Bit Heroes

Bit Heroes

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A Bit of Heroic Advice (Bob10110's guide to the game)
By Bob10110
A guide aimed at helping the newer players in Bit Heroes. Gameplay basics are covered, such as the lingo/acronyms that players use and some early goals to aim for.
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Introduction
Useful linksOfficial Bit Heroes forums[www.bitheroesgame.com]Bit Heroes Wikia[bit-heroes.wikia.com]Community Discord server invite[discord.gg]

[Last updated: December 13, 2017]

Heya guys, Bob10110 here. In this guide I'll explain some parts of Bit Heroes to help newer players get their bearings. I've been playing this game fairly frequently since September 2016, watching the game grow from its humble beginnings to what it is today. Currently I am one of the in-game chat moderators, and for the 15 months I've played this game so far I've remained a free player.

I hope my experience is of some use here. Feel free to let me know what you think about the guide!
Adventure's Beginnings
Bit Heroes is, put simply, a dungeon-crawling game where you explore dungeons searching for loot and monsters. Battles play out in a turn-based action bar format; once your action bar fills you get to attack or use a skill. Much of this game plays out like a single-player experience, but other players can have an impact on your game -- in-game friends can join your party when you take on the major dungeons this game has to offer, and the weekly PvP and PvE activities are ranked based on your performance compared to other players.

When you create a character, you'll be able to customize your appearance a little bit (mostly the face) and pick an in-game name. Once you proceed, you won't be able to change your character name, so pick something that you will want to be known by (NOTE: inappropriate names are usually changed to something else by the devs, so please pick something family friendly). Appearance can be changed but the price is pretty steep (normally 1000 gems).

The game guides you through the first few battles. Some of the key points to take away from this:
  • Each character has three primary stats: Power, Stamina, and Agility.
    • Power improves the damage and healing of your character's abilities, as well as your equipped pet's ability.
    • Stamina grants the character 10 maximum health points for each point of Stamina.
    • Agility allows the character to take more turns in combat by filling your action bar faster.
  • You can recruit monster familiars for your own party -- on rare occasions when you defeat a monster you will get a capture chance (how often you get these can be improved with Capture Rate bonuses from daily bonuses (Monday/Thursday/Saturday) and minor runes). The game gives you a Batty and Booboo during the tutorial sequence through using gold to make persuasion attempts. Despite appearances of a 40% persuasion success rate you're guaranteed to get those two, but after that the RNG will not be so nice.
  • You can buy things from the shop in town, usually for the premium gems currency (some of the cheaper things can be bought with gold). After completing the first major dungeon, the game tutorial makes you purchase an average item find scroll for 300 gems -- as annoying as it is, the game did give you those 300 gems for free from the stage reward for clearing Grimz Crossing. You'll be getting more gems later on and you can save the scroll for later, too.
  • Higher rarity weapons have more abilities in their skillset. All equipment (or lack thereof) provides a basic attack with no Skill Point cost. Common (green) equipment will have one skill in addition to this, while Rare (blue) equipment will have two skills and Epic (light red) equipment will have three skills. Later in the game there will be mainhand equipment with four skills - Legendary (yellow) starting at tier 4, Set (cyan) starting at tier 5, and Mythic (dark red) starting at tier 7.
  • At some point you'll find you cannot proceed through a stage when it becomes too difficult. You can repeat major dungeons to work on improvements to your equipment or familiars, and don't forget that you can use your in-game friends' characters in those dungeons!
  • You will get a Skeleton Key very early on. This can be used to unlock one red chest found rarely in dungeons, providing you with a guaranteed Epic equipment drop among other things. It is suggested to save this key for use later on, preferably somewhere in the raid dungeons once those are unlocked (you get access to your first raid after completing Lakehaven, the third zone map). It's also suggested not to buy more Skeleton Keys with gems, as they can be found from very rare drops or earned from the 5th day of the 10-day login reward cycle.

As an additional note, players often refer to stages on the zone maps with this notation:

Z_D_ - Zone #, (Major) Dungeon #
Z_F_ - Zone #, Flag # - refers to the smaller "flag" stages between the major dungeons

For example, "z1d1" refers to Grimz Crossing, the first major dungeon in the first zone map (Bit Valley). Here is a map showing the notation for every stage in Bit Valley:



Occasionally a flag will become notorious enough to be referred to by its boss encounter. Here's the ones most often noted:
  • Z2F3 - Pengey / McGobblestein Alliance, more often called the penguin and chicken (even though it's really a turkey). Recommended strategy is to focus on backline damage, e.g. spear weaponry. Once McGobblestein is down, Pengey isn't nearly as much of a threat.
  • Z2F5 - Giant Sugg. This boss can catch players unaware with its vastly higher than expected Agility. Remember to keep your most fragile party member in the back as Sugg has a skill to hit the front 2 positions.
  • Z3F2 - King Dina. The gatekeeper for entry into zone 3's dungeons. This has a suggested stat total of 200 to get past; Dina only ever attacks the front, but he will hit fast and hard.
  • Z4F8 - Mega Zorg. The gatekeeper for entry into raid 2. Suggested stat total to take this on is around 550-600. Like Dina, Zorg will only attack your front position.
  • Z5F9 - Mega Brute. Gatekeeper for raid 3. This guy tends to spam 1SP heals on himself, it's usually suggested to be somewhere around 700-750 TS to out-damage this sustain.
  • Z6F6 - King Chewy. This guy can target your lowest HP ally for staggering amounts of damage (around 1.5k hits). The battles leading up to the boss fight can also be scary if they stack their targeted hits. I'd recommend having at least 1050 TS and nothing below 150 Stamina in your party.
Advice and Strategies
This section will contain some advice and info that I frequently see posted in chat. Among the most popular questions are those relating to your player character's stats and equipment, including the Pet and Accessory slots. It is, after all, a core part of your progression as a player.

Which stat is best? All three primary stats are useful, really -- but it depends on what kind of character you want to build your stats towards. For example, damage dealers tend to like Power and Agility while tanks aim for having some amount of Stamina. A variety of roles are needed to make teams work - tanks can't do much of anything on their own so they need to be backed up by damage dealers and/or healers, but a damage dealer without a tank to protect them won't live very long.

So...which role is best? That will most likely be answered by your resources available, and to some extent your playstyle preferences. If you are a free player, it is generally easier to aim for a build focused on Power and Agility. Here is a small list of the more popularly referenced ideas people are running with:
  • Damage Dealer - Focusing on the primary stats of Power and Agility, this build seeks to do as much damage to enemies as possible. The faster you take enemies out, the less damage you'll have to sustain. In the early game it is often suggested to balance the two primary stats out, though you can favor Power or Agility if you so choose. Being a damage dealer is very useful when your familiars are considerably weaker than you, and even later on it will remain a staple role in your parties.
  • Off-Tank - Mixing the primary stats of Power and Stamina together, this build takes hits from enemies and can also dish them out. Whenever you can mitigate an enemy's attack using defensive substats, it'll be easier to heal through - and having a good defensive pet means you can heal yourself for quite a bit of the damage you take. Usually the off-tank build leans more towards Stamina than Power, but some people find success when they're balanced or even slightly in favor of Power. Relies on your familiars/friends to do damage, as well as having a good quality defensive Pet and Accessory to be able to react well to taking hits -- so it's usually put off for later in the game while you set these things up. I would recommend for people wanting to go this route later on to start by putting all their level-up points into Power and using equipment upgrades to raise the stat they need at the time (Agility equipment upgrades early to get through early zone content, Stamina upgrades later on when at raid dungeons).
  • Full Tank - Putting everything into Stamina, this build is designed to stall out the enemy team from hitting your damage dealers. This is not recommended early on as it requires extensive setup to perform well (a good defense Accessory, familiars/friends to do damage, and ideally the meta rune to redirect some attacks received by allies toward themselves), and only really performs its role admirably well in content at Tier 5 and above. Usually people wanting to go this route start out as a damage dealer and transition into this with a stat reset at an appropriate time.
  • Healer -Built similarly to a damage dealer with Power and Agility, healers often seek to keep their allies alive through the use of their healing abilities when needed, and to do damage to enemies otherwise. 1SP heals are almost always the thing that defines a healer, setting it apart from a typical damage dealer. I make this distinction of a role from damage dealer because it is important to have the option to heal yourself during the earlier battles of a dungeon, to keep yourself in top shape for the boss fight. This role tends to perform well in PvE, but not so much in PvP.
  • Lure Tank - Also similar to a damage dealer in terms of stat allocation, this is a specialized role designed to tank the weakest-health snipes that some enemies have. Enough Stamina to survive being hit, but low enough to be lower than everybody else on the team. This role mostly functions like a damage dealer aside from the stacked defensive substats, and is intended only for situations where the enemy's targeted damage strikes are a substantial risk (Orlag Clan world boss fights being one of these potential scenarios).

Equipment makes up the bulk of your stats later on (for me it's about 75-80% right now). Always look for stuff from your highest available zone/tier, and try to limit your upgrades of Epic-quality gear to no more than once until you start your first raids (after zone 3, the Lakehaven map). You'll be glad you have the epic materials then.

Enchantments can also get you a few stat points along with some nice passive bonuses. They can drop from any zone, raid, Trials or Gauntlet. Early on you will just want to identify what you get and equip whatever gets you the highest stat total and/or the best extra bonuses. Re-rolls are rather taxing on your materials and you can't really afford to try re-rolling stuff until later.

Regarding those Pet and Accessory slots in your equipment loadout, you won't be able to find these things from dungeon loot. You can only get them from three sources: the gem shop, the guild shop, and occasionally the PvP/PvE weekly season rank rewards. However, most people end up using the gem-purchased pets and accessories -- they're fairly well focused on their advertised roles.

Usually people will reccommend the Large Defense Egg as a first gem shop purchase (not counting the forced tutorial of course). Defense pets will help you sustain your multiple-battle dungeon runs, which is what most of this game is about. Offense pets aren't bad by any means, but they trade off the long-term survivability you'd get with the Defense pets for burst damage (which might have its uses for PvP settings, or at boss fights). Follow this up with a large Offense or Defense Accessory Box based on which of the roles you think you'll want to play at the late game. Larges are preferred due to the guaranteed Rare yield, because the RNG tends to give you the absolute worst result pretty much all of the time.

Note that Pets and Familiars are two different things. Pets are equipped on your character to provide it with a special attacking or healing ability, whereas Familiars are monsters you bring along as teammates.

Gems are also sometimes used to bribe highly sought after Familiars. Usually this means bribing a Legendary-quality familiar, but on certain occasions you might also consider bribing an Epic familiar from the raid dungeons to complete a Legendary fusion. You'll need 1600 gems to bribe a Legendary, and even if they may not be the most immediately useful of familiars they are part of some very nice fusions. People may recommend you buy one egg and box from the gem shop, then just save up for this and keep 1600 gems available at all times while buying more pets/accessories, buying extra raid shards, or saving for future shop sales. Until you have that 1600 gem buffer, try to keep at least 8000 gold on hand just in case that chance comes earlier than you'd like - 10% is not a favorable success rate at all, but it's still better to be able to try for it as they can be significant game-changers in the long term.

What familiars you take with you in your party is in part decided by your luck with captures. Capture Rate bonuses exist to get you more chances at an offer, but there is no way to improve the persuasion success rate (aside from spending gems to guarantee success). Common tier familiars can mostly be ignored unless you want to complete your collection or need one for a fusion. Check the following section for some popular familiar recommendations!
Familiars to Aim For
Familiars are a very important part of your progression through solo-player content. You'll need their help to push through the flag stages and to climb higher in the Trials/Gauntlet events, and PvP battles are often won by having better familiars backing you up.

You can upgrade your familiars by getting extra copies of those familiars and placing them in the Familiar Stable (found in the Familiar menu). Each familiar in the stable provides +2% to the stat total for that familiar; for example, Rare familiars like Bob normally start at 70% of your stat total but you can get up to 80% if you stable 5 extra copies of it. Stabled familiars can be retrieved at any time, though this will take away the stat bonus it was providing.

Fusion familiars are usually the sought-after ones due to having a slightly higher stat total and passive sub-stat bonuses (which apply only to that specific unit). You can generally consider them better than a "Basic" familiar of the next quality level initially, and once you get maxed Stable bonuses, better than the quality level after that too. (Rare fusion > Epic basic, Rare fusion+5 > Legendary basic)

Here's a quick list of things to look for:

Early game familiars

Basic familiars (you can just capture these):
  • Tubbo: A decent enough starter tank that can tide you over for a little while. Found in the very first major dungeon of zone 1, Grimz Crossing (z1d1).
  • Bob: He's a solid damage dealer, and I'm not biased because of my name here. Found in the second major dungeon of zone 1, Dryad's Heart (z1d2).
  • Shrump: Somewhat worse than Bob at doing effectively the same things but you'll want to have one later for a certain fusion. Also found in the second major dungeon of zone 1, Dryad's Heart (z1d2).
  • Mer'lan: A very capable yet fragile healer. Can also double as a damage dealer role when you're not using him to heal. Found in the third major dungeon of zone 1, Lord Cerulean's Tomb (z1d3).
  • Grampz: A large blob of health is what this guy basically is, and he will hold your frontline for a long time with his ridiculous Stamina stat. Found in the second zone, in the second major dungeon, Blubber's Gutter (z2d2).
  • Sha'man: A decently sturdy damage dealer that you can use when the really fragile DPS familiars fail you. Found in the second zone, in the third major dungeon, Gemm's Cell (z2d3).

Fusion familiars (you need both of the familiars listed, as well as looting the fusion schematic from a dungeon where at least one of these familiars can be found):
  • Bubbo: A fusion of Batty + Tubbo, this will be a minor improvement to your starter tank. Not particularly necessary to make, but can be nice for getting to Wintermarsh (zone 2).
  • Bor'lan: A fusion of Bob + Mer'lan, this is a much better healer due to the reduced cost of his healing skill. Very worthwhile familiar to build up.
  • Shrampz: A fusion of Shrump + Grampz, this familiar comes with a chance to Block incoming attacks (reducing damage received by half). This will make it easier for heals to keep up, and the high Stamina stat provides a solid wall keeping your other characters a little bit safer. Also very worthwhile as a familiar to build up.

Mid/Late game
  • Squibbo: A fusion of Squib (raid 1) + Tubbo (z1d1), this healer will replace Bor'lan quite nicely. Albeit slower, the damage and heals are significantly better and this familiar is slightly less fragile.
  • Yobo: A fusion of Yeti (z2d1) + three sprocket materials, this tank has more block than Shrampz (albeit less health). Even though this familiar can be accessible early with enough luck, the difficulty to assemble and Shrampz's comparable tanking ability will likely put this off for a bit later.
  • Cuerade: A fusion of Lord Cerulean (z1d3) + Shade (raid 1), this familiar can do some decent damage to the backline. Can be usable in PvP at the mid-game.
  • Quirk: A fusion of Quirrel (z3d3) + Gak (z2d2), this familiar does pretty decent damage to whatever you choose to target. Often found in PvP at the mid and late-game due to its ease to make and excellent targeting ability.
  • Trixie: A fusion of Rexie (z4d1) + ten mini syrums. Decent enough at healing to be comparable to Squibbo, though lacks the future planning of being in a Legendary fusion.
  • Remmyt: Another fusion with Rexie (z4d1) + Emmyt (z5d1). Basically just like Trixie, except swap out the extra crit chance with extra base damage/healing. It's also used as part of the Remruade fusion, so it has that going for it.
  • Warffin: A fusion of Warty (z4d2) + Driffin (raid 2). Potential replacement for Squibbo in situations with high targeted damage. Trades off some healing ability for survivability.
  • Rolace: A fusion of Roy (z4d1) + Violace (raid 2). A very useful tank for a PvP team at mid/late-game, due to its Deflect passive and low cost targeted hits.
  • Tealkers: A fusion of Tealk (z5d3) + Krackers (raid 3). A sturdy enough tank viable for general use, in case you still have Shrampz by this point.
  • Velk: A fusion of six Staeus (z4d3) + 10 Hobbit Foot material (Orlag Clan world boss). This familiar has 1SP options to spread heal your allies and to target an enemy of choice, need I say more about how good this is? It may take a while to farm those feet though.
  • Pretty much any legendary familiar, but especially the legendary fusions. Some legendary fusions are obtained by fusing 1-2 legendary familiars, while others are fusions of 3 epic familiars (usually those epics are fusions themselves). Popularly referenced fusions include Bobodom (tank), Wemmbo (healer), and Korgz (DPS). Some people, however, might argue against going for Mimzy (raid 2 greedy familiar) and its fusions because it is very fragile.
Additional Tips and Details
Additional Tips

Listed here are some additional tips for players who want to get the most out of their game:
  • You can usually switch your party members' positions during battle (though some past PvP weekly events have disabled it, and you can't switch positions during World Boss battles). It's a free action so use it to spread incoming damage across your party members and prolong your runs through those difficult places.
  • Potions are limited to one per character, per dungeon. Save your major potions for the problematic flags noted earlier in this guide.
  • Capture extra copies of the familiars you're using if you can. You can put them into the Familiar Stable for minor improvements to that familiar's primary stats.
  • Interacting in friendly and positive ways with the community tends to get you some really nice friends in return. We're all people that want to have fun too.
  • There is a /help command in the in-game chat. This shows you a list of chat commands (at time of writing, there are three commands: /view playername, /clear, and /time).
  • The shop is constantly running a flash sale, 25% off the usual price for a randomly picked item every 8 hours or so. Not all items in the shop can go on flash sale, notably you'll never see the eggs / boxes / chests there. However, this does include the minor boosts you can buy with gold, so stock up on some of these when you get a chance.
  • Speaking of boosts, if you know you're active enough to get 20k gold normally in a day (without gold boost bonuses) consider keeping the minor gold boost on all the time. You'll make enough extra gold to cover the cost of the boost. This may be doable when you unlock Trials/Gauntlet, but it becomes much easier once you can start doing raid dungeons too.
  • Once you reach the beginning of Lakehaven (zone 3), you may want to start doing some World Boss runs to get tier 3 equipment quickly. It can be significantly easier than trying to push into the first dungeon there.
  • For those wanting to know exactly how Agility works...in short, your actual turnrate is given a normalization boost based on how far apart your Agility and Power stats are. The further apart they are, the higher this normalization boost is. It doesn't matter if you have 500 Power + 500 Agility or 900 Power + 100 Agility, you'd end up with the same DPS over time due to this boost.

Listed below is a comprehensive list of stats/bonuses in the game (as of December 13, 2017):

Primary Stats
  • Power: Influences attacking and healing numbers, including those for your equipped Pet.
  • Stamina: 10 health points per point of Stamina.
  • Agility: Influences the speed you take turns. Higher Agility generally goes faster, but not always due to normalization.
  • Total Stats (TS): The sum of (Power + Stamina + Agility). PvP and GvG use this number to decide your potential opponents, and it is often the standard measure of a player's strength.

Secondary Stats
  • Damage Bonus: Increases damage and healing numbers by this amount.
  • Health Bonus: Increases your maximum health by this amount. Also, at the start of every new battle, regenerate this portion of your currently missing HP once.
  • Speed Bonus: Increases the turnrate by this amount (after normalization).
  • Critical Chance: Chance for you to get critical damage or healing on any action you take, including Pet procs. Criticals affect the entire action, meaning that if a mulitiple-target skill crits, every target takes critical damage/healing. Without bonuses this chance starts at 10%.
  • Critical Damage: The amount of extra damage or healing that a critical gets. Without bonuses this amount starts at 50%.
  • Evade Chance: Chance for you to dodge an attack, taking no damage. Without bonuses this chance starts at 2.5%.
  • Block Chance: Chance for you to partially block an attack, taking half damage.
  • Life Steal: When you deal damage with your attacks (not Pet procs), this amount of the attack (rounded down) also heals your character.
  • Damage Enrage: When you take damage, this amount of the attack is added to your "rage" counter. Rage accumulates up to 10% of your maximum health points. On your turn you may choose to consume all of your rage, adding that amount of Power to the damage/healing done that turn by your action.
  • Deflect Chance: Chance for you to deflect an attack, sending it back to the enemy. Deflected attacks can be deflected again by the attacker. If a multiple-target attack gets deflected by one of the targets, only the part of the attack hitting that target gets deflected and not the whole thing.
  • Absorb Chance: Chance for you to absorb an attack, granting you shielding points instead of taking away health points. Shielding points cannot exceed 50% of your maximum health points.
  • Damage Reduction: Reduce the damage you take from every attack by this amount. Does not negatively affect healing or shielding received.
  • Dual Strike: Chance for you to perform the same action twice in a turn. The second use of the action does not consume SP and may also trigger "on hitting enemies" Pet procs.
  • Empower Chance: Chance for your actions (including Pet procs) to become Empowered, doing twice the damage and healing. Can stack multiplicatively with criticals.
  • Redirect Chance: Chance for an attack received by an ally to be redirected to you instead.
  • Team Enrage: Like Damage Enrage, but the damage received by any of your team members contributes towards your Rage points.

Bonuses
  • Item Find: May improve the quality of the equipment you find. This does not mean you'll find more loot. This also does not affect the rate of finding Hypershards, Doubloons, or Rom Bits from floor spawns in raid dungeons or loot in Trials/Gauntlet battles.
  • Gold Find: Increases gold found from battles by this amount.
  • Experience: Increases exp earned from all sources by this amount (and by extension, your contributions to guild exp and guild honor).
  • Movement Speed: Makes your character walk faster in Town, Guild Hall, and in dungeons. Also increases the speed of battle animations. This does not affect combat stats whatsoever.
  • Capture Rate: Increases the likelihood of getting a capture chance (the Persuade/Bribe options to recruit familiars). This does not affect the success rate of Persuades.

My recommended Total Stats per member for Raid parties
Raid
Normal
Hard
Heroic
Extra Notes
R1
300
500
700
Nothing too special needed here.
R2
700
950
1200
One tank in front and one tank in back.
R3
1000
1300
1600
Either two tanks in front, or put yourself in second slot.
R4
1300
1600
1900
One tank in front and one tank in back.

My recommended gear upgrading to clear zones
Zone
Gear in six main equipment slots
Estimated Stat Total
z1
Whatever you pick up
100
z2
T2 Rare+1 or T2 Epic+0 in each slot
180
z3
T3 Rare+2 (maxed) or T3 Epic+1
250-270
z4
T4 Epic+3 (maxed) or T4 Legendary+2
550-600
z5
T5 Epic+3 (maxed) or T4 Legendary+4 (maxed)
700-750
z6
T6 Epic+3 (maxed)
1050
14 Comments
Mr Pineapple Feb 14, 2022 @ 12:09pm 
Im so unlucky... i used 29 Raid shards with 330% CR and still haven't even got Krackers...
:GDDemonIcon:
FilipDaNub May 18, 2021 @ 2:24am 
tnx
NecroJack Feb 15, 2021 @ 2:29pm 
<3
Wolveruno Nov 26, 2019 @ 7:29pm 
@Taika different
Groundon_Bolado Mar 2, 2019 @ 3:03pm 
!
Taika Jul 29, 2018 @ 9:09am 
for the achievement that calls for getting 200 pets - do they have to be 200 different ones? or can I have like, 200 x rills?
DigaGato ♿ Apr 10, 2018 @ 8:00pm 
!
sdshadow Mar 4, 2018 @ 2:29am 
@ Mao, Use the Estimated Stat Total. The game is all about numbers, dont matter how you got to them (equip, mount, enchant, epic stat point from PVP items or from the new fishing...)
MeowMeow Mar 3, 2018 @ 10:46pm 
it would be helpfull for new player since they didnt need to rush max their equip and can go thru next zone with new equip tier
MeowMeow Mar 3, 2018 @ 10:45pm 
can u put estimated recomended gear if someone had enchant and mount