Traditional Culture Encyclopedia - Weather inquiry - The formation and tactics sharing of Baokemeng Sword Shield PVP Kyubi no Youko Sunshine Team.
The formation and tactics sharing of Baokemeng Sword Shield PVP Kyubi no Youko Sunshine Team.
Weather hand+high speed hand. At present, the speed race in the environment 100 can be said to be very fast, and it can overspeed most PM. Technically, the hot air is conventional AOE+pressure, which can be guaranteed even if it doesn't attack and hurt in sunny days; Fire, single point, all in, stable; Fake crying and storms to create a breakthrough. In actual combat, direct double hot air is often launched together with spray. If you hit it, it has extremely horrible suppression, and you ignore the effect of taking and watching me. I can't stand being twice as angry. It's okay to take care of things and hats. The steel clock should be able to fall, and once killed a bloody coal turtle. Efforts should be made to ensure that Kyubi no Youko is faster than spraying 1. In the face of mmq, you can let Kyubi no Youko break the skin first, and you can also guarantee the first hand of fake crying. Fake crying+the intensity of hot air is terrible, which can kill a pyroxene mummy and a mad dog without vest (maybe); Facing Tu Hai/Milotic, it can be more than half stable. In short, the strength is terrible. The blood of 244 ensures the trigger of weak special. In actual combat, many times the other side will attack Kyubi no Youko with half of the river system on sunny days. At this time, you will earn a lot of money (at the same time, there is basically no problem in resisting non-native/rock series skills), and the weak strategy is good after being triggered. Originally, the position of fake crying was fraud, but in actual combat, fraud lasted for a long time, and then fake crying was more useful than fraud.
Terror main output, you can choose extremely huge or not huge bonus; The intensity of this hot air can be said to be the first in the world. With the blessing of the sun, flying this huge flying rush has both advantages and disadvantages, which can often save people and speed up the shooting right. Briefly summarize the damage of hot air: the basic power is 95; Apportionment * 0.75 = 71.25; Fire book 1.5 sunny day 1.5 glasses 1.5 solar energy1.5 = * 5.0625; The total * * * is a single fire attack with 360 power. On a sunny day, the power was 438.75, and it flew 292.5. However, sunny days are particularly important. Without sunny days, direct blind fire (not) will cause/1.5 (flying) or /2.25 (fire) damage; As a special attack, facing the rock series under sandstorm, it will be/1.5. There is terrible AoE suppression in front of the giant, which can only be compared with the single point behind the giant; In terms of strength, the extremely powerful moves can basically make up for the loss of a pair of glasses (except RP bombs and solar beams). Generally, the reason for choosing the maximum limit is to support durability (basically ensuring that you can eat an electric property move, not the original one) and speed.
Second gunner, ultra-fast chlorophyll can be ultra-fast and it will explode on the moon. Strong herbal medicine+poison book+moon explosion supplement surface+chlorophyll, stable performance. (Why does it always end with Lady Enforcers); TG match is higher than garlic 10, but garlic is stronger, more durable and faster. I don't know if Montegarlic will be more powerful than Lady Enforcers after unlocking. Sometimes it will become a giant hand and form a combo suppression with the attacker next door (Kyubi no Youko/Spray, usually Kyubi no Youko). In terms of durability, the fire was basically unbearable (extremely huge) because of the sunny weather. Personally, I didn't bring hypnotic powder because I was not at ease, but in fact, I never clicked hhh once (the effect of growing up on a sunny day is +2 special attacks +2 physical attacks). Hypnotic powder is definitely better than growth.
The strength of the spirit assistant wind goblin in this generation may be needless to say. Clear hands ensure that it will be sunny when moving next door, and control the speed with wind first, which will cause considerable damage to the lunar explosion under extreme attack. Actually, I don't know what to bring in the third frame. The current choice (recklessness) sometimes works wonders, and the remaining choice can be to try again or to provoke (I don't know if cotton spores have a statement), both of which are used. His fine hands made him the second meteorologist in the team. Sometimes, depending on the situation of other teams, you can choose an all-around elf without Kyubi no Youko.
High-five surprise attack tool people, used to deal with disgusting people such as wind goblins/big demons. But it has not been tested in actual combat. In the face of mad dogs, it is often cannon fodder directly, and vests are also puzzling. In addition to high-five surprise attacks, sunny days are routine physical thugs, and sneak attacks also have a good performance; However, its own attributes, extremely low durability, fear of intimidation and so on have greatly limited its play. The ice wind has never been ignited, so I feel that it may be useful to control the speed of the first-hand ice wind under chlorophyll. 60 points can speed up the speed (it seems that 60 is not needed). The big bang I brought before was very touching. I can consider changing it to Cobo or Guanxi.
At first, it was used as a transit area, and the remaining five were all grass-resistant, which should be good. But in actual combat, it has never been used by others for defense. I didn't bring water because of my sunny day. Poisonous explosive bombs are used to cooperate with Tengu to fight against wind goblins/big demons. Reassuring transfer can suck a lot of water to ensure the weather and prevent gill bites. But it may be a bit awkward to attack. I often get half an X, but the power of the earth really hurts. Choose the regular 4 sunny options: Kyubi no Youko/Spray/Flower/Wind Fairy. When there is a huge possibility of water/gillichthyosaurs: flowers/wind fairies/Kyubi no Youko for sea rabbits. Kyubi no Youko Jet: Excellent suppression. If the opponent has no weather, he can basically start like this. Cotton spray: it still has a strong inhibitory force, and is generally used in the bureau where the other side has a weather hand. You can choose to play sunshine or backhand Kyubi no Youko, which is flexible enough. Kyubi no Youko Flower: Generally, it doesn't open like this, but sometimes you can choose it like this, depending on your feeling. Tu Hai/Kyubi no Youko/Flower: When the opponent has a wind demon/big demon; Three teammates can fight the wind demon, and the sea rabbit and the flower can deal with the devil. These openings are not dead, and there are many variables in actual combat, so you can choose them flexibly. Basically, spraying is chosen to ensure sufficient yield. The whole team is a glass cannon with low strength, relying on shooting rights and guessing fists. The whole idea is to attack each other! Some countermeasures: double hot air suppression, if you can't kill it, it will basically be gg (but you can usually kill it). Siege: sea rabbit+dog, first destroy the wind demon; After discharge, Kyubi no Youko sprayed. However, the start of Tu Hai+Tengou may be a bit too lacking. Sandstorm: A small number of RP bombs can really hit 1 on sunny days, and Lady Enforcers Tengu can also face sandstorms; But on the whole, fighting against sandstorms is still very tiring. Rain: It is easier to deal with rain with sea rabbits. At the same time, the thugs of Fucao Real Estate can have certain advantages in the face of Mudsdale, Jia Chao and other big cores.
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