Diceomancer is a deckbuilding rogue-lite that isn’t made to be played seriously. You’re not only able to but rather encouraged to cheat your way through the bosses by using the all-powerful The One Dice to warp reality to your will. Each class has its own way of dealing an infinite amount of damage in a single turn, but there are nuances in what makes one better than the other.

While some try to end the game before the enemy ever gets a turn to defeat them, while others negate and postpone death itself to survive despite having negative HP, and some make you feel like you’re playing a building simulator and some let you summon creatures to do your deeds. Despite only having six classes, each one warrants completely different playstyles.

Barbarian in Diceomancer.

6Barbarian

One Shot Enemies In A Single Turn

In most Barbarian runs, you may expect the final boss to be reduced to ashes on your first turn. The Barbarian’s idea of defense is to end combat before the enemy has a chance to kill you. The ability that lets you do this is the Injury mechanic from the red orb, something the Barbarian shares with the Berserker.

This mechanic allows you to postpone taking damage, making it possible for you to tank hundreds of points of damage without dying, so long as you’re able to end the enemy before the Injury damage is triggered. The Barbarian, unlike the Berserker, doesn’t have many ways of further postponing Injury damage. Get Ultimate Now is pretty much the only way you can do so, making you use up The One Dice if you cannot end any combat in its opening turn.

Pro in Diceomancer.

The Wild keyword lets you use cards without paying their orb cost, instead consuming a set amount of health to cast them.

However, so long as you can survive until the later stages of the game, these single-turn game ends should become fairly easy to achieve. Thin out your deck so most of your cards have the Wild keyword, and then dump them all for free. The problem lies in collecting these cards and surviving until you reach these later stages, which can be a huge chore for the Barbarian.

Druid in Diceomancer.

5Pro

Control Your Orbs

The Pro has a very interesting gimmick. Instead of introducing a new mechanic to the game, the Pro simply allows you to cycle between blue and red orbs, letting you cast more cards than other classes, even in the earliest stages of the game. The Pro is certainly one of the more fun and interactive classes to play but struggles with issues opposite to that of the Barbarian.

Put simply, the Pro doesn’t have enough damage for a burst playstyle. It also doesn’t have the same investment potential as the Druid or the Builder. The closest archetype to the Pro would be a control deck in other card games, something that doesn’t quite fit a game where the main challenge is shooting down large HP pools. Still, the Pro is perfectly viable and has its ways of ending games. If you manage to get both Sniper Rifle and Flow, especially, then you’ll have an easier time than many other classes.

Sage in Diceomancer.

4Druid

Summon Creatures To Your Aid

If you’re a fan of Pokemon or civilization games and don’t like dirtying your own hands fighting an enemy, the Druid would be the perfect class for you. Its entire game plan revolves around summoning Elements, tiny sidekicks that can stack up indefinitely and cast their skills at the end of your turns. From dealing damage to shielding you, and even debuffing enemies and creating Dice cards for you to play, these little critters can do pretty much anything, and you’ll have an amazing time overwhelming bosses with them.

Some cards allow you to have an easier time stacking them up as well. Feeding Time restores their usages, giving you more time to sync together a bigger band of them, while Mitosis straight-up doubles all your summons. you may then use Enlarge to buff all their skills, creating an engine that plays the game for you.

Builder in Diceomancer’s preparation.

You can also go a completely different route and use Cancer to make all your summons repeatedly use their abilities in a single turn, giving you both the same burst damage as Barbarian and Berserker and also a trump card to protect yourself with hundreds of points of Block if caught in a bad situation.

3Sage

Hope For A Miracle, Or Use A Shotgun

Being the class you start with, Sage is the most straightforward one to play. It has two main archetypes: Miracle and Loaded Ammo. Miracle relies on drawing and producing cards that have bonus effects from not starting in your hand. While the bonuses are certainly useful, Miracle as it is in the game is more of a convenient advantage than a full game plan.

Small Mirror is one of the best relics for Sage, doubling your fifth card each turn. This pairs with Art of War’s doubling, making your damage’s scaling quadratic.

Berserker in Diceomancer.

Instead, Loaded Ammo seems to be the way to go if you’re playing Sage. This revolves around getting Loaded Ammo cards; cards that have strong effects but need to reload before you can cast them again. These offer you a ton of damage in the form of weapons like the Organ Gun, and also give you versatility by having most Unloaded cards give you some sort of defensive benefit.

Furthermore, Tactical Reload makes it very easy to draw all your Loaded Ammo cards, and Lord of War gives you an amazing damage boost that doubles all your Loaded Ammo card casts. Overall, despite being relatively easy to play, Sage is still one of the best classes in Diceomancer.

2Builder

Construct Powerful Machines

The Builder has access to the best cards in the game. With stuff like Artificial Intelligence and Dyson Sphere letting you play out your entire hand every single turn, it’s no wonder it’s one of the best classes in the game. Builder is balanced around the Construct mechanic, which is similar to the Evolve feature seen primarily in Druid decks.

Your cards are usually not up to their full potential, instead only unlocking that potential once you’ve played a certain number of adjacent card; this encourages you to take the position of cards in your hand into account before planning out your turn, adding another layer to game strategy. However, the Builder has its ways of working around this drawback, mainly with the Build cards.

Said cards allow you to instantly build any one card you choose; Build cards cannot be cycled back into the hand, as they have the Exert keyword, making them disappear from combat once used. You can even use The One Dice on your Build cards to increase the number of uses, but the Distortion isn’t worth it, and just four activations are enough to get your Artificial Intelligence and Dyson Sphere working.

you may have up to two Build cards in your deck, and upgrading them lets you use each card twice due to the Remain keyword.

1Berserker

Defy Death With Pure, Unbridled Rage

The Berserker, all things considered, may just be a better Barbarian. While you have less of an ability to eradicate bosses in one turn, you instead gain tons of versatility on how to approach any situation. Cards like Painkillers let you negate the Injury damage multiple turns in a row, letting you focus fully on offense. These cards can also be modified with The One Dice due to their Remain keywords, letting you cast them multiple times in succession.

You can use The One Dice to increase your orb limit, letting your Fury turn differently colored orbs into red ones.

As if all of that wasn’t enough, the Fury mechanic gives you the single best way of consistently producing red-colored orbs in the game. This, when paired with the Storm keyword’s ability to repeat card casts depending on how many red orbs you have, lets you pull off some devastating combos.

​​​​​​​What makes the Berserker even scarier is that you don’t even need said combos to beat bosses, just your passive Injury and the base damaging cards are enough!