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The professions in this game are vaguely marked. In fact, choosing a flying dragon at the beginning is just like drawing a card. Each background data has its own numerical pitfalls. I have tested five kinds of dragons to level 30 and tried them in different modes. I will just pick the key points for you.
Fire Scale is the ceiling of output, and its devouring speed is the highest among all dragons. There is a hidden bonus to the attack. Every time the team's maximum HP is devoured, the attack speed can be increased by 2%. When the attack speed increases in the later stages, it is completely realistic to have one crispy skin at a time. But the price is low defense growth. If the opponent's rock armor attacks the face and cannot be dealt with, it will easily be counterattacked. Suitable for players who like to move aggressively and grab orders on the flanks of the castle.
Ice Wing is considered a legal system control, and the freezing effect of the skill is very loose for small and medium-sized teams, and it is basically accurate to freeze it. The problem is that the skill cooldown is too long, the initial CD is actually 7 seconds, and the AI ​​teammates don't know how to cooperate with the focus fire, so the solo queue is particularly difficult to operate. However, if you can block the opponent's Devouring Roar before shaking Freeze, you can directly interrupt the annexation. This is a strategic value that other dragons cannot provide. In the previous Baron Showdown on the test server, Ice Wing was the team's anchor.
As for Rock Armor, the strangest thing about this game is that the tank character's devouring efficiency is actually much higher than its output. Not to mention the thick base blood, the passive "Golden Armor" has a 20% chance of rebounding damage every time it is attacked. In Brawl mode, it is like a mobile hedgehog. But the fatal problem is that the movement speed is at the bottom, the treasure chest is always one step behind, and the map running is tiring. Playing 8 out of 10 games on the road, it's like going to jail.
Wind Blade, in a word, is a version trap. It seems that the attack speed is high, but the actual growth curve is stretched. Later, when other people's dragon attributes increase, its high attack and low defense template is used to deliver food. In matchmaking, I have seen many Wind Blades rob two teams in the early stage and feel that they are invincible. In the mid-term, they go to fight against the Rock Armor and are directly defeated. The overturn rate is extremely high. Novices who enter the game looking at a good-looking panel will basically regret it.
Let's do some numerical calculations. If you have the same level, orange skin, and full stars, a single wood stake with fire scales can hit 18,000 in 30 seconds. Ice Wings only have 13,000 plus control. Rock Armor has 11,000 but can stand on a stake and handle 35,000 damage. Wind Blade seems to be the highest on paper at 22,000, but its actual soft control resistance is zero. Its real effective output cannot even hit fire scales.
There is a very pitfall in the gameplay. Although the introduction of this game says that you can roam freely to find companions, in fact, the initial character type determines the skill combination preference of the entire team. The faster the Fire Scale team devours, the more frequently its active skills are refreshed, and its snowballing ability becomes more powerful in the later stages. The Yanjia team, on the other hand, was strong in the early stage, but struggled a bit when others developed. The Ice Wings are weak in single combat, but the group debuffs are stacked up to full level, and they can even freeze the big bosses, making them a good disruptor in the arena.
Therefore, the recommended golden team formula in the current version is: rock armor in the front row, ice wings in the middle row to control the field, and fire scales in the output position. In this way, the team will be drawn together, and the offensive and defensive control and tankiness will be more balanced, and the development resources will not be wasted. It can be wasted anywhere, but don't waste it all on the wind blade.
Let me put it another way, the team-building mechanism in this game is completely different from what you think. Soul feeding stones and equipment enhancements are universal, but different characters have very different utilization rates of attribute gains. Wind Blade's attack speed gains will be diluted by dodge rate. Some equipment seems to have high values, but it's not until you raise it that you realize it's a trap.
To sum up, if you are just a recreational player and don't like to study data, then Rock Armor has the highest fault tolerance rate, is not easy to die suddenly, and gives you a sense of experience while playing. If you have the heart to lead your teammates and the system operation response can keep up, only then can Fire Scale play like that. Forget about the Ice Wings, solo queue is really unsustainable.
Finally, I would like to say something from the bottom of my heart. The frequency of character adjustments in this game is not high. One version and one mainstream situation can basically last for a long time. Choose your destiny carefully and don't just act haphazardly. Anyway, my main training is Fire Scale, and I changed my name to "Strategy Group A Xing". If the Castle Arena sees me, I can come and compete.