In "Adventure Squad", the output character Zero has attracted much attention due to its high gain and wide attack surface. However, his output is highly dependent on magnetic storms, and magnetic storms are the easiest anomaly to clear. Therefore, it is crucial to understand Zero's weaknesses and countermeasures. PHP editor Xigua has compiled relevant information to bring you a comprehensive analysis of the weaknesses and shortcomings of Number Zero, helping you easily cope with the challenges of Number Zero!
1. Zero's output relies heavily on magnetic storms, and although magnetic storms are the best elements to adhere to, they are also the best to remove Abnormalities, various character mechanisms, marks, medals, etc. can be used to deal with magnetic storms.
2. Zero has a good critical hit rate bonus. Even if she has the anti-crit attribute, she will still be easily hit by a critical hit, so you can build up the critical damage resistance to give her a critical hit.
3. Number Zero does not have a built-in hit rate bonus, which will become her fatal weakness
4. Although group characters have a wide range of attacks, they will also encounter targets that have to be hit but do not feel like hitting, such as carrying [ Magic Cloak] target, such as the Northern Lights.
5. Lunia’s light pressure can suppress Zero very well, and conversion can make Zero lose its group advantage.
6. Zero is a very pure direct damage character and can be targeted by stacking high damage reduction.
7. Zero has a low pursuit multiplier and 100% pursuit. You can take advantage of it by bringing a player like Kelil who can restore health to the whole team after being beaten.
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