
Let me talk about the conclusion first. Even if you don't have many cards in your hand and only have enough resources to recruit one character, you can directly decide who to support after reading this article. I spent three nights bringing several Broc warriors with the highest fielding rate to the same level, and tested three scenarios: single defense, double teaming, and high-pressure waves. The following are all real data and physical sensations, and are not watered down.
The first one is Captain Rex. This character is a typical offensive and defensive character. The panel attack is not the best, but the skill comes with a short CD range lightning strike. The key point is that the thunder strike has a weak stun effect. According to actual measurements, after the tenth wave, this stun can interrupt the burrowing movement of the opponent's burrowing monster, which is equivalent to gaining a control position in vain. When used as a novice, he has a very high fault tolerance rate. Even if Bullock is placed a little crookedly, he can still stay alive for several minutes by frequently triggering his skills. But the shortcomings are also obvious. The burst damage is insufficient. When encountering elite armored monsters with rough skin and thick flesh, sometimes they have to wait until the next wave enters before they can be defeated. It looks really anxious.
The second one is Mechanic Zero. Many forum guys say he is a version trap, but I don't completely agree. The core mechanism of this one is that after the turret is deployed, it can lock two targets at the same time. With the critical strike entry, the output limit is indeed high. When I hit the wooden stakes on the training ground, he could lead Captain Rex by about 12% in total damage in thirty seconds. This number is very objective. but! He has a fatal shortcoming. The turret requires one second and two seconds to deploy, and it cannot move during the deployment. If you place it in the middle, it is easy for remote monsters to focus fire; if you place it in the corner, you will not get the bonus of the entire map. The requirements for positioning and formation judgment are too high. When used by novices, teammates are often penetrated before the turret is set up. This role is suitable for veterans who are confident in their own operations and can be used as an entertainment nuclear bomb.
The third one is Hercules which I personally recommend the most. This role is positioned as a pure front-row shield guard. The active skill is to set up a shield for yourself that can absorb five times of damage. The passive skill is that for every 20% of the blood lost, the next basic attack will cause an area counter-attack. It sounds simple, but the actual effect is incredible. I specifically tested it and found that without treatment, he alone could resist all the ordinary enemies in the first twelve waves, and his bloodline was still stable at over 60%. In team mode, he pokes into the middle of the line, and the output characters on both sides can take their stance with peace of mind. This strategic value is incomparable to the first two. The only drawback is that the output is low. It is unrealistic to expect him to deal damage. A core output position must be left in the team.
Some people may ask, so if I only practice one, who should I choose? My suggestion is that if you usually play solo and want stability in every game, choose Captain Rex. His versatility is enough to deal with most random lineups. If you have a fixed team and someone is willing to play damage, then raise Hercules first, he can raise the minimum limit of the team by more than one level. As for Mechanic Zero, let's put it in the warehouse to eat dust first. Once you've memorized the monster spawn points on each map, you can take it out to show off.
Add a practical tip. No matter which character is used, in the first 60 seconds, priority is given to merging the summoning cards on the field into two three-star warriors, which is much more useful than rushing to fill up five people. Because the blood volume of monsters is low in the early stage, the output overflow of three-star warriors can help you clear the field quickly and save skill energy. I didn't understand this rhythm in the first few days, and I always promoted stars evenly. As a result, every game was delayed until after the 20th wave, and I was taught how to behave by elite monsters. Later, he changed to the "god-making" style of play, and the winning rate directly increased by 30%. Okay, the data and analysis are here. How to choose depends on what style of play you like. Brothers who have different opinions are welcome to slap me in the face with actual test videos. It is most interesting to help each other understand this game. 😎