Loop Hero

Loop Hero

View Stats:
Henrique87 Mar 23, 2021 @ 5:00pm
[SPOILERS] End-game deck?
Hello, i just did a Chapter IV deathless run with the Rogue and another one with the Warrior using the very same deck:

https://steamcommunity.com/sharedfiles/filedetails/?id=2433693430
What decks do you guys use to beat the last chapter? Right now i'm thinking what are the best cards to use with the Necro (didn't beat the last chapter with him yet).

The main strats, with this deck of mine, is to put a Blood Grove + Village + Smith's Forge near the campfire (the Village avoids the Flesh Golem and the Living Armor spawn) and 2 Outposts besides the Campfire (they will help you to beat the bosses):

https://steamcommunity.com/sharedfiles/filedetails/?id=2433692818
The Smith's Forge right before the Campfire will grant you an important defense boost for the bosses.

Also, as the Rogue, you can put as many Outposts on the map as you want. And the Warrior benefits more from Smith's Forge + Village around the map.
< >
Showing 1-15 of 20 comments
Onix Mar 23, 2021 @ 6:14pm 
Rogue with Outposts is so good. First time I tried it the guards just crushed the 4 bosses in chapter 4, however on my second attempt the AI did a better job of killing both guards early during the Priestess and Hunter fights, making the battles much closer.
Henrique87 Mar 23, 2021 @ 6:23pm 
Originally posted by Onix:
Rogue with Outposts is so good. First time I tried it the guards just crushed the 4 bosses in chapter 4, however on my second attempt the AI did a better job of killing both guards early during the Priestess and Hunter fights, making the battles much closer.
True, Rogue is kinda frail on long fights. The Warrior (which i thought to be the weakest of the three) is a beast on those, he can sustain a good amount of damage (high HP + high Def) and he gets buffed on Atk the longer the fight goes...
Strongeststraw Mar 23, 2021 @ 6:39pm 
Interesting, I found the iron golem to be too much of an issue for rogue, or is there a counter you found?
Henrique87 Mar 23, 2021 @ 6:54pm 
Originally posted by Strongeststraw:
Interesting, I found the iron golem to be too much of an issue for rogue, or is there a counter you found?
You mean the Living Armor? Yes, the counter is to put the Smith's Forge behind a Village, so it wouldn't spawn at all. :)

Check the second image of my original post, if you look close, all the Forges are behind Villages. Same goes to Blood Grove, if you put it behind a Village, the Flesh Golem doesn't show up.
roboticaust Mar 23, 2021 @ 8:25pm 
Originally posted by Henrique87:
Originally posted by Onix:
Rogue with Outposts is so good. First time I tried it the guards just crushed the 4 bosses in chapter 4, however on my second attempt the AI did a better job of killing both guards early during the Priestess and Hunter fights, making the battles much closer.
True, Rogue is kinda frail on long fights. The Warrior (which i thought to be the weakest of the three) is a beast on those, he can sustain a good amount of damage (high HP + high Def) and he gets buffed on Atk the longer the fight goes...

That's because people build him with attack speed which is the wrong way to approach rogue. His penalty for spamming his initial attacks leaves him super vulnerable. Imo, quit using forests if you play rogue and the problems melt away.
Originally posted by roboticaust:
Originally posted by Henrique87:
True, Rogue is kinda frail on long fights. The Warrior (which i thought to be the weakest of the three) is a beast on those, he can sustain a good amount of damage (high HP + high Def) and he gets buffed on Atk the longer the fight goes...

That's because people build him with attack speed which is the wrong way to approach rogue. His penalty for spamming his initial attacks leaves him super vulnerable. Imo, quit using forests if you play rogue and the problems melt away.
Why not just burn them then? You get to use forests and gain magical damage on top of that.
roboticaust Mar 23, 2021 @ 8:45pm 
It's an option, it's just not one I use personally because of how crazy rogue gear scales magic damage naturally. In a rush the boss and gtfo scenario, totally viable. But anything beyond that and it's a waste of space.
glythe Mar 24, 2021 @ 2:07am 
Originally posted by jay jay the dank planezinho:
Originally posted by roboticaust:

That's because people build him with attack speed which is the wrong way to approach rogue. His penalty for spamming his initial attacks leaves him super vulnerable. Imo, quit using forests if you play rogue and the problems melt away.
Why not just burn them then? You get to use forests and gain magical damage on top of that.

Brunt forest is a flat modifier of + damage. Attack speed is a % modifier. Therefore attack speed is the better bonus mechanically if you want to farm for long periods.

I think the secret to rogue is using river+desert+forest. Get yourself a comfortable 50-75% attack speed and focus on making all the enemies very slow.

What's better than making yourself attack faster? Making all the enemies (5 per battle) fight at a snail's pace while you are slightly accelerated. You can have both.

Enemy damage scales way faster than their health. This means that the oasis is the key.
roboticaust Mar 24, 2021 @ 2:37am 
This is only good for the first few loops to the boss. If you're talking past that, then forest are an utter waste of space. You can get what tolken attack speed you need on gear as a "not looking for it but it's coupled with this piece that has 2 other things I am looking for" situation. You're right with the deserts. Nuking enemy hp then coupling it with ridiculous damage to all and you're just blasting through everything np. With or without attack speed. It's really inconsequential to the build once you're in the land of silly high loops. Unless you're dumb enough to grove the bejesus out of the map that is. Ratwolves are not your friend.

Now if we are talking orbs per minute spent on your run, assuming we really are talking long duration runs well past the boss, then there really isn't any uses for forest whatsoever, nor groves to have blood groves for that matter. You need far too many things going on simultaneously that consume a ton of land space to optimize intake. It's less a matter of speed of loop completion and more a matter of exploiting how the game handles orb of expansion drops to force them to 3 or more per tile while maintaining a clean fast clear of each tile.

Editing this in for anyone just scrolling down and not reading most of the last few comments. This is purely a rogue debate, not an every class debate.
Last edited by roboticaust; Mar 24, 2021 @ 2:38am
Neyreyan_Youtube Mar 24, 2021 @ 4:55am 
The end game deck is nothing like that, you have to take into account that the main way to get stronger is by having a lot of good supply items.
While having a lot of buffs and an easy time is important you could also farm since you know you will win anyway.
Using bookery, temporal beacons, villages, vampires is a great start to have a jump start so you have full thickets, rivers and suburbs by the time you kill the second boss.

Other cards are graveyards and spider cocons so you dont need much. After that is just sand dunes and probably delete suburbs
Henrique87 Mar 24, 2021 @ 10:48am 
This deck that i'm using definitely has consistance, third deathless win in a row:

https://steamcommunity.com/sharedfiles/filedetails/?id=2434483678
I really appreaciate that you guys are giving advices on what you use and what you avoid to use, but just saying "ditch the Forest" or "use the Desert" doesn't help at all... What combos should i be using? Care to take a screeshot of your deck and post it here? Also, try to explain what the main strats of the deck is. Because some of us don't know all the combos and shenaningans of the game.

I really want to try new stuff. If you have some tips on Necro, i'd appreciate that too. Thanks! :)
Killial Mar 24, 2021 @ 11:14am 
I beat IV chapter first 6 times on Warrior with the following deck:

Village / Grove / Wheat fields
Spiders / Battle field / Smith's Forge / Chrono crystals
Forest / Suburbs
Oblivion
Arsenal

The main victims for level up and farming cards are Ratwolfs and Spiders.

Items are mostly obtained from Scarecrows, Live Armor, and Chests.
If you put Smith's Forge next to the camp, if there are 4 bowmans on you're towers, it is killed Live Armor for you very quickly and gives a good loot + it gives you defence.
Battle field is placed with Spiders and Ratwolfs for a better drop from chests.

Crystals are needed for the faster spawn of Spiders, Scarecrows and Ratwolfs.
Try to place the spiders so that they cover more cells and spawn a lot with the Chrono crystals support.

Scarecrows will also help to deal with a large number of spiders and ratwolves, if they are nearby.

Villages are needed for placing Fields and as a support structure, for heal, some loot and to safely place Smith's Forges away from the camp.
Oblivion needed to wipe Bandits and (optional) "Villages?".
Last edited by Killial; Mar 24, 2021 @ 11:24am
Henrique87 Mar 24, 2021 @ 5:29pm 
Originally posted by Killial:
I beat IV chapter first 6 times on Warrior with the following deck:

Village / Grove / Wheat fields
Spiders / Battle field / Smith's Forge / Chrono crystals
Forest / Suburbs
Oblivion
Arsenal

The main victims for level up and farming cards are Ratwolfs and Spiders.

Items are mostly obtained from Scarecrows, Live Armor, and Chests.
If you put Smith's Forge next to the camp, if there are 4 bowmans on you're towers, it is killed Live Armor for you very quickly and gives a good loot + it gives you defence.
Battle field is placed with Spiders and Ratwolfs for a better drop from chests.

Crystals are needed for the faster spawn of Spiders, Scarecrows and Ratwolfs.
Try to place the spiders so that they cover more cells and spawn a lot with the Chrono crystals support.

Scarecrows will also help to deal with a large number of spiders and ratwolves, if they are nearby.

Villages are needed for placing Fields and as a support structure, for heal, some loot and to safely place Smith's Forges away from the camp.
Oblivion needed to wipe Bandits and (optional) "Villages?".
https://steamcommunity.com/sharedfiles/filedetails/?id=2434798948
Tried this deck of yours, but i had to retreat right before the fourth boss... Used two ressurections and wasn't strong enough to take the loops with ease. I think i misused some of the tiles, have to give it another go later.


Then i moved to Necro and tried this deck right here:

https://steamcommunity.com/sharedfiles/filedetails/?id=2434799331
It's simple and works great. Had two wins in a row, even with really bad RNG on the second run:
https://steamcommunity.com/sharedfiles/filedetails/?id=2434799562
https://steamcommunity.com/sharedfiles/filedetails/?id=2434799718

The main strats is to put Swamps near the Vampire Mansion, so the Mosquitoes explode and kills everything. Use Blood Groves behind Villages (to avoid Flesh Golem spawn) and put Ruins on the Blood Grove range (that way the Worms can't retreat from the fight).

Place Smith's Forge besides Villages and the Campfire to get a nice def boost and to avoid the Living Armor spawn. If you have the Watchtowers, you can spawn Flesh Golem and Living Armor near the Campfire, so you get better loot.

4-5 Skeletons are enough to kill everything, including bosses. Focus on Skeleton Level and Summon Quality while picking up your gear.
glythe Mar 24, 2021 @ 6:35pm 
Originally posted by Henrique87:
The main strats is to put Swamps near the Vampire Mansion, so the Mosquitoes explode and kills everything. Use Blood Groves behind Villages (to avoid Flesh Golem spawn) and put Ruins on the Blood Grove range (that way the Worms can't retreat from the fight).

Your'e doing one thing wrong; let the golems and living spawn when playing necro. The necromancer can handle it with no problems.

I'm not sure if that was your screenshot but +100 bonus xp is way too much. Snake your river from one side of the map and put down some more forests. Put forests in the corners of the suburb side of the map where you can't get a town.

The secret is to get rings/amulet with +1 skeleton/skeleton quality. Why? With 80% quality you have 80% chance to summon non regular skeletons. One of these is a tank which forces the enemy to attack it.

https://steamcommunity.com/sharedfiles/filedetails/?id=2429680784

This is my guide if you want to take a peek at some of my adventures/advice.

The necro is better initially but most of the salvage doesn't help him. I can start the game with about 2800 health now but I wasn't really getting hit anyway vs bosses. Also it doesn't really amount to much when using the crypt because I end my runs with 20-30k health if not more.

Last edited by glythe; Mar 24, 2021 @ 6:38pm
Henrique87 Mar 24, 2021 @ 7:55pm 
Originally posted by glythe:
I'm not sure if that was your screenshot
Yes, all the screenshots that i've posted on this thread are mine.

Originally posted by glythe:
https://steamcommunity.com/sharedfiles/filedetails/?id=2429680784
This is my guide if you want to take a peek at some of my adventures/advice.
Thanks! I'll have i look. :)
< >
Showing 1-15 of 20 comments
Per page: 1530 50

Date Posted: Mar 23, 2021 @ 5:00pm
Posts: 20