Can be converted to a Hungry Grove for 20% health instead.ĭon’t use this if you’re a Necromancer. Kills enemies, including bosses with 15% health left. Otherwise, you can get trophies from ghosts spawned by it. Plus, they’re an extra enemy for cards/trophies if you can handle them.ĭidn’t need this card in my deck, but it’s good for Warrior and Necromancer. Needed for converting villages to Ransacked Villages. They can’t take damage higher than 30% of their max hp in one hit. The third Ratwolf trait makes them a pain to deal with. I only recommend one for a Blood Grove/Hungry Grove. Good for turning into a Ransacked Village early on to farm cards and trophies as a Rogue. If you’d prefer to skip to the general tips and tricks section, click here. I’ve added notes next to every card for why I took it. This is the deck I used for beating this chapter, but you can get away with some changes. +5% damage when near a Road Lantern or Beacon. Raises the chance of finding a rare item by 10%.Īdditional +15 hp healed at the campfire tile. +1 max hp for every whole resource gained during this expedition. *Items marked with an asterisk are recommended Alchemist’s Shelf* The fourth Jewelry row isn’t visible, but I had one Brass Candlestick and three Old Paintings. For an idea of what items I used in my run, take a look at the screenshot above. Even if you only stack a bunch of Alchemist’s Shelves for extra potions. Taking advantage of Loop Hero’s metagame via supply items makes a big difference too. Upgrading the Herbalist’s Hut – More healing potions and higher healing from potions.Upgrading the Field Kitchen – Higher campfire healing as well as resting before fighting a boss at level 3.Level 5 War Camp – 20% hero strength increase which possibly refers to weapon damage.4 Watchtowers – 4 Crossbowmen helping during non-boss fights near the campfire tile.Further upgrades increase the health amount. Level 2 Cemetery – Reviving at 15% hp once during an expedition.Getting the Alchemist’s Tent helped significantly with upgrading my camp. However, it’s still important to make and upgrade your camp buildings. Once I started focusing more heavily on Critical Hit Chance, I started blowing through Chapter 4. This doesn’t mean you should ignore Attack Speed, but you shouldn’t go all-in either. Until your stamina recovers, you’ll attack slowly and supposedly have a much lower chance to evade. Essentially, if you attack too quickly in a short span of time, you’ll drain your stamina. The unfortunate reality is that the Attack Speed stat suffers from the stamina mechanic. 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. 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. Loop Hero is a tough roguelite that takes a good amount of grinding and RNG to complete.
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