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Let me start with the conclusion: if you want to have fun playing this game, there are only three words at its core - don't get ahead of yourself. It's not to persuade me to quit, it's just to stop and use all my resources to support Zuo Fei. You will come and thank me when you see me later.
About the initial number and first draw
The Tiga that comes with you at the beginning is indeed good, but don't rush to give him all the experience capsules. Prioritize what is drawn first, and decisively change your main force when you draw Cerro or Tregear. These two cards are the output ceiling in the early and mid-term and the core of pushing the map to the limit. Don't be discouraged if you draw Taylor. Use it as a fire tool in the early stage, and you can still shine when you switch to the support position in the mid-term.
Lineup matching ideas
This game is not won by high combat power, the bond bonus is much more important than the strength of a single card. Recommend a group of civilian graduation ideas: Dyna in the front row (sufficient meat and has its own recovery), Tiga in the middle row (control of Tiger Balm), Zero in the back row (main c), put a Belia in the eighth grid to activate the bond of the old enemy.
I've calculated the specific benefits for you: Dyna's defensive bond can reduce the damage taken by 12%, which is equivalent to buying an eighth-level armor passive for free. You can't buy this cost-effectiveness and suffer a loss. If you draw Saka from the European Emperor, then just throw all your resources at him. The father-son bond combination of Saka + Sero is the speed pass password for the novice stage. Whoever uses it will know it.
The core idea of ​​speedrunning skills
In the first three chapters of normal mode, you can fight casually. In the fourth chapter, miscellaneous soldiers who can dodge will appear, and you will suffer a big loss if you are a level A player. Remember this formula: A character with two range skills will always use less energy than a single output point. When advancing through the level, the first battle wall will appear around Elite 2-6. When you get stuck, don't upgrade your equipment immediately. Check whether the awakening materials are sufficient first. Many players get stuck at this step because the awakening attributes are masked by the equipment's strength.
About main line advancement and function unlocking
If you want to push the map faster, you must allocate your physical strength decisively. In the main level, priority is given to hitting targets that drop fragments for the first time. Elite copies must hit targets when they see boosting props. The "Expedition" gameplay will be unlocked after Chapter 5. There is an upper limit on rewards in this mode, but low-level materials can be obtained unlimitedly. It is recommended to use all the daily free times, which is much more cost-effective than buying stamina later.
Finally, write down some thoughts on resource operation.
Are all characters equally awakened? That's Kryptonian romance. Civilian players, please focus all awakening cores on your main C. For example, if Zero awakens to level 3, the winning rate is 30% higher than that of five first-level characters. To strengthen equipment, first increase the output position, and then go back and replenish tanks when the cards are leveled. Don't use resources equally for each position - the value is the dividing line between your victory and defeat in the early stage.
By the way, here is an advanced tip: The hidden event mechanism of the elite map actually has rules. When encountering a "ship calling for help" event, choosing "Go to the spaceship to search" will give you rare equipment blueprints. Don't choose to save people, listen to the advice.
Okay, now that the guide is out, I'm going to compose my Gaia War playlist. Remember, not all Olympic fans understand the pain of being stuck in Chapter 4, but after reading this article, you are already at the starting line🌠