Loop Hero: Best Cards
The exceptional twist that Loop Hero brings into the roguelike genre would be the idea of getting the participant to construct the battle themselves using randomly-generated cards. This provides a part of deck-building into the dining table, as players need to choose which kinds of cards will soon be accessible to”draw” through a trip. There are various cards to unlock, and just a select few could be set in the deck simultaneously, so this presents the question of that card would be the very best at Loop Hero.
When beginning Loop Hero for your very first time, just a couple of cards are initially offered. A number of those newcomer cards are invaluable and will continue to be more helpful for several hours of playtime. But, Loop Hero’s long-term achievement depends on updating the campsite hub and receiving access to fresh cards. Below is an explanation of a few of the greatest cards and how to utilize them.
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Mountain and Meadow’s cards are a part of the primary apparel when starting new in Loop Hero. However, these arenas will last essential in the long term. To take advantage of them, players must arrange Mountain cards at a 3×3 formation to make a Mountain Peak that fosters HP by a much larger amount. Meadows ought to be put alongside other constructions or even a Mountain to develop into a Blooming Meadow that restores more HP daily. Compared with this Mountain, Rock cards tend to be less powerful and may even be lost if the participant wants to stave off a boss experience.
Dunes are unlocked by constructing an Intel center, and every one of these cards placed throughout a trip reduces the HP of enemy monsters by 1 percent. The Forest card is obviously unlocked by constructing a Forest in the campsite, and it’ll include +1percent into the hero’s attack rate. This effect gets noticeably useful as more Forests are put, and just more so in case, a River is put beside the woods to double the result. Players need to be cautious about using a River beside a Desert or dunes, however, because this yields an Oasis that enriches their hero’s attack rate in addition to creatures.
Nothing is more relieving than drawing a Village card. After constructing a Gymnasium at camp, players can use the Village during expeditions as a haven of sorts, where few monsters spawn, and HP can be restored. It also opens the door for quests, which are important for quickly gaining experience points and obtaining game-changing traits for the remainder of the run. The Vampire mansion is available from the beginning and offers the chance to get powerful gear for a hero capable of defeating fearsome vampire enemies. The Vampire Mansion can be paired with a Village, which removes its status as a sanctuary for several loops but later becomes an even greater source for experience and health.
The Blood grove can make a huge difference after unlocking it via the Field kitchen. It can only be placed next to a Grove card, but it causes any enemy to die when it reaches 15% health immediately. With clever placement, this effect can even be used against bosses. And after defeating the first boss, players will also have access to the Chrono crystals card, which doubles the effectiveness of adjacent cards with a daily trigger. This could mean getting twice the healing from Meadow cards, which is not to be underestimated.
Special Golden cards become available after building the Intel Center. These cards possess once-per-run effects that can really change how an expedition unfolds, but they always have positive and negative outcomes that must be weighed carefully. Even so, one handy Golden card that should be used is the Arsenal. After placing this card, a new equipment slot becomes available for the hero. Subsequent gear drops will have lower stats overall, though, so playing this card is important.