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Matching-Dice Builds: Crown, Banner and Wide Hat

Compare matching-face items in GrimKeep using clear Crown, Banner and Wide Hat examples, with reroll and trigger limits explained.

11/4/2026 Pre-release Nov2026 GrimKeep Wiki Team Last updated: 11/4/2026 4 min read

FAQ

Does Banner always beat Crown?
No. In the isolated five-sixes example Banner wins when Mult before the item is 1; Crown wins when it is 4. These examples hold every other modifier fixed.
Is a higher matching combo guaranteed to trigger lower matching-combo items?
Do not assume that from the published names alone. Check the selected combo and the bonuses actually applied in your version; the official reference does not fully define overlapping trigger rules.
Is this a guaranteed winning Beast build?
No. The Beast begins with Wide Hat in the official roster, but item availability, enemy behaviour and full-run results have not been tested for a win-rate claim.

When should you build around equal faces?

Use a matching-face route when your present items or hero setup reward those hands and your dice can produce them at an acceptable cost. Work from the active triggers, then inspect the final points and Mult. The largest matching-combo name is not enough to choose an attack or justify another reroll.

These comparisons use the official catalogue checked on 4 November 2026. They describe conditional choices from published effects. They do not establish a full-game tier list, item drop rates, or a tested route through a particular boss.

If the reward instead favours consecutive faces, use the straight route. To understand where each bonus enters the result, read the damage breakdown before comparing gear.

How do Crown and Banner change the same hand?

Hold the hand fixed and change only one item at a time. Five ordinary sixes give 30 Dice Points and the official five-of-a-kind value is 30 Combo Points. Crown adds Combo Points to that hand; Banner increases Mult. Their relative value therefore depends on the Mult already available before either item.

For this illustration, the official item descriptions give Crown 100 added Combo Points for five of a kind and Banner 6 added Mult for that hand. No other item, hero effect, or target mitigation is included.

Mult before the item Without either item Only Crown Only Banner
1 (30 + 30) × 1 = 60 (30 + 130) × 1 = 160 (30 + 30) × 7 = 420
4 (30 + 30) × 4 = 240 (30 + 130) × 4 = 640 (30 + 30) × 10 = 600

Banner is larger in the first row; Crown is larger in the second. Neither row tells you what happens when both items interact. Enter your resolved values in the damage calculator instead of inventing a stacking order from this comparison.

How does Wide Hat change the Beast’s early decisions?

The official roster gives the Beast Wide Hat, whose matching-combo effect multiplies Combo Points. That makes the combo-points part of an eligible hand important from the start. It does not multiply the whole attack, guarantee another useful pickup, or remove the need to check the hero’s health cost for extra rerolls.

For a separate illustration, three ordinary fours have 12 Dice Points and 15 base Combo Points. Applying only Wide Hat’s factor of four changes that second value to 60. At an explicitly chosen Mult of 1, the arithmetic is (12 + 60) × 1 = 72.

This is one hand and one effect. Do not add Crown or another points effect to it without checking the actual combined result. The Beast guide covers the hero’s distinct reroll trade-off; the item-choice guide covers how to compare another reward.

Does a larger matching hand activate every smaller-hand bonus?

The official names alone do not establish every overlapping trigger. Before upgrading the hand you plan to submit, check which combo is selected and which bonuses are applied in your version. An effect tied to a particular named hand should not be counted merely because some of its faces appear inside another hand.

This matters when comparing an item that names a specific hand with one that names a wider family. Count only a bonus you can verify, then record any unexpected result with the submitted faces and item descriptions. Do not report a larger combo as a guaranteed improvement using an unverified overlap rule.

When is it better to stop chasing the matching hand?

Stop when the hand already available solves the current problem or the cost of another attempt is too high. Compare the present result, possible improvement and resource cost together. A route that repeatedly needs an unavailable face may need a different item choice or bag adjustment rather than a stronger commitment.

Check the seven dice roles before changing the bag. Also check item-slot trade-offs: a new slot occupant can alter existing Mult bonuses, even if its own tooltip sounds helpful.

What is verified, and what still needs a full-game check?

The official combo chart, item catalogue and hero roster support the values and starting-item reference used here. Our comparisons are calculations with declared inputs. They do not verify future balancing, simultaneous-effect ordering, combo-trigger overlap, or the reliability of finding the required equipment during an actual run.

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