Overview:
- Estimated achievement difficulty: 5/10 [highly skill and luck dependent] [Achievement Difficulty Rating]
- Offline: 53 [1000gs.png]
- Online: 0
- Approximate amount of time to 1000gs.png: 15-25+ hours [highly skill and luck dependent; also assumes you use Edit Progress to unlock all levels instantly] [Estimated Time to 100%]
- Minimum number of playthroughs needed: Many
- Missable achievements: None [roguelike gameplay]
- Does difficulty affect achievements: No. Can turn on Relaxed Mode in the options menu without affecting any achievements. This reduces enemy health by 25%, making this markedly easier
- Unobtainable/glitched achievements: None

Introduction:
Welcome to Dicey Dungeons, a roguelike game with turn-based combat that relies (unsurprisingly) on dice rolls. Basically everything in this game is built around dice. This was the product of an indie Game Jam where the theme was "A Roll of the Dice" and it certainly shows. There are six characters you can play as, and while their treks through the dungeon play out similarly (you'll choose where to go and who to fight and what stuff to buy and what upgrades to take), the characters play so different from one another that it really makes for a unique experience each time you switch characters. Achievements require you to beat all seven Rounds with all six characters, which is 36 regular Rounds plus the Hard mode version. Thankfully, there is a shortcut for the first 36 Rounds, but you'll still need to beat Hard mode yourself, as well as the final boss run, and then a ton of miscellaneous character-specific achievements. Strap in for an RNG ride and let's get started.

Save Abusing:
If you've played other rogue-ish games, you may be wondering what save-abuse options you have. Here, there are two handy ones to use, as well as the traditional one of playing offline while you progress. I'll review each option in this section.
 
  • Quit to Title. This is the handiest one, and the one you'll use most often. Basically, during any fight, if it isn't going well, you're about to die, you made a bad choice, etc., you can pause and choose 'Quit To Title' to return to the main menu. When you continue your game, you'll be back on the overworld before you initiated that fight, allowing you to fight someone else, make some changes in your loadout, or just attempt the fight again the same way. The important thing to realize here is that RNG is decided based on your actions. So, for example, you finish a fight, the game saves, and you jump into the next fight. You get a terrible opening roll so you Quit To Title. You load back in and jump back into that fight. You will get the exact same opening roll, because RNG was still already set. Don't worry though, because you can alter your RNG. Simply shift stuff around in your inventory, move around more before initiating the fight, or do literally anything different than your previous attempt, and RNG will be different. This is a great way to retry fights over and over if need be (this likely won't be needed for most characters very often, but some later more complicated characters might see you doing this way more often).
  • Restoring Cloud Save. Instead of playing offline, you can do this in-between method. First, I'll mention that there really isn't a need to do this anywhere throughout this completion except when playing Hard Mode and dealing with the random rules you get after each Floor on each run. Instead of playing offline, what you can do is finish a Floor, kill all enemies, get whatever stuff you want from chests and shops, etc., then quit back to the main menu to save your game, and then force close the game app to force a cloud save. You can wait a minute to be safe, but it should happen pretty much instantly. Open the game, load back into your run, go to the next floor, and see what rules you get. If you don't like your rule, DO NOT close the game. Press the guide button, go to 'Manage Game and Add-Ons' and delete your Local Save ONLY. Be absolutely certain you don't delete from everywhere. Deleting your local save will automatically close the game. Now launch it and your save will be back before you went to the next floor, allowing you to choose a different rule. I discuss the application of this in more detail in Hard Mode Bonus Round 6 (90G). This section is purely how to do it. Why you do it is in that achievement solution.
  • Lastly is the tried and true method of simply playing offline, and only coming online if you've made good progress, or deleting your local save if you screwed up and want to pick up from where you left off to try again. Basically do the same thing as the above method except after closing the game app to force a cloud save, but then go into your system settings and go offline. Play offline and make as much progress as you want, only going back online if you're happy with your progress. If you're unhappy with your progress, delete your local save offline, then go back online to try again with your older cloud save.
Step 1: Play Tutorial, then Unlock All Rounds and Characters
As noted in the Overview, if you want to make this completion easier, go into Options and turn on Relaxed Mode. This reduces all enemy health by 25%, making things significantly easier than they otherwise would be. No achievements are impacted by this.

Before doing any fancy methods of unlocking tons of achievements, definitely play through the tutorial as Warrior so you understand how the game works for all the miscellaneous achievements and playing on Hard. This will teach you the core mechanics of the game and how the dungeon runs are structured. It's virtually impossible to lose, and is an important learning experience.

With that done, it's time to unlock 25 achievements for 425gs.png in a minute or two. Refer to Complete all 36 episodes (90G) for how to easily do that. Note that once you do this, you won't be able to play tutorial rounds with any characters. I have included character specific explanations and tips in Step 2 below to help, since there are some important ones for some characters.

Step 2: Character-Specific Achievements and Hard Mode
With all characters and episodes unlocked, what we are going to do now is focus on one character at a time, doing all of the achievements best suited to them, and then doing their Hard Mode. The reason for doing Hard Mode now is because each character plays so different that it's in your best interest to do Hard mode while that character is fresh in your mind, for best gear, playstyle, and what Hard mode rules impact that character the most.

Firstly, there is one achievement that any character can do, and it's worth keeping an eye out for: Use limit break twice (15G) requires you to use your limit break twice in one turn, and is very easily done against the Cactus enemy that has a chance to show up in Floor 3. If you get that enemy, make it a point to get that achievement out of the way since it's otherwise insanely RNG dependent. You will assuredly encounter a Cactus multiple times while doing runs for achievements, so don't miss an opportunity.

Okay, on to characters. I will list all achievements you should go for with each character, and then provide some tips, guidance, and general gameplay strategy with them.

WarriorGeneral strategy: the Warrior is the most straightforward to use. You're mainly looking for high rolls to either deal the highest possible damage or get the highest possible shield. Reroll low rolls to get higher ones. Look for anything that deals high damage or duplicates dice

ThiefGeneral strategy: you will likely feel a stark transition when you switch to Thief from Warrior because the Thief will likely feel incredibly weak compared to the Warrior. This is because the Thief relies on low dice rolls to do repeated damage with his Dagger. Your goal is to get as many pieces of gear that split and duplicate dice. You should also be upgrading your Dagger as soon as possible, since it's your main damage dealer and you'll be using it 4-6 times per turn. Gear to look out for are at least one Lockpick (split a dice), but two is even better, definitely get Counterfeit (duplicate a dice) and keep that on you, and then one last good thing is any piece of gear that you can use 4+ dice rolls on, just in case you're still stick with one after splitting dice, so that dice isn't wasted. Once you get this class going, it's a lot of fun and easy to deal lots of damage.

RobotGeneral strategy: this is a big curveball from the Thief and Warrior. The Robot's gimmick is that he has a CPU limit, which starts at 9. Every time you press rt.png you roll a new dice, and that dice's value adds to your CPU meter. If your meter overflows, you lose all gear that turns and your dice become wasted. On the plus side, if your dice rolls perfectly add up to your CPU total, you get a Jackpot which gives you three good options to use on that turn only. So, the general strategy for the Robot is to use dice as soon as you make them. Roll a dice, use it on some gear, roll a second, use it, etc. This is so that if you exceed the CPU, you aren't wasting dice. This means you need to be a little more strategic with dice usage. For example, if some gear does X damage but status effect at 6, you have to decide if you want to use a 4 or 5 on it, or save it in case you roll a 6. In general though, as long as you're using dice as soon as they're produced, the Robot is still relatively easy to use. The biggest benefit is Processor Overflow, a piece of gear that is immune to CPU Overflow and does high damage. This means that whatever dice you have left after an overflow can be dumped into this gear to still do damage, so no dice are wasted.

InventorGeneral strategy: the inventor throws another big curveball at you: at the end of every fight, you need to choose one piece of gear to destroy, converting it into a gadget. Your gadget can be used for free once per turn. Gadgets are often very good, but the main issue is that you are constantly going to be destroying your gear, making it hard to have a steady consistent build. Thankfully, there are way more chests when playing as Inventor to ensure you always have enough gear to progress. What's important for the Inventor is to never have your inventory filled with only your best stuff, because you'll be forced to destroy one. Always have at least one, but preferably two, pieces of gear equipped that you don't really care about so you can sacrifice one. Equip two good damage dealers, and then one or two pieces of throwaway gear. It's also best to spend your money in shops on Scrap items so you have more stuff to sacrifice without risking your good stuff.

WitchGeneral strategy: by far the hardest character to use, the Witch throws everything out the window and uses a brand new format. Instead of a backpack, all of your gear goes into a spellbook and gets permanently assigned to whichever slot you put it on. You can overwrite it with new gear, but you can't move it. During fights, you need to first roll the dice of whatever value the spell is assigned to, then you can place that spell on the play area, and only then can you use it to deal damage. This makes this class extremely slow paced since you typically spend your first turn or two just trying to get equipment on the screen for you to use. You can only have six pieces of gear at a time, and you can only have four pieces of equipment on the play area at once, making the Witch the hardest to use and weakest of the bunch. However, there are some VERY important things to know about the Witch, which I didn't but will be critical to success:
 
  • When leveling up, you will sometimes be given the option between an Upgraded Spell Slot, Prepared Spell Slot, or Extra Dice. Always take the Prepared Spell Slot. Each Prepared Slot you have means one less dice wasted trying to get a spell onto the play area to use
  • With your Prepared Spell Slots, you can assign any spell to any prepared slot. On top of that, you can assign duplicate spells to all slots, if you want. I had no idea about either of these things until the very end of Hard mode and I felt like a complete moron. Pause, use lb.png and rb.png to switch between slots, and set whichever spell you want. Ideally, you want to set spells that are either harder to roll dice to summon (such as whatever is assigned to your 6 slot), or likewise because if you do roll a 6 you want to use it to deal damage rather than summoning a spell. Or, if you have spells that are early helps, such as duplicating dice, splitting dice, etc., for summoning more spells, those are really handy to have out
  • You absolutely want to cater your spells to whatever you're fighting. Set the prepared slots to have spells that will help you in the next fight
  • Assign spells to slots strategically! For example, you never want to assign a spell to a slot with the same dice that that spell requires. For example, Hall of Mirrors requires a 6, so you absolutely don't want to assign it to the 6 slot because it wastes the 6 you rolled. Similarly, look for dice value requirements on gear and assign appropriately, such as odd versus even rolls, low versus high, etc.
  • You can overwrite spells on the play area with whatever you want whenever you want. For example, if you've used all four spells on the play area (they're all grayed out) but you still have some dice left, you can use them to summon a new spell to any spot and then use that spell. Just try not to overwrite something you'll want to use next turn. This also allows you to have as many duplicate spells on the screen at once as you want
JesterGeneral strategy: for the last big change, the Jester plays equipment like a deck of cards, with each card being a piece of gear. Three are available at a time, and each time you use one a new one from your deck takes its place. If there are duplicate cards on screen, you can press rt.png to discard both to make room for two more. This may sound counterintuitive to discard gear you could be using, but it'll make sense when you play. You'll often want to burn through some meh cards to get to better ones later in the deck. This brings up the main point for Jester strategy: you want your deck to be as small as possible! It's counterintuitive, but the more cards you have in the deck, the harder it is to play. You may have a lot of good cards, but more cards means it's harder to get to all the ones you want. A small deck is far more effective. Additionally, use shops to destroy cards in your deck. Again, the opposite of what you'd think, but you don't really need four of the same card. Destroy them down to a pair. Pairs are best because your limit break can be insanely good if done when lots of pairs line up. The Jester is a fast paced character that is a ton of fun to play because you're going through so many cards and attacks every turn. Because you're going through 10+ cards every turn, gear that duplicates dice, returns a dice, etc., are really helpful for making Jester output even more damage.

Step 3: Final Boss
All that should be left at this point is to defeat Lady Luck. Thankfully you only need to do this with one character, and it can be any character you want (although your choice doesn't really matter). This part switches up the gameplay yet again for a great final boss run and fight. I have gone into a ton of detail in Defeat Lady Luck (95G), so refer to that for more information on reaching and beating the final boss of the game.

Conclusion:
Dicey Dungeons was one of the most fun games I've played in a while. Not since Shovel Knight have I seen such amazing character variety where it feels like you're playing an entirely different game when you switch between classes. It truly keeps the gameplay very fun and engaging with the character types. On top of that, there is a huge variety in gear, builds are a lot of fun, and like any roguelike worth its salt, the satisfaction of a build well built is so good here. I loved this game, and hopefully you do too. If you made it through Hard mode, congrats on a well-earned RNG completion!
 
[XBA would like to thank Necrophage33 for this Roadmap]

Dicey Dungeons Achievement Guide

Printable Guide
Show completed achievements
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There are 53 achievements with a total of 1000 points

  • Unlock episodes.

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete any 6 episodes.

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete any 9 episodes.

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete any 12 episodes.

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete all six episodes for any one contestant.

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete the episode named "Curse of Greed".

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete the episode named "Finders Keepers".

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete the episode named "You Choose, You Lose".

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete the episode named "The Inevitability of Rust".

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete the episode named "Countdown".

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete the episode named "Losers, Weepers".

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete any elimination round episode.

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete any two elimination round episodes.

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete any three elimination round episodes.

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete any four elimination round episodes.

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete any five elimination round episodes.

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete all six elimination round episodes.

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete any parallel universe episode.

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete any two parallel universe episodes.

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete any three parallel universe episodes.

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete any four parallel universe episodes.

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete any five parallel universe episodes.

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete all six parallel universe episodes.

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete all six bonus rounds.

    Refer to Complete all 36 episodes (90G) for more information. 
  • Complete any bonus round episode in hard mode.

    Refer to Hard Mode Bonus Round 6 (90G) for more information. 
  • Complete any two bonus round episodes in hard mode.

    Refer to Hard Mode Bonus Round 6 (90G) for more information. 
  • Complete any three bonus round episodes in hard mode.

    Refer to Hard Mode Bonus Round 6 (90G) for more information. 
  • Complete any four bonus round episodes in hard mode.

    Refer to Hard Mode Bonus Round 6 (90G) for more information. 
  • Complete any five bonus round episodes in hard mode.

    Refer to Hard Mode Bonus Round 6 (90G) for more information. 
  • Complete all six bonus round episodes in hard mode.

    These are the toughest achievements in this game. They require you to beat the Hard Mode version of Round 6 for each of the six characters. They are accessed by choosing your character, choosing Round 6, and then selecting the center set of gear with HARD written above it. Other than this marginally worse gear (you likely won't notice much of a difference), there are three things that make Hard mode harder:
     
    • Enemies have 10% more health. If you have Relaxed mode turned on, this will barely make any difference
    • Enemies have upgraded equipment. This will vary in difficulty drastically depending on the enemy and their attacks
    • You get a new rule after each floor you complete. This is the main difficulty in this mode, and I'll go into this more below
    Regarding the first point, 10% more health is negligible. For example, an enemy with normally 20 HP will have 22 HP, which won't really impact your gameplay at all. Really, it's just the final boss that'll likely take an extra turn to beat than normal.

    For the second point, upgraded equipment in many instances won't make a huge difference. You'll likely take more damage, but the general gameplay and strategies won't change. There are some enemies that this can make a huge difference on though. One glaring example is Sneezy, an enemy that you probably don't even remember from regular gameplay. It has four countdown moves that do 3 damage each, and one piece of gear that requires a double to lower the countdown of all gear by that amount. The problem is with upgrades, that gear reduces all countdowns to zero, meaning if he rolls a double (and he almost always does), it's an instant 12 damage to you. This can be very painful early on, especially if he get two turns to do this attack. Aside from that, there isn't much you can do here other than go hard on dealing damage to get through enemy turns quicker.

    The last point is the hardest part of Hard Mode. After each Floor you complete, you'll be given a choice between a displayed rule and a random rule. These rules and their affects can vary tremendously. There are a few that are actually good, such as the rare Ned rule that makes all equipment you find upgraded already, but most are negative in some way. Basically, you will be shown one rule, and then you need to decide whether to accept that rule or roll the dice for a random rule, hoping it's not as bad as the one shown. This is where the cloud save restoring from the roadmap comes in to play. After beating all enemies on a Floor and getting upgrades, buying stuff, apples, etc., before going to the exit, quit to title and then close the game app. This will force a cloud save. Now load back in, go into the exit, and roll the random rule. See what it is, but immediately press the guide button. If it's a better rule, return to playing the next Floor. If it's worse, use the cloud save restoration method in the roadmap. Using this method, you'll be able to "see" what the random rule is for each floor and decide whether you want that one or not. Unfortunately, there is no way to manipulate the RNG to change the outcome of the random rule. You're stuck with the set one or the random one.

    As for the rules themselves, there are far too many options to list (easily 20-30), and pretty much every list I've seen doesn't include them all. I'm not sure if more have been added with updates or what. I will instead review some that I feel are better options, and some that are terrible options.

    Good or Not Too Bad
    • Ned (equipment you find is upgraded) - best possible one here. I found it once, but don't get your hopes up you'll find it
    • Pirate (your first turn in every fight you get Re-Equip Next) - what this does is, on your first turn of every fight, whatever equipment you use will get put back on screen for you to use again. Same for your enemy, but it's very easy for you to make ideal use of this situation and use it to your advantage in every single fight
    • Wolf Puppy (start each fight with Fury) - same situation as Pirate
    • Vacuum (enemies get 10% more health) - if using Relaxed mode, this again isn't a big deal at all. An extra 3-4 health for Floor 4 and 5 enemies isn't a big deal at all by that point
    • Any that changes status effects, such as affects to Burning dice, Curse percentage, Freeze reducing dice to 1, needing even dice to remove Shock, etc. These all aren't a big deal in general ,since status effects aren't that common anyway
    • Anything that gives enemies a bit extra firepower, such as Bully giving them Rocks, Sorceress allowing them to throw dice, etc. These aren't really that big of a deal considering most fights are over in around three turns
    The Worst
    • Yolanda (shops can sell any item) - this means you'll be getting stuff meant for other classes, making it way harder to put together a good build
    • Rotten Apple (max health doesn't go up when you level up) - if you get this early, you're screwed. No way you're surviving with level 1 max health all the way through Floor 5 and the boss
    • Cowboy (enemies always roll 6s) - in general, this is a death sentence. Some enemies won't matter, but most enemies will be doing crazy damage to you every single turn
    • Keymaster (can't make more than six moves per turn) - this will destroy the Thief and the Jester entirely, and it's guaranteed to be a problem for some other classes too
    • Cornelius (lose 10 max health) - this can make things really rough, especially on Floors 4 and 5
    • Wisp (duplicate dice rolls immediately disappear) - not a problem for the Robot but for everyone else, you'll be hurting very fast when you are constantly missing one or more dice per turn
    • Scathach (Cursed at the start of every turn) - Curse is the absolute worst statue effect in the game. It's impossible to fully plan around, and losing one action per turn is brutal when you can't predict it
    As I said, there are a lot more than that, but most will depend on which class you're playing. For example, never being able to roll a 6 is absolutely terrible for Warrior but is amazing for Thief and pretty good for Jester too. You'll need to play it by ear and pick whichever is easier to deal with based on your current character, what type of rolls you want (high, low, even, odd), what status effects you're using (although you should never be entirely reliant on status effects), and what type of build you have (strong damage versus defense and healing).

    As far as progressing and actual strategies, refer to the roadmap where I've given more character-specific details on the best way to play each one (at least based on my experience, and I beat Hard mode first try with all six characters).
     
    • The Warrior and Thief will likely pose no real problems for Hard mode. They are both very easy and straightforward to use and build.
    • The Robot is likewise relatively easy. Get Processor Overflow ASAP so you can use it at the end of each turn to build up some nice damage. The Robot also isn't impact by many rules because of the way he uses dice, so he isn't bad to use.
    • The Inventor is tough. What I did was keep my best gear in my backpack, which is counterintuitive. For example, I got a Flamethrower and kept it in my backpack, and upgraded it there. I would only keep one really good equipment in my inventory, one decent one, and two I didn't mind sacrificing. I spent all my money on Scrap items in shops to ensure I always had something crappy to sacrifice and never had to get rid of something good. I amassed good upgraded gear in my backpack to have ready for the boss fight, and found all other fights with one or two good pieces of gear and two throwaway ones. Your gadget is incredibly helpful, so if you're lucky enough to find a Screwdriver, take it and keep it. Two gadget uses per turn is huge. Never upgrade anything except for the couple best things you plan to keep til the end, otherwise it's a waste. You should upgrade two damage dealing weapons to bring to the final boss with you. Like I said, I kept an upgraded Flamethrower in my backpack for the boss so that I could use my Focus to get a guaranteed 24 damage from that one attack, which basically was 50% of the boss's health in one turn. NOTE: there is one other strategy I haven't tried but sounds hilarious and effective for the final boss (credit to Abluestickynote): keep the Berlin Key that you start with in your backpack and bring it with you to Floor 5. Equip it for the final fight on Floor 5, and sacrifice it when the fight is over. This will give you a gadget that swaps all of your gear with your opponent's gear. Now, before the boss fight, move all of your gear to your backpack so you have nothing equipped. Use your gadget in the fight and you'll take all of the boss's attacks, and give them your zero attacks, making it a hilarious cakewalk to finish the fight
    • The Witch is by far the hardest character in the game thanks to needing to bring your spells to the play area first before you can use them, and only having four on screen at once. However, read the tips in the roadmap. There were a ton of nuances I embarassingly didn't know until right near the end of my Hard mode run, and I spent half an hour redoing fights because I was in a bad position thanks to not knowing those things from the getgo. I mention this in the roadmap too, but go for Prepared Slots when you level up. Nothing is better than that. Prepared Slots mean you don't need to rely on dice rolls to call up the spells you want to use, saving you precious turns and RNG. Stick with versatile damage dealing spells, such as some that need high rolls, some with low rolls, etc., so you're good to use all dice that you can. If you have some particularly good spells, don't hesitate to put it in multiple Prepared Slots. I had one gear that did 3 damage at the start of every turn and 4 damage with any dice. I put this in all four prepared slots for a guaranteed 21 damage per turn against the boss.
    • The Jester is thankfully far easier than the Witch and Inventor. The play style is different, but he's very fun and easy to use. The main thing here is to make your desk as small and compact as possible, rather than adding as many cards to it as possible. You don't want any cards in there that aren't helping you deal damage (or heal), and you definitely want as many pairs as possible, both for discarding to get through the deck and for when you use for limit break. Every shop, I paid to destroy a card, and I always destroyed either useless singles (although you shouldn't have any of these if you don't buy or collect random ones from chests unless they're really good) or on the third or fourth duplicate of a card. I would destroy down to pairs of cards instead of having three or four of the same one. You'll assuredly find the Jester to be way easier and more fun than the previous two characters 
  • Defeat a boss with four or more battle axes equipped.

    Warrior-specific Achievement

    As the description says, you need to beat the boss of any run with four battle axes equipped. Literally the only way to do this is to upgrade at least two so you can fit two more. The RNG on finding four, let alone upgrading two, would be insane, but thankfully Round 2 for the Warrior starts you with two upgraded Battle Axes, and everything you find in that Round is upgraded. This makes things far more manageable, since you just need to find two axes instead of four and upgrades. 

    So, you'll just need to play Warrior Round 2 and check every chest and shop, hoping for two Axes. They seem to be relatively common (I got them first run). Once you have four, feel free to progress like normal without using all four. When you get to the boss, make sure to equip all four, and then equip two other things, preferably something that you can use 5s and 6s on since Axes have a max of 4. Beating the boss should be easy with that much damage dealing. 
  • Use a Finale card.

    Jester-specific Achievement

    With the Jester, if playing normal Rounds such as Round 1, you'll find a brown Finale card in either a chest or shop on the first two Floors. How it works is that it's always on the bottom of your deck. To reach it, you need to get through your entire deck on a single turn, then still have enough dice left to actually use the Finale card. This will likely seem impossible at first, but it is possible with some work.

    Alternatively, before I get into the harder method, I recommend doing this in the Jester's Hard Mode Round 6. You start with a Finale card rather than needing to find one, and it has no countdown (literally a single dice of any roll will activate it). Since you have it from the start, your deck is also small. Discard duplicates and you should have no problems reaching your Finale card and using it. I did this at least three or four times on my Hard Mode run without even trying for it. 

    On any other mode, you can improve your chances of getting to your Finale card in a few ways. 
     
    • Wait until you level up more so you have more dice
    • Use shops to destroy cards in your deck
    • Keep duplicates so you can discard them to go through faster. Minimize the amount of singles you have
    • Prioritize cards that give you a new dice after using, or ones that duplicate or split your dice
    • Get the Hall of Mirrors card if you see it, and duplicate it with a blueprint if you can
    Personally, I got this (the first time) by picking up Hall of Mirrors from a shop in Round 1 and then duplicating it with a blueprint right after buying it. During a fight, I used my Focus to activate doubles for free, and got both Hall of Mirrors cards at the same time, to add two more dice for the fight. Next turn, that made it way easier to discard duplicates and get to the end with dice left to use the countdown on my Finale card. 

    Here's a clip of me using my Finale card twice in one turn. This is in Hard Mode Round 6 where the Finale card doesn't have a countdown, and this is against the boss of the run. 
    https://www.xbox.com/play/media/7BzyrnEY4p

    Here's a clip of me using my Finale card during a normal run of Round 1.
    https://www.xbox.com/play/media/7D5rnJqfgH
  • Do 12 or more damage in one turn by throwing dice.

    Witch-specific Achievement

    The Witch has a mechanic where she can throw unused dice with rt.png to do 1 damage, or 2 damage if the dice is Burning. Or, if the dice is Burning and the enemy is weak to fire, it'll do 4 damage. Worst case, you need to amass 12 dice on your turn, which isn't as bad as it sounds. Your Focus will give you three extra dice, so you actually only need nine dice. 

    This is basically impossible without Hall of Mirrors, but thankfully it seems to be practically guaranteed to drop. I found it during Round 1 every time, relatively early on at a shop or chest. Ideally, when you level up, choose to have an upgrade slot. Putting Hall of Mirrors there means you only need an even dice to activate it, rather than a 6, making it way easier to use. If you can, put two Hall of Mirrors on the board so you can use both. I also found Magic Key every time, which splits your dice. So, you'll want to activate Hall of Mirrors a few times until you have eight dice, then use Magic Key if you have it to split a dice in half, then use your Focus to add another three dice, then throw them all at the enemy. 

    It should go without saying, but don't attack the enemy while doing all this. Just end your turn. This ensures the enemy has enough health to throw 12 dice at it without killing it in the process. 

    Here's a clip of me getting this achievement. 
    https://www.xbox.com/play/media/9BeG8BBXDS
  • Complete an episode as Witch with four prepared slots.

    Witch-specific Achievement

    When the Witch levels up, you'll be presented with a couple options. One option is to have another prepared slot (meaning one of your four spell slots will start with a spell there). This is actually the best way to play the Witch, and what you should be doing for your Hard Mode run. Just make sure to fight and beat all enemies during a run, and each time you are given options when leveling up, make sure you choose a new prepared slot. You'll then unlock this achievement upon beating that run. 

    As a side note, I mention this here because I stupidly didn't realize this until an embarrassing amount of time later, but you can change what is equipped in each prepared slot. I thought they were locked in and couldn't be changed, but that isn't true. Use lb.png or rb.png to scroll to each prepared slot and set yourself to start with whichever spells you want, even four of the same spell if you want. This makes it far easier to play as the Witch. 
  • Roll 10 ones in a row.

    Robot-specific Achievement

    While this could theoretically happen with any character, the RNG will never play out in your favor. Instead, you can force this with the Robot in Round 4. The reason is in Round 4, all enemies have upgraded equipment. Fight the two enemies on the first Floor so you level up, then go to the second floor. You're looking for a Wizard enemy. If you don't see one, restart and try again. When you find one, fight it and skip your turn. You're waiting for him to use his attack that freezes all of your dice. Once he does, your CPU has 11 slots, so you can roll ten times in a row, and they'll all be 1s, unlocking this achievement. 

    Here's a clip:
    https://www.xbox.com/play/media/nyPw4ZA3NM 
  • Defeat an enemy on your first turn.

    If using Relaxed mode, this will happen so many times that it isn't even worth trying for. There are many first floor enemies that have only 6 HP, so rolling a single 6 will finish them off on your first turn. The Jester is particularly good for this but any character can do it. 
  • Defeat a boss with full health.

    Short of killing a boss on your first turn (which would be really tough to do), you're going to need some amount of healing equipment to recover whatever damage you take to bring you back to full health before beating the boss. And just to be clear, you can take damage, you just need to heal back to full health before landing the killing blow. 

    Either way can be challenging to do because you're entirely reliant on your dice rolls so you can do damage fast enough to defeat the boss but also heal enough to be at full health at the end. You'll also want a "good" boss that doesn't make it very difficult to do damage and heal. Audrey, for example, is a pain considering she does decent damage every turn and constantly weakens most of your equipment, making it hard to do much damage or heal effectively on your turn. Beatrice, on the other hand, is a boss that I find very easily to destroy. You don't really have any say in it though, so you'll have to hope for the best or reset runs if you just can't do it. It should go without saying, but obviously fight all enemies throughout the run to be max level, be at full health, and grab all the upgrades and such along the way so you're at full strength.

    As for which character to use, Warrior is a good option if you can put together a Shield build. You're guaranteed to get Shield Bash as an option later in a run, so you just need to get lucky to get one or two Shields along the way that allow you to use all your dice to build up Shield each turn. These protect you from damage, and then Shield Bash allows you to do damage based on how much Shield you have (without actually reducing your Shield). This is probably the most surefire and safest way to do this achievement. The only downside is that it relies heavily on RNG for actually getting one or more Shields and ideally some sort of healing equipment too. If you don't get a Shield by the time you finish Floor 2, might as well restart and try again.
  • Use your limit break twice in one turn.

    While this can theoretically be done with any character, it is best done with the Thief, and I'll explain why below.

    As the description says, you need to use your Focus limit break (rb.png) twice in a single TURN, not in a single fight. This may seem impossible at first, because the only way to built up limit break is to take damage. This means you need to have your limit break ready, use it, somehow take damage during your turn, it needs to be enough damage to refill your Focus meter, and then use limit break a second time.

    As far as I know, there are only three ways to take damage on your turn:
     
    • Using Burning dice to deal damage to yourself. This obviously relies on fighting an enemy that will burn all of your dice
    • Find equipment that hurts you when you use it. I've seen a couple, and can't remember the names of them, but it would be a lot of RNG to try to find them on a run
    • Fight against an enemy that uses Thorns. How Thorns work is that if an enemy has, say, Thorns 2 on them, each time you hit them with an attack you will take 2 damage, building up your Focus meter
    All three options rely on RNG. However, the third is definitely the most reliable. You'll be looking for a Cactus enemy. Rose also can apply Thorns to herself, but she barely has any health and I've never seen her do more than 1 Thorns on herself. Cactus can easily do 2 Thorns, and sometimes 3 Thorns. You'll want at least 3. Cactus only spawns on Floor 3, to my knowledge, giving it plenty of health. Thief is a really good option for this because your limit break will give you four 1s which will do low damage with your Dagger but apply Thorns damage to you without killing Cactus too quickly. You can also use Lockpick and Counterfeit to split and duplicate dice to give you more low damage rolls. This makes it pretty easy to do this achievement. Keep your limit break ready, find and fight Cactus, skip your turn until Cactus applies at least 2 Thorns to itself, then when it's your turn use your Focus ability, use all your lowest rolls with Dagger until your Focus meter refills, then use your limit break a second time to unlock this achievement.

    Here's a clip of me doing this:
    https://www.xbox.com/play/media/c5BYmLEVKb
  • Do more than 20 damage in one turn with Dagger.

    Thief-specific Achievement

    As the description says, you need to do more than 20 damage in a single turn with your dagger. Before attempting this, you will absolutely want to upgrade your dagger on a run, because it'll do an extra point of damage per use, making this way easier. You'll also want to stock up on gear that duplicates and splits your dice, such as Lockpick and Counterfeit. You should also level up a bunch to get more dice. Lastly, you'll need to make sure the enemy has at least 20 HP left. Then, it's just a matter of getting good rolls (like 2s and 3s). You can also use your Focus for another 8 damage on an upgraded Dagger. 

    Here's a clip of me doing this. Note that, for some strange reason, this achievement unlocked for me when the clip stops. I have no idea why, since I clearly didn't do 20 damage to the enemy. I obviously could have with the remaining dice I had, so the strategy remains the same.

    https://www.xbox.com/play/media/j8dYdbLN7p
  • Do more than 40 damage in a single attack.

    While there may be multiple ways to get a huge enough synergy built up to do this much damage, by far the least RNG way is to utilize an upgraded Flamethrower with the Inventor. Playing as the Inventor, you will be given the Flamethrower as an option when leveling up. Make sure to choose it. Progress through the run but keep the Flamethrower in your backpack (do NOT equip it, because you don't want to have to sacrifice it after a fight). As soon as you reach an upgrade point, upgrade your Flamethrower so it can take four dice instead of two. Now you're set, and all that's left is a bit of RNG. On Floor 4 or Floor 5, you're looking for an enemy that is weak to fire. This could be Yeti, Snowman, or Wickerman. I'm not sure if there are others. Make sure to obviously equip the Flamethrower before that fight. During the fight, use your Focus to roll all 6s, then use four 6s on your upgraded Flamethrower. This will do 24 damage, but will double for enemies weak to fire, doing 48 damage and unlocking this achievement.

    As a side note, it's completely fine if the enemy has less than 40 HP. All that matters is that your attack does over 40 damage.

    Here's a clip of me using this method:
    https://www.xbox.com/play/media/NEbsKyiNqd
  • Inflict 5 or more Burn in a single turn.

    Refer to Inflict 5 Freeze (15G) for more information.
  • Inflict 5 or more Freeze in a single turn.

    I've grouped these two achievements together because they use the same strategy and same RNG. For both, you're going to want to play as Thief in Round 2, which is where you're allowed to steal attacks from your opponents after each fight. Also in Round 2, enemies have upgraded equipment, and that's what you'll want to steal.

    So, start Round 2 Thief and progress to Floor 2. Now you're looking for a Wizard (for Flame Spell) or a Yeti (for Ice Age). Check Floor 3 as well. If you find one, steal the attack listed above. Unfortunately, there's still one more aspect of RNG: you need to actually fight an enemy with five dice so you can inflict five stacks of Freeze or Burn. There is a chance for a Kraken to spawn on Floor 5, and this seems pretty common. The Kraken always has five dice. Simply use your limit break to use either Flame Spell or Ice Age on the Kraken and unlock the associated achievement. The other option is to progress to the boss of that run and hope it's a boss with five dice, then do the same there.

    Either way, you'll assuredly need to do two separate runs for these two achievements, but they should only take 10-15 minutes each, and the strategy is the same for both.
  • Inflict 5 or more Shock in a single turn.

    This is actually very easy to do without any RNG, following these exact steps to guarantee it every time:
     
    • Play as the Inventor in Round 2 (your equipment is upgraded and you use two gadgets instead of one)
    • Before the first fight, put everything in your backpack except the two upgraded Hammers you start with (get rid of both Spanners and both Pea Shooters)
    • Beat the first fight with your two Hammers
    • After the fight is over, you'll be forced to sacrifice two pieces of equipment into gadgets. You'll have no choice but your two upgraded Hammers, so sacrifice both. This will give you to Jackhammer gadgets, each inflicting 3 Shock
    • Go into the second fight and use both Jackhammer gadgets to inflict 6 Shock total and unlock this achievement
  • Stack 10 or more total Poison on an enemy at once.

    Refer to Inflict 30 Poison (15G) for more information. 
  • Stack 30 or more total Poison on an enemy at once.

    There are a few ways to do this reliably. By far the easiest way is if you use the Rat King strategy in Defeat Lady Luck (95G). You will virtually unavoidably reach well beyond 30 Poison stacks if you follow the strategy there. The only RNG is actually getting Rat King in your party, but it seems to be relatively common. Once you have Rat King, you're home free for this achievement.

    Another option is with the Thief, which is how I personally unlocked this achievement (although I repeated the criteria with Rat King as mentioned above). You'll want to play in Round 2 as the Thief because there you're given the opportunity to steal enemy attacks after each fight. This allows you to focus on Poison attacks, steal them, and build up an arsenal of Poison attacks. The biggest issue will then be getting up to 30 Poison before an enemy dies. This is practically going to require you to do it against the boss of a run. One of the biggest and most important pieces of gear to look out for and grab ASAP is called Blight. This doubles the stacks of Poison on the enemy, making it far faster and easier to get up to 30. Poison Slingshot is another good one for adding 4 stacks of Poison, but Poison Needle+ for the Thief is really good, because each use adds one stack, and max 2 dice roll. The Thief excels at low dice rolls, and coupled with your limit break of four extra 1s, you can easily do 5-7 stacks per turn. Add Blight into the mix and you really only need three turns at most to get to 30 stacks.

    Here's a clip of me doing this with the Thief as described above:
    https://www.xbox.com/play/media/hT6pw2t8jn

    Of, if you want to be crazy, here's a ridiculous video of someone reaching 288 stacks of Poison thanks to tons of Blight and presumably lots of RNG!
  • Lock all enemy dice.

    This is most easily done with the Thief. You'll be doing numerous runs at the Thief for miscellaneous achievements, and what you're looking for is a Gargoyle enemy on Floor 5. Once you find one, you're set. Fight it, and you're looking for its Glare attack to be available for you to use on the right. Skip your turn until Glare shows up. Once it does, use your limit break if need be to give yourself four 1s, and then use two 1s to lock both of the Gargoyle's dice, unlocking this achievement.

    Here's a clip of me doing it:
    https://www.xbox.com/play/media/zZG44bNsRV
  • Use the same gadget three times in one turn.

    Inventor-specific Achievement

    As far as I know, this is only possible with the Screwdriver equipment. Using a 6 on the Screwdriver resets your gadget, allowing you to use it again. You therefore need two Screwdrivers and need to roll two 6s. The latter is easy because Inventor's Focus turns all dice to 6s, so that isn't a problem. As for getting two Screwdrivers, you'll want to play on Round 5 because you start with a Screwdriver. You then need to ensure you keep that Screwdriver and don't sacrifice it. Feel free to keep it safe in your backpack. Progress through the floors checking all chests and shops for another Screwdriver. They seem common; I found one first try. Once you have two, equip both for the next fight. During the fight, use your limit break to have all 6s. Use your gadget, use a 6 on a Screwdriver, use your gadget a second time, use a 6 on the second Screwdriver, and then use your gadget a third time, unlocking this achievement.
  • E G G

     

    15

    Hatch an egg.

    Robot-specific Achievement

    Play in Round 5 of the Robot, and one of the possible options you get when leveling up to level 4 will be a "Precious Egg." Take that option. Equip it, and now what you need to do is use dice on it in descending order from 6 to 1 to hatch it. Thankfully it persists across all fights, so you don't have to do it in one turn, nor in a single fight. Each fight, chip away at it, using a 6, then a 5, and so on until you use a 1 on it. It'll hatch and give you a strong piece of gear, and unlock this achievement.

    Here's a clip of me wrapping it up:
    https://www.xbox.com/play/media/9HhiAvZVU5
  • Have max health of 64 or higher.

    Thief-specific Achievement

    I'm unaware of any way to achieve this much max health aside from using the equipment Dramatic Exit with the Thief. This is a random piece of equipment you can get either from a chest or a shop during a run. How it works is that you need to use a double on it, and it does 1 damage. If that 1 damage is the killing blow, your max HP goes up by 2. You start with 24 HP, and if you defeat all enemies in a run, you will reach 40 HP. You'll need an additional 24 HP from Dramatic Exit, so that means 12 enemies need to be defeated with it. This gives you barely any room for error on a run, meaning you need to get Dramatic Exit early and then get almost every kill with it. This is entirely RNG dependent, so you might as well just do runs to the shop on Floor 2 and if you don't see it by then, restart.

    As for getting the kills, this is quite easy to plan out with the Thief thanks to the fact that he does lots of low-damage attacks rather than few high-damage ones. Just calculate it out with your Dagger to end at 1 HP, then wait for a double (or use your Focus ability to give yourself some for free) and finish them off.
  • Use the Dragon's Tooth.

    Robot-specific Achievement

    Also in Robot Round 5, there is a chance you'll see the Dragon's Tooth item in a chest of shop. Grab it as soon as you see it, and make it top priority to upgrade it.

    How the Dragon's Tooth works is that you need to roll seven dice to activate it. With the Robot, you'll see how this is a challenge, because you typically only get 4-5 dice per turn depending on your CPU level and what numbers you roll. This is why upgrading the Dragon's Tooth helps significantly - you only need six dice instead of seven. Now it's just a matter of getting "good" RNG so that you roll enough dice. One thing that helps is fighting ice opponents, such as Yeti or Snowman, who will freeze your dice. This makes you roll lower numbers, significantly increasing the chances of rolling enough total dice in one turn. You'll also want to keep your limit break ready, because if you get five dice, use your limit break to guarantee you get the sixth so Dragon's Tooth becomes available to use, then use any dice on it.

    Here's a clip of me using it:
    https://www.xbox.com/play/media/A8bnYX6MuN
  • Become a furry dice.

    Thief-specific Achievement

    For this achievement, you need to play as the Thief so you can see and use your opponent's attacks. You then need to fight an Alchemist. This enemy has three potions, and you obviously need to wait until you have access to the Bear Potion. Once you do, dump your dice into it to transform into a bear dice and unlock this achievement. 

    Here's a clip:
    https://www.xbox.com/play/media/NHFrUCgLLz
  • Complete all 36 regular episodes.

    All of the episode-related achievements are awarded for completing all of the various Rounds available for each of the six characters in the game. If you do this the "legit" way of manually playing every single Round for every single character, it will easily take 20+ hours. It'll also be tough, because you're forced to move to different characters rather than unlocking new Rounds linearly, forcing you to constantly adjust your playstyle.

    Thankfully, there is a simple way to unlock all 25 of these achievements in a minute or two. Before doing this, I highly recommend playing the tutorial and the first Round as the Warrior so you understand the mechanics and how the game works. Once you use this method to unlock all levels and characters instantly, you won't have the option to play a tutorial anymore to learn anything. It'll only take around 30-40 minutes and it's worth it for the experience. 

    As for instantly unlocking these achievements, from the main menu choose 'Edit Progress' and then you'll get a display of all available Rounds. First press button-x.png a bunch of times to unlock all characters, and the first three Rounds for each character will be displayed. Now move your cursor on each Round and press button-a.png to light it up. Do this will all 36 Rounds (six per character). Now you've done everything needed for all 25 of these achievements. 

    To actually get the achievements to unlock, you have to mess around a bit. Some people started a run of Warrior Round 1 and they unlocked. That didn't work for me. I closed out of the game app, then I opened it again, and this time when I started a run they all unlocked. Do all that and then sit back while 25 achievement notifications cycle through on screen. 
  • Defeat Lady Luck.

    This is the final boss of the game, and is accessible after beating all six bonus rounds (Round 6 for all six characters). This will happen automatically if using the Edit Progress shortcut in Complete all 36 episodes (90G), taking a minute or two. Otherwise, you'd need to play through and complete every episode with every character, taking easily 20 hours.

    For this final boss round, throw everything from other characters and rounds out the window. It doesn't matter which character you pick, because your character specific gimmick is gone (Robot's CPU, Witch's spellbook, etc.). You also don't get XP from enemies, you don't level up, there are no upgrades, no increase to max health, no new cards or equipment, etc. Instead, you fight two enemies per floor, and each one you defeat joins your party. This is critical for the final fight against Lady Luck, because most of her attacks are designed to one-shot you. You'll therefore need party members to take the damage for you, because if you die, you have to start the run over. 

    Pick whichever character you're comfortable with and prefer. I used the Thief, but any will do. The biggest challenge on the run through the floors leading up to the boss is keeping track of what attacks all of your allies have, so you know when to switch to them. It's best to, while fighting an enemy, scroll up to view their attacks and take a screenshot. Keep them all handy as you progress so you can take advantage of enemy weakness with party members that do various status effects. Or, if you roll specific high numbers, you know which ally to switch to so that you take advantage of a specific dice roll. All in all, it's not bad though. I didn't do this and made it through all fights without anyone even coming close to dying. Prioritize healing your main dice and then use any other apples for allies. Visit shops and upgrades on priority because you get an extra dice from each. 

    Two other important things to mention:
     
    • On Floor 4 or Floor 5, an enemy called Rat King will hopefully show up, if you're lucky. If so, Lady Luck will be a piece of cake to beat. If not, you'll have to put more work in. If you find Rat King, defeat him and keep him safe at full health for the Lady Luck fight
    • On Floor 5 there will be a boss you can fight to recruit. If you already have Rat King and haven't lost any allies, feel free to skip this boss fight, assuming you're able and if the boss isn't in your way. If you don't have Rat King, you will absolutely need the boss for the final fight. 
    On to the final fight against Lady Luck. Hopefully you have Relaxed Mode on so she has 150 HP instead of 200. If you got Rat King, this fight will be easy either way. If not, this will take some luck and save scumming. I will first go through Lady Luck's attacks, because they are set every turn and there is no real RNG in this fight (that'll become clear as I explain her attacks). Also be aware that she rolls all 6s every single time.
     
    • Turns 1, 2, and 3: she will do a conditional attack where it checks if your current fighter meets the condition. If so, she does 1 damage. If not, she does 18 damage. These conditions vary tremendously, such as whether you're wearing a hat, if you're green, if you're a poison dealer, etc. I believe these conditions are set such that someone in your party meets the criteria. However, the only way to know is to play the fight, see what criteria she uses, then quit to title and restart the fight. Her criteria won't change. This is the only way to avoid an ally dying during each of her first three turns, since most of your allies have 18 HP or less.
    • Turn 4 she won't attack. She will create a rule that will harm you if you don't follow it, such as don't change fighters, don't use countdowns, etc. This is basically a free round to attack for you, as long as you pay attention to the rule
    • Turn 5 she again won't attack, she'll just use a blessing (such as giving herself shield or armor or something passive) but the rule is still in place
    • Turns 6+ she will use an incredible strong countdown attack (which she'll have no problem with since she rolls only 6s) that will likely one-shot whoever you're using unless they are strong against the status attack, have shield/armor, or you've somehow froze and/or locked her dice so she can't finish her countdown
    Basically, you want to get in as much damage as possible and deal with the RNG from the first few rounds as good as possible, because in Turns 6+ is when you'll likely start losing an ally each turn.

    Thankfully, if you got the Rat King ally, this fight is a piece of cake and RNG doesn't really matter much, because you can follow these exact steps:
     
    1. Turn 1 - switch to Rat King and use all of your dice properly to activate as many stacks of poison as you can. Rat King will get hit by the RNG attack and each take 1 damage if you're lucky or 18 damage if you aren't. Either way, Rat King will survive the attack and that's all that matters
    2. Turn 2 - starting with Rat King, again use your dice smartly to stack as much poison as you can. When done, before ending your turn, swap in any random NPC ally. They will die
    3. Turn 3 - you'll be allowed to start with Rat King since your ally died. Repeat same as above stacking poison and then switch to an ally to sacrifice
    4. Turn 4 - you'll again start with Rat King since your ally died, stack all your poison, but no need to switch out since she will just create a rule on her turn
    5. Turn 5+ - stack Poison and switch to a sacrificial ally to die
    It's really that simple. Spend your turn adding Poison stacks and then switch to an ally that'll die in one hit so you can start with Rat King on your next turn. I comfortably got up to 30+ stacks of Poison before Lady Luck died, and I probably finished by Turn 7 or so, with zero risk of dying.

    If you didn't get Rat King, this will be a little trickier because you'll need to actually worry about the dice you get and dealing damage. However, I still recommend a similar approach as above, but instead of using the Rat King to stack poison every round, put in your best damage dealer and then swap in a sacrificial ally. For example, I got Audrey as my Floor 5 boss and brought her with me. Her countdown attack is very good if you can keep proccing it, because not only does it do decent damage but it also severely weakens Lady Luck, making it way easier to survive her onslaught of OP attacks. Unfortunately, this will also come down to knowing the attacks of your party members (so hopefully you still have those screenshots or mental notes from the dungeon progression), so you can swap in the best allies depending on your dice rolls. Worst case, you can quit to title to retry the fight if you are about to die, and you can manage things differently. With Relaxed Mode and 150 HP, it shouldn't be too bad.

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