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Let me talk about the conclusion first. This game is an ARPG on the surface. In fact, when you play it in the middle and late stages, you will find that what really determines whether you can push maps across battles and compete in the arena is not hand speed at all, but whether you can understand the positioning and skill cycle of each character. I spent three nights bringing all the core characters currently available to the highest configuration that can be tested. Today I will give you a breakdown of them from both the data level and the actual feel.
The protagonist, Red Boy, is definitely the one everyone comes into contact with first and the one who must be provided with resources, but in comparison, it is actually very subtle. The advantage of Red Boy is that he deals mixed damage from both water and fire systems. The burning and deceleration abnormalities attached to his skills are extremely effective in the early stages, especially when attacking elite monsters with high physical resistance. His mixed damage mechanism prevents you from getting stuck in a certain resource book. But the shortcomings are also fatal. The basic attack coefficient is only second-tier among all cultivable characters at present, and the critical attack growth is ranked in the bottom echelon. In other words, he is a jack of all trades, but if you want to pursue the ultimate burst of seconds, he can't do it. If you use him as your main force, you have to accept a long-term cultivation method. You need to rely on abnormal status and short skill CD to continuously output, which is suitable for players who have the patience to grind the boss.
Speaking of Sun Wukong, don't be so naive as to why Monkey King must be trained at the beginning. I have to say that this character is a typical numerical trap. The panel looks really scary, with the highest attack power among all characters, high critical hit damage growth, and a straight-line penetration effect for skills. The scavenger fish is simply a harvester. But he has a flaw, that is, the forward movement of one skill is too obvious. In the later BOSS battle where he needs to dodge skills, he has to stand and fight the whole set if he wants to maximize the output. And his body is as brittle as a piece of paper, and he basically loses health after being touched. If you don't equip him with a powerful auxiliary shield or monster gathering control, he will die infinitely suddenly in difficult situations. My suggestion is that if you are willing to invest in the best armor for him and move manually, he is the absolute core of the team, but if you want to hang up and fight automatically, his death rate will make you want to throw your phone.
Surprisingly, it was Tang Seng. I really looked down on this character at first, thinking what output a nanny could have. As a result, after I unlocked his three-star resonance, I found that Tang Seng is definitely the king of assists that is seriously underestimated in the current version. His healing skills are not the kind that can be replenished in one go, but have a continuous recovery buff and are linked to his own attack power. This mechanism is very important, which means that when you pile up attack equipment for Tang Monk, you are also piled up milk, and there will be no waste of attributes at all. What's even more outrageous is that his second skill has a team-wide purification effect and can relieve various controls including stun. You must know that many overturning games in the later stage are controlled at the beginning and attrition. With Tang Seng, the output stability of the entire team will be directly improved to a higher level. The disadvantage is that he does not have any means of self-protection. If he stands a little forward, he will be instantly cut by the assassin, so he needs to be placed in the absolute back row of the team.
In addition, I also focused on testing the front-row tank Bull Demon King. To be honest, his physical defense value is not the highest, but he has a passive skill. When receiving fatal damage, he will enter an unyielding state for five seconds and recover a certain percentage of blood volume. This skill is simply a bug level existence on the defensive end of the arena. Many times you think you've won, but then he locks up the blood and hits you all with a big backhand move, instantly turning the tables on you. But when it comes to playing dungeons, the scope and duration of his taunts are relatively limited. He cannot absorb the hatred of all mobs like a traditional human shield, resulting in the back row being harassed by loose monsters. Therefore, this character is more suitable for PVP and is a highly targeted countermeasure card.
Finally, let's talk about the idea of ​​lineup matching, which is also the set of logic I currently use to clear the main line. Red Boy plays the abnormal resistance reduction tool man and deputy C, Tang Seng provides battery life and purification, Sun Wukong is responsible for ending the explosion, and adds a pure T to resist frontal damage. This combination performs well in most activity books, provided that you have to manually control Sun Wukong to face off and receive skills.
Of course, the game has just launched its server not too long ago, and there is still room for numerical adjustment in subsequent versions. Now anyone who says he is an absolute T0 is just being a hooligan. This article is based on my actual measurement comparison between the current test server and the official server version. It is only for your reference in early resource allocation. Anyway, remember one sentence, there are no all-round characters in this game, only characters that are suitable for your current level needs. Don't follow the trend and practice blindly. The resources you save will be your capital for climbing the rankings later. I wish you all a smooth journey to the Three Realms. 😎