Hero-U: Rogue to Redemption

Hero-U: Rogue to Redemption

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Stick Them With The Pointy End: A Guide to Combat in Hero-U
By Fast Jimmy
Although Rogue to Redemption is a game about the sneakier aspects of heroism and even has an achievement devoted directly to never getting into a fight, chances are that, for most players, combat will be a (big) part of the game. To that end, I have created this guide that will help out with some of the finer points of the combat system, as well as how strategies may be different for different monsters.
   
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Introduction
Greetings Hero-U Alumni!

Although Rogue to Redemption is a game about the sneakier aspects of heroism and even has an achievement devoted directly to never getting into a fight, chances are that, for most players, combat will be a (big) part of the game. To that end, I have created this guide that will help out with some of the finer points of the combat system, as well as how strategies may be different for different monsters.
Local Rogue Finds Four Weird Tricks to Help Combat - DRATS HATE HIM!
There are a few "tricks" to combat (or health in general) that can make the game a little easier to get through. I'll outline these four below to help you reduce aging skin / get you back into beach shape / grow you an extra three inches (in heels) beat the odds in combat.

Runes: Certain runes, such as the Sol or Incendia runes, do damage to all the enemies within their range. If you have a gang of Drats or Skatters around you with the appropriate rune up, it can really stack damage. HOWEVER... one sneaky trick (bug?) is that when you start your turn, the enemies take damage. But then if you have Shawn move, even taking one step, it triggers damage again.
  • For a rune like the Sol rune, that means it won't just deal 4 damage to each undead a turn, but 8. This can be a serious swing in your favor, as mobs of enemies are extremely dangerous to Shawn's health, even with the highest stamina possible. One downside to this - the runes only stay up for a limited time and using this trick counts as two "turns" for the rune, so it goes out more quickly. However, if you have multiple copies of the rune OR you have a protective rune you want to throw out afterwards, this makes it possible more quickly.
Traps: Traps are often mentioned in the game, either through class lessons or through chat with the store owners. So why is this listed under a Trick? Well, one simple thing... while some items you can use in combat only once, like the Boom, or the Gluey, or the Flambe, the Trap and the Mighty Trap are 100% reusable.
  • If you are like me and wind up hoarding things the entire game because you want to save them up for tough encounters, you could go quite a bit of the game before realizing that the Trap and Mighty Trap are one of the best tools the game offers. So here you go: Traps are reusable, every combat. They not only hurt an opponent, but they (MUCH more importantly) make it so they cannot move or attack for a few turns, allowing Shawn to whittle them down from safety.
Bandages: Bandages are one of the weakest forms of healing in Hero-U. They can only heal 5 Stamina, meaning you rarely want to use them in combat. HOWEVER... if you take the First Aid elective, use can use the "paraphernalia" object in the infirmary and use them to make more bandages.
  • How many more bandages? UNLIMITED BANDAGES. And how much time of your day does this take? NONE. Now, granted, during combat, when things are tough, a good healing potion or pill is going to be your best option. But in-between battles, when Shawn has taken a decent chunk of damage and you want to heal up before another battle? Using 10 bandages is easy as pie and the game gives you a way to, literally, make 100's for no cost. Its one of the reasons I feel like the First Aid elective is the best.
Sneak Attack: The game never actually comes out and says this, but I was led to this concept by u/Bildo_T_Baggins here... if Shawn attacks a creature in melee (not Throwing) before they are aware of him, it essentially counts as a Critical Hit without the Critical Hit warning. Your damage will double for that first attack, which can mean you can one-shot some weaker enemies and greatly knock down a chunk of health for the beefier ones.
  • The great thing about this trick is that Shawn doesn't even need to be Sneaking. You can be slightly out of range, target the monster, move as close as you can and, then, if Shawn is within moving distance, he can make the "attack" option and get right up close and personal. This doubling of Shawn's movement is true of all attacks, not just Sneak Attack, so use this rule to your advantage as best as you can.
The Best of the Beastiary: The Monsters of Rogue to Redemption
There are many monsters that wander the halls of Hero-U, none of which are very friendly towards students. While sneaking past is an option and "stab it until it dies" is a universal strategy, each of the below monsters can be more susceptible to some tactics than others.

Drats: Found in the Wine Cellars, these are likely the first enemies Shawn will fight. Starting out, they can be tough, but before long you will be chewing these rats up for breakfast. However, they can swarm Shawn in numbers and cause some serious headaches, especially in rooms like the Smelter.
  • Drats can be harmed by the Incendia rune, and can be caught by traps. You shouldn't need many tricks to take them down, but they are PERFECT for practice and easy money later on, especially if you never Oil the door to the Smelter. They drop Drat pelts which can be sold in the store.
Proaches: Found deeper in the Wine Cellars, these creatures pack a wallop if Shawn doesn't have decent Fitness and some armor. Shawn may be downing his first healing pills during combat with these critters.
  • Proaches can be harmed by the Incendia rune, and can be caught by traps. At the end of the day, Proaches are the more dangerous cousins to Drats in terms of how you deal with them. Early on, it could benefit you to ensure there is some space between Shawn and these monsters so you can throw a few daggers before they descend into melee. They drop Proach parts which can be sold in the store.
Gog: According to game lore, these are the descendants of the followers of Aquino, whose bodies were twisted by worshiping a Dark One. They are some of your most common enemies in the Sea Caves. They come in two varieties: the garden variety Gog and the Purple Gog. They have the same tactics, but I believe the Purple Gog is slightly weaker.
  • Gogs can be harmed by the Incendia rune, and can be caught by traps. This is important because, unlike the Proaches and Drats, you may actually have these resources when you first fight these creatures, so try to make sure you use them! Areas where Gogs group up can be tough if you don't find ways to damage them and to hold up their attacks. In addition to Lyra and the occasional other item, they drop Dried Fish, which can be sold in the store, eaten by Shawn for a slight Stamina boost and can be used in quests as well.
Sea Drat: A Drat that got seasick (clearly), these are tougher than the type you find in the Wine Cellar. They also have a Poison attack which can make your dive into the Sea Caves particularly nasty.
  • Just like their wino cousins, Sea Drats can be harmed by the Incendia rune, and can be caught by traps. Outside of their higher HP and Poison attack, take similar measures. They drop Sea Drat pelts which can be sold in the store.
Zombie Pirate: These shambling former sailors are encountered in the deepest parts of the Sea Caves, guarding their booty. In service to the Zombie Captain, they will be hostile to Shawn the second they spot him.
  • Zombies can be harmed by the Incendia rune (but, ironically, not the Sol rune which damages Undead, supposedly), and can be caught by traps. Unlike other enemies, the zombies are slower than most monsters. Shawn can use Throwing here to slowly knock down their health. Conversely, these creatures are also vulnerable to Sleeping Powder (again, contrary to what you would believe), so they can be shut down without any combat at all if Shawn desires. They have some Lyra on them if you loot their bodies.
Skatter: The welcoming crew of the Catacombs, these flying skull bats are a big pain in the rogue end, if you follow my drift. They fly in groups, have a strong bite, but then also have a fire blast move that never misses and always does 10 damage. They can quickly knock down Shawn's health if he's not careful. In addition, if you don't have protection from the Undead, every turn, no matter what, will include Drain Life damage to Shawn.
  • Skatters can be harmed by the Sol rune, and CANNOT be caught by traps. These are one of the first enemies that truly break the mold of your standard enemies. You cannot trap them and they are affected by the Sol rune instead of Incendia. In addition, their fire gout can be completely negated (giving Shawn immunity/no damage) if he has the Frigida or the Null runes out. Personally, I prefer to use either of those two over Sol, simply because taking no damage from an auto-hit attack can be a life saver more often than not. They have some Lyra rattling around those skulls of their's, but you can also harvest their wings, which can be sold in the store.
Skeletal Warrior: Found stalking the halls, these Legionnaire-esque undead can hit HARD, dropping around 10-15 damage per turn. Even a heavily equipped and high-stat Shawn can't go toe to toe with these guys without coming out a little worse for wear. Just like Skatters, these Drain Life every turn without protection.
  • Skeletal Warriors can be harmed by the Sol rune, and can be caught by traps. This is the saving grace, as you should have at least one Mighty Trap and multiple standard Traps (hopefully) at this point, which can help stem the tide in a big way. There are a few instances where you can fight more than one of these at once... TRY YOUR HARDEST NOT TO. If you can pry away one at a time, it dramatically swings Shawn's odds for survival up. When you kill them, you get a dozen or so Lyra or, conversely, a Fine Dagger. You can't sell Fine Daggers at ANY of the stores, so it REALLY lowers the value in engaging in combat with these guys unless it ABSOLUTELY warrants it. Shawn doesn't seem like the kind of guy who works for free if he can avoid it.
Lemures: These little minxes are TROUBLE. Clearly the tortured spirit of magic using women, they can quickly tear Shawn to shreds. They have a melee attack just a hair less powerful than the Skeletal Warriors and they also have a ranged magic blast that hits for 6 damage every time. And, of course, Drain Life.
  • Lemures can be harmed by the Sol rune, and CANNOT be caught by traps. You can use the Null runestone to counter their magic attacks, so I would highly recommend doing so, since it allows them to attack at range and keep distance between Shawn. Lemures disappear into a haze of mist when you defeat them... meaning Shawn gains NOTHING. Not a single Lyra, only the scars and burn marks to show for it. As with the Skeletal Warriors... engage only if you need to.
Warrior Drats: The grand-daddy of the Drat clan, these are pretty much the same as regular Drats, except they hit about as hard as a Skeletal Warrior. You will find them swarming the school and the dungeon when a certain event happens, which can be a real hassle.
  • Warrior Drats can be harmed by the Incendia rune, and can be caught by traps. They drop Warrior Drat pelts which can be sold in the store, one of the biggest "farmable" rewards you can get (which, unlike the Skeletal Warriors, actually makes them worth fighting).
The Big Boss Section
There are many Bosses in Hero-U, which have different tactics and strategies which can be used. Please keep in mind - even knowing about these bosses are a bit of a spoiler, so this section is hidden accordingly.

Big Proach: Found at the end of the Wine Cellar, this bad mamma jamma is likely Shawn's first boss fight. The Big Proach will be too strong for you more than likely to face on your own, but you have some backup in the form of your Wolf buddy, Esme! A less melee-inclined Shawn can use this to their advantage, staying far away while Esme takes the hits (she can't die) and deals damage (she certainly hits hard, which should keep the Proach occupied). You can use the Incendia rune to damage it and it is vulnerable to Traps.
King Gog: While technically not a "boss" like others where losing results in a Reload screen, he is a unique monster with his own attacks. His preferred offense is using his never-miss magic while Shawn is likely busy with his minions. I'd recommend Sneaking to peel off his guards one by one if possible, because once he is in melee, his attacks are about the same as your normal Gog. He can be hurt by the Incendia rune and is vulnerable to traps. His magic blasts can be blocked by the Null rune (although Shawn likely won't have it during the time in the Sea Caves when it would be timely to get past the King).
Zombie Captain: While my preferred method of getting past the Captain is by playing Poobah, if you challenge him to a Duel, he will fight you one-on-one. He is a very strong melee fighter and is faster than the shambling other zombies, meaning you can't stay away from his swashbuckling sword very long. He is not vulnerable to the Sol rune, but he is hurt by Incendia and can also be caught in Traps. Flambes are also a great tactic for him, if you found any in the Sea Caves.
Wraith: There are two Wraiths in the game, one which features very heavily in the plot and another which is found completely by accident if you go snooping around the deepest parts of the school. These are tough hombres, who have strong magic and strong melee attacks. They can be damaged by Sol runes, but Null runes are also good to protect yourself. They are immune to traps. Your best bet is to also slather some Eau d' Enchant on your weapon beforehand, pop some Fitness, Agility and Magic Protection Pills and have some healing potions handy. In addition, if this is Wraith Zac, you need to destroy his phylactery in a completely different part of the Catacombs. This can be done with the Bone Sai, Stealetto, Inferno or Shivers daggers.
Minotaur: I don't even want to include this in my guide, because Ferdy is my chess-loving boy and there's really no reason to fight him. He hits hard, possibly harder than any other creature in the game, but otherwise his tactics are pretty simple: he can be hurt by Incendia and caught in Traps. When he drops, he has just his bull nose ring to sell (only can be sold at the Fence and for a very small amount of money). Its better to talk with him and beat him in chess than to fight him, reward-speaking. Seriously bro, leave the poor dude alone.
Drat Queen: The Big Boss of Rogue to Redemption, this creature can be bargained with to avoid fighting. And this is honestly not a terrible idea - she is a tough fight, as she is always accompanied by three or four Warrior Drats in addition to herself. She has a never-miss magic attack that does 8 damage and she has a melee attack about on par with the other warrior Drats. Given the tight quarters, the Incendia rune is amazing here - 5 targets to roast all at once is one of the best options in the game. Too bad all five are trying to rip Shawn's head off in the process! In addition, the Null stone renders her magic attack useless, so it is good to throw up after the Incendia has run its course. Keep in mind - unlike stereotypical video game logic, if you take out the Queen, the minions don't disperse and run away... they keep fighting to the death regardless. To this end, I would target the Warrior Drats first, as they have less health than the big momma and can be dropped more quickly to avoid five hits on Shawn all at once.
Conclusion/Disclaimer
Keep in mind, all of this advice is my feedback from playing the Beta and the official release, but it looks quite possible that some changes to combat are coming in the patches - we will see. This may make certain weapons more effective with certain creatures or make certain tactics (like moving on your turn to double rune damage) null + void.

Either way, adventure with care and happy hunting!
2 Comments
Xander77 31 Dec, 2018 @ 8:21am 
You can actually sell the Fine Dagger to the ghost fence, but its practically worthless (like three lyra per).
Xander77 30 Dec, 2018 @ 7:47am 
A short description of where you can find runes and weapon / armor upgrades would be neat. As well as an expalantion that you can only make bandages and potions if you take First Aid twice.