Loop Hero: All Tile Combination Lists

Here are all tile combination lists for Loop Hero game. if you have any problems. please let me know.

 

Loop Hero: Old Tile Combination

Tile Source Card Name Placement Acquired? Description Note
Wasteland Road No. 5% Chance to Create a Slime Not affected by Chrono Crystals
Slimes can stack
Dark Slimes are not created by this process but by using Oblivion on a tile which just created a monster on its way to another tile
Rock and Mountains Nether Tutorial. Boost Maximum HP
Maximum HP indirectly contribute to HP regen through reaching your Camp and using Potions
Combine 9 in a 3X3 square to create a peak
Meadow Nether Tutorial. Restore 2 HP on every new day
Restore 3 HP on every new day if placed next to at least one non-meadow tile
If possible place close to Chrono Crystals to double their effect
Spider cocoon Sides Tutorial. Spawn Spiders everyday
Spiders are weak, low HP monsters
Ideal to farm cards
Cemetery Road Tutorial. Spawn Skeletons every 3 days Skeletons are resistant to Damage All
Drop good quality loot
Grove Road Tutorial. Spawn Ratwolves every 2 days
Ratwolves are medium strength creatures sometime dropping loot over your current level
Some ratwolves wander off into other squares
Allow the placement of Blood Groves in nearby Sides
Blood grove Sides Lvl 1 Field Kitchen Carnivorous roots Aura kill monsters under 15% of health (except Flesh Golems)
Spawn Flesh Golems (AKA Loot Pinatas) from killing enemies nearby
Entangle the player under 15% of health
Need 7(?) kills of creatures with a soul(?) to spawn a Golem
Carnivorous roots Aura Prevent Ghosts from appearing in its AoE
Hungry grove Sides No. Carnivorous roots Aura kill off monsters under 20% of health (including Flesh Golems)
Spawn Flesh Golems from killing enemies nearby
Entangle the player under 20% of health, Attack the player for ~5+3XLoop damage in battle
Need 7 kills of creatures with a soul(?) to spawn a Golem
Created by using an Oblivion on all nearby Forest near a Blood Grove
A Blood Grove can placed next to another Blood Grove in some situations
20% Carnivorous roots Aura has Priority over the 15% Carnivorous roots Aura
Prevent ghosts from appearing in its AoE
Swamp Road Lvl 1 Herbalist’s Hut Slow Movement
Spawn Mosquitoes every 3 days
Mosquitoes are monsters with a 50% evade rate
Nullify Regeneration and Vampirism for all
Place next to Goblin Camp to turn it into a Swampy Camp
Chrono crystals Sides Beating the Lich(?) Halves delay until monster spawns
Example:1 day tiles like spiders and goblins spawn 2 monsters
Example 2: 3 days spawn like cemeteries spawn a monster in 2 days
Double Meadows healing
Battlefield Sides Tutorial. Spawn Treasures every loop once reaching your camp Battlefield Aura: 20% Chance of enemies with a Soul to be reborn as a ghost
Combine with other Battlefield to create Blood Road in interlocking Roads
Ghost Aura is overridden by Carnivorous Aura
Blood Road Road No. Spawn Blood Clots every 4 days Good amount of loot for a reasonable challenge
Road lantern Sides Tutorial. Lower maximum monsters in nearby squares by 1 (down to a minimum of 0)
Village Road Lvl 1 Gymnasium Restore HP (15+5*loop)
Provide a Quest Monster to kill (giving them +200% HP)
Returning to the Village after killing the Quest Monster award 1 item equivalent to a monster with -2 level loot and up to tier 4
A Quest Monster will on average deal ~3 times its damage to you over its lifetime
If Targeted First this mean a battle might cause over 10-15 times as much damage to you
Beware strong monsters designated as Quest Monsters!
Wheat fields Road Farm Add some restored HP (5*loop) to a nearby Village or Count’s Land
Spawn Scarecrows every 4 days
Overgrown fields Road No. Spawn Scarecrows
Spawn Field of blades which are weak to Damage All
Created by using Oblivion on its nearby Village(s) and Count’s Land(s)
Road Lanterns cannot reduce the number of Field of blades which can be good or bad
Vampire mansion Sides Tutorial. Add a Vampire to fights in its range
Add a 10% Vampirism aura to fights in its range (enemy only)
The Vampire occupies an extra monster slot and has priority spawning over Watchers
Vampires are average monsters with strong Vampirism and good rarity loot
Count’s Land Road No. Restore more HP than a Village
Provide a Quest Monster to kill (+200% HP)
Returning to the Village after killing the Quest Monster award 1 item equivalent to a monster with -2 level loot and up to tier 4
A Quest Monster will on average deal ~3 times its damage to you over its lifetime
If Targeted First this mean a battle might cause over 10-15 times as much damage to you
Beware Flesh Golems and any hard Quest Monsters!
Ransacked Village Road No. Spawn 4 Ghouls on every loop
After 3 loop transform into a Count’s Land
Created by placing a Village and Vampire mansion next to each other
Removing the Vampire Mansion prevent the Vampire from spawning in the fights
+ will still turn into a Count’s Land
Peak Nether No. Provide Same HP as 9 Mountains and about 33% higher HP than 9 Rocks
Spawn harpies which flies to a random non-Village Road
Formed by placing a mix of rocks and/or mountains in a 3 X 3 grid
1 peak maximum
If destroyed with Oblivion 8 new random tiles of rocks and mountains are created in its place
Goblin Camp Sides No. Created on a random Sides for every 10 rocks/mountain
Spawn Goblin Leader and Goblins every day
The Goblins are annoying fast hitting monsters dealing high DPS for little loot
Sometime best destroyed with Oblivions or blocked with Villages
Villages created based on highest mountain count
Deleting and recreating a rocks/mountain will not creating a new camp
Goblin Lookout Sides No. Created by placing a swamp next to a Goblin Camp
Add a Goblin Archer to fights in a cardinal direction tile (+)
Archer Goblins fire at you but can’t be attacked or killed
There doesn’t seem to be an upside to creating this tile ¯\_(ツ)_/¯
Oblivion Any Tutorial. Erase a tile Has a few special interactions with some tiles and has the ability to create extra resources
Beacon Outside Tutorial. +40% Movement Rate to the Hero
+20% Attack Speed to Everyone
Does not give a bonus to the Lich
Temporal beacon Nether Complete Loop 15(?) Speed up the passing of time by 50% for the player in its range
Add a Watcher to fights in its range unless also in range of Vampire Mansion
Watchers are monsters casting a shield on other monsters who run away when no target for his shield remain
The Watcher occupies an extra monster slot but
does not spawn if a Vampire has priority
Treasury Nether Tutorial. Give a random scrap of resource when another tile is placed next to it Can’t be placed near anything
Best placed in the 4 corner of a 3 X 3 grid to minimize the number of cards to surround them
Empty Treasury Nether No. Reward two cards and two items of Loot Level -1 and up to Tier 3 (small chance of tier 4)
Spawn Gargoyles on a random non-Village tile
Created by surrounding a Treasure tile with other tiles
Suburbs Nether Lvl 2 Gymnasium +1 XP per monster kills Combine 5 Suburbs in a + shape and the center becomes a town
Once the first suburb has been placed all future suburbs must be placed next to it
Town Nether No. +2 XP per monster kills Combine 5 Suburbs in a + shape and the center becomes a Town
Forge Sides Lvl 2 Smithy Take 2 items from your inventory and give you a 20% defense bonus for 20 enemy hits (max 30 hits)
After 6 items have been absorbed by the forge it will spawn a Living Armor
Living Armor absorb a ton of hits so its best to place the forge away from any other spawns
Alternatively place the forge on a corner to double the speed of the Living Armor to spawn

Source from: https://docs.google.com/spreadsheets/d/1kb3OgPCbUZthzjO3GkZ7O4YHL-UyQ9mtuBL22nv-0fg/edit#gid=1922490772

New Combinations:
Bookery = when empty, spawns tomes in adjacent areas.
Empty Bookery adjacent to Vampire Mansion = spawns Vampire mages

Rivers next to Battlefields – Shipwreck, It spawns a Siren and a Chest (guaranteed not a mimic) once per loop while retaining the battlefield’s ability to create ghosts.

River next to desert/dune – -0.5% hero atk speed, -1% monster atk speed

Storm Temple lined up with forests – 0.5 magic damage

Forest/Thicket – Spawns a ‘village’ after 10 placed, just like mountains and goblin camps.

Villages – placing 2 spawns a bandit camp, bandits suck and can break your items (even equipped)

desert/dune tiles have an interaction with mosquitos from swamps.

Meadow next to any ‘building’ gives flowered meadow (+3 HP).

Fill 8 tiles around Treasure Trove for bonus mats and change to empty trove that spawns Gargoyles. (I’ve only used meadow, don’t know if other tiles work.)

3×3 of any stone makes a mountain, big hp boost + spawn harpies.

Overlapping Battlefields change default wilderness tiles to become ‘bloody paths’ which spawn blood mobs.

Vampire Mansion over Village causes mob spawn for 3 loops before becoming strong village.

Credit to Scalemail

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Post Author: Robins Chew

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