The theme of the Bureau
How to use and choose Boost Dice
A maximum of three skills at a time and a maximum of six points in the team; Boost Dice can enhance vocational skills and can be used to spell points and trigger Rogue Luck.
Three dice per roll, six Boost Points and turn recovery
Look here first.Your team shares a pool of Boost Points. Spend one to three points when using a profession skill. Each point rolls one six-sided die and activates the skill’s equipped Boost Die effect.
Check the equipped die and decide whether the turn calls for damage, healing, shielding or a team buff.
Save points on routine turns. Spend two or three when a key Weak Point opens.
The roll affects both the skill and the equipped die. When it meets the Weak Point conditions, it can trigger Rogue Luck.
The pool regains one point if it is below the cap. Rogue Luck grants an extra turn and refunds one point.
What happens when you roll a Boost Die?
Three layers of action.One roll can strengthen the skill, activate the equipped die and check a Weak Point. Choose the equipped die based on how the skill uses the roll.
Many profession skills scale damage, healing, shielding or status levels with the number of dice rolled.
The equipped die applies its own effect. Whale Wave Die, Gathering Wave Die and Thundercloud Die can read the count, the total or the individual faces.
When the enemy exposes a Weak Point and the attack meets its conditions, compare the total rolled with the threshold. A successful check triggers Rogue Luck.
Distinguish the roll, its cost and its effect
Slide right and left to see the full control table
| Effect Writing | Practical meaning | Example: |
|---|---|---|
| Number of Boost Dices | This time, a few, probably only 1, 2, 3. | Sharp Fang Die The number of continuing rounds depends on the number of rounds used. |
| Total number of dice | Add all the dice; the natural range of the three dice is 3-18. | Gathering Wave Die It will continue to improve the skills injury of crew members by total points. |
| Six for each throw. | Count each dice separately, three at most three six at the same time. | Thundercloud Die Will extend the continuing round in 6 numbers. |
Weak Point checks and Rogue Luck
Extra RoundTarget the exposed enemy with a qualifying profession skill and spend Boost Points. Roll a total higher than the Weak Point threshold to trigger Rogue Luck. The crewmate gains an extra turn and one Boost Point.
- Throw 1:One die tops out at 6. Use it when you only want to strengthen the skill.
- Two dice.A total of 9–12 passes, about 27.8% of rolls.
- Three dice.A total of 9–18 passes, about 74.1% of rolls. Save this for a turn when the extra action matters.
- After success:Starting at six, spend three points and regain one to finish at four. Use the extra turn for damage, healing or another setup action.
Tying the threshold fails the check. Use low-cost skills to reduce Stance, then save two or three Boost Points for a qualifying skill when the Weak Point opens.
Roll probabilities for Weak Point checks
D6 Probability tableThe table uses unmodified six-sided dice and a strict greater-than check. Profession, shanty and equipment bonuses can change the odds.
Slide right and left to view the full probability sheet
| Weak Point threshold | 1 die | 2 dice | 3 dice |
|---|---|---|---|
| 4 | 33.3% | 83.3% | 98.1% |
| 6 | 0% | 58.3% | 90.7% |
| 8 | 0% | 27.8% | 74.1% |
| 10 | 0% | 8.3% | 50.0% |
Start with six points. Spend one on a setup buff and three on your damage dealer’s Weak Point check. After the two regular action refunds, four points remain for healing, defense or the next check.
Choose Boost Dice for a profession skill
Quick ContrastThe simplest way to judge is to look at the goals of skills, release sequences, and team duties. The following combinations can be used directly as a starting point for the dice.
Slide right and left to look at the full mix.
| Vocational skills characteristics | It's a priority. | Matching |
|---|---|---|
| Reconnaissance of the main target after the attack. | Surge Die | Summarizing the damage to all the enemies of the attack, the additional damage fell only to the main target; the more hits, the higher the single point. |
| We need to supplement multiple-target injuries. | Whale Wave Die | Splash on the main target and the enemy on both sides of it, suitable for dissipation. |
| The flooring skills that start with the opening. | Gathering Wave Die, Thundercloud Die, Shatter Die | Skills are increased, rioting intensified or vulnerable, and the teammates are fed out. |
| Defence skills to bear the harm | Taunt Die, Bedrock Die, Shield Fist Die | (c) To improve the ability to carry injuries and to supplement the proceeds with a rebound, shield or shield injury. |
| Stabilizing the export skills of the enemy | Fallen Butterfly Die | After defeating the enemy, accumulates layers suitable for a larger number of enemy combats. |
| Low blood or energy-consumption skills | Frenzied Fang Die | The use of physical strength in exchange for higher-skilled injuries is best prepared for treatment or shielding at the same time. |
| Continuous injury or long-line combat skills | Rotfang Die | Overcrowding and facilitating ongoing damage settlements are suitable for longer rounds of combat. |
| Treatment, purification or teammate support skills | Whalefall Die, Sharp Fang Die | Recovering the entire team, removing negative conditions or adding sharp teeth to the teammates. |
| The ability to connect around the core output team. | Resonance Die, Crushing Pressure Die | (b) A professional attack by a fellow corer, or all of the injuries of the previous paragraph, which must have been violent. |
Worked team build
Skills ⁇ Boost DiceThe following Lv.20 team shows eight types of skill match. The skill scale is 8-9, and Boost Dice is Lv.5 and the skills and dice are upgraded.

Great Cover was responsible for the injuries, Taunt Die improved the chances of being hit and rebounded after meeting the dice point conditions.
Resonance Die brings back the latest professional attack by the highest-hit teammates and is suitable to connect around the main output.
Whale Wave Die added spatter to the attack, allowing for a balance when faced with a neighbouring enemy.
Gathering Wave Die provides additional skills for the crew before the follow-up skills are continuously rewarded.
Another open mix is "No Escape ⁇ " Fallen Butterfly Die It's used to defeat the enemy's rear layer.
“Swing, Smash, Bang” will cause more damage to the target's Boost Dice skills, followed by a wave to improve the skills of subsequent crew members.
Skills are settled with sharp teeth; if skills are released to friends, the target is also given sharp teeth that can be used to increase the harm of subsequent attacks.
The surge in rioting in the team following the release of skills is suitable for use prior to the outbreak.
Shatter Die increases the damage to the main target and helps with subsequent fires.
Checks before committing dice
Look before usingThe injuries continue for three rounds, and they only serve the skills of the crew and not the passive skills of the crew.
Each enemy unit is formed. Clearing battles are easier to build up ahead, and single-body chief battles are slower.
You need to plan goals and sequence actions ahead of time.
Do not continue to invest in dangerous blood lines without treatment or shielding.
It increases the chances of users being hit. Put it on master skills and avoid leaving vulnerable actors to bear additional attacks.
It also provides full-scale treatment and random purification.
Sea of Remnants Boost Dice
Sea of Remnants, how many at most can a skill cast?
At least three points at a time, Boost Points, and one to three six-faced dice. Each time you put one more.
What's the limit for Boost Points? How do we get it back?
The upper limit of the team ' s list of Boost Points pool is 6.
What's the use of Boost Dice throwing six?
The single Boost Dice ranges from 1 to 6. Many of the names Boost Dice have the added effect of "one per six throw" and may be inflamed, prolonged, restored or energy acquired.
How do you trigger Rogue Luck?
When the enemy is exposed, the enemy is primarily targeted to release the skills that can be tested and put into Boost Points; Boost Dice gets a new round when the total number of points is higher than the number of points.
References
- Official 2026-07-30 Update2026-07-30
- TapTap: First Combat Mechanism Report Under Line2025-07-03
- TapTap: Vocational skills, Boost Dice and Rogue Luck2025-07-05
- Game grapes: Boost Points and extra rounds2025-06-28
- Ranger Network: Mermaid Fights with Boost Points Cycle2026-07-22
- TapTap: In-house cleaning2026-07-24 Revision
- Boost Dice, wear and match2026-07-27
- Ranger Network: Boost Dice Summary of Effects2026-07-27
- Voyager Sky: Role development with dice2026-07-23
- A screenshot of player teams provided by users2026-08-09