

However, not many people in the Loop Hero community are discussing how strong Critical Hit Chance can be.

Especially in the earlier chapters where the monsters are easier. Many of us playing Rogues in Loop Hero know that Attack Speed and Evasion is a strong strategy. But finally, I came across a few posts that made me rethink my strategy as the Rogue class. Stuff like Treasury cards and skipping out on Rivers. The first few guides I came across while trying to beat Chapter 4 were bonkers with useless cards.

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How to Beat Chapter 4 in Loop Hero Beating Chapter 4 as the Rogue Class While certain areas focus more on Rogue advice, there are tips for every class. Clicking any of the table links will bring you to a section. Continue reading below for our Chapter 4 guide.Īs this is a long guide, we’ve included a Table of Contents below to help you find what you’re looking for. This is why I’ve gathered a bunch of tips from what I’ve learned and found online. When I first tried to complete this chapter, I noticed a significant lack of tips and tricks for beating it. If you’re struggling with the Chapter 4 boss, we’ve got a guide for you to help out. The third problem is having space to lay the cards-you have to plan ahead to leave spaces here you can lay cards, as you more or less need to lay them immediately or risk them being shuffled out of hand.Loop Hero is a tough roguelite that takes a good amount of grinding and RNG to complete. The second problem is that the random card choices can include ones from your deck, which won't count-as such, you need to run with a limited deck to increase the chance of getting non-deck card. The first and biggest problem with this is actually getting the Prime Matter to spawn-the Prime Matter is the third tier of ghosts spawned when killing an enemy in a Battlefield, with a 0.8% chance that any eligible enemy will successfully reach said tier. The only way to acquire cards from outside your played deck is by killing Prime Matters in Act II, or later as they will give you three random cards on death. That One Achievement: Broken Geography requires that you lay 10 cards that were not in your deck in a single expedition.Goddamned Bats: Goblins are not especially dangerous, but they spawn fast, and have abilities that increase their damage when another goblin dies in addition to this, if they're near a swamp, their camp gains an Archer that you can't kill who will attack you during each nearby battle.This is extremely useful regardless of build and if combined with Temporal Beacons which cause days to progress faster it will come around every couple of encounters. The Warrior's "Blade of Dawn" trait causes their first attack each day to strike every enemy for double damage.Placing the hut next to swamp tiles will also negate the healing the witch will otherwise grant to enemies. This is especially powerful in combination with the Warrior's "Strong Aftertaste" trait which increases his attack by 1.5 for every potion consumed.

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The witch will support enemies in any neighbouring tiles with healing and a distraction totem as well as reducing your potions cap by one, but also gives you a free healing potion every time you pass its tile. For every three swamps placed, a Witch's Hut will spawn.It's to the point where a run without suburbs might level up three times at the most, and a run with them could level up seven or eight times. The most powerful landscape tile to not create unique enemy tiles, and give out bonus experience for every kill, and more bonus experience with level up traits that confer experience for building objects. Players are almost never going to see that effect without a lot of thickets on the map. Attack speed is useful in almost any run, and there's even an entire stealthy mechanic to prevent them from completely breaking the game apart: too many attacks in a short period of time causes the Hero to revert to his unmodified attack speed for a few seconds. Forests and Thickets, especially when combined with Rivers.
