《Random Dice》 is a mobile game developed by 111%. Game servicing started on August 28th, 2019.
111% - Developer’s Website
111% - YouTube
AOS Store - Random Dice
iOS Store - Random Dice
Reddit – Random Dice Community
Discord - Random Dice Community
There are three playable battle contents. Each content rewards Golds and chests that contain possible Legendary Dice, and they definitely help players with the gameplay. Players use SP to summon dice, and max of 15 dice can be summoned on the board. The initial summon cost is 10 SP, as it increases by 10 SP each additional summon of dice.
The three battle contents are PvP / Co-op / Arena Mode as described below.
PvP mode Battle another player in a 1vs1 duel and emerge as the winner. 100 SP is initially given to each player at the start of the battle. The better strategist will seize the victory.
Players join forces with each other to defeat wave bosses and aim for higher waves. Cards are given as rewards depending on the players’ ending wave. Cards are used to open Card Boxes which have chance of dropping Legendary Dice. Teaming up and keeping in tune with each other is essential to obtain as many cards as possible.
Basically same play style as PvP Mode. However, each entry to the Arena costs 100 Diamonds, and special reward is given for each victory. Players are given to choose 1 out of 3 randomly appeared dice. Deck is completed by making 5 sets of choices.
- Continue playing until losing 3 matches. (or 12 wins max)
- Enables you to use dice that you do not own.
- Critical Damage is fixed at 777% for all players.
Square-shaped monsters with initial HP of 100. HP increases over time.
Circular monsters with 5 times faster movement speed than common monsters, but have half of common monsters’ HP.
Square-shaped monsters, but bigger than common monsters. They have 5 times more HP than common monsters and 10 times the HP of speed monsters. Immune to Instant Death and proportional HP reduction.
In PvP Mode, random boss appears at the end of each round. In Co-op Mode, bosses appear every 10th wave until Wave 40 - they can be critical and threaten players to climb waves. (Rotates every 5th wave after Wave 40)
The Snake hatches monsters. Hatched monsters have 10% HP of the Snake’s max HP.
⟨Wave 20 The Silence⟩
[편집]
The Silence silences(locks) a dice out of the hat.
◆ TV Time-out!
* Element dice are technically immune to the Silence.
⟨Wave 30 The Random Knight⟩
[편집]
The Random Knight jumbles player’s dice. Jumbled dice do not reset to original kind.
⟨Wave 40 The Magician⟩
[편집]
The Magician uses 3 skills in order.
- Meteor: destroys the player’s one of dice out of the hat.
- Purify: removes all debuffs on itself and gains immunity.
- Recover: recovers 25% of its maximum HP.
◆ TV Time-out!
* Meteor strike can be dodged with Switch Dice.
Dice are key to the gameplay and used in every mode! Each dice has its own special ability. Dice are divided into types of Common, Rare, Unique, and Legendary
Name
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Ability
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- Fire
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- Rains down flames around the hit target, dealing splash damage. Crit rate applies separately for the attack and flames.
- Can attack more enemies when synergized with a dice that impairs movement speed such slowdown effects.
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- Electric
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- Deals electrical damage to the hit target and 3 more enemies around. Consecutively deals additional damage that is equal to 100%, 70%, and 30% of the electrical damage starting from the first hit target.
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- Ice
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- Freezes the target on hit, applying slowdown effect. This debuff stacks up to 50%.
- Cannot attack more than one target at a time, but highly effective against a single target.
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- Wind
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- The passive ability increases attack speed of it’s own. The Power Up further increases attack speed.
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- Poison
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- Deals poison damage to the hit target each second. Damage increases proportionally to the dot counts on the Poison Dice and lasts until the target falls.
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- Iron
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- Deals double damage to mini bosses and bosses.
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- Broken
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- Attacks random enemies but deals massive damage.
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- Gamble
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- Deals random damage within a range of ATK +100.
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- Lock
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- Lock effect roots an enemy for 5 seconds. Activates only once per target.
- Lock effect also applies on bosses. (The Magician boss’s debuff removal skill removes the Lock marker, letting the effect being triggered multiple times.)
|
Name
|
Ability
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- Energy
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- Damage increases proportional to amount of possessing SP.
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- Thorn
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- Places spiky traps that last for 2 seconds in the field, at every certain period of time. Monsters passing over traps take damage each second.
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- Sacrifice
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- Gains SP depending on the dot counts of the dice when merged or attacked.
- Sacrifice Dice’s SP gain effect can also be activated by the Random Knight boss’s skill.
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- Mine
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- Generates additional SP after every certain period of time.
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- Light
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- Increases attack speed of neighboring dice within 1 block from the Light Dice. The rate increases proportional to the dot counts on the Light Dice.
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- Crack
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- Reduces the target’s armor on hit. The rate increases proportional to the dot counts on the Crack Dice.
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- Critical
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- Increases crit rate of neighboring dice within 1 block from the Critical Dice.
The rate increases proportion to the do counts on the Critical Dice.
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Name
|
Ability
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- Death
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- Has chance to deal damage equal to 100% of the target’s HP, killing it instantly on hit.
- Mini bosses and bosses are immune.
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- Teleport
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- Has chance to teleport the target to the starting spot on hit. Activates only once for each enemy.
- Teleport effect also works on bosses. (The Magician boss’s debuff removal skill removes the Teleport marker, letting the effect being triggered multiple times.)
|
- Laser
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- When its attack hits the same target twice in a row, the damage increases from the next attack. This effect stacks until target is changed.
- As the effect is for a single target, it is very effective against bosses.
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- Mimic
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- Can merge with any dice with the same dot counts.
- Take it along with a merge type dice such as Summon or Assassin Dice for greater effect.
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- Infect
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- Leaves an Infection marker on the target. When the target with the marker dies, a poisonous cloud spawns in its place that inflicts damage every second.
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- Modified Electric
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- The number of chain lightning increases proportionally to the dot counts on the dice. Deals 100% electrical damage to all targets.
- Take it along with Growth or Supplement Dice so that it’s easier to reach higher dot counts for greater effect.
|
- Absorb
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- Attacks a target and leaves an Absorb marker. SP can be absorbed from targets with Absorb markers at each absorb interval. The amount SP absorbed increases with higher dot counts.
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- Mighty Wind
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- Transforms at a regular interval to maximize its attack speed. Returns to normal when transformation wears off and a cooldown begins.
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- Switch
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- Can switch place with another dice that has the same dot counts.
- Enables more flexible gameplay when taken along with a Gear or Element Dice for which positioning is important.
- May take strike from The Magician’s Meteor or Assassin Dice’s effect for another dice by switching places with the targeted dice, and further can even ignore the effect completely if the timing is perfect!
|
- Gear
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- ATK increases per every Gear Dice connected to another Gear Dice.
|
Name
|
Ability
|
- Nuclear
|
- Launches a powerful nuclear attack on monsters when merged with another Nuclear Dice. Common wave monsters fall instantly, and bosses take damage proportional to their HP as well as the dot count on the dice.
- Can destroy many monsters at once when they are clustered together, affected by slowdown effects.
|
- Landmine
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- Sets up a Landmine in the field at every certain period of time. Has chance to place special Landmines. LandMines disappear once they are stepped on.
- Interval between mine installs decreases when buffed by a Light Dice.
|
- Sand Swamp
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- Dumps sand swamp at random place in the field, slowing down monsters' movement speeds passing by.
- Sand Swamp Dice’s Slow effect stacks with the effects of Ice and Blizzard.
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- Joker
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- When merged with a dice with the same dot counts, it transforms into that dice.
- Take it along with Solar Dice for which the number of dice need to be maintained or a Summon or Assassin Dice that requires another copy of the same dice for greater effect.
- Can easily reach a higher dot counts by copying Growth Dice.
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- Holy Sword
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- Has chance to trigger the Holy Sword effect on a target hit, dealing damage of 50% of the target’s current HP.
- Mini bosses and bosses are immune.
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- Hell
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- Gives Instant Death effect to neighboring dice within 1 block from the Hell Dice. The rate increases proportional to the dot counts on the Hell Dice.
- Take it along with a dice that does random attack on monsters for greater effect.
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- Shield
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- Places blocking fence in the field at random place at every certain period of time, blocking monsters from moving forward.
- As this dice blocks the path and forces monsters into a cluster, taking it with a dice that deals AoE attacks could be a good combo.
|
- Blizzard
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- Unleashes a blizzard at a regular interval to slowdown all enemies.
- Same effect as the Ice Dice and stacks up to 50% at max.
|
- Growth
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- Transforms into a random dice after certain period of time, with dot counts increased by 1.
|
- Summoner
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- Summons a random dice from your deck when the dice are merged.
- High dot counts mergence summons a random dice with lesser dot. (single dotted summons a single dotted one)
- Effective for decks that require to summon tons of dice.
|
- Solar
|
- The Solar effect is triggered when there are 1 or 4 dice on the board. ATK increases just like the Laser Dice, and when the Solar effect is triggered, attack speed is increased and deals AoE damage.
The area of AoE damage widens each time the same target is attacked.
|
- Assassin
|
- Merging the dice reduces the dot count of the opponent’s one of dice. In Co-op Mode, it increases the dot count of the partner’s dice.
- Take Note: If the abilities are spammed fast in short time, it might only apply on a same target which can cause waste!
|
- Element
|
- Creates number of elements that orbit around the dice proportional to the dot counts. The orbiting elements deal damage to monsters passing by proportional to the target’s current HP.
- As the elements are created around the dice, it is better to place the dice on the edge of the board.
|
- Gun
|
- Transforms according to the dot count on the dice.
1 - Pistol: Attacks 1 common monster in the wave.
2 – Dual Pistols: Attacks up to 2 targets.
3, 4, 5, 6 - Shotgun: Attacks number of targets according to the dot counts.
7 - Sniper Rifle: Attacks a lot slower, but eliminates the target instantly. Deals damage proportional to the HP to mini bosses and bosses.
|
- Typhoon
|
- Transforms up to 2 times at a regular interval.
1st transformation - Attack speed is fixed at 0.1.
2nd transformation -All attacks deal critical damage.
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- Metastasis
|
- Merging the dice summons a special monster with 3 times the HP of common monster in the opponent’s field, according to the dot counts on the dice.
- Can be a big threat to the opponent in PvP Mode in later waves.
|
- Supplement
|
- Merging with another dice with the same dot counts increases the dot counts on the dice without changing its type.
- Take it along with a dice such as Gun or Solar that are difficult to increase the dot counts.
- Take it along with a Growth Dice for an even greater increase of dots.
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