Loop Hero Warrior Guide
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Requirements
Chapter 1
- None, but Ancestral Crypt is helpful.
Chapter 2
- Ancestral Crypt is required to for a reliable infinite loop of chapter 2. River and Forest/Thicket is required to reliably get enough healing from vampirism.
Chapter 3
No changes from Chapter 2.
Chapter 4
- Ancestral Crypt, Forest/Thicket, River, Smith’s Forge, Bookery
Deck
Deck list:
- Cemetery, Grove, Ruins
- Battlefield, Blood Grove
Not necessary, but useful or fun:
- Vampire Mansion, Bookery, Smith’s Forge
- Rock/Mountain, Forest/Thicket
Not necessary, but useful or fun:
- River
- Oblivion
Not necessary, but useful or fun:
- Storm Temple
- Ancestral Crypt
Deck Theory:
The Basics
Battlefield spawns ghosts which are great for getting cards. Ghosts can only come from monsters that have souls, which is why Cemetery and Ruins are included.
Do not overlap Battlefield areas of effect on the Wasteland. You don’t want to deal with Blood Clots. You can overlap Battlefields if the overlap is on a Ruins or Cemetery, etc.
Ruins and Cemeteries grant good resources and souls-type monsters.
Aim to have two to three Blood Groves, but don’t cover the whole map in their aura. The Flesh Golems are your primary source of good loot, and the Blood Groves will stop the Scorch Worms from fleeing the Ruins. Be aware that the Blood Grove aura will also prevent ghosts from appearing.
Forests/Thickets grant attack speed, which becomes your source of healing with vampirism. Rocks/Mountains help offset the health debuff from the Ancestral Crypt, and grant you the health needed to tank with this no-evasion build.
Ancestral Crypt grants you bonus max health per enemy with a soul slain, which will push your health to the peaks.
Oblivion should be used on forest villages and Goblin Outposts, but they don’t seem to be a huge threat. Oblivion them when you get Oblivions, but you should be able to handle a few of these monster tiles.
Enhancements
Once you get the optional cards unlocked, adding them to the deck will make defeating the boss more reliable.
If you have River, then try to place Battlefields on the outside edge of the loop and run your River past them. The tile transformation will give you yet another monster with a soul to kill.
A looping River running on both sides of Thickets will double (quadruple!) the attack speed bonus. Getting up to 200% attack speed is killer.
Storm Temple with a line of Forests/Thickets on fire will give you reliable damage, and the burning forests benefit from the River as well. Thickets do not give more damage. Once the Forest/Thicket is on fire, it’s the same tile. Late game, after you are well over 100% attack speed from Thickets, you can start building your Storm Temple lines of fire.
Vampire Mansions simply add more souls-type monsters to your loop, granting more max health and more ghosts. Aim to have every single square of the loop covered by a Vampire Mansion effect.
Bookery allows you to be picky on terrain placement. You can place nothing but Thickets to get maximum benefit. Let the Bookeries re-draw your Forests to different cards!
Smith’s Forges can be strategically placed immediately before Camp Fire and one tile before Ruins (leave a blank wasteland immediately before Ruins). Just be careful not to allow an Abandoned Bookery aura to affect the Smith’s Forge tiles. Living Armor with Magic HP is not fun.
Once the boss spawns, you can play every terrain tile you have, even the Forests and Rocks. Get the maximum buff going into that fight.
Loop Hero Warrior Guide & Walkthrough
For the initial layout, place tiles at the start of the loop. You want to get the good loot right at the beginning.
Chapter 1
Chapter 1 is not the best to farm, but if you want to conquer it you basically just focus on getting your evasion as high as you can. Be certain you cover the camp fire with the effect of a Blood Grove.
Exchanging Forest/Thicket for meadows works fine.
Completely surround the 8 squares adjacent to the campfire to block the boss castle spawns. Do not place a ruins adjacent to the campfire.
Chapter 2
Chapter 2 in Loop Hero is a lot of fun to farm! Be picky about your gear. Avoid evasion like the plague. Go all in on vampirism. Counter should also be avoided. Defense and regen are good.
You should be able to just take the hits from the boss and shrug them off, and gradually chew through her windows. And hey if you die, that’s what the Ancestral Crypt is for:
- Drop the Ancestral Crypt anywhere, don’t block a good Blood Grove spot if you have that.
- Cover the camp fire with a Blood Grove
- If you are using Storm Temple, set up one or two in a good spot and consider aligning a stretch of burning forests with the river if you have that, but this comes after you hit 100% attack speed.
- Be mindful of Ruins placements. Never place one adjacent to the Camp Fire. You should be able to handle archer Scorch Worms from adjacent tiles, but be certain to place Blood Groves to prevent them from fleeing and if you get dealt a ton of Ruins early, consider slowing your play of them.
- Be aware that Blood Groves prevent ghosts from spawning. Leave some Ruins and Cemeteries uncovered by Blood Groves to allow for ghosts.
- If you have the River, plan out its placement. Winding Rivers on both sides of Thickets is best, but make some space for burned forest lines too! Try to run the River past the road to transform Battlefields.
- Never overlap Battlefield auras on Wasteland tiles. You don’t need to mess with blood clots. You can overlap the Battlefield auras if the overlap is on a Ruin or Cemetery.
- Use Oblivion on forest villages and Goblin Camps.
- Bookeries are great, just avoid the nasty interaction with Smith’s Forges.
Chapter 3
No changes from Chapter 2.
Chapter 4
Bit of a change up here. You need to cover the tiles around the Camp Fire, and you need to be patient and deliberate in tile placement. Rat Wolf bleeds and Scorch Worm defense reduction will end your loop very quickly.
- Groves on either side of the camp fire. Blood Groves adjacent to the Groves. These are the only Groves you will play.
- Ruins adjacent to the Grove that is “on the way into camp”, and Cemetery adjacent to the Grove that is “as you leave camp”. You do not want to have archer Scorch Worms on the Flesh Golem.
- Smith’s Forge diagonal from the Camp Fire (across from the Blood Grove that is “on the way into camp”)
- Vampire Mansion and Bookery above and below the Camp Fire.
- Round out the other tiles with Forest/Thickets and Cemeteries. Get this configuration set before you trigger the first boss. Be patient. I had to loop several times and slow my River/Terrain play until I finally got my necessary Blood Groves.
- Once the initial Camp Fire layout is set, start ripping and tearing. Wind your Thickets with the River, place Cemeteries every-other-tile, spread Vampire Mansions and Battlefields everywhere, drop a ton of Bookeries, and set up a few Smith’s Forges (never near a Bookery).
- At 100% attack speed, start dropping Storm Temples.
- Harpies spook me so I hold off on the Mountain Peak until I am really cranking.
- Burn the world down, hero!
Explanation
When you attack (or counter), your stamina drops. When you get hit, your stamina goes UP. When you evade, your stamina drops. Evading too much will run you out of stamina, and then you won’t be able to attack fast enough to heal. You want to take hits, because taking hits refills your stamina and keeps the vampirism healing going.
The key here is avoiding evasion and getting your health and defense and vampirism high enough to sustain you through anything. Vampirism will have to come from smart gear choices! This is why you want a lot of Blood Groves so you get a lot of high quality gear to choose from.
Tile placement is a huge big deal in Chapter 4. It didn’t bother me much in Chapter 3, but the Abilities enemies get in Chapter 4 are monstrous. You will have 2, maybe 3 ruins. Only 2 groves. Stagger Cemeteries. Be patient. Build your attack speed, take vampirism gear, and work your way up to invincibility.
Loop Hero Warrior Guide – Traits and Camp Supplies
Trait Tier List
Loosely ordered. I desperately want Shield Master, and Strong Aftertaste.
- Shield Master – stun lock is great
- Eye of God – Chapter 4 Abilities are a kick in the teeth, yes let’s please remove them
- Strong Aftertaste – extra damage is always appreciated
- Battering Ram – stun lock is great
- Gift of Blood – damage based on vampirism? yes, please
- Lightning Fast – I guess it’s good? I am not sure if it drains stamina.
- Shield of Faith – helpful for survivability
- Skilled Armorer – better than nothing, but meh
- Dominant Mass – better than nothing, but meh
- Blade of Dawn – I guess?
Camp Supplies
Furniture
- Antique Shelf – Survivability
- Count’s Chair – Survivability
- Sturdy Stool – Survivability
- Alchemist’s Shelf – Survivability
Tools
- Jeweler’s Lens – Better gear
- Kitchen Knife – Survivability
- Blacksmith’s Hammer – Survivability
- Herbalist’s Sickle – Survivability
- Skinner’s Knife – You won’t fight a lot of Rat Wolves, but it combos with Antique Shelf and the resources are good.
Food
- Cheese – Cheese the game for survivability
- Mixed Nuts – Better than nothing, makes Blacksmith’s Hammer better
- Garlic – You will be fighting vampires, so this is okay.
Jewelry
- Old Painting – Finish the bosses!
- Brass Candlestick – You will have complete Temporal Beacon coverage, so this is an easy 5% damage buff. You can only benefit from one Brass Candlestick.
- Silver Pendant – You will be fighting vampires, so this is okay.
- Exquisite Mirror – You will be a Storm Temple fiend, but I don’t know if the lightning damage is worth it. But sure.
Completed Loop Screenshots
Chapter 4
Completed Map
Traits
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