Tools

The Loopler Synergy Planner

A pit-stop checklist you run by hand: one engine, one gate sentence, and a list of charms you are allowed to refuse.

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Synergy Planner

This is a wiki tool, not an overlay. You will not download a helper, and nothing here rerolls the shop for you. Keep this page beside The Loopler while the car loops. At every pit stop you name an engine, plant gates in a sentence, skip charms that do not talk to that sentence, and spend pins on the one upgrade that is actually starving. If a term is new, jump to How to Play and come back. If you have not finished a 12-round track yet, finish Getting Started first.

The planner assumes Steam 1.0: fifty cards, thirty gates, seventy charms, loadout, garage parts. Demo memories of a 23-card pool are retired. Rankings that name specific cards live on the card, gate, and charm lists. This page tells you when to refuse the pack those lists still love.

Pick an engine before you open the shop

Say the engine out loud. If you cannot, Exit Pitstop and think. Two half-engines die when the goal steps up.

EngineYou are trying toFirst gate familyFull guide
SpeedBeat the board in the fewest loopsBoost, then fuel, then goldSpeed build
GhostHit every gate twice with extra carsGhost duration, then score-on-passGhost build
ScorePrint a bigger number per passScore gates, then on-loop multipliersScore build

Gold routing is support, not a finish condition. A gold gate is legal when the shop is broke and the engine is already named. It is illegal as the identity of the run.

Loadout exists so you do not rediscover this table every Monday. Lock the starting kit in Loadout and meta, then use this planner only for the decisions the shop still controls.

Gate order on the tarmac

Gates are a sentence, left to right (or along the line the track actually hits). Inspect Track before you plant. Cancel placement if the ghost preview is on the wrong slot — that cancel button has been in the game since the February 2026 demo QOL patch.

Speed sentence: Boost first so later gates fire at pace. Fuel or refuel next so the boost state has a tank. Gold third if you still need pack money. Score last, and only if a leftover slot would otherwise sit empty. Ignore most pure score cards; they steal gold from boost upgrades. Details on the speed build page.

Ghost sentence: Ghost spawn or duration first so the extra cars exist before they reach value gates. Score-on-pass and on-gate triggers in the middle, where every body will hit them. Refuel somewhere the swarm still visits after the spike. A boost gate is optional seasoning, not the identity. See ghost build.

Score sentence: Score gates where the car (and any ghost) will hit them often, not first for flavor. On-loop multipliers want a high pass count, so they sit on a busy line. Lucky-on-loop is a spice, not a plan. Do not lead the track with a gold gate and hope the number appears. See score build.

If the shop offersSpeed saysGhost saysScore says
Boost gateBuy, plant firstBuy only with leftover goldSkip unless the line is empty
Ghost gateSkipBuy, plant firstBuy only if it raises pass count
Score gateSkip early, maybe fill a last slotPlant where every body hitsBuy, plant on a busy line
Refuel / fuelBuy if the tank is scaredBuy if the swarm will starveBuy if loops will otherwise die
Gold gateBuy only if packs are unaffordableSameSame

One mismatched gate is a tax. Three mismatched gates is a dead run. The gate tier list ranks quality inside a family; this table ranks families against the engine you already named.

Charms you should skip

Charms are not free power. A charm that does nothing until you own a gate you refused is a trap. Skip in this order:

  1. Off-engine identity. A ghost-duration charm on a speed run. A boost-cap charm on a pure score run that never boosts. A lucky-on-loop charm when you have no lucky gates.
  2. Conditional on empty slots. Anything that wants “when you have X gates” while you still have two planted. Revisit it after the line is full.
  3. Anti-synergy challenge bait. Skull-style goal increases and pacifier-style goal cuts belong on Challenges, not on a ranked 12-round clear unless the weekly forces them.
  4. Reroll tax. Trade Requisition-style “+1 reroll, cost goes nuclear” charms are for players who already know the card tier list. First-hour runs should not buy a charm that punishes the next reroll.
  5. Stack-blocked duplicates. The demo already stopped the pit stop from spawning non-stacking duplicate charms. If 1.0 still shows a copy that cannot stack, skip it even if the art is pretty.

Buy a charm only when it multiplies a number you already print. The charm tier list is the quality ranking; this skip list is the refusal ranking.

When to reroll

Reroll is a priced button, not a fidget. Default rule: reroll when the visible row contains zero on-engine gates and zero on-engine cards, and you still have gold after a skip would also be correct.

SituationAction
One on-engine gate is visibleBuy it. Do not reroll away the sentence.
Pack is off-engine but a charm is on-engineBuy the charm, skip the pack if skip is cheap.
Entire row is gold gates and lucky spiceReroll once. If the next row is still noise, Exit Pitstop.
You are below the price of the next gateDo not reroll. Leave, finish the round, come back richer.
Flash sale is on-engineBuy flash before you touch reroll. Flash does not come back.
Flash sale is off-engineIgnore it. Debt-buying a trinket was a demo bug; the habit is still a run killer.

Skip a pack when the three revealed cards all belong to the other two engines. Paying to refuse garbage is correct. Opening a pack “because 10 gold is cheap” is how speed runs drown in score cards.

How to spend pins

Pins are not extra gold. They are the upgrade stickers you put on a card or gate that is already doing the job. Spend them on the bottleneck, in this order:

  1. The gate that fires most. A +1 on a dead slot is a wasted pin. Inspect Track, watch one loop, pin the gate that lit up.
  2. The card that names the engine. On-loop fuel for speed, ghost duration for ghost, on-pass score for score. Do not pin a gold converter because it is the only common you own.
  3. Lucky chance only after a lucky gate exists. Pinning luck with no lucky target is incense.
  4. Hold one pin for the next pit stop if the current row is off-engine. A pin in the pocket beats a pin on a charm you will sell.

Never pin a card you plan to sell. Never pin a gate you plan to replace when a better family shows up. The planner would rather you leave a pin unused than wallpaper a wrong sentence.

Shop sequence you can run every pit stop

  1. Name the engine. If you changed your mind mid-run, you already lost; finish the contract on the old engine or retire.
  2. Inspect Track. Count empty slots and which family is missing from the sentence.
  3. Buy the missing family gate if it is on the row. Plant it in the sentence, not in the first empty hole.
  4. Buy a pack only if the engine is missing a trigger (no on-loop fuel, no ghost, no on-pass score).
  5. Buy one charm that multiplies a number you already print. Skip the rest using the list above.
  6. Reroll at most once, and only if step 3 through 5 found nothing.
  7. Spend at most one pin on the bottleneck. Hold the rest.
  8. Exit Pitstop. A perfect shop that spends every coin is how durability dies two nodes later.

When the 12-round contract is free, take the same sequence into Infinity Mode with How to Go Infinite. Challenges get their own forced charms; do not fight Challenges with a speed sentence if the weekly banned boost. For what 1.0 added to this shop, see Launch Notes. For other wiki tools, the Tools Hub is the index.

The car will keep looping while you read this list. That is the point. Glance, buy, plant, leave.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Is this synergy planner a downloadable tool?

No. It is a markdown checklist on this wiki. You run it by hand at the pit stop. Nothing here installs beside Steam.

Which engine should I pick?

One of speed, ghost, or score. Gold is support. Mixing two engines is how the goal outruns you.

When do I reroll the pit stop?

When the visible row has zero on-engine gates and zero on-engine cards, and you can still afford the next gate after one reroll. Otherwise leave.

Where do I rank the actual cards and charms?

Use the card, gate, and charm tier lists. This page is the refusal script, not the S-tier list.