Potential & Dice Guide – Seven Knights Idle Adventure | Best Stats to Roll
Dice are used to roll your heroes attributes.
Attributes are the only source of customization with advanced potential for your heroes.

What is potential?
It allows you to assign stats with a rarity level per line, for a maximum of 7 lines.
The higher your rarity are, the better the stats will be, but the probability of getting them will be lower:
- Normal (50%)
- Rare (30%)
- Epic (15%)
- Unique (4.5%)
- Legendary (0.5%)
Potential is unlocked when a hero obtains his first star.
The more stars the hero has, the more lines you will unlock to roll:
- 1 star = 3 lines
- 5 stars = 5 lines
- 7 stars = 7 lines
What stats can be rolled?
Each roll gives you a random stat from the following 8:
- Attack 13.33% - 40%
- Defense 13.33% - 40%
- HP 13.33% - 40%
- Critical hit rate 1.33% - 4%
- Critical hit damage 13.33% - 40%
- Accuracy 13.33% - 40%
- Evasion 13.33% - 40%
- HP Recovery 13.33% - 40%
How to roll potentials?
In the interface when a hero is selected, you have to click on the button with the dice icon at the bottom left.

Once on the interface, you can choose between two roll modes: “Grant” and “Auto-grant.”
Grant is the default option, allowing you to roll all the lines once.
With Auto-grant, you choose a desired rarity with a maximum of 3 statistics for your hero.
I recommend checking the “Dice boost” option to roll faster.
Once one of the stats with an equal or higher rarity is rolled, the system stops.
Don't forget to lock your lines when you are satisfied with the rolled stats.
Each line can be locked individually.
Each roll cost 10 dice, but for every line that is locked, the cost is doubled.
Example: with 2 locked lines, the price will be 40 dice.
Which stats to roll by hero?
To help you get started, here is a quick overview of the best potential stats to roll for some of the most popular heroes:
| Hero | Recommended stats |
|---|---|
| On Stage Dellons | Critical Hit Rate |
| Frontman Dellons | Critical Hit Rate |
| Alph | Critical Hit Rate |
| Ante | Critical Hit Rate |
| Arang | Critical Hit Rate |
| Ashen Flame Rachel | Critical Hit Rate |
| Assassin Yonah | Critical Hit Rate, Evasion |
| Azure Slayer Devi | Critical Hit Rate |
| Devi | Critical Hit Rate |
| Bi Dam | Critical Hit Rate |
| Blademaster of Destruction Teo | Attack |
| Teo | Attack |
| Blanc | Critical Hit Damage, Evasion |
| Bloody Night Kyle | Critical Hit Damage |
| Kyle | Critical Hit Rate |
| Cat Mage Lucia | Critical Hit Rate |
| Lucia | Critical Hit Rate |
| Celine | Critical Hit Rate, HP |
| Chip | Critical Hit Rate |
| Chloe | Critical Hit Rate |
| Chosen Hero Nadan | Critical Hit Rate |
| Nadan | Critical Hit Rate |
| Colt | Critical Hit Rate |
| Crescent Moon Ace | Critical Hit Rate |
| Ace | Critical Hit Rate |
| Demon King of Salvation | Critical Hit Rate |
| Devourer of the End Times Fenrir | Critical Hit Rate |
| Fenrir | Critical Hit Rate |
| Dimensional Administrator Teay | Critical Hit Rate |
| Teay | Critical Hit Rate |
| Dragon Emperor's Judgment Rin | Critical Hit Rate |
| Ecila in Dreamland | Critical Hit Rate |
| Ecila | Critical Hit Rate |
| Fai | Critical Hit Rate |
| Final Star Yeonhee | Critical Hit Rate |
| Yeonhee | Critical Hit Rate |
| First Strike Crusher Elke | Critical Hit Rate |
| Elke | Critical Hit Rate |
| Gelidus | Critical Hit Rate |
| Heir to the Hidden Palace Siris | Critical Hit Rate |
| Siris | Critical Hit Rate |
| Herald of Peace Rauha | Critical Hit Rate, HP |
| Rauha | Critical Hit Rate, HP |
| High Lord Arianrhod | Critical Hit Rate |
| High Lord Dellons | Critical Hit Rate |
| High Lord Evan | Critical Hit Rate |
| High Lord Orly | Critical Hit Rate |
| High Lord Sun Wukong | Attack, Critical Hit Rate |
| High Lord Teo | Critical Hit Damage, Attack |
| Jack | Critical Hit Rate |
| Jiangshi Pooki | Critical Hit Rate |
| Jupy (Swimsuit) | Critical Hit Rate, HP |
| Light of Harmony Reginleif | Attack |
| Reginleif | Critical Hit Rate |
| Mariner Biya | Critical Hit Rate |
| Melia | Critical Hit Rate |
| Mercure | Critical Hit Rate |
| Michaela | Critical Hit Rate |
| Miraculous Fortune Teller Erin | Attack |
| Erin | Attack |
| Mist | Critical Hit Rate |
| Noho | Critical Hit Rate |
| Pallanus | Critical Hit Rate |
| Pascal | Critical Hit Rate |
| Radgrid | HP, Critical Hit Rate, Evasion |
| Radius | Critical Hit Rate |
| Randgrid | Critical Hit Rate |
| Restia | Critical Hit Rate |
| Rosie | Critical Hit Rate, Evasion |
| Rule Breaker Elenia | Critical Hit Rate, Evasion, HP |
| Elenia | Critical Hit Rate, Evasion, HP |
| Sage of Inner Eyes Karma | Critical Hit Rate, HP |
| Karma | Critical Hit Rate, HP |
| Seeker of the Truth Sage | Critical Hit Rate, Evasion |
| Sage | Critical Hit Rate, Evasion |
| Shane (Swimsuit) | Critical Hit Rate |
| Silvesta | Critical Hit Rate |
| Skuld | Critical Hit Rate, HP |
| Solderet's Contractor Jin | Critical Hit Rate |
| Supreme Justice Juri | Critical Hit Rate |
| Time Pilgrim Vanessa | Critical Hit Rate, Attack |
| Vanessa | Critical Hit Rate |
| Troublemakers Branze & Bransel | Critical Hit Damage |
| Branze & Bransel | Critical Hit Rate |
| Undercover Espada | Critical Hit Rate |
| Undercover Ruri | Critical Hit Rate, HP |
| Vicky | Critical Hit Rate |
| Vows of Creation Agni | Critical Hit Rate |
| Agni | Critical Hit Rate |
| War God Demon King Lu Bu | Critical Hit Rate, HP |
| Lu Bu | Critical Hit Rate |
| White Whale Luna | Critical Hit Rate |
| Luna | Critical Hit Rate |
Which stats to roll by progression stage?
We recommend that you always roll the dice to obtain at least statistics with unique rarity.
They are inexpensive to obtain and are the second-best group of stats.
Then, as you get closer to the end game, focus on legendary stats, especially for your strongest heroes.
For beginners
At the beginning of the game, boss evasion can be challenging.
To beat them, we recommend rolling for accuracy, especially for heroes who are not yet 7 stars.
From 6-7 stars onwards, default heroes have a sufficient accuracy rate to hit bosses.
It therefore becomes more interesting to focus on other stats.
Mid-game and end game
From this level of the game onwards, it's a good idea to start rolling for critical hit rate.
Because in game modes such as Deep Nightmare, monsters will start to develop resistance to critical hit rate.
So 100% critical hit will no longer be enough; you'll need more to ensure a critical hit.
PVP
For PVP, depending on the hero, evasion or HP builds are possible.
For example, Gelidus or Radgrid has an active skill that increases their evasion, so it may be interesting to give them a dodge build to enhance this ability.
How to get dice?

Dice are a fairly easy resource to obtain and can be acquired in several ways:
- Conquest requests (1 per day, +1 via ads)
- Battle pass
- Challenge pass
- Event Dungeon shop
- Elite Arena shop
- Infinite tower
- Celestial Arena shop (Purchase not recommended)
- Shackles of destiny (Purchase not recommended)
Celestial Arena shop: the currency is better spent on other items such as Fina gift fragments or hero summon tickets.
Shackles of Destiny: in this mode, only spend your currency on High Lord cards or honor shards. Non-negotiable.
Advanced potential
You unlock advanced potential when a hero reaches their 8th star. It's the tab to the right of potential.
Advanced potential is similar to classic potential, except that it uses gold dice to roll and all lines are directly unlocked.
It only has 3 lines to roll, and it is not possible to lock them.
When rolling, you can choose to keep your 3 lines or take the new roll lines.

There are only 3 types of rarity:
- Epic (50%)
- Unique (30%)
- Legendary (20%)
And the stats are only offensive, you have the choice between:
- Final Attack 7.68% - 24%
- Final Accuracy 14.4% - 45%
- Final Bonus damage 9.6% - 30%
What to roll?
We recommend rolling Final Attack or Final bonus damage.
Final bonus damage is particularly interesting if a hero has a very high bonus damage rate.
Why prioritize Final Attack or Final Bonus Damage?
By the time a hero reaches 8 stars, they already have a very high base accuracy rate — high enough to reliably hit enemies in most game modes without any additional investment. Rolling Final Accuracy on advanced potential is therefore largely wasted: you'd be spending gold dice to fix a stat that isn't broken.
The only scenario where Final Accuracy could be considered is if you're still in the early stages of the game and struggling to land hits. But here's the catch: gold dice are extremely rare before you unlock Nightmare mode. Spending them on accuracy — a temporary problem that resolves itself as your heroes progress — is simply not worth it.
Save your gold dice and focus on Final Attack or Final Bonus Damage from the start. Final Bonus Damage is especially strong on heroes who already have a high bonus damage multiplier, as it compounds directly with their kit.
How to get gold dice?
The main way to obtain gold dice is through the Nightmare mode.
- Loot from basic monsters in Nightmare mode
- Purchase in the Nightmare shop (36k per week for 60k Topaz)
- Certain events or in-game gifts (quite rare)
- Deep nightmare 5,000 per tier (From tier 100)
Each roll costs 10,000 gold dice. With the Nightmare shop alone, you can purchase enough for 3 rolls per week: making it the most reliable way to build up your stock over time.

Before unlocking Nightmare mode, treat your gold dice as a precious resource. Without a steady farm, you may wait weeks before getting new ones. Our advice: do a single roll on each 8-star hero to activate their advanced potential, then stop. Save the rest until Nightmare is unlocked and you have a reliable income.
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