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Glory of Kings: How to distinguish between wild core and blue collar play, and what are the advantages of each of these two styles of play?

In the Glory of Kings, the wild heroes are mainly divided into two categories, one is the wild core wild, and the other is the blue-collar wild.

In general, wilds with fast brushing dragons or high skill AD bonuses are suitable for use as wild nuclei, while wild fields with low skill AD bonuses or control means are more suitable as blue collars.

In this issue, I will take you to analyze the classification of the wild core system and the blue-collar hero, as well as the specific difference in the way of playing ideas!

First, what is a wild nuclear system?

The wild core is a playing system with the field as the core, which helps the wild to take shape rapidly through the resource tilt (wild area + military line economy) in the first and middle periods, and the overall rhythm of the team is controlled by the wild and provides the main damage.

According to the growth curve of the hero, it is divided into a strong rhythm-type wild core in the early stage, and a developmental wild core that can only be powered by making core equipment in the middle and late stages.

(1) Rhythmic wild nuclei

Representative heroes: Pei Huhu, Yun Zhongjun, Liu Bei, Lan, Jing, Baili Xuance.

Core idea: active invasion, control the enemy's key BUFF

The main "rhythm points" of Pei Huhu, Yun Zhongjun and Liu Bei are the invasion of the wild area and the control of the dragon, these three have strong combat ability in the early stage of fighting the wild, so it is necessary to grasp the early strong period to do more things and compress the development space of the enemy to fight the wild.

At the beginning of the game, it is necessary to analyze the combat effectiveness of the two sides when playing the field level, as well as the speed of the two sides to grab the middle line, if the two indicators of the two sides are superior, the opening can directly invade the anti-field.

However, the anti-wild is not a blind anti-, such as the enemy Luna, Han Xin, Li Bai, Sun Wukong, Zhao Yun, Na Ke Lulu, these skill-type fighting wilds are more dependent on blue BUFF, while Yun Zhongjun, Baili Xuance, Pei Huhu, Liu Bei, Pangu and other general offensive types of wilds rely more on red BUFF.

For rhythmic wilds, the focus of the early invasion must be the enemy's "most needed BUFF", and the other BUFF is also as controlled as possible but the priority is low.

When you control the key BUFF on the opposite side, the enemy's combat ability to fight the field and the efficiency of the field will be affected, and at the same time, in order to make up for the development, you have to rub the line.

In this way, the enemy will affect the development of teammates on the one hand, and on the other hand, it will also expose the field of vision, and then the enemy can deploy anti-crouch, gank, push tower and dragon according to the movement of the enemy field.

Core idea: online GANK, to expand the advantage of war and war

Lan, Mirror and Baili Xuance have extremely strong small-scale capabilities after the fourth level, and the main "rhythm point" of these three wilds is online GANK, focusing on helping their own bilateral roads to play an advantage in the early stage.

In the early stage, when playing wild in GANK, try to let the line fight first, let the teammates reduce the opponent's health and force him to hand over his skills before entering, so that the success rate of GANK will be higher.

On the other hand, if you play the wild first, on the one hand, your teammates may not be able to keep up with the first time, on the other hand, the enemy's displacement skill + flash is not handed over, then this wave of GANK is easy to return.

(2) Developmental wild nuclei

Representative heroes: Na Ke Lulu, Luna, Li Bai, Sun Wukong, Han Xin, Ah Ke, Dianwei.

The developmental wild core is generally relatively weak before the fourth level, and it needs to make 1 to 2 pieces of core equipment to have considerable combat effectiveness, and there are two points that need to be paid attention to in the way of playing.

Core idea: early war avoidance development, anti-squat mainly

When the combat effectiveness of the early stage of the field is at a disadvantage, it is necessary to avoid the enemy's wild fight as much as possible in the early stage, and judge its offensive route through the minimap and the BUFF retention of the enemy field.

For example, if you speculate that the enemy is in the enemy red zone, then you can try to grab the opposite side of the road or oppose the blue area of the face, and do not choose to face the opponent in the early stage of the developmental field.

Core idea: give priority to grabbing the middle line, help the good and not help the bad

Whether the developmental wild play is good or not depends to a large extent on the speed of money brushing, and in the early stage, it is mainly to assist the middle road to clear the line to obtain the advantage of line rights, and strive to drive the mage to swim together.

On the one hand, playing the wild can quickly obtain the economy, on the other hand, as long as it can help your own side to clear the line before the opposite side, then then going to the side to arrest people will have a numerical advantage.

Because the developmental type of playing in the early stage is relatively weak, so in the early stage, we must try to minimize the rhythm alone, see which teammate has the highest economy, play the best, and give priority to cooperating with him to establish an advantage.

Try to help an online teammate play an advantage first, a side of the line, then he can free his hands to attack or defend the field, so that the pressure of the developmental wild will also be reduced.

As long as the developmental field passes through the early stage smoothly, it will enter a strong period, and the group will look for opportunities from the side or around the back, and then enter the field to cut C harvest after our front row or the enemy has handed over the core skills.

Second, what is a blue-collar wilderness?

Blue-collar wild heroes who do not need too much economy and do not have a high demand for red and blue BUFF can also play a role as the fourth economic point of the team, such as opening the group, cutting the back row and taking damage.

(1) Semi-blue collar playing wild

Representative heroes: Tachibana Youjing, Lanling Wang, Zhao Yun, Jiao, Yao, Cao Cao, Yun miao.

The semi-blue-collar wild play is the normal eating of economic resources in the early stage with rhythm, and the mid-term group stage (about eight minutes) can give red BUFF to shooters and blue BUFF to mages to improve the combat effectiveness of their own double C.

The team battle is responsible for targeting the enemy C position, and the half-meat outfit can be opened first and harvested with the latter hand, which can resist and fight, and has a higher fault tolerance rate compared to the wild nuclear system.

The disadvantage is that the mid-to-late stage of the blue-collar wild is insufficient, and the speed of the dragon control is also slower than that of the wild core field, so it is necessary to pay more attention to teamwork, and fight around their own shooters in the middle and late stages.

(2) Pure blue collar to fight wild

Representative heroes: Agudo, Pangu, Lianpo, Pig Eight Commandments.

Pure blue-collared fields are also known as "earth-eating wilds", except for Agudo, which requires wild monsters to stack passive layers, and other pure blue-collar fields can even give way to the C position from the second BUFF.

The core meaning of pure blue-collar playing field is to ensure the development of side shooters and medium singles, responsible for occupying the field of view and anti-damage, and creating a better output environment for the double C position.

Agudo is generally used to match the "horse core system", while the other three pure blue collars are suitable for the dual core lineup of the grand mage + shooter, such as the mages who eat blue BUFF, such as the dry general Mo Xie, the Sable Cicada and Chang'e.

The above is all about the wild core system and the blue-collar wild analysis, if you want to know more about the glory of the king, please remember to pay attention!

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