss, silence boss can be easily bea
ence boss can be easily beaten by having a full board. Stacks gets reset if an enemy passes in front of the first enemy.
nt of the first enemy.