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Hearthstone Tavern Battle early stage full-tempo play strategy how to play before 8 charges
Hearthstone Tavern Battle is a popular way to play the game. How to play Tavern Battle before the 8 charges in the early stage? Let me share with you a full-tempo play strategy in the early stage of Hearthstone Tavern War
A full-tempo play strategy in the early stage of Hearthstone Tavern War
Everyone must know "4273" or "7394" means 4 charges for 2 copies, 7 charges for 3 copies (this abbreviation will be used extensively below). This rhythm can become the mainstream for a long time because the economic utilization rate is very high. If there are new people watching, you can do the math yourself. If you do not consider skills, any other rhythm except 4273 and 4253 will lose money (upgrading various levels of taverns The initial costs are 5, 7, 8, 9, 10 in order, minus one each round). We call 4273 the regular rhythm. The following will also be divided into two paragraphs. The first paragraph talks about the processing of each round in the regular rhythm. Heroes that generally conform to the regular rhythm but have special playing methods in some rounds will be written in the corresponding rounds; the second paragraph talks about certain heroes. Write your own special rhythm separately. The heroes that will be mentioned are all heroes with a certain strength and playability. Some heroes have special playing methods but are difficult to play, such as Pyramid and Gua Sha.
The special rhythm heroes that will be listed in the second stage include: 1-cost skill heroes represented by Gufu, C'Thun, Milhouse, Namba, and Rafaam.
Follower abbreviation
Financial Management: Default refers to Murloc Tide Hunter (Financial Management Fish), Male Spotted Tiger (Financial Management Tiger) and Merchant Element (Water Droplet);
Pink: Wrath Weaver; Lizard (dog licker): furious monitor; Yellow: selfless hero; Mud: molten rock; free whoring pirate: free gambler; Double Dragon: Glyph Guardian; Fork : Executus the Administrator.
Hero’s abbreviation
Male Barov: Lord Barov; Female Barov: Jandis Barov; Big Tree: Woodland Guardian Omu; Yellow Dragon (Bronze Dragon): Nozdormu; Screw: Ragnaros, the Firelord; Cat: Mr. Bigglesworth; Mystery: The Great Akazamanzarak; Gua Sha: Daryl the Dancer.
Regular rhythm·34 fees
There is no operation for 34 fees, 4 fees are for upgrading, and 3 fees are for buying one. It is just a matter of which one to buy. Most heroes give priority to financial management and I won’t go into details here. The priority among financial management is financial management fish
Yashaji financial management
② Brush one good and three bad, bite the bullet Get one good and one bad; ③ After clearing four bad cards but with financial management in the starting hand, refresh first. If the refreshed card is good, sell financial management and get it. If it is still bad, then increase the capital;
④ If you have made four mistakes and have no financial management in your starting hand, you can lower the standard for getting cards, or you can upgrade your base if you feel that you can't get it.
Here let’s talk about which heroes can be 4263:
The big tree is easy to understand. You can just buy a monster with 6 fees per liter. A big tree of 42 can basically reach 63 without any brains. A big tree of 52 without financial management will not be promoted if it costs 6 and has no financial management. It can still return to 84 in the future, and the impact will not be big.
Zerilla Y'Shaarji are the same. If you have financial management, you can sell financial management skills at 6 charges. Zereela without financial management can still consider upgrading, for example, buying a buff and selling it up, but Y'Shaarj basically doesn't consider it. There is another master of this kind of rhythm, which is the 2-fee map Elise Star Chaser.
Torchi costs 6 fees to upgrade his basic skills and 7 fees to buy skills to achieve two four-star cards. For Tochi who has no financial start, this play can become a standard play.
Other 567-fee heroes with special play styles:
Alanna directly searches for lizards/party mud for 5-fee. Whoever comes out first to play, only takes target cards and free whoring. Pirates don't get any work. The follow-up play is:
Lizards: 1 lizard gets Xiao Huang, 2 lizards get Deathrattle, 5 lizards get three in a row/4 lizards get three in a row, and if there are pirates in this round, it gets three.
Mud: 2+1 to get water drops, 3+2 to get 13 elements, 0 fee to upgrade three copies (123 here is the number of party and mud, which can be interchanged).
Kurag has a popular style of play now, which uses 7-fee skills to upgrade three or four times in a row. The main purpose is to have a lot of four-star combat power cards, which will also facilitate subsequent upgrades to five-star and six-star cards. Compared with 5364 Empty City, this style of play maintains 56-fee health and the possibility of making a pair. By 8-fee, both are almost equal to four-star cards. It is only one 7-fee round slower. I think it is completely worth it.
I haven’t actually played this style of play myself, but I’ve seen a few others play it and it’s pretty strong, so after thinking about it, it makes sense. What I write here is just to provide you with one more way to play. It’s a matter of opinion.
The 7-cost Screw Moss Cat can not be upgraded depending on the situation. For example, the 7-cost card on the first page is not good and needs to be brushed, or it is too good and you want to take it. Or if you got the lizard earlier, you don’t have to upgrade the single lizard, and the two lizards can slow down.
If Deathwing has minions with 4 health or above, they should be placed at the back. Because everyone puts low-attack minions at the back, and 1-attack monsters such as imp prisoners and micro-mummy derivatives are not released until the end game. Placing those with more than 4 health at the back is more likely to create an extra frequency of freeloaders. effect.
Focus on the 567 fee:
Pay attention to everyone's situation of upgrading to three copies and three consecutive situations. Needless to say, paying attention to three consecutive copies is because those who pay 53 in the 8-fee round At 84, you can still buy a monster, but at 73, you can't. This helps to judge the combat power of 8 charges. Also, when you see your opponent's 53, remember to move to a position with the most points.
General position: According to attack power from high to low, from front to back; when the attack power is the same, 1 blood is placed in the front, 3 or more blood is placed in the middle, 2 blood is placed at the end; when the attack and blood are the same, the murlocs Put the low star forward to defend the opponent's Lao Blind Eye, and the non-murlocs put the low star forward and hope that the high star survives and penetrates the opponent more. The ordering here includes various derivatives and special effects, such as ①11 White Board and 12 Mummy. 11 White Board should come first, because Mummy will not add itself, and 11 may be a potential 2 attack. ② 22 White Board and 22 Resurrection, generally 22 Resurrection should be in front, because this is equivalent to putting the resurrected 21 in front of 22; but if there are descendants, 22 White Board should be in front, because 22 White Board is a stable 3 attack, and 22 Resurrection is a 3 attack and a 2 attack regardless of whether you die first or later.
Special Rhythm Hero
One. 1-fee skill type
Some powerful 1-fee skills need to be used at 4 charges, so naturally the regular rhythm will work for them. Doesn’t make sense. The general rhythm for these 1-fee skills is 6273, because you can do the math. If it is 52, it costs 6 fees to upgrade in a round, and it costs 3 fees to buy monsters. The cost is very embarrassing; and if it is 62, it costs 6 fees to upgrade 2 to 3 and buy 1 skill. 7 charges for 6 liters to 1 skill, and the next 8 charges for 7 liters to 1 skill, very comfortable. Next, we will analyze these 1-fee skill heroes one by one. The ones that will be mentioned include Rafaam, Arcana, Vatogor, and Eudora. They are not mentioned because they are relatively weak, but Jaraxxus can also use this rhythm. Maharaja and Mukla.
Among these heroes, Rafaam Rafaam is the 5-cost hero that is more likely to increase in cost, because increasing the cost of 5-cost requires a lot of financial management, and Rafaam's field-building ability is easier to come up with. Here is a formula for whether Rafaam's 5-cost upgrade will be worth it: deck counts as 5 points, water drops count as 3 points, financial management fish and tigers count as 4 points (the stolen half counts as 2 points), and if it reaches 9 points, the base will be upgraded. Of course, don’t forcefully collect financial tigers and decks in order to increase the cost to 34. Rafam’s normal rhythm of 6273 is very good, and financial management is not very needed. At the same time, the combat power of these two cards is too poor, and Rafam’s priority is not high. of.
Here is a question to discuss with you. If Rafaam cannot steal 4 fees, should it be upgraded? I was determined not to upgrade before the wild boar came online. If I don’t upgrade, I will not only be comfortable with the subsequent costs, but also keep my own resources. Pair advantage. But once there are more people with 53, it will be very boring if the 4 charges are not increased and the 5 charges continue to be unavailable. Of course, this is not about stealing Akai from the Team Wash-sensei competition. If you don’t want to level up, just search for it rather than click on skills. If you hit it wrong, you must hit it wrong.
Mysterious Brother Mysterious Brother is not strictly a 6273 hero. The hsreplay shows that 55% of Mysterious Brother will upgrade at 4 charges. This half ratio is very subtle. 42 is equivalent to a blank slate of the self before 7 charges, and the problem of 62 is that it relies heavily on shaking out to be competitive. Personally, I think whether Brother Mystery’s 4 fee upgrade is related to the card dealing. I have double financial management, financial management + mummy/22 resurrection, double mummy, double little fans, little fans + devil, these combinations will not increase the cost. Mystery Brother is very suitable for fans. His skills can just supplement the early cost of slow fans. The refrigerator and soul-splitting afterimage in the later stage are also very suitable for the fan demon system.
The most basic way of playing Queen Watogel is to buy one race each for 3456 fees, and keep the skill points each round. There is a special point. If there are two different races of financial management for 5 fees, if you sell two and buy two + skills, you can get one more race. This point mainly affects whether you should sell some skills if you have only one financial management for 3 fees.
Whether to sell or not is essentially a gamble. There will always be times when the bet is wrong. No matter how you play, you cannot say there is a problem. My suggestion is to sell it in the third financial bureau or the dual financial bureau and ban the wild boar bureau, but sell it in other bureaus (the wild boar is banned here just because the wild boar's one-star card is too bad for Queen Vatogor). Of course, don’t consider the financial management attributes of the financial management products you want to sell. Just compare the combat effectiveness after selling them directly.
Don’t be reluctant to lock this hero in the early stage. If it is a new race that can be seen, lock it. If it collapses, it will really collapse.
For the normal four-race game, it stops after 84, and 95 is not considered. For the five-race Tianhu game with double financial management, which costs 5 fees, those who are weaker at 9 fees can consider 95.
Eudora Eudora's rhythm is a bit messy to write in words, so here I use a picture to express it.
As for when Eudora can dig five against six, it must be a corpse hunting round or a round with teammates to protect multiple rows. For 6 charges and above, it can be buffered to two rounds, and one round. Rounds are generally not enough. In addition, it is not recommended to dig for the second treasure except for the first dig of Invincible Shun to win the chicken.
2. Powerful buff type
Their characteristic is that they mainly use skill buffs and buy monsters as a supplement. Everything revolves around skills. In this version, they are C'Thun and Gufu. In the past, Gua Sha Brother, who was most responsible for writing guides, was also on this list. Unfortunately, times have changed.
C'Thun's 3-cost skills are used to find financial management. If there is financial management: 4-cost trading and financial management skills, 5-cost to upgrade to the second skill, 7-cost to upgrade to the third skill. If there is no financial management: 4-fee skills, 56-fee skills are all bought. If 6-fee can be upgraded, it can be upgraded, but it does not matter whether it is upgraded or not. Anyway, 7-fee will have spare money. If you don’t have financial management, if you want to raise capital in the future, it’s better to wait a little later, and it won’t collapse. I still don’t recommend not using skills for 34 fees for any reason. Even if I ban three financial management, I will point out skills for 34 fees. Except for the urgent need of money in the life and death rounds, skills should be used every round, and you will almost hit the back every round. It's a lot worse. Don't be obsessive about losing money when playing C'Thun. This hero is born to lose money.
C'Thun's non-financial one-star card priority: Mummy 24 Demon 22 Resurrection 23 Fish 23 Dragon. It is not recommended to take 21 Demon, because C'Thun's attack power overflows in the early and mid-term, and the 21 Demon's combat power is too weak .
Priority of C'Thun's two-star cards: Little Yellow Roadhog 26 Pirate Old Blind, Double Dragon, Prisoner, Shaman.
Xiao Huang is C'Thun's divine card. It must be locked until necessary to collect gold. If there is a beast game, you can avoid the deathrattle in advance for the parrot Xiao Huang (Imprisoners do not count, you can use Soul Eater to eat it). In addition, I stole a trick from Waniang's live broadcast room: the priority of C'Thun's second book, Old Blind Eye, is related to whether one is a financial fish. There needs to be a fry that triggers the poisonous fish and the discovery fish (you can find poison, You can also find pairs).
Finally, let me tell you a joke: C'Thun is weak in that it doesn't hurt when he hits people, but strong in that everyone knows that it doesn't hurt when he hits people. When the time comes, C'Thun will have to pay a certain amount of blood tolls to increase his base. A walking corpse with very low taunts and no one will beat you up.
Gu Fu buys monsters for 3 fees and upgrades to 2 for 4 fees, buys monster skills for 5 fees, and upgrades to 3 skills for 6 fees. There is no dispute here. There is a big difference in the 7-fee game. Let’s first analyze how to play the 7-fee game and then go back to talk about the previous cards. In the 7-fee round, if you directly swipe a strong three-star card, buy a skill directly, and then buy another one to leave the strongest one, this is also uncontroversial. But if the first page of 7-fee refresh is not good, should I directly upgrade it by spending 7 yuan, or should I refresh and find a strong three-star? I have asked many big players this question, and it is still very controversial. The refresher camp currently accounts for the majority.
Whether the 7-fee supports refresh or upgrade directly affects how the 3-fee financial management is handled - because if the 3-fee financial management is not sold, the 7-fee upgrade can be used to sell financial management point skills (don’t subconsciously think that financial management is not sold and is a distortion, financial management The fish and tiger will only add one twist at most, and the water drop that will definitely add two twists is not considered financial management, and it can be sold as an excellent combat card without thinking), and for the reformists, financial management is meaningless if it is not sold.
Although I personally prefer the upgrading faction, most of the big guys support the refresh. Here I still recommend that you follow the refresh faction, that is, you don’t need to consider the financial attributes for 3 fees, just rank based on combat power. The question of which one is better is the 42 that the Financial Fish gets from selling some skills or the 23 that he buys directly. Since Gufu's attack power is completely overflowing in the early and mid-term, 23 must be better. Don’t consider useless special effects like 21 Demon when Gufu costs 3. The most useful special effect is the noble mechanical properties of the miniature mummy.
Gufu’s two-star card priority: Roadhog 26 Pirate Huang.
The 5-cost Wheatfield Explosive Prisoner on the first page doubles the Dragon Old Blind Holy Shield Pig Shaman and even the Mud Elemental are all very good cards. If you have these, it is not recommended to refresh them.
3. Completely special heroes
Millhouse House requires 345 fees in total and at least one financial management. The standard rhythm is 527384, and 3 fees can also be 42 with a deck. The standard rhythm of House's follow-up is 7384, but if the 6-fee card is not good, it can be upgraded to three, because House's economy is very flexible, and the economic utilization rate is very high no matter how the cost is upgraded. A play with a high economic utilization rate is a good play.
House’s skills determine that he should buy more monsters and refresh less. This is reflected in the early stage that the 13 elements in the early stage are false financial management for House. House should not click on refresh in the first place, so it is not as good as Get combat power normally, only when you need to refresh in the middle and late stages, 13 elements will be required; in the middle stage, lizards, forks, etc. are very strong against House, and you can get a buff at any time for one dollar; in the later stages, This is reflected in the fact that House can touch six whenever he can. The two cards in the six, Kare and Captain Fang, can produce effects that cannot be produced by other heroes in House's hands.
Finally, to go a bit further, when the elements first came out, I, like many people, thought that House was suitable for Nomi, but Nomi and Kalec are actually completely different, because there are many battle cry cards, and the expectation of farming elements A page is less than one. The moment I concluded that every hero has to lock every element when playing Nomi, I realized that House's Nomi is actually not that strong.
Nanba Nanba has 3-fee financial management and you can pull the line to guess, but I generally only recommend pulling the line to guess the water drop. For financial management, you need to see if there are many people with skills for 3-fee. Since the result of each guess is different, it may lead to different playing methods later, and the male bus has more change, which can act as a lubricant, and the rhythm is very free. If the guess is more accurate, the game will almost be promoted if the card is good and the card is poor. The formulaic rhythm can only be slightly improved by 45 fees. If you guess correctly at 3 fees, it doesn't matter if you guess 4 fees or not. In normal situations, it costs 4 fees to buy + guess. If you guess 34 fees correctly, you will get an upgrade at 5 fees for any time. If you don't guess correctly at 5 fees, you won't be able to upgrade.
As for the guessing skills, the first one is to finish your operation and hit the last skill. Even if you have thought about who to guess, don’t rush to confirm it to prevent him from rising in the last few seconds.
To determine the combat strength of a person who hits a four, the main focus is on whether there are machines in this round; to determine the combat strength of a person who hits a five, the main focus is on machines, and secondarily on the beast boar; to determine the combat strength of a person who hits a six, The combat power of the round depends mainly on the pirates, and secondarily on the mechanical beast demon. The Big Three of Elements and the tusk captain of the wild boar may also reduce the combat power of Pinliu in the current round.
The reason why I wrote about Nanba at the end is because everything written above can be regarded as a strategy for Nanba. Judging the strength of each hero in each round depends on your usual familiarity with each hero. For example, Rafaam is strong at 5 charges and weak at 8 charges. The strongest round when Nuba has financial management is 6 charges, the round when the tree does not rise is very strong, the round when House does not rise, the explosion is strong, etc.
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