In this guide, you’ll find all the details you need to know about the villains of Loop Hero. If you are one of the players who tries to take advantage of these characters in the game, then this character is for you.
red class rot
Read on below…
The rogue works with a different loot system than classes like the warrior or necromancer.
- A trophy is awarded each time an evil enemy is killed.
- Trophies will be sold for loot at the campfire after each round.
- The number and quality of trophies received depends on the number of trophies received and not on the quality of enemies killed, so thieves are better off just killing as many enemies as possible.
- The number of trophies is influenced by the properties. (Like Marauder).
- The Rogue also has a unique damage mechanism: Critical hits.
Breakdown of falsified statistics
Initial condition
- Vampirism (basic 5% to start with)
- Damage
- Damage to all
- Attack speed
- Protection
- escape velocity
- % of counterattack
- Crete. % chance
- Crete. % of losses
Remarks
- Since the class has an innate vampirism, you can use the camp food counting chair to increase the vampirism by a small amount.
- Raw damage is not as high as other characters, as it is doubled with two weapons and then gets additional critical bonuses.
- Attack speed greatly increases rogue numbers, and using scaffolding/vehicles/beacons/carts to grind gives a huge DPS boost.
- Critical damage is the most significant damage increase for this character. Equipment that filters both critical chance % and damage % maximizes damage.
- Rogue, if put together properly, can grind pretty easily.
- Thieves have both counters and evasions available, but evasions are preferable because it’s better to avoid damage than to leave it at an earlier stage. The late game is not essential. However, they can be a big help in big fights in the beginning.
Fault in counterfeit device
The rogue has different cracks than the warrior and necromancer.
- 2 weapon slots
- Armor
- Boots
In Rogue, if all units have a buffet, a buffet with a 10% premium. So the synergy of your equipment is extremely useful. Allows you to dodge, counter, increase critical chance % and critical damage %, as well as significantly increase attack speed with this character.
In addition, an amulet slot for obtaining a magic shield can be obtained by using an arsenal. These are in sync with some of the tiles listed below.
Recommendations for the supply of bearings
- The Count’s chair increases vampirism, so it helps thieves survive.
- The magnifying glass increases the rarity of the items you get, and fits well with the rogue trophy system.
- The old image increases boss damage in all areas, making the rogue an effective boss killer with enough stacks.
- The farmer’s scythe has a 5% chance of rationing when crossing a wheat field, which sucks but does 3% total damage per stack. Message: Stockpile loaded with different quantities of the same material. The possibilities are getting too crazy. My current setup has a 108% increase in boss damage and a 24% vampirism buff without much optimization.
Read on below…
Lack of road signs
The attributes are evaluated in four categories: Amazing, good, average, poor thing.
The exclusive characteristics of a tramp
- Child of the Forest (Medium) – The taxpayer has a 75% chance of joining you in a fight. Provides extra DPS and occasionally takes down an enemy target, but it falls away quickly and is negligible compared to other attributes.
- Foot (Good) – The rogue receives 7% less damage from the second enemy. This allows the Rogue to face hordes of enemies without taking much damage, which comes in handy for trophy farming.
- Gift of Blood (Stunning) – Whenever the hero is hit, he can summon a blood ray. The probability is equal to the probability of a critical hit. If the Crit% is high, it can lead to a significant increase in damage, which is a prerequisite for building crystals.
- Fatal Weakness (Medium) – Every time you lose 10% health, you have a 0.5% chance of doing 1000% direct damage. Can do more damage, but your HP should never be that low with Rogue if you play it right.
- Lightning Fast (Medium) – The hero has a 20% chance to land 3 hits, with each hit doing 50% damage. However, doubling the damage boundary reduces the critical damage by three hits that are mainly on other properties.
- Weapons Master (Good) – 10% chance to attack two targets at once. Professionals often face hurdles. Great synergy with the foot and allows you to grow trophies much faster.
- Marauder (Medium) – If you fight 3 or more enemies, you get an extra trophy. Increases the yield of the trophies slightly. But for so few of your levels, it would be better to focus on another property.
- Nothing Sacred (Bad) – +3 hp after the kill. It falls off quickly and isn’t that great. Avoid unless there is a better option.
- Old Scars (Stunning) – Maximum HP increases by 1 for each trophy earned. Excellent stability throughout the race, the sooner you pick it up the better. In the long run, this can lead to absurdly better health outcomes.
- Pickpocket (Bad) – 50% chance of stealing an opponent’s ground tile during a fight. Terrible for the Rascals, pretty useless unless you’re doing resource farming.
- Picky (Amazing) – Reduces the number of items obtained on a storage token by 3, while increasing the quality of trade for trophies. This is probably the best feature right now. Allows you to reach objects far above the current level of the loop and hold them throughout the loop.
- Smoke Veil (Medium) – After the hero loses 20% of his HP in a fight, he dodges all attacks for 2 seconds. Can repeatedly prolong a fight and provide some survivability, but can be avoided if damage is high.
Stray tile synergy and bridge proposals
Arsenal + Desert Dunes
- Enables the use of a magic shield that is unaffected by the encroachment of dunes and desert tiles.
Use of forests/vehicles
- These tiles greatly increase your attack speed, effectively increasing your DPS and survivability against vampirism.
Ruins/Spiders/Vampire Manor/Battlefield
- The enemies on these tiles are weaker and provide quick trophies for cheaters. If placed near the fire, they can also get help from the watchtower.
Suburb
- This gives you more XP per kill, which increases the level and availability of upgrades.
The River
- Increases the vitality of each tile. Synergizes with desert for oasis (reduces all attack speeds), wreck battlefield (no longer spawns mimics, mermaids spawn) with road for reeds and bridge (fishermen spawn) and doubles resources of associated tiles.
Lighthouse and temporary lighthouse
- Beacon increases your attack speed, allowing you to increase your DPS and survivability through vampirism. The time tag adds spotters, a weak enemy, fights in the environment, and doubles the time tiles stay in the environment, increasing the spawn rate and dropping trophies more efficiently.
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