Soda Dungeon

Soda Dungeon

170 ratings
Simple guide for making it to Level 1000
By morph?
this guide should hopefully serve as a simple walkthrough considering all the characters, item builds, and bosses in the game. I wouldn't hold my preferences as the only options for playing the game, but they're usually safe for handling around 50 levels each run. hit that like button please
   
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Classes and Uses
Out of the first 11 sodas available (Shifter comes in incredibly late game), all are definitely considerable and none are necessarily bad after earning their relics, but my prioritized picks will be highlighted.
  • Soda Junkie: No cost and the 20% evasion chance are inexpensive, and lack of shielding or active skills probably won't come off as absolutely groundbreaking. Still, comparing base stats to other character with much more powerful skills, the Junkie loses his strength fairly fast past the first 100 levels. Dinner Boys (Junkies spawned at the food tables in the tavern) can offer good equipment, with the Bib and Fork being better substitutes for the lvl. 1 Coral Armor and Assassin's Dagger.
  • Ruffian: Better stats than the Junkie and can actually defend, with Dagger Toss dealing solid solo damage. Again, compared to other characters, nothing really impressive about his stats and impact on runs.
  • Conscript: Even better stats than the Ruffian, with 50% extra crit damage after acquiring her relic. (whoa look at that it's not highlighted again I can't believe itttttt)
  • Fighter: Yes, even better stats than the previous, with Dropkick/Piledriver offering consistent, heavy damage. Definitely nothing to undervalue early game, but still loses offensive potential compared to other classes. Dropkick always deals double damage at 2MP, but with items like Assassin's Dagger offering triple for free (let's imagine it's the typical Demon Armor/Shades/True-Strike combo build), it loses its importance. Also Piledriver just sucks and I have no idea why it's as costly as it is so that's an option I guess. THERE'S STILL SOME USE FOR HIM IN FUTURE FLOORS, ESPECIALLY FOR A BOSS TO BE COVERED SOON, SO DON'T COMPLETELY THROW HIM OUT THE WINDOW.
  • Conjurer: Ehhhh. Group damage is pretty underwhelming at a base 25 damage, slightly worse stats compared to the Fighter, and essence chance isn't anything too amazing late game. (Essence itself isn't unimportant, finding enemies with it is. Gold becomes an easier, faster source of it, don't think this character has anything too incredible.)
  • Healer: ayy lmao finally there's a character that has importance. HP and damage themselves are slightly worse than the Fighter's, but what the Healer DOES possess (next to 50% extra magic damage) is a large MP pool and massive healing/curing abilities. Simply put: sleep/poison/burn and characters dying in two hits aren't a problem anymore. Runs easily increase in lifespan, going from about 5 to 50. At least one is absolutely necessary, but for easier healing of all 5 members, I heavily recommend rolling with two healers. HP/MP should be built high for this character, and any status immunity is highly recommended, be it through Hero's Blood or the allbeit rare Dragon's Shield.
  • Thief: DJ Khaled memeWith three starting skills, all promising extra/better loot/money, Thief is at least solid in terms of getting a solid haul of goodies over a period of a dimension's length. What truly makes her important to me his her relic, offering 15% extra crit chance. Combine this with Assassin's Dagger, Demon Armor, True-Strike/Shades, and YOU HAVE GUARENTEED TRIPLE DAMAGE. Stats are near that of the Healer, but this offensive potential easily makes her the most consistent damage dealer your team can have. Try to keep her in the fourth/fifth slot of the team to make that damage x4.5 for the first hits in a level, and you have a good anchor in your damage. Damage should definitely be top priority.
  • Knight: Boasting better stats than the previous classes, and having two actives dedicated to mass group damage (Smite offering burn to all enemies with reduced splash damage), Knight isn't too impressive offensively. Defense is what drives his character, as he takes half damage once instead of a character about to die to a solo-target attack, saving their life; and also prevents any ambushes/traps from alternate paths. This guarentees alternate paths as Fountains/Warps/Chests, and allows for a safety net for extreme damage on weaker teammates. HP and damage should be built for this class to keep some serious offense.
  • Merchant: HE BROKE THE DAMN STREAK WE HAD GOI 20% extra gold. You're actually getting real shoddy stats and some really boring gimmicky active decent for bosses, with probably the most boring group damage possibly conceived, AND YOU'RE THE SAME BONUS YOU'D GET FROM HALF A VAAN'S MAGNET. this characters stinks a big one ignore him
  • Darkmage: Slightly better stats than the Fighter, and a fairly large MP pool, the Darkmage offers pretty strong magic attacks with an 80% boost and meaty solo/group damage. Noxin's group confusion/poison is absolutely necessary in my eyes, however, as levels with 3-4 enemies are simplified with less damage taken by your team and enemies losing a tenth of their health for 2-4 turns. Both status effects are impressive against bosses as well, with characters like Gaaan (5000HP dwarf guy) and forward losing 500 health each turn and missing massive damaging group moves. No floor is an exception to this one, KEEP HER IN YOUR TEAM AT ALL TIMES. MP should be built for her costly moves, with the Magic Bottle being an important held item.
  • Ragezerker: Very small HP pool, heavy damage, and consistently grows damage the more floors you go throughout. Ideally, going from the first level would lead to incredibly large damage increases later on through the next hundred floors. Alright, dummy, consider two things: your team needs to go through at least a half hour of floors to even build that damage, and YOU'RE GONNA CONSTANTLY NEED TO KEEP THIS GUY ALIVE, OTHERWISE YOUR RUN'S TRASHED. Forget his lack of shielding, forget his random attack pattern, this guy's a bunch of baloney, save your timeeeeeeeeee
Bosses (really two in particular lololol) [THIS IS SPOILERS IF YOU WANNA EXPERIENCE MAGIC IGNORE THIS WITH YOUR NAIVE EYES]
well you read the title, with my forecoming team build you can mostly cover all bosses easy. These two are an exception.

Demora: Personally an obnoxious boss for me, but definitely not anything difficult. Sporting 9,000 health, this boss takes no damage from physical or magical attacks, and can only be damaged by the Healer's Therapy. (Group Heal and Refresh only target teammates, and I haven't tested Heal Stone yet so oopsies. Heal Stone does a whopping 20HP) Skeletons spawned deal little damage compared to Demora's attacks themselves, but can otherwise be considered normal enemies.
  • Two Healers are a good number for me personally, but having one replace the Thief for extra damage is fine as well. A Knight and Darkmage are still necessary for 490-499 and taking care of the skeletons.
  • Obviously, building HP through Constitution Cola, the Relic of Healer, and any equipment increase the pacing greatly, so all are recommended.
  • If teammates have nothing to really attack, don't bother attacking Demora; shield instead to reduce damage (yeah duh).
  • Try to balance out healing of teammates/damaging of Demora: if anything teammates are less than half their HP, they need healing. Don't focus keeping everyone full health either, if two teammates got hit by a skeleton each, have one Healer use Refresh and the other use Therapy on Demora.

Tengen: This is the absolute hardest boss for me, and it's simple to see why. 13,000 health isn't too bad EXCEPT FIGHTING SPIRIT WIPES OUT ALL CLASSES EXCEPT FIGHTER. Get past that, and Fury Chop lowers the team's damage and mass damages.
  • The team to even get to this fight with all Fighters healthy should have a Healer and Darkmage in the front, with one Fighter in the front and two in the rear. The non-Fighters jobs are to mostly make sure that you get to the fight with the most possible health possible. Darkmage also offers a potential poison/confusion within the first attack in the battle with Tengen, offering a hefty headstart.
  • Make sure your Relic of Fighter is blasted to as much as you can get it to, level 12 being recommended for extra damage. Demon's Armor, Assassin's Dagger, Spike/Frost Shield, Evade-Aid, and Shades/Spectral Draught (hunt for Shades in the Water Temple by using Pilfur on the rare Vacation Lobster, much better than the Draught) are good for ensuring as much damage and evasion as possible.
  • Don't bother with Dropkick, the passive damage you have with the Dagger is already faster and less costly. Piledriver gives the same results with less damage due to lack of crit damage from Damage Quench/Demon Armor's boost, but if you wanna get as much ensured damage as possible, this is a weaker alternative.

Every other boss shouldn't require more than what's suggested, so if you're getting solid items and relic boosts, further levels should just mean more health.
THE BUILD
More physically damaging teammates in rear allow for higher damage, and magic users should typically go in front. The first Healer should have some form of status immunity to ensure that he could Refresh an entirely poisoned/sleeping team, and the last two slots should have a build that has a 90%-100% crit chance to kill enemies in the first round of a level much easier. All of this should ensure a strong team that will definitely hold for the first 1000 levels and on so yeahhhhhhhhhhhhhhhh
outro idunno lol
thanks for readin muh guide
good ratings and maybe informative comments would be p cool
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ok have a good day babe muwah ',;3

21 Comments
chimaera. 2 Feb, 2021 @ 2:09pm 
This guide is for levels 1-1000. That build is typically preferrable (in my experience) in the warrior dimension, which is levels 1001+
Blitzbomber87 13 Jun, 2020 @ 3:15am 
At later levels a setup with 4 darkmages and one knight at the back is better IMO. I used this combo to EASILY get to floor 140k with upgraded magic dmg relic. You could get to floor 1 million easily I bet but I cant be assed.
keimo02 | 16 Nov, 2018 @ 10:03am 
could anyone remind me whats default way to beat 500 boss...or was it full manual with special attacks?
snowBound 2 Jun, 2018 @ 6:46pm 
GIMMIE DAT CAT PIC
Vegas 14 May, 2018 @ 1:39pm 
they should make that cat the level 1000 boss
ClericalConcession 14 Jan, 2018 @ 3:04am 
helps to know how darkmage works, haven't bothered getting it yet about to beat dimension 3 ty :)
Phat Nugget 8 Dec, 2017 @ 6:20pm 
Simple guide for making it from 1 to 1000 : Fork
mysticluster 30 Jun, 2017 @ 11:59am 
Just FYI, the group heals actually CAN target Demora and the skeletons, however using them is relatively pointless because Therapy does way more damage. :tera_threat:
Monaco 27 Jun, 2017 @ 2:06am 
Sorry i mean essence*
Monaco 27 Jun, 2017 @ 2:04am 
I already reached level 1000 but i wanted to know, how do i get the... relic like thingy that comes only in the final dimension?