Lootbound combat

Lootbound Combat

Lootbound combat is turn-based: click the hero only, let initiative set turn order, companions auto-act. Armor refills; mana returns in part. Bank spends.

Watch the combat loop: pick one hero ability, let initiative set the order, then watch companions resolve on their own.

~11 min read

At A Glance

Lootbound combat is turn-based. You pick one ability on the starting hero, pick a target, and that click ends the hero’s turn. Initiative sets who acts first. Companions resolve themselves. Lootbound (ArtDock / Dreland Enterprises) never hands you a second hotbar — Steam’s line is that companions already know what to do. Verified August 15, 2026 · Steam.

FactDetail
PlatformSteam · Win / macOS / Linux · Xbox Series
GenrePixel top-down tactical roguelite
ModeSingle-player
CombatTurn-based · one action per character per round
ControlHero only — companions auto-act from their own grids
InitiativeHigher value acts earlier. Exact thresholds TBA
After a fightArmor fully restored · mana partly restored · health stays damaged
Ability costMana, stamina, or an action — exact formulas TBA
Basic attackFree (zero mana). Use it on trash
SteamApp 3091140 · Mixed reviews at launch

How does Lootbound combat work?

The in-game tutorial is the whole rulebook. Lootbound combat is turn-based. During the hero’s turn you select one of the available abilities and choose a target. Using that ability ends the character’s turn. Fights are split into rounds. Each character — hero, companion, enemy — takes only one turn per round.

Lootbound combat HUD: hero ability selected on a first-fight target
StepWhat you doWhat ends
1. Read the barSee who is next — hero, companion, or enemyNothing yet
2. Pick an abilityBasic attack, spend, or a defensive toolThe click commits the hero
3. Pick a targetOne body. Split damage leaves sliversThe hero’s turn
4. Watch the restCompanions and enemies resolve in initiative orderThe round, then the next

One click is the whole hero turn

There is no second action after a spend. If you open a costly skill and it does not finish the threat, you wait a full round while that enemy acts. The preview on the pane is the check — if a free basic already kills, the spend is a leak.

The fight is already packed

What the hero can click is whatever you seated on that hero’s grid before the node. A beautiful bag that never fit is not a kit. Pack first: inventory.

The next surprise is that the other portraits on the bar are not extra clicks.

Why can I only click the hero?

Steam is blunt: in combat you control only the main hero. Companions act on their own. You still equip them — each recruit has a separate grid — but you never get their hotbar. Lootbound combat is a one-stick tactics game with a party that you built, not a party you micro.

Lootbound combat: companion resolving an automatic turn while the hero waits
BodyWho clicksWhat you actually do
Starting heroYouPick ability + target. Consumables sit here when that 1.0 rule is confirmed
CompanionThe gameResolves from initiative using the kit on their own grid
EnemyThe gameSame bar. Kill or strip them before their pip

Pack the trigger, not a queue

Community-observed 1.0 patterns (treat exact thresholds as TBA): a Bard-style heal often waits until an ally is under half health; a Witch-style kit often spends a stronger debuff when one enemy remains. You do not override those clicks. If a recruit burns mana on the last grunt, that is the trigger you packed — rebuild the grid, do not wait for a hidden companion menu.

Consumables stay on the hero

1.0 tutorial / play: companions wear gear; drinks stay on the hero. Do not park the only potion on a recruit and hope the AI drinks it. Names and the full potion list stay TBA. Roles for who you recruit: classes.

The click you do have is sequenced by the number on the bar.

What does initiative actually decide?

Initiative is turn order. Higher initiative acts earlier each round. That is the official line, and it is enough — exact breakpoints stay TBA. In Lootbound combat, going first is both a damage stat and a defensive stat: an enemy that never takes a turn does not need to be tanked.

If you act first, you canWhy it matters
Kill a buffer or debufferThe rest of the pack never gets the aura or the curse
Strip armor before a slasher swingsCrush / Acid now pays on the same round
Land a setup before the payoffOrder heals and Chaos curses want to exist before the big hit
Finish a sliverA leftover pip is a free enemy turn
Skip incoming damageThe cheapest armor is a corpse that never acted

Setup before payoff

You cannot drag a companion earlier on the bar. You pack Initiative onto the body that should move first — often the hero you click, sometimes a recruit whose auto-trigger is the setup. Accessories are the usual Initiative seat; treat named pieces as TBA. If the Paladin’s hold lands after the Witch’s curse, the round was packed backwards.

Do not stack it on everyone

One fast closer plus a slower tank is a plan. Three medium Initiative boards is a coin flip against the first elite. Read the bar before the first click, not after the first corpse.

Once you can read the order, the leak is the spend.

When do I spend mana instead of a basic attack?

Abilities cost mana, stamina, or an action. Exact costs stay TBA. Basic attacks cost nothing. That split is the whole economy of Lootbound combat: the free hit is the default; the spend is the exception you can name.

SituationClickWhy
Opening trashBasic attackMana only partly returns; this fight is not the run
Buffer or debuffer still upSpend if the preview finishes themThey make every later pip worse
Plated elite, Slash-only heroSpend only if Crush / Acid is on this clickOtherwise you are paying to tickle armor
Party at critical HealthDefensive spend or a campfire before the nodeArmor will refill; Health will not
Last grunt, companion chargedHero basic to end itStops an auto-spend on a corpse
  • Do01Trash node, preview already kills — basic attack
  • Do02Elite, biome-end fight, or a buffer still standing — spend
  • Do03A companion is about to dump a costly trigger on a leftover sliver — finish it on the hero turn first
  • Do04You are walking into a hard D20 or a Guardian with a half bar — you already overspent
  • Do05The pane shows a defensive tool that keeps Health off the floor — spend; armor comes back, Health does not

Difficulty taxes the refund

The tutorial states that only a percentage of total mana returns after a fight, and that share drops as run difficulty rises. Treat the number as TBA. The habit does not: bank the bar for the rooms that can end the expedition.

Stamina and actions are the same question

Some kits spend stamina or a physical / magical action instead of a blue pip. Until those formulas are logged, use the same rule: if the free basic does the job, do not open the other bar.

Spending only works if you know what comes back when the pane closes.

Before the next elite

Matched by build plan, shared topics, and guide progression — not random related links.

How do armor, health, and mana recover?

Three resources leave a fight in three different states. Mix them up and a clean trash clear still walks into the biome gate empty.

ResourceAfter a fightHow to play it
ArmorFully restored for the whole partySpend it. Ending trash at 1 armor is fine if you are alive
HealthStays damaged until you healThe run resource. Campfires before a dangerous stretch, not after
ManaPartly restored; share drops on higher difficultiesBank it. Accessories that refund mana are run extenders
Stamina / actionsExact refund TBASame habit as mana until the formula is logged
InitiativeDoes not spend — it sequences the next fightPack it on the body that should move first

Armor is a shield, Resistance is a tax

Most hits eat armor before Health. Resistance reduces damage taken and matters more when late enemies hit harder — it is not a second armor bar. Dodge can make a hit miss entirely; it is inconsistent, so treat it as a secondary for fragile recruits, not a Paladin plan. Exact values stay TBA.

Order and Chaos are not recovery

Order amplifies helpful effects (heals, armor repair, blessings). Chaos amplifies curses and other negative effects. They pull opposite directions — do not sprinkle both on one board. They change what a spend is worth; they do not refill the bar.

Recovery does not help if you hit the wrong body.

Which enemy should I kill first?

Not every pip on the bar deserves the hero click. The mid-fight habit is a kill order, not a damage race. Leave the fat defensive body for last unless it is shielding the thing that will actually drop you.

PriorityTargetWhy they die first
1BuffersThey make the rest of the pack snowball
2DebuffersThey force you onto defense every later round
3High-damage threatsSafer once the support is gone
4Armor walls / spongesSafe to leave unless they protect a buffer

Finish the sliver

A leftover pip is a free enemy turn. If the hero can close a buffer, do that before you chip the tank. Companions will still take their automatic swing — give them a corpse or a real target, not a 4-way split.

Hidden stats are still a plan

Enemies can carry armor, Health, dodge, and crit — some of that is hidden. If a hit whiffs, you saw dodge, not a bug. If a plated body will not die to Slash, you need Crush or Acid on the next click, not a louder basic.

Priority fails if the damage type cannot finish the job.

Why did this fight stall on armor?

A stalled fight is usually a type mismatch, not a missing legendary. Slash cuts Health once armor is gone. Crush breaks armor. Acid skips armor and hits Health. Chaos strengthens debuffs. Base is the untyped leftover that always applies. Exact enemy resistances stay TBA.

What you seeWhat to clickWhat not to do
Fat armor bar, Slash-only heroCrush or Acid on hero or recruitDump mana into more Slash
Armor already goneSlash / Base to finish HealthOpen another armor-break spend
Debuff kit, no ChaosSeat Chaos before the next eliteExpect the curse to carry the fight
One type on every gridRecruit the missing answerClone the hero’s kit onto the companion

The recruit is the type swap

You still only click the hero. The Witch’s Acid or a Crush piece on a Paladin is an automatic pip that deletes the stall you cannot click through. Full matchups: damage types. Party jobs: classes.

Guardian parts inherit the same rule

Biome-end Boss Parts change how the final Guardian hits. A high-armor party can live with a reflect-style modifier; Acid ignores that soak. Do not hand the final boss crit if you can see that option. Names stay TBA — bosses.

If the fight still dies, it is usually a process error, not a missing name.

What combat mistakes waste a run?

Scan this before the next node. It is the mid-run checklist for Lootbound combat — situation to action, not another loop recap.

MistakeFix
Waiting for companion hotkeysThere are none — pack the trigger, then click the hero
Spending mana on every trash packBasic attack unless the preview says you need the spend
Splitting damage across four sliversFinish the buffer. Leftover pips take turns
Treating Health like armorArmor refills; Health does not. Campfire before the hard stretch
Walking in with an unpacked shapeRotate it or it is not in the fight — inventory
Slash-only into platesBring Crush or Acid — damage types
Parking the potion on a recruitConsumables are hero-only
Ignoring the initiative barKill or strip the next pip before it acts
Cloning the hero kit onto the recruitGive them a job — classes
Skipping the Boss PartYou are building the Guardian you will fight — bosses

One habit that fixes most of them

Before the first click, read the bar and name the threat that acts next. If a free basic removes it, take the free basic. Two seconds there prevents most empty mana bars at the biome gate.

When that is automatic, the next page is the type chart — why a clean click still ticks armor.

Lootbound combat FAQ

Is Lootbound combat turn-based?

Yes. Rounds run in initiative order. Each character takes one turn per round. Using an ability ends that character’s turn.

Do I control companions in Lootbound combat?

No. You control the starting hero only. Companions take their own turns from initiative using the kit on their separate grid.

What does initiative do in Lootbound?

Initiative is turn order. Higher initiative acts earlier. Going first lets you kill or strip a threat before it swings. Exact thresholds stay TBA.

Does armor come back after a fight?

Yes — fully, for the whole party. Ending trash at 1 armor is fine if you are alive. Health does not refill on its own.

Does mana come back after a fight?

Only partly. The tutorial says a percentage of total mana returns, and that share drops as run difficulty rises. Exact percent TBA.

Do basic attacks cost mana?

No. Basic attacks are free. Abilities cost mana, stamina, or an action — exact formulas TBA. Bank the spend for elites and bosses.

Can companions use consumables?

1.0 tutorial says no — keep potions on the hero grid until a patch says otherwise.

Why did my companion waste a big skill?

You packed their trigger. Community notes: some heals wait for low Health; some debuffs fire when one enemy remains. Rebuild the grid — you cannot queue their click.

What should I read next?

The damage types page — Slash, Crush, Acid, Chaos, and why a clean click still stalls on plates. Then classes.

Last verified?

August 15, 2026

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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