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Let me talk about the conclusion first. I have been playing for seven days and am currently at the eighth level. All three main battleships are equipped with purple equipment, and not a penny of resources is wasted. If you are about to get into the game or you have just downloaded the game and are stuck in the early stages, you should read this post.
The first thing to do when creating an account is not to rush to start a battle. First, get rid of the ten consecutive draws given by the novice guide. This is very important. Among the heroes given at the beginning is a blue card called "Blade of the North". It doesn't look very eye-catching, but her skills are the Zerg slowdown and defense loss within the range. This thing is your mother before you have orange AOE. Don't be ashamed of the blue card. The early cost performance of the blue card is worse than the orange card you can't draw.
Then let's talk about the order of base development. I've run into pitfalls here. The main castle and the arsenal must be upgraded simultaneously, don't just upgrade one. Why? Since the waves of Zerg monsters starting from the fifth level are two crossings, you will definitely miss the output point of only one main road. After reaching the sixth level of the arsenal, the rocket tower is unlocked. This is the absolute core for civilians to resist pressure. After reaching the sixth level, coupled with the deceleration of the Blade of the North, the bugs will basically disappear halfway.
Let me calculate the values ​​for you: Upgrading the rocket tower to level six costs 32,000 alloys, the basic damage is 480, and the three-shot salvo is 1,440. Compared with the laser tower at the same price, the laser tower alone costs 3,200 alloys but has a slow attack speed, and the actual troop clearing efficiency is nearly doubled. So don't be superstitious about the high damage of a single shot on the panel. When playing tower defense, it depends on instant damage and penetration. The rocket tower's splash is a meat grinder for monsters like the Zerg that gather together.
How to allocate resources in the early stage is also important. Alloy and iridium ore are the first priority, don't stock up on food. When it comes to unit training, I suggest you don't do it all at once. Just five units each for the second team and the third team. All your resources should be spent on the six main players. Is the character's star upgrade stuck? Don't grind for shards yet. The basic attribute benefits brought by upgrading blue cards are much lower than those of purple cards. It is more cost-effective to invest resources in improving the skills of orange cards. My Blade of the North is currently stuck at two stars, but my skill points have reached level nine, and I am still firmly in the main position.
As for the unit's technology points, this is the key point. Prioritize attack speed, then critical hit rate, and finally attack power. Why? Attack speed affects the output frequency, which can lead to compound benefits from critical hits, while pure attack power is a unilateral value, and the benefits will be diluted in the later stages. I have calculated that the actual output increase of a single point of 100 points of attack power is about 7%, and the benefit of the same 100 points of attack speed can be more than 15%. Don't make the wrong choice, brother, it's expensive to wash some water in this game. A bottle of three hundred diamonds is enough for you to draw ten shots in a row.
In terms of formation, there is a heavy-armored frigate in the front row to resist damage, three output and one support in the back row, and the green-haired medic is placed in the support position. In the eighth level of the Zerg race, a large mother insect will appear. This thing does not take control but will summon bugs. You need to separate the two rocket towers, one on the left and one on the left, so that the bugs it summons will be splashed away as soon as they emerge. The mother bug will be destroyed by concentrated fire when it reaches the middle, and about two-thirds of its health will be destroyed.
The last focus is fleet technology. This system is only unlocked at level 15, so many people don't know. After unlocking, click the tactical drone to level two. It is an additional output unit that does not take up your lineup position, and it will fly to the Zerg with the lowest health to deal damage, which is equivalent to a stable output for free. Don't just click on the shield at the beginning. The damage reduction ratio of the shield is too low in the early stage, and the benefits are not as good as clicking on one more round of output.
That's pretty much it, I'll add more as I think of it. One last word for you: Combat power in this game is not equal to the ability to pass levels. Reasonable configuration is the most critical. If you have any questions, ask in the comment section, I will reply when I see them. Go and fight the Zerg back to their home base, Commander 😎