Random Dice 2 Dice Tree Guide: All Dice by Branch (Nature, Order, Chaos, Engineering, Magic)

Updated: October 28, 2026

Random Dice 2 replaces boxes and gacha with a Dice Tree. You spend currency earned in matches to unlock dice along five themed branches, each with its own Supporter. Here's every die known from the Asian release, branch by branch.

Random Dice 2 Dice Tree screen with the five classes
The Dice Tree as it appears in the game. Image: 111%

How the Dice Tree works

Most dice names below are translated from the Korean and Japanese versions; where two English names exist, both are shown. Official English names arrive with the global launch, and we'll update the list then.

Every die by branch

Nature tree (9 dice)

Elemental basics: attackers, slows and poisons. A good first branch, and home of the Supporter Cheong.

DiceWhat it doesAwakening
FireBasic attacker; can be upgraded into the Sun/Solar die.Applies burn.
WindVery fast attacker (atwiki: ATK 100, attack speed 0.45, targets front). Skill nodes add a guaranteed crit every 7th hit and a chance of multishot.Adds stacking damage. atwiki's awakening section is empty.
IceSlows/freezes enemies; used as a stall pick in co-op support builds.Periodic ice-pillar attacks.
PoisonStacks poison on enemies.–
LightBuffs the attack speed of adjacent (cross-shaped) dice.Adds crit to neighbouring dice.
FlowerStrong at high pips but withers after some time; weak below 4 pips per a DC Inside post.–
ThornPath trap that damages enemies walking over it.–
Rock / Giant StoneObstacle/burst-type die placed on the path (TWGameX 'Boulder').–
Solar / SunHard-mode damage dealer obtained by upgrading Fire dice.–

Order tree (8 dice)

Buffs, control and alignment dice such as YinYang, Growth and Seal. Supporter: Dicky.

DiceWhat it doesAwakening
BubbleGenerates bubbles; listed as a non-crit die (DC Inside).–
YinYangGains strength when lined up in rows/columns (alignment-based buff).–
ExecutionHas a gauge that drops as nearby dice attack (DC Inside).–
BlessingFills a gauge to grant random buffs (DC Inside).–
JudgmentNot yet documented–
GrowthEvery ~20s tries to gain a pip (reported 40% or 44% success) and loses one on failure.At 7 pips its damage is multiplied by 10.
AlignmentFaces a random direction and buffs dice in that direction.–
SealControl die that locks or stalls targets; used to buy time in co-op.Locks automatically.

Chaos tree (9 dice)

High-risk scaling damage: Predation grows with every kill, Mutation and Decay reshape the board. Supporter: Ian.

DiceWhat it doesAwakening
FearBriefly halts monsters every 40 attacks (DC Inside).–
Predation / DevourArea damage that grows permanently with each monster it eats, multiplying late-game damage.Wider range.
GreedSummons monsters that give SP when killed (DC Inside).–
MutationHigh-variance damage die (oslink). Used as a main dealer in a DC Inside deck.–
TyrantExplodes when summoned; on its own it explodes every 10 seconds (DC Inside).–
Doom / RuinNot yet documented–
SolitudePlacement die that gains damage when its neighbouring tiles are empty.–
VoidNot yet documented–
Decay / CorruptionDebuff that raises damage taken (described as lowering defense), stacking; strong against bosses.–

Engineering tree (10 dice)

Gear-based synergies, mines, beams and the Gear Second upgrade. Supporter: Rick.

DiceWhat it doesAwakening
SwitchRepositions dice; needed in YinYang alignment decks.No pip limit.
NeonNot yet documented–
Saw BladeBounces across the lane to hit enemies; good early, including in Arena.–
AtomNot yet documented–
Light Beam / RayNot yet documented–
MineSP-management die (oslink).–
GearDamage grows with connected Gear dice; the main damage dealer of early builds.Grants Bubble protection.
SniperNot yet documented–
Steel / Iron ArmorBonus damage against bosses (TWGameX).–
Gear SecondNot yet documented–

Magic tree (7 dice)

Merge tricks and utility: Combo, Summon, Adaptation (the Mimic of RD2), Electric and Alchemy. Supporter: Echo.

DiceWhat it doesAwakening
ComboGains power as combo stacks build from repeated merges.+20 combo.
ResonanceRaises attack speed of same-pip dice; the buff stacks.–
SummonAdds extra dice when merging without spending SP.Summons a random 1-pip die every 60 seconds.
Adaptation / AdaptWildcard merger that combines with any die of the same pip count (RD1 Mimic equivalent), on a cooldown.Can merge with any die.
ElectricChain-lightning damage; strong early.DISAGREEMENT: JPGameZ says it extends the chain; TWGameX says it adds a stun.
Magic BulletHigh-burst projectile die (TWGameX).–
AlchemyMerging throws a potion that buffs damage (ggene); random damage boost (DC Inside).–

Which branch to unlock first

Korean and Japanese guides mostly agree on a simple path for new players:

  1. Start in Magic for Adaptation (it merges with anything, like Mimic in the first game) and Summon. They appear in almost every recommended deck.
  2. Add Order for Growth, another near-universal pick.
  3. Then pick a damage core: Gear (Engineering) for early game, Electric (Magic) for co-op, or Predation (Chaos) for late-game scaling.

See complete Random Dice 2 decks built from these dice.

Frequently asked questions

How do you get dice in Random Dice 2?

By unlocking them on the Dice Tree with currency earned in matches. There are no random boxes or gacha.

How many dice are in Random Dice 2?

About 44 are known from the Asian release across the five branches, plus upgrades such as Solar and Gear Second. More are being added in updates.

What is the best branch in the Random Dice 2 Dice Tree?

Magic is the most common first pick because Adaptation and Summon fit almost every deck.

Sources: oslink, atwiki (Japanese), TWGameX, JPGameZ, namu.wiki.

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