php Xiaobian Yuzai will introduce to you today the game "Strength and Positioning Analysis of Ming Tide Kakaro". As a game that integrates card, tower defense and strategy, "Kakaro" brings players a brand new gaming experience. In the game, players need to collect a variety of powerful cards, match them with the most suitable deck, and defend themselves against incoming enemies by deploying defense towers. At the same time, players also need to reasonably plan the attack route and the order of card play in order to win the battle. This article will give you a detailed introduction to the strength and positioning analysis in the game to help you better understand the game and improve your playing skills.
1. Positioning: A concert trigger based on the ultimate move, on-site output.
2. If the big move cuts into someone, the status will disappear, so you must stay on site. Secondly, in order to maximize the output, some foreplay is required (strengthening a heavy attack, activating the sound skeleton skill), and the total standing time is still relatively long.
His coordination ability is indeed quite poor. The core passive can only give 6 points (the Mystery that also requires three stacks gives 30 points), and a set of flat a e z can only return about one third of the energy. Basically bid farewell to normalcy. The most you can do is hit with a heavy blow and escape, but I think cutting people without a QTE will be a big loss.
4. Kakaro’s energy recovery is all stuffed into his ultimate move. It is best for this character to have a big move every round and get full death notices every round (a total of three death notices are 37.5 Resonance Energy and 60 Concerto Energy). It can basically ensure that the output ends and triggers qte stably.
5. It seems that the designer is forcing this character to be opened as much as possible, and no r will be output.
6. Overall, the design logic of Kakaro is very self-consistent. Both damage and mechanism rely heavily on the ultimate move, and both the core passive and R can restore the energy of the ultimate move. The contrast between being unable to play Sustain under normal conditions and being able to play it easily with R shows that the designer just wants Kakaro to use more ultimate moves.
7. However, the ultimate move with 125 energy points is still difficult to charge. Therefore, it is best for Kakaro to build up a little bit of resonance efficiency, or bring a power bank like Yangyang, or bring teammates who can produce a lot of energy quickly.
8. The ideal graduated Kakaro can open up every round, and the output will definitely be explosive.
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