Rogues Like Us

Rogues Like Us

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A complete guide to some stuff in Rogues Like Us!
By Vohrr
This guide will cover the basic simple easy fundamentals to make you not a total trash can at Rogues Like Us! Some things you'll find here:
-Details on enemy mechanics
-Tips on Boss fights
-Other combat pro tips
-A Few Sample weapon builds to make yourself OP as ♥♥♥♥.
   
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Combat Basics & ProTips
Okay, so. The combat in Rogues is pretty basic, with only 4 actions for you to perform. Its up to the way you use them to determine victory or soul shattering defeat. SO HERE THEY ARE:
  • 1. ATTACK
  • 2. BLAST (LASER BOYS)
  • 3. SLAM (GROUND POUND)
  • 4 DODGE
There are a few pro tips to help you utlitize effectively. They are:
  • 1. ANIMATION CANCELLING - you can cancel the animation of your Slam by immediatly following it up with a Laser Aim & Fire. Get 'em both in for a quick burst of damage.
  • 2. Getting yourself surrounded by weird Palm Boys? Already used your dodge and you see one leanin' back? Never fear! Your Rogue is invulnerable during your Slam windup!
  • 3. Weapons determine your Blast and Slam damage AND the cooldown time on them, make sure you keep track of that so you know what to expect on wait tims. You can check this by pressing select and then X (on a 360 controller)
  • 4. Dodge also gives you frames of invulnerability.
  • 5. Don't forget to activate your Gems when you get enough souls!! I know this sounds obvious, but I forgot all the time when I first started.
  • 6. Speaking of gems....If you are struggling earlier on, say, level 1 or 2...Dont be afraid to put in a +1 gem! They don't give you as much benefit but you can activate them much earlier and will help you get that much farther and get that much better loot until you unlock a Rare weapon w/4 slots.
  • 7. Another speaking of gems....slot gems that play to the strength of your weapon! Flanged Mace has a baseline 15% critical strike, so slap a Crit gem in there and you'll be doing triple damage all the time! Things like that, always be aware of what benefits your weapons bring to the table.
Thats pretty much it for the combat tips.
Next section will cover enemy types and how to deal with them.
Enemy Types
The biggest thing to become a master of Rogues Like Us to be PATIENT. Every enemy has an attack pattern that you can learn followed by a window that you can attack them in. So here they are.
FLOATY BALLS
Floaty balls have an easy tell. They light up a minor amount before fully arming, as well as emitting a mechanical sound effect. There are 3 variations to the enemy/attack type:
  • 1. Green - Lights a blue electric field that damages anyone who touches it.
  • 2. Blue - Drops four bombs that explode after a split second
  • 3. Red - Shoots Lasers out in all directions.
For each enemy type the approach is the same; wait until their attack sequence is finished and then dodge in to get some attacks in. These enemies wont change direction until they hit a wall, and they will only bounce toward you if you are in line of sight. Otherwise the bounce is random

GOOBS
Goobs are annoying for Heavy weapon users with a slow swing animation. These are the only enemy type that damage you via physical contact, so don't let em get too close!

1. Green - They move toward you. Kill them
2. Blue - They move toward you and Drop a bomb. This bomb is forshadowed by the goob flashing a white and gettin real skinny all a sudden. WARNING: If you are button mashing Attack this bomb
will get you, only 1 or 2 swings and then dash away!
When blue goobs die, they burst into two little blue goobs! These pretty much a non-threat as long as you know they'll be there.
3. Red - Red shoots out 4 lasers at 90 degree angles to each other. These 4 lasers are always shot out in the same direction, which is perpindicular to the walls of the dungeon. So attack from directly above or below them to avoid these. Red guys also split into two mini-red goobs so be aware of that.

TURRETS BOYS/CHRISTMAS TREES
Turrets are pretty straight forward. They'll shoot, wait a few seconds and shoot again. Then they burrow to a new location. Your opening are inbetween bullets and before they burrow.
  • 1. Green - Shoot regular bullets
  • 2. Blue - Shoot bombs
  • 3. Red - Shoots 3 lasers in a cone. These ones can be tricky but if you run directly away and then pull a U-turn you can easily split the gap between bullets.

FISTICUFFS BROS
Fisticuffs bros are not actually your bros! Theyre just punk robots who try to High-Five really hard. Timing your dodge is very important to avoiding damage. Also, don't be afraid to use the pillars/objects in the room! You can get hits around corners that they wont begin their attack until they're fully around. These guys should be handled differently depending on how many there are.
High Numbers(3+): Your best bet is to kite them into a tight wad, give em a smack and dash directly backward immediately. When you attack they will wind up, and your dash will put you just outside their reach (because of the knockback from your attack).
Low Numbers (1 or 2): Go in for a smack, and when they finish their wind up dash directly to the side of their lunge path. This will put you safely out of the way of the Blue Bros' Bomb Drop, as well as the Red Bros' Laser Cone.

Basic Enemy Variation
There are 2 variations to the standard for all enemies though, that are indicated on their model. They are:
1. Little red/gray spikes mean that on death they will poop out a bomb turd. Dash away after killing them!
2. Glowing mini goob looking pimples on an enmy mean that they will spawn two goobs when they die.


Bosses - Just a couple Punk Machines and a Worm
To start: All bosses enter RAGE MODE when they hit 50% health. This affects their attack patterns differently depending on who you're fighting.

WORMY
Wormy has 3 basic attacks: Squish, Rock Spout, and Burrow
  • Squish: Two times normal, Three times enraged. The attack is telegraphed by a huge windup as well as a bigass shadow on the ground. Dodge out of the shadow, swing twice, and dodge again.
  • Rock Spout: Wormy will shoot a bunch of rocks into the air (more when enraged), which form a shadow over the spot they're going to land. Dont attack too much during this, be on your toes! The rock fall-pattern can sometimes predict your path so you'll have to change directions often!
  • Burrow: Wormy will go underground and popup somewhere, spewing up a shower of rocks when it does. It does this twice (three times when enraged) before returning to its default spot. The popup location is telegraphed by a rumbling animation on the floor, don't get caught overtop of it. Also avoid the rocker shower by staying out of the shadows (similar to Rock-Spout).
GENERATOR - NO ENRAGE
Generator spawns enemies. Kill the enemies and the shield will go down for a bit -- Thats your window.
The most useful tip for this one is to kill the last enemy as close to the shield as possible so you can get in as much attack time as possible while the shield is down.
Most default weapons can finish him in 3-4 cycles. Any more than this will get very tricky because it spawns more and more enemies spawn on each cycle. Maximizing DPS is key!

MINI DICE BRO

Mini dice bro has two main attacks: Fire Wall/Spin & Cube Slam
  • Fire Wall is tough, the attack is telegraphed by the boss splitting into 5 pillars and then the walls' locations are indicated by the red lines on the ground.
    The walls will always start in the same spot. Currently in Early Access the walls will always spin Clockwise (spins faster when enraged) stay as close to the center as you can and you wont have to use your dodge.
    If you do have to dodge, try dodging backward and going through the fire with your invulnerability frames.
  • Cube Slam - Mini dice splits into many small cubes and telegraph a slam to your current location. The danger here is dodging too early and then getting out of sync with the slams, it can easily result in several damage taken consecutively. PROTIP: the farther you are away from the center of the room the farther the dice has to travel to the slam location, thus the more time you have to time your dodge. (when enraged the cubes will slam quicker, but not too fast that you aren't able dodge out of the way)
    --If you are not confident in your dodge timings, stick to only attacking after each attack pattern is fully done. It will take longer but is much safer.
    --If you are confident in your dodge, you can sneak a single attack in every time a small cube slams down and dodge away right after.
ACTUAL DICE BRO
Actual Dice bro has 6 different attacks, indicated by the number he rolls in between. They all get amped up when he enrages too so be ready for that.
  • 1. AOE Firewall: Starts and travels outward until going away. Run toward a corner, not just a wall to mak sure you avoid this.
  • 2. Spinning Laser: This laser will track you around for about 10 seconds. It does follow you and will change directions if you try to dash through it. Just run/dash in a circle around him to avoid it.
  • 3. Spikes: Spikes are lucky number 3 and have two possible patterns. Sometimes they travel around Dice Bro in a circle (can go Clockwise & Counterclockwise) other times they will form a checker pattern. Holes open in the floor in the area that the spikes will come out next, so stay off these.
  • 4. Bomb Mortar: Similar to rock spout, only a lot more. This is one of the few attack phases where you can hit Dice Bro while he's attacking. Take advantage if you think you can handle dodging and attacking simultaneously.
  • 5. STOMP: Dice Bro tries to slam you about 4-5 times. This is pretty easy to stay out from under if you just keep moving.
  • 6: Spawn/Slam: Dice Bro will slam random locations in the room and spawn green enemies there. He wont be attackable again until you clear the spawned enemies.

SPIDEY
I can't spoil everything! If you want tips on the last boss just let me know, I'll edit the guide XD
Sample Weapon Builds
For starting weapons your best bets will be damage gems of some kind, baseline, slam, blast etc.
For non-starting weapons...
NOTE: I have screenshots for some but not all.


Flanged Mace: Citrine (Damage II) and Sapphire (Crit II)

Rose's Thorn: Blast Damage, Blast Charge, Blast Charge, Blast Cooldown OR defensive gem


Zwiehander: Slam Damage, Slam Damage, Slam Cooldown, Slam Size OR a defensive gem

Great Anchor 1: Bubble Shield, Shield Regen, Damage, 'Wildcard'


Great Anchor 2: Damage, Damage, Damage, Shield Regen/Bubble Shield (or Big Sword)

Dark Iron Greataxe: Crit, Crit, Big Sword, Damage

Butterfly: Big Sword, Knockback, Damage, Damage

Unorthodox but fun...
Butterfly: Health Regen/Health/Dash Shield, Dash Firetrail, Dash Shock, Dash Cooldown

I'll post more as I come across them, I haven't had a chance to try out every combo yet. The above are ones that either made it stupid easy or were just really satisfying to play as.

Thats it for the guide, Let me know if there's anything you want added and I'll see what I can do.