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Micro RPG Beginner’s Guide: Tips, Tricks & Strategies to Protect the Kingdom

Micro RPG is a casual RPG developed by JoliYeti Games, where the kingdom is under attack, and all available knights are off on vacation. Thus, it is up to a motley crew of unlikely heroes to fight off the invaders in the knights’ stead. Your collected heroes will travel from place to place, quelling the enemies with each turn, while making sure your selected hero does not take damage. With a variety of weapons to choose from, knowing which weapon to use can mean the difference between victory or defeat.

micro rpg intro a

This game will have you dealing with crowds of enemies along with bounties involving specific targets, and you only have a set number of turns per level to complete the bounties. The weapons you have do not just deal damage, but can force enemies to move in a certain direction. This is important not only for crowd control, but also to lure certain enemies into the path of another enemy’s attacks, preventing you from taking damage in exchange.

micro rpg intro b

Micro RPG is a short game, so a dedicated player can beat it fairly quickly while casual players can get quite far after learning the basics. Gameplay can get a bit repetitive at times, but that means that if you decide to take a break, you can easily pick up wherever you left off. Microtransactions are minimal and ads are limited to bonuses you can opt in, but your real barrier to progress may be lootbox rewards.

Even then, you can make progress with what you have if you know what to do. So be sure to stay with us and read our Micro RPG beginner’s guide for some useful tips, tricks and strategies to protect the kingdom!

1. Rumble In The Ring

In Micro RPG, there are five worlds you can complete as of this writing, with each of them sporting 10 levels. Levels in Micro RPG have you placed in the middle of a circle, with enemies surrounding you. The circle is split into 24 sections, and each section is six columns deep. You have 15 turns to complete your objectives before you lose the current attempt.

micro rpg battle start

Your chosen hero wields three weapons to deal with the enemies around them. These are split into short-, medium-, and long-range weapons. All weapons have an attack arc that rotates clockwise, and when an attack is confirmed, your hero will attack all enemies in that arc.

For every attack you perform, the damage per attack increases linearly: if you are attacking three enemies for example, the first attack deals 100% damage, the second attack deals 200% damage, and the third attack deals 300% damage. As mentioned above, your weapons will also move enemies in a certain direction, which is vital in keeping them clustered for a future combo, or just putting an unfortunate mook in the path of an incoming ranged attack.

Luckily, your character will always prioritize weak enemies before stronger ones, ensuring that the damage bonus towards the end of your combo will kill them in one hit. Bigger combos will also award bonus rewards. You unlock new weapons for each category along with duplicate weapons for levelling up pre-existing ones by opening chests. What each weapon can do, and what your starting weapon per category is capable of, is listed below:

micro rpg weapons
  • Short-range weapons will target the first two or three columns in the ring, and serve as your go-to against melee-oriented enemies. Your starting short-range weapon, and the first weapon you have in general, is a sword that pushes enemies back one space.
  • Medium-range weapons can target the middle two columns and are used to thin out hordes of melee or ranged mooks. Your first medium range weapon is a hammer with a tapered arc that shifts anyone it hits to the right. The hammer can also hit enemies in the first two columns, but in a very narrow area.
  • Long-range weapons, which can target the last two columns, are used against distant foes. However, because it is so far away from the center, it can be difficult to land shots as the arc travels very quickly. Your first long-range weapon is a bow that pushes targets closer to the center, allowing you to pull enemies closer to your other weapons. As a tradeoff, the bow cannot hit any enemies in the first four columns.

Performing combos does not just increase the damage you deal; additional hits have a chance of spawning Coins, Rubies, and Hearts. Coins are the standard currency of Micro RPG and drop in bundles of around 10, while Rubies are the premium currency and are dropped in bundles of 1-2.

micro rpg battle

Hearts will heal up to 10 points of health, but your Hero must perform an attack with the Heart(s) in range in order to pick it up. Hearts are picked up first before performing any attack, and if you complete a mission with any spare Hearts on the field, they are automatically collected.

2. Men And Monsters

You collect heroes in the same way you unlock weapons; by finding them in chests and using duplicates to rank them up, increasing their health as you go. The first hero you start off with is Theobald, a peasant with a 10% of avoiding melee attacks. Hero and Weapon unlocks are tied to world progression. For every world you complete, you add a new set of weapons and a new hero to the chest pool. We will list a couple of heroes you can find early in your progress:

micro rpg hero list
  • Lora: Another peasant like Theobald, Lora has a 10% chance of avoiding ranged attacks instead of melee ones. She is available from chests right from the start. Some ranged enemies can hit harder than their melee counterparts, making Lora a viable option to consider when ranged enemies are giving you trouble.
  • Nash: A thief who has a 10% chance of earning extra Coins when hitting enemies. Trading out survivability for bigger earnings, Nash is a good hero for farming money if you are adept at chaining combos. He is unlocked as a chest reward after completing the first world.

All heroes can be deployed to any unlocked worlds, and will share whatever weapons you equip them with. Any damage a hero takes during missions will accumulate, so later missions can get harder if your hero is too injured.

Heroes slowly regenerate any lost health when not in missions, and you can speed this up either by spending Coins to fill their health to full, or by watching an ad to restore 50 points of health. If a hero falls in a mission, you can watch an ad to revive them with 50 health and push nearby enemies away, or take the loss and let your hero respawn with only 1 health.

micro rpg hero card

Enemies in Micro RPG can be divided into three major categories: melee, ranged, and support. Enemies will use their turns to move into position depending on their attack and hurt the hero once they are in their desired range.

When an enemy is ready to attack, an exclamation point will appear over them, indicating that they will make their move after your turn. Each category also has subgroups that alter their behavior beyond simple attacks. Melee enemies can be split into:

micro rpg charge mook
  • “Regular” melee enemies, who move towards the center of the ring and whack you when they get close. These typically make up the rank and file of any given mission;
  • Charging enemies, whose main form of attack involves ramming at you from a distance. Because of this, if you cannot kill them before they attack, you can counter their charge with certain weapons which double as traps, or by moving another enemy into its path to take the damage instead.

Ranged enemies also have two basic categories, but both generally share a key weakness: if they are hit by certain weapons right before they attack, they get stunned. While it does not make them lose their turn, it does make their attack miss entirely.

  • “Regular” ranged enemies simply maintain their range, typically 4-5 columns away, and attack when their turn is ready;
  • “Area” ranged enemies, whose attack is a piercing line that hurts anyone caught in its path. In their case, stunning them is vital as the only other way to negate their attack is through traps.

The only support enemy we have seen thus far is a mage-like enemy whose only attack petrifies your hero, making them lose their turn. Thankfully, the mage can only cast that spell at melee range; as long as you have a short-range weapon that shoves enemies back, you should not get turned to stone.

Some monsters take increased damage from certain weapons, while others take reduced damage. The game will helpfully label which weapons are better against the current lineup but beyond that, it encourages players to try different loadouts to better fit the current mission. However, because what you get from chests is randomized, you might not be able to switch to a superior option.

micro rpg quest mission

Each mission in a given world has two quests requiring you to kill a specific number or type of enemies: a main quest and a bonus quest. Both quests reward King’s Tokens, which are collected to open chests on the field. If you complete the main quests first, you are given an extra turn and the option to leave the mission early.

The bonus quest is a bit more difficult to complete compared to the main quest, either due to dealing with harder enemies or requiring more kills. Finishing it first will not reward an extra turn, but it offers more King’s Tokens in exchange. If both quests are completed before your turns are up, the mission ends with your victory.

micro rpg boss stats

After nine standard missions, the tenth mission in a given world gives you a quest against a boss. This boss behaves similarly to any melee or ranged enemy, but the boss requires a minimum combo in order to actually damage them. The boss of the first world, for example, requires a minimum combo of three to receive damage, with any attacks less than that dealing no damage.

Luckily, both the damage combo scaling and targeting mechanics still apply. This means that your hero will always encounter the boss last and deal at least 300% more damage against them. Once that boss is defeated for the first time, you unlock the next world in line and gain new potential rewards from chests. Other heroes can also tackle completed worlds, with quests refreshed daily as a source of Tokens for chests.

micro rpg boss fight

Speaking of daily updates, Micro RPG also has Daily Challenges, offered by the King in exchange for Coins. These challenges can range from completing a set number of missions with a given weapon equipped, getting a minimum combo a few times, or simply completing missions altogether. There are five missions available daily and once all are completed, you will have to wait until the next day for new ones.

micro rpg daily challenges

3. Chests And Challenges

When not commanding your heroes to raid worlds, you can use your earned Rubies to buy chests from the store, along with additional Rubies through microtransactions. Every day, the store offers a free chest you can open for extra copies of heroes or weapons, and chests obtained through the store have a better chance of giving you heroes or weapons you have yet to unlock.

Chests are arranged into the following rarities, each offering more cards and therefore better chances of new things: brown for common chests, blue for uncommon chests, and red for rare chests. The free chest cycles through those rarities in a predictable pattern, so it is easy to wait for a rare chest to get a new weapon or two.

micro rpg store chest

Micro RPG also has a special Event which pits your chosen hero against waves of increasingly difficult monsters, tallying up your best attempts on a global leaderboard. To take on that Challenge, you need a key. You are limited to three keys that naturally regenerate.

To make things fair for all players, the stats of both your hero and their weapons are normalized no matter how many times you have upgraded them. Event score is determined by Gems, not to be confused with the above-mentioned Rubies, and are awarded mainly through the Event’s bounty in lieu of King’s Tokens.

You also gain Gems for surviving a given wave, either by completing a bounty in time or just holding off the enemies until all 15 turns are completed. Performing combos past four monsters will also reward Gems, and certain randomly-selected weapons may also offer a 5% increase to Gems acquired this way.

micro rpg event menu

Every wave you complete increases enemy health, and has you facing off against a boss-tier enemy at every fifth wave. To even things out, a fairy at the start of each wave will give you three bonuses to choose from: damage increases to certain weapons, healing for a flat amount of health, or placing a trap on the field at the start of a wave.

Your main goal is to collect as much Gems as possible before your character is overwhelmed. Like standard missions, you have the option to revive your character upon defeat, but while the first revive is free of charge, all future revives cost increasing amounts of Rubies. Once the Event of the day concludes, everyone’s scores are tallied and you are rewarded with some Coins and Rubies based on your position in the leaderboard.

micro rpg event battle

4. Overcoming Your Foes

Now, we can discuss some tips you can use during gameplay:

  • Prioritize immediate threats. Unless you can rack up a devastating combo to complete a mission’s quest early, focus on enemies within short range to thin out the horde. When a ranged enemy is about to attack, hit them to send their attack somewhere else. Melee attackers can easily overwhelm a hero and even Theobald’s passive can only protect him for so long, barring incredible luck; do not forget about them either.
micro rpg event battle
  • Remember how your weapons interact with enemies. Weapons do not just damage enemies, they also move them around. Use this to force enemies into favorable positions for future combos, or just pull them closer to your stronger weapons. Ranged enemies are particularly vulnerable to this as some weapons can stun them right as they are about to attack.
  • Enemies do not stay predictable forever. As early as the second world, you will have to face enemies with special properties. One particular enemy is a ghost which is limited to melee attacks, but becomes intangible every time you hit them.

    This makes them immune to damage unless you “hit” them again. This also means that a poorly-timed attack may allow a ghost to sneak up on you and scare your hero; you have no way of shoving the specter back. Keep your eyes open and forcibly materialize any spirits before they get close.
  • While we could not unlock new weapons for every category, we can list down some weapons you can find as you open up chests:
micro rpg double axe
  • Chestnuts: An alternative short-ranged weapon, rather than attacking foes directly, it leaves a row of chestnuts that damage enemies that walk into them and push them back a fair bit. They stay there for a few turns or until a new batch of chestnuts are deployed. This makes their usage more strategic as you lose the ability to hit enemies in close range directly, necessitating the use of other weapons to damage enemies or move them into the path of your trap.
  • Double Axe: An alternative medium-ranged weapon, the Double Axe’s area hits in front and behind your hero, allowing for some crazy combos but requiring luck or good positioning with your other weapons to really make use of it.

    The Double Axe cannot hit anything in the first three rows, so a suitable short-range weapon is recommended as a complement. You can also use this property to collect Hearts while they are separated from enemy groups. This weapon is unlocked after beating the first world.
  • Hatchet: Another alternate short-range weapon, the hatchet’s effective area covers nearly half of the first row at the expense of losing the ability to hit enemies in the third row. This does make it tricky to use compared to the sword, but it does have the ability to stun ranged enemies in exchange. The hatchet is unlocked after beating the second world.
  • As you unlock new heroes, remember that you can revisit previous worlds for more Coins, Tokens, and the occasional Ruby or two. Earlier worlds are also a great way to practice with newly-unlocked heroes and/or weapons, as you know what you are up against compared to new worlds
  • Missions are not the only way to get King’s Tokens. The King offers a donation of Coins and Tokens (visible as a red chest in the middle of the currently viewed world) that takes 12 hours to fully mature. You can wait for this process to complete naturally, or collect it immediately and you can optionally watch an ad or spend some Rubies to respectively double or quadruple your donation earnings by doing so.

    This donation also becomes more valuable the further you progress. The other method is by watching an ad in exchange for a small number of Coins, Rubies, or Tokens, available through a chest to the right of the screen. Once 20 ads have been watched, you get a free uncommon chest, and you will have to wait a day before you can start watching ads again.
micro rpg king donation
  • If your main goal is the Event, we have a couple of pointers that might help with your progress:
  • While you do get a sizeable number of Gems for completing a bounty, surviving may be the better option, as your given quest might have you dealing with an enemy that is too far away to reliably hit with your strongest weapons, or there are not enough turns to complete it. In that case, it may be better to focus on crowd control instead of risking your hero’s health.
micro rpg fairy boon
  • While select weapons do get a bonus from Gems received, they may not be for weapons you regularly use. In some cases, the bonus may be given to a weapon you have yet to unlock. In either case, you are better off sticking with what weapons you are most familiar with.
micro rpg outro

And that concludes our beginner’s guide to Micro RPG! We hope that our advice helps you and your ragtag group of heroes save the kingdom in no time. If you have any tips you would like to share with us, let us know in the comment section. Good luck, and game on!