Survival Guide


Page Contents

This page will serve as a catch-all for mechanics in meta loops, which includes mechanics that help players survive and dangerous things to watch out for.

Mutation and bosses guides are all on separate pages due to how comprehensive they are.








Weapon Loadout


The focal point of survival can be viewed through the weapons ran, which will be the crux of offense and defense.

The Ultra Shovel (ushov)

The first tool here is the ushov which does 30 damage and requires no ammo - just 14 rads in order to swing. While the damage itself is fairly respectable, the important factor here is its reload time. At only half a second per swing and paired with Long Arms, Ultra Shovel has the reach and spread to knock away most enemy projectiles while keeping the player completely safe.

Due to the amount of enemies on a level in later loops it is incredibly easy to keep rad levels near full constantly, Popo Freaks will help play a big part in this, meaning ushov can be used to constantly cut through hordes of enemies without worrying about rad counts in the slightest. Rad management will need to be practiced during some boss fights, however.

The ultra meter can be used to discern rad levels, but does not have a visible number. A full meter has 600 rads, which allows for 42 ushov swings before running empty.

The Super Plasma Cannon (SPC)

The other vital tool here is the SPC, which is the weapon that has the highest damage potential in the game. This will be dealing the bulk amount of damage to enemies throughout the level as well as bosses, however proper usage will require Trigger Fingers as it also has the highest reload time in the game.

There are a few strategies used around SPC that even furthers its viability:
1. SPC Spam refers to firing the weapon so fast it is being spammed. Due to Trigger Fingers constantly proc'ing and the number of ammo pickups constantly dropping, SPC can usually be fired instantly despite having such a high reload time/ammo cost.

2. Perfect Shot refers to shooting SPC at a specific angle in which bosses take maximum damage possible. Strategies to get perfect shots will be shared on the boss pages at a later date.
On the Betas a perfect shot deals 974 damage normally, or 1,475 damage with Laser Brain.
On Non-Beta a perfect shot deals 860 damage normally, or 1,361 damage with Laser Brain. (Does less damage due to a bug)

3. Hotswapping refers to swapping SPC with another weapon and then picking SPC back up as this will remove the weapons cooldown. The most common example of this is for the Throne II fight where Trigger Fingers procs are uncommon due to the only other enemies being Popo Freaks. A weapon is brought through the 7-3 portal in order to hotswap with it, if the weapon is cursed it can be picked up before entering the portal.

4. SPC Digging refers to using SPC to dig into walls as it can push multiple tiles in. This is commonly done in a pinch to avoid Van damage if cornered, clearing out some extra space on 0-1 for the Throne II fight (later loops) among other miscellaneous situations.

Crown of Blood (CoBlood)

The last tool used for efficiency is Crown of Blood which can be picked up in any loop Vault. It causes around 150%-200% more enemies to spawn in a level. Level sizes are not increased to compensate for enemy counts, which means that they will be more clustered together which is perfect for ushov/SPC getting more damage in and getting more rads/ammo out of those kills.

The downside of the crown is -1 rad per enemy which barely makes a difference compared to the rads gained by all the extra kills, meaning this crown is the best option for meta runs.


Popo Freaks


Normal IDPD
Appears in Loops 0-2
Elite IDPD
Appears in Loops 1-2
Popo Freaks
Appears in Loops 3 onwards

Starting from 1-1 L3 onwards all IDPD will be permanently replaced with Popo Freaks. (L3 0-1 will still have normal/elite IDPD)

Popo Freaks deal 5 contact damage to the player and will shoot a large swathe of IDPD bullets that do 3 damage each. Upon death they have a chance of dropping the typical IDPD grenades, each doing 8 damage twice for up to 16 damage.

Uniquely they will also pick the nearest corpse/prop from their death location and will revive themselves after 26.6 seconds have passed. They will not revive if an exit portal has opened, and can revive an infinite amount of times before then.

Will drop 25 rads upon death and has a 60% base chance to give a pickup, which is effected by the drop modifier.

It takes 14 rads to swing Ultra Shovel while Popo Freaks drop 25 rads. The table below shows Popo Freaks HP values, and this means that with Scarier Face they will die in one Ultra Shovel from L3-L5 which nets 11 extra rads.

When they take two hits it costs 28 rads to swing twice, which is a small deficit, although this is easily offset by killing multiple Popo Freaks at once as they usually all spawn/revive near each other.

They will take 3 hits to kill at L21 normally or L31 with Scarier Face.

Loop: L0 L1 L2 L3 L4 L5 L6 L7 L8 L9 L10 L11 L12 L13 L14 L15
HP: / / / 35 36 38 39 41 42 44 45 47 48 50 51 53
Face: / / / 28 29 30 31 32 34 35 36 37 38 40 41 42
Loop: L16 L17 L18 L19 L20 L21 L22 L23 L24 L25 L26 L27 L28 L29 L30 L31
HP: 54 56 57 59 60 61 63 65 66 68 69 71 72 74 75 77
Face: 43 44 46 47 48 49 50 52 53 54 55 56 58 59 60 61

This image illustrates the behavior of Popo Freaks.
  1. The Popo Freak attacking the player with a wide spread of bullets.
  2. Upon death it drops 25 rads, and this one happened to drop grenades as well.
  3. A revive circle appears where a Popo Freak is about to respawn, telegraphing it to the player.

'Chain Killing' illustrated on the image to the right is a simple strategy on dealing with Popo Freaks once they take two swings to kill. The first swing can be used to damage the Popo Freaks in front of the group, and then the second swing will kill the ones in the front while damaging the ones behind them as they close in. The third swing can then be used to kill them as well. This can be continued for further swings if there are more Popo Freaks, in this instance there are five Popo Freaks that would give 125 rads total, while just costing 42 rads to swing ushov three times.

This is a fairly effective way to maintain high rad levels while minimizing risk to the player, and makes Popo Freaks a non-threat in most situations.


Vans


The number of Vans spawned in a level will always be proportional to the number of loops. They will randomly spawn when 20% to 80% of the level has been cleared out, but can only start spawning once any Popo Freaks have been killed (additional Vans may only spawn in after additional Popo Freaks have been killed).

Starting in Loop 3 once Vans come to a stop they will instantly detonate. It will cause three IDPD explosions that hit for 8 damage twice for a total of 16 damage, ignoring enemy and player iframes.

Vans will cause three Popo Freaks to spawn, however as they are on the enemy team rather than the IDPD team now they will take damage from these explosions. They will take 48 damage at once which will instantly kill them up to Loop 13 normally, or Loop 21 with Face. This means that every Van will cause 75 rads to drop with the chance of pickups, and even when Popo Freaks survive the blast they should be one hit with ushov.

Van Management is a strategy in which the player tries to spawn Vans in a specific way that reduces risk to them. Vans deal 20 damage which can instantly cause even max HP Crystal to die/drop Spirit, a common death in meta loops is the player taking Van damage which drops Spirit and explosion damage right after.

There are two common ways to handle Van Management. It's important to note that Van Management is one of those things that comes intuitively with practice, not just explained on a guide. It takes time to start recognizing Van spawning behaviors and frequency.

Method One: Holding Steady
The first way which is commonly done is once Popo Freaks start to spawn in is to try to kill as many as possible while maintaining horizontal movement (or staying still). Even as Vans telegraph they're about to spawn the player has a few moments before they need to move up/down out of the way, which maximizes the amount of Vans clustered together.

Newer players to meta may make the mistake of running wildly up/down the moment they hear any start to spawn in, but spread out Vans may cause the player to get stuck against a wall with no escape plan. SPC digging can be used to make some extra space to escape, but some situations can just cause an inescapable situation that is player-caused.

Method Two: Pushing
This strategy is pretty straight forward. Even while Vans start to spawn in the player can just choose to keep pushing towards enemies clearing out the rest of the level, as all the Van spawns will end up behind them ignored. This is commonly done if the level is very vertical, but be aware that it may easily lead to misplays by inexperienced players. It is a heavy judgement call.


Enemy Iframes


Any time an enemy is damaged they get iframes, however most sources of damage simply ignores enemy iframes. A full list of things that do respect enemy iframes can be found on the weapons page.

The most notable from this list is melee. If an enemy has iframes active they will completely ignore damage from the ushov, which can cause some situations where enemies take a smaller amount of damage from other sources and fail to get killed, in which turn they may get surprise damage in on the player.

Common examples of low damage that can trigger iframes are enemies being damaged by wall debris or getting hit by enemy corpse knockback, which can be very hard to predict. Mutations like Impact Wrists and Sharp Teeth are actively avoided in meta as they cause iframes more frequently while having low damage output.

While any enemy can get iframed and in turn cause the player to get damaged, there are a few specific sources to pay mind to that commonly cause Spirit drops or deaths. The first table is enemies that can slip through ushov swings and cause the player damage in close range, due to their aggressive nature:


Slips through ushov swings:

Assassin
Buff Gator
Explo Freak
Desert, Sewers, Scrapyards Sewers, Scrapyards, Caves Caves, Labs, Palace
5 Melee Damage 4 Flak Damage
+ 1 Pellet Damage (x10)
2 Contact Damage
5-10 Explosive Damage

This second table are about enemies who the player can accidentally walk into and take contact/explosive damage from. Damage from these enemies are more easily avoided, and usually only happens if the player is pushing too hard with ushov:


Don't walk into these:

Sniper
Jungle Fly
Laser Crystal
Rhino Freak
Desert, Scrapyard
Palace (less relevant)
Desert Sewers, Caves, Labs Caves, Labs
5-10 Explosive Damage (Death) 5 Contact Damage 20 Contact Damage 5 Contact Damage

There is a rare exception in which enemies will not have iframes active at all and can take immense amounts of damage, known as multi-hitting. This most prominently occurs for Big Bandits during their charge attacks and Dogs during their jump attacks. Any weapon that normally respects enemy iframes can do significant extra damage during these attacks, which importantly includes ushov.

Swung normally Swung during charge

The table to the left shows two instances of L10 Big Bandits, who have 650 health with Scarier Face.

The first image is a single ushov swing that only does 30 damage - it would take 22 swings to kill Big Bandit, and the player only has 42 swings max with a full rad bar.
The second image is a single ushov swing that did 150 damage, because it hit Big Bandit while he was charging. This cuts it down to 5 swings max using ushov alone. (Exact damage can vary)


Big Bandits will use their charge attack if the player is behind a wall within range, or is standing too close for them to fire (extremely risky). They are only able to charge is if they've been aggro'd at any point, such as being damaged.

On the other hand Dog Guardians will only try to attack the player if they are within line of sight, which requires a more aggressive approach standing out in the open and then reacting with a swing whenever they pounce. It often takes two swings to kill them.


Player Iframes


Player iframes are always triggered if any sort of damage is taken, and most damage sources in the game will respect this. There are some notable exceptions to this such as explosions (explained in the next section), or Laser Crystals and Buff Gators:

Laser Crystal

Laser Crystals will shoot out four lasers each doing 1 damage per hit, however they do not respect player iframes and can easily stack if directly in line with the player. This can also stack with lasers from other Laser Crystals which can shred even full HP in under a second in the worst case scenarios.

Damage only stacks this high if the player is walking directly into/away from the lasers, otherwise the player is pushed out of the way while only taking minor damage. It's easiest to get damage combo'd while on cobwebs, where the player can essentially get stunlocked.

Buff Gator
Buff Gators shoot a flak ball that deals 4 damage and will break into 10 pellets that do 1 damage each. Pellets will ignore player iframes and can also shred the player's HP if they walk directly into the flak shot, dealing up to 14 damage.

The main issue with Buff Gators is how they can sneak up on the player as they are really quiet enemies and will fire aggressively, sometimes giving very little reaction time. Even one Buff Gator can easily cause a Spirit drop or in some rare cases even kill through Spirit by taking the player by surprise.

Strong Spirit gives full invulnerability from any damage source, although this is also only a brief window of protection - only about 5 frames. If an enemy's attack persists longer than this window (again, Laser Crystals or Buff Gators) then the player may instantly take damage and die, killing through Spirit. Illustrated in the dropdown:

Enemy surviving through iframes & killing through Spirit:

The following screenshots will do a play by play on this gif explaining how the Buff Gator survived a swing from Ultra Shovel and made Chicken go headless through Strong Spirit. This happened during a real run during a daily on 3-2 L5.

This is an example of sloppy playing - SPC is wasted on one enemy in an empty hallway, so Chicken starts pushing heavily with only her Ultra Shovel in tight corridors. Going headless could have been easily avoided by playing more carefully and utilizing SPC better.

(The health values are swapped as a lang edit, they can be ignored.)

Buff Gator surviving through iframes

1st Picture: Chicken goes to swing her ushov in a closed room. Notice the sleeping Assassin in the purple square.

2nd Picture: The sleeping Assassin is killed and its body is knocked towards the Buff Gator, who is just out of range of Chicken.

3rd Picture: The Buff Gator is then hit by the sleeping Assassin's corpse as it lights up, signifying iframes are active.

4th Picture: While the Buff Gator's hurt animation plays Chicken swings her ushov, but no damage is done as his iframes are active.

On Loop 5 with Scarier Face, Buff Gators still only have 30 HP so would have been killed to a single swing still as ushov does 30 damage.


Buff Gator killing through Spirit

5th Picture: The Buff Gator is still alive so fires his weapon at Chicken who has 7 HP. This immediately does 4 damage bringing her down to 3 HP.

6th Picture: 10 pellets burst forth from the flak ball into random directions. As Chicken was walking towards the flak ball as it exploded, many pellets instantly hit Chicken causing her to take an additional 3 damage and drop Strong Spirit. Full iframes from Spirit are now initiated.

The other pellets randomly start to fly in all directions, note the one in the yellow square.

7th Picture: The pellet in the yellow square bounces off a nearby wall and starts flying towards Chicken, who is actively walking towards it to escape the Buff Gator.

8th Picture: Spirit invulnerability ends despite the halo animation still playing - the one pellet makes contact with Chicken dealing 1 damage, causing her to go headless. This situation would kill most other mutants.



Explosions


Explosions are a constant in deeploop, thus is important to understand the mechanics behind.

As explained on the weapons page, explosives deal consecutive damage in two separate instances. For normal explosions this causes 5 damage twice for a total of 10 damage, while IDPD explosions from Popo Freaks/Vans do 8 damage twice for a total of 16 damage. It is possible for the player or enemies to only take one of the damage instances by moving in/out of an explosion's radius at the perfect moment.

Explosions do NOT respect player iframes, meaning that taking damage from multiple explosions at once will be deadly.
The first exception to this is Boiling Veins which forces explosions to respect player iframes, meaning they will only ever take one instance of damage from one explosion at a time, along with being invulnerable to them at 4 HP or below.
The second exception is Strong Spirit which blocks damage from everything for a few frames, so if multiple explosions go off at the same time the player will still survive.

When multiple explosions happen within proximity they will push each other outwards covering more area. This is noticeable during normal runs when running Nuke Launcher or Super Bazooka as they have a large radius, however this also applies to enemy explosions. This is illustrated in the image on the right as five IDPD grenades detonate at the same time pushing each other outwards. The more grenades there are, the more unpredictable they may become. Ultra Shovel can be used to knock IDPD grenades away from the player.

Chain explosions is a term used for when an explosion procs another explosion to happen, causing a chain reaction. How frequent they are depends on version.

On Non-Beta any chain explosions can occur, and in later loops the explosion radius from IDPD grenades can be so big that it can sometimes catch the player from off-screen. To work around this use extra caution around the Van spawning phase, and not to underestimate the size of explosions if grenades start piling together.

On the 2021/2023 openbetas & NTT v100 this is changed so that IDPD grenades will no longer set each other off if they're on the same team. They can still be detonated by other enemy explosions, or player weapons. If the player deflects IDPD grenades and these explode within proximity of ones still on the enemy team, this will also cause a chain explosion but not as intense in size.

In other words playing on the betas will solve the largest issue with chain explosions, although they still exist in some capacity. As outlined on other pages as well, the betas also make it so Rogue's blast armor (including Ultra B) and Horror's Stalker will not detonate IDPD grenades to prevent explosions from happening directly on top of the player. Horror's rad beam detonates explosions on all versions.


Settings


The full mechanics of each setting can be viewed here. This section will brief over any relevant settings that meta players have on/off and explain why. Any of these settings can be changed mid-run except for changing FPS.

For Audio settings:

For Video settings:

For Game settings:

For sub-menu 'Mechanics' on 2023 openbeta/NTT v100: