![]() |
||
---|---|---|
Crown of Luck | ![]() ![]() |
|
Area: | Loop Vaults | |
Pro: | Chance Enemies Have 1 HP | |
Con: | Start Areas At 1 HP |
Tech
- Enemies have a 10% chance to spawn in at 1 HP.
- This includes enemies that spawn in mid-way through the level, such as IDPD units or Vans.
- Bosses NEVER spawn in at 1 HP. Enemies spawned by bosses still can be.
- Some enemies can instantly die upon entering a level due to walls breaking causing wall debris damage.
- Very noticable in areas such as loop Palace where Explo Freaks & Snipers can chain explode each other.
- The player will always start each level at 1 HP.
- This will always roll the 50% chance for Health Chests, with the exception of Rebel and base HP Melting.
- If taken in a vault it will not immediately effect the player's HP, only upon entering the next level after. (Enemy HP is immediately effected)
- Temporary HP gains through taking Last Wish and Rhino Skin go into effect after Crown of Luck's debuff, starting the next level at full HP or 5 HP respectively.
- If Strong Spirit is lost and the same level is exited at full HP, then Luck will go into effect before Spirit can recharge on the next level.
- Plant's saplings and Rebel's allies are not effected by the crown, always spawning in at full.
- Rebel's passive goes into effect after Luck, starting her at each level at half health. 4 HP normally, or 6 HP with Rhino Skin.
- If Chicken enters a portal while headless Luck will actually heal her to 1 HP, regaining her head.
Strategy Guide
Crown of Luck always puts the player in a vulnerable position at the start of every new level, but the trade-off can be more than worth it with the correct build. Bloodlust will be a key mutation to any build here as it can quickly build HP back up while minimizing risk.
During preloop such as with weekly starts, Luck will be the most challenging as every level start functions as a no hit. Clearing levels more methodically and exercising constant caution is suggested until suitable mutations and weapons are found; any long ranged weapons for offense or melee for defense will be very useful for this. Many enemies in early areas are low HP anyways, so the benefit of Luck will not really shine until loop comes into play. Particular roadblocks in preloop at 1 HP would be Lil Hunter, Palace spawns with IDPD, and the Throne fight.
In loop gameplay, similar strategies will apply around spawns - slow methodical clearing until it's safe enough to start push again. The actual benefit to Luck is more of a passive boost generally as there is no signifier on which enemies have low HP. If wanting to lean into Luck's upside however, any weapon that has good crowd control (like Super Flak or Plasma Cannon) or has wide area coverage (like Double Minigun or Dragon) can work very well with thinning out the effected enemies quickly so the player can prioritize uneffected enemies much more efficiently.
Vans are particularly dangerous to runs as they have the chance to spawn in at 1 HP. As these are on the IDPD team, any stray player or enemy projectile could instantly detonate them. Other risks to watch out for in loop are dangerous starts - Caves, Palace and Campfire generally have the highest risks of being spawnkilled.
For meta play (loops 3+), Luck is arguably the next best crown to choose after Blood. The downside of Luck can largely be overlooked by this point of the game as an optimal build can very easily rebuild HP, with SPC's crowd clearing and ushov's defense. These also plays really well into Luck's upside, as the sheer volume of projectiles from SPC spam are extremely likely to kill any 1 HP enemies before even being visible to the player. As bosses are not effected, vanilla strategies largely apply here.
Character/Mutation Notes:
- Bloodlust should be a core part of any build that includes Luck.
- While not as high priority, Plutonium Hunger paired with Rabbit Paw/Second Stomach can also rebuild HP quickly.
- Stress will be especially beneficial to help with dangeorus spawns.
- While Strong Spirit takes longer to recharge as levels are started at 1 HP, this in no way hurts its viability.
- While not optimal picks, Euphoria and Hammerhead can help cover defense for bad spawns as well.
- Impact Wrists can cause more chain kills with many low HP enemies. While also not an optimal pick, can be taken for fun.
- Horror's Anomaly is boosted by Luck as it can go into effect much sooner, furthered with Scarier Face.
- Similarly Melting's Brain Capacity can explode enemies much more frequently increasing its viability, and is less impacted by Luck's downside as a low HP character.
- Detachment is still usually a better pick for longer runs.
- Rebel's passive negating some of the downside makes her a decent pick, though it will always take a bit longer to build up allies.
- Chicken can recover max HP more reliably with frequent health chests, making her passive much more forgiving and not requiring any self-damaging strategies.