← Monsters

Dice Magician

Dice Magician

★★★★ · Water · Attack

Dice Magician — Base

HP (6★ max)8 400
ATK692
DEF560
SPD101
CRI Rate15%
CRI DMG50%
RES15%
ACC0%
Roll Dice
Rolls 2 dice to attack the enemy target 2 times and grants an effect according to each number you get for 2 turns as follows; 4: Unrecoverable, 5: Decrease DEF, 6: Increased chances of landing a Glancing Hit. Instantly gains another turn if you get the same number.
Dice Trick 4 turns
Rolls 2 dice to attack all enemies and randomly grants Unrecoverable for 2 turns, Decrease DEF for 2 turns or Remove 1 Beneficial Effect. More effects will be granted as the sum of the numbers increases. Instantly gains another turn if you get the same number.
Dice Madness 5 turns
Rolls 5 dice to attack all enemies 5 times, dealing more damage as the number rolled is higher. If a die rolls a number that has been rolled already, the die's attack will always land as a Critical Hit and ignore the enemy's Defense.

Reno — Awakened

HP (6★ max)9 060
ATK780
DEF593
SPD102
CRI Rate15%
CRI DMG50%
RES15%
ACC0%

Leader skill: +33% Attack Power (Guild)

Roll Dice
Rolls 2 dice to attack the enemy target 2 times and grants an effect according to each number you get for 2 turns as follows; 4: Unrecoverable, 5: Decrease DEF, 6: Increased chances of landing a Glancing Hit. Instantly gains another turn if you get the same number.
Dice Trick 4 turns
Rolls 2 dice to attack all enemies and randomly grants Unrecoverable for 2 turns, Decrease DEF for 2 turns or Remove 1 Beneficial Effect. More effects will be granted as the sum of the numbers increases. Instantly gains another turn if you get the same number.
Dice Madness 5 turns
Rolls 5 dice to attack all enemies 5 times, dealing more damage as the number rolled is higher. If a die rolls a number that has been rolled already, the die's attack will always land as a Critical Hit and ignore the enemy's Defense.

Recommended builds

No build features this monster yet. Propose one →