Hand Tier List

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Creating Hands

Handtiers.png

Creating hands in Dragon Poker is similar to regular poker, but there are a few things to be considered:

  • Flush is actually among the weakest hand types, try to avoid them because they rarely add anything.
  • Straights can still be completed if there is a pair of one of the numbers (EG 2, 3, 4, 5, 5) and the paired cards will both be included.
  • Due to the nature of Super Fusions, sometimes going for a weaker hand is better than allowing the fusion to be executed.
  • The image sorts them by Colosseum priority, but does not directly indicate the strength of the hand itself.


Hand Values

Hand PVE DMG
Multiplier
PVP DMG
Multiplier
Bet
Multiplier
SP
Charged
Flush 1.0x 0.7x 3x 20%
Mini-Straight 1.0x 0.7x 1x 10%
One Pair 1.3x 0.91x 1x 10%
Two Pair 1.3x 0.91x 1x 10%
Three Card 1.8x 1.26x 1x 10%
Straight 1.8x 1.26x 5x 30%
Full House 1.8x 1.26x 5x 30%
Three Seven 2.3x 1.61x 2x 20%
Four Card 2.3x 1.61x 8x 40%
House Flush 2.4x 1.68x 8x 50%
Five Card 2.4x 1.68x 10x 70%
Five Card Flush 2.6x 1.82x 15x 80%
Straight Flush 3.4x 2.38x 10x 70%
Lucky Seven 3.8x 2.66x 15x 90%
Lucky Seven Flush 4.0x 2.8x 30x 100%
Royal Straight Flush 4.0x 2.8x 30x 100%


Advanced Hand Forming Tips

While new players often concentrate on forming the best possible hand, such a strategy is not always optimal. Once you've familiarized yourself with the basics of forming hands, considering the following more advanced techniques:

  • If you're the first player, try not to begin a hand with A. Since Dragon Poker doesn't consider hands like J Q K A 2 or K A 2 3 to be straights, the only options for straights that incorporate A are J Q K A and A 2 3 4. The chances of completing such a straight are relatively low. Unless you are in the Colosseum or fighting a dungeon boss and really need the increased attack power that your party's Aces would provide, stick to starting hands with other cards. The optimal starting points are 7 (especially since Three Seven and Lucky Seven are special hands), 3 and Q.
  • Don't forget about mini-straights. While it's the weakest hand you can form, it can be useful if the individual cards within it are strong. If you pair up with one of the cards within the mini-straight, the pair will take priority, so before you do so, consider whether the resulting pair would be stronger than the mini-straight.
  • Your card doesn't always have to be in the hand. Since mini-straight, one pair, two pair and three card all restore 10% SP, from an SP perspective these hands are identical. Furthermore, if you're trying to regain SP (e.g. in a Super Weekday Dungeon), the best tactic is to stall by not killing the feeder or evolution materials on the screen. This means that in certain situations, one pair is the best hand among the 10% SP hands, since only two cards will attack. If you decide to make a two pair instead, you'll only regain the same 10% SP, but may sweep the enemies without allowing your party to regain sufficient SP.
  • Flushing can be good for you (sometimes). Flush does the least damage of all hands, but restores 20% SP. In a situation where you don't need big damage, you can flush to get some more SP back.
  • Learn when to shuffle. Shuffling to give your team a better chance to make a good hand makes you a good teammate. Conversely, refusing to shuffle will earn you the wrath of your team. It's often easy to know when to shuffle. If you have a situation where there's a four card on the board, e.g. 8 8 8 8 and you don't have an 8, of course you shuffle for the last 8. This is a no risk shuffle. In almost any case where you don't have the cards to fit into the hand, shuffling is the right decision. Sometimes the situation is less clear, however. If the cards on the board are J Q K and you have any of those cards, but no 10 or A, do you shuffle? It will have to depend on factors like the strength of your card and the urgency of the situation.
  • Mind the gap. This is related to the above tip. If you have the hand 3 4 6 on the table and you have a 7, do you play it? No. The better decision would be to shuffle, as you'd be asking the last player to put up a 5. Only when you have no other option should you leave the gap. Similarly, if the hand on the board is J Q A and you're the fourth player and you have a Q in your hand, you don't want to put pressure on the last player to provide the K to complete the straight. The better move would be to shuffle for the K yourself, giving two chances instead of one. The risk of losing the Q is worth the reward.