
Don't rush to draw cards yet, hide those glorious five-star heroes in your hand. The underlying logic of this magical strategy tower defense is not based on the strength of a single card, but is based on the restraint cycle and skill linkage of the six races. I also stepped into the pit when I first entered it. I thought that by accumulating combat power, I would be able to push evenly. However, I was slapped by the world boss in the third stage and sent back to my hometown. Later, I spent two days doing data comparison and actual combat testing, and compiled a set of lineup construction ideas from scratch, hoping to help you avoid detours.
Let's talk about the relationship between racial restraint first. The game is currently open to six series: humans, orcs, elves, undead, dragons, and elements. The restraint chain is: humans defeat the undead, the undead defeat elves, elves defeat orcs, orcs defeat humans, and dragons and elements restrain each other in a cycle. Each time an attack triggers restraint, the damage is increased by 25% and the damage taken is reduced by 15%. This value is very critical in the later stage of the Inferno push map. For example, when facing the orc boss, the elf shooter can effectively reduce the battle damage, and if you charge the human tank hard, the extra output will be evaporated.
In the novice stage, I recommend maintaining two systems: use humans + undead to transition in the first three days, because the initially gifted knight and necromancer skills are highly interconnected. The human knight's taunting skill can absorb damage, the necromancer's shadow curse can reduce monster armor, and combined with the moon archer obtained for free by the elves as the main output, the map is basically stable until Chapter 5. After unlocking dragons and elements in the mid-term, you can consider transformation. I have actually tested a core lineup of elements: fire element (group damage) + water element (healing) + any tank (orc warcryer is recommended), with two damage-increasing auxiliaries. The winning rate of this set in the cross-server arena can be stable at more than 65%, provided that your elemental hero skill level is above the team average.
Regarding resource allocation, there is no brain-drawing card. The first two times you buy up your stamina every day are the most cost-effective, and diamonds are used first to unlock skill slots and copies of advanced materials. The number of cards of the same family consumed when a hero upgrades is fixed, so if you draw duplicate cards, don't rush to fuse them, save them for star promotion. The world boss can be fought three times a day. It is recommended to operate manually and save skills to interrupt the boss's ultimate move. This way the damage can be 30%-40% higher than hanging up. It's best to use voice communication when dungeons are formed with friends. I'm used to letting my teammates take control of the profession and being responsible for the output myself. This way, coordination is most efficient.
Racial matching is not a dead formula. For example, although the dragon clan has a strong board, it is slow to form. If a novice is forced to form a dragon clan team in the early stage, it will lead to stagnation. I prefer to use the high health of the Orc Warrior as the front row, combined with the critical aura of the Elf Ranger, which can save a lot of potions when pushing the map in Inferno. Last month, I relied on this lineup to reach the top 50 in the server arena. The core idea was to use the orc racial talent "Battle Cry" to superimpose defense, and then rely on the long-range suppression of the elves to establish an advantage. Give it a try. If you have any data points you don't understand, feel free to leave a message and I'll help you calculate the revenue ratio.