Traditional Culture Encyclopedia - Traditional festivals - Fourth, the detailed analysis of large-scale teaching of national service and slave war.

Fourth, the detailed analysis of large-scale teaching of national service and slave war.

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Hello, I'm ALEX (game ID: Play Paper #53 14), a player who loves to fight with slaves. This season, I started to use slave warfare from 1 level to 16 level, and I won the legend with a winning percentage of over 70%. On the evening of the 4th, the card group didn't have much new ideas. The only thing I can share is my experience in using and fighting against various occupations.

Briefly speaking, this deck may be different from most slave wars in that I brought a commander and Harrison, and then I didn't bring my father. In order to make the deck smoother, dad often starts to touch cards all his life.

Single card analysis

(Warsongs, riots, slave owners)

The main core idea of the slave war, reconciliation, is to live or survive, until these three core cards play a powerful combo with each other, relying on slave owners to pave the streets without solutions or riots, slave owners will win a wave of slaughter (of course, there are some cases where hunters can be persuaded). As long as you use the core card flexibly, you can guarantee a high winning rate without yelling at your father.

(Ghouls, pirates)

Two cards that are very compatible with the slave warfare system, but it is easy for ghouls and pirates to get stuck in two cards. It's best to bring 1 or two cards if the environment permits. For example, hunters can take two ghouls with them if they touch their legs and ride too much.

(Casters, shields)

Generally, the double caster must bring two cards by default, one is fast break, and the other is that the caster will not die when touching porcelain in the early stage, which also has a significant effect on quarrelling. Shield is also a good card, especially for T7 hunting, but two cards are often stuck. If there are more T7, you can add one.

(command roars)

Many people will ask you why you bring orders and how to use them. Let's talk about it in detail here. Command roar is a very flexible card. When you have a slave owner on the field but there is no whirlwind and anger, and there are more than three attacks on the opposite side, the slave owner can solve the monster on the opposite side well and give birth to a new 33 (as long as the slave owner is not 1 blood). In addition, the orders of the followers who growl and cover 1 will not die (such as Caster, Pain, Riot), and they can also cooperate well with the Warrage check. Even if your hand is stuck, you have to pass 1 card twice, and the cost will not be great. Another thing, breaking the hunter's explosion trap has a miraculous effect.

(Harrison)

Harrison was brought against weapons professions, such as civil war, knight and hunter. These occupations are also very combo in the ladder. Generally, the opposite side knows that you are a slave war, and they will not deliberately guard against Harrison. For example, many local tyrants will make a lot of money when they see that you are a slave war bite that is not directly cut to death, or eating the 1 durable death bite of the opposite slave war may play a decisive role. Of course, if there is no multi-weapon class in the environment, you can consider changing to 424 dwarf inventors or shields.

(trump card)

In the environment, there are many players playing hand cards, which have targeted effects. If you just jump the doctor or twist some cards, it is unnecessary. The card position is too tight and you can only give up.

(Nana, Doctor)

In the slave war, there were many minions and little spells. It won't hurt to break most traps, unlike druids, so there's no need to trade Nana for traps. In addition, the doctor is a strong single card, but it is a player's card for the slave war, which requires high consistency of the deck. The slave war should still be fought around the core idea, so give up.

Keep cards and experience against various occupations.

Civil War: Who has the greatest advantage? Start dying, slave owner, Harrison, and check. Don't panic, Mr. Opposite, try to use the advantage of the opposite court to play high-output OTK. On the contrary, if you have a lot of children and have a great advantage at the scene, you should also pay attention to prevent the opposite emperor from launching a wave of OTK riots.

Zoo: Swallow Tomahawk, Ghoul, Armor Caster and Whirlwind Chop are all important cards, so you can leave a card follower appropriately. If there is a transition in the early stage, the riots are basically for sale. If there is a mistake in the early stage, the whirlwind chop will solve the kid's blasting. After paying 8 fees, the slave owners will solve the battle songs, and the opposite side will basically kneel. The zoo rarely wants to bring demons.

Hunter: 1 Choose Whirlwind Chop, Ghoul, Caster, Supervisor, 2 Choose Light Weapons, Big Weapons, Riot, 12. If you have no choice, you should not leave a licensed follower. Pay attention to the caster. If the owl doesn't pile a lot of nails, the caster may still be washed to death by T7. If there are riots and pains, other medium-speed hunting is basically won by slave owners who have more than four births. Hunters, like druids, are very difficult to solve The slaying of medium speed hunting is not high, and there are not so many damage cards. If you only play a little, you won't be discouraged. You can only win if you bet on the harmless slave owners of the other side.

Mage (Fire Demon and Machinery): Try to find small arms and big weapons. Light weapons come first, big weapons come second, and everything else is just floating clouds. Sell followers, sell _, sell ghouls, behead the transition, mourn for the green, and be angry with Aunt Wang. It is ok to sell battle songs. As long as they can be dragged to the later stage, there is no shortage of cards in the slave war, but it usually costs 8 yuan to return to the factory, for fear that they will be killed in the early stage. In addition, the best way to prevent the 7-fee hula dance is to use it with the life and grudge of the slave owner. If there is no fighting anger, it will jump, or the slave owner will solve the opposite field after giving birth, and it is acceptable to shout again.

Roaring Germany: Druids in Taihu Lake didn't have World War I. The only thing that can be recognized is that 2 yuan is planted, 4 yuan is harvested, and 5 yuan is used to activate the ancient trees of knowledge. Generally speaking, normal games are dominated by slave wars. In most cases, four slave owners were born, and then the next round of activation, they left. They can start looking for big weapons without big weapons or small arms. If they have weapons, they can stay and kill, then check, and then the follow-up hand can consider staying. In addition, taking pirates to prevent a set of beheading also has a great role.

Knight: Give priority to touching legs and riding, leaving whirlwind chop in hand, caster, small arms, big weapons and ghouls. If you have these, you should consider leaving the pain and 424, as well as the supervisor. If you find that the other side is touching your legs, you must use your hands quickly. It is acceptable to lose the card to solve the problem. If you can't use your opponent's magic skills, it is basically impossible. The medium-speed dragon knight can consider leaving the emperor and suffering.

Hand tour: Dragon warlocks are relatively fun, and there is no 88 in the scene, which can be dragged on for a long time. Twilight dragon, little blue dragon can be solved with weapons, and kid blasting can also be cut with a whirlwind. Moreover, many dragon warlocks have no license and no red stone, so there is no hidden danger in robbing blood. Basically, the winning percentage is above 60%. With the traditional skills of kings, it is difficult to beat those who take the mountain. If they don't cut off in the early stage, they will be kicked to death in a few rounds, even if they are killed. But it's not impossible to fight. We should start looking for beheadings, big weapons and all the followers who check the cards. The core idea is to slay weapons, monsters living in the early days, go crazy to check cards, find OTK of the emperor's warsong riots, or slave owners of warsong riots. The first Twilight Dragon hit by hand basically needs to be beheaded with a big weapon, leaving the beheading to the giant, so it will be much easier to fight, but it still depends on the fluency of the king's skills.

Priest: The core idea is similar to the skill of playing king. Because most priests carry holy flares, they can win without thinking about spreading slave owners. Different from the skill of beating the king, the priest's field attack is low, the slaying is low and the pace is slow. It's easy to get into the OTK set, leaving weapons and harvesters, leaving some followers who killed 328 dozen Grace, and then checking the card to find the slave owners who made trouble with the battle song of reducing the imperial fee. Pay a little attention to the pain of _ 14 and _ 13 after 6 fees to prevent being as rich as an enemy, and there is also the need to prevent madness after 32. Crazy is painful.

Thief: The same priest, but he doesn't kill, but thieves usually sell blood when they get rid of the scene. In the later period, they can only OTK through battle songs and riots. Similarly, slave owners must check the card, but the card will not be born unless you are going to die. Captives work wonders.

Local tyrants: Because most local tyrants have chaotic battles and prisoners, fighting local tyrants is also a somewhat inferior game. The core idea is to give birth to slave owners+grudge and chaka. If you can't check the cards, you won't lose money. Then you will be reborn by checking cards. If you can't solve the opposite problem, you will be GG. You should control the big weapons, slave owners, chaka and emperor, but basically you don't have to worry about killing local tyrants. The blood is too thick. Captives can improve the winning rate.

(The Great Emperor: For all professions that need OTK to slay, such as hand-beating, priests and thieves, you have to wait until all the key cards are available, and you won't jump unless the scene is tense. The Great Emperor is equivalent to the ridicule of 55 years old. )

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Finally, I wish the vast number of players who love the slave war will gain something on the ladder after reading this article carefully. You can also pay attention to my live broadcast room. The ladder teaching of the slave war is broadcast live every night. Thank you for watching.