Walkthroughs / Dobbel Dungeon / Which Skills and Artifacts Should You Prioritize Early?

Which Skills and Artifacts Should You Prioritize Early?

Use this Dobbel Dungeon walkthrough to stabilize early runs with a safe starter party, smart hero and card picks, tighter gold spending, and clean dice-first tactics that stop bad rolls from snowballing.

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Fix bad turns first

Early runs get messy when the tray comes up full of small numbers, your frontliner is one tile short, and your backliner has damage with no safe angle to use it. Those are the turns that punish greedy upgrades. Early picks should focus on control, reach, and dice fixing so more rolls turn into usable turns before you start stacking pure damage.

So, prioritize anything that makes more rolls playable. Skill points are shared across the whole party, and gear can boost stats, add passive effects, grant extra actions, or even change how a skill works. In practice, that makes your best early picks pretty simple: fix low dice supply, fix short reach, add defense that works every fight, then stack damage once a hero can actually do their job on most turns.

  1. Take dice fixing before raw damage. Rerolls, dice manipulation, and extra dice are premium early because they help every hero use their turn. If one upgrade turns a dead 2 into a useful move, shield, or setup play, that usually matters more than a small damage bump. Steam guide chatter lands in the same place: runs get much steadier once you can nudge bad rolls instead of eating a blank turn.
  2. Patch reach second. Movement, range, dash actions, and other reposition tools are early-run glue. If a hero keeps ending one tile short, they are not weak yet. They are under-enabled. Fix the pathing problem first, then worry about scaling.
  3. Grab defense that always works. Shields, healing, and other sturdy utility beat risky burst on your first few islands. Newer runs calm down fast when one hero can cover mistakes with a shield or heal, especially since shared skill points make it expensive to spread upgrades too thin.
  4. Only pile on damage when it fits the kit. Once a hero is landing their main attack plan often, damage support starts paying you back. If they still struggle to reach targets or spend awkward rolls, solve that first.

What to take first

ProblemBest early answerWhy it wins
Low dice or bad valuesExtra dice, rerolls, dice-tweak skillsMore turns become playable right away
One tile shortMove, range, dash, or other positioning helpYou stop wasting whole actions on setup
Frontline getting chipped downShield or heal upgradesPrevents one bad round from ending the run
Damage feels weakSkill modifier or gear that strengthens your main planBetter than generic damage if it fits the hero

A clean early split works best: make sure each hero has one reliable job before you chase the flashy unlocks. One hero should hold the line. One should patch health or shields. One should turn high dice into clean kills. After that baseline is in place, funnel extra points into your best damage dealer or a strong gear combo. Official material matters here because items and artifacts can add new skills, passive effects, and skill changes, and that can swing a run early. A modest utility pickup often does more work than one extra damage pip.

If a run already feels crooked, fix it hard at the next reward screen. Skip the cool-but-greedy damage pick. Equip the boring movement piece or the dice-fixing tool. Spend your next shared points on a safety node every hero benefits from. That usually gets Dobbel Dungeon back under control fast. The dice are still dice. They just stop feeling like they are freelancing.

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