Heist Overview:
The Heist is a real-time (meaning what you do cannot be reverted back), cooperative, game mode with 4 other players.
Mechanics:
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Each player can pick 5 unique heroes. With unique being, if one player picks one hero, for example, Merida, other players cannot pick her for the time being.
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Each player can give their own hero a role (investigating, guarding a valuable, resting, or standing guard). They cannot control other heroes except when calling and activating their skills.
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While Investigating, the hero investigating can: Successfully getting a clue, or, Getting Ambushed. Successfully getting a clue grants you 1 clue, while a successful defense in Ambush grants you 3 clues. Note that getting defeated in an Ambush will grant you nothing but KO’ed heroes. Also, if the time expires while in an Ambush, even though you have heroes that are not yet KO’ed, at the end of the Ambush, they will get KO’ed no matter what.
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A hero, when going to an area, either can run or walk. A hero will only run whenever they have even a sliver of energy left, when a hero has no energy left, they can only resort to walking.
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A hero, when KO’ed, needs 1 minute or more to recover. When they are still KO’ed, they cannot do anything but wait until they’ve recovered.
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Engaging in an Ambush can only be triggered by the hero’s owner. While catching the thief, defending a Valuable and clearing the Hideout, it can be triggered by anyone.
What happens and How to counter:
- Hero Rosters
This can be where problems can start. Since the Heist has an array of Creeps (Brutes, Mages, Skeletons, Ghouls, you name it), it would be best if your roster had a mixture of Normal and Fantastic Damage Dealers, especially if the heroes have a mixture of Skills that deal Normal and Fantastic Damage. As much as possible, don’t pick a full-on Support (Non-Damaging) Hero like Woody (I’m so sorry Woody, but you’re practically useless in a Heist). He only deals basic damage. Unless you improve his “Favorite Deputy”, he’s useless. Believe me, whenever he Investigates, he’s the one most likely to get Ambushed.
- Starting of Heist
After the Hero Rosters, you should take note of this. Poor coordination can lead to a very bad start. If you’re the one initiating the Heist, make sure you have at least 3 members (including yourself) that are ready to start the Heist. As much as possible, you should get at least 2 steps ahead of the Thief. This way, you can make sure that each one of you will contribute as much as possible. Remember, teamwork makes the dream work!
- Valuables and Investigations
Since there are 10 valuables and 25 heroes at max, placement of heroes are the key to completing the Heist. Also, hope that RNG is on your side, it could turn the tables. By “turn the tables”, I mean RNG will clump the Valuables in a compact area instead of putting them far apart. Since there are 5 of you at max, each of you should place 2 heroes on Guard at Valuables. Once you done that, place your remaining 3 on Investigation near the Valuables. This way, if a hero is either Ambushed or a Valuable is in danger of being stolen, they can aid the Hero fighting and they can get to it quicker.
- Getting Ambushed
As stated, when finishing an Investigation, you either find a clue successfully, or get ambushed. Engaging in an Ambush recklessly should be avoided. Since you’re the only one who can trigger the Fight, you can place your extra (Investigating) heroes near the Ambushed, this way they can get to the place faster. Also, make sure that the Ambushed is not a Hero like Woody, if it cannot be avoided; it’s fine, as long as the Heroes near the Ambushed are a mixture of Normal and Fantastic Damagers. Note that you should be quick when placing the heroes because the Ambush has a timer.
- Always have a backup plan.
Now, this is relative to the other counters. Place your heroes near the Ambushed; Call them if necessary, etc. This time, a new counter is added: Judging. If you prepared the heroes near the Ambushed, engage. Judge first if you think the Hero needs backup. If they need backup, don’t hesitate to call them.
- Calling Heroes
This is a problem when engaging in a fight. Most players, especially the new ones, when engaging in a fight, call all the available heroes. If you engage, there are 4 heroes you could call, there’s a purple bar above the hero. If a hero has a diamond on top of it, don’t call them. It will cause them to abandon their post, thus making the Valuable vulnerable to being stolen from. If a hero has a magnifying glass on top of it, wait for it to expire, and then call it if you really need to. If you call a hero while the magnifying glass timer hasn’t expired yet, the Investigation will be interrupted and you’ll be back to square one. If heroes have low energy, call them if you have to, especially if they are near. If heroes have low energy and are very far, don’t call them, it will be useless.
- Clearing the Hideout
This is the only exception in Calling the Heroes. If you start the Hideout Fight, call all the heroes immediately, no questions asked. You’ll need those boosts from the extra heroes. The thief can stun and damage really badly.
- Starting Fights
Like engaging in an Ambush, don’t be rash when starting Fights. Be coordinated, decide who will engage. If it can’t be avoided, at least put your heroes closer to the area.
- Investigating
This is a problem in Heist… even if people’s heroes are very far, they’d put them in Investigation very far away. To counter this, just Investigate in your starting area, if your hero gets called in a battle and it finishes, stay in that area and continue Investigating.
- Energy Saving
This is one of the problems I’m really annoyed with when doing Heist, this is connected to Investigating. People would Investigate very far, not noticing that the said Hero’s energy is drained or almost drained, wasting time and energy at the same time. If an Investigation point takes any hero for more than 20 seconds, don’t even think of continuing that Investigation, you’ll waste time and energy. Let’s say a Hero is going to an Investigation (if running) takes 10 seconds, but it takes (if walking) about twice to thrice the time just to get there. Be observant, if you see that your hero’s energy is drained or almost drained, just let them rest (a.k.a not going anywhere) as this lets them gain energy. Resting is better than Investigating in terms of gaining energy.
Thank you guys for reading this. If you have any suggestions or improving these Tips, don’t hesitate to reply. Also, if you want to ask questions regarding this Guide or the Heist, reply your questions if you need to .
I’ll be updating this from time to time. Thanks!