GUIDE
Fastest Progression Guide
Fastest Progression Guide
Note: This is a community-compiled guide based on early game experience.
Fast progression in Dicero is not just about dealing more damage. The fastest route usually comes from stacking small advantages: spending gems where they create long-term account value, choosing the right weapon for the stage type, and taking survival tools before a run collapses.
Use this guide as a planning checklist, not as a fixed tier list. Early Dicero balance can change, and community-tested priorities should be rechecked when new seasons, shops, or skills appear.
Gem Usage
Community-favored gem uses:
- Purchase gold keys from “offers” (not directly from market)
- Buy the monthly gem offer first — highest value per gem
- Goal: Reach S gear as quickly as possible
The reason players focus on keys and stronger long-term rewards is simple: early account power compounds. If a purchase only helps one run, compare it against options that unlock more gear, more attempts, or better survival.
Weapon Choice
Weapon choice depends on what is stopping your run:
| Weapon | Best For | Notes |
|---|---|---|
| Hammer | AoE stages | Stack hammer skills for clearing mobs |
| Sword | Single target | Great for bosses |
| Staff | Mixed/Orbs | Need all different orb skills |
Weapon-specific tips:
- Hammer: Stack hammer skills + poison for bosses
- Sword: At least 1-2 greatsword skills is fine
- Staff: Pick all different orb skills, upgrade mirage (3 orbs)
If you are stuck on waves, start by checking Hammer or other AOE options. If a single boss is ending runs, Sword-style single-target pressure may be the cleaner adjustment.
Skill Priority
General Priority
- Revive — Most important for breaking through walls
- Good weapon skill
- Good multiplier skill
- Good poison skill
- HP skill
- Bad weapon skill
- Everything else
Staff Weapon Priority
- Revive
- Good weapon skill
- Bad weapon skill
- Good multiplier skill
- HP skill
- Good poison skill
Skill Mechanics by Weapon
Swordwave
- Dice Combo → Turn Start → Reroll Use → Die Showing 6
Greatsword
- Does Not Enter Play → Dice Combo → Reroll Use → Reroll Same or Higher
Hammer
- Does Not Enter Play → Dice Combo → Lost if Reroll → Reroll Use
Orbs
- Lost if Reroll → Turn Start → Dice Combo → Rerolls Reach 0
Poison
- For Each Dice You Have → Reroll Use → Does Not Enter Play → Turn Start
Key Insight
Revive is the decider once you hit the wall. Whether a run has revive as an option in the second half makes or breaks a campaign run.
When This Guide Is Not Enough
If you are still stuck after following these priorities, the issue may not be speed. Check the Early Progression Guide for chapter walls, the Dice Mechanics Guide for route reading, or the Builds page for a clearer build direction.
Based on community discussion, April 2026.