In the fairly quiet video game March struck Loop Hero like a bomb. The game hardly holds players by the hand and does not explain its complex mechanics in great detail, so help is needed. As a little orientation aid, we have put together a few tips for you with which you will hopefully master Loop Hero. You will find your way around with our tips and tricks! We hope our guide will help you.

Attributes for each class

There is no "right" way to be successful in Loop Hero. However, the following attributes for each class prove to be consistently good.

Warrior: Vampirism and evasion

The warrior has quite high health points and therefore benefits immensely from evasion. Vampirism is a powerful attribute and loop hero in almost every game (buy now € 14.99 ) is no exception here. However, do not make the mistake and focus on life regeneration, as this is simply too weak even with a talent that doubles it.

Villain: Dodge, Critical Strikes, Attack Speed

Evasion is also a strong attribute for the villain, but it only really comes into its own when the camp is completed. Attack speed and critical meetings complement each other wonderfully.

Necromancer: Maximum skeletons, attack speed, magical life points

The necromancer can increase the maximum number of skeletons that can be summoned. Coupled with the attack speed, which lets you summon new skeletons faster, the necromancer is almost a force of nature. In the camp, you can also equip some items that further enhance these attributes.

Higher numbers are not necessarily better

Equipment in Loop Hero has various levels of rarity and its own tier. However, it is not advisable to equip equipment with higher stats directly. Instead, you should focus on equipment that gives you the attributes you want. Health regeneration, no matter how much, will be of little use on your adventure if you have full health most of the time.

Things like magic damage don't scale – unlike your enemies – with every loop. So, initially, magic damage can be a good source of damage, but it quickly becomes obsolete. The necromancer can already find a ring at the first levels, which increases his maximum number of skeletons by one. It is not uncommon for this ring not to be exchanged for four to five loops.

Another reason not to constantly change equipment is that when your inventory is full, new items replace the old ones and you get resources for them. Here is a list of what exactly the different degrees of rarity do:

Gray: An attribute
blue: Two attributes
yellow: Three attributes
Orange: Four attributes

It should be noted that the values ​​are distributed among the different attributes. So a gray object usually has a higher main attribute than a yellow one.






Items with a higher rarity value are usually better, but not always.



Items with a higher rarity value are usually better, but not always.

Source: Image: Screenshot




You don't have to play every card

A bar at the top left of your screen (below the bar for the new day) fills with each card placed. If this is full, the boss will appear on your camp. However, you should only compete with this if you have the necessary equipment. So you shouldn't immediately play every card that you come across.

This inevitably leads to your hand being too full and some cards to be burned. For each burned card, however, you will receive resources that you can use later in the camp. Maps that are less effective, such as forests and rocks, should be ignored most of the time.






There is nothing wrong with not playing cards, especially at the beginning of an expedition.



There is nothing wrong with not playing cards, especially at the beginning of an expedition.

Source: Image: Screenshot




Cards have different synergies

In addition to not just playing cards, they shouldn't be placed anywhere either. Most cards have positive – and also negative – synergy with other cards. For example, the meadow is reinforced if it is placed next to any non-meadow card. A 3×3 row of mountains and rocks creates a mountain peak, which both grants some life and summons harpies.

The melting hut is important, very important

The melting hut grants you the arsenal card. This unlocks another equipment slot for each class. The arsenal is therefore essential for Acts 3 and 4.

Don't be afraid to end an expedition early

The various structures in your camp take some resources to be built. Should you die on an expedition, you will lose 70% of the materials you have collected. If this happens more often, new buildings seem like an unattainable goal. Ending an expedition early so as not to lose almost all of your valuable resources is therefore not a bad decision.

Skills are also very, very important

The village card unlocks a mechanism with which you can collect experience points. If the experience bar is full, you can choose one of three possible skills. The necromancer has an ability that increases the maximum number of skeletons by one. The warrior, on the other hand, receives a reinforced attack once a day and the villain can summon a rat wolf as a companion. The abilities can save an expedition from certain doom and should not be underestimated.






Each time you level up, you can choose one of three skills.



Each time you level up, you can choose one of three skills.

Source: Image: Screenshot




Watchtowers are built in your camp and add an archer per watchtower to your camp. With enough upgrades, they can join the fight across multiple fields and support you against your enemies. If you place your opponents close to your camp, it turns into a death trap for anyone who challenges you.






With the support of the four archers, fights are a lot more pleasant.



With the support of the four archers, fights are a lot more pleasant.

Source: Image: Screenshot




Just like watchtowers, fields such as lanterns, blood groves, and even the village can be a real lifesaver. Lanterns reduce the maximum number of monsters that can be on a field. So if you don't have a forgotten card ready, you can use lanterns to decide a fight for you. The blood stream can also support you in a fight. Should you need a little extra life, the village can become a savior in an emergency.

Sand dunes, thickets, rivers and the arsenal

A surefire combination of cards are the sand dunes, which reduce the life points of every creature – including yours – by one percent, thickets, which increase your attack speed by two percent, rivers, which double the effectiveness of adjacent landscape fields, and the arsenal for the villain . With this you can put on amulets, which grants you a barrier of magical life points. This is not reduced by the sand dunes and therefore becomes more and more effective as the expedition progresses.






This deck makes the villain almost unstoppable.



This deck makes the villain almost unstoppable.

Source: Image: Screenshot




Combined with the synergy of the thickets' attack speed and the villain's critical hits, this build is one of the most powerful we've found so far. By the way, rivers should be placed in a kind of zigzag pattern for maximum efficiency.

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