All Random Dice Dice List
Every die in Random Dice (107) and the Random Dice 2 dice known so far (44), with rarity, what each does and its tier.
- 1st Anniversary
Event die that attacked normally and generated gold on a timer.
- AbsorbC
Marks an enemy and periodically drains SP from it, with a bonus if the marked enemy dies.
- Adaptation / Adapt
Wildcard merger that combines with any die of the same pip count (RD1 Mimic equivalent), on a cooldown.
- Alchemy
Merging throws a potion that buffs damage (ggene); random damage boost (DC Inside).
- Alignment
Faces a random direction and buffs dice in that direction.
- ArrowB
Every fifth attack fires empowered arrows at random enemies, one arrow per pip.
- AssassinS
Merging lowers a random enemy die's pip count by one (raises an ally's die in co-op).
- Atom
- AtomicA
Atoms orbit the die, one per pip, damaging enemies they touch based on current HP.
- Barrier
Creates barriers that can block the opponent's skills; each block uses up one barrier.
- Bastion
Gains bonus damage from differently typed neighbouring dice, with extra gain when their pips match.
- BerserkerB
Hits harder the more monsters are near it and enters a splash-damage berserk mode when crowded.
- Blessing
Fills a gauge to grant random buffs (DC Inside).
- BlizzardS
Creates blizzards that heavily slow monsters and make them take more damage, stacking up to three times.
- BountyA
Merging puts bounty marks on enemy dice; when a marked die's pips change you gain SP.
- BrokenC
Plain attacker that hits random enemies with no special ability.
- Bubble
Merging puts bubbles on your dice that raise crit and protect them from enemy skills.
- CloneD
After enough attacks it copies itself into an empty neighbouring tile, up to a pip-based cap.
- ComboB
Gains damage from a combo count that rises as you merge dice.
- Compression
Stores other dice's basic attacks into an orb and releases the stored damage when hit by a skill or merged.
- CrackC
Marks the lead enemy so it takes more damage, stacking up to three times.
- Cracked GrowthA
Tries to grow on a timer; success gives a random higher-pip die, failure drops a pip and randomises it.
- CriticalC
Raises the critical hit chance of the four dice directly next to it.
- DeathC
Has a chance to instantly kill non-boss enemies for bonus SP, sending a weak ghost to the opponent.
- Decay / Corruption
Debuff that raises damage taken (described as lowering defense), stacking; strong against bosses.
- Devil Sword
A power-up picks a 'master' die that gets bonus AoE damage for 10 seconds, then loses half its pips.
- Dimension
Opens a gate on a monster; when it closes, nearby enemies are sent to the opponent's side.
- Distortion
Creates a zone where enemies take extra damage; some monsters killed there return to the opponent stronger.
- Doom / Ruin
- Earthquake
Replaces attacks with earthquakes at random spots that damage and slow; merging adds a seismic shock.
- Echo
After a cooldown it merges with an equal-pip die so that die's skill triggers one extra time.
- ElectricC
Hits the lead enemy and arcs electricity to two nearby enemies at reduced damage (70% and 30%).
- Empty Gift
- EnergyD
Adds a second hit whose damage scales with how much SP you are holding.
- Execution
Has a gauge that drops as nearby dice attack (DC Inside).
- Exhaust
Merging exhausts several enemy dice, sharply cutting their attack speed for a while.
- Extreme Dice
Added as a Transcendence in v1.1.4 (Oct 16).
- Fear
Briefly halts monsters every 40 attacks (DC Inside).
- FireC
Hits the lead enemy and splashes fire damage onto enemies around it.
- FlameB
Flamethrower with splash damage that weakens over time until it goes out; another Flame can relight it.
- FlowA
Speeds up monsters on the opponent's field in PvP (slows them in co-op).
- Flower
Strong at high pips but withers after some time; weak below 4 pips per a DC Inside post.
- Forging
Consumes other Forging dice as materials to level up its attack, unlocking bonuses at milestone levels.
- GambleB
Adds a random bonus between its normal damage and your critical damage value on each hit.
- GearC
Adjacent Gear dice link into chains, and every linked Gear raises damage for the whole chain.
- Gear Second
- Gift
Produced a New Year event currency instead of gold, spendable only in the event shop.
- Giga Switch
Swaps with a same-or-lower pip die and buffs the target's attack and speed, with half the buff to neighbours.
- Gravity
Pulls the opponent's lower-pip dice together so they merge after a delay.
- Greed
Summons monsters that give SP when killed (DC Inside).
- GrowthA
Gains a pip on a timer and becomes a random die from your deck.
- GuardianA
Builds Guard levels whenever it is targeted by skills or neighbours merge, raising its damage.
- GunC
Creates sniper spots that shoot the highest-HP monster for heavy damage and buff all Gun dice.
- HealingD
Merging heals the opponent's monsters in PvP but damages monsters in co-op, by a share of their max HP.
- HellA
Gives its four neighbours a pip-scaled chance to instantly kill non-boss monsters.
- Holy SwordC
Attacks can halve the target's HP, and it can summon a Divine Sword variant that rains splash damage.
- IceD
Hits the lead enemy and stacks a movement slow (up to 3 stacks, capped at 50%).
- Ignition
Merging burns some of the opponent's SP for your benefit and sets their monsters on fire.
- InfectB
Marks enemies; when a marked enemy dies it leaves a toxic cloud that hurts enemies passing through.
- IronB
Targets the highest-HP enemy and deals double damage to bosses and minibosses.
- Ix10D
Merging hacks a random enemy die (in co-op it buffs a partner die instead).
- JokerS
Merging it onto a same-pip die turns it into a copy of that die.
- Judgment
- LandmineD
Places landmines that scale with enemy HP; a power-up toggles to a factory form that explodes on contact.
- LaserD
Every tenth attack fires a laser that travels back along the path hitting everything in it.
- LightC
Raises the attack speed of the four dice directly next to it.
- Light Beam / Ray
- Lightning Cloud
Zaps nearby enemies whenever another die's basic attack lands, with periodic rainstorms amplifying it.
- LockD
Each hit has a chance to briefly immobilise the target; each enemy can only be locked once.
- Lucky Bag
- LunarS
Speeds up adjacent dice, and with 3, 5 or 7 Lunar dice it also adds crit rate, attack and attack speed.
- Magic Bullet
High-burst projectile die (TWGameX).
- Medusa
Petrifies every monster on the field and deals damage based on each monster's current HP.
- MetastasisB
Merging sends monsters to the opponent's field, with a small chance to send a weaker random boss.
- Mighty WindA
After a few seconds in normal form it switches into a timed gust mode with much faster attacks.
- MimicB
Can merge with any die that has the same pip count, regardless of type.
- MineD
Periodically produces extra SP; output grows with pip count and power-ups.
- Modified ElectricB
Chains electricity backward through enemies, one jump per pip, with each jump hitting harder.
- Monolith
Charges up by pips; when full it can be dropped on an attack monolith for HP-based hits on random targets.
- Mutation
High-variance damage die (oslink). Used as a main dealer in a DC Inside deck.
- Neon
- NuclearA
Merging drops a nuke that wipes enemies near the front monster; bosses take max-HP-based damage instead.
- OverheatA
Spending SP into Overheat boosts basic and critical damage for a few seconds in escalating phases.
- Phantom Thief
Sends 'invitations' to enemy dice; when they resolve, the target loses a pip and one of your dice gains one.
- Pinball
Fires pinballs that bounce between enemies and grow stronger with each bounce.
- PoisonB
Prioritises un-poisoned enemies and applies poison that damages every afflicted enemy each second.
- Predation / Devour
Area damage that grows permanently with each monster it eats, multiplying late-game damage.
- Predator
Eats weaker or equal dice to fill a hunger gauge, then enters a timed hunter mode with bonus damage and speed.
- Rage
Each critical hit adds a rage level that raises attack speed and damage until a monster dies.
- Random GrowthB
After a timer it turns into a random die from your deck, which can end up with more or fewer pips.
- Recharge
Toggles between charging up from monster energy using SP and attacking with the stored power.
- Resonance
Raises attack speed of same-pip dice; the buff stacks.
- Reverse
Swaps its pip count with a different-type die that has a different pip count, then goes on cooldown.
- RockC
Periodically rolls a boulder down the path that damages enemies and may stun them briefly.
- RoyalB
Merging randomises a number of dice on the opponent's board (twice the merged pip count).
- SacrificeS
Weak attacker whose real job is to be merged for a pip-scaled SP refund.
- Sand SwampC
Periodically lays quicksand that slows passing enemies, stacking with other slows up to 80%.
- Satellite Strike
Runs a strike zone along the path; a power-up spends stored batteries to blast monsters inside it.
- Saw Blade
Bounces across the lane to hit enemies; good early, including in Arena.
- ScopeA
Lets its neighbours hit extra targets equal to its pip count.
- Seal
Control die that locks or stalls targets; used to buy time in co-op.
- Sealing
Seals the enemy die in the matching board position, silencing it until the opponent sacrifices another die.
- ShieldB
Periodically raises a barrier on the path that holds monsters back.
- SilenceD
Merging silences several enemy dice so they cannot act for a while.
- SlingshotD
Targets the lowest-HP enemy and deals extra damage to enemies under half health.
- Smite
Hits very hard but very slowly; attack-speed buffs are converted into extra damage.
- Sniper
- Snowball
Stacks a slow on random enemies; at four stacks it briefly freezes enemies around the target.
- SolarA
Repeated hits on one target ramp its damage, and enough Solar dice on the field unlock a faster splash mode.
- Solar / Sun
Hard-mode damage dealer obtained by upgrading Fire dice.
- Solitude
Only the highest-pip Solitude die on the board activates, getting a large attack boost.
- Soul
Monster kills can drop souls that Soul dice absorb for extra damage.
- Speed GunC
Deals extra damage based on how much an enemy's movement speed has been changed.
- StarD
Places a moving constellation; Star dice on it drop giant stars and other dice drop shooting stars.
- Steel / Iron Armor
Bonus damage against bosses (TWGameX).
- Storm
Summons a lingering storm that ramps up damage; re-summoning refreshes and strengthens it.
- SummonA
Deals no basic damage; periodically loses a pip to summon a random 1-pip die, and merging summons a deck die.
- SupplementB
Merging it onto a same-pip die adds one pip to the target instead of the usual random result.
- SwitchS
Can merge with any die of the same pip count and swaps board positions with it.
- Sword
Short-range striker that only works when placed on the edges of the board.
- TeleportC
Sometimes pulls an enemy off the path and stores it; merging sends stored enemies to the opponent.
- ThornB
Instead of attacking, it places short-lived thorn traps on the path that hurt enemies walking over them.
- TimeS
Slows the opponent's dice that have pips at or below your highest Time die (speeds up allies in co-op).
- Timewinder
Merging saves the board state so you can restore it later; recalling briefly silences all dice.
- Tsunami
Summoning or merging sends a wave that pushes monsters back and damages them.
- TyphoonS
Cycles between normal and two storm phases: one with faster attacks, then one where every hit crits.
- Tyrant
Explodes when summoned; on its own it explodes every 10 seconds (DC Inside).
- Variable
Depending on its current type, merging raises or lowers the pips of adjacent dice.
- Void
- Volcano
Builds stacks from nearby merges or skill hits and erupts into a damaging lava zone.
- WaveD
Gains damage and splash range the longer it stays on the board, resetting when its pips change.
- Whim
Its damage the next day rises or falls depending on whether players used it less or more than average.
- WindC
Has the quickest base attack speed of any die and rapidly hits the lead enemy.
- YinYangS
Lining YinYang dice up in rows and columns powers up its Harmony effect, boosting attack per pip.