DICEOMANCER

DICEOMANCER

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The Barbarian Guide: Ascension 20 Difficulty
By TrueMortal
Welcome to the Barbarian class guide for "DICEOMANCER". I mostly run on the internet under the alias TrueMortal.

In this guide I will teach you how to optimally play the Barbarian class and what cards/strategies to focus on in your playthroughs in order to complete your own runs all the way up to the highest Ascension level. I have grown incredibly addicted to playing the Barbarian and enjoying this class' gameplay pattern, so much so that it is my first class with which I reached and completed Ascension 20. Since I enjoyed playing the Barbarian so much, I decided to share my experience and thoughts by writing a comprehensive guide on this class in order to facilitate playthroughs of people who may struggle with their own runs and may not fully understand how to pilot the class properly.

Please note: this guide is a subjective overview on how to play the Barbarian, meaning it should be taken with a small grain of salt. The game is highly RNG reliant, and in no way, shape or form do I declare that what is written in this guide is the only acceptable and/or viable form of playing said class, just what I, the author, find to be most consistent, and what has reliably worked for me the majority of the time
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General Strategy
What is usually the case with other classes does not hold true for the Barbarian.

Generally, with the rest of the cast, before you obtain enough sources to be able to prolong your turns, you tend to play out combat scenarios measuredly and gradually thoughout.

Not with the Barbarian, however.

Your fundamental game plan is ending the combat on turn ONE


Most cards of this class Exert upon cast, meaning you won't have access to them once used and can only utilise their effects once. Moreover, the Barbarian features no defensive capabilities in the form of Block, and is reliant on proper Injury Management to compensate, which if not done properly is lethal.

All of this means you are essentially on a clock until your deck runs out of steam and you become useless. You are a hard-hitting battering ram running on a fast-burning easily-flammable coal fuel.

As such, ending combat within the first couple of turns (ideally, the very first) is what you should be prioritising and aiming for.
It's do or die!
You, or them!
It's here and now!
Kill or get killed!
Brute force through everything!
All in! Every. Single. Time.

You must crush, murder, obliterate and relentlessly destroy everything no matter what is standing in your way as fast as possible. Because otherwise, the longer you drag the combat as the Barbarian, the worse it will get for you.
Understanding Injury
Being a fundamental mechanic of the class, it is important you understand the value that Injury brings to the table for the Barbarian.

Despite what it entails by itself, generally speaking, you want to view Injury as a stat, not as something that is actively killing you. In fact, the only possible way for you to die on the Barbarian is not from taking insane damage on your opponent's turn, but from failing to reduce Injury damage at the end of your own, which can be done in several ways as you will see in the next section.

Some cards the Barbarian has in his arsenal become great at high Injury numbers, or if Injury becomes higher than your current HP. Having lots of Injury is not necessarily detrimental, and having cards that utilise this mechanic when it is high enough in numbers can make you way more powerful in comparison to when you do not view Injury as a stat that you can use to your advantage.

Basically, what I am saying here is this:
Do not be scared of Injury and be at peace with having it stacked to great amounts. More often than not, having high Injury is beneficial.
Injury Management
Lacking regular defensive measures, Injury mechanic can make you feel quite vulnerable, but don't be frightened by it. Injury is easy to work around if you know how to manipulate it while being able to utilise it to your advantage at the same time. The majority of ways to do so are mentioned below:
  • The most simple and common way of reducing Injury and its resulting damage in combat from high to low is by using the Dice on it, either Relic or Card. This almost guarantees that the remaining Injury will not affect you that much should you decide to end your current turn
  • Sounds banal but using mana to cast cards instead of utilising the "Wild" keyword also prevents Injury from accumulating no sh*t Sherlock. This is important to keep in mind and use primarily during early game when you are still collecting necessary cards
  • Some cards prevent resulting Injury damage entirely. In turn, Injury does not regress as a result of being prevented, which can be utilised to continue getting value from its high numbers
  • Having "Bad Luck" and/or "Dice Cheat: MIN" debuff on yourself prior to using the Dice on Injury essentially guarantees you minimise its damage.
  • I could highly argue that in Barbarian's case, you do not want to upgrade the One Die at all to keep its numbers low for Injury specifically.
  • Injury has no effect on you outside of combat. It also does not trigger in case you end combat on your turn. Even if you finish combat with 100 Injury and 1 HP remaining, it will not take effect
  • Walking around reduces Injury by half everytime. In case you do not want to enter combat on high Injury for any reason, just moving around twice, even on a visited map space, dramatically lowers it. In fact, walking is one of the primary ways of reducing Injury apart from Dice
  • Short rests, as well as in-between map transitions, remove all Injury
Mana Management and "Wild" Keyword Strength
As the Barbarian, It is important to understand how to play around both your mana costs and the primary keyword that is used in the majority of your cards - "Wild", in order to maximise the class' potential to its fullest

Previously, various ways of manipulating Injury were discussed. As could be observed, doing so is not necessarily complicated.

In brief summary we have these things going for the Barbarian and his related Injury mechanic:
  • Having high Injury is of no threat during your turn, you don't lose health for it
  • The higher the Injury, the more cards become beneficial to you
  • You have options of setting Injury low in case you desire to end the turn
  • You can cast "Wild" cards in exchange for Injury

Analysing the statements above should bring you to this following realisation:

"Wild" = FREE

And this is what the entire Barbarian class is based around. For the overwhelming majority of the time, you do NOT want to spend your precious mana to cast cards that feature the "Wild" keyword. On the contrary, you wish to SPAM them essentially for free in order to preserve mana and increase your Injury to receive other cards' benefits which require real mana to cast. This also means that the harder a "Wild" card is to cast by regular mana, the more "complex" and "demanding" its manacost is, the better the card gets for this very goal.

Actual mana should be spent on primarily the following:
  • [Javelins] - for hand replenishing
  • Cards with "Gain", e.g. [Counter Helix]
  • Unupgraded cards that have a cost before the upgrade, e.g. [Lore]
  • Other useful stuff (Dice cards etc.)
  • Basically anything that is not "Wild" but has no other cost work-around
Doing so and managing your mana in this regard, alongside casting for free "Wild" cards which Exert, and cycling / repeatedly casting "Wild" cards that do not, will ensure you get as much output from any given turn as possible, which in turn enables the Barbarian's primary game plan - rushing the combat in one-two turns
Play Pattern
General idea for how to play the Barbarian has been discussed above. Anything that contributes to said idea is, therefore, a valuable asset to your deck and relic collection during any given run, which outlines your priorities when making a selection on either.
Early game plan:
  • Exchange cards for mana to not damage yourself extra
  • Preserve and be conservative with the One Die charges to be safe from dying to Injury, or for lowering location boss health
  • Remove all [Meat] and [Burden] cards first and foremost to thin-out your deck
  • Keep [Stone Axe] cards (and upgrade some if possible)
  • Remove a [Stone Axe] for each "Wild" non-Exerting card obtained later, or all of them entirely should you desire
  • Fight to obtain and grab recommended cards, upgrade them
  • I tend to avoid facing miniboss enemies, but who's stopping you from trying?
  • At the end, if you get through the first location boss with relatively small problems, your deck is good to go and should perform just as great later on
When drafting cards and selecting relics, you are looking for anything that helps to:
  • Deal as much damage as possible
  • Draw cards constantly and replenish your hand
  • Get mana for various use
A regular gameplay pattern for the Barbarian, given a correct deck setup, looks something like this:
  • You apply the "Haste" buff on yourself first and foremost, reapplying it as soon as it runs out
  • Apply "Vulnerability" / "Paper Skin" debuffs if you have sources of those
  • Start dealing damage with "Wild" cards and/or other preferably free cards
  • Accumulate Injury
  • Use cards that benefit from having high Injury
  • Redraw cards with [Javelin] or something else as needed to replenish your hand constantly and reshuffle your deck back into the draw pile
  • Repeat all of the above and keep using "WIld" damage cards, cycling them repeatedly
  • Your enemies watch you essentially running on crack, give you a surprised look of despair and just get absolutely obliterated from you simply dealing too much damage all in one turn while your hand is always full for more options of dealing said damage
Ending or Skipping Your Turn
Ideally, your combats should end on turn one regardless of who you are facing

Sometimes however things don't go as planned.

Apart from early game when you're still obtaining necessary cards and ending your turns is natural, as the game progresses further it becomes more and more of a detriment for the combat to last more than a couple of turns for you, as eventually your deck will run out of steam

Maybe the situation called for it, maybe you did not get good enough cards or useful remove / upgrade events during your run, maybe you ran out of card draw or perhaps you simply screwed up your hand / mana, it happens.

No matter the reason, at times it so happens that you have to end the turn and restart it with a fresh set of cards and mana.

For these scenarios, you need to know what to do before doing so.

Here are the important things to know about ending or skipping your turn:
  • Outside of combat, keep an eye out and save enough charges for the One Die relic to be able to use it on Injury at least once.
    During combat, pay attention and have respective mana available for the One Die card

  • First, check if you actually need to end your turn. Maybe you
    forgot to use a relic that could help you draw cards and return to hand replenishing process. You can also try using Dice on your draw / discard pile which can randomly redistribute some cards back into your hand.

  • When it comes to some enemies and bosses, it is actually a good idea to skip your first turn or use minimum amount
    of cards, in order to avoid dealing with a strong intention.

    Examples: Mimic miniboss, Squirrel boss.

    • For the former, you can either lower their health with dice and remove the Panic intention by breaking Focus, or skip the turn once Panic is applied to not deal with it.
    • For the latter, either use the Dice on his Evasion number, or attack him a few times to lower his high initial Evasion as much as possible but preserve the majority your card draw potential for the next turn when you can actually all-in him without having to deal with near-constant misses.

  • If you are certain that all other options were exhausted, the most important thing to do before ending your turn is to lower your Injury just enough so you don't die, either by using dice or preventing it from resolving with another card. This is the highest priority thing than anything else on your list when it comes to ending your turn. As long as you live through the Injury damage, even if it would leave you at one HP remaining, you are good to go for at least one more turn.
Buffs / Debuffs
This section provides an overview of all buffs/debuffs for the Barbarian with additional commentary for each, describing whether you want to have any of the following applied while playing the Barbarian:

BUFFS:
  • Haste
    • Imperative. The value of this buff on the Barbarian cannot be overstated. If there were any single one to have permanently applied, it would be this one. Anything that provides this buff to you on a consistent basis and preferably for free is a must-have.

  • Power / Temporary Power / Critical Hit
    • On you: yes please, as much as you can get
    • On enemies: you don't really care. In fact, it can help bring the Injury number up for you to benefit from it faster.

  • Luck / Dice Cheat: MAX
    • On you: depends. High Luck can help roll high mana / gold, improve Crit chance etc., but generally is not required at all. I have not found it to be beneficial for the Barbarian much.
    • On enemies: you don't really care, except if they have Evasion

  • Energetic
    • Nice to have, but not a requirement or a necessity

  • Evasion
    • On you: you don't really care. In fact, you often want enemies to damage you as much as possible to ramp the Injury up
    • On enemies: insanely bad and annoying. Not much you can do about it in most cases but use Dice or brute force through the misses

  • Thick Skin
    • On you: you don't care
    • On enemies: usually whatever, but funnily enough, the only instance where this is terrible is against an early boar opponent. You can legit lose to him because of this particular damage reduction
  • Fortified / Thorn / Hoard / Tough
    • On you or on enemies: who cares?

DEBUFFS:
  • Panic
    • The absolute worst debuff you can get as the Barbarian. The only good and consistent workaround to offset it is to use "draw" cards early to avoid potentially discarding them and running out of steam quickly during your turn. Remove immediately ("Soap" relic helps with this) or consider skipping your turn.

  • Vulnerability
    • On enemies: exactly what you need to maximize your damage on any given opponent, but having more than 20 stacks doesn't really change or do much else.
    • On you: you don't really care. In fact, it's beneficial to have, as it can help bring the Injury number up for you to benefit from it faster.

  • Paper Skin
    • On enemies: oh YES, as much of it as possible
    • On you: you don't really care. In fact, it can help bring the Injury number up for you to benefit from it faster.

  • Bleed
    • On enemies: I do not even think you can apply it as the Barbarian; in any case, not as helpful due to its nature of end turn trigger
    • On you: you don't care

  • Burn
    • On enemies: not as helpful due to its nature of end turn trigger
    • On you: you don't care

  • Slow
    • Can be annoying but "Wild" cards more than make up for it anyway

  • Weak
    • On enemies: not helping you in any way really. In fact, you often want enemies to damage you as much as possible to ramp the Injury up
    • On you: annoying

  • Bad Luck / Dice Cheat: MIN
    • On enemies: situational benefit depending on opponent. Can help deal with Evasion a little
    • On you: this is actually beneficial to have in case you are rolling for Injury, as it increases the chance of setting it as low as possible

  • Blind
    • On enemies: you don't really care
    • On you: bad and annoying, essentially being Evasion on any enemy you decide to target

  • Powerless
    • On enemies: you don't really care
    • On you: very bad in high numbers. In case you receive lots, consider skipping your turn
--- RECOMMENDED CARDS ---
Javelin
Commentary: Keep in your base deck and get several if presented. Save mana for them and use in combat to replenish your hand.

Love the artwork, the in-game animation and the yellow border makes me happy every time

Upgrade?: If you want. Not a necessity, since doesn't change much about a one-time cast card
Sling
Commentary: Grab as many as you can. Begin your combat with this card's opening and use others you may have to reapply haste buff as it is about to run out

Upgrade?: Yes. A priority option, so as soon as possible
The Stupid Way
Commentary: The primary Barbarian's draw addition. Get several, use for fantastic deck cycling, it's really good.

I also like the card's carefree and thoughtless image. Perfectly captures the class' mood.

Upgrade?: Yep, when you can afford for it
Bloodthirsty
Commentary: Another fantastic "Wild" haste source while being a great mana provider for various stuff requiring it like [Wild Might], [Javelin] etc.

Upgrade?: If you can spare an upgrade, sure
Giant Club
Commentary: Apart from [Payback] this is probably the second highest damage card in Barbarian's arsenal. Crazy damage and fantastic effect for even more of. What's also nice is that it's tremendously difficult to cast with mana, effectively guaranteeing you are going to use the "Wild" keyword for it.

Upgrade?: Yes, when you can. A priority option if nothing else.
Pig Rush
Commentary: Absolutely grab it for more damage, several copies are great to have. Also tough to cast manually, so "Wild" is guaranteed most of the time

Upgrade?: Yes
Hunting Net
Commentary: Grab alongside or if you could not get your hands on [Pig Rush] earlier. This is a weaker version since doesn't feature damage

Upgrade?: Yes, but it's not urgent
Scratch
Commentary: KIIIITTTTTTYYYYYYYYYY This is stronger than the default [Stone Axe] so can be a good replacement. The "Storm" keyword is an icing on the cake

Upgrade?: NO. It only changes the mana requirement. This is a card you do NOT want to upgrade ever, as it becomes easier to cast with mana, as such ridding you of "Wild" keyword usage
The Old Way
Commentary: I like the effect. When mainly using "Wild" cards and sparing mana, you don't really care about manapool that much (which could also be gambled out in case you need it)

Unfortunately this card itself always costs mana, and requires quick upgrade to make good use of. [Bloodthirsty] helps out tremendously alongside this card specifically

Upgrade?: As soon as possible for repeated use
Wild Might
Commentary: More often than not it's just a small Power bonus. Storming for this card specifically is a little situational, but can be achieved on the regular with something like [Bloodthirsty] and cards that help to acquire red mana alongside big manapool. And if you ramp the Power number up using Dice prior, can become ridiculous with several triggers

Being the avatar source of this guide, I think it perfectly captures what the Barbarian class is about. How can you not like this cute little mad face?

Upgrade?: Yes, but it's not urgent
Impatient
Commentary: Most of the time this is just an extra "Draw 2 cards". "Storm" keyword is simply a situational bonus

Upgrade?: Asap. Spending mana for this isn't worth it.
Fight To Live
Commentary: This card helps a lot early game and is great to have as a safety precaution in case you couldn't remove enough cards prior. Exerting whatever is left in your hand can actually help you out in removing hand-cluttering cards on the fly during combat. What I also like about it is that it's very hard to cast using mana and it does not Exert by itself

Upgrade?: NOPE
Flail
Commentary: Grab several. Helps stack Injury faster, high rolls for damage, is free and provides an additional card every time you draw it helping you to cycle through your deck. Yes please.

Upgrade?: Yes
Counter Helix
Commentary: Apart from being a "Dota" Axe character reference, it's a solid deck addition which I really, really like. Notice it triggers whenever you take damage, not "lose health", meaning every single "Wild" usage will trigger it and apart from that you'd become surprised how often this card activates on other damage-inducing sources, accumulating and providing fantastic damage value to you. Cheating the number up makes it insane.

Upgrade?: If you can spare for it. Or you can just cheat the number up prior to using it.
Scorched Earth
Commentary: Exactly what you need for fantastic damage acceleration. Both on enemies and yourself

Upgrade?: Don't do it, you're making it easier to cast with mana and not with "Wild"
Dying Surge
Commentary: The primary reason to have high Injury / low health. Keep in mind that it also works when your HP is equal to Injury, not just higher than.

This card gets significantly better the higher the Ascension level is, primarily due to how hard it becomes to maintain a healthy state and the difficulty of enemies. But with this card, that plays in your favor incredibly well, and it will quickly carry you through any fight, especially when it is cycled and used several times. Just remember about manipulating Injury with Dice in case you need to end your turn.

Upgrade?: YES. FAST.
Payback
Commentary: Early game starts off weak but later on this card becomes a wiping nuke. Singlehandedly the reason you want to stack as much Injury on yourself as you can.

Upgrade?: YES, and QUICK. You want it to be free to redraw and use it several times in combat at no manacost
Doom
Commentary: Huge value. Unfortunately requires mana which isn't always available for this specifically. Still, it is really good as an additional fantastic draw source and "Storm" enabler

Upgrade?: Yes
Barely a Scratch
Commentary: Apart from being a "Monty Python" film reference, it is a fantastic addition to your deck for several reasons:
  • Primarily: You can safely end your turn with this
  • Temporarily reducing max HP makes it easier to play for [Dying Surge]
  • It's effect makes Injury not regress should you end your
    turn, meaning you can preserve your Dice and keep stacking
    Injury next turn for [Payback]
  • It can be cast repeatedly providing you with lots of Power value
Just upgrade it quick, as it's tough to cast

Upgrade?: Yes, as soon as possible.
Lore
Commentary: OMG OMG There is Barbarian LORE?!?!?!11 POGGERS!!!!
Despite the variable value, at times you can win on the spot with this card alone because you happened to discover something like [Lotus] or [Apocalypse] lmao.

Upgrade?: ASAP
Natural Ritual
Commentary: I simply grab this for the mana and cheap haste. The "Sacrifice" part can be ignored in 99% of cases

Upgrade?: Yes, and quick, or it will clutter your hand a lot
Roar
Commentary: Only take if you can upgrade it quickly to make it free

Upgrade?: Yes
Instinct
Commentary: Good power source, and more so in several copies, early on take if you can upgrade it fast to make it free

Upgrade?: Yes, quickly
--- EVERYTHING ELSE ---
Relying on cards mentioned below goes against the strategy of ending the combat as the Barbarian in one turn.

More often than not while running them I have found myself ending turns to obtain their effects, when I could have simply one-shot my opponents with recommended cards instead.
  • Chaos cards: [Balance Tweak], [Total Distortion] etc.
    • Honestly not bad at all. Feel free to use them, if you can obtain enough mana. [Sleight of Hand's] "Nerf" card helps tremendously versus any end-game boss' intention
  • [Supernova], [Vindicate], [Colossus]
    • [Supernova] - if you think about it, the effect does nothing on your turn to contribute to one-shotting opponents
    • [Vindicate] - This card is a really solid reason to end your turn with but it's very hard to cast manually, I just find myself running out of mana constantly. You can actually discover it at random through [Lore] which I find to be one of the better cases of ending your turn with it
    • [Colossus] - lol no, too detrimental to use, unless you somehow cheat the hand limit restriction
  • Cards providing High Luck or Luck-reliant: [Fool's Luck], [Lucky Streak], [Chaos Strike], [Dream] etc.
    • I tried to make a deck using Luck for the Barbarian several times but I feel like it only works if your deck is already decent and got you through the early game while providing you with the foundational idea discussed above. And at that point why would you need a mana-focused deck when "Wild" cards are free instead?
      An example of a deck is provided in "Run 2" section
  • Cards providing Mana only: [Burst], [Pure Anger], [Blood Rain] etc.
    • Variable value. They're good for "Storm" cards, Luck builds and for whatever else requiring mana without a workaround but in my opinion Barbarian doesn't really play for mana, more so for the free "Wild" keyword
  • "Evolve" cards: [Evolution], [Mutation] etc.
    • On a generic run I can only recommend [Evolution] for the Haste. These cards all cost mana, as such making you reliant on mana-generating cards and/or high Luck for mana rolls
  • Cards that heal Injury: [Reckless Charge], [Sleepy Sleep], [Borrowed Time] etc.
    • Why? Injury is already easy to manipulate as is. They always cost mana and provide no other benefit. In fact, they're actively preventing you from utilising [Payback] / [Dying Surge], the strongest cards in Barbarian's arsenal at high Injury
  • Elemental-related cards: [Earth Element], [Enlarge], [Elemental Dance] etc.
    • Relax, you're not playing Druid here
  • Everything else not mentioned
    • You probably don't need it
--- RUN EXAMPLES ---
Below you will find several run examples of me playing the Barbarian on Ascension 20. The primary one you maybe want to watch is the first, which demonstrates a standard deck setup.

And while I could make several identical videos akin to the first standard one to demonstrate the same strategy over and over again, that would be redundant and is ultimately not my goal for the example runs I want to showcase. What's more they would be practically the same, with the only difference being more or less ideal deck setups.

Instead, i tried to upload runs which were not exactly perfect, lacked ideal deck setups, and those which I had troubles completing due to whatever reason.

This is done deliberately to express the following idea which I ultimately wish inspires you to try and complete your own runs, as well as encourages those who may be struggling with this class:

For the majority of the time, you do not have to rely on perfect deck setups, card or relic drafts, events etc. to win with the Barbarian on the highest difficulty setting. Focusing on the general idea and strategy discussed previously is more than enough

As long as you understand the basic class premise, you are good to go. No perfection required. You got this!
Run 1 - Standard Deck
Typical deck example you should strive for. Excuse my periodic misplays.
https://youtu.be/VcvxfvXEAZE
Run 2 - Luck-based Deck
A Luck-focused deck which worked out after getting through the early game



Run 3 - Nonsense Deck
This run is quite scuffed because the deck I made here doesn't even make sense.

Half the cards I chose were simply whatever I wanted (at random), I passed many turns, deliberately ignored and avoided picking very strong Relics (Halo and Multiverse Portal)

Despite all of the above, because the foundational idea of the deck was the same it still managed to work regardless of being somewhat trashy

https://youtu.be/cB4DSuvbEUg
Run 4 - For the Record
One final run.

I wanted to include it because this one was actually hard. The RNG wasn't really in my favor (I didn't help with my misplays either), and there were some tough moments / decisions I had to make, ending many turns too so not ideal by any margin.

Still, because I aimed for the fundamental approach, in the end the deck prevailed.

I don't know about you but I grew tired of listening to a repeating mellow tune, so I put on some accompanying music. Feel free to mute the audio.

https://youtu.be/aZlg27YXio8
Bonus Run - Atoning For My Fishing Sins
[Added on 10.11.2024. Video features custom music so feel free to mute the audio]

Previous runs didn't feature any fishing (blasphemy!) so in this run I balance out the universe and absolve my not-fishing sins by... actually fishing in the end.

https://youtu.be/yDMChNWJJFU
A few notes on the run itself:

Double "Counter Helix" actually carried me through the final boss as I could not get any strong combinations of cards during the whole session that would let me deal lots of damage.

Without copying the Helix at one of the events, my deck would be quite subpar and most likely would not have helped me at the final boss, despite doing fine in regular combats. I guess that's my bad karma ridding me of good cards for not fishing on previous runs, lol.

https://www.youtube.com/watch?v=0dph43fjV0Q
Ending Notes
Thank you for reading this guide! I hope it provided all the necessary information and insight to help you out in beating the Barbarian's max Ascension difficulty.

Due to how Barbarian plays, I believe he is the go-to class for some of the game's specific achievements: [My Turn] and [Speed Runner].

It also came as a surpise to me that the achievement for beating the game with this class has the lowest percentage in comparison to other classes (11.1% of people have it at the time of writing this guide, close to the Pro at 11.9%) for no apparent reason, as in my opinion the Barbarian is somewhat straightforward and you can't majorily deviate from his standard gameplay.

Hopefully this guide facilitates playing the Barbarian for you! Feel free to leave any comments, rate the guide, and thanks again for reading!
13 Comments
DaazKu Apr 19 @ 11:42am 
Thanks for the guide it helped me quick start my understanding of that class and I'm on a roll right now!
MadMadTheRatGirl Feb 17 @ 1:32pm 
i went from zero understanding of the barbarian to clearing several runs in a row!
HalvedDead Jan 9 @ 6:07am 
yup add another one of these to the pile, great guide and made me win every run without thinking. i stopped playing DICEOMANCER and started accessing my *ancestral and primal RAGE* to achieve total and absolute bloodshed and domination.
~ Topology ~ Nov 29, 2024 @ 4:13pm 
Nice detailed guide! Would love to suggest that Barbarian can technically apply Bleed through the black card [Torment] or through the Chaos Pendant relic, which allows getting another class's card which applies Bleed or random debuffs.
Just_Nick_now Nov 27, 2024 @ 5:22pm 
Awesome Guide! Just reached Ascension 20 and it was a BREEZE! You have clearly found the meta for this class sir! Please make more and thankyou!
MagykMancer Nov 13, 2024 @ 3:47pm 
Thank you for this! It definitely gave me a jump start when learning to run Barbarian fast. Just set a new WR of 9.07 and your guide saved me a lot of trial & error to find the best deckbuilding strats.
Morthgarrow Nov 13, 2024 @ 10:08am 
Excellent work on the guide, and the multiple example videos at A20 are fantastic to see it in practice!
crookster Nov 9, 2024 @ 9:50pm 
Fire guide
Lemurian1972 Nov 9, 2024 @ 6:02pm 
Great guide. Glad to have it because I was struggling with Barb. Builder was more in my wheelhouse but now that I get this class I'm eager to try it again.
gheist Nov 2, 2024 @ 6:08pm 
really good guide! with barb, i got the speedrun achievement shortly after reading this, and got the achievement for beating the boss in 1 turn the next game. would love to see more guides like this for the other classes!