Welcome to our Rune Dice guide for dice and class unlocks. It provides a comprehensive player-facing reference database for every player die, hero class tier, and enemy obstacle die you will encounter in Rune Dice.
If you are deciding which consumables to buy or save, pair this reference with the Rune Dice runes guide. Runes can fix awkward dice positions, protect against enemy dice, or turn a strong class board into a winning combo.
Hero Classes & Character Tiers
Progression in Rune Dice is tied to your hero’s class tier. Each of the game’s eight classes features three levels of progression, representing custom character presets. As you level up, you recruit stronger versions of these heroes, complete with upgraded abilities and visual designs.
Unlocking Hero Tiers
To recruit higher-tier heroes and add their signature dice to your deck, you must fulfill specific gameplay objectives during your runs. These requirements represent major milestones in combat prowess and mechanical mastery.
Below is the complete unlock checklist for all 24 hero presets across all classes:
| Class | Tier & Character Preset | How to Unlock | Key Mechanic Focus |
|---|---|---|---|
| Warrior | Tier 1: Arahorn Thronebane | Defeat 2 bosses on any difficulty | Physical defense, high shield stacks |
| Tier 2: Maximus Crow | Play the Shield Die 50 times | Shield synergy and counterattacks | |
| Tier 3: Nanoc the Barbarian | Play the Overwhelming Die 100 times | Stun control and massive non-lethal setups | |
| Archer | Tier 1: Clint Westfield | Reach a Max Combo of 40 | Backline priority targeting |
| Tier 2: Arrow Smith | Play the Piercing Die 50 times | Straight-line pierce attacks | |
| Tier 3: Silva Nightwalker | Play the Knockback Die 100 times | Queue manipulation and stun lockouts | |
| Mage | Tier 1: Merlin the Purple | Unlocked by default | Versatile elements and arcane recovery |
| Tier 2: Albus Boombledore | Play the Freeze Die 50 times | Ice-based control and freeze stacks | |
| Tier 3: Nikola Thunderheart | Play the Healing Die 100 times | Lightning chains and high healing capacity | |
| Rogue | Tier 1: Romeo Deathbrew | Unlocked by default | Evasion and single-target physical focus |
| Tier 2: Brutus Backstrike | Play the Dodge Die 50 times | Heavy dodge scaling and surprise backstabs | |
| Tier 3: John Wickblade | Play the Poison Die 100 times | Poison damage-over-time amplification | |
| Bard | Tier 1: Dan Deliono | Reach a Highest Merge Dice Value of 8 | Inspiration stacking and value copying |
| Tier 2: Orpheus Goldstring | Play the Inspiration Die 50 times | Duplicate merge triggers | |
| Tier 3: Taras Kobzar | Play the Rally Die 100 times | Buffing combat values and board recycling | |
| Druid | Tier 1: Darwin Wildform | Defeat the Blight Druid in Hard Mode | Nature spirits and roots |
| Tier 2: Bear Thornweaver | Play the Root Die 50 times | Locking down enemy movement | |
| Tier 3: Groot Rootcaller | Play the Growth Die 100 times | Growth scaling and permanent max HP builds | |
| Paladin | Tier 1: Azkali Lightbringer | Defeat 20 Mini-Bosses | Holy healing and self-damage builds |
| Tier 2: Cassius Holywar | Play the Holy Die 50 times | Holy physical damage output | |
| Tier 3: Ragnar Lightborn | Play the Judgment Die 100 times (matches Rage progression) | Massive scaling judgment strikes | |
| Necromancer | Tier 1: Edward Darksparkle | Defeat 50 Dark Knights | Curses and life-draining spikes |
| Tier 2: Dexter Deathnote | Play the Drain Die 50 times | Vampiric healing and mark-based multipliers | |
| Tier 3: Rick Mortis | Play the Death Mark Die 100 times | Death Mark detonation and souls harvesting |
Player Dice Database
Player dice are divided into Base / Neutral dice (available to all classes at the start of a run) and Class-Specific dice pools.
How to Read the Dice Tables
- Dice Name: The exact in-game name of the die.
- Base Effect: The mechanical description of what happens when the die is merged or activated at its normal tier.
- Upgraded Effect: The enhanced ability unlocked when upgrading the die. If an upgraded effect is marked N/A, the die scales its base values linearly when upgraded rather than gaining a brand-new mechanic.
Base / Neutral Dice
These four core dice are the foundation of every class’s starting deck. They manage your basic damage, area-of-effect threat, and gold economy.
| Dice Name | Base Effect | Upgraded Effect |
|---|---|---|
| Attack Die | Deals physical damage equal to the die’s value to the target enemy. | N/A |
| Critical Die | Has a 50% chance to deal double damage (x2). | N/A |
| Bomb Die | Deals heavy explosive damage to all enemies on the board when activated. | N/A |
| Coin Die | Generates gold coins equal to the die’s value when merged or activated. | N/A |
Warrior Dice Pool
The Warrior deck specializes in heavy defense, front-line crowd control, and dealing high damage to already weakened enemies.
| Dice Name | Base Effect | Upgraded Effect |
|---|---|---|
| Fury Die | Deals double damage if the target enemy is already wounded (below maximum HP). | N/A |
| Overwhelming Die | Deals massive damage, but is incapable of killing enemies, always leaving them with at least 1 HP. | N/A |
| Shield Die | Applies Shields equal to the die’s value to the hero, absorbing physical damage. | N/A |
| Stun Die | Applies Stun equal to the die’s value to the target enemy, skipping their next action. | N/A |
Archer Dice Pool
The Archer deck excels at queue control, firing through lines of enemies, and taking down high-priority backline blockers.
| Dice Name | Base Effect | Upgraded Effect |
|---|---|---|
| Heartseeker Die | High-precision attack targeting the enemy with the highest attack power, bypassing front-line blockers. | N/A |
| Knockback Die | Pushes the target enemy back 1 slot in the queue, or stuns them for 1 turn if knockback is impossible. | N/A |
| Piercing Die | Shoots in a straight line, piercing through enemies and dealing damage to all targets (damage reduces by 1 per pierce). | N/A |
| Volley Die | Launches a volley of arrows, hitting all melee enemies on the field if no ranged enemies are present. | N/A |
Mage Dice Pool
Mages manipulate the battlefield with powerful elemental stacks, chain-lightning mechanics, and magical healing.
| Dice Name | Base Effect | Upgraded Effect |
|---|---|---|
| Arcane Die | Has a 50% chance to deal additional damage equal to the die’s value, or a 50% chance to restore HP to the hero equal to the die’s value. | N/A |
| Fire Die | Applies Fire stacks equal to the die’s value to the target enemy, causing damage over time. | N/A |
| Freeze Die | Applies Freeze stacks equal to the die’s value to the target enemy, slowing their actions. | N/A |
| Healing Die | Heals the hero for HP equal to the die’s value. | N/A |
| Lightning Die | Deals electrical damage that jumps to another random enemy, dealing 1 less damage each jump until it reaches 0. | N/A |
Rogue Dice Pool
The Rogue focuses on fast evasion setups, massive critical backstabs, and spreading damage-over-time poison stacks.
| Dice Name | Base Effect | Upgraded Effect |
|---|---|---|
| Backstab Die | Attacks target enemy, dealing double damage if the target is at the very back of the queue. | N/A |
| Blind Strike Die | Applies Blind stacks equal to the die’s value to the target enemy, causing their next attacks to miss. | N/A |
| Dodge Die | Grants 1 Dodge stack on the hero per merge, completely ignoring one enemy attack. | Grants 1 Dodge stack on the hero per merge, completely ignoring one physical attack. |
| Poison Die | Applies Poison stacks equal to the die’s value to the target enemy, dealing damage each turn. | N/A |
Bard Dice Pool
Bards leverage tricky merge-scaling mechanics to duplicate their actions, taunt enemies, and reuse resources without losing value.
| Dice Name | Base Effect | Upgraded Effect |
|---|---|---|
| Encore Die | After activating, returns to the board with +1 to its value instead of being consumed (up to a maximum value of 5). | N/A |
| Inspiration Die | Grants 1 Inspiration stack to the hero per merge, which duplicates the effect of one merge before decreasing. | N/A |
| Mockery Die | Applies Mockery stacks equal to the die’s value to the target enemy, taunting them and reducing their attack output. | N/A |
| Rally Die | Applies Rally stacks to the hero, boosting strength and merge value effectiveness. | N/A |
Druid Dice Pool
Druids play a slow, defensive game by rooted enemies, stacking spiky retaliatory thorns, and scaling their maximum life pools permanently.
| Dice Name | Base Effect | Upgraded Effect |
|---|---|---|
| Growth Die | Increases the hero’s maximum HP by 1 when merged or activated. | N/A |
| Root Die | Applies Roots equal to the die’s value to the target enemy, preventing them from moving closer. | N/A |
| Spirit Die | Attacks three random enemies on the board. | Attacks three random enemies. If there is no enemy for a spirit, it heals the hero for 1 HP instead. |
| Thorn Die | Applies Thorn stacks equal to the die’s value to the hero, dealing damage back to physical attackers. | N/A |
Paladin Dice Pool
Paladins thrive on high-risk, high-reward self-damage gameplay. By burning themselves with penance, they charge up devastating strikes and massive passive regeneration.
| Dice Name | Base Effect | Upgraded Effect |
|---|---|---|
| Holy Die | Deals holy physical damage and heals the hero for 1 HP. | N/A |
| Judgment Die | Deals damage equal to the die’s value +1 bonus damage. | Deals 1 bonus damage for each merge performed this turn, including this one, and applies 1 Fire stack to the hero. |
| Penance Die | Applies 1 self-inflicted Fire stack to the hero, enabling defensive triggers or self-damage build actions. | N/A |
| Regeneration Die | Grants 1 Regeneration stack for each merge performed this turn before it. Heals for current stacks at end of turn, then reduces stacks by half. | N/A |
Necromancer Dice Pool
Necromancers manipulate life and death by marking targets for execution, reducing enemy defenses with curses, and siphoning maximum HP.
| Dice Name | Base Effect | Upgraded Effect |
|---|---|---|
| Curse Die | Applies Curse equal to the die’s value to the target enemy, reducing their defensive attributes. | N/A |
| Death Mark Die | Applies a Death Mark stack equal to the die’s value to the target enemy, magnifying incoming damage or triggering on-death effects. | N/A |
| Drain Die | Deals damage to target enemy and restores HP to the hero equal to 50% of the damage dealt (rounded up). | N/A |
| Soul Die | Also increases the hero’s maximum HP by 1 when merged or activated. | Increases hero maximum HP by 1. Killing the enemy with Soul Die increases max HP by 2 and heals for 2 instead. |
Enemy Obstacle Dice
During combat—especially in boss fights or when facing elite forces—enemies can spawn Obstacle Dice on your board. These dice act as blockers, lock down your merging space, or trigger dangerous attacks and buffs when they are activated.
Learning how to navigate and counter these threats is essential to surviving high-difficulty runs.
Several obstacle-dice problems can be solved with rune timing. Check the runes guide for Purge Rune, Weakness Rune, Shuffle Rune, Gravity Rune, and Trigger Rune use cases before boss fights.
| Obstacle Die | Board Type | Combat Effect / Threat | Counter Strategy |
|---|---|---|---|
| Banshee Scream Die | Enemy Board | Clears the entire player dice queue when activated. | Merge or destroy the matching trigger dice before the timer ticks down. |
| Enemy Cleaver Die | Enemy Board | Deals immediate damage equal to its die value directly to the hero. | Stack shields or dodge stacks, or use a Stun Die to delay its activation. |
| Enemy Dodge Die | Enemy Board | Grants dodge stacks equal to its die value to the spawning enemy. | Strike with small physical attacks first to strip the dodges, or bypass them using magic. |
| Enemy Power Die | Enemy Board | Strengthens the marked enemy (indicated by a red outline) and boosts their attack. | Focus down the marked enemy immediately, or use Mockery to reduce their attack output. |
| Goblin King Die | Enemy Board | Strengthens ALL enemies on the board, boosting their overall attack damage. | Prioritize merging friendly area-of-effect dice (like Bomb Die) to clear the board quickly. |
| Enemy Move Die | Enemy Board | Moves the marked enemy 1 slot closer to the hero when merged, if possible. | Avoid merging the adjacent dice unless you have Root stacks active to pin the enemy. |
| Enemy Poison Die | Enemy Board | Applies poison stacks equal to its die value directly to the hero. | Maintain high health, use healing dice, or utilize relics like Phoenix Essence to clear poison. |
| Enemy Regeneration Die | Enemy Board | Applies regeneration stacks equal to its die value to the spawning enemy. | Use burst damage to override the healing ticks, or apply Curse to lower their healing effectiveness. |
| Sand Die | Field Obstacle | Heavy obstacle die that barely moves when hit and cannot be merged. | Plan your friendly merges around the Sand Die to avoid letting it choke your board space. |
| Enemy Shield Die | Enemy Board | Applies shield points equal to its die value to the spawning enemy. | Use Piercing Die to hit multiple targets, or magic dice to deal unshielded damage. |
| Stone Skin Die | Enemy Board | Applies Stone Skin stacks equal to its die value to the spawning enemy. | Strip the stacks using multi-hit dice or bypass with direct execution cards. |
| Tentacle Die | Enemy Board | Spawns during the Tentacle Terror boss fight. Merging it reduces the boss’s attack bonus. | Focus heavily on merging this die as soon as it appears to weaken the boss’s devastating swings. |
| Enemy Weakness Die | Enemy Board | Applies weakness stacks equal to its die value directly to the hero. | Cleanse the debuff with relics, or scale up your direct attack dice values to offset the penalty. |