
军团战争2 / Legion TD 2









厌倦了资产阶级的统治?没关系,我用小诗来回应—— 别难过,我的朋友,别唉声叹气! 要像抓住马缰绳一样把握生活! 让所有人都滚蛋, 免得你被送去见鬼! 选择任意种族,派出小蜗牛,在第一波就立刻造出工人, 然后一直到6级(罗科)积攒宝石,用8到12个布鲁托(整个队伍当然是2+2+2+2)进行轰炸。我还没弄明白这是怎么做到的,但我已经在1.5小时内完成了14场胜利的连胜!提升状态,在国际排名和个人排名中不断攀升!祝大家好运,加油!UPF 2.21A:大家好,我亲爱的啤酒爱好者和单指玩家们 :) 更新后很多东西都变了,但只有一样东西没变——那就是BRUTs xDDDD (1)现在很多人会在第3波派出1个BRUT,第6/7波派出2个,第9/10波派出2/3个。 (2)用坦克(比如泥人/批处理者)+ 3/4个水之灵很容易就能防御。 (3)无论玩什么流派,到第10波你都应该有不少于12个工人格子,我通常是这样分配的:第1波2个工人,第3波+2个,第4波+1个,第6波+2个,第8波+2个,第9/10波+1/2个。 (4)第11最好能派坦克(迪诺)过来,但理想情况下是骑士,因为它能吸收50%的伤害。接下来随机应变。对了,说实话我已经没什么思路了,我要继续去喝啤酒了。回头见。

Within this guide, learn how to improve your gameplay up from the basic tutorial available in game. Those advanced notions paired with building improvements will make you a better player and battle for the highest ranks or just enjoy the game's depth better. Introduction This guide is being created to help the players get beyond their current skill level if they ever feel like they are stuck in a certain rank. This guide takes into consideration that the reader has an understanding of units, typing and basic positioning. We will not cover any type of specific positioning or wave by wave decision so that the guide remains in-temporal. First we will treat about how the reader should approach his fighter choices. From it, we will guide the reader unto how he should approach the game according to that given roll and how it should be use to set the pace of the game. We will end upon a more general section aiming at helping the reader better finding opportunities in the game. Picking your roll/ Minimising your weak waves When choosing your roll, it is important to find some specific things that are not always well characterised by the game coach recommendations. When in the game, depending on your mastermind option you want to look for the followings : Good late game options in case the game goes past wave 15. A strong opener to help you generate a lead with high push potential. Since Early game workers are the most crucial. Answers for your core build weak waves. It is important to note that the reroll button can be used to cover one of those points, but it is still good to look at your roll for those options. The main takeaway is that, one can not reach the late game if the early game is lost, meaning that an opener is often more important than a late game synergy. Be aware that you are, to a certain extent, controlling what the opponent will do in term of sending you. Recognising your weak waves and playing around them is the key of being able to pick a good roll. When looking at openers and how to defend them, look for the following tips to make the best decision possible: Units covering a large range of waves due to their early game focused ability or innate strong stats can help you shift gold more easily. (It can also be done with the Grarl) Unit upgrades are often more valuable than their base form. Look at how you can get an upgrade as early as possible. Long saves are more easily defended with expensive fighters. Preparing early to get them on a specific wave can be extremely valuable. Those tips are very general since how the player defends against the enemy is dependent on their send pattern and also their openers. If you are in a game where the enemy is sending a lot, you are able to push more aggressively, but keep in mind that the best push comes out of what we call power spikes. Power spikes happen when the player gets a fighter that is worth more value than its cost because of various reasons listed here: Utilising the fighter's ability optimally. Utilising synergies (auras or abilities) with good units. Utilising positioning (split aggro) to manipulate the wave and mercenaries. Utilising units that increase the odds or minimise the odds of targeting mercenaries (AoE/Consort ability). All of those can't be quantified by a number in game and can only be approximated by experience. For example, if you have lifesteal on a Nightmare, you know you have higher survivability and can hold larger sends when on value but can still deal reasonably well with sends while being 100-200 value under depending on the current wave. In the mid-game, when your Nightmare is upgraded to a Doppelganger, you know your weakness is against Four Eyes and so, when they can reach it, your approximate value diminishes slightly. Also, even if this is almost only positive value increases, there are some situations that diminishes the approximate value. Here are some example : Over-investment in low tier fighters. Even if they can be invaluable to adjust split, some players have a tendency to place more of them than necessary just because the recommended value colour changes to a more comforting one. Placing a high cost fighter in immediate death situations. Fighters always perform better when they either share aggro or are protected to let them do damage. This becomes more and more true as the value of the fighter increases. If they die within the first seconds, you basically remove that fighter value from your board. Placing a lopsided amount of DPS/Tank. Having too much of one or the other will cause some issue since they need to be in harmony to maximise your board value since DPS fighters need time to deal their damage and Tank fighters give that time. However, no matter how much time those can give you, the wave needs to be dealt with at one point, since they can only take so much damage. Remember that you are not alone and your teammate is there too. If both players have rolls that complement each other (no common weak waves), it diminishes the chances that a long save will be effective against you and also allow you to have better agency of the late game lines of action. Also, this is a team game and having this kind of habit will reduce the amount of effective weak waves of your team. DO NOT over rely on your teammate to cover your weak waves as there is a possibility that you lose too many resources to make the game state in your favour. This is all to set you up to play around what is called "the main lines" of both teams and give you the best flexibility over those ever evolving lines to adapt to your opponents. Identifying teams main sending line Once you are able to minimise your weak waves, you have basically identified the main line that should be used against you with your opener. The line that you show to your opponent will vary as you add more and more information. That is why hiding information in Legion TD 2 can be quite an effective weapon against your opponent as it forces them into a line that favours you and not them (see the Get the momentum section). When looking at your opponents builds, you have to approach it like if you were building around that unit : What would you do to defend that unit? Would you have enough gold to get that answer? Is that answer enough to counteract the amount of mythium you can send? Is the teammate able to cover the send? Answering those questions allows you to find a possible line against your enemy that will also evolve as he shows more and more units. Finding the perfect send is always difficult, but identifying the build patterns and expecting answers is the first step into finding one of the better sends. Your lines and your opponents lines are intertwined and coexist in the same game. One will obviously be able to undercut the other, but it is not linear. When identified, it is more a question of what the team unfavoured by the lines at play will do to defend it or exploit it (see the Get the momentum section). It is in those situations that advantages can be built upon and game decided. In summary : Ask yourself the questions of what would you send and what would you build at the place of your opponent to decide what are the weak waves of your opponent. Do not overthink it, but be aware of the options. When having near perfect information in the mid/late game, weak waves can be more easily identified, thus the favoured approach to save longer in the mid/late game. Getting the momentum/ Dictating the pace Getting the momentum is an art in Legion TD 2. As said in the previous section, the lines of attack of each team are intertwined and do not always favour you at first glance. However, all of this is flexible depending on what you add from your opener and when you add it. This is all very complex and depends on every situation. However, it is still possible to do various things to try and play towards an unfavourable line in the short term: Play slightly overbuilt. Controlling your push to get a big unit that lets you modify the pace of the game in your favour is worth more than any workers. After getting this big swing, you can start playing more aggressively. Playing toward getting a high value fighter through a well placed shift works within that idea too. Match their send with an income send. If you believe your leak will not be terrible depending on the size of the send you expect, matching their non-income send with an income send + king ups will allow your team to come out better in the income game (assuming a close to even game state). Exchange King HP for momentum by skipping the wave. King HP is a resource, to a certain extent. Sacrificing some HP to generate a better pressure point against your opponent can be valuable if properly executed. King HP is valuable, so it puts a lot of stress on that decision if the line has wrongly been identified. If you are playing towards a favourable line, you need to make sure to keep the momentum afterwards. To do so, various things can be done to help you : Going for a variation of the line can create a better second point going forward. If you are planning on sending on wave 7, you might want to try and go on 6 or 8 if it enables you to put more pressure on 9/10 or protect a weak wave 9. This slight variation can cause an expecting opponent to be thrown off guard and not prepare for their otherwise stronger wave. This kind of manipulation can be risky depending on the plans the opponent had and can have the opposite effect. The favoured team needs to pay extra attention to the opponent board and how they are spending their gold and mythium. If the opponent is overbuilding and have lower worker than you, try to find a later wave or defend your weak wave with Income+King since there is very little chance they can leak you if you get the extra resources. Absorbing the send with minimal mythium can however be the better choice to keep momentum. If the opponent is underbuilding heavily, they can't go for a long save. Identify the nearest weak wave they have and stay aware of where they want to send. Defend with income king to get an economy lead. They might also leak the income send. The situation changes when they decide to overly invest into workers into one of the team member in the late game. The one sending to the player leaking to no send needs not to push anymore workers (unless they start building again), and the one receiving from it should continue pushing. If you are not in a winning position, doing an income send into the person full pushing is better to setup for the next send to finish them. Once you have the momentum, you want to make sure to keep it as it is very hard to get it back. Finding opportunities Finding opportunities is a broad subject. But it is all around a single goal : Increase the odds of winning through a high risk high reward play. Those are mostly done in the early game when speaking of getting an advantage : Push workers to no send when you reach a power spike Send on a wave you expect the opponent to shift (save gold) for a better unit. The most effective are when you did a send prior. Place/Prepare fighters for the next wave despite being saved on for a long time. (E.g. Place a Harbinger or a Holy Avenger on wave 8 when showing mostly having pierce damage) All of those points require the player to have correctly identified the plan of the opponent. Since one can not be in another's head, it is then classified as a high risk high reward play. Later in the game, forcing a resend on high workers can work if the opponent were saving a long time and leaked heavily on the previous send. This is classified as an opportunity if you expect the opponent to save even longer after your successful send and need to push hard to get you. This is often done when you are in a winning position since it is enabled by high workers, but can also be a crucial comeback tool if you count on your synergies’ strengths.
今天我将为大家讲解《军团塔防2》中战斗类型的机制、注意事项、优缺点,以及如何通过实际案例运用所学知识。视频包含理论部分,我们会探讨数据、弱点和百分比伤害;第二部分将展示如何将这些知识应用到单位选择上,从而组建一支平衡且强大、包含尽可能多战斗类型的队伍;最后一部分则通过实际案例,帮助大家做出建造决策并分析敌方防御的弱点。所有内容都会结合实际案例进行通俗易懂的讲解。最后,这里还有一个小总结,会再次简要回顾所有内容,并将最重要的信息浓缩到一页。视频格式指南


玩军团二1个月打到世界前250,从新人到高手游戏指南。 前言 本人war3军团老玩家,在刚玩新军团游戏时定位到白金,因为新版玩法和中国游戏模式相差很大,运营思路和细节更多所以很难上手,开始我去B站搜索攻略但是却发现了一个可怕的事实,我定位打完已经是B站已有视频里段位最高的一批人了,因为游戏太冷门,B站平均黄金白金。 没办法我只能去youtube寻找视频解说,慢慢的又发现我的段位已经高过了所有我看的视频作者。最后只能去找世界第一的对战记录天天学习,经历了一个月的巩固和实践打到了世界前250,大师2段位。希望能写些对游戏的理解帮助那些像我开始时一样找不到北的新人和上不去分的老人。 新人如何进行游戏和游戏机制 首先是游戏基本玩法,估计买了游戏的人都基本知道了,也就随便说下。 游戏是一个经济系统,要在守住怪物的基础上建造农民,农民获得秘精,秘精可往敌方阵营发排额外的怪物或者亏本升级国王,发兵或升级国王拿收入,收入是每回合额外的经济来源,然后拿这些钱继续造农民实现洗钱循环。玩家的目标就是在贪农民的过程中国王不被打死,漏掉的怪都会攻击国王,国王顶不住就输了。 以上的总结就是 钱 生 农民 生 秘精 生 收入 等于 钱 无限循环,虽然简单但是里面细节很多,比如你如果想经济最大化肯定就是每波开始时把秘精用完,但是这样给对面发的怪就会少。但是如果你憋尿攒秘精,你就会亏损很多收入,我们以新手最喜欢的一个情况为例子就是第三波发野蛮人,这样的前提就是第一波和第二波的秘精都攒着,第一波亏损一只蜗牛的6块收入,第二波亏损第一波加第二波的12块就是18块钱,再加上野蛮人的15收入比起正常恶鬼的18收入少3,代表以后的每波你都会亏损3块钱,那么你在10波时亏了18+3x7的钱,看似很小的损失但是设想如果对面防住了这波野蛮人并且每波都在发蜗牛,对面会比你多这些钱再加上你野蛮人被打死的钱,算了我知道大家烦了,亏了一个亿。上面的例子就是告诉大家第三波发野蛮人是多么愚蠢,当然也是告诉大家秘精的两种用法。 1就是每波发,只发蜗牛龟龟恶鬼剑龙小炮飞龙的经济流 2看对面兵种找到对面弱点适当存钱然后在对面弱势波数发怪的进攻流。 一般两种用法是轮流切换的,有人说了那升国王呢?下面说下最后的0.5种用法升国王。 升国王:国王的血量和攻击力是按波数增加的,随后还可以用秘精提升百分攻击比伤害,回血,百分比法术伤害。 因为升国王必须在每波开始的那段时间,而获得收入是要在每波结束时,所以你只要升国王基本就等于亏收入,而且你升国王会告诉你的对手,对手知道你把秘精投资在升级国王后就会更肆无忌惮的贪农民,所以升国王等于把主动权给了对面。 那也并不是说不能升国王。何时升国王: 要在游戏中期比如12波以后那时基本你们都有个15-20农民了,两个人一波的秘精已经能瞬间把国王拉满,那时候可以点国王打后期增加容错率,或者你和你的队友都有共同弱势的波数,已知肯定防不住的时候不如拉点国王避免被一波带走。 总结就是千万不要前期主点国王! 游戏发怪机制:你的秘精发怪不是个1v1对决,而是按 1发给4 2发给3 3发给1 4发给2,就是说你发怪的人和发给你怪的人不是一个人,这就会导致如果有猪队友就会发生对面疯狂憋尿,你不敢升级太多农民,队友发怪入不了对面(等于给对面送钱),然后你发不出太多怪因为没农民,结果你是唯一受害者情况,这种时候如果对面发来了怪你顶不住不怪你,队友也漏了就可以-ff了(投降指令)。所以好队友真的很重要。 为何一起发怪 : 一般情况下发些王八啊蜗牛啊恶鬼啊什么的都是可以自己发怪的,但是如果是想囤多点一起发那就一定要一起发,因为如果你让对面一个人漏了而对面队友防住了的情况那样其实没有太大用处,首先是国王不会掉血如果对面队友能顶得住的话。其次他的队友可以拿到一小部分的收入,会让对方的队友更富,更难被入,所以当一起发怪时,有时候虽然无法让对方两人都被入,但是会更大的削弱其中强势方的防线,那样被入的人漏下的怪很可能能突破防线打到国王,毕竟国王死了才能赢。如果能观察对面时发现对面的共同弱点并一起发怪能增加很高的胜率。 每局游戏时都该注意什么:首先就是不停的切屏,看对面的兵种。每波都要看,找到对面的弱点,兵种的弱点强势点我会在后面兵种介绍讲。 按tab可以迅速观察对面兵种造位。 当然去观察对面战果也很重要,看看对面的造位下谁会先吃伤害谁后吃伤害,看清楚后才有助于发怪。 如何开局选兵种:选兵种时,你要知道游戏的护甲类型和攻击类型,一定要每种护甲和攻击模式的兵种都有,当兵种选完不要着急点确认,你要设想下1-10波每波该如何渡过,举例子拿到蜜蜂 鱼人 弓箭手 小马 鹿角牛 死亡领主,那么你就应该已经瞬间想好了以下所有东西,第一波中鱼人,第二波小马,第三波小蜜蜂,第四波大蜜蜂,第五波第二只小马,第六波大鱼人,第七波第二只小鱼人,第八波补小马或者牛牛,第九波牛牛或者第二只中鱼人,第十波第二只大鱼人。每波都有足够的应对方法,这些就是得对兵种的理解和多玩获得的经验,新人可以慢慢来。接下来给大家讲解下每种兵种的具体玩法。 兵种大全 丛林军团 T1 蜜蜂 高贵的自然甲,为什么自然甲是神,因为自然甲只弱魔法伤害,而魔法波数只有3 7 8 14 15 20。蜜蜂的质量很高,适合拉扯怪物做副坦,能贡献不错的伤害,血量对比一级怪也很高,强势波4 10,很好的过度单位。 T2 游侠 轻甲穿刺,单体伤害很高,boss克星,强势波 4 6 8 10,一般是前期过度并且稳过10的辅助输出单位,因为轻甲属性在第六波时可以靠前造抗些伤害,10波后有点没用。 T3 诡菇 95-180的价钱略贵,血量也不高,优点是回血速度,在没有蜗牛的情况下能一个人守住第一波,不能当主坦只能当副坦的半肉半输出。 强势波6789,中期开始又没输出又扛不住。 T4 密花 前期贪农民的神,非常需要搭配,究极弱2 4 6 7 8 10,怕死隐士。一般用于前期贪农民,中期拿别人顶住,9波时升级为王盖花就猛了,输出很高也很肉,较难使用但是很强。 T5 鹿角牛 很肉 也很贵,强势波123 56 9,但是太贵了,一般到13波才能升级为大的,结果还会碰到两拨魔法14 15,极度不平滑但是凑齐六个质量很高的光环,如果能再套个英雄光环那就NB了。 T6 香蕉堡 最肉最能打主坦,但是太贵了,一般是9 11 12时补出来小的来抗伤害,如果后期有萨满给加血量上限,再加上屠夫的法术吸血,他就是神。你听说过三吸血万血大树吗。(所有光环都能大小叠加)弱6 8 13 16 18 元素军团 T1 质子 单体高伤害,以前有不错的坦度前期可以帮坦,现在被削弱了,极短的攻击距离加脆皮导致如果不是没有后排就不要用,强烈不推荐质子加使徒光环,因为使徒攻击距离太远,质子很容易白给,不如质子加APS,当然最好希望用不上质子。小马质子战斗力还是很高的,但是前期不能超过3个质子,后期不能超过6个,不然补蓝补不过来。 T2 水灵 火模式强势期 1234578,然后就是究极废人,对面有水灵不要发蜥蜴,如果没有前期贪些农民后期的水灵真的就是又不能抗又不能打,黑元素的法系增伤效果很低,没有太大用。 T3 风鹰 没有蜗牛单守第一波,造1个农民并且花掉20秘精在第二波就能升级为大雷鸟,10波前性价比极高,强势期123569,弱7 8 10之后的所有波。后面基本就是抗伤害了,T3指望啥呢。已经够强了。配合小马可以有套专门的打法。(也可以不升级的那种小风鹰过度玩法,专门用来过6 9的工具人) T4 泥人 便宜切试用的主坦,专门为了9 11 12连续三波穿刺而生的对策单位。技能要预判到对面发怪就开,开错了就裂开。 T5 使徒 升级为魔法恢复光环,不升级为元气弹白板,太贵了如果不能有足够多的怪buff就很弱,13波以后才发力的单位,前期一般不升级,弱5 7 8 14 17,强势波10 13 15,吃配合的单位。 T6 凤凰 被错误估计战斗力的单位,输出很高但是贼贵,技能挨打提高输出但是又没多肉,不太推荐的法系后期输出,配合吸血光环还不错,强势波13 15 16 18。 机械军团 T1 新兵 最弱一级兵,25块价钱实在太贵,升级90块你在逗我,要输出没输出要肉肉不住,花20块强化只能存在一波,破罐子破摔,当然也不是一无是处,3 7 8还是很强势的。 T2 火箭炮兵 小炮兵可以4帮坦克。 先说宙斯:非常催但是同时拥有冲击和魔法双伤害,配合使徒或者APS非常强的输出单位,强势2 5 6 9 11 13 15 18, 极度弱8 12。 然后是纵火狂:一般第一波时会造一只,高段位就再也见不到了因为容易被针对, 弱4 6 7 8 10 隐士亲儿子,极其强势1 2 3 5。 但是到了大后期21波时又忽然变得厉害起来了,21波战神。 T3 飞机 有双飞机开局的主流玩法,飞行光环,飞行单位有蜜蜂 小绿魔 蝌蚪 雷鸟 空后 水母 凤凰。 一般只会在同时有蝌蚪蜜蜂的时候我才会去玩飞机,具体摆位因为bug不能发图,其实还是推荐加我好友给你们演示。 T4 APS 性价比算低的光环,攻速一般不吃香,食之无味弃之可惜。射程短容易帮后排抗伤害。 T5 狂战士 已经被严重削弱的单位,强势波 6 10 13 18,第10波的亲爹,极度弱9 11 12,被砍了480点生命和30%的伤害,纯对策副坦。 T6 前年坦克 为什么一个后排单位能这么肉,不应该说为啥一个肉能有这么远的射程,射程太远导致很容易最后才抗伤害,对摆位理解要求极高,用好了克制 9 13 14 15 ,用不好铁坑B。 死灵军团 T1 骷髅 15块的价钱,小骷髅海在后期能抗很多伤害。骷髅战士一般是三个升级选项里最多的选项,前期升农民的最优选择,因为生命恢复的特性再加上低伤害可以把一回合的战斗拖得很慢,这样高农民就能拿到更多的优势,但切记不能开局点三个农民,不然第二波被发乌龟就漏烂了,需要和二级兵种打配合。 骷髅射手依赖蓝量,价格便宜加上轻甲的属性可以用于打第四波,之后比较没用。骷髅法师一般作用于第五波的输出或者后期给大哥的buff怪,很少会当战斗力上场。 骷髅是们学问,需要大量实践无法轻易说清楚,建议加我好友细说。 T2 绿魔 小石像鬼就拥有非常变态的减伤被动,在123波非常的肉,但是千万不要对他的输出抱希望,攻击力太低是硬伤,弱势波246,强势波3578,后面因为便宜确实没啥战力了,前期强势兵种,但是在萨满的buff下还是可以成为后期主坦。 T3 地狱守门人 很好用的前期过度单位,没蜗牛的情况下能单守第一波,,虽然是重甲但是在第六波只要摆位何时依然能大放异彩,强势波1569 11 ,弱2 3 4 8 10, 也是需要阵容搭配,便宜是他的优势。 T4 屠夫 吸血光环不用多说了吧,大小可以叠加,大厨是第九波的神,9 10 11 12 13连续5波强势波再加上能buff大哥的能力,非常强大的光环。 T5 梦魇 中期大C,贵而且太脆,升级极其不平滑,极其弱5,配合双吸血或三吸血(10级后拿到吸血)位置靠墙能担任全队输出,最好再配合骷髅加攻速,就是弱15并且太吃阵容配置。 T6 死亡领主 小领主战斗力性价比很低,基本是11才会去考虑造小的 15升级成大的,专门为过15而生的后期单位,数量多了输出还是不错的。 海洋军团 T1 蝌蚪 能力是两种形态的切换,非常好用加便宜,第三波就能造一个,远程形态克制3 5,进展形态克制4 6 ,后期基本都是保持近战吃伤害,前期缺轻甲坦克的优秀选择。 T2 鱼人 重点! 不要有强迫症非要把鱼人当大哥养,鱼人就是个对策单位,能多少蓝就多少蓝,不用非要升级为中鱼人也能拿到不少蓝,鱼人小马时是绝对核心,但是要明白大鱼人的强势波是789 10 11 12。13开始战斗力严重拉胯,只能作为副坦克帮忙T一下,所以何时升级为大鱼人看阵容判断,一般没有小马我只会造一只鱼人,因为只要你鱼人多了就必定4 6弱势,会被对面入烂。 鱼人小马一般再第六波时就能造出大鱼人,所以鱼人一定要在自己的强势期补农民。 T3 小海蛇 高伤害低坦度并且依赖前排的肉度,有海蛇一般会造在第一排,中间还是左右看阵容,前排一定要尽量向下靠,一般8格以后。 小的海蛇好过4,大海蛇优势期 6 7 8 10。 有海蛇的最大优点是敌人不能给你发远程怪,都会被海蛇切死,所以一般后期都是2-3条足够,当主输出实在不推荐。 T4 格拉尔 也叫海怪。养蛋专用单位,卖130快。能帮你憋大怪时过度,没有具体克制波数,第六波还算好用,但是白板身材还是有点劳的。升级为海殿武士一般都是15波以后的事情了,配合地狱门可以无限生仔。 钳蟹王的质量还是很高的,高贵的自然甲,不错的减攻速技能,就是血量不高,性价比还算高,可做主坦。 T5 深渊女祭司 比较难用的角色,适合第一波就放,技能是回血所以必须让他吃了伤害还不死。一般放靠墙位置然后往后数第6格然后再往左或右两格放前排,只有3 5强势,而且8 11 15还需要在前面垫2个便宜的一级单位避免被远程秒杀,用好后性价比非常高,后期不错的伤害,大祭司用来打15非常好用。 T6 蛋 没海怪前期不拿,有海怪 没有以下任何兵种之一也不拿。蝌蚪 质子 鹰女 沙漠朝圣者 诡面 水人。 养蛋可以专门写一大篇来说了,建议自己去沙河做测试或者加我好友问。只要不在第一回合被打爆,蛋就是赚的。 游牧军团 T1 掠夺者 最强后期前排,10块一只,后期造一群能浪费敌人很多伤害输出。 这里不懂的给讲解下,后期怪物攻击力都上100,一只老鼠80血,一拳秒杀就赚了20+的伤害,何况敌人伤害更高,尤其是第18波150攻击力六个人,打完这群小老鼠黄花菜都凉了。大老鼠在1 2波的秘精收益比农民高的,所以可以前期挖矿,缺战斗力补战斗力。 T2 鹰女 上个版本答案,输出太高了,现在被削弱了,还是强势的后排,远程自然甲太离谱了,不管是配合APS还是小马都是超模的伤害,针对她要看6789波哪波克制她的前排单位。 T3 小狼 不要期待他有什么输出,就把他当自然甲T,摆位开动脑筋,不要让狮王吃到debuff,母狮尽量能吃到更多buff。强势波2 4 5 6 9 10 11 12 13,全程副坦的命,便宜就是大优点。 T4 沙漠朝圣者 又名萨满,小萨满靠回蓝可以奶人,前期配合小马可以奶的飞起,克制5 9 11。后期升级为大的后丧失蓝量但是很肉输出很高,能最前面的坦,合适的坦有绿魔 母狮 金晶盾,最强buff坦为香蕉树。 T5 沙獾 除了很肉的魔法盾外没啥可说的,专门抗7 8 14 15的主坦。 T6 大野猪 冲锋属性一定要放在最后一排并且第一排放一只T1兵种触发,很高的冲锋伤害加离谱的减攻速加高肉度高攻击,贵是肯定的。 神圣军团 T1 拳套 这个东西前期可厉害了,开局靠墙造单人稳定守第一波, 之后另一半墙同一排造主力,拳套前期能单守一半的怪,因为他强悍的被动,后面只能扛扛伤害了,但高性价比让他前期能贪很多农民。 T2 精金盾 高贵自然甲前期主坦,抗45689 10 11 12 13都很优秀,没有什么输出但是够了,便宜够肉。 T3 神圣战马 搭配非常多,只要缺蓝的都能用它补蓝,不一一举例说明了,但是没有人需要蓝的情况下本身坦度一般。 T4 精英射手 输出分散,很不推荐的输出,但魔法护甲7 8很强,升级为三相射手后能有效的过10。后期输出分散问题明显突出,不建议使用,建议前期过度。 T5 耀光之环 本身攻击力太低,为打boss而出的单位,过10 13 18 20好用,但是其他情况很弱,太贵了,性价比太低。 T6 神圣复仇者 游戏唯一大爹,按蓝量增加伤害,满蓝会持续几十秒的大范围AOE溅射伤害,吃啥光环都厉害,不建议作为坦克使用,要站位最后挨打。强势波13 14,一般前期不建议造,没那么厉害并且太贵。 祭庙军团 T1 诡面 前期兵种,注意不能同时攻击一个目标两次,前期如同战神,后面越来越弱,10波开始就没用了,特别弱10,使用前得规划好10波以后怎么过。 T2 猫鼬 很肉输出还行的魔抗T,每次升级的属性让他极其平滑,一般前期不会喂满,都是7 8喂满,前期很容易被野蛮人暴打,不要指望他有太高输出,输出还得靠后排。 T3 入侵者 轻甲魔法攻击实在有点尴尬,前期魔法伤害过3 5能打出不错的伤害,而且花1块钱可以从前排后排间切换,升级兰花稳定过6,之后就很尴尬了,输出不高也肉不住,花钱买飞镖虽然很强但是经济压力太大,不是很强的单位。 T4 永恒浪人 不够肉也没啥输出,适合拉扯,至少他的价钱还能接受,和泥人很相似。 T5 冰女 放在后面的主坦,减攻速光环和闪避让她非常能抗,6 10 13 16都肉的发指,价钱完全不是问题。而且一级造她只要担心第五波。 T6 灵魂之门 同时刷出两种怪物,冲击近战和魔法远程,缺点是刷怪太慢,和小马或使徒配合能增强战力,和海怪配合能无限出怪,基本是10波之后才会补,不要补太多,要有适当的前排抗住,大后期最强单位。 T5独一无二 加特林机枪 火神炮 这个东西很特别,不能动所以要造前面,我一般喜欢靠前排墙后6.5格造近战前排,远程波拉胯, 没有最好的用法,我也是偷了点别人的建造方法,具体也不好说,这个东西也没多强。 秘精怪 20 蜗牛 中规中矩重甲赚钱器 40 蜥蜴 远程穿刺伤害(唯一的) 40 龙龟 魔法输出魔法甲,前期克制自然甲和魔法输出唯一手段 60 恶鬼 冲击伤害怕的轻甲t,但是一般不会优先抗伤害,可以作为穿刺输出。 60 野蛮人 破罐子破摔快攻神器,极其能打,单核的爹(减攻速),当然每次要使用他是想好代价。 80 剑龙 真的肉,前期赚钱加恶心人。 80 隐士 克制些AOE伤害的人,比如密花冰女诡面水人精英射手。 100 炮手 攻速慢,对重甲还是会造成很高伤害的。 120 安全鼹鼠 克制高攻速低和攻击单位。 120 飞龙 最贵的赚钱单位,战斗力很高,可惜是魔法攻击(后面的远程都是魔法攻击) 160 兽群头领 居然没有140的单位,直接跳到我了,攻击光环,强的一匹,大多数情况都会发的进攻怪。 160 宝箱怪 对面有很多魔法攻击或轻甲单位时的高战斗力单位。 200 女巫 基本不会发的怪,15波之后农民特别多时(超过50)一下发3-8只女巫会特别强。 200 食人魔 前期穿刺波时克制重甲单位的神,9 11 12经常出。 240 四眼魔 有圣主 什么单核时很强的单点输出。 240 鬼魂骑士 宙斯的亲爹,很肉的轻甲坦克。 280 半人马 克制老鼠流那种小弟很多的情况,有很多轻甲坦克也可以使用,攻击力不高是缺点。 320 萨满 一般给15 18 20这种boss级单位配合,加攻速和远程高输出。 320 攻城锤 重甲坦克,远程减伤,后排很强时用这个反制。 400 海妖 没啥用,基本不会用到,除非对面魔法输出很多,性价比很低。 建造位置 游戏里的敌人在锁定攻击目标时一般会计算攻击距离和单位之前建造位置两种情况,当攻击距离内同时拥有两个及以上单位时会先攻击造在前面的单位再,如果攻击距离里只有一种单位时就会优先攻击距离内的单位。 一般再造兵时要履行左右两边贴墙的造法,并且要有强的一边和弱的一边,原因是如果你的单位造在一起,敌人一拥而上,你的第一个前排会被秒杀,然后轮到后面一个,再一个。但是如果两边都靠墙,你的两边都会吃到一半的伤害,都能输出更久,并且当弱的一边全部倒下后,怪物还要花时间走到强的一边,又可以节约不少输出时间。 左右拉扯 如果左边的部队比右边的部队往前半格,那左边会吸收70%的敌人,而右边只会有30%的敌人,1格则是90%和10%。按照这个原理,你可以让你不同护甲的波数怎么分配敌人数量,只需要用最便宜的T1兵种(必须是近战)就能改变敌人行动轨迹。 光环位 在任何情况下,你都要位你的光环位做准备,不要田字造单位,具体光环位置自带教学有说,没准后期你就能随机到新的光环,但要是没留光环位就会显得很蠢。 特别细的站位技巧可以私信我,我可以发些图或者给一对一细讲。没有固定的建造模式只有经验丰富的应对策略,在你造完兵后你就该已经知道敌人的攻击行动轨迹是啥样的了。 军团/国王 法术 游戏的伪肉鸽系统 ,11波开始时可以从三个军团法术中选择一个。 保卫光环 只要他活着,所有人回血,还算挺厉害的吧,恢复量不高,没想象的那么厉害,不如当是个加700血的技能,回血只是副业,如果水母多还是挺厉害的。 信用商 强行让你连续三波存170块,虽然性价比很高但是很拖节奏,11 12波就是补农民的最佳时机,你却让我存钱,为难胖虎,我一般不喜欢选的。 冒险投资 11 12忍一手,13立马高富帅,就怕对面12要打你,不然就是神技。 加班 如果你农民11波超过13个并且想12进攻就选他吧. 吸血鬼 不是很高的吸血光环,能和另外两个吸血光环叠加。 孤注一掷 从8之后存钱All in的技能,可能是压死骆驼的最后一根稻草也可能是前期运营失败翻盘的最后希望。 守护天使 复活后会失去敌人的仇恨,大哥圣主啊梦魇啊,或者前排远程输出(女祭司啊,火神炮啊)的保险。 巨人 没啥特点。 巨型蜗牛 如果你算到你的对手想在11 12疯狂补农民,这个就能打死对面。 巫师 只有小马使徒能用的技能,战力还行。 强攻 11波发剑龙赚钱,或者压死对面的最后一根稻草。 当铺 被削弱了拿钱少了,所以用处不大。 恶魔附体 增伤,如果能给近战核心用那相当厉害。 救星 90块钱并且能帮国王回血,翻盘就靠他了,满血也能拿。 津贴 什么都不选是80块,拿这个是100块,哦呵呵呵。 牺牲 原价卖掉一个前期单位,然后还能拿85,请问上面那个津贴是什么废物。 粉碎者 给本身攻速快的单位入梦魇电枪女祭司火神炮打控制,或者给圣主加攻速。 英雄 最强光环,不要看不起那5.5% 蜥蜴大军 打13波的神技,13是冲击伤害,只有轻甲能完全顶住,但是这三个穿刺蜥蜴要你命。并且还给你45秘精。 融资 拼后期的最佳选择 贷款 其实只要你造了农民,还是赚的,但是如果是为了补强,那就是亏的。 限制令 能最大限度13波发怪的技能。 魔法师光环 字面意思。 黑暗仪式 揍自己国王,但是拿很多钱,其实我很喜欢用的,因为你有钱了才不会漏怪,才不会伤到国王。 国王有4个技能 最强审判 其次雷神之锤 寒冰锁链 焚烧。只要不拿到焚烧就优先升级国王法术,拿了焚烧优先升攻击力,要是10波觉得自己守不住不管什么技能都优先升级攻击力。(其实基本都是一回合满国王,都是废话) 新! 版本游玩风格 对比之前这版加了很多游戏风格,大家可能会晕,用什么开局比较好呢,其实选择挺少的,因为大多都没啥用。 下水道级: 兑现 / 卡特尔 这俩的特点都是快攻,只有低分段有用,因为选前看不到军团法术,不一定会有孤注一掷和强攻,所以这俩是强烈不建议选择的,高分段选这个的基本都输了。 可玩但是没必要: 狂欢:经济流(不造兵)玩法的核心, 此外就不要选了。 莽:老玩法了,赌狗用的,还是能玩的,但是没必要,收入和代价不成正比。 好用: 城堡:后期神器,依赖你前期的运营,高分段经常能拼到后期的。唯一缺点roll不到后期单位就G了。 重选:增加了筛子的次数,后期强度很高,很超模。 混沌:游戏熟练度越高越强,后期兵种选择很多,不会被局限住。 (但是已经被削弱了收入,仍然很强) 剩下的就是以前的旧玩法,老玩法都是能用的放心使用,没啥变化。 结尾 以前war3军团那么火,那个年代的人已经慢慢的有了家,没时间玩游戏了,新军团很难再火起来了,快节奏时代大家都不喜欢钻研了,如果还有人对新军团很热爱但是却很多东西不懂请加我steam好友,如果你段位比我还高请把你的不同见解告诉我,互相学习才能变得更好。 说声抱歉 因为时间不允许,得练习拳皇15,所以没法再更新信息了,希望大家再我心得的基础上自我尝试思考改进,加油! 推荐一手朋友的攻略地址,有更丰富的内容带给大家更好的未来! https://steamcommunity.com/sharedfiles/filedetails/?id=2863644211



















