Dicey Dungeons

Dicey Dungeons

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Vogerl Aug 17, 2019 @ 5:04am
Witch experiences and tricks
I've managed to win the base scenario with the witch character after failing 12 times in a row, so I want to pool tips and tricks with y'all.

So far I've gotten the furthest by getting the "update a slot" thing instead of the "two spells prepared" and then always dragging the "Hall of Mirrors" spell onto it. That reduces the difficulty of requiring a 6 down to requiring an EVEN die. That, combined with casting either drain or the healing crystal just about every turn allowed me to survive later encounters where you can't always bank on the level up to get a full heal.

It feels to me like in late game you're supposed to switch out spells on the fly, especially with the upgrade slots. The ultimate ability rewarding you with 3 additional dice seems to support that notion.

The bandages I've found utterly useless, compared to the other (very rare) healing tools, but I got slightly more use out of the shields.

I'm still not sure if I prefer ice or lightning stun, to be honest.


I've messed with and ultimately decided against the other types of cauldrons, the cantrip from the base one is the best, but its most likely too "expensive" to have more than one cauldron out.


I've used the "NUDGE" on slot 6 in the early game merely to "prepare" a slot on the field so I can downgrade another die just to overwrite the placed "NUDGE" with that new spell.

The "infliction" quickly outlives it usefulness, imho.

"Catastrophe" seemed like a fun idea until I noticed that it doesn't actually do any damage, not counting the 2/4 from burn (base/upgraded). The AI will usually just use the frozen 1 to unlock the shocked attacks.


How well are you faring with the witch? Which spell is your top priority to cast every turn, if possible?
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Showing 1-6 of 6 comments
Irrelevant Aug 17, 2019 @ 7:38am 
Here's my general witch loadout, I haven't beaten elimination round/bonus round yet but it's a good start:

1. Cauldron
2. 2-dice damage spell (lightning bolt etc)
3. Wildcard slot, usually a green spell/counterspell/illuminate/vampire stake
4. Damage spell or duplicate
5. 1-dice freeze spell
6. Hall of mirrors

I've never found the prepared slots to be worth it, they generally only help you for the first turn. Hall of mirrors is a necessity for late game, and it's very easy to trigger on an upgraded slot. Freeze spells seem to be the most effective of the elements as most enemies rely on high rolls. Lightning and fire spells are decent but less reliable. Having one 2-slot damage spell is good for countering blind, the other 2-slot spells like Fury are too weak for their cost.

Healing spells are too slow in my experience, you're better of just shutting the enemy down with freeze. I've generally been able to heal fine with just levels and apple pickups.
Tower Aug 17, 2019 @ 11:25am 
Originally posted by Irrelevant:
Here's my general witch loadout, I haven't beaten elimination round/bonus round yet but it's a good start:

1. Cauldron
2. 2-dice damage spell (lightning bolt etc)
3. Wildcard slot, usually a green spell/counterspell/illuminate/vampire stake
4. Damage spell or duplicate
5. 1-dice freeze spell
6. Hall of mirrors

I've never found the prepared slots to be worth it, they generally only help you for the first turn. Hall of mirrors is a necessity for late game, and it's very easy to trigger on an upgraded slot. Freeze spells seem to be the most effective of the elements as most enemies rely on high rolls. Lightning and fire spells are decent but less reliable. Having one 2-slot damage spell is good for countering blind, the other 2-slot spells like Fury are too weak for their cost.

Healing spells are too slow in my experience, you're better of just shutting the enemy down with freeze. I've generally been able to heal fine with just levels and apple pickups.

I've found success a bit differently. I tend to take a second prepared before any upgrades, and ditch Cauldron pretty early. I also never use Hall of Mirrors, because I try to get fights to end before it can really help much. The benefit to extra prepared is that you can start with two-slot spells in second prepared, and often once they're out they're very good. I tend to replace Cauldron with either the Freeze or Shock 1-dice spell, and then put attacks exclusively in Even or Odd slots- Even if i'm using freeze, Odd if I'm using shock. That way no matter what I roll, I can either start slinging damage or getting more attacks out (unless I rolled something better to do, of course.)
DJDiceZ Aug 17, 2019 @ 12:05pm 
Took me 2-3 runs after unlocking her, my win was:

1) Cauldron
2) The Lifesteal attack
3) 1-dice Shock
4) Duplicate
5) Get two X dice next turn
6&6) 30 damage freeze all dice

2 upgraded slots.

Cauldron for rerolls, lifesteal as a secondary defensive spell, 1-dice shock as the primary damage and debuffing often in the ugpraded slot.

4, 5, 6 where mostly setting up a big burst, somewhat in that order. Reroll in cauldron until a 6, duplicate 6 when you get it, then get 4*6 next turn from the upgraded slot, unlock the 6&6 freeze equipement and put it in the other upgraded slot, duplicate a 6 and put it in the freeze equipement, get another 4*6. Next turn you duplicate 6 again and you have the 30 damage.
Last edited by DJDiceZ; Aug 17, 2019 @ 12:06pm
warmingbird Aug 17, 2019 @ 2:51pm 
I actually managed to beat the base scenario by killing the boss on first turn, with some pretty glorious wombo combo I must say :
I used the upgraded version of the spell that give 4 burning dice on use (don't recall the name), which would hurt me and make me launch the ultimate again and again while not dying with the help of the lifesteal spell. I think I had 6 remaining health or so at the end of the fight. haha

Another amusing thing to note is that discarding buring dice on enemy weak to fire does them extra damage, so you can beat them easily with this trick.
Irrelevant Aug 18, 2019 @ 3:49am 
I've now beat the bonus round on my sixth try with this loadout[i.imgur.com], swapping the 3-slot for a harvest scythe in a shop before the boss. I used a lucky 7 on the 4-slot for damage before I got moon beam. Snapdragon was only used for mana generation for the fruit bowl.
Last edited by Irrelevant; Aug 18, 2019 @ 3:49am
Cyiel Aug 18, 2019 @ 4:10am 
For me Hall of Mirrors should'nt be on a "Even" slot so you have more chance to use it the turn you put it in to play. The same with "Odd" spell which i put on "Even" slot.
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Date Posted: Aug 17, 2019 @ 5:04am
Posts: 6