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End goal is 8 Flash & Glass & Hollow terrain dice, and 8 Flash & Glass attack dice, with the last slots for whatever you want.
Blindfold which gives attack dice hollow and +1 for free. The muffin should be the last relic you pick up, at which point your first turn is always terrain dice setup, and your second turn involves firing off 9 dice into the enemy.
None of the relics are actually bad; Liquid Karma has no downside, with every face the same. Rigged coin helps with setting up your terrain dice turn 1, and blindfold targeting doesn't matter once you've gotten the yo-yo. Just don't pick frozen knife over melting knife.
My final layout is 5 dice - Attack, Block, Heal, Terrain, Terrain
The Terrain dice are with 6 x 6 for possible rolls. They're glass but it doesn't matter as your energy never reaches zero with that special relic, and are much better than other terrain dice.
All dice had flash, grow, hollow.
At the start (up to level 100) I relied on 1 or 2 purple boosters. KEEP THEM AT SILVER and AVOID relics which max out dice, as they need to target the center, which they can't if they are a 5 or 6)
It doesn't matter what relics you get as soon you'll get all of them, I collected all relics at level 150. What matters is which relics NOT to get. Choose carefully in case they affect your start.
The worst enemy is the one that puts rocks on your board. This nullifies the x2 bonus, which kills you if you are not careful. Target this enemy to get rid of the rock, then you can block + heal up to max health before the next round.
But the items that are 100% necessary for the build to work are:
- Backpack, Joker, Moon Chakram (won't receive until very late). These allow you to always start with 8 dice
- MotCO, Bullseye, Unpolished shards, Star yo-yo, Blinding bulb, Melting Knife. These give you your damage
- Providential vial and Crooked hourglass are also necessary for the early game, as you're slowly working your way to this build, but eventually become obsolete if you have a full hand of dice that always land on 6
Other very very good ones (that you will eventually get no matter what anyway) but aren't *technically* necessary are the pachinko balls, energy drink, evergreen sap, and the nightmare plasma.
- 2 Glass Flash Hollow Terrain dice
- 1 Glass Flash Hollow Attack die
- 2 Flash Hollow "The Holy" attack dice (not technically 100% necessary for the build, i just got lucky, but having as many guaranteed 6s after turn 1 once you get chocolate muffin is definitely nice. need to be lucky to get these though)
- 1 Flash Hollow Attack die
- 1 Flash Hollow "Overkill" Attack die (has the Heavy property, too)
- 1 Flash Hollow Grow Block die (can honestly be replaced with a 3rd terrain die if you want to be extremely overkill, bc i did not need to ACTUALLY use this die for most of the game, but new the math with force me do have to prep on the muffin turn with a block eventually, especially in a bad Presence Bug room)