
I have been playing for about a month and a half, and now the main plot has been pushed to the end of Chapter 14. The arena is always in the top 50, and a complete set of development routes has been summarized. Let's talk about the conclusion first: lineup rotation is the core gameplay of this game, but most players play it as a mindless way to pile up combat power. This is the biggest cognitive misunderstanding.
The hero panel is just the basis. What really determines the strength is the order of positions and the rhythm of skill release. For example, everyone has Hawkeye in the early stage. Its output is high but its body is extremely weak. If you put it in the front row, it will be a waste. The correct operation is to put it in the third position, so that it can fully absorb the shield buff given by the support in the first round, just enough to withstand the first wave of continuous fire from the opponent. With the same lineup, changing positions can lead to a 40% gap in clearance rate.
At the beginning of the game, give priority to upgrading the four heroes sent by the system to the purple level, and don't touch the card drawing pool. Many people think that it is important to accumulate diamonds and draw 100 companies in the early stage. In fact, the basic hero card pool provided by the game for the first charge and for clearing the level is completely sufficient. The three-star rating of the first two maps can be exchanged for a large amount of upgrade materials. It is recommended to wait until the second chapter of the three-star graduation to spend diamonds. Only the high-rarity heroes drawn at this time will have enough resources to play.
According to this idea, the first low point appears in the seventh level of Chapter 3. The BOSS is the Shadow Warlock. Its ultimate move has a large range and is easy to back up, making it difficult to block with regular lineups. Here is a hard-core strategy: remove all equipment from the tank, leave it with two stars, and focus the rest of the resources on the wet nurse. Because the BOSS's damage is fixed, tanks with low health trigger passive energy recovery, allowing the wet nurse to disperse the group at the moment the BOSS is enlarged. I have personally tested it three times, and the combat power is even 5,000 lower than recommended. Data does not mean everything, mechanism always takes priority.
After drawing the core heroes, you have to consider the mainstream team formation. The most versatile system in the current version is dual auxiliaries, dual cores and one meat. As auxiliaries, we recommend the mechanical old man and Holy Light Dad. One is to process critical hits, and the other is to sustain blood. The core output gives priority to heroes with penetrating effects, such as crossbowmen or frost mages. Such a combination is not easily blocked by a single high-armor unit. For the tank position, just use the guarding front hero given at the beginning, and it is no problem to switch to high-star heroes in the later stage.
Development resources are scarce in the early stage, and gold coins are the biggest gap. However, do not level up all the heroes before Chapter 13. Because the consumption of gold coins increases exponentially according to the qualification level, it costs two million gold coins for an initial three-star hero to reach level 45, while it only costs four hundred thousand gold coins for an initial two-star hero. The low-star God of War's body can easily widen the gap in combat power, and often performs better during the transition period.
Don't stick to a fixed lineup rotation during the process of pushing pictures. When a certain level is stuck for more than five minutes, replace the players according to the restraint relationship. The restraint chain in the game is: combat type defeats agility type, agility type defeats defensive type, and defensive type defeats support type. When stuck, give priority to the type of core hero in the opponent's lineup. As long as you rotate a completely restrained hero on your own side, it will often be much easier.
Let's talk about a few things that must be done every day. Clear out the rebel stronghold. Although there are few resources, the victory is stable and it is the main source of equipment upgrade materials. The Abyss Trial must be played at least until the eighth floor every day before settlement. The benefits are skipped. Once the ninth floor is defeated, the benefits from the first eight floors will be doubled. If the Ruins of Light is blocked, just hit the last blow. Wait two minutes before the midnight refresh to get an extra ranking reward.
The resources that Lingkr can stably obtain every day are about 4,000 gold coins, 200 diamonds (including tasks), and 10 hero fragment coupons. This number is not enough to draw cards, but it is enough to raise the main players one by one. Don't be too little, as accumulated over time, it will be the basis for civilian counterattacks. Tower Defense Era is not a fast food game, it is the kind of work that becomes more and more ingenious and rich in details the more you play it.
I am A Xing from the strategy team. I will write this first this time. I plan to publish a breakdown of the lineup for the Abyss Trial later, and explain clearly the mechanisms and responses to the BOSS at each level. If you have any questions, just ask in the comment section and see the replies.