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58 card(s) selected.

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  1HHS April: No Mere 2 3   Ally (This die counts as a Sidekick in the Field 0 1 1 2 1 2
1 2 4
Damsel Zone.)
Turtle Power (While April is active, other
character dice cost 1 less to purchase, to a
minimum of 1.)
  2HHS April: On the Scene 2 3   Ally (This die counts as a Sidekick in the Field 0 1 1 2 1 2
1 2 4
Zone.)
While April is active, your characters get +2A
and +2D while blocking, or while blocked by,
character dice (until end of turn).
  3HHS April: Sixth Sense 2 3   Ally (This die counts as a Sidekick in the Field 0 1 1 2 1 2
1 2 4
Zone.)
While April is active, each turn, prevent the first
X damage to each April character die from each
source, where X is the number of active
characters you control.
  4HHS Casey Jones: 2 3   When Casey Jones KOs a Sidekick character 0 2 1 3 2 4
2 3 3
Penalty Box die, gain 1 life.
Global: Pay . Target Sidekick character die
must block this turn, if able.
  5HHS Casey Jones: 2 3   Casey Jones can block up to 3 character dice 0 2 1 3 2 4
2 3 3
Broken Home with purchase cost 2 or less.
  6HHS Casey Jones: 3 3   Casey Jones can't be blocked by character dice 0 2 1 3 2 4
2 3 3
Goongala! with purchase cost 2 or less.
Goongala!
  7HHS Donatello: 5 3   When Donatello attacks, you may pay to deal
0 3 1 4 2 5
3 4 5
Intellectually 2 damage to target character die or opponent.
Inclined
  8HHS Donatello: 5 3   When Donatello attacks, deal 1 damage to 0 3 1 4 2 5
3 4 5
Technologic target opponent for each other, active
character you control.
  9HHS Donatello: Notice 5 3   Turtle Power (While Donatello is active, other 0 3 1 4 2 5
3 4 5
Me! character dice cost 1 less to purchase, to a
minimum of 1.)
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  10HHS Foot Ninja: 3 3   Swarm 0 1 0 2 1 2


1 1 2
 The Dice Coalition
Shinobijutsu Ally
When fielded, while Shredder is active, draw a
die and add it to your Prep Area.
  11HHS Foot Ninja: Stick to 3 3   Ally 0 1 0 2 1 2
1 1 2
the Shadows When two or more Foot Ninja character dice you
control attack at once, deal damage to target
opponent equal to the number of attacking Foot
Ninja character dice.
  12HHS Foot Ninja: Glass 3 3   Ally 0 1 0 2 1 2
1 1 2
Jawed When Foot Ninja is KO'd, move a Foot Ninja
from your Used Pile to the Field Zone at level 3.
  13HHS Hamato Yoshi: 6 3   When Hamato Yoshi is blocked, deal half of the 1 2 1 2 1 3
7 8 9
Protective Parent blocking character die's A, rounded down
(minimum 1), to target opponent.
  14HHS Hamato Yoshi: 6 3   Character dice blocked by Hamato Yoshi deal 1 2 1 2 1 3
7 8 9
Unknowing their A to themselves. (In addition to normal
Teacher combat damage.)
  15HHS Hamato Yoshi: 7 3   When Hamato Yoshi attacks, all opposing 1 2 1 2 1 3
7 8 9
Shidoshi character dice must block (they may block
normally).
Global: Pay . Deal 1 damage to target
blocking character die.
  16HHS Karai: Dark 4 3   While Karai is active, Sidekicks cannot attack. 1 3 1 4 1 4
1 2 3
Lineage
  17HHS Karai: Torn 4 3   When fielded, you may KO target opposing 1 3 1 4 1 4
1 2 3
Between Two Sidekick.
Worlds
  18HHS Karai: Uneasy 4 3   While Karai is active, your Sidekick dice get +1A 1 3 1 4 1 4
1 2 3
Allegiance and +1D.
  19HHS Leatherhead: 5 3   When fielded, name a character. That
0 3 1 4 1 5
5 6 7
Exposed to character cannot block this turn.
Mutagen
  20HHS Leatherhead: 6 3   When fielded, characters cannot block this
0 3 1 4 1 5
5 6 7
Transmat Engineer turn.
  21HHS Leatherhead: I 5 3   When fielded, choose a character, cancelling
0 3 1 4 1 5
5 6 7
Guarantee! all previous choices. While Leatherhead is
active, that character cannot be purchased or
fielded.
  22HHS Leonardo: Plight of 5 3   When Leonardo attacks, you may pay to deal
1 4 1 5 2 6
2 4 4
the Eldest 2 damage to target character die or opponent.
  23HHS Leonardo: Fearless 5 3   Turtle Power (While Leonardo is active, other 1 4 1 5 2 6
2 4 4
Leader character dice cost 1 less to purchase, to a
minimum of 1.)
  24HHS Leonardo: 5 3   While Leonardo is active, whenever a 1 4 1 5 2 6
2 4 4
Multifolded Steel character die is KO'd, deal 1 damage to target
opponent.
  25HHS Metalhead: Rogue 5 3   Metalhead gets +1A and +1D for each active, 1 3 1 4 2 5
4 5 6
Robot non-Metalhead character die.
  26HHS Metalhead: 6 3   When Metalhead attacks, other, non-Metalhead 1 3 1 4 2 5
4 5 6
Dissociative character dice cannot be blocked.
Identity

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  27HHS Metalhead: 5 3   When fielded, deal damage equal to 1 3 1 4 2 5


4 5 6
 The Dice Coalition
Upgrading the Metalhead's A to target character die.
Arsenal
  28HHS Michelangelo: 5 3   When Michelangelo attacks, you may pay to
1 4 1 4 2 5
2 4 5
Insatiable Appetite deal 2 damage to target character die or
opponent.
  29HHS Michelangelo: 5 3   Turtle Power (While Michelangelo is active, 1 4 1 4 2 5
2 4 5
Booyakasha! other character dice cost 1 less to purchase,
to a minimum of 1.)
  30HHS Michelangelo: 5 3   While Michelangelo is active, whenever a 1 4 1 4 2 5
2 4 5
Chuck and Chuck character die KOs a character die, KO that
II: The Sequel character die. It goes to the Used Pile instead of
the Prep Area.
  31HHS Raphael: 5 3   When Raphael attacks, you may pay to deal
0 2 1 3 1 4
4 5 6
Nightwatcher 2 damage to target character die or opponent.
  32HHS Raphael: 5 3   Turtle Power (While Raphael is active, other 0 2 1 3 1 4
4 5 6
Controlling His character dice cost 1 less to purchase, to a
Temper minimum of 1.)
  33HHS Raphael: Second 5 3   While Raphael is active, character dice you
0 2 1 3 1 4
4 5 6
Son control cannot be targeted by opposing action
dice or Global Abilities.
  34HHS Renet Tilley: 3 3   While Renet Tilley is active, you may reroll one 0 2 1 3 1 3
2 2 3
Apprentice die one extra time during your Roll and Reroll
Timestress Step.
  35HHS Renet Tilley: 79th 3 3   While Renet Tilley is active, at the end of your 0 2 1 3 1 3
2 2 3
Dimension of Null Roll and Reroll Step, you may spin any action
Time die in your Reserve Pool on a non-energy face
to any other face.
  36HHS Renet Tilley: 3 3   When fielded, you may move a die from your 0 2 1 3 1 3
2 2 3
Impeccable Timing Reserve Pool to your Used Pile to roll a different
die from your Used Pile and place it in your
Reserve Pool.
  37HHS Shredder: Scarred 6 3   When fielded, players must pay 1 life to activate 1 4 1 6 2 8
4 6 8
a Global Ability (until end of turn).
  38HHS Shredder: Dining 6 3   When Shredder KOs an opposing non- 1 4 1 6 2 8
4 6 8
on Turtle Soup! character die, that die's controller loses 1 life.
  39HHS Shredder: False 8 3   When fielded, move all Foot Ninja dice and up to 1 4 1 6 2 8
4 6 8
Bushido 2 Sidekick dice from your Used Pile to the Field
Zone at level 1.
  40HHS Slash: Specimen 6 5 3   When Slash is blocked, deal damage equal to 0 3 1 5 2 6
4 4 5
his A to a target opposing character die that is
not blocking him. (Before combat damage.)
  41HHS Slash: Portal from 5 3   When Slash is KO'd, deal damage equal to his 0 3 1 5 2 6
4 4 5
Dimension X level to target opponent.
  42HHS Slash: Never Liked 5 3   When Slash is KO'd, deal damage to target 0 3 1 5 2 6
4 4 5
the Name "Spike" opponent equal to the total energy in their
Reserve Pool.
  43HHS Tiger Claw: Lost 7 3   When fielded, deal 3 damage to each opposing 1 5 2 6 2 7
2 3 3
Humanity character die.
  44HHS Tiger Claw: Krang 6 3   When fielded, KO target level 1 or level 2 1 5 2 6 2 7
2 3 3
Experiment character die.
  45HHS Tiger Claw: 6 3   When Tiger Claw attacks, deal 2 damage to 1 5 2 6 2 7
2 3 3
Seeking target opponent.

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Vengeance 
 The Dice Coalition
  46HHS Triceraton: 4 3  1 3 1 4 2 5
3 4 5
Cretaceous
Crusher
  47HHS Triceraton: Orders 5 3   When Triceraton attacks, it gets +3A (until end of 1 3 1 4 2 5
3 4 5
from Captain Zorax turn).
  48HHS Triceraton: Loyal to 5 3   Overcrush 1 3 1 4 2 5
3 4 5
a Fault
  49HHS Haymaker: Basic 4 3   Target character die gets +3A and Overcrush
Action Card this turn (damage dealt in excess of blockers'
health is dealt to opponent).
Global: Pay . Target character die gets +1A
until end of turn.
  50HHS Ingenious Tactics: 5 3   Prevent all combat damage to each of your
Basic Action Card attacking character die (until end of turn).
  51HHS Momentum: Basic 1 3   Roll any number of dice from your Prep Area
Action Card and place them in your Reserve Pool.
Also, before selecting which dice to roll,
draw a die and place it in your Prep Area.
  52HHS Mutation: Basic 3 3   Swap target character die in the Field Zone with
Action Card target non-sidekick character die in that player's
Used Pile. Spin that character die to level 1. This
does not trigger "when fielded" effects.
Global: Pay . Spin one of your character die
down a level to spin another target character die
up a level.
  53HHS Mysterious 3 3   Each player must sacrifice one character die.
Shredder
Transport: Basic
Action Card
  54HHS Nefarious 2 3   Cancel any active effects of previously used
Broadcast: Basic Global Abilities. Global Abilities cannot be used
Action Card (until end of turn).
  55HHS Speedy Delivery: 3 3   Target character die must attack at its next
Basic Action Card opportunity. Spin that character die up one level
(if able).
Global: Pay . Target character die gets +1A
until end of turn.
  56HHS Splinter's 3 3   Roll target character die from your Used Pile. If it
Teachings: Basic rolls a character face, field it at no cost.
Action Card Otherwise, place it in your bag.
Global: Pay . Swap the A of target character
die you control and target opposing character
die.
  57HHS Reclaim: Basic 2 3   Move a die from your Used Pile to your Prep
Action Card Area.
  58HHS Unstable Canister: 3 3   Deal 2 damage to target character die or player.
Basic Action Card
Deal extra damage to a character die equal
to the level of your highest level in the Field
Zone.
Global: Pay . Deal 1 damage to target
character die.
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 The Dice Coalition
website is copyrighted by NECA/WizKids LLC. This website is not affiliated with nor endorsed by NECA/WizKids LLC.

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