Water Dice Magician (Reno)

Review, runes and strategy

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Reno the Water Dice Magician is a great nuker with AoE ignore defense skill in Summoners War.

Like all others Dice Magicians, his skills are based on RNG (Random Number Generator): whenever he attacks he rolls from two to four dice, depending on the skill used. 

The first skill grants two weakening effects based on the following list:

- result of one die is from 1 to 3 included = no effects applied on target;

- result of one die 4 = Unrecoverable for 2 turns;

- result of one die 5 = Decrease Defense for 2 turns;

- result of one die 6 = Increased chances of missing (glancing hit) for 2 turns.

Moreover Reno gains another turn if the 2 dice have the same result: 1 and 1, 2 and 2, and so on.

That means that he has 1/6 (16,67%) of chance of getting another turn with the first skill.

Reno's second skill (the same as his dark twin Monte) is an AoE attack with chance to randomly apply the same weakening effects as first skill: Unrecoverable state, Decrease Defense and Increased glancing hits. Also in this skill two dice are rolled: increasing the sum of the two numbers rolled, more effects are applied on targets. The probability of get a result is as follows:

- sum is 2 from 1+1, which means 1/36 = 3%

- sum is 3 from 1+2, 2+1, which means 2/36 = 6%

- sum is 4 from 1+3, 2+2, 3+1, which means 3/36 = 8%

- sum is 5 from 1+4, 2+3, 3+2, 4+1, which means 4/36 = 11%

- sum is 6 from 1+5, 2+4, 3+3, 4+2, 5+1, which means 5/36 = 14%

- sum is 7 from 1+6, 2+5, 3+4, 4+3, 5+2, 6+1, which means 6/36 = 17%

- sum is 8 from 2+6, 3+5, 4+4, 5+3, 6+2, which means 5/36 = 14%

- sum is 9 from 3+6, 4+5, 5+4, 6+3, which means 4/36 = 11%

- sum is 10 from 4+6, 5+5, 6+4, which means 3/36 = 8%

- sum is 11 from 5+6, 6+5, which means 2/36 = 6%

- sum is 12 from 6+6, which means 1/36 = 3%

Getting a higher sum, grants more effects on targets. Additionally, just like the first skill, getting the same result with the two dice grants another turn (16,67%).

Compared to Brownie Magicians (like Orion), Dice Magicians have lower chance of getting another turn on first skill, but also the second skill can make them gain another turn.

Finally, the third skill is the second skill (the first one is Lushen's third skill Amputation Magic) in the game that (can) deal damage ignoring defense to all enemies: it hits all enemies four times and if a dice rolls the same result as one dice before, that attack will ignore defense. Moreover the damage icreases as the number rolled increases.

The results of the dice rolled, in order to ignore defense, they do not have to be one after another. It is enough if any number appears twice or more, no matter which dice.

So the probability of getting ignoring defense damage is as follows:

- Chance of all 3 proc: (1/6)3 = 0.5%;

- Chance of at least 2 proc: 1-0.277(chance of no proc) -0.625(chance of exactly 1 proc) = 9.8%;

- Chance of at least 1 proc: 1- 0.277 = 72.3%;

- Chance of NO proc ignore defense: (5/6)(4/6)(3/6)= 27.7%.

It's a pretty good chance of getting at least one ignore defense damage.

Reno is good for ToA on a Despair build since he has two AoE skills plus AoE increase glancing hits (which is good for higher level of Trial of Ascension) and in Raid Battle on Revenge runes for his first skill (all three effects are good against Raid boss battle)

And of course Reno is good in PvP, because with his third skill can be a really good substitute for Lushen in offense: additionally can be very good for players that rely on double Lushen teams, since Reno is water element, making him a viable solution to nuke Kumar, Rakan or other fire tank based teams in Arena.

Reno rune build

Violent attacker: Violent/Blade or Violent/Fight - SPD / %Crit dmg / %ATK or %ATK / %Crit dmg / %ATK 

Crowd Control: Despair/Focus or Despair/Accuracy - SPD / %HP / %HP or SPD / %Crit dmg / %ATK

AoE Nuker: Rage/Blade or Fatal/Blade - SPD / %Crit dmg / %ATK or %ATK / %Crit dmg / %ATK

Revenge build: Rage/Revenge or Violent/Revenge  - SPD / %Crit dmg / %ATK or %ATK / %Crit dmg / %ATK

All builds with SPD, %Crit rate, % ATK as main substats.

 

 

In-depth stats about Reno could be retrieved on SWARFARM

Reno (Water Dice Magician) Further Informations

Reno (Water Dice Magician) Reno
  • Rating by users: 4.11 / 5 based on 14 reviews

    Monster Type: attack

Speed CRI Rate CRI Dmg Resistance Accuracy
102 15% 50% 15% 0%

Reno (Dice Magician water) awakening materials:

Summoners War Magic Mid Essence 15
Summoners War Magic High Essence 5
Summoners War water Mid Essence 20
Summoners War water High Essence 10
Awakening bonus: Awakened bonus:

Non awakened form

Description, multipliers, cooltime and powerup of Reno's skills

Reno Roll Dice Roll Dice
190% x2
Rolls 2 dice to attack the enemy target 2 times and grants an effect according to each number you get for 2 turns as follows; 4: Unrecoverable, 5: Decrease DEF, 6: Increased chances of missing. Instantly gains another turn if you get the same number.
  • Lv.2 Damage +5%
  • Lv.3 Damage +5%
  • Lv.4 Damage +10%
  • Lv.5 Damage +10%
Reno Dice Trick Dice Trick
300%
Rolls 2 dice to attack all enemies and randomly grants Unrecoverable, Decrease DEF, Increased chances of missing Effects for 2 turns. More effects will be granted as the sum of the numbers increases. Instantly gains another turn if you get the same number. (Reusable in 4 turns)
  • Lv.2 Damage +5%
  • Lv.3 Damage +5%
  • Lv.4 Damage +10%
  • Lv.5 Damage +10%
  • Lv.6 Cooltime Turn -1
Reno Dice Madness Dice Madness
(DICE * 10 + 70)% x4
Rolls the dice 4 times to attack all enemies. The larger the number of dice, the greater the damage. If the number is the same as the previous number, the attacks ignores the enemy's defense. (Reusable in 5 turns)
  • Lv.2 Damage +10%
  • Lv.3 Damage +10%
  • Lv.4 Cooltime Turn -1
Reno Leader Skill Leader Skill:
Increases the Critical Rate of ally monsters in the Arena by 24%.

Youtube Videos featuring Reno

Water dice magician
First look on water dice magician by JewBagel

How to get Water Dice Magician in Summoners War

You can obtain Dice Magician from Mystical Scroll , Temple of Wishes , Mystical Summon (Crystals) , Legendary Scroll , Water Scroll

How many Devilmon to max skill-up Reno?

12 Devilmons are needed to power up all the skills of Reno (Water Dice magician)
Keep in mind that you can save devilmons and get

- Fire Dice Magician from Temple of Wishes
- Wind Dice Magician from Temple of Wishes
- Light Dice Magician from Temple of Wishes
- Dark Dice Magician from Temple of Wishes
- Water Dice Magician from Temple of Wishes

Mininum and maximum stats for any level of Reno

Form Stars Attack Defense Hp
Awakened

Min: 248

Max: 422

Min: 189

Max: 321

Min: 2,880

Max: 4,905

Awakened

Min: 337

Max: 573

Min: 257

Max: 436

Min: 3,915

Max: 6,660

Awakened

Min: 459

Max: 780

Min: 349

Max: 593

Min: 5,325

Max: 9,060

Unawakened

Min: 220

Max: 374

Min: 178

Max: 303

Min: 2,670

Max: 4,545

Unawakened

Min: 299

Max: 509

Min: 242

Max: 412

Min: 3,630

Max: 6,180

Unawakened

Min: 407

Max: 692

Min: 329

Max: 560

Min: 4,935

Max: 8,400

Reno Water Rating in PVP and PVE

Dungeon ( 4.4 / 5 )
Arena Defense ( 4.1 / 5 )
Arena Offense ( 4.1 / 5 )
Guild War Offense ( 3.4 / 5 )
Guild War Defense ( 4 / 5 )
ToA ( 4.4 / 5 )
Raid Battle ( 4.2 / 5 )
Farming ( 4.2 / 5 )

Your opinions about Reno

bestsummoner Profile Image
29 November 2016 21:23
Got him today! Great review helped me a lot on understanding this new mob
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by , last update on 2017-03-23

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