Last updated: 30/07/2026
The figures on this page come directly from gamevika's internal game data store (counted/read straight from the real records), not an estimate or copy from elsewhere.
Daring Diceroller is weak to Physical · Ice · Lightning · Wind. Bring characters of these elements to break its 570 Toughness fastest.
⚠ Dangerous moves to watch out for
This skill is flagged as a dangerous, telegraphed move in the game's source data — prepare to guard or dodge when you see the wind-up.
This skill is flagged as a dangerous, telegraphed move in the game's source data — prepare to guard or dodge when you see the wind-up.
This skill is flagged as a dangerous, telegraphed move in the game's source data — prepare to guard or dodge when you see the wind-up.
This skill is flagged as a dangerous, telegraphed move in the game's source data — prepare to guard or dodge when you see the wind-up.
Summoned minions
Base stats (multiplier base)
Elemental RES
Best counters
Enemy versions
How to beat it
- Bring Physical · Ice · Lightning · Wind characters to break its Toughness — other elements barely dent it.
- It resists crowd control by 75% — binds, imprisons and turn-delays mostly fail. Don’t build around control.
Skills
Deals Imaginary DMG to a single target.
Deals successive minor Imaginary DMG to random targets.
Deals minor Imaginary DMG to all targets and reduce all targets' Energy. In Phase 2 of the battle, additionally reduces targets' Points.
Summons "All or Nothing" and makes a single target enter the Gamble. Every time an "All or Nothing" is attacked by a target that is in the Gamble, the target will receive a random number between 1 and 6. After a target that is in the Gamble has finished their turn, targets with numbers lower than "Aventurine of Stratagems" are considered to have lost the Gamble and will be attacked, while those with a number higher than "Aventurine of Stratagems" are considered to have won the Gamble and will have their Ultimate activated. At the same time, targets that have not entered the Gamble are afflicted with the "Look, Don't Speak" status, which is dispelled when the Gamble ends.
Summons "All or Nothing" and makes all targets enter the gamble. Every time an "All or Nothing" is attacked, the target that launched the attack will receive a random number between 1 and 6. The next time "Aventurine of Stratagems" takes a turn, targets with numbers lower than "Aventurine of Stratagems" are considered to have lost the bet and will be attacked, while targets with numbers higher than "Aventurine of Stratagems" are considered to have won the bet and will have their Ultimates activated.
Deals Imaginary DMG to a target that lost the Gamble, with a high chance of inflicting Imprisonment on the attacked target.
Deals Imaginary DMG to all targets that lost the Gamble, with a high chance of inflicting Imprisonment on the attacked targets.
Every time a target wins the Gamble, they receive the "Favored by Fortune" effect that increases their DMG dealt. Every time a target loses the Gamble, they receive the "Down on Your Luck" effect that increases DMG taken.3
Activate two "All or Nothing," locks on to a single target, and uses Daring Wager on the locked-on target in the next turn. Defeat all activated "All or Nothing" monsters to prevent the use of Daring Wager and to activate a single target's Ultimate.
Activates all "All or Nothing" and uses Doomed to Lose in the next action. Defeat all activated "All or Nothing" to prevent the use of Doomed to Lose and to activate all targets' Ultimate.
Deals Imaginary DMG to a single locked-on target and has a high chance of inflicting Imprisonment.
Deals Imaginary DMG to all targets and has a high chance of inflicting Imprisonment.
In the battle, all units gain a set number of Points that resets between Phases. When targets' Points are lower than friendly units', DMG received by friendly units is greatly reduced, and gains Toughness Protection. When targets' Points are equal to friendly units or more, DMG received by friendly units is increased.
At the start of the Phase or when summons are defeated, summons up to 6 "All or Nothing."
At the start of the Phase or when summons are defeated, summons up to 11 "All or Nothing" or "All or Nothing: Double Fortune."
Stats By Level
| Lv | HP | ATK | DEF |
|---|---|---|---|
| 1 | 6,510 | 12 | 210 |
| 20 | 24,619 | 53 | 400 |
| 40 | 77,506 | 155 | 600 |
| 60 | 429,043 | 338 | 800 |
| 80 | 1,204,440 | 552 | 1,000 |
| 100 | 2,960,749 | 773 | 1,200 |
Debuff resistance
FAQ
What is Daring Diceroller weak to?
Daring Diceroller is weak to Physical · Ice · Lightning · Wind — hitting this element breaks its Toughness faster.
What rank is Daring Diceroller and how much Toughness does it have?
Daring Diceroller is a Elite Boss with base Toughness 570.
How many recorded skills does Daring Diceroller have?
This page records 15 skills for Daring Diceroller from official game data.
Profile
A senior manager in the IPC Strategic Investment Department and one of the Ten Stonehearts. Using his Cornerstone, he obtained a share of the authority of an Emanator of Preservation. He throws his own body into the game as a die, ready to face death in order to walk away alive.







