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.

View Boost Dice ImagesConfigure dice in the lineup builderThree dice to roll, 6 o'clock cap, actual combat case.

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.

1–3 diceMaximum dice per profession skill
6 PointsMaximum shared Boost Points
1~6Possible result on each die
Restore 1 PointAfter each crewmate’s action
1
Choose a profession skill

Check the equipped die and decide whether the turn calls for damage, healing, shielding or a team buff.

2
Choose how many dice to roll

Save points on routine turns. Spend two or three when a key Weak Point opens.

3
Resolve the skill, die effect and Weak Point check

The roll affects both the skill and the equipped die. When it meets the Weak Point conditions, it can trigger Rogue Luck.

4
Recover one point after acting

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.

1. Strengthen the profession skill

Many profession skills scale damage, healing, shielding or status levels with the number of dice rolled.

2. Trigger the equipped die

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.

3. Check a Weak Point

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 WritingPractical meaningExample:
Number of Boost DicesThis 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 diceAdd 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 Round

Target 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.

Example: Weak Point threshold of 8No extra point effect calculated
  1. Throw 1:One die tops out at 6. Use it when you only want to strengthen the skill.
  2. Two dice.A total of 9–12 passes, about 27.8% of rolls.
  3. Three dice.A total of 9–18 passes, about 74.1% of rolls. Save this for a turn when the extra action matters.
  4. 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 table

The 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 threshold1 die2 dice3 dice
433.3%83.3%98.1%
60%58.3%90.7%
80%27.8%74.1%
100%8.3%50.0%
Example with four crewmates

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 Contrast

The 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 characteristicsIt's a priority.Matching
Reconnaissance of the main target after the attack.Surge DieSummarizing 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 DieSplash 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 DieSkills are increased, rioting intensified or vulnerable, and the teammates are fed out.
Defence skills to bear the harmTaunt 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 enemyFallen Butterfly DieAfter defeating the enemy, accumulates layers suitable for a larger number of enemy combats.
Low blood or energy-consumption skillsFrenzied Fang DieThe 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 skillsRotfang DieOvercrowding and facilitating ongoing damage settlements are suitable for longer rounds of combat.
Treatment, purification or teammate support skillsWhalefall Die, Sharp Fang DieRecovering 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 Dice

The 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.

Chinese build screen showing profession skills and Boost Dice for Coward, Molly, Hilda and Isabella
The user provides a screenshot of the player team, and the page is tailored to keep the team area. Source: User provides 2026-08-09.
CowardWe'll get together with our teammates.
Great Cover→Taunt Die

Great Cover was responsible for the injuries, Taunt Die improved the chances of being hit and rebounded after meeting the dice point conditions.

Clawmarks of Fate→Resonance Die

Resonance Die brings back the latest professional attack by the highest-hit teammates and is suitable to connect around the main output.

MollyPutting the gain first and then getting the output.
No Escape→Whale Wave Die

Whale Wave Die added spatter to the attack, allowing for a balance when faced with a neighbouring enemy.

Debt Countdown→Gathering Wave Die

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.

HildaOutput mats and aids
Swing, Smash, Bang→Gathering Wave Die

“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.

Clinging Sweet Mist→Sharp Fang Die

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.

IsabellaTeam gain
Overload Rhythm→Thundercloud Die

The surge in rioting in the team following the release of skills is suitable for use prior to the outbreak.

The Celebration Continues→Shatter Die

Shatter Die increases the damage to the main target and helps with subsequent fires.

Checks before committing dice

Look before using
Gathering Wave Die

The injuries continue for three rounds, and they only serve the skills of the crew and not the passive skills of the crew.

Fallen Butterfly Die

Each enemy unit is formed. Clearing battles are easier to build up ahead, and single-body chief battles are slower.

Wait Die

You need to plan goals and sequence actions ahead of time.

Frenzied Fang Die

Do not continue to invest in dangerous blood lines without treatment or shielding.

Taunt Die

It increases the chances of users being hit. Put it on master skills and avoid leaving vulnerable actors to bear additional attacks.

Whalefall Die

It also provides full-scale treatment and random purification.

View all Boost Dice Lv.1-LV.5 effects

Pair skills with enhancement dice in the lineup builder

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