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Random Dice 2 beginner guide: Growth and the dice tree

Game data v1.1.4

Start by keeping a functioning damage board, then spend on a specific improvement. This Random Dice 2 beginner guide was checked on October 21, 2026 against version 1.1.4 data. It separates in-battle SP upgrades from the permanent dice tree, two systems that are easy to confuse.

Give each dice slot a job

Choose a main damage die, a way to handle groups and only as much support as you can afford to keep on the board. Fire supplies splash damage, Electric chains between enemies, and Armored has a boss-damage effect. Light needs neighboring dice to support; it is not a replacement for a damage core.

  • Before merging, check what damage and buffs disappear from the current board.
  • When a run fails, record whether enemies accumulated, a boss survived or the deck never reached its intended arrangement.
  • Change one role at a time so you can tell which change helped.

Read Growth correctly: 40% and 20 seconds at base

Growth attempts to gain a pip at intervals. A success adds one pip; a failure removes one. The base dataset lists a 40% success rate and a 20-second cooldown. At SP upgrade level 15, those values are 54% and 6 seconds before separately accounting for relevant tree effects.

  • SP level 15 is an in-battle upgrade level. It does not mean tree node level 15.
  • Higher pips alone do not change the listed Growth success rate or cooldown.
  • Growth is probabilistic development. Do not remove the attackers you need to survive while waiting for a successful attempt.

Growth dice tree nodes: success, safety and conversion

The success-rate rune adds 5% at its first level, with another 0.4% per additional level, and has a listed maximum of 50 levels. Its listed starting cost is 2,000 gold; that is not the price of maxing the entire rune.

  • Growth safety: a failed attempt at one pip keeps the pip. The node costs 50,000 gold and 10 cores; it does not make all Growth attempts succeed.
  • Seven-pip conversion: after its cooldown, a seven-pip Growth die changes into a random seven-pip die. The node costs 100,000 gold and 20 cores.
  • These are distinct purchases. Choose the effect that fixes your current problem, then inspect all prerequisites in the tree.

Use the dice tree planner to calculate your route

A node price is only one part of the bill. The route may require earlier unlocks, passive levels and several types of cores. Select the destination in the tree and inspect its prerequisites. The resource planner totals selected unlocks and upgrades; compare that whole-plan cost with a budget using the same scope. It does not automatically deduct spending already completed in your game account.

  • Plan a short usable milestone, such as a damage die plus its necessary support, before an expensive transcendence route.
  • Use the planner’s actual upgrade tables for higher rune levels. Multiplying a starting price by the level cap gives the wrong total.
  • Revisit the plan after unlocking a new die or identifying a different reason for losing.