
Recently, I measured a round of actual combat data of the new orange cards National Football Cavalry and National Football Shishi, and found that the differences in the mechanics of these two tanks are greater than imagined. In particular, the description of the Cavalry's "Holy Asylum" shield says it "absorbs 15% of one's maximum health as damage." However, in actual testing, the amount of absorption of this shield is also affected by the skill level and the "Shield Strength" attribute in rune activation. I pulled a fully-skilled Cavalry (skill level 8) with a health panel of 128,000. After hitting the stakes several times, the shield absorption amount stabilized at around 21,000, instead of a simple 15% of 19,200. The extra 1800 points are the hidden coefficient of the skill level. Each skill level absorbs approximately 0.5% more life.
Compared with the national warrior, his "iron wall" directly reduces damage by 20% and lasts for two rounds. At first glance, the value seems to be harder, but please note that the damage reduction only takes effect on physical damage, and the magic damage is directly eliminated in half. The Cavalry's shield absorbs all damage, including true damage. In the current environment where bad guys with red cards are rampant and suffer various real damage percentages, the versatility of cavalry is obviously higher. I simulated a PVP match. The opponent was a standard burst team of Bad Guy + Slow + Wild Tokoku Shinnosuke. The Cavalry opened the shield in the second round and took two arrows from the Bad Guy (each arrow brings 3% of the maximum life real damage) + a basic attack from the Slow, and actually still had 800 health left. The Shishi jumped to death from real damage in the second round under the same conditions.
However, the shortcoming of the Cavalry is that the shield can only last for 2 rounds, but the CD is 4 rounds. The window period is very dangerous. The optimal strategy is to give him "toughness" and "healing bonus" attributes, combined with the "life recovery" and "shield duration extension" in the rune activation (if you get it). I have tested that by increasing the toughness to more than 1200, the probability of being critically hit when the face is black can be reduced to less than 5%, and the survival rate during the window period is significantly improved. Equipment recommendation: Choose the orange "Shield of Light" as a weapon (HP +15%, toughness +8%), use "Knight's Oath" as a helmet (+12% healing bonus), and give priority to the runes to activate "Fountain of Life" (recover 2% HP per round) and "Shield Master" (shield absorption +10%). Calculated in this way, the equivalent blood volume of the cavalry can reach 164,000 (128,000 + 21,000 shields) in the shield round. During the window period, the blood can be restored every round.
If you are the main tank in guild battles, it is recommended to give priority to cavalry. Shishi can also be used as a deputy T in a pure physics team, but his versatility is indeed not as good as that of Cavalry. In addition, the appearance rate of red card villains in the arena is more than 70%, and cavalry is the optimal solution. The data is here. If you are interested, you can pull up a wooden stake yourself and try it. If you have any questions, chat in the comment area.