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Straight Builds: Choosing Points or Mult

Compare GrimKeep straight items with worked five-die examples, then decide when rerolling for a longer sequence is worth the resources.

11/4/2026 Pre-release Nov2026 GrimKeep Wiki Team Last updated: 11/4/2026 5 min read

FAQ

Is Pearl Necklace always better than Ferry Coins?
No. The isolated examples show a tie at Mult 1 and an advantage for Pearl Necklace at Mult 4. Your actual values and all active effects can change the comparison.
Does this guide specify an exact optimal reroll probability?
No. A reliable probability needs the actual dice faces, bag and draw rules. Those inputs are not replaced with a generic fair-dice assumption here.
Can I stack every listed item using the order in the example?
The examples compare one item at a time. They do not establish an order for multiple interacting item effects.

When is a straight route worth following?

Follow a straight route when your current effects reward sequences and the hand is reasonably available from your dice. Begin with the items and resources already present, not a list of hoped-for pickups. A longer sequence is only useful if its final contribution justifies the rerolls and other opportunities you give up.

The official reference checked on 4 November 2026 lists several relevant triggers. This is a pre-release comparison, not a playtested full-game build or a promise that a particular item will be offered.

Item Officially described contribution What to inspect
Ferry Coins Adds 2 Mult for a straight combo How much your existing points benefit from the added Mult
Pearl Necklace Multiplies Combo Points by 4 for a straight combo How large the combo’s points are before that change
Chipped Cup Adds Mult per submitted die on a straight Whether the actual submitted hand activates the listed condition

Start with the general item-choice method if the differences between points and Mult are still unclear.

What happens in a five-die straight example?

Take the faces one through five and compare the items independently. The ordinary face sum is 15 and the official five-in-a-row value is 30 Combo Points. With those fixed inputs, a change to the existing Mult is enough to reverse how two apparently similar rewards compare in this example.

Assumptions: the example has ordinary face values, no hero bonus, no other active item, and no additional target mitigation. The “Mult before item” column is an explicit example input; it is not a statement about every character’s starting multiplier.

Mult before item No listed item Only Ferry Coins Only Pearl Necklace
1 (15 + 30) × 1 = 45 (15 + 30) × 3 = 135 (15 + 120) × 1 = 135
4 (15 + 30) × 4 = 180 (15 + 30) × 6 = 270 (15 + 120) × 4 = 540

The first row is a tie. In the second row, raising Combo Points benefits from a Mult value that was already larger. This is why an item ranking without the current setup can mislead a player.

For a different hand, use the damage calculator with its actual resolved values. Do not combine both table columns into a stacking recipe: their ordering together is outside this isolated comparison.

How do you decide whether to reroll for the missing face?

Compare the hand available now with the improvement you are trying to buy. Check the missing face, remaining rerolls, and any resource tied to keeping a reroll. If the current attack already completes the immediate task, spending more to chase a prettier sequence can introduce cost without changing the outcome.

Use this sequence of checks:

  1. Identify the exact straight you can currently submit and its active bonuses.
  2. Identify the hand you are trying to reach, including which bonuses would really activate.
  3. Compare the final values using the damage breakdown, not just the base combo label.
  4. Check how much rerolling costs this hero and what an unused reroll currently contributes.
  5. Keep the current hand if the possible improvement is not needed or the resource loss is unacceptable.

An exact odds calculation requires the actual faces and rules of the dice in your version. The dice roles guide helps distinguish their jobs; this page does not assume every die has the same distribution.

Should you force a longer sequence after every reward?

No. Recheck what the reward rewards, then compare the resulting attack and the resources needed to make it. A route should remain flexible when new equipment changes its conditions. The best decision for the current encounter may be to keep a shorter supported hand or move toward another family entirely.

If your rewards now favour matching faces, read the matching-dice route instead of continuing to force straights from habit. If adding another item changes a resource bonus, consult slots and consumables before filling the space.

What should you verify when the full game releases?

Check the item wording and combo values against the version you are playing before applying these examples. The official pre-release catalogue supplies the values used here, but it does not prove that every interaction or cost will be unchanged at launch. Recalculate when a relevant tooltip or patch changes.

For a mismatch, save the submitted faces, the selected combo, all equipped effects, hero and version. A comparison that includes those inputs is more useful than a report that a named build “does less damage.” No full-game win rate or guaranteed route is claimed here.

Where do the values come from?

The official combo chart supplies the ordinary five-die sequence value, and the official item reference supplies the named effect descriptions. The table calculates separate outcomes from those facts and declared assumptions. It is an explanatory example, not a recorded combat result or a verified multi-item trigger sequence.

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