How to match the lineup of mountain and sea elves?
Lineup collocation
First, lineup selection.
There are six camps in the game, which share fire and geomantic omen, and light and darkness coexist. Looking at the cards of each camp and the actual combat of pushing the map from the paper data alone, we can probably have such a feeling.
First of all, the light and dark camp is very cool. Although the rarity is higher than others, I don't want to give it to me. Compared with the myths of the other four camps, each one has its own merits, not to mention the poor compatibility of light and dark (meaning high probability of lighting and dark, all-light or all-dark), and the skill characteristics are becoming more and more different. My first feeling after reading the light map is this? I smiled after reading the dark picture book. It turns out that there are many dishes.
Judging from the fetters of the four camps, the first feeling seems that cloud mirror's acceleration will crush others, but it is not. After playing, I found that except for individual cards that need to be played first (the first hand is extremely critical, even not so critical), I pay more attention to group playing with C as the core, much like Genting, with at most two or three core C positions, and others are pendants.
Therefore, the strength and positioning of cards are actually very easy to understand. Because of the number of cards drawn and the factors of looking at the face, you can play whatever cards you get, and the demons of whatever camp will choose whatever camp. So the best lineup in the early stage is to adapt to local conditions.
Because there is not much difference between restraint and fetters, the ideal optimal lineup is 2+2+2 (as for 6+ 1, see above). There are also opening benefits, all of which belong to Kyushu, so Kyushu seems to account for two.
Second, combat occupation recommendation (preparatory course)
T0: Magicians, that is, Wu Zhu and Zhang Zhang are gods, so there is nothing wrong with them. At best, it's a little hard to use. One is the eldest brother, and the others are just fooling around.
T 1: The wet nurse, that is, the psychiatrist, Camp 4 is excellent, almost reaching t0. In fact, it is similar to the imperial ruler, but milk can leave T, but T can't do without milk.
T2: Empire, a good T determines the upper limit of the lineup, but that was a long time later. If you only have one pure blood doctor, your second brother must have one.
T3: Pure assistance, because it can only assist, and occasionally take part-time control and polishing. If the excellent one is resurrected, then use an excellent one as a pendant.
T4: The shooter, who hits the back row, hurts ap or ad. T 1 was expected instead of t0. But there are too many goblins with excellent control skills and rebound skills. The shooter himself has no excellent output environment and life-saving mechanism, and his body is particularly fragile. In all the games, you know.
T5: Soldiers are sewers, because they can't be big brothers or little brothers. The output is quite funny and looks cool. At present, it is widely used, but it is annoying to watch.