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Random Dice 2 deck guide: beginner and co-op decks (1.1.4)
Game data v1.1.4
A useful Random Dice 2 deck needs damage, time to develop and a board that activates its effects. Content checked October 21, 2026 against the 1.1.4 dataset. These examples are starting points to adapt to your unlocks, not a tested ranking of the latest best decks. Dice names below are descriptive English translations.
Beginner deck: the five starting dice and later unlocks
The default-unlock data lists Fire, Wind, Ice, Armored and Electric as the five starting dice. They offer splash damage, frequent attacks, control, boss damage and chain attacks respectively. Light and Growth are later unlocks to consider, not a deck available immediately. Light buffs cardinally adjacent attackers; Growth can fail, so retain active damage while it develops.
- If Growth is still locked, Mine is an economy option when you have enough immediate damage to wait for its SP production.
- Do not merge away your last effective attacker just to chase a higher pip. First check whether the remaining board can clear the current enemies.
- The example mixes accessible roles; owning all five dice does not guarantee a clear in every mode.
Electric deck: clear groups, then check the boss
Electric chains extra damage to other monsters. Its listed chain damage is 40% at base and 1,440% at SP upgrade level 15 with one pip; this is an effect coefficient, not a complete DPS comparison. Light can support attack speed, while Growth or Mine offers development.
- Example core: Electric + Light + Growth + Mine + Armored. Armored provides a boss-focused option when chain damage clears waves but a single target survives.
- Keep enough Electric dice to clear groups before investing heavily in economy.
- If waves are stable but the boss remains, improve the single-target role instead of assuming more chain targets will fix it.
Co-op damage deck: develop Predator
Predator gains stacks from kills within its collection range. Its base attack is 1,000, while the listed damage gained per stack rises from 15 at base to 365 at SP level 15 with one pip. Pips also affect attack interval, stack value and collection range. The visible attack number alone therefore understates its development needs.
- Example core: Predator + Electric + Light + Growth + Switch. Electric helps with groups, Light supports attack speed and Switch helps adjust placement.
- Place Predator so kills occur inside its range. Its normal base range is 1.2; only the awakening description expands collection to the entire board.
- Check stack accumulation and survival before replacing early damage. Coordinate your damage role with the other player rather than filling both boards with development dice.
Gear and Gear Second: plan connected spaces
Gear increases basic attack damage according to adjacent Gear dice. Switch exchanges positions with another die of the same pip count in its ordinary form, making it useful for completing a connected arrangement. The dataset records a Gear Second transcendence condition of nine connected Gear dice.
- Example core: Gear + Switch + Growth + Light + Mine. Reserve room for Gear connections; every extra support die also occupies a needed tile.
- Gear Second attacks the foremost three monsters and appears as one of three gear types. Connected types affect damage or attack speed; changing its position with Switch also changes its type.
- Treat Gear Second as a planned upgrade route. Its node costs 100,000 gold and 2,000 Gear Second cores before considering the rest of your route.
Support dice toolbox: control, buffs and placement
Ice + Light + Bubble + Mine + Switch is an example support-oriented toolbox. Ice controls monsters, Light buffs adjacent dice, Bubble applies its effect when merged, Mine produces SP, and Switch adjusts positions. These effects do not by themselves prove that every buff or SP gain transfers to your co-op partner.
- Agree on which player supplies the main damage. Keep enough damage or control to survive your own development period.
- Check the target and area of each effect in the dice reference before building a strategy around helping the other board.
- Use the board planner to mark the damage core, buff positions and spare merge spaces. Save a layout only after checking that its key conditions can actually be maintained.