The only Rogue guide you will ever need to be 100% consistent at killing GOD.
So you want to kill GOD huh? Well with this guide I 100% guarantee that you will succeed 99% of 100% of the time Mileage may vary.
In my humble opinion Rogue must be a JRPG highschooler because you can make GOD your bit….. chair very easily. Boasting a whopping amount of evasion for free on grey boots you need not look further than this hunk of a class to carry you through any chapter in the game assuming that you have the resources available to you to make this work.
So the idea behind the deckbuilding is that we want cards that enable Rogue in terms of value and that synergize with supply items that we can acquire to make every enemy encounter a farm fest very early on.
- Village – This card is self-explanatory, we take Village for the heal and the quests. Quests as far as I know may or may not net you more XP per kill therefore are valuable for getting traits. This card also synergizes with Vampire Mansion which will be covered in a bit.
- Wheat field – We take this card because it buffs our Village tiles with extra healing, covers a road which comes in handy in blocking Lich’s Palace tiles and because the Scarecrow enemy will remove 1 extra mob from the tile which can help if we get undesirable mobs on the tile (Harpies)
- Vampire Mansion – Vampire Mansion is a beast of a card when paired with Villages. If the Vampire Mansion touches a Village tile it will become a Ransacked Village for 3 loops providing you with an incredibly easy 5 mob fight until it is cleared. Afterwards, it will become a Count’s Land preventing Bandits from entering the Village tile thus negating the necessity of using Oblivion to nuke the camp, providing better quests, and providing a better heal from passing the tile.
- Bookery – The Bookery is used to cycle through your cards faster making sure that every tile you place and the hand you hold has the potential to deal with unwanted scenarios in case those arise during your man of a run. The Abandoned Bookery also spawns an additional unit which you should not really worry about because the Rogue finger blasts most mobs in this deck anyways. The Vampire Mage is of no consequence and the Animated Tome is usually a 1 shot kill.
- Outpost – The Outpost is always a safe bet if in chapter 4 or severely lacking in upgrades then it becomes a no brainer for Rogue. Unlike the other 2 inferior classes in the game, the Rogue does no need to pay a fee to use the guards from the Outpost and with proper positioning you can have 1-2 of these bad boys helping tank damage for you in every encounter INCLUDING the bosses.
- Rock/Mountain – Now you might be thinking “Why would I want to stack mountains when oasis and river and blah blah blah” but listen… this is the guide to killing GOD not the guide to dying after 2 loops ok? ok. So the reasoning behind the mountain is the metric F-TON of HP you will get for stacking these correctly. Mountains not only provide you with immense amounts of HP which synergizes beyond belief with your absurd amount of evasion but also gives you a safety net to bounce back on when you inevitable become fatigued after attacking too many times and reducing your evasion. Building a Mountain Peak is recommended and the Goblin Camps that spawn become Trophy Fodder very quickly. The best positioning I have found for Rocks/Mountains is going + and X with Mountains and Rocks alternating between the two.
- Forest/Thicket – Ah the bread and butter of Rogue except not really. In your runs you will almost exclusively want to place Thickets. Why? Because Thickets give you 2% Attack Speed per tile whereas Forests only provide 1%. Keep in mind though that as Rogue you will want to count your Thickets and make sure you have an Oblivion card ready for the A Village?.
We don’t want to fight the dummies as they hurt our HP directly and if you are unlucky enough to get a Boss Dummy from a quest later on it could spell trouble. So we want to nuke those tiles ASAP. Also a reminder that you want AT MOST 100% Attack Speed. In my experience going above 130% will render you fatigued more often than not which is something that we want to avoid.
- Oblivion – Nuke stuff we don’t like. 4head
- Arsenal – Arsenal provides us with a magic shield which nets us more EHP that regenerates between combat and another stat stick. None of the other Golden Cards compare to the usefulness of the Arsenal, take it.
Supplies and You
For supplies we want as many slots as you can possibly achieve in your game. The priority for these items can vary but most of them synergize with what we’re trying to accomplish with this guide.
- Antique Shelf – Gives us +1 max HP per whole resource gained during the expedition. Not a whole lot to say about this one but having a few can’t hurt especially if you plan on running chapter 4.
- Count’s Chair – Stacking these CANNOT hurt your run. Each chair gives you 1% extra vamp if you already have vamp and lucky for us Rogue starts the run with 5%. I recommend having at least 5 of these for a juicy 10% vamp right off the rip. This item should not be ignored.
- Alchemist’s Shelf – The shelf is a neat little supply item that gives you 1 extra potion to chug down when you inevitably take minimal damage. I’d only recommend stacking these if you have upgraded your Potion tile at the camp and if you plan on running the next item in the guide.
- Herbalist’s Sickle – This item synergizes directly with the Alchemist’s Shelf by giving each potion 1% extra healing
- Kitchen Knife – The knife gives us 1% max HP per food item we have in our supplies. Very useful if you have loads of food items available.
- Blacksmith’s Hammer – 1 extra defense per hammer. Can we truly go wrong with taking less damage? Very useful in early loops
- Jeweler’s Magnifying Glass – 10% chance to get better quality items per Magnifying Glass? Sure why not? Stack these to get higher level items sooner.
- CHEESE – CHEESE! 1 HP per kill and it synergizes with the Kitchen Knife? With the amount of enemies we get every tile and how many we kill getting as much HP back per frag is a no brainer.
- Garlic – Those pesky Vampires will perish at the hand of your stinky seasoning. +2 damage to Vampires smooths out the start of this build by killing the only units that may cause problems for certain people.
- Old Painting – Probably the best item in the game, the Old Painting gives you 4% damage to bosses with no drawbacks, we take those.
- Rare Book – The book gives you 1 defense per card held in hand, very useful when looping towards a boss because you can just hold onto your hand for free mitigation.
- Silverware – +2 damage to undead? Kills Vampires and the Ghouls from Ranscaked Towns even faster. Smooths out the early game.
Now a lot of player Rogue is evaluating the stats on your gear. To keep this simple the stat priority goes as follows:
- Weapon Damage > Evasion/Bonus Evasion > Crit Chance > Crit Damage > Attack Speed (If in early loops) > Everything Else
When it comes to primary stats on gear you have to judge whether the loss of a certain stat outweighs the gains from another. As a rule of thumb:
- Weapon Damage is always a priority unless of course a weapon has more damage through the Magic Damage line.
- Evasion on boots always takes priority as even Grey quality boots usually roll the highest value possible for that item level, unless of course a yellow or blue pair gets more through Bonus Evasion secondary stat.
- Magic HP unless you lose a bit to gain a lot through secondary stats. (Evasion > CHC > CHD)
- HP unless you lose a bit to gain a lot through secondary stats. (Evasion > CHC > CHD)
Note: Attack speed drastically falls in priority as you get more and more thickets down as the game goes on and should be treated as an “EVERYTHING ELSE” stat in the priority list.
Make sure you math your items to know if an item is an upgrade!
Now onto the nitty gritty…
Tile placement comes with experience at the game but to keep the guide easy to follow and simple I’ll try to break it down as simply as I can.
- Vampire Mansions should be placed on corners or U shaped tiles in order to get as many Villages touching the Mansion to turn them into Ransacked/Count’s Land.
- Bookeries can be placed wherever but preferably when they hit 2 tiles at least without interfering with your Vampire Mansion placements
- Outposts should be placed on all combat tiles and as many as you can touching your campfire in order to get as many guards as possible for the bosses.
- Wheat Fields should be placed on both sides of Villages when possible.
As for Terrain Tiles…
You will want to choose the larger side for Mountains and Rocks and the shorter side of your loop for Thickets.
The reason for this that you will be placing far more Mountain and Rock tiles than Thickets because we don’t want to overcap on Attack Speed. Thickets are best placed at a slower pace because we want Oblivion in order to nuke the pesky A Village? tiles.
For Rocks and Mountains we can place them in X and + formations and alternate as we place tiles.
For example if:
1 is Rocks and 2 is Mountains we want our positioning to look something like this…
- 1 2 1
- 2 1 2
- 1 2 1
As for the Peak try to offset it from the corner by 1 vertical and horizontal row to get as many rocks and mountains touching the outside of the Peak to maximize the value we get from the HP bonus.
Its hard to go wrong with the traits you get as a Rogue but these are in my opinion the most valuable traits to have.
- Fuss: We’re fighting a lot of enemies with this strat therefore 7% damage reduction per enemy works wonders for us. Plus it helps mitigate the 2nd Bosses’ Angel attack every time she summons them. Mandatory
- Old Scars: On Ch4 this trait is a godsend. We’re killing a lot of enemies which nets us a lot of trophies and all of that equals getting even more HP per loop. Can’t go wrong getting this early. Mandatory for Ch4
- Master Fencing: 10% chance to attack an additional enemy may not seem like much but considering this build is usually fighting at most 5 enemies and at least 2 the free cleave is really nice. Extremely good
- Shield of Faith(2nd boss trait): On kill you have a 20% chance to mitigate full damage per stack. Again since we’re fighting hordes this helps reduce the amount of damage we take. Priority pick after the first 3 in the list.
- Call of the Forest: This perk is kinda iffy, early on its not too bad and later its an extra body on the field dealing a bit of damage and soaking damage. Its not the best perk but not the worst either. Decent but not exceptional
- Marauder: More Trophies, synergizes well with Old Scars but isn’t a trait that will make or break your run. Dependant on having Old Scars and not a priority pick