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Loop Hero Best Class — All Three Ranked, and Why

Loop Hero Best Class — All Three Ranked, and Why

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Rank by what the class asks of your deck, not by its stat line. The Necromancer has the highest ceiling but needs Desert access and forbids Rock and Mountain, the Rogue is the best class for funding your camp because surplus trophies convert to resources, and the Warrior is the least deck-dependent and therefore the right class for learning a new chapter.

Summary

Loop Hero has three classes, and picking between them is usually framed as a power question. It is not. Each class wants a different set of landscape cards, and two of those sets are direct opposites. That is why a deck that carried your Warrior can make a Necromancer run feel broken. This ranks all three, explains what each one demands from your deck, and says which to unlock and in what order.

Who This Is For: Loop Hero players deciding which class to commit a run to Intermediate

Key Points

Key Points

1

The three classes want opposite landscape decks. Warrior wants Rock and Mountain; the Necromancer is actively hurt by them and wants Desert and Sand Dunes instead.

2

The Necromancer has the highest ceiling, but only after the Intel Center unlocks Desert — before that its two starting landscape cards do almost nothing for it.

3

The Rogue converts surplus trophies into resources at the campfire, which makes it the best class for building the camp rather than for clearing a chapter.

4

Do not place an Outpost as the Necromancer. The guards refuse to fight alongside it and shell both sides instead.

5

The Warrior is the least card-dependent class, which is exactly why it is the right one to learn an unfamiliar chapter on.

Most Loop Hero class comparisons are about stats. The stat lines matter less than one fact that is easy to miss: the three classes want different landscape cards, and two of those wants are direct opposites.

Rock and Mountain raise your maximum HP. That is the Warrior's entire identity and close to worthless for a Necromancer, whose survival runs on Magic HP instead. Desert and Sand Dunes cut maximum HP, which is fine for a Necromancer and ruinous for a Warrior. So the deck that carried one class is not neutral for another — it is actively working against it.

Rank the classes on that basis and the order stops being about power.

The three classes, ranked

Rank Class What it wants in the deck Why it ranks here The catch
1 Necromancer Forest and Thicket, Desert and Sand Dunes, River, Suburbs. **Never Rock or Mountain** Damage comes from skeletons, which scale on Skeleton Level, Max Skeletons and Summon Quality rather than on your own gear. A full skeleton line clears fights the other two classes have to survive. Desert cutting your maximum HP does not touch Magic HP, so its usual drawback simply does not apply. Gated behind the Crypt, and genuinely weak until the Intel Center unlocks Desert — its first two landscape cards do almost nothing for it. Also **never place an Outpost**, because the guards refuse to fight alongside it and shell both sides.
2 Rogue Forest and Thicket for attack speed, Desert and Sand Dunes to shrink enemy HP, plus an Arsenal It is the class that funds everything else. It collects trophies rather than equipment drops and cashes them at the campfire, and **surplus trophies past its inventory become resources**. Its 10 percent bonus per duplicated effect rewards deliberate gear stacking, and Arsenal plus high attack speed ends most fights before Magic HP is even touched. Its power arrives at the campfire, not during the loop. A run that dies mid-loop has banked much less than it looks, and you feel that most on a chapter you have not cleared before.
3 Warrior Rock and Mountain above all. **Avoid Desert and Sand Dunes** The highest durability of the three, plus 2 percent extra damage for every second a fight lasts, so it wins long fights outright rather than by racing. Most importantly it asks the least of your deck, which makes it the class to bring into an unfamiliar chapter. The lowest ceiling once you know what you are doing. Nothing it does scales the way skeletons or stacked trophies do, so on a chapter you have already solved it is the slowest of the three.

If you are not sure: play the Warrior until you have built the Crypt and the Intel Center, then switch to the Necromancer. The Rogue belongs in between, whenever the camp needs resources more than the story needs progress. Everything below is the reasoning — what each class actually does, and the card deck each one needs.

What each class actually does

Class Damage comes from Survival comes from Unlocked by
Warrior Its own weapon, plus 2% damage for every second of the fight Raw maximum HP, defense and regeneration. Arsenal adds a helmet slot for retaliation damage Available from the start
Rogue Its own weapon, with crit chance and crit damage in its stat pool Evasion, defense and 5% vampirism from the first run. Arsenal adds an amulet slot, which is enormous for short fights A camp building
Necromancer Summoned skeletons — Friendly, Guard, Warrior, Archer and Mage variants Magic HP, a depletable shield that absorbs damage before health, plus the skeletons soaking attacks The Crypt, which must be built next to the Cemetery

Necromancer gear does not read like other classes' gear. Virtually every stat from equipment except the ones with "Skeleton" in the name does nothing for your minions. A grimoire with excellent attack speed is raising your summoning speed, not your skeletons' attack speed. If a piece does not touch Skeleton Level, Max Skeletons or Summon Quality, it is helping only the small part of the fight you personally do.

The deck each class needs

This is the part that decides your run, so it is worth being blunt about it.

  • Warrior — Rock and Mountain. Nine of them in a 3×3 shape becomes a Mountain Peak, which grants a large HP bonus on top of what the individual tiles give. Skip Desert and Sand Dunes entirely; cutting your own maximum HP removes the thing the class is built on.
  • Rogue — Forest and Thicket, plus Desert. Attack speed shortens fights, and Desert shrinking enemy maximum HP shortens them further. With an Arsenal for the amulet slot, most encounters end inside a few seconds.
  • Necromancer — Forest and Thicket first, then Desert and Sand Dunes. Forest raises attack speed, which for this class means summoning speed, so your skeleton line fills faster. Desert's HP penalty does not apply to Magic HP. Leave Rock and Mountain out of the deck.

Keep the deck small. Only the cards you actually want should be in it, because a smaller deck means you draw the cards that matter more often. Ten or so useful cards will beat fifteen with padding, and this matters most for the Necromancer, whose good cards are a narrow set.

Unlock order that actually helps

  1. 1

    Gymnasium, so levelling up gives traits

    Without it there is no experience bar and no traits at all during a run. Everything downstream — class traits, boss traits, trait decks — depends on this existing first.

  2. 2

    Cemetery, then the Crypt next to it

    The Crypt unlocks the Necromancer and must be adjacent to the Cemetery. Adjacency requirements can be satisfied temporarily, so you may dismantle the Cemetery afterwards without penalty if you want the space back.

  3. 3

    Intel Center, before you actually play the Necromancer

    It unlocks Desert, and Desert is what makes the Necromancer good. Unlocking the class and playing it before this step is the most common reason people conclude the Necromancer is weak.

  4. 4

    Arsenal as your golden card, once you have a class plan

    Arsenal grants an extra equipment slot, and which slot depends on the class — helmets for the Warrior, amulets for the Rogue, a shield for the Necromancer. It is a different card for each of them.

Reading a bad run honestly

What happened The likely cause The fix
Your Necromancer felt weak and fragile Skeleton Level below the current loop number, or Rock and Mountain in the deck raising an HP pool the class does not use Keep Skeleton Level at or above the loop count, and cut Rock and Mountain entirely
Your Warrior melted in later loops Desert or Sand Dunes in the deck cutting the maximum HP the class depends on Remove them. Build toward a 3x3 Mountain Peak instead
Fights take forever on the Rogue Not enough attack speed, so Magic HP and evasion run out before the fight ends Forest and Thicket in the deck, plus an Arsenal for the amulet slot
Everything died at once on a boss Too few skeletons, or the trait deck is diluted with traits you do not want Aim for 4 Max Skeletons at bosses, and trim trait decks so the traits you want appear more often

For which cards to run and how they combine, see the cards guide — the combination tiles are where most of the power is. For the order to build the camp in, see the camp guide. New players should start with the beginner guide, and the honest review covers whether the loop holds up.

FAQ

FAQ

The Necromancer has the highest ceiling, because skeleton damage scales with Skeleton Level and Max Skeletons rather than with your own gear, and a full skeleton line clears fights the other classes have to survive. But it is gated behind building the Crypt, and it is only good once the Intel Center has unlocked Desert. Before that point, the Rogue is stronger in practice and the Warrior is safer.
Because the classes want opposite landscapes. Rock and Mountain raise your maximum HP, which is the Warrior's whole game and nearly useless to a Necromancer whose survival runs on Magic HP. Desert and Sand Dunes cut maximum HP, which ruins a Warrior and costs a Necromancer almost nothing. Carrying one deck across all three classes is the most common reason runs feel bad.
The Rogue, and it is not close. It gains trophies instead of equipment drops and exchanges them at the campfire, and any trophies beyond its inventory space convert into resources instead. That makes it the class you play when the goal is to finish buildings rather than to beat a boss.
Through camp buildings rather than achievements. The Necromancer comes from the Crypt, which must be built adjacent to the Cemetery. Buildings have adjacency requirements you can satisfy temporarily — you may dismantle the building that unlocked a placement afterwards without penalty, so a Cemetery placed only to enable the Crypt is not a wasted slot.
Skeleton Level first, and the rule of thumb is to keep it at or above the current loop number. Then Summon Quality, where 30 to 50 percent is a reasonable target for boss fights, then Max Skeletons — 2 or 3 is fine for ordinary fights but aim for 4 at a boss. Almost every other gear stat does nothing for your skeletons, which is why Necromancer gear reads so strangely at first.
No. It has the highest durability of the three and gains 2 percent damage for every second a fight lasts, so it wins long fights outright. More usefully, it is the least demanding of your deck, which means it is the class to bring when you are learning a chapter's enemies rather than optimising a build.

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