Tiny Rogues – How to Consistently Beat Mega Death

This is a guide on how to consistently kill mega-death. The biggest obstacle is the massive amount of health mega death has, and the fact that it does two hearts with some hard to dodge moves means you also want to have as much defence as possible. This guide will explain how to do so very frequently.

Guide to Defeat Mega Death

Note: Credit goes to (((Bloomberg)))

Main Strategy

The most consistent way by far to beat mega death as of patch 0.1.6a is by using the below two level up perks on sorcerer (Even if doppelganger is sorcerer, sorcerer is more consistent due to having no base agility or strength). Sorcerer’s mage armor ability combined with soul thief will net you ~18 soul hearts and you’ll likely run into soul heart rooms and natural armor or gear with armor. Arcane potency with 20 hearts is providing 160% damage and giving you a very high amount of HP to tank megadeath hits

All you really need to do is pick sorcerer, don’t ever eat any str or dex food including panacea, it will dilute your trait pool with strength or dex traits that we don’t want or need (once you’ve got soul thief and arcane potency it’s fine to do so but pure int is still preferable IMO) and you want to aggressively re-roll for soul thief ideally getting it before beating the first boss. If you use all of your re-rolls and fail to get it I would recommend just re-starting and clearing the first floor.

After that it’s if you have dice remaining it’s worth re-rolling to get arcane potency asap but it’s still worth picking any strong traits and rolling for arcane potency around the floor 5-6 mark if you have a poor weapon or when you reach your second last trait(in case you don’t get to the max level before mega death).

For room priority: Generally speaking weapon rooms or dragon chests (if you don’t have a strong weapon) are your top priority

Then cursed shrines (if you have arcane potency you don’t lose a soul heart, you just get an empty cursed heart, if you cure it you don’t get a normal heart or soul heart). You cannot open blood chests or activate blood shrines after getting arcane potency but cursed shrines are more valuable and become completely free.

Then natural armor which is more valuable the earlier you get it (since armor will protect your soul hearts which scale your damage) or soul hearts

Then int food (especially if you’re not confident you’ll hit max level before megadeath), then shops or blacksmith (if you have money and need armor repairs or have money to burn on weapon upgrades), then keys and lastly bombs and taverns (you cannot get tipsy with soul hearts or heal so enchanting your weapon or getting storm in a bottle, santa gifts or red dice is all you can really get from taverns.

Gear and Traits Priority

SSS+ tier

Soul thief is always top priority and arcane potency is very valuable, particularly as you stack up soul hearts.

SS tier: Quick cast, Keen mind.

S tier: Single out.

A tier: Wisdom, Dreamer, Momentum(If you got dex), rage(if you got str).

B tier: Annihilation(with a good status weapon or just hold an infusion for floor 10), amplify(if you have an aoe weapon that’s hard to consistently hit with), mending, war caster, Acrobatics, opportunistic & Alacrity (if you got dex), ruthless or adrenaline(if you got str).

C tier: Glass cannon, colossal might, precision, versatility, swagger and lethality (if you got dex)

D-E tier: Practically anything else

Untiered

Static blows does give you a source of shock but it’s likely you’ll get a shock infusion you can hold for mega death so it’s not great. Spellblade if you do end up with an int scaling sword, dagger, sickle or scythe it’s fantastic but I’ve never had one be my best weapon until megadeath, similar case with power of nature. Mageblood & focus are in a similar spot where it’s nice to keep buffs permanantly but you can just hold onto any important buffs until megadeath so I don’t recommend them. Discharge in my experience just isn’t worth having inconsistent mana amounts. Cull the weak is great with a rainbow staff or if you get the triple infusion shop and have a weapon that does another different debuff but is rarely that good.

Gear

Avoiding damage until megadeath is very important, so anything with armor, movement speed or dodge is great. Gear that gives extra resources is nice early on but ideally you’ll replace them eventually. Attack speed is generally the most important offensive stat since arcane potency will naturally give you very high damage. After that anything magic damage or mana related is fine.

Weapons

Generally you want something that you can safely clear rooms with but aside from range and usability you’re mostly just looking for whatever has the best int scaling.

Overpowered weapons are: Zenith, unholy bible(if picked up early in particular), spirit wand(absurd damage and absurd DoT effect), rocket launcher, rainbow staff.

Strong weapons: holy bolt wand, frozen orb wand, ex mortis (especially if picked up early but it is somewhat unweildy), dark wand (permanant DoT and good close range dps but not ideal for room clearing), holy bible, kugelblitz wand & the archon sceptre.

Conclusion

The dev will probably nerf soul thief, sorcerer’s inherient mage armor ability and/or arcane potency.

Until then it’s incredibly reliable and nets easy wins.

Jan Bonkoski
About Jan Bonkoski 955 Articles
Jan Bakowski aka Lazy Dice, was always interested in gaming and writing. His love of gaming began with The Legend of Zelda: Ocarina of Time (Nintendo 64) back in 1998. He’s been making game guides since 2012. Sharing his gaming experience with other players has become not only his hobby but also his job. In his free time, he plays on Steam Deck.

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