The best classes in Diceomancer

Diceomancer is a deckbuilding rogue-lite that isn't meant to be played seriously. You're not only able, but rather encouraged, to cheat your way through bosses using the all-powerful The One Dice to warp reality to your will. Each class has its own way of dealing infinite damage in one round, but there are nuances to what makes one better than the other.

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While some try to end the game before the enemy even gets their turn to defeat them, while others negate and delay death itself to survive even with negative HP, and some make you feel like you're playing a building simulator, and some make you let them evoke. creatures to do your works. Although it only has six classes, each of them guarantees completely different play styles.

6

Barbarian

One Shot Enemies In One Turn

Barbarian in Diceomancer.

In most Barbarian runs, you can expect the final boss to be reduced to ashes on your first turn. Barbaro's idea of ​​defense is to end the fight before the enemy has a chance to kill you. The ability that allows you to do this is the red orb damage mechanic, something Barbarian shares with Berserker.

This mechanic allows you to delay damage, allowing you to take hundreds of points of damage without dying if you can finish off the enemy before the damage is done. Barbarian, unlike Berserker, doesn't have many ways to further delay damage from damage. Get Ultimate Now is pretty much the only way you can do this, so you'll use up The One Dice if you can't end any combat in its opening turn.

The Wild keyword allows you to use cards without paying their orb cost, instead consuming a certain amount of health to cast them.

However, if you can survive until the later stages of the game, it should be pretty easy to achieve these one-turn game endings. Thin your deck so that most of your cards have the Wild keyword and then discard them all for free. The challenge is to collect these cards and survive until you reach these later stages, which can be a huge chore for the Barbarian.

5

For

Control your balls

For in Diceomancer.

Pro has a very interesting gadget. Rather than introducing a new mechanic to the game, Pro simply allows you to switch between blue and red orbs, allowing you to cast more cards than other classes, even in the very early stages of the game. The Pro is certainly one of the more fun and interactive classes, but it faces the opposite problems of the Barbarian.

Simply put, Pro doesn't have enough damage for the burst playstyle. It also doesn't have the same investment potential as Druid or Builder. The closest Pro archetype would be a control deck in other card games, something that doesn't quite fit in a game where the main challenge is to shoot down large HP pools. Still, Pro is perfectly viable and has its ways of ending games. If you can get both Sniper Rifle and Flow, especially then, you'll have an easier time than many other classes.

4

Druid

Summon creatures to your aid

Druid in Diceomancer.

If you're a fan of Pokémon or Civilization games and don't like getting your hands dirty fighting an enemy, Druid would be the perfect class for you. His entire game plan revolves around summoning Elements, little helpers that can stack endlessly and cast their skills at the end of your turns. From dealing damage to shielding you and even debuffing enemies and creating dice cards for you to play, these little critters can do pretty much anything and you'll have a great time overpowering bosses with them.

Some cards also allow you to stack them more easily. Feeding Time will restore their habits, giving you more time to sync up a larger group of them, while Mitosis will instantly double all of your summons. You can then use Enlarge to enhance all of their skills and create an engine that plays the game for you.

You can also go a completely different route and use Cancer to make all your summons repeatedly use their abilities in a single turn, giving you the same burst damage as Barbarian and Berserker, as well as a trump card to protect yourself with hundreds of Block points. if he is caught in a bad situation.

3

Sage

Hope for a miracle, Or use a shotgun

Sage in Diceomancer.

As the class you start with, Sage is the most straightforward. It has two main archetypes: Miracle and Loaded Ammo. Miracle relies on drawing and making cards that have bonus effects because they don't start in your hand. While the bonuses are certainly useful, Miracle as it is in the game is more of a convenience perk than a full game plan.

Small Mirror is one of the best relics for Sage, doubling your fifth card every turn. This combines with doubling the Art of War, making your damage quadratic.

Instead, Loaded Ammo seems to be the way to go if you're playing Sage. It revolves around getting loaded ammo cards; cards that have powerful effects but need to be reloaded before you can cast them again. These offer you a lot of damage in the form of weapons like the Organ Gun, and also give you versatility by having most of the decked cards give you some sort of defensive advantage.

Additionally, Tactical Reload makes it very easy to lick all your loaded ammo cards, and Lord of War gives you an amazing damage boost that doubles all your loaded ammo card casts. Overall, despite being relatively easy to play, the Sage is still one of the best classes in Diceomancer.

2

Builder

Build powerful machines

Builder in Diceomancer preparation.

The builder has access to the best cards in the game. With things like AI and Dyson Sphere allowing you to play your entire hand every turn, it's no wonder this is one of the best classes in the game. Builder is balanced around the Construct mechanic, which is similar to the Evolve feature found primarily in Druid decks.

Your cards usually don't use their full potential, instead unlocking that potential only after you've played a certain number of adjacent cards; this encourages you to consider the position of the cards in your hand before planning your move, adding another layer to your game strategy. However, the creator has ways to work around this disadvantage, primarily through the use of build cards.

The cards listed allow you to instantly build any card you choose; Build cards cannot be returned to the hand because they have the Exert keyword, so they disappear from combat after use. You can even use The One Dice on your Build cards to increase the number of uses, but Distortion isn't worth it and only four activations are enough to get your AI and Dyson Sphere going.

You can have up to two build cards in your deck, and upgrading them allows you to use each card twice thanks to the Stay keyword.

1

Berserker

Defy death with pure, unbridled rage

Berserker in Diceomancer.

Berserker, all things considered, might just be a better barbarian. While you have less ability to wipe out bosses in one turn, you instead get a lot of versatility in how to approach any situation. Cards like Painkillers allow you to negate damage from damage for several turns in a row, so you can fully focus on attacking. These cards can also be modified with The One Dice thanks to their Stay keywords, so you can roll them multiple times in a row.

With The One Dice, you can increase your orb limit and let your frenzy turn different colored orbs into red.

As if all that wasn't enough, the Fury mechanic gives you the single best way to consistently produce red colored orbs in the game. This, when paired with the Storm keyword's ability to re-enchant cards depending on how many red orbs you have, allows you to create devastating combos.

​​​​​​​What makes Berserker even scarier is that you don't even need said combos to defeat bosses, just your passive damage and basic damage cards!

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