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Fantasy Simulation Mobile Game: World Boss Rush Raiders II: Fenrir Chapter

author:178 game network

Author: NGA-llring

Fantasy Simulation Mobile Game: World Boss Rush Raiders II: Fenrir Chapter

The time of this guide is relatively late, but because of the particularity of Fenrir's BOSS, a lot of tests have been done, plus there is no time for the baby on the weekend, so it is delayed until Monday.

First of all, for the mainstream lineup LZ test to test has not been understood why the current list 1 is used in this lineup, and finally used the strongest lineup in his hand to play a list 6, but there is at least 500W more than 500W gap from the list 1, there may be a deviation in understanding, please look at it dialectically.

The first is some of the main points related to Fenrir's rush:

1. Fenrir's talent trigger order is: at the beginning of the turn, the talent is triggered to disperse all DEBUFF, then eat the DEBUFF at the beginning of the turn (such as the Sikame 3C aura), then cut the form (the cut pattern will clear all DEBUFF, including the non-dispersible) or release the AOE, and finally eat the terrain DEBUFF (if any). If there is a dependency on the non-dispersible debuff to trigger the altar, you need to pay attention to the stage of the conversion round.

2, based on the above reasons, so Fenrir's AOE is not to eat DEBUFF damage reduction effect, here need to pay attention.

3, Fenrir is the only world BOSS whose skills are not 0, according to the rule that 10 skills are about equal to 1 critical hit, the mid-to-late critical strike rate can not be ignored, and the crispy skin still needs to pay attention to critical hit reduction. Because the extreme critical hit is also 20-30%, the giant armor can effectively reduce the probability of being killed by AOE.

4. Due to the full blood effect brought back by the altar, fenrir's mainstream playing style is basically intolerable to pure treatment. At the same time, because there is no treatment, the increase/loss mechanism that begins to rely on blood in the medium term may be affected to some extent.

5, different from the early idea of maximizing the use of the altar, because the altar is only opened once per turn, and the parity switch is more frequent, the first and middle period can be completely output by the method of eating the double altar of the main C position, so the output of the altar is not dependent on the role played by the list has been very large.

6. It is generally believed that Fenrir's late limit depends on the following 2 points: 1. The number of rounds in which the main force will be killed by direct AOE when the main force eats critical hits; 2, the number of turns that the DEBUFF who needs to actively attack in the case of AOE blood dissatisfaction will explode or the number of DEBUFFs that do not enter the battle cannot be combined with the number of rounds of 6 kinds. However, from the current composition of the mainstream lineup, it may no longer pursue the pursuit of ensuring the completion of 6DEBUFF without dying at AOE, but more to the idea of fighting damage in the early stage.

Second, the current mainstream lineup and scores:

Also take this service as an example: the 12 places in the list are all 2500W-2600W, and the lineup is basically the same: the emperor, the big dog, the marshal, the 7th sister, Pasir, Fana. At least 7 of the top 10 on the list use this lineup or similar.

The 3rd list strangely replaced the 7 sisters with Kayuro, and hit 25.5 million, how to play I do not particularly understand.

The results of my current personal test of this program are not ideal, on the one hand, because I am uneven (emperor 5 stars, 7 sisters 4 stars), on the other hand, it may be related to my understanding of the tactics of this lineup (it is likely that the soldiers and skills are not correct), welcome to the big axe.

At present, the video of station B is basically 1500W to 1600W, and it may be a bit outdated and backward in the understanding of playing style.

The current mainstream solution should be to control the pre-cutting state round at 2 rounds and then implement it

The first round of Fauna, the second round of blowing up the boss, The Lord C eats the altar,

In the third round, main C eats the double altar, and in the fourth round, the double BUFF blows up the boss; (Fana eats the altar)

Round five double BUFF main C second shot (Fana eats double altar), sixth round main C eats altar

Round seven Main C eats double altar, eighth and ninth on contract.

Under the premise of maintaining this cycle, it is possible to achieve 4 C-bits per round to play a single point, plus a C-to-double altar AOE.

When the mid-cycle does not hold up, the emperor can be allowed to cut into the air to eat the altar of solid wounds.

To satisfy the above cycle, the main C bit needs to be able to provide a stable 4-turn ability to play two AOEs.

Personally used the lineup of Dogs, Fana, Pasir, Lane, Sika, and Popo, of which Pasir had 5 stars and a final score of 1770W, and there was still a big gap between the current mainstream lineup injury.

The main reason is that the main reason is that in the early stage of cutting the double altar, Li En and BoBo just rotated to eat the entire altar, resulting in Fana has been flat A, wasting a lot of output, and personally speculating that in the next cycle, it may be possible to break through 2000W by abandoning Fana instead of other C bits.

Some discussions about the mainstream lineup:

The main reason for keeping the dog: The output of The early Pacill still needs the witch to be full of blood, and the dog can keep Pasir full of blood without losing too much output. At present, there have been plans to replace dogs with Kayuro, and it is said that it has reached more than 2000W.

Emperor: Personally, I think the significance of the emperor lies in the explosion output brought by the early double surrender, and it is speculated that it can be replaced by other units with armor-breaking capabilities?

Paciel: With the output of the explosion and 1 non-repetitive DEBUFF, I personally feel that Pasir mid-term is even entitled to eat the altar of magic injury herself.

Marshal: High damage reduction to avoid self-detonation, high panel plus 3C can rub extra output when the wolf is more, and should also be replaced by other C bits.

Fana: The biggest advantage is flexibility, but the output side is gradually starting to give people a feeling of weakness, and I personally feel that sooner or later I will be replaced by other characters.

7 sisters / Bobo: The biggest advantage should be a high AOE multiple, which is convenient for playing the advantages of the double altar. In particular, it should be pointed out that after the wave wave out of 3C, the highest .43 times, CD only 2 3C is very suitable for playing this double altar cycle.

Iii. Discussion of possible replacement positions:

First of all, here is an introduction to the combination I use: Dog, Fana, Pasir, Lane, Sika, and Popo

Among them, Leon + Sika can basically be considered bound. The 6-star Sika can basically provide 1 wolf in 2 rounds to give Lane a CD reduction, so although the CD of the Lyn 3C is as high as 6, it is completely turned around in actual combat.

The main DEBUFF regimens are: Dog's Defensive Threat + Hellfire Dogs 2, Pasir's Talent + Damage Reduction Healing Wand + Magic Defense Intimidation 3, Sika 3C Aura 2, and Pobo/Ryan's AOE as a supplement.

Points to pay attention to in the early stage: Because the wolf attributes of Sika in the early stage are not so fragile relative to the BOSS, often hit the BOSS can not commit suicide, so it is necessary to control the action round, it is generally recommended that others step on the altar and then Sika moves again, so that the bloody wolf has the opportunity to die on its own in the next turn, which is convenient for Rien to brush the CD.

Secondly, give a few individuals to test down the potential of the card (but at present the list is still not seen above):

DEBUFF Group:

Dragon Girl: The advantage is to solve the DEBUFF problem with one click, the disadvantage is that it does not provide a very important team to increase the DEBUFF, which needs to be supplemented by other units. Another problem is that the early BOSS cutting stage is frequent, and often does not trigger the talent well.

Betty: Personally untested, it is said that the solid wound altar is effective for talent rebound, then it may be a point that balances DEBUFF and output, but personally unexplained can not be measured. There is a trick to intimidate as a unique skill. But the same problem with the Dragon Girl is that the early cutting stage affects the talent trigger too quickly.

Moo: The Talent Aura is a DEBUFF, and when triggered, it is a DEBUFF, and the conductor can also provide a 15% panel for all the staff, with passive terrain with only one round of neutrality. Personally, I feel that there may be a lot of potential.

Evil God: The effect of 3C to trigger DEBUFF is OK, and it can also take into account a certain output when eating the altar, the disadvantage is that the skill multiplier is a bit low.

Nistil: The king of the one-man DEBUFF. The difference between the panel and the wave is actually not very large, a person has mastered several relatively rare DEBUFF, but the single point soldier repair is not OK, with AOE multiplier and low is not eligible to eat the altar, the list of 100 should be OK, in the top 10 should not have much potential.

Eating altar group:

Ramda: A woman known as the AOE ceiling, personal test down with a full practice musket, AOE damage is higher than Bobo, 3C free critical hit can also avoid being killed by AOE critical hits in the later stages. One disadvantage is that the CD is long and depends on the clock, and the other is probably that it is too brittle and too easy to die violently.

Vincent & King of the Red Moon: Both have a CD that's not very long and comes with a conditional 0.45x skill, but both of the panels seem to have a bit of a problem. Personally, I didn't practice, but I felt that I should have potential.

Patch Damage Group:

Yulia: No explanation

Gayuro: After testing it, The critical strike chance with Pasir is still relatively guaranteed, and the damage is not bad, but

Kshatriya: The output of two moves is always not bad, the disadvantage is that it is a bit brittle and the talent is not good to trigger, and it is very uncomfortable to measure down on the personal 4-star test, but it is said that someone rushed into the 2000W with Kshatriya.

Ashurum: Marshal + Emperor two-in-one deterioration version, but controlling the CD requires a certain amount of calculation is more annoying, to maintain the aura needs to waste output to fight the wolf, it seems to be a bit of a loss.

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