I just made an observation: If you choose a new dice for completing a level you can sometimes find a mundane attack or defense dice that have a slightly higher percentage or rolling 6 as you can see. Now if you add the face values together and divide by six, you'll be able to see the average power of each dice. The standard defense dice at top tier (4+4+5+5+6+6= 30/6 = average value is 5) whereas the other dice (6+6+6+5+5+4= 32/6 = average value is 5.3). In the case of the defense dice this becomes interesting when compared to a top tier Lucky 1 dice (6+6+6+6+6+1 = 31/6 = average value is 5.16). My conclusion is that if you can choose which dice to put a Grow tag on, chose the mundane one you get as a reward. It will, on average, outperform the starter dice, and if a Heavy tag is applied to it, it'll even outperform the Lucky 1 with Grow.
Chirp87
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Pinkish dice that can be double gold upgraded to only be 6's. They don't do damage or anything, they just drop their face value on the board that you can stack other dice on. Play it, next turn you have a +6 panel on the grid that you can put a def, atk, or heal dice on. They stack too. Play terrain for +6, next turn (if you have another terrain dice) you can play another on top of it. The number value decreases after every turn, but paired with a heavy or eternal dice (esp with the grow property) you can put up some good numbers turn after turn.
You know the random event where you get to pick a dice or take the heal to full, +6 hp, take -15 damage. I usually take the second. Also, I knew what dice I wanted. Once I had my set, I'd never take the add a dice option over +3 hp reward. Oh, also, never (as much as you can anyway) end a fight with less than full hp. Keeps you from getting greater max hp.
That's an eternal block dice. They are unlockable and some of my faves. They all start really weak, so they'll only be worth it if you have good purple dice or make it into a grow dice (which I recommend). Play it once, it stays out, it grows by 1 every turn. Pair it with a terrain dice to start strong and watch it get better over time.
Eyyo. I've been doing the math comparing grow eternal block dice vs. lucky 1 grow heavy block dice. Since heavy dice have a cooldown for 1 turn after they are removed from play, eventually eternal dice win out. However, an eternal dice can only roll as high as 3. Even if it grows, you may be dead before it gets strong enough to defend you. Heavy dice can start stronger, but they drop off over time.
Goodness gracious. Got an amazing set, just got the hybrid block/heal dice, real good HP for my level. Then I get 3 purple flies. They each hit me five times. EACH HIT DOES 6 DAMAGE! 90 damage in a turn馃槄 What a disappointing way to end what could have been an all-timer.

Highest score yet. BTW, are the bomb dice any good in the long run?