SpellRogue

SpellRogue

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Dice rolling tricks and combos
By Deadlock
Some neat tricks to make your dice rolling easier. Every SpellRogue game will result in a completely different build because of the randomized drafts, which forces you to think about combos that synergize well.

I wrote this guide to demonstrate some fun builds and combos that I found while playing and I will keep adding them as I discover new ones. These builds are by no means the strongest ones possible, just meant as inspiration for your own builds.
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Things the game does not tell you
  • You can always see what the effect of ending your turn will be on your HP by hovering the End Turn button. You can also see the effect of casting a spell by hovering the target over an enemy.
  • Winning a fight (kill the last enemy that is not a summon) will finish that fight immediately and will not trigger any damage effects such as Ignited or Infected spells, so you cannot die after winning a fight.
  • In general, I like to have at least 2 Attack spells, 2 Defense spells and 1 Utility spell. I like to have at least one countdown spell to "dump" any remaining dice that cannot be used anywhere else.
  • It's also a good idea to create a balance between spells with low and high cost or with odd/even cost to ensure you do not end up with useless dice.
  • Spellbreaker Shade ritual (Instantly cast target spell) used with dice rolling spells will give you new dice of maximum value.
  • Countdown spells do not reset their count at the end of turn. You can reduce the value to *1* so you can cast it for cheap next turn.
  • Overspending on countdown spells does not count towards the next charge.
  • If there are multiple spells that are automatically cast then they are cast from left to right. For example, multiple countdown spells that are reduced to zero.
  • There is a subtle difference between rolling and rerolling dice: rerolling will keep any enchantments on the dice (icy, ether, vex, etc).

Status effects
  • Fury (Increase damage on next attack) does not reset at the end of your turn.
    • You can use this to build a huge attack bonus and spend it on spells that attack multiple times.
  • Concoction (Next spell does not consume charge) does not reset at the end of your turn.
  • Concoction works with spells that are "Unrestorable" (need to double check).
  • Poison and Health Loss ignore enemy armor.
  • Poison will trigger at the start of the enemies' turn, before the enemy attacks. This means you can predict it will die the next turn without dealing any damage to you. For example, enemy has 8 Poison stacks and 15HP, then it will die next turn (8 + 7 poison damage).
    • Infected spells will deal damage if the game would be finished by dealing Poison damage, so be careful with Infected spells when using Poison.
  • Banefire (1 damage per stack to the front enemy at the end of your turn) will also kill the enemy before it has a chance to attack.
  • Critical (2x damage on next attack) does not work with potions or "end of turn" damage like Pyrohide, Banefire
  • Pyrohide (retaliate damage against attacking enemy)
    • works if the enemy deals 0 damage.
    • works with Rupture.
    • does not work with Power.
  • Thorns is only triggered by damage cast by you, not by artifacts, status effects (banefire) or potions.
  • Spell reflect is only triggered by targeted spells, not by spells that target ALL enemies.
  • 1 stack of Weak is usually better than 1 Block, since it will count double in case an enemy attacks multiple times in one turn. There are also many spells that apply weak to ALL enemies.

Special dice and dice manipulation
  • A spell with reroll is always a good thing, since you will cast the spell and get another die to use for something else. There are many artifacts that trigger an effect on a reroll and cards that get buffed by the number of rerolls.
  • Increasing value of dice past 6 will create a new die, for example: increasing a [5] die by 4 results in 2 dice with values [6] and [3]
  • Using multiple Energized dice (add +4 damage/block when used in spell) when used in countdown spells will give the +4 effect for each energized die.
  • Icy (gain [X] Fury when used in a spell) will persist on dice when rerolled, which allows you to gain the Fury bonus multiple times.
  • Manifold Gatestone ritual (2 random dice gain Manifold) seems to pick dice that do not yet have an effect on them, so it is not completely random (not 100% sure about this).
Spell tips
Card
Tips
Image
Amalgamate
  • When used with one enchanted die (Energized, Stygian, Glimmer, etc) will copy the effect to the other die as well.
  • When used with two enchanted dice then both dice will get the effect of the die that you put in the left slot.
  • When autocast, it will give you 2x [6] dice for free!

Inscribe
  • Always pick this card when playing multiple countdown spells and cast it early on. Having multiple cost *1* spells is really really strong!
  • When cast on a *1* spell, it will not reduce cost any further but will cast the spell for free once.

Mana Splinter
  • When used with a [1] value die will create 2 dice of value [1].
  • When used with an enchanted die will give you 2 enchanted dice.
  • Use it on value [1] Ether dice, so you gain an extra Ether die everytime.

Styx
  • Stygian dice stay at the end of turn, so try not to use them unless you can finish a game with them.
  • Try to duplicate, split or increase the value of Stygian dice with other mechanics

Toxic Knowledge
  • As long as you keep rolling [6] dice, you can keep casting this spell.
  • Toxic skin stays during combat, which can stack Poison pretty quickly during long fights.

Builds
The game mechanics in SpellRogue let you create many different builds with combinations of different effects. I wanted to show some fun ones that I found.

It might not be easy to get the exact same cards, but many can be replaced if they have similar effects.

Azar

Many manifold - Loadout B
Create manifold dice with the Manifold Gatesone ritual and duplicate them to abuse [x] value cost and countdown spells.
  • Manifold Gatestone ritual adds Manifold to 2 dice.
  • Low value manifold dice can be duplicated with Mana Symmetry.
  • High value manifold dice can be duplicated with Mana Purification.
  • Reroll low value dice with Cinder Swipe.
  • Use Manifold dice to cast Incendiary multiple times.
  • Control enemy damage with Sunshield and Kairotic Moment in the meanwhile.
  • Astral attunement ritual can be used to for even more Mana Symmetry or Incendiary casts.
https://steamproxy.com/sharedfiles/filedetails/?id=3215214292

Death by a thousand cuts - Loadout C
Deals damage with many low value dice and use spells with "for each Dice spent".
  • Mana splinter and Fragmentize to create value [1] dice.
  • Build up Power with Fragmentize and Pyre.
  • Furnace to reduce all other countdown spells by -2 for each dice spent
  • Flame Storm will attack multiple times with added Power.
https://steamproxy.com/sharedfiles/filedetails/?id=3215174919

Big boom - Loadout C
Blow up enemies in a single hit with Gaze From Beyond, increased by critical and others.
This combo can deal 200+ damage and kill a boss in turn one for the achievements.
  • Gaze from Beyond to kill enemies with a single spell.
  • Gaze can be upgraded to 65 damage.
  • Inner Rage to double damage of Gaze.
  • Use Blood Totem ritual for another 50% damage increase.
  • Mana splinter to duplicate value [1] dice, or split [2] and [3] dice into [1] for Channel Mana.
  • Mana splinter with Styx to create multiple Stygian dice.
  • Ironguard and Searing Heat to control enemy damage while building up Gaze.
  • Use spells with Marked to further increase damage of Gaze.
  • Soul Grasp ritual is great to kill off the low health enemies.
  • Spellbreaker Shade can be added to instantly cast Gaze.
  • Channel mana to reduce the cost of Gaze.
https://steamproxy.com/sharedfiles/filedetails/?id=3215185845

There will be blood - Loadout D
Dead simple Wound deck.
  • Wound dice used on Cauterize for as much Block as you need.
  • Cheap damage with Hurt, amplified by Inner Rage.
  • Leech will grow stronger than Hurt after a few turns.
  • Artifacts that help with Wound:
    • Lifedrinker - Heal 4HP every 10 attacks
    • Skjoldur - Gain Delayed Block equal to Health Loss
    • Silver Hauberk - Decrease Health loss by 1 (use [1] and [2] Wound dice for free)
  • Add other cards for fun
    • Sap Lifeforce or Convalesce for life gain
    • Mutilation for rerolls
    • Flamestorm with the second Shard upgrade (-2 countdown for every health loss).
https://steamproxy.com/sharedfiles/filedetails/?id=3218710474


Hazel

Blessed be Hazel - Loadout B
Uses high value dice to cast damage spells multiple times. Not the most spectacular combo, but satisfying nontheless.
  • Gleaming exterior to gain Blessing.
  • Then cast Relief to create dice for each Blessing.
  • Astral Attunement to cast either Gleaming Exterior or Relief multiple times (or an attack spell).
  • Reroll low value dice with Beast Within.
  • Desolation with two value [6] dice for free 12 damage on all enemies.
  • Spellbreaker Shade ritual on Desolation to get 2 value [6] dice for free.
  • Bastion results in very high Block values after a few turns.
https://steamproxy.com/sharedfiles/filedetails/?id=3215242415

Powerquake - Loadout C
Build up Power and cast Earthquake to damage all enemies.
  • Build up Power with Sow Power.
  • Earthquake to damage all enemies.
  • Savagery to target a single enemy and/or apply Weak.
  • Bloodlust ritual for bonus damage.
  • Stalk to apply Marked for multiple turns.
  • Transfigure to deplete Sow power or Sanctify Shell, which builds Block and gain the deplete effect.
https://steamproxy.com/sharedfiles/filedetails/?id=3215199505



Lapis

Vexed rerolls - Loadout B
Cast Vex multiple times to create many bonus dice. Using Vex dice will lower other dice values, but these are used in countdown spells and other cheap spells.

Other spells will keep rerolling the dice so I can cast almost all spells every round.
  • Requires upgraded Water Vortex that gives Concoction effect (next spell does not consume a spell charge).
  • Start with using low value dice on Water Vortex to gain Concoction, then cast Vex.
  • Spell Catalyst ritual to gain Energized dice (+4 value to Attack/Block spells)
  • Flip dice upside down with Mana Inversion when needed.
  • Cast Wash Away early to gain Surge (apply Weak to ALL enemies when gaining Block), then cast other Block spells.
  • Deal damage with Winter's Bite, increased by Power from Water Vortex.
https://steamproxy.com/sharedfiles/filedetails/?id=3215224160

The rolling storm - Loadout C
Simple Hailstorm build that builds Fury and then deal a lot of damage in a single spell.
  • The upgraded Blizzard with +3 Hailstorm builds Fury incredibly fast.
  • Fury can be built up over multiple turns for enormous damage in a single spell cast. Just block enemy damage in the meanwhile.
  • Wave Shift and Brine Bubble to keep rolling dice while building some Block.
  • Strange Presence for extra dice rolls.
  • Spellbreaker Shade ritual to cast Strange Presence gives you 2 free Vex dice rolls.
  • Diminishing Blade to damage a single enemy multiple times.
  • Crashing wave to damage all enemies.
https://steamproxy.com/sharedfiles/filedetails/?id=3215206292
Quests & Achievements
Deal 200 damage

  • Character: Lapis.
  • Simply keep building Fury with as many multipliers as possible.
  • Build Hailstorm with Sleet Sky, Eye of the Storm, etc.
  • Then reroll dice as much as possible.
  • Remember you can End Turn, which will not reset Fury.
  • Rime Hail spell - Deal 3 damage, Fury counts double (upgraded: fury counts triple)

https://steamproxy.com/sharedfiles/filedetails/?id=3221656878

Have 25+ available dice
  • Character: Azar - Loadout C
  • Mana Splinter
  • Etherwave artifact - Creates an Ether die in turn 1
  • Optional: Bosco's Bell artifact - Create Ether die every 3rd turn
  • Keep splitting the Ether die until you have 25 dice in total. Recommended in long fights like the Shadowfire Twin boss, that can easily be controlled.
  • Adding extra spell charges to Mana Splinter helps, for example through Radiant.

https://steamproxy.com/sharedfiles/filedetails/?id=3216527284

Roll 50 Dice

The "Realm Warp" ritual makes this achievement a lot easier. Wait until you have 3 charges and gather as many dice as possible, having 17 dice in one turn is enough.


Method 1: Reroll spells, then Reality Ripple / Flowing Mana potion

  • Character: Lapis, since he has the most reroll spells.
  • The Reality Ripple spell or Flowing Mana potion rerolls all dice.
  • Gather all the cards with reroll, concoction and rolling extra dice.
    • Mental Reservoir - roll 5 dice
    • Noxious Ritual - roll 2 dice (upgrade: 3 dice)
    • Ice ward - Depleted: roll 2 dice (upgrade: 3 dice)

Method 2: Duplicate/split persistent dice, then reroll

  • Character: Azar - Loadout C
  • Create dice that persist at end of turn:
    • Etherweave artifact - turn 1: roll 1 Ether dice
    • Bosco's Bell artifact - every 3rd turn: enchant random dice with Ether
    • Cube of Darkness artifact - turn 1: roll 1 Stygian dice
    • Styx void spell: return dice with Stygian
  • Create copies of the enchanted dice:
    • Mana Splinter (fire spell) to split dice
    • Amalgamate (void spell) with 1 enchanted + 1 regular dice to copy the enchantment
    • Mana symmetry (void spell) to duplicate dice
  • Reroll using Reality Ripple (water spell) or Flowing Mana potion

Complete a game in 45 minutes

  • Character: Hazel - loadout A
    • This starter loadout deals consistent high damage early on.
    • It requires minimal thinking: increase dice value with Regrowth until you have [6] value and keep attacking.
    • Remember that using Regrowth with a value [6] die will create a new value [1] die.
  • Prioritize dealing damage over blocking, you can tank a bit of damage.
    • Pick high damage spells that can be activated with a single die
    • Earthquake spell to damage ALL enemies.
    • (Upgraded) Force of Nature ([X] Damage and [X] Block) is great for gaining some block while attacking at the same time.
    • Onslaught ([X] damage, return with -1 value) and Sacred Shimmer for bonus attacks.
    • Cards that apply Marked to amplify damage.
  • Bloodlust ritual for 50% bonus damage (can be toggled off again if you have 2 charges).
  • Darkwraith Scythe artifact (-1 dice, 2 Critical) for high damage in your first turns.
  • Pick the path with the least number of fights to the boss.
  • Use potions during boss fights, don't be afraid to finish a long fight with a damage potion.
  • You should rely on the 25 HP heals at the Shrine event. Sell a card for +8 max HP if you are full HP.
  • On the first map, you can easily take on Elites for the extra shards (or artifacts). Added benefit is that it is usually a single enemy, so you can focus all your damage on that.

https://steamproxy.com/sharedfiles/filedetails/?id=3224346685

Here's a similar build where I died to the final boss at 200HP:

https://steamproxy.com/sharedfiles/filedetails/?id=3222125968
1 Comments
Garou 17 Apr, 2024 @ 3:11am 
Nice guide, I will try these strategies for the "Roll 50 Dice". :47_thumb_up: