Name of the file: Slice & Dice Cheat Codes - Author: DAV |
Slice & Dice Cheat Codes: ------------ Submitted by: David K. Tips for Orange Heroes: ----------------------- -== Tier 2 ==- -=Trapper=- * Can reliably deal 2 damage or more, which is good value in both mob and boss fights. * Possibility to headshot sniper — even with tough monsters — is a bonus. * Also have dodge to provide defensive value when necessary. * His HP hurts a little, but still, good sides are good enough. -=Spellblade=- * When used without expensive spells, Spellblade can consistently provide 2 damage. * Whats more, imbue can be used with double-dip sides to provide 1 point of extra value, or one-shot zombies, etc. * He can also be used as defensive option if you use mana for red spells. * Spellblade has no blanks, so great consistency, especially when you need 1 point of mana. -=Rogue=- * When you aggressively reroll cantrip sides, Rogue can deal 2 damage in total. However against mobs the damage may not go where you want. * Poison is also like this — it can deal 2+ damage but not immediate effect, meaning that you may not be able to make a kill in the first turn. * Against boss hes providing great value though — still, it depends. Basically, hes good in floor 4 and 12 but not in floor 8 (witches require quickly killing off one; slimer queen is defensive fight). Overall a little awkward. * No blank is good consistency for rogue, which suits the aggressive reroll style somewhat. However, you need to know when to stop. -=Dabbler=- * Dabbler is the defensive one of the orange. * He could reliably deal 2 damage with a chance to deal 3, which is the good DPS for orange. * That being said, he has 3 offensive sides instead of the typical 4 of orange/yellow, meaning that he could “miss” when you need offense. * Still, even then he can provide at least 2 block. -=Gambler=- * Despite having a good “”expectation DPS””, Gamblers ability to deal 2 damage is only consistent, meaning that he may cost you a run in mob fights if he misses in the first two rounds — which is quite possible. * Its less of a concern against boss fights, however its still a hit-and-miss scenario. * However, if you have any replacer to fill some of his blanks Gambler is good. * In fact, Gambler and Evoker are good reasons to take Top/Bottom replacers early. -=Ranger=- * On paper, Ranger can deal 4 damage through engage and 3 through cleave, so hes basically ranged Gambler, and he has 1 less blank. * However, the conditional 4 instead of unconditional 5 means that hes not going to perform against bosses; and cleave isnt as good as its valued to be. -== Tier 3 ==- -=Venom=- * Venom is the boss killer by the ability of granting 2 poison damage; and an extra cleanse side is just always reassuring. * His main issue is the inability to oneshot small mob in mob fights, so you need to take that into account when choosing item/yellow. * Consistency-wise, hes consistent when you need to roll for poison, although the poison multiplier is pretty much blank. -=Fencer=- * Fencer basically provide free mitigation of 3 consistently. * However 3 damage is somewhat awkward as it often doesnt meet the assist kill line. Unfair Streak Guide: -------------------- -=Choosing Curses=- * Try to choose curses that are countered by the same actions. * Try to choose curses that spread out their effects (easier early vs easier late game). * Avoid curses that have a reasonably medium chance of screwing you over (Anything that touches Monster Rights due to boss summons, anything that touches Graves, Reflective). * Avoid Fear, Curse of Vowels, and most of the things that give monsters shields. * Remember, most fights take 2-4 turns, most bosses 3-6. Most runs have 50-80 turns total over 20 fights. -=Playing the Game (this is 75% of the skill)=- * Damage is the best stat. Mana is more flexible damage. * Carefully consider whether to reroll a dice or not. The second or third best face is often plenty. * Blocking an enemy blocks for a turn, killing an enemy blocks them forever. * Block isnt for saving HP or extending fights, block is for mitigating bad enemy rolls. * Carefully plot which enemies to kill. -=Choosing Heroes=- * Consistency is better than really high power on one side. Always consider the average expected power. * Keywords that let you double, triple, or otherwise multiply other benefits are excellent. * Damage is king. The most important damage number is 4. You can get to 4 with boosts as well. 4 damage pain is better than 3 damage flat. * Remember fights are short, see above. You dont need 8 turns of growth if you win turn 2. |