Builds Overview: Symbol and Item Strength Tier List

The most frequent community complaint: “Only one or two builds can actually clear this game.” This article rates every symbol and item by strength based on actual playtesting and stat analysis, and explains why the community reached that conclusion — and why it’s only half right.


The Three Pillars of Damage

To understand builds, you first need to understand the game’s damage model:

Single attack damage = Symbol base damage × Level multiplier
                    + Damage per shield × Current shield
                    + Damage per coin × Current coins
                    + Bomb bonus × Bombs rolled this turn   ← Amplifier
Then: 3-match × symbol crit multiplier; 5-match ×(crit multiplier ×2)

The three pillars:

  1. Direct damage: clearly-labeled output like Rusty Dagger, Hammer, and Poison Blade;
  2. Amplifiers: Bomb (+5×level magic damage per roll / on every subsequent hit), Energizer/Big Biceps (+0.1-1.2 bonus per trigger), Ancestral Axe (scales with shield);
  3. Respin engines: Spin Blade (self-respin), Respin, Diamond — they make the reels spin more times, causing the first two pillars to trigger repeatedly.

Top builds combine all three pillars. Purely stacking direct damage has a very low ceiling.


Slot Symbol Strength Tier List

SymbolTypeCore stats (L1/L5)Tier
BombAmplifier+5/+11 magic damage per roll (multiplies with crit)S
Spin BladeAttack+respin15/+28 physical damage, self-respins after attackS
DiamondCoins+respin+1 coin/roll, crit ×4, L10S
Massive BladeSkill check attack35/77 physical damage (full bar check)A
HammerAttack10+10/22+22, crit ×5, 10% stunA
Poison BladeAttack+poison3+10 poison/14+46 poison (L10)A
EnergizerAmplifier+1.2 magic damage/triggerA
Ritual DaggerAttack10+10/22+22, 100% physical lifestealA
Iron ShieldShield40 base, +25 crit capA
Rotten SwordAttack+poison10+15 poison, L10B
Rusty DaggerAttack15/45B
FireballMagic damage10/42 (+0.8 per level, extremely high growth)B
Blood SpellMagic damage15/33B
Bow And ArrowSkill check attack10 base, 10% stunB
MaceSkill check attack12 base + nested +0.2 physical/hitB
ShurikenSkill check attackUp to 80 physical damage! 0.5-0.65s windowB
Penny SlingerScales with coins+1.5 physical damage per coinB
Healing SpellHealing20 base (skill check)B
Wooden ShieldShield20/60B
CoinEconomy+1, crit ×6B
Wizards ShieldShield25 base (skill check, no crit benefit)C
AppleHealing10/22C
Coin BagEconomy2 baseC
FiverEconomy3 baseC
Big BicepsAmplifier+0.1-1.0 physical/triggerC
StocksEconomyCoin-based rewardsC
BananaHealing10/30C
RespinRespinRespins 2 reelsC (single card)
Ancestral AxeScales with shield+0.8 physical damage per shieldC (without shield)
Killing CurseEaster egg1 magic damage, crit ×1000Special

Tier explanations

  • S: A completely different game with vs. without them. Bomb is the king of amplifiers, Spin Blade the king of respin engines, and Diamond does both economy and respins.
  • A: Top-tier single-card strength or an irreplaceable function (Massive Blade’s perfect-check ceiling, Iron Shield’s defensive peak, Ritual Dagger’s full-HP sustain).
  • B: Usable but not optimal; Rotten Sword/Fireball are the fallbacks “when you want poison/magic but didn’t draw the good cards.”
  • C: Toys. Coin Bag/Fiver are worse versions of Coin (take up a reel slot yet produce little), Big Biceps’ bonus is too low, and Ancestral Axe needs Iron Shield to work at all.
  • Killing Curse special: 1 magic damage but crit ×1000 (3-match 1000 damage / 5-match 2000 damage). Purely a fun novelty gimmick build that relies on “luck” and manual timing; see the Easter Egg section in the FAQ article.

The real reason the community thinks “only Bomb is viable”: the amplifier mechanic of Bomb builds has no cap — the more you respin, the more it stacks, while direct damage builds are locked to fixed numbers. That’s a design balance issue, not a sign that other cards are unusable.


Power Up Strength Quick Reference

ItemEffectTier
RespinRespins 5 reels, 1/turnS
Explosion150/150 dual damage, 50 cost, 0.6-0.8s checkS
Golden KeyPermanent +1 reel (the 6th reel!)S
Gem0-15 coins, crit ×3A
Gouda+20 HP & +25 cap per turn, L20A
Vampirism7%/14% lifesteal on attacksA
Shield Potion50 shield +10 capB
Crossbow40 physical damage, 2/turnB
Ferocity×1.2 physical damage (passive)B
Bounty ContractCoins back based on damage dealtB
Spell Book×1.2 magic damageB
Potion40 healingB
Tomb StoneRevive onceB
Ring of LifeRevive + 20 healing/turnB
Pistol120 magic damage, 30 costC
Steak20 healingC
Punch10 physical damageC
Mushroom15 healing per turnC
Clock CharmReel speed -30%C
Shield CharmShield +0.2 & +25 capC
Poison Sickle20 poisonC
Boots-20% item use costC

Golden Key is the hidden gem for pushing arena floors: the 6th reel roughly doubles your odds of hitting 5-match mega crits.


Meta Build Directory

BuildCore componentsStrengthArticle
Bomb + Spin BladeBomb + Spin Blade + Diamond + EnergizerCeiling (uncapped)Bomb + Spin Blade build guide
Massive Blade perfectionMassive Blade + Respin + Iron ShieldHigh (execution-based)Massive Blade build
PoisonPoison Blade + Rotten Sword + Poison SickleMedium-highPoison build
CoinDiamond + Penny Slinger + CoinMedium (economy snowball)Coin build
Killing CurseKilling Curse + luck modifiersNoveltyKilling Curse build

Four Principles for Choosing a Build

  1. You need an amplifier or a respin engine: the ceiling of pure damage cards = card numbers × crit multiplier, while the ceiling of amplifier builds = trigger count per turn. They’re not even in the same order of magnitude.
  2. Reel purity > diversity: since this version removed free symbol removal, start condensing your reels to 2-3 symbol types by mid-game to maximize 3-match odds.
  3. Keep only one economy card: the coin cap is 100, and Diamond is the only economy card worth keeping to the end (it brings its own respin).
  4. Max 3 new items unlockable per run: not every symbol you see gets unlocked — prioritize build-relevant pieces.

Based on game version v1.0.19, verified 2026-08. Tiers are the editorial team’s subjective assessment and are for reference only.