![]() Loop hero steam Patch#If you're playing Loop Hero for the first time on Nintendo Switch or jumping in since the recent patch changes, here's everything that has been changed, and how it impacts the best Necromancer build. These include the Swamp Witch Huts and some brand new interactions between Forests and Deserts that do impact the Necromancer build. Loop hero steam update#Updated August 24th by Harry Alston: We're updating our Loop Hero guide for the best Necromancer build to a) celebrate the launch of Loop Hero on the Nintendo Switch, and b) the recent July update that added new cards and tiles to the game. Here's what you should aim for if you're struggling to reach and defeat the various Loop Hero bosses. A strong Necromancer build is considered one of the more powerful classes in Loop Hero in its current state. Playing a successful Necromancer build requires a bit of know-how when it comes to which cards to play and which items to prioritize. RELATED: 10 Things We Wish We Knew Before Starting Loop Hero One of three currently available classes, the Necromancer, specializes in summoning skeletons to tackle the Ratwolves, Vampires, and Spiders on your loop. Swamp + Vampire Mansion - any Vampire that spawns in a swamp tile will be unable to heal itself via Vampirism, but this also applies to players.Loop Hero is a complicated game with a variety of strategies, balanced between the cards you play and the gear you collect along the way.Grove + Vampire Mansion - a Grove placed directly beside a Vampire Mansion can spawn Blood Golem enemies.Towns - placing 5 Suburbs down in a cross shape will create a town.Treasury - surrounding a Treasury with 8 resource cards such as Rocks, Mountains, or Meadows will result in large numbers of additional resources that scale with the loop level.Training Dummy Village - placing a Forest or Thicket near a Village will create a Training Dummy Village.Shipwreck - placing a Battlefield next to a river creates a Shipwreck, spawning siren enemies and also having a chance to spawn chests.Sand Dunes - Sand Dune tiles can be placed next to rivers for enhanced effects.Reeds - placing a road next to a river will create Reeds that can spawn Fishmen enemies.This tile can then spawn Scarecrow enemies and Blade Grass. Overgrown Fields - placing a Village card next to a Wheat Fields card, then destroying the Village with an Oblivion card will create Overgrown Fields.Mountain Peak - Rock or Mountain tiles in a 3x3 grid will form a Mountain Peak, granting the hero 120 HP and spawning Harpies every two days.A Hungry Grove can also be made by placing two Blood Groves close together. A Hungry Grove will occasionally hit a hero and devour any enemy below 20% HP instantly. Hungry Grove - placing a Blood Grove next to a Grove, then destroying the Grove with an Oblivion card will spawn a Hungry Grove.Goblin Lookout Post - placing a Swamp beside a Goblin Outpost will create a Goblin Lookout Post, adding a Goblin Archer to the tile.Goblin Camp - placing 10 Rock or Mountain cards will spawn a Goblin Camp somewhere on the loop.This combination should be used with caution. Will also give players a special monster to kill that is very tough. Count's Lands - placing a Village next to a Vampire Mansion card results in the Count's Land appearing after three turns as a Ransacked Village, restoring more HP than a standard Village.Burned Forest - placing a Storm Temple next to a Forest or Thicket will result in a burned forest, granting players extra magic damage.Blooming Meadows - when the standard Meadows card is placed beside Rocks, Mountains, or a Treasury, it will become a Blooming Meadow, healing players for 3 HP a day.Bloody Paths can spawn Blood Clot enemies, reasonably weak foes that act as an additional loot source when killed are weak to magic damage. Bloody Path - a bloody path is made by placing two Battlefields close together so their blue areas of influence overlap. ![]()
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