Hard Winstreak Items Guide - Slice & Dice 3.0
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- Опубликовано: 15 ноя 2024
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3.0 slice and dice playlist: • Slice and Dice 3.0
new slice and dice playlist: • new era slice and dice
old slice and dice playlist: • slice and dice
full almanac: docs.google.co...
my hard winstreak sheet: docs.google.co...
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live on twitch most night at 10:30pm EST @ / voyix64
join the discord and tell me to pick ludus: / discord
ty to TonyCamel for writing out the timestamps for me
timestamps:
Tier 1: 02:44
Tier 2: 17:50
Tier 3: 30:49
Tier 4: 41:45
Tier 5: 57:14
Tier 6: 01:12:18
Tier 7: 01:25:38
Tier 8: 01:39:24
Tier 9: 01:51:10
Tier 10: 02:00:30 - Игры
I took Gizmo on my Juggler, and 2 fights later it triggered "Group All Petrify 4" and immediately bricked my entire party irreversibly. Lost a 4-win streak to it. This game is awesome.
Why the hell was your self damage side at a 4
if you put gizmo on cantrip that's on you brother
how did bro get 4 damage caltrop
i think it’s really interesting how so many high tier items are so relevant for either wizard or sorcerer, and then you have party layouts that don’t have blues, and it makes so many items lose such an important factor to them.
Thank you for doing this. I asked for it a few days ago, and you said it was going to be a ton of work. I really appreciate the effort you put into this.
17:40 tier 2
30:50 tier 3
41:45 tier 4
57:13 tier 5
1:12:20 tier 6
1:25:30 tier 7
1:39:15 tier 8
1:51:10 tier 9
2:00:26 tier 10
Timestone works most notably well with origami although it suffers from being in the same tier with a bunch of really good items
Love your content
I think you're sleeping hard on polearm dude. It's so much more than just a basilisk scale combo. Compass lets you turn almost all of your yellow/orange sides into their left side. Doomblade, shortsword, knifebag, wristblade, and splitting arrows pretty much all let you copy your topside to the two right sides on any class, basically guarantees your t3 blue will never miss on mana. Pauldron suddenly gives you as big a boost as either borehide bracers or demon eye depending on the sides. Longsword becomes a weird silk cape and twisted flax becomes a weird eye of horus. All the really good status items at t8 like poison dip, scorpion tail, and serration go on the top side. As far as t2 items go I don't think there are any others that have as much potential long term impact as polearm does.
These videos are super helpful! Understand if you can’t think of more to talk about, but if you can, please keep at it! I’m sorry to say, watching gameplay just isn’t a draw for me but I have loved all these guides!
About Cracked plate, it is net neutral turn one, you gain equivalent 1-4 hp turn two (if you took damage turn one) and the value of hp is only relevant if you retake damage afterwards Without self damage, you can only see value at turn three of a fight, later if you don't take damage during a turn.
So in that aspect, it is equivalent to a delayed chainmail (also tier4) that make you vulnerable to poison. It can get more value over very long fight if you take damage every turn (but poison damage is also more punishing in long fight).
Outside of that, it has some additionnal perk :
- It is +4 to steel side (obviously).
- It is effictively +2 hp if you died last fight.
- It helps to keep pristine and engage on allies after the first turn.
- Self damage cantrip can no longer instantly kill you if you finished last turn on 1 hp.
- It can help with handling thorns if your party is bad at handling them.
- It redirect eliminate attacks to a hero that is not necessarily the most fragile of your team.
Conclusion (my opinion only) : It does enough to justify its tier. But if you don't have steel, it's not really impressive to the point that you might even want to not equip it in some of the most challenging fights. Fun for weird interaction, bad for streaking.
good to see a full list of things that it does, i agree with your assessment for sure, didnt even think about the pristine interaction
Poor cracked plate. I see your points against it, but I still think it has a lot of value, both as a combo with other items or characters, or even on its own. In particular against pain or mana burn effects, or maybe for characters with deflect. Being able to cast up to 4 mana while ignoring the mana burn is really good value against Hexia.
Agreed. Most of cracked plate’s downsides boil down to just… don’t equip it in the fights with poison, and don’t pick it if you don’t have a good character for it.
@@volcano-ik9kf another argument made against cracked plate, is that there are tier 4 items that are more impactful/powerful. I find that cracked plate falls into the "very useful niche" category, same as inner strength, for example. Both are rather useless if you don't have keywords to ignore, or if you can't guarantee a character would receive damage each turn, but if their conditions are enabled, they can be the difference between victory and defeat. This is to say, I don't think "cracked plate" is always outperformed by other t4 items.
innerstrength is just god tho, 90% of runs use it (worst case) atleast to 1 side i find
@@fernando47180 inner strength is one of the strongest tier 4s
2 hours of Voyix69 talking about slice n dice hits the spot
Bandana on pilgrim can cantrip stun like slate, caw, ghost, etc. you can ofren cantrip twice and keep the stun to disable 3 enemies with
Ballet Shoes is definitely my most clicked Tier 1. Combines with another Tier 1 (Memory) to allow heroes to duplicate their Left-side. Also great with anything Stasis such as the Tier 2 Ice Cube. Replacing your Right-side with your Left is something that would normally be resolved for a Tier8/9 item so being able to do it with two Tier 1's is nuts.
yea agree, it's definitely one of the best t1s, gives insane value regularly
There is a weird use case for iron heart for some gambler-like characters. Where hitting specific side is around 42% chance. If it brings your other sides closer to th power level of your original best side, you actually gain consistency without losing average output. For Evoker, for example, average mana output change over 2 turns is marginal(it might even be a little bit higher, but I'm not 100% sure), but you can plan on getting good mana every other turn instead of gambing.
I dont think +1 is worth exerting your character regardless of how consistent they mat or may not be
Aside from Wizard,Sparks also combos with Wanderer, Scrapper, and Curator. Jewel loupe combos with all of the above plus Agent, Dancer, and it doubles Sorcerer's output. Those two items have enough synergies that it's worth picking them blind and then just holding out for one of the good t3 heroes.
On another note, Heal mana-gain Reds are really spoiled for choice when it comes to powerups. They may receive boosts from Paraiba/Sapphire ring or Dragon pipe/Tusk, in Fate's case she can even benefit from Nails/Kite shield. Unlike Blue's pure mana gain they can get cruel/focus/engage and double their value. I find that it's my Reds who usually become the mana battery for my runs, rather than Blue.
Thinking of 1 mana spells for Deadly Bolt is a trap. What it really does is make burst do 3 damage and provide some utility, like killing ranged units bursting our blue to kill Hexia.
It's just spicy Burst+.
Now that I think about it, I guess bandana (cantrip to all pipless sides) is good for presence huh...
About Whey, it's quite useful for anyone with a Cruel damage left side. Adding Max HP to an enemy allows you to lower the threshold to double the damage- admittedly not the most impactful effect, but for a Tier 1 it can easily stay on a Rogue or Caldera until the late game (both of which are solid picks)!
2:44 Tier 1
17:50 Tier 2
30:49 Tier 3
41:45 Tier 4
57:14 Tier 5
1:12:18 Tier 6
1:25:38 Tier 7
1:39:24 Tier 8
1:51:10 Tier 9
2:00:30 Tier 10
Tier 0/Tier 11 and above not included
I recently got sparks + rain of arrows. It’s pretty fun when you get it in the first roll, because everyone will shoot a bunch of arrows each roll and truly make it rain.
you should've done tier 0's, there's some bangers down there, and with the addition of pockets, they happen far more often
58:17 bag of holding was giving all 12 lvl items once upon a time. It got absolutely killed because of infinite recursion bug
Wild seeds does have some crazy combo potential on cantrip characters, helping you get to infinite rerolls.
i feel like the cantrip reroll side is in the middle, maybe with something that lets you move the reroll side over to the left, but ya i shoulda definitely mentioned growth+cantrip for that item
Magnet + Tsrub ultimate combo! /s
i mean, x2 is x2 , for a tier 0...not bad. you could also use monster grin for it
1:59 i also found that polearm + longsword is silkcape... But copy the top one. It's neat i guess.
Longsword for when hero doesn't has any damage in middle
Really playing with fire with that thumbnail, aren't we
1:12:40: For that matter, the buff sticks around even if a second item alters the side.
2:03:00: It multiplies them by -1. ×(-1). Useful if you somehow get enough penalties to knock a side into negative pips, I guess.
16:25: I play a lot of all-blue custom teams, where Manacost is less crippling and healing _way_ scarcer. It's not an item I always pick when I see it in that mode, but it's one I'll probably use when I pick it.
38:45: Again, Sprout can be pretty good for all-blue custom teams. Not something I always pick, but when I pick it, it's useful at least once or twice.
All-blue parties want to wipe out the monsters before damage becomes a concern, ideally turn 1, but sometimes that just doesn't work out and healing is handy then.
40:15: Heat is...un-terrible for all-blues. I would rather have Heat than a random item that probably doesn't do anything for blues. In an emergency, five mana can cleanse one of my party members. It's not _good,_ but you don't need to roll any specific die to use it.
45:25, 45:35: Those two are pretty much instant picks for my all-blues.
52:25: Mathematically, it's _sometimes_ better than bursting if you have a lot of mana and only one target. I basically never pick it though, even on my all-blues.
55:05: Apple Wizard is...probably what I'd do if I had an apple, a wizard, and only one other item I wanted to put on the wizard.
57:30: But no one tells the game, which keeps locking the legally-exerted hero. Very useful; also annoying.
1:03:55: Shining Bow is a Hexia-killer. Not as much as Dispel Potion, but you can also use it before Hexia.
1:19:55: There are a couple of items that put cleanse-heal sides on the right, and those combo pretty well in boss fights that throw around a lot of poison or nasty statuses, like Inevitable and Dragon and sometimes Hexia.
1:22:20: It's never a first pick, but plenty of T3 reds and some T3 grays hold it well.
1:38:05: If I end up with Charge, I stick it on Wizard and boost his permaboost. But I pretty much never pick it on purpose.
1:49:24: This might be obvious, but Deadly Bolt is pretty decent on an all-blue team. More so than the other bolts, because you quickly reach a point where more shields or healing don't do much, but damage is good until you run out of enemies. Or sometimes if you're fighting Hexia.
1:52:50: If you play all-blue and can't tell who the best Silk Cape user is in that context, you have forgotten about Weaver. Which, fair. It's not that good a pick outside all-blue.
47:55: So you're saying vampires and corruption go together well? You're saying vampires are fine with Evil? You're saying-
Slight thing with alliteration, it *can* be used with many yellows as there's a lot of enemies with names starting with B (baron, basilisk, basalt etc). Also okay on spellblade as s-name enemies are fairly common too. Still falls off lategame, but has value
fair, however i'm not gonna think about that shit, way too much effort
Determination + Early Grace + Barbarian is crazy
Also determination combos alot with self dead keyword
50:09 crackes plate is honestly all about Steel sides
I'm actually a little curious why Luck is a no for you. That shit is something that I genuine would expect to be tier 10+. If you have any good cantrip characters like Sorcerer, or just have sparks, you basically get a "win the fight" button so long as nothing has spiky or invulnerable. Even without those, spending 3 mana make it unlikely to roll sub-optimally isn't the worst
that's because that mana could just be spell damage, and why have more consistent rolls and cantrips, when i can just get i-wait hold on... -rolls 5 x's oh no
If you have a cantrip setup that can get average 1 damage per roll, its 3 mana for 8 damage on the next turn once per turn. Which is pretty alright, but not great.
@@willw5868 I'm sorry h u h? That's a better ratio than b l a z e, the mana-to-damage MACHINE. Granted, it isn't targeted, and, like you said, it is once per turn, but that's for if your cantrip build is built to put out an average of one damage per turn. Not factoring re-rolls, mana generation, or the fact that the spell makes it almost impossible to not hit an infinite if you have one set-up. That's still c r a z y good.
Cantrips aside, paying 3 mana to make your next turn more likely to be optimal than not can be C R A Z Y depending on your build. Imagine this: Demon Claw on Berserker, Valkyrie, Agent with Sponge, and you walk into the hand who just summed three sabers. Typically, this item combo is schizophrenic. As you are going to hit the full combo m a y b e 2 times in the run. However, if you spend three mana, you can make it s t a t i s t i c a l l y u n l i k e l y to miss hitting a 9 damage rampage with zero repercussions against enemies who need to be hit once to be brought into it's lethal range.
Let's say that run also had sorcerer, and for the sake of simplification lets not factor in their re-roll side. Hitting the Luck button means that, on average, they are going to make that mana back and 2 extra. So even on the n e x t turn you could almost guarantee hitting the combo again. Or, let's say you took big hitter six for some reason, and now need to play defensively because 14 damage to all. If your team has roll that can keep most key party members alive, you can take a moment to see what it is, and just, pull it. I really think people W A Y undervalue the utility this spell can have even outside of the obvious breaking of the game that occurs by a cantrip build being within a mile radius of the spell when it goes off.
Ah, crap. Sorry. Didn't mean to make this so long, rambley, or combative. TLDR; I hate you personally as a human being and everything I say is objectively correct
@@Spoomguy yeah it’s got a lot of potential. The main problem is that your spending 3 mana for nothing.
If you blaze you take care of a problem, prevent your units from dying or prevent the enemy from acting. Casting luck just doesn’t do anything until the next turn. Honestly if you can comfortably drop 3 mana (2 entire dice at the time you see luck, maybe one sometimes if your lucky) your already pretty far ahead. It’s a win more in the large majority of cases.
The way to win is to take resources which keep you alive and get you ahead, the most important turn is turn one. You can’t even play luck unless your already ahead. Same reason why invest is a bad spell and seer is an extremely mid tier 2. The only time I would ever consider luck is with consistent cantrip value. If you don’t have a way to directly convert rolls into value I truly cannot imagine that there’s many situations were you have 3 spare mana but you would have lost if you didn’t spend it on luck. Cuz if you could float all that mana you were probably winning anyways, and when most hallway fights are decided in the first 3 turns, delaying your payout is a HUGE deal.
@@willw5868 I feel like everyone overestimates how valuable turn one is. The big thing with it is you have full HP, and pristine and engage are at their most effective. Sure, you could spend the three mana on drop, bursting, scalding, whichever spell you have. But getting immediate value isn't a l w a y s the best thing to do. Don't get me wrong, if you have your team built in a way where you can comfortably guarantee more value out of three mana than an optimal next roll, that's fine. You prolly shouldn't take Luck if you go for that playstyle. If you have any specific win condition on your dice though (Liches finger-Helm of Power-Barbarian, Origami-Autumn Leaf-Agent, Ogre Blood-Prism-Sorcerer, etc.) You can pretty easily get the value back on the next turn by drawing the sides that will win the fight. I really don't see why getting your payout after taking some damage is bad if you have a good enough payout anyways.
Powerstone you would need like 4 shield to be good compared to Saphire 😬
And yeah bag of Mana should also probably give more compared to it too
Puzzle box + aegis on wizard is insane. I managed to boost the pips too and I had fights where someone got boosted to 300+ pips.
40:10 Robot is fine with wild seeds. He wants to use noth of his left sides several times, often per turn
ogre blood+agent is crazy
I had a bard kite shield run where he would consistently give atleast 3 sheild to everyone. It's a weird ìtem but sometimes it can go off and be a permanent door for 1 pip sheild sides
Can you do a video series about what heroes to look for when thinking about certain final bosses? I feel like I lose to Inevitable more often than not with my playstyle. But I'm not sure why I win when I win and why I lose when I lose.
i think i'll probably just do a general hard winstreak guide, and that is a big part of it
you guys need to do more mind control videos they were really good
what's wrong with the patience items? Aren't they kind of always solid?
41:08 well it works somewhat on Valk.. Sadly revives DON'T cantrip (unlees you give them permissive I guess?)
Whey is pretty wack but like you can use it to combo with cruel by increasing the enemy max hp so the half threshold is easier to hit
9:20 bowl cheat sticky finger curse
Probably could also revert non stasis curse
This sounds like a move you pretend you just pulled in the bedroom and brag to your buddies about.
What is that absolute banger of a song at 37 minutes
I think playing blutra made me value items a bit differently huh. Like in Blutra investing as a Mountain can be great depending on curses or blessings. Like enemy single use, left blank, right self damage ect can let you stall
29:00
Well but if a character was killed/is killed a lot isn't bone a tier 1 strictly better?
Do love these style vids.
Not sure but shouldn't wild seeds be super busted on tons of characters? Particularly cantrip, like maybe poet, jester, dancer, roulette, etc?
Ok, not all of those without items.
With base sides, bard, poet, disciple are probably the best for it.
Disciple can get res 3 if they use their double heal with undergrowth.
Poet can mana cantrip buff shield cantrip.
And bard can damage cantrip undergrowth shield cantrip.
Which may be worth getting if you have those, but admittedly isn't busted.
Though with other items I think it could be busted. For example, sphere swap stun and reroll cantrip and all the sudden you've got an infinite from two early game times. Though it is a bit slow to get going unless you're lucky so you either need defense or some other reroll to help get growth going.
the main issue with wildseeds is that you have to hit the left side and then the side that you got undergrowth on, which is too inconsistent for me, but growth does inherently increase in value if you're playing something like defensive since your fights are going to go 5-6 turns often, and it's more likely you'll get the growth value
4:49 They forgot the big shield 😔
13:23 I lied
52:54 I just realised.. Cracked plate can work with this
I don't fully get why Natural is still a tier 4 when Terrarium was moved to a tier 2, even if growth isn't super valuable the sides are similar, and Natural is limited to Blue only
Because it has 2 mana sides and they're 2 pips
Coin is clickable on Enchantress, only time I've ever used it and it was good
Obviously you'll rarely have Enchantress when offered coin
Coin is really good honestly, if you got a way to counteract the effect (many sides on other characters, extra rerolls generation) it is a round winner if you land on it. And with cape, or any side copying item, this becomes a monster
Does full moon work with dogma?
Dogma is indeed working
Would be very wrong if it didn't work with full moon, cause it's DOGma, haha you get it?..
I'll see myself out.
56:21 death defy can bail him out
Does bone charm work with glass heart?
Don't think so
it doesn't, permadeath gets past it
Luck and clumsy goes crazy
Tann needs to stop giving us right 2 kryword items
Did you know that there is negatives in 3.0?
Oragami growth easy infinite on tons of cantrip characters
Two reeds was much better in 2.0 I think
man bandana valkyrie