In a blink of an eye, there are still a few days to go before the 2021 Golden League finals begin, which also means that 2021 is also coming to an end. In the next time, we will take stock of the tactical ideas that are popular with players in the 2021 year that is about to completely pass. Today, let me first introduce you to the popularity of the entire 2021, and even the Terran double defense tactics of the dominant passerby and the competition.

Tactical ideas
The so-called Terran double defense flow refers to the Terran tactical thinking of having both Terran paladins and master priests. Relying on the blessing of defense and supply capabilities brought by paladins and priests to the Terran troops, combined with the strengthened musketeers, relying on range advantages, constantly depleting the opponent's troops and resources to slowly grind out the opponent's tactical play. Due to the very strong survivability of this tactical unit and the relatively low resource requirements, the daily match and competition appearance rate in 2021 is not bad.
Core units
Paladin: In terms of heroes, the Paladin is undoubtedly the core of the double defense. It should be noted that although the Paladin is the core hero of this tactical system, it is not necessarily the starting hero, and it is not necessarily necessary to learn the aura skill in the skill addition point, according to the opponent's race, tactical ideas, and the rhythm of the game, it is also possible to choose the main saint light and vice invincible, not to learn the aura.
Master Priest: In the double defense stream, the master priest is also indispensable, although it is difficult for the psychic fire to play a role when the opponent has sufficient dispelling ability. However, after the master level, the survivability will be stronger, not to mention, the more blue amount will also greatly increase the healing ability in the tug-of-war.
Musketeer: As a ranged unit with a very good attack ability after studying the technical skills, the musketeer's output ability has always been very scary after studying the long range and attack ability. After the later changes, because of the double strengthening of attack power and attack speed, the comprehensive combat capability is further improved, and it is reasonable to become the core output unit of the double defense flow.
Starting hero
As mentioned earlier, although the Paladin is the core hero of the double defense stream, it does not necessarily appear as the form of the starting hero, so the Terran players who want to choose this tactical system specifically choose what hero to start, mainly depending on the racial situation of both sides. Under normal circumstances, the three heroes of Blood Mage, Grand Mage and MK will have a higher probability of starting, and will only choose paladins as the starting hero if it is determined that the opponent is UD or that the Terran player wants to play some flower work. Due to the similarity between the paladin starter and the traditional paladin stream, the following focuses on the role of Dafa, Blood And MK in the double defense stream.
Blood Mage: Although this hero's MF ability is relatively average, because he can draw magic and have no skills at the same time, he has a good performance in limiting the amount of blue of the opponent or slowing down the opponent to facilitate the siege or protect his own units. After the Paladin comes out, it can also provide effective blue supply for the Paladin, so it is a very good choice to be the starting hero in the double defense stream, and it is also one of the most commonly used starting heroes for passers-by to play the double defense stream.
MK: As we all know, due to the fact that paladins can provide healing to friendly forces while not being able to add blood to themselves, they often become the target of fire attacks from opponents in actual combat. In this case, if you don't choose the Paladin starter, but choose MK, a melee hero whose single control, range limitation and burst damage are very good, it is also very good, after all, this can make up for the padidizial control, damage deficiencies, not to mention, but also help the paladin to bear some damage. It is worth mentioning that after the game enters the late stage, once the MK reaches level 6, it can also bring great deterrence and restriction capabilities to the opponent.
Grand Mage: This hero also has nothing to say, the early MF efficiency is very high, not to mention, when the game comes to the middle and late stages, the powerful brilliant aura can bring a very good blue supply effect to the whole team. It is of great help to the two cores of the Paladin and the Priest in the double-defense tactic.
Gameplay points
As a tactical system with extremely strong unit survivability, double defense flow has only one point in actual combat - that is, exchange. However, this exchange is different from the unit and item exchange that often occurs in regular matches, but instead uses the advantages of our strong defense and supply capabilities to exchange the blue volume of our own units for the units and resources of the opponent. In the case that both sides are constantly obtaining resources, we use the lower cost or even a large part of the blue amount of money to exchange the opponent's units and resources, and it is not difficult to drag the opponent to death for a long time.
Precautions
Don't use muskets directly: Although the pure paladin musket stream combat effectiveness is not bad, but because the musketeer's appearance speed is relatively slow, the starting hero will be deficient as long as he is not a grand mage MF ability, plus there is no footman, the Terran MF, reconnaissance, harassment and pressure resistance will be seriously insufficient, so it is still necessary to overuse some footman in the first and middle periods of this tactical system.
Swap out footman when you're about to break the population: Start producing musketeers, and when the population is about to reach 50, be sure to find an opportunity to fight with your opponent, and try to exchange some of your opponent's combat or logistical units with footman, which has lost most of its value, so that the hero has a higher level.