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Hearthstone legend national costume arena peak introduction

Hearthstone Legend1February Arena Winning Rate Ranking. Mozi climbed to the top of the national costume arena this time and prepared his own summit strategy for the players. The following small series brings you the climbing strategy of Hearthstone Legend Arena in Mozi. Let's have a look!

Hello, I'm Mo Ze. On the occasion of the launch of the new version of Rastaha in June+February, 5438, I was lucky enough to reach the top of Hearthstone Legend National Service Arena and win the first place in the monthly list.

Today, I will share with you some of my experiences about Hearthstone Arena, hoping to help you significantly improve your winning percentage.

The highest single-game record in the arena can only reach 12 win, and 12 win is also the ultimate goal pursued by our competitors. For ordinary players, it is extremely gratifying and exciting to win the pride and satisfaction of 12. For players who rush to the list, playing more 12 wins can also maximize the average record.

Obviously, we want to win 12! So how can we win 12?

Step 1: Select a card.

Speaking of card selection, I have been the anchor of Hearthstone for more than three years, and I have also released the winning video for three years 12 on the video station. I found that a large part of the audience only watched the card selection part when watching my video.

I think many players are generally curious about what kind of cards have the potential to win 12.

Not much to say, direct dry goods:

Master Moss Hearthstone Arena, No.398, 12-2. Because the list was too long, the screenshots were incomplete after selecting the cards. Twenty-six cards were intercepted, and the remaining four cards were: Magic Blast, Sun Walker 645, Bones Young Dragon 1 1.

Moser Hearthstone Arena 397: Priest 12-2.

The remaining seven cards are: timely element 558, ancestor turtle shield holder 426, short summoner 222, tar reptile 3 15, stealing heart, blinding and punishing.

Moses Hearthstone Arena 396: Shaman 12-2

Let me give you some simple examples of decks of cards. Those who want to know the details of the battle can pay attention to my video space and see the detailed process of these decks winning 12.

Are you stupid (squinting) to see this? What strange curves are these? A melee mage without good spells and a magic shaman without good brothers?

Here comes the core to explain. Many viewers and water friends have asked me countless times how to choose cards. This experience is posted to me in a unified and detailed explanation, which only represents my personal point of view.

First of all, in terms of professional cards, each profession has its own super-S-class first-class quality card, which is our top priority.

No matter how strange your curve is, you should give priority to these cards, and of course, you should choose them as appropriate in special circumstances.

(such as the mage's hula, sheep, meteorites. Warrior's position, collider. Thief juice, man-eating flowers, etc. )

The concept of a first-class quality card has been put forward above, which has been classified from the card range of the arena in the previous version, and there are many similar articles on the Internet, so I won't introduce them here. In short, some cards with equal strength (such as hula, sheep and meteorite) will be classified into one file and appear in a draw at the same time. Which cards will appear at the same time? Because of the huge amount of cards, I won't list them one by one. Friends who want to know can add my QQ exchange group and download the arena score table in the group file. QQ group number will be posted at the end of the article.

Due to the emergence of grading mechanism, under normal circumstances, either three cards are good or three cards are spicy chicken, which leads to our very tangled card selection.

My handling of this situation is to decide which route you want to take when you first enter the market to choose a career, which do you prefer to control the field or the rhythm.

In the current version, heroes who tend to control the field are warriors, priests and warlocks.

Rhythmic occupations include hunters, thieves and paladins.

Shamans and wizards can control fields and rhythms. I don't play this version of the druid much, and I always feel that the boundaries are blurred.

It will be much clearer when you determine the theme and choose the card. If it is a field control profession, AOE and hardware decoding can basically get brainless priority. If it is a rhythm profession, we should properly consider curve combination and some low-cost combo, and strive to establish snowball advantage in the early and middle stages.

At this time, let's review the above three sets of 12 winning cards, as you can see:

1. The mage got 12 in hand-to-hand combat, because there are many high-quality followers in the early stage, the curves are smooth and solid, and the spells are all low-cost rhythm-like card release, so it is easy to establish a greater advantage in the early stage. Of course, playing rhythm does not mean that AOE and hardware decoding are not needed. The werewolf aversion and the black knight here make up for the lack of hula and sheep.

2. Pastor control field 12, brainless group is full of madness, high-quality big brother plus fine control, card group is thick a B, which is worthy of any career in the future. At this time, the curve is not important, as long as you have enough field-breaking spells to stall the rhythm in the early stage and start to compete with your opponent in the later stage.

3. Shaman's explosive shop won 12. If you watch the video of the card selection process, you can find that I almost didn't miss any creatures and BUFF cards (for example, I gave up the fire element and chose the flame tongue). As long as 1 card can be used to lay cards for multiple creatures, it is also a rhythm variant, belonging to the BUFF rhythm profession, and druids can follow this example.

Conclusion: In fact, I didn't want to grasp these three sets of cards like this at first. For example, I really can't choose high-quality spells. In the process of choosing cards, I gradually evolved my own ideas according to the cards in my hand, creating such a rhythmic melee way. In short, understanding various systems and ideas, grasping cards flexibly in actual card selection and finally forming system ideas are the key to success.

PS: Card selection needs to be serious, but not too serious. Especially in this version, the strength of the three cards is not much different. The real difference lies in the functionality represented by these three cards, whether they are solution cards, quality cards, paving cards or rhythm cards. Choose the most needed function card in this deck accurately.

In addition, everyone has different habits and preferences. For example, I especially like 32 1 forced mode to summon two robots 1- 1, so I may go to catch her specially and really like this card.

Step 2: actual combat

Mind first, choose second.

After each set of cards is selected, if there are many good cards, our self-confidence may burst, but it may also be 0-3.

If the choice is not satisfactory, you may be depressed and even don't want to continue playing, but the outcome may be 12 victory.

There is only one set of junk cards here. What kind of mentality should I use to play?

Four words: I am invincible!

In the month when I reached the summit, every time I chose a set of cards, I would say a word in the live broadcast room: It doesn't matter if the cards are not good, but I am awesome!

Of course, it's just a joke, but I'm implying that only bad cards can show that my skills are wrong (squint)

Therefore, everyone must maintain an optimistic attitude in the competition mode, which is also the essence of the method of improving the winning rate by emotion.

Next, let's talk about the choice in actual combat:

Actually, I want to use the word choice, but it's useless because I'm afraid of misunderstanding, just like Drucker described it.

Here, I only share my experience with you from the perspective of the overall situation, so I won't say much about the specific details. If you are interested, you can look at my video space and let you know how rough I am!

On the choice, the biggest problem is:

Should I save the scene or hit the face?

Should I shop or fuck my big brother?

Did I play cards or AOE in the next round?

Am I greedy or not?

Through the accumulation of experience in playing the arena, these problems are sometimes easy to distinguish, but sometimes they are extremely difficult. One by one, everyone is going crazy. Here I give you an idea: how to win.

Using this way of thinking to make a choice, the above problems are not problems, there is no doubt about the field, and there is no greed.

For example, generally speaking, if we choose greed, we will make money in the current situation, but if the opponent's hand is unknown, we may also lose money in the next round.

Then, we make a choice by thinking about how to win:

If I am too greedy, I will be cleared by my opponent's AOE in the next round, and I will lose. But this time I am not greedy, I will replace all the creatures on the scene. If I don't have the quality and control in the future, I will lose, so I can only be greedy, because greed may win, if not, I will lose.

On the contrary, in the same way, I am not greedy, exchange scenes, the follow-up quality is sufficient, the means of solving the scene are not lacking, and the number of hands of the other party is insufficient. I choose not to be greedy, which will win more.

As for all the difficulties in making choices in actual combat, this mode of thinking can basically be applied to make choices.

Well, at this point, we have a yardstick for making choices, which is how to win.

But how to improve the accuracy of judgment, that is, how do I know that the way I judge whether I can win is correct?

This requires the control of the overall situation, which is roughly divided into two parts.

1, Forward and Forecast

The advance amount is easy to understand, that is, calculating and simulating in advance, the possible ways of playing cards in the next round and the next round, and your own coping style.

Pre-judgment requires some practical experience, understanding the characteristics of the other party's profession, the types of spells they may have, and taking targeted preventive measures.

Taken together, these two items have completed an accurate judgment on how to win:

For example:

This round, all creatures hit their faces, and the next round, with the existing direct damage spell, can they finish the killing? How many attacks can the opponent's possible field-breaking spell reduce? If the opponent hits the stands, can we still kill it?

If the opponent's round costs 8 yuan, will it be cleared by Shi Sheng Xiaolong, and will there be any quality to compete with the opponent after clearing?

If you are at the end of the road and can't see any winning points, do you want to put all your eggs in one basket and wait for the explosion or blood roar in the library? In the process of waiting, the calculation of your own blood volume and the domain attack that your opponent can probably increase per turn can be delayed for several rounds.

If we wait.

Using these early predictions to find the winning point in a crisis, although sometimes the probability is low enough to explode, if there is only one way to win after analysis, then we can only do so. Think more, it is much better than sitting still and dying slowly.

2. Hearthstone Psychology

This is also my latest killer.

First of all, we must understand that our opponents are all human beings, all kinds and diverse in thinking. (except the god dog)

If you are human, you have your own characteristics, a tendency to play, a novice and an expert.

Analyze the opponent's personality and career ideas through the opponent's speed, hesitation and winning characteristics, and then find ways to deal with the subsequent war. This may be a general statement. Let me give you a few simple examples. Of course, these examples are only used in high-winning games, and you never know what the opponents in the low-winning group are thinking.

For example:

According to the opponent's cards, judge his possible type tendency: rhythm, field control, field shop, etc.

According to the recklessness of the opponent, analyze his possible mistakes and give him a chance to make mistakes when he is at a disadvantage.

The display of some key cards indicates that he may play some cards in the future: for example, thieves with magic blocks usually have dead gold daggers. A soldier who pays a knife at a cost of 2 doesn't value durability. He probably still has a knife in his hand. If he directly takes out an axe with a cost of 2, then he will cut his face. There is a high probability that he has 333 raiding werewolves. If he can't wait to cut his face and replace it with a new knife, the cost is 5 or 6, so there is a high probability that you need to prepare the secret silver stone in advance to deal with him, and the cost is 7.

There are many such small details, so I won't say much. Of course, this is only the most basic.

High-end example 1:

When the scene is anxious, because there is no solution in your hand, you can assume that a function card in your hand is a spell card (such as sheep and fine control) for fear that the other party will go crazy. Keep using the mouse to look at this card in your hand, and then use the mouse to look at each other's large creatures. At this point, the opponent will see the red light on his biological head, and there is a high probability that he will use the biological solution to consume blood to stop you from playing fine control.

This hypothetical function card is best for rabbits, such as Blood Knight, Moss Fear, Dragon Slayer, etc.

Once the opponent believes that your card is your imaginary card, he will reap the benefits of the fisherman, so it is best to hold this card in your hand for a long time and continue to generate shock.

Don't cheat people with an ordinary card. For example, if you pay 6 yuan now and cheat people with a volcanic dragon, you will be caught next time, and the benefits of continuous shock will be gone.

PS: Draw inferences from the above example. For example, Baby Bones Dragon gives you a fairy dragon, and you can imagine it is a big cousin.

Ruby uses spells as a mage. You can resolutely hit your face and pretend to explode.

But this method should be used without affecting your own rhythm and bringing benefits.

High-end example 2:

At some point, you can see your hand and know that there is little hope of winning. But the opponent is invisible, so unless the opponent has the advantage of crushing, generally do not give up the game voluntarily.

At this time, all you have to do is to put your hand into the shape of the last one, or you can deliberately adjust the tendency of the scene. It is likely that you made some harmless mistakes on purpose, which led to the scene correction becoming another rhythm.

For example, judging from psychology that your opponent is more willing to hit you in the face. At this time, you have AOE in your hand, but you have to switch scenes to use it.

Originally, we all tend to put the blood of our own creatures higher than the attack power of our opponents' creatures, so that they can't get rid of you.

But here we can make mistakes on purpose so that he can get rid of you.

Such special cases are rare. I simply drew a picture, as shown above:

In general, if we cancel, according to the green arrow, we will replace another 3-2 with 2- 1 and eat another 2-2 with 4-7 to fight.

Because if we eat 3-3 with 4-7, the other 4-5 can eat our remaining 4-4.

Assuming that only one small broken dragon can be played in the next round, and no other cards can be played, you can change 2-2 into 2- 1 along the red arrow and pretend that you made a mistake and didn't see 3-2. At this time, we can look at each other's 3-2 with the mouse crazily, or we can shout, Oh, no! (Don't shout, get off as soon as you talk. )

Then the other party happily ate our 4-4 with 4-5, and the next round was taken away by a little broken dragon. Our heroic blood also earned 4 points.

If you don't make such a deliberate mistake, the other party may have to hit your face because you can't solve 4-5. He won't be stupid enough to send 3-3. In the subsequent round, you can only play Xiaolong, and then 4-2 for your opponent 4-2, with a net loss of 4 points of blood.

Ok, this assumption is a bit strange, but you know the scene I want to express.

Sometimes your opponent beats you to death because of its good rhythm. You can try to control it, maybe he will be relieved. The key is to give him a chance to make mistakes, instead of playing step by step in the right way we imagine.

This kind of thinking can not only effectively plan your next round of playing cards, but also leave some blood resources. It can also make the opponent take it lightly. If you don't think about it carefully, he won't find himself cheated at all. He will only call you AOE and stupid.

Ok, that's enough for today's arena experience sharing. For more details, welcome to my live room to watch the live broadcast. Overall control, improvisation, hearthstone psychology, not just an armchair strategist.

I'm Mo Ze, live on Netease CC, at noon every day 12: 00- 18: 00. Focus brings you wonderful arena program effects.

Brothers who don't have time to watch the live broadcast can also pay attention to my video space, and a large number of 12 wins videos are updated frequently.

Finally, thanks to the water friends who have supported me for a long time, thanks to CC Live, thanks to Netease Blizzard, and thanks for reading this article. For more information about hearthstone legend, please remember to pay attention to the hearthstone legend area in deep space!