Specific build for defeating chapter 4 with the necromancer in an attack speed based skeleton horde.
The following is a build that I’ve successfully used to beat Loop Hero.
First you must unlock the Necromancer class. This is done by building the cemetery and then the crypt in your town.
As for other buildings in your town, upgrading the herbalist and cooking buildings are also a priority as they will simply increase your survivability by topping off your HP.
The next priority becomes watchtowers. These heavily demand food, so you may also want to set up a few farms to increase the amount of food you bring in per run.
The purpose of the watchtowers is two fold. One, they allow us to stack up massive battles near the campfire with a lot of rear row support damage coming in on the enemies. It also seems like you get better drops from large battles, I have no stats to prove this but that’s how it feels. The second purpose is to help foil the Lich boss, which when he appears will turn any empty tile within 2 of the campfire into palaces which boost his attack power. Having too many palaces appear is a good way to have the lich beat you early, and the palaces waste valuable territory near your campfire where your watchtowers can support you (also 2 squares of the campfire.) This means you’re going to want to focus all your early card placements near the campfire if you can, even placing the odd rock or forest out of ideal placement just to keep these palaces off the board, otherwise you’re going to have to waste valuable oblivion cards on them later to maximize the use of your watchtowers. Obviously, place all the monster related and cards you can near the campfire within 2 tiles.
The CardsThe Cards
Forest / Thicket – These boost your attack speed, allowing you to repeatedly get more skeletons on the field.
River – Place your forests on either side of the river. Usually on a map there will be a side of the map that offers a large L shaped path around the outside where the river can run with adjacent terrain tiles for the largest amount of space. You can wind the river back and forth, but it doesn’t always make sense if the area isn’t wide enough, because bends in the river aren’t efficient since corners will be touching 2 river tiles.
Town / Suburb – On the opposite side of the map from your river bend, find the largest open space and center up your first suburb in it. Continue surrounding them on all 4 sides to produce towns. These are vital because the additional experience points will allow you to rack up extra skills that are vital to the build.
Mountain / Rock – In the remaining corner, place your rocks / mountains together. Intermingle treasuries if you like. The goblin camps are annoying, but mountains give HP which is necessary for staying power in the boss fights.
Oblivion – Use to remove goblin camps or clean up any of the Lich’s palaces that make it on the board, cluttering your 2 square kill zone around your campfire. You can also use one to zap an empty treasury and make the large 3×3 mountain if you have an extra one.
Smith’s Forge – This card allows you to exchange some undesired equipment for a defensive buff. The armored monsters they spawn are ideal for your skele horde since they usually only take 1 hit per attack and largely do damage by counter attacking. Since the necro himself should rarely be attacking, they are a great enemy to face and the horde will power through them even with 1 damage hits, and the drops for these guys can be pretty good. Place them before and after your campfire throw down zone and before any goblin camps you can’t zap with oblivion.
Monster Cards: Cemetery, Grove, Spider Cocoon, Vampire Mansion, Battlefield, Blood Grove. – Fill them in where they will pour more monsters on to your 2 square radius campfire kill zone.
Treasury – Meh, I like the bling.
Gold Card: Armoury – adds some defense and extra perks for your skele horde with the shield slot.
Residual Heat is an excellent choice for this build. Since you are pumping out massive numbers of skeles, you’ll get a boost to your HP when one dies, which will happen often. Frequently since the necromancer himself is not being targeted, you can end up with more HP after the battle than before.
Unseen Care is also another top tier choice. You just get 0.5 of magic HP for every skeleton you summon. Since this build focusing on massing skeletons and attack speed to mass more skeletons, this bonus can pile up quickly and renews itself for each new fight.
Art of Control – This build focuses on mass skeles, so this is an easy way to get +1. I wouldn’t pick this over the other two skills listed since you can get extra skeles from gear, but it’s still solid.
It comes up early: Card Sharp. 10% more forests, towns, and mountains can’t hurt. Field Practice: This is extra skele levels per loop which is nice.
Everything else, just take what focuses on improving skeles.
Gear for the necro is tricky compared to the other classes. You can’t just look at the level and the color defining rarity and say “Well it’s a higher number and a rarer type so it must make me better!” Nope, often times a piece of gear many levels lower will actually be the better choice. This is particularly true of rings.
For one thing, things like defense, evasion, and HP regen don’t matter if you can avoid being attacked. Since you are focusing on attack speed from the forests + river, you can almost always get them out quickly and they’ll be targeted first. When you manage to summon a skeleton guard, they have to get attacked first also.
You want gear that improves your skeletons, and gets you get more skeletons. This boils down to 3 main stats you want to look for in gear: Skeleton Level+, Summon Quality, and Additional Skeletons.
Skeleton Level just makes your skeletons better. Summon Quality will allow you to summon skeleton guards or warriors (or mages instead of archers in the back row) instead of regular skeletons. They are just better and having this mixed in at 30-60% is a good mix. Don’t go crazy on this because part of the idea is to have a lot of skeles just die, giving you a bonus and keeping you in a loop of summoning more.
Additional Skeles is just more HP and Damage out there on the field for you. The first additional skeleton is very important since you’ll be able to summon it quickly and keep at least 3 alive in almost any battle. If all your skeletons are summoned the necromancer will make a pitiful attack and you just want to avoid that wasted attack. You can get up to 8, but usually 5 or 6 is fine for this purpose, Getting even 1 or 2 in the back row can help dog pile bosses since they can’t be targeted.
As your gear comes in you need to evaluate each piece, keeping extra skeles, summon quality, and skeleton level a healthy balance, while generally favoring extra skeles until 5 or 6. Remember, buffs for the hero, even attack speed, won’t help as much overall, since you’re going to be getting tons of attack speed bonus from the forests along your river.
Fill your kill zone near with 2 tiles of the campfire site ASAP before lich appears. Do suboptimal rock or forest placements within 2 squares if needed to avoid palaces.
That’s pretty much it. You don’t need to put many monster tiles on the board. You can spread a few out if you want, just for easy XP, but don’t let them bunch up. Use your oblivions on goblin camps, they seem to be one of the few things that can kill this build, particularly early on. Don’t oblivion forest villages that appear from placing forests. They are the best monster ever for this build. They ONLY counter attack, and as a result will almost never actually hit the hero. It’s basically free gear and XP.
Getting at least 1 additional skele up to 3 is important early and will help with Lich. You’ll want to reach 5 or 6 before the zealot since getting a lot of attacks off is the key to beating her stain glass window defenses.
If you can get through the zealot you can usually take the hunter too. Just keep gearing up, carefully looking for items that boost skeleton level, summon quality, and additional skeletons. The rest of the stats just don’t matter. Sometimes I will hold on to a low level ring with 2 or 3 of those stats, over a much higher level or rarer ring that only has 1 or 2.
That’s pretty much it. The same strategies that work up to this point will take out the final boss, omega.
It’s a simple build, but as of writing I only see about 3% of players have the final boss clear achievement. If you’re having trouble give it a shot!