
Let me introduce myself first. I am a player who has played many MOBA games. I used to be addicted to PC games, but later switched to mobile games. I have heard the name "Don't Run After School" for a long time. Recently I saw that its new 5V5 mode was launched and downloaded it. To be honest, at first I thought it was a casual fighting game with Q-version cartoon art. After all, the style of the game looked very relaxed. But after playing for two weeks, I found that the things inside are quite deep, especially the talent system and growth route, which are actually the strategic core of the entire game. Today, let's not talk about anything else. Let's talk about my actual experience and hands-on experience in the past few days in plain English. I hope it can help friends who are just getting into the game to avoid detours.
Let's start with the basics. The core of the game is 5V5 confrontation, classic maps, and the familiar MOBA three-way structure. But its rhythm is obviously much faster than that of traditional MOBA. This may be because the time of a single game is compressed, so the early laning period is particularly short, and there is no time for you to develop slowly. This brings up an important idea: the early resource competition and support speed are more important than your solo kill of the opponent online. Stop just doing last-ditch kills, look more at the mini-map, and support your teammates in time. Even if you don't get a kill, you can make more money by getting assists than just grinding away money alone.
Then there is the talent system. There are more than 80 kinds of talents and hundreds of growth routes, which sounds very scary. But my suggestion is, don't think about setting up an evil school right from the beginning, first identify whether the hero you choose is mainly based on physical output or spell power. I see that many new players like to choose talents that seem to have high output in the early stage. As a result, they have no survivability as soon as the team fights run out, and they are instantly defeated. I played it myself, and I feel that the more stable idea in the early stage is to choose two or three core talents, giving priority to survival and CD reduction, especially the skills with displacement, which can give you more room to operate when the 2D grass is pulled. After all, only when you are alive can you have output. This is also true in "Don't Run After School".
Let's talk about this “face in the grass” issue. The grass and field of view mechanics in this game are actually very particular, because the map is a 2D plane, and the trajectories of many skills are not easy to judge. Don't really think that like in the introduction, you can fight back to the limit when you enter. That's for masters. When ordinary players explore the grass, they either find auxiliary teammates or follow my example and use skills to throw them into the grass. When they see the special effects of the skills, they retreat directly. If you just draw A, you will probably be controlled by the opponent and take away a set of skills. You don't need to be coquettish about positioning. If you develop the habit of not exploring blind spots and going around to support, your number of deaths will be reduced by half, and your economy will naturally be better than your opponent's.
There are also equipment growth routes. I strongly recommend not to completely copy the system recommendations. Because in the current environment, suppression in the early and mid-term is very important. Many attribute bonuses are superimposed by percentages. The benefits of buying basic equipment in the early stage and strengthening equipment in the later stage are completely different. One of my tips is: don't buy big items at the beginning, save money to buy the first specific secondary equipment, especially those with attack special effects. Hitting people in the early stage will be very painful. Then in the mid-term, it depends on whether the situation will turn defensive or continue to output, and don't go all the way to death. If the opponent's magic damage is high, add magic resistance, and if the physical damage is high, add armor. Don't be greedy for the attack power. Only when you stand firm can you have the capital to play.
Finally, I will share a little more about my gaming experience. To be honest, although the style of the game "Don't Run After School" is a Q version of a 2D cartoon, it looks a bit casual, but after actually playing it, I found that its competitiveness and strategy are not weak at all. From the perspective of mobile phone configuration, the running platform is 4.0. I bought my mobile phone two years ago and it still runs very smoothly with no frame drops. This is very important for MOBA games. Moreover, the diversity of play styles brought about by its talent system is, I think, richer than many similar games, and it can really create a variety of gameplay routines.
All in all, in this game, winning cannot only rely on operation, but more importantly, understanding the rhythm of the game. In the early and mid-term, focus on roaming resources, pay attention to targeted matching of talents and equipment, stay calm and cautious in the grass, use skills to explore your field of vision, and don't be greedy. I hope this guide, which is not really a guide, can give some help to friends who have just entered "Don't Run After School". If you have better ideas for talent matching, please leave a message below to discuss, and we will study together. 😎