Guides

How to Rob in Hero Legends

Military Base and Vault execution - levers, doors, loot, and escape routes.

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Robbery is a skill, not a button

Anyone can walk into a store. Consistent villains in Hero Legends win because they pre-plan entry, objective, exit, and sell. This guide goes deep on the locations that punish improvisation hardest - especially the Military Base - and then covers Vault habits that keep heroes from eating your bag.

For broader economy routing, stay on How to Make Money. For day-one shop buys like Invisibility, see Getting Started.

Mindset before you touch a door

  • Scout population: empty base vs three Flight heroes overhead changes everything.
  • Equip the right tool: stealth (Invisibility), break power for doors, or mobility for the leave.
  • Know your bounty status. Starting Military Base already infamous is asking for a welcoming committee.
  • Decide the success condition: one canister sold beats two canisters lost in prison.

Military Base deep dive

Military Base is the robbery most players search for after the Thragg-era map additions. Treat it like a mini raid.

1. Approach the correct runway

Come in toward the giant runway inside the base, not the smaller distant strip. Orientation mistakes waste time and give turrets free shots.

2. Shut off the turret

Find the air control tower beside that runway. On the right side of the tower is a lever. Flick it to disable the turret covering the front approach.

If you skip this step, the turret can kill you before you extract with the Uzi / UFO area loot path. This single lever is the difference between a clean educational run and a highlight-reel death.

3. Break the secured door

Move to the large secured door protecting the high-value interior (community videos call out UFO / Uzi staging). Punch the door or use powers that accelerate breaks - Pyrokinesis, Conjure, and other impact kits are commonly mentioned.

Door time is when you are most vulnerable. Have a teammate watch angles or be ready to Invisibility disengage if a hero lands on your head.

4. Take the green canisters

The premium loot is the green canisters on the ground. Picking one up commonly:

  • Grants on the order of 10,000 cash value
  • Consumes a large portion (often all) of default bag space

With a bigger bag game pass, players can secure two canisters for roughly 20,000 on a clean multi-grab. That is why the pass shows up in serious farming discussions.

Do not get distracted by every prop in the room. Canisters are the payday.

5. Leave like you planned it

Exits may involve sprint paths, vehicles (helicopter / other base transports depending on the current build), Flight, Super Speed, or Invisibility breaks. The turret should already be off; if it is not, you made a step-2 mistake.

Assume contested airspace. NanoTech plasma, Gravity pulls, and Super Strength users love canister couriers.

6. Sell immediately

A canister in your bag is theoretical money. A completed sell is real money. Re-enter only after the heat drops or you rotate to a softer target like Jewelry.

Vault tips

The Hero Vault is louder socially than many mid-tier stores even when the mechanical steps feel simpler.

  • Entry: Do not pile in with five random villains who will grief the objective timing.
  • During: Listen for combat audio - if a Gravity user pulls your teammate mid-objective, reset positioning instead of greed-finishing.
  • Tower signal: After V2-style updates, the hero tower can flash red while a robbery is active. That is a city-wide advertisement. Speed matters more than emotes.
  • Exit: Change elevation or break line of sight before the sell path. Heroes pre-aim common Vault leave vectors.
  • Aftermath: If you down a hero while leaving, do not linger for pride kills while your bag is full.

Other robbery notes (Bank, Jewelry, Cargo ship)

These are covered as economy pieces on the money guide, but robbery execution still matters:

  • Bank / Jewelry: Fast clear, punish hesitation, leave with partial loot if contested early.
  • Cargo ship: Longer approaches; watch skyline campers; mobility powers are worth the slot.
  • Future / teased locations: Construction near hero tower (museum-style hints) may become new robbery content - watch the Updates Hub.

Loadouts that rob well

  • Beginner invis robber - Invisibility first, add damage later (best builds)
  • Speed courier - Super Speed + bag discipline
  • Break specialist - Pyrokinesis / Conjure for doors, then stealth leave
  • Late-game bully - NanoTech if you prefer fighting the response team instead of hiding

Skip Magic Blast for this job. It does not solve turrets, bags, or exits.

Hero counter-habits (know your enemy)

Understanding hero logic makes you a better robber:

  • They rotate to highest value first (Vault, Military Base)
  • They look for downed timers to secure prison sends
  • They camp sell-adjacent chokepoints more than spawn rooms

If the same hero repeatedly deletes you, change timing, side approach, or server - do not donate a third canister out of spite.

Prison recovery

Failed robberies often end in the downed-to-prison pipeline. Learn Escape Prison so one mistake does not erase the session. Also review bounty behavior on the Players Hub.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How do I turn off the Military Base turret?

Use the lever on the right side of the air control tower next to the large runway inside the base before you extract loot.

What should I steal from the Military Base?

Focus on the green canisters - about 10,000 cash each, with bigger bags enabling a second canister.

How do I open the Military Base door?

Punch it or use break-friendly powers such as Pyrokinesis or Conjure to speed the open.

Why do heroes always show up mid-robbery?

High-value targets and V2-style tower alerts advertise your crime. Speed and exit planning matter more than winning every pride fight.

Is Invisibility required to rob?

Not required, but strongly recommended for beginners. Mobility or raw PVP power can substitute once you are confident.