【4.6.0】神话级强度榜

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Gems of War - Puzzle RPG
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紧跟金血木最新动态!本文将46个传说级物品按强度分为S、A、B、C、F五个等级,并对每个物品进行详细的多段解析,介绍其使用方法。

介绍 基础稀有度为传说级的部队,与从较低稀有度晋升为传说级的部队不同,它们是整个游戏中稀有度最高的部队;从荣耀钥匙中获取的概率为1/5000,宝石钥匙为1/833,公会宝箱(40000印章)为1/833,VIP宝箱约为1/60(需要购买约70美元达到VIP 5才能使用宝石购买)。截至撰写本文时,宝箱中共有44种传说级部队(另有3种通过其他途径获取),并且在每月的第一个周五,会有一个新部队成为唯一可从任何荣耀、宝石、公会或VIP宝箱中抽取的传说级部队。神话部队也可通过灵魂熔炉轮换获取,价格为4000钻石(需要数周的储蓄),还可通过传奇公会任务获得(抽取概率为1/200,每次抽取需100万金币,但公会每位成员都能获得一份!)。 这并不意味着833个宝石钥匙就能保证获得神话部队;远非如此!考虑到概率的运作方式,而且游戏没有【保底机制】,有些玩家在神话部队发布当天就能获得新的神话部队,而有些玩家等级达到500级甚至更高却一个都没有。 与传奇部队不同,并不要求玩家最终获得所有神话部队。不过,有了灵魂熔炉,你最终可以随着时间的推移获得神话部队。哪个部队值得培养是一个常见问题,这也是本指南力求解答的目标。 对于每个部队,我会提供其类型、一些背景故事(如果有的话)、在我的特性等级表(下文会介绍)中的评级、使用概况、技能解析、特性解析、几个协同部队的解析,以及一个围绕该部队组建的精选队伍。 我不会涵盖黎明使者或职业武器,因为武器应该是另一篇指南的主题,也不会涵盖圣物,因为它完全无关紧要。 部队等级图表 这里有一个简单的汇总图表,显示所有部队及其各自的等级。

What to Craft? When you've reached 4,000 Diamonds, and are looking for a Mythic to obtain, you need to be careful to figure out what Mythic you choose to craft. It can take a couple months of saving to get this many Diamonds, and it's not the kind of thing you should just throw away on a Gargantaur. Here is a breakdown of what I would suggest every player pick, in terms of priorities in spending Diamonds. 1. Aquaticus, Infernus, Ketras the Bull, or TINA-9000. A primary damage dealing Mythic is your top priority; being able to win in PvP and Kingdom quests reliably is more important than having any utility troop, and the best way to get that is to center your team around a Mythic with high damage output. If you already have one but not the other, obtaining the other is not a priority, and if you're already doing consistently in PvP (Maybe you pulled a bunch of Legendary Dragons, or a Yao Guai) just move on down the list of priorities, skip them, you can get them later. Prioritize instead on obtaining a copy of... 2. Pharos-Ra. Whereas your #1 craft should focus on your performance in battles, your #2 craft should focus on resource gain. You'll be getting a lot of troops, and they'll need Souls to level them; specifically, you need about 3.5 million Souls to level all Troops, plus 1.6 Million to purchase all the weapons from the Soulforge. This number may seem insurmountable, given that a Valkyrie/Warlock team gets you about 100 souls per win at most, which is why Pharos-Ra is necessary for every player to get at least one copy of. It can boost your soul income to triple or more, helping you reach the point where you will have enough souls to level whatever troops you need to. 3. High King Irongut. Your #3 priority is to obtain the best Delve troop in the game. The ability to consistently and recurrently Devour, all while gaining free extra turns, is powerful, and made consistent by combining it with Earth's Fury to boost Irongut's attack, or just looping casts enough times to Devour something; either way, you're boosting your Attack past 100, making each successive cast a guaranteed Devour. I use Irongut in any Delve that allows Blue, Brown, OR Yellow, and in combination with one of the troops from #4, I have no problem levelling almost any Delve as high as I want. 4. The Possessed King or Queen Aurora. These two troops fill the same role; support through improved Mana generation. Although both their spells are pretty good, they're not what you should be focusing on; instead, you use the explosions and increased Mana income to help power up your more powerful troops. There are myriads of teams that would otherwise be terrible, but function smoothly with one of these helping out in the back. It's especially useful in whatever PvP team you build focusing on your damage dealer from #1. 5. WHATEVER YOU WANT. Once you get 4 of the Mythics described above, you should be fine tackling any of the content you need to, and you can focus on getting whatever troops you think are powerful, or just the ones you think look cool! You don't necessarily have to follow the tier list. P.S. Get Scorpius if you have Euryali and vice versa! And remember, this tier list is just my opinion. It comes from experience playing the game for 2 and a half years, but it is just opinion. You shouldn't be too disappointed if the first Mythic you pull is Draakulis, and people have commented that they've had success with Abynissia. Try things out for yourself, and experiment. The Trait Scale The Trait Scale is a metric I've devised, from 1 to 5, which provides a quick reference for how important it is for a troop to be traited. This is not a rating of overall power level (that's what the tiers are for), but rather an economic indicator for newer players. 1 indicates this troop's traits are essentially worthless and its power level is derived almost entirely from its spell. If you're a newer player, you should look to use your precious traitstones somewhere else. (Example: Xathenos) 2 indicates this troop's traits aren't worthless, but... they could be better. (Example: Draakulus, Death) 3 indicates this troop's traits complement its usefulness and it'd be a good idea to grab them if you can, but they're not essential to the troop's usefulness if you can't afford them. (Example: Elemaugrim) 4 indicates that this troop's spell is good and all, and it wouldn't be the worst thing in the world to leave it untraited, but you REALLY want to get this thing traited if possible. (Example: Megavore) 5 indicates this troop's traits are powerful and its power level is derived almost entirely from its traits, or that its spell relies heavily on its traits to function. If you want to use this troop, you'll need to trait it first. (Examples: Pharos-Ra, Umberwolf) ===S-TIER=== These troops are the best of the best. They are powerful enough on their own to win on their own if they're lucky, and devestating when combined with troops that synergize with them well. If I had only one Mythic rare troop, I'd want it to be one of these. Aquaticus

Green/Blue/Yellow Mythic Elemental / Mystic from Merlantis Trait Score: 3 This troop is nearly a carbon copy of Infernus. It's an Elemental Mythic that deals Splash Damage and Explodes Gems, and whose trait applies a status effect on 4 or more Gem matches. There are several key differences (3 light splash damage instead of 2 normal splash damage, exploding a specific color, Burn vs Submerge, Firestorm vs Spell Armor) but I have found overall that determining whether one is better than the other depends heavily on the situation you are in. Overall, in my experience, Aquaticus is a powerhouse, and great at the center of a Blue-based damage dealing team. Aquaticus is obtained through random chance, from Gem, Glory, Guild, or VIP Keys. It is also on rotation in the Soulforge, available to craft for 20,000 Souls, 4,000 Diamonds, and 10 Celestial Traitstones. Aquaticus, for 24 Mana, will "Deal 30 (Magic + 8) light splash damage to 3 random Enemies. Explode half the Blue Gems on the Board. [2:1]" Given that light splash damage deals 25% of damage to adjacent targets, this Spell deals (30 * 3) = 90 damage if there is only one enemy troop, and ((30 + 7.5 + 7.5) * 3) = 135 damage given optimal targeting. This deals about as much damage as Infernus, and if there are at least 10 Blue gems on the board, explodes as many Gems as Infernus. This spell is quite powerful, but is situationally more or less powerful than Infernus. In cases where Blue gems are scarse, Aquaticus' scaling can be a detriment, but during an Icestorm, Aquaticus can have more looping power than Infernus. The damage being dealt in three hits is a boon to Aquaticus, since Infernus still suffers from a bug where, if it targets the same troop twice but the first hit kill it, the second hit "whiffs." Thus, Aquaticus has less of a chance of whiffing. Finally, Aquaticus deals quite a bit more damage than Infernus in cases where there are fewer troops, and Infernus's higher splash damage is wasted. Aquaticus's traits are as follows: Water Heart: Gain 1 Life for each Blue ally. Spell Armor: Reduce damage from Spells by 25%. Tsunami: Submerge all Allies when matching 4 or more Gems. The traits are where Aquaticus ends up differing the most from Infernus. Whereas Infernus provides Firestorm when an enemy dies and Burn to all enemies when matching 4 or more Gems, Aquaticus provides reduced damage from spells, including complete nullification of spells that deal damage to all enemies. Although being able to trigger a Storm without help is useful, there are many troops that are able to provide an Icestorm to help Aquaticus cast. Additionally, the damage dealt by Burn on its own is quite insignificant; often, a partner is required for the burn to be useful, such as a Fireblade hero or an Elemaugrim. Overall, Aquaticus is as powerful as Infernus, and midgame to endgame players will have no problem defeating most teams with it at its core. The thing to emphasize when building a team centered around Aquaticus is Blue synergy; look for sources of Icestorm like Jar of Eyes, Daughter of Ice, or Skadi. Additionally, depending on the rest of your team composition, you can use one of two Legendary Lords to provide Aquaticus with +12 starting Mana; the Maraj Queen or Medena. My curated team for Aquaticus is: BANNER: Trident Banner (+2 Blue/+1 Green/-1 Yellow) Jar of Eyes (Tidecaller/Corsair/Frostmage) The Maraj Queen Aquaticus The Possessed King [1222,6751,6770,6594,3036,1,2,3,3,0,0,0,14025] This fast-churning Blue team features Aquaticus as the primary damage dealer and loop facilitator. Jar of Eyes looks to summon an Icestorm quickly, while The Possessed King turns each extra turn into a cascade. The goal here is to fill the board with Blue Gems such that casting Aquaticus destroys far more than 5 gems, likely creating an extra turn through falling Blue gems. Maraj Queen is a good partner here, providing a good finisher with Doomskulls while also starting Aquaticus off with 50% mana. Several hero classes can be useful here; Frostmage (for Lightning Strike, 50% start, and freeze on cast, which are all great for looping), Tidecaller (extra explosions, 50% mana, freeze at start of battle, cleanse, and bonus Blue mana gain), and Corsair (bonus Blue mana, bonus Blue mana, and bonus Blue mana, why can't I hold all this mana?). High King Irongut

Blue/Brown/Yellow Goblin from Zaejin Since the release of the Lorekeeper, Mythic Troops no longer have lore provided. I linked High King Irongut's release post anyway. ˢᵒᵘʳᶜᵉ[community.gemsofwar.com] Trait Scale: 3 High King Irongut is a very useful force on offense and a very annoying Troop on defense. Its Devour potential is extremely potent and it can snowball easily. In particular, it is very useful for scaling gamemodes such as Delve and the Tower of Doom. Irongut's spell, for 24 Mana, deals (Magic + 4) damage to a target Enemy, then has a chance to Devour them equal to Irongut's own attack, topped off with the Goblins' signature guaranteed Extra Turn. Irongut has a base Attack of 35,after kingdom bonuses. This is an interesting comparison to other Devouring Troops; Kraken has an identical chance for less mana, and the Great Maw has a guaranteed Devour! However, Irongut has the upper hand over these over Troops in several ways. The Extra Turn in Irongut's spell is guaranteed, whereas these other Troops require luck with their Gem creation. Kraken has no way to increase the Devour chance, and The Great Maw has no ability to continue Devouring after casting once. If you can boost Irongut's attack, Irongut can easily wipe an entire team (as long as they aren't immune to Devour! The issue is boosting Irongut's attack. In Delves, a single Devour can easily boost you over the 100% threshold. Starting with higher attack from Hoard helps a lot, and Earth's Fury can boost attack to get the munch going, especially if the enemies have about 150 Armor or more (when Earth's Fury + Hoard boosts enough to guarantee a devour). In PvP, Earth's Fury isn't an option, and the existing attack boosters aren't very useful, so my recommendation is to instead rely on looping power! By using Storms and explosions to refill Irongut, you can repeatedly cast until you get a successful Devour, with each successive chomp improving your future odds. See the bottom Irongut's unique Trait steals 4 Life on Brown Gem matches. I have to say that I underestimated this, however my mistake was overlooking how easily it can be repeatedly triggered. It actually pulls its weight if you use Duststorm to create Brown Gem cascades to ensure multiple Extra Turns while trying to cast Irongut's spell. I have also seen this clean up weak Enemies when no skulls were nearby. Irongut goes very well with Troops that can boost its attack, as well as Troops that can provide Mana or other support. Princess Fizzbang explodes gems, and has a chance (albeit low) to boost Irongut's power. The Hero weapon Earth's Fury is the most effective method of boosting Irongut's Attack in places like Delve and Tower of Doom, but if your opponents don't have enough Armor, Cauldron can do. One Troop I found to be a surprisingly helpful companion is The Possessed King; its Trait provides helpful explosions, while its spell provides a useful benefit; Transformations! They're the one thing that can get rid of almost any Devour-immune troop, which can help significantly in high-level Delves where a couple of the opposing threats may be immune to Irongut's powers. Irongut is incredibly potent in Delves and Tower of Doom modes; I was able to use Irongut the day it released to conquer the Tower of Doom, and was able to reach Level 42, against Troops with over 400 Attack and 400 Armor, with a very high win rate. I just used Earth's Fury to boost Irongut's attack, Devour whatever I could, then steamroll the rest with my massive Troop. Overall, 505 have given us an exciting and fun Troop, worthy of being the Goblin Mythic. This is one of the few Troops where I have decided to include a second team, because I found a different, but equally effective strategy. My first curated team for this Troop focuses on buffing Irongut's Attack: Bear Banner (+2 Brown/+1 Red/-1 Purple) Earth's Fury (Titan) Apothecary High King Irongut Gimlet Stormbrew [1199,6256,6650,6590,3010,2,2,2,3,2,3,2,14012] Gimlet provides a very fast transform, with Enrage for our Hero as an added bonus. Apothecary also provides transforms, but in a more reliable fashion. Both are designed to fill Earth's Fury and Irongut as fast as possible. Earth's Fury strips an enemy's Armor (preferably the first in case you find a good chance to match some skulls). Irongut should gain an average of 20 Attack per cast of Earth's Fury, and 40 Attack per Devour, so you should be able to quickly increase your Devour chance to 90% or more. Thanks to xC for this second team: Kraken Banner (+2 Brown/+1 Blue/-1 Purple) Mountain Crusher (Titan) The Worldbreaker High King Irongut Queen Aurora [1056,6471,6650,6365,3026,2,2,2,3,2,3,2,14012] This team actually focuses on looping, and just trying to cast Irongut multiple times until it successfully Devours. Mountain Crusher gets the ball rolling, and Queen Aurora plus banner means any Brown match will fill it, even without Mana Surge. After that, the Duststorms help constantly recur Irongut's Trait and the spells of Worldbreaker and Mountain Crusher, which can both clear the board and create more Brown matches. You can often keep your until Irongut fills, which then provides the opportunity to try to Devour an opponent, and once you do, your Attack will often be high enough to guarantee future Devours. If you're lucky, you can Devour EVERYONE without losing your turn! Infernus

破碎尖塔的紫色/红色/黄色神圣/元素生物 因弗努斯已存活千年,满足于生活在世界地表之下的深邃洞穴中;火元素并非复杂的生物——若它的家园不是处于1000度的高温环境,因弗努斯或许早已发明了玛格丽特鸡尾酒、香蕉休闲躺椅,以及各种毛绒长袍和舒适拖鞋。人们普遍认为,因弗努斯本不会打扰地表居民,除非……是那些矮人。 特性等级:3 因弗努斯自推出以来一直是S级强者。即便面对新部队、得到强化的部队,甚至自身遭到削弱,它也从未放弃过自己的王座。它的受欢迎源于一个简单的事实:它能造成大量伤害,并且其爆炸效果结合特性使其能够轻松碾压敌人。 地狱火的技能消耗24点魔法值,对两个随机敌人造成(魔法值+10)的溅射伤害,并引爆5颗随机宝石。根据溅射伤害的目标不同,总伤害在102到136之间。它被认为是目前伤害最高的部队之一;巨食者能造成更高伤害,但只能使用一次,而凯特拉和法老拉也能达到这个伤害水平,但需要一些准备。地狱火的酷炫之处在于,它本质上造成的是范围伤害,并且随着敌人的死亡,伤害会更加集中,而不是像那些对所有敌人造成伤害的部队那样变得威力减弱。爆炸的威力同样强大,足以清除棋盘上的一大片区域,生成魔法值并触发连锁消除,这通常能让因弗努斯获得再次施法的机会。 因弗努斯的第二个特性就体现了这一点:【火焰之死】会在敌人死亡时(凭借其高额伤害输出,这种情况屡见不鲜)引发一场火焰风暴,这意味着因弗努斯施法时,很有可能会掉落一大块红色宝石。这些宝石会再次充满因弗努斯的能量,使其能够再次施法,如此循环往复。因弗努斯的独特特性虽然稍弱一些,但依然值得注意:当匹配到4个或更多宝石时,它会对所有敌人造成燃烧效果!这与那些能从燃烧敌人身上获得增益的部队(勇气、元素使者和梦魇)配合得很好。总的来说,因弗努斯通常被用作你团队围绕的核心强力部队。因弗努斯具有神圣属性,这使其能与神圣伊什巴尔(提供40%初始魔力)和神圣守护者武器(生成受友方神圣单位加成的红色和黄色宝石)配合使用。它也能与那些能利用魔力生成的部队配合,比如友方神话单位。它与埃莱玛格林配合也很出色,后者能充分利用全队的燃烧效果。 我为这个部队精心挑选的队伍曾是很长一段时间内的最佳队伍。虽然强度有所下降,但如果使用得当,它仍然相当强大: 狼之旗帜(+1绿/+1蓝) 神圣守护者(祭司或泰坦) 地狱魔神 芭丝特 神圣伊什巴啦[1192,6366,6553,6479,3008,3,2,1,1,2,0,0,14003] 神圣系角色已有一段时间未被广泛使用,但这套组合依然表现不俗。其核心思路是尽早施放神圣守护者,消耗18-24个红/黄宝石,并对敌方造成高额单体伤害。祭司英雄职业可为伊什巴啦提供神圣属性加成,同时从神圣守护者获得+6伤害和+6宝石,但初始40%的法力值意味着在削弱后可能无法立即施放神圣守护者,这也是泰坦职业同样适用的原因——它拥有50%的初始法力值和便捷的屏障获取能力。地狱火也会对敌人造成大量伤害;注意乌巴斯提的法力值,因为当法力值满时,它可以杀死一个被地狱火或神圣护卫削弱的敌人,然后立即杀死更强大的目标。神圣伊什巴拉提供法力生成、额外戳刺伤害的头骨生成,以及包括自身在内的所有部队的初始法力值提升。 公牛凯特拉

棕/绿/红 神圣/金牛座(来自狂野平原) 在危急时刻,狂野平原的预言者们能够召唤强大的公牛之灵凯特拉的先祖之魂来助他们一臂之力。凯特拉化身为一头强大的带翼公牛,挥舞着一把和金牛座族长一样大的巨斧。据说,他每挥动一次斧头,就能扫倒十几个弱小的敌人。 特性等级:2 红牛给你翅膀!凯特拉之前一直被其他神话生物比下去,先是因弗努斯,然后是乌巴斯泰特。不过,随着迪维尼亚的推出以及乌巴斯泰特的削弱,凯特拉作为拥有高额单体溅射伤害的部队,使用率有所上升。它的增益倍率易于利用,同时还保持着高耐久性,并且拥有一直很有用的神圣属性。凯特拉的法术消耗22点法力,对目标部队造成【(魔法值+4+(我的攻击力+我的生命值+我的护甲值)/2)】的溅射伤害。通过这种方式,其所有技能都会提升该法术的伤害输出,而不仅仅是魔法值。在最大化加成的情况下,凯特拉开始对单个目标造成约100点伤害。这足以在游戏后期的PVP中击败除最强大部队外的所有部队,且溅射伤害能让你轻松清理低生命值的部队。这还未计算增益效果! 说到增益效果,如果你能触发凯特拉的独特特性,它会非常有用。每匹配一组红色符文,凯特拉获得2点攻击力、护甲值和生命值,同时为其法术额外提供3点伤害。随着战斗的进行,这会使其力量缓慢而持续地提升。凯特拉拥有【装甲】特性,可减少25%受到的颅骨伤害,有助于减轻承受的伤害并维持韧性,进而提升法术伤害。实际上,该特性对战斗有着显著影响,尤其是它在一回合内可多次重复触发。 不过,使用凯特拉的最佳方式是搭配迪维尼亚。迪维尼亚是一名传说级神圣/龙族角色,其法术会引爆所有红色宝石,净化己方全队,并在每次施法时提供(魔法值+1)点生命。在最大化加成的情况下,每次施法可恢复约24点生命,这不仅能为全队提供生存能力,还能抵御所有负面状态效果,同时通过产生魔法值来抵消22点的法术消耗,此外还能通过凯特拉的法术额外造成12点伤害。迪维尼亚的独特特性还能随机提供诸如【魔力充能】、【潜行】或【屏障】等保护类增益效果,这里仅列举部分。它是凯特拉的完美搭档。 其他一些与凯特拉搭配效果出色的部队包括神圣伊什巴拉(可为神圣系部队提供40%初始魔力,并通过转化为自身及其他神圣系部队生成黄色魔力)和因弗努斯(提供溅射伤害使敌人更脆弱,并制造火焰风暴为凯特拉提供魔力并激活其特性)。总体而言,凯特拉是一个高威力的定向攻击单位,是巨人所期望成为的存在,其强大的可利用协同潜力使其能很好地融入高耐久、高可靠性的队伍中。 这个部队的精选队伍配置由我的公会伙伴Materia-listic提供。他在高阶PVP中使用以下队伍: 鹰之旗帜(+2棕色/+1黄色/-1紫色) 山脉粉碎者(泰坦) 迪维尼亚 公牛凯特拉 神圣伊什巴啦[1056,6540,6339,6479,3067,3,2,1,1,2,0,0,14003] 装备该旗帜后,结合伊什巴啦和泰坦的特性,初始法力值只需一次法力涌动即可填满山脉粉碎者的棕色法力槽或迪维尼亚的黄色法力槽。之后,你可以开始循环生成法力并强化公牛凯特拉,直到它拥有足够的法力和生命值来摧毁最危险的敌方目标,并对其相邻单位造成显著伤害。然后,重复此过程。迪维尼亚能持续提升生命值,防止友军被消灭,而碎山者和迪维尼亚都能生成屏障保护友军免受伤害,这使得队伍韧性极强且可靠性高,不过该队伍速度稍慢(不包含强化部队)。 法洛斯-拉

Blue/Purple/Brown Mythic Divine / Undead from Khetar Trait Score: 5 Pharos-Ra was my first Mythic. I pulled it the week it came out and spent a long time farming the traitstones, and boy are the Traits important. Its traits, more than any other Mythic, nay, any other Troop in the game, turn Pharos-Ra from a barely-usable poke into an important resource gatherer for newer players. His status on the tier list is quite unstable; he is currently in S-Tier due to recent updates further restricting the ability of players to efficiently farm Souls in Explore, but any future improvements in Soul income could actually harm Pharos-Ra's status. Pharos-Ra is obtained through random chance, from Gem, Glory, Guild, or VIP Keys. It is also on rotation in the Soulforge, available to craft for 20,000 Souls, 4,000 Diamonds, and 10 Celestial Traitstones. Pharos-Ra, for 24 Mana, will "Transform Yellow Gems to Purple. Deal 21 (Magic + 1) damage to an enemy, boosted by my Souls. Give 20 Souls. [1x]" Simple, but with luck, it can provide the alignment to hold onto your turn and even cast again. This boost ratio is potent; the spell deals only about 60 damage without traits, but it can do 120 or more if Pharos-Ra is traited, and more if troops with the Necromancy trait are included. You also need another source of Souls, but even forgetting that the spell provides a boost to one of your resources, targeted damage with an exploitable boost ratio and a potential for mana generation and an extra turn is still powerful. Keep in mind, however, that without a trait, you can only deal a maximum of about 60 damage. It's a little higher with Troops with Necromancy, but not many of them are actually useful outside of that trait. You also need another source of souls; without a Troop like The Dragon Soul, you have to cast Pharos-Ra in order to get the souls needed for Pharos-Ra's spell to be effective. Pharos-Ra's traits are as follows: Undead Bond: Allied Undead gain 2 Life. Undying: Immune to Poison, Disease, and Death Mark. Necro Master: Gain 150% bonus Souls from battle.Note that Necro Master, as well as Necromancer, are both quite misleading; the traits silently perform multiple effects. Firstly, the trait adds a static amount to the maximum Souls gained within battle (the one at the top of the screen); Necro Master increases the cap by 60 and Necromancer increases the cap by 20. This is additive, not multiplicative; having two Pharos-Ra's on a team (not a bad idea!) will provide a total cap of 140 Souls (+60 per Pharos-Ra). The other effect this has is that it increases Soul gain WITHIN the match; namely, Spells and Traits which provide Souls and the base +1 you get from killing an enemy Troop. The Dragon Soul can now provide as many as 38 Souls per cast with only one Pharos-Ra on the team! Again note that this only applies to sources WITHIN a match; the final Soul reward for a battle is affected by base rewards provided by the game mode, and multiplied by your Armor, Pet, and Ring bonus (the latter three don't apply within a match). Overall, I think Pharos-Ra qualifies for S-Tier purely for the fact that Souls are so necessary for progression. Without the ability to farm them efficiently, you won't be able to level your useful troops, and you won't be able to experiment with new troops and find more powerful teams. Although Pharos-Ra is highly dependent on Soul income, investment definitely brings a high reward for potential with looping teams. There are several troops that synergize well with Pharos-Ra; troops that have soul income tied to their spell, such as The Dragon Soul, Valkyrie, or Sol'Zara are great partners, and the former two are excellent mana generators which create Gem matches to fuel Pharos. Anything that has Necromancy, such as Warlock or Aziris, is also a great teammate. Look for useful generators and converters, as well as troops that generate Storms, such as Umberwolf, which perpetually generates Purple storms. Finally, the Necromancer hero class, although its trait is quite weak, is boosted by any Necromancy (why doesn't the Hero Class have it?), and has talent trees that provide Mana Source, Arcane Surge, Stealthy, and Rising Shadows at level 100. My curated team for Pharos-Ra is: BANNER: Abyssal Banner (+2 Purple/+1 Red/-1 Yellow) The Dragon Soul Pharos-Ra Phylactery (Necromancer) Umberwolf[6236,6297,1090,6453,3021,2,1,2,3,0,0,0,14006] The Dragon Soul provides Mana generation with its explosions as well as souls to give Pharos-Ra the souls it needs for its boost ratio. Umberwolf provides a constant Purplestorm, making The Dragon Soul more likely to cascade, and more likely for there to be Purple Gems next to Yellow ones. It also provides cleanup damage; don't use it if you're not guaranteed a win immediately though! Pharos-Ra acts as the anchor of the team; use its spell once you fill up on Souls to destroy priority enemies. Phylactery is kinda filler/cleanup, but it does provide Souls, and deals damage without dropping your turn. I recommend this in Explore or Challenges; the lower the difficulty, the faster the matches, the more your soul income increases (sadly Explore no longer has difficulty bonuses that help maximize Soul income). The team is also passable in lower tiers of PVP. If you have a second Pharos-Ra, I'd substitute the Hero Class for it. TINA-9000

阿达纳的棕/绿/红色机甲 特性等级:3 核心系统启动。辅助系统启动。武器系统启动。TINA-9000准备战斗。我梦寐以求的阿达纳机甲神话终于来了!TINA拥有强大的技能、出色的防御以及协同性强的独特特性,是一名强大的伤害输出者,也是组建队伍的核心单位。 TINA的技能消耗24点 mana,对随机目标造成3次(魔法值+4)到(2×魔法值+8)之间的真实伤害,然后为TINA提供(2×魔法值+8)点护甲。这个技能的目标选择机制之前有些问题,但现在已按预期运行;每次爆发的目标都是独立选择的。因此,同一个单位可能会被多次击中,但前提是之前的攻击没有将其消灭。由于造成的伤害是随机的,大多数目标可能需要多次爆发才能被击杀,但随着敌人死亡,伤害会越来越集中在剩余的部队身上。整体伤害输出非常出色;在王国和公会加成最大化的情况下,蒂娜(TINA)每次爆发能造成27到54点伤害,这意味着她能造成81到150点真实伤害。这比许多其他真实伤害输出者,如蛛织者(Arachnaean Weaver)和苏娜(Suna)要高得多,甚至与地狱火(Infernus)的非真实伤害输出相当!通常只需2到3次施法就能消灭敌方队伍。护甲值的提升也不容小觑;它不仅能保护蒂娜(TINA)免于死亡,还能通过蒂娜(TINA)的特性提升颅骨伤害。蒂娜(TINA)的特性也非常优秀。每匹配4或5个宝石时,它会获得2点护甲,随着时间推移护甲值会不断累积,尤其是在循环队伍或风暴效果下。蒂娜(TINA)忽略50%的所有法术伤害,这种有用的保护有助于让蒂娜的护甲保持在较高水平,以发挥其独特特性。这个名为【带电镀层】的特性,会将护甲值的50%附加到造成的头骨伤害上。蒂娜的基础攻击为36,但拥有60点基础护甲,因此每次攻击能造成66点头骨伤害,并且每次施法还会额外获得27点头骨伤害!虽然我不建议将蒂娜作为主要的前排攻击者(因为蒂娜会对其他所有部队造成法力封锁),但这些能力使蒂娜成为队伍中第二或第三位置的绝佳选择,尤其是当你将法力生成单位放在第一位置时;这样一来,即使其他部队阵亡,你也能有一个备用战力。总的来说,TINA在实用性和视觉风格上都大获成功。毕竟,它可是一个巨大的金属巨兽!当然能摧毁一切!我建议搭配变形者/爆破者为其提供法力以启动技能,同时搭配魔法增益部队(比如麒麟和占卜师)来提升TINA本就高额的伤害。你也可以使用机械师英雄职业,提供50%的初始法力加成(我个人更喜欢泰坦,因为它有爆炸和屏障效果)。我非常喜欢的这支神话队伍是: 鼠王旗帜(+2棕色/+1绿色/-1蓝色) 碎山者(机械师) TINA-9000 药剂师 吉姆莱特·风暴酿造[1056,6699,6256,6590,3049,3,1,1,1,1,0,0,14007] 碎山者和吉姆莱特·风暴酿造负责生成魔法值,碎山者制造风暴以帮助自身循环。药剂师是出色的辅助部队,能让棋盘布满棕色宝石,目标是让你能继续用碎山者循环,直到TINA充能完毕。机械师是英雄职业的重要选择,能为TINA提供50%的魔法值加成。 祖尔'哥斯

Red/Blue/Purple Mythic Boss from Karakoth Trait Score: 3 Aaah, Zuul'Goth. A lofty goal for even the most dedicated of players, this eldritch abomination features the valuable ability to instantly destroy an enemy, along with some useful side effects. I'll be frank, my initial evaluations were somewhat biased by a desire to say "This thing that requires a lot of time AND money to obtain (due to the cost of reaching the leaderboards) is actually super overrated, don't sweat it!" Later, I did actually obtain Zuul'Goth, and while I could see potential, I had felt that its Skull creation was actually a drawback, and resulted in handing the enemy a couple of wins since one kill spell would result in two troops lost. The mistake here was actually the fact that in order to use Zuul'Goth effectively, you want to use him when the board is properly packed with Skulls; in an ideal match, you only cast Zuul'Goth once or twice. Zuul'Goth is obtained through the Soulforge, for the high, high price of 50,000 Souls, 300 Gems, and 8 Orbs of Power. It took me about a year and a half to craft it and I was working on it since it was released! My advice? Hoard your Orbs of Ascension. They only have about a 15% appearance rate from Orbs, and were my bottleneck to obtaining him for a couple of months while I had more than enough Orbs of Wisdom and Growth. Try to save up your Orbs of Wisdom if you can, but you don't have to be incredibly stingy with them (they actually appear the most often at 35%). Zuul'Goth, for 32 Mana, will "Kill an Enemy. Burn and Freeze all remaining Enemies. Create 12 Skulls." That first effect, dealing lethal damage to an enemy of your choice, hits like a ton of bricks when you first read it. The Zuul'Goth obtained by players is actually more powerful than any of the six Zuul'Goths you fight in battles; Buried creates skulls without the statuses, and Dark and Storm only Poison/Freeze and Stun/Burn respectively. The last effect has a high variance; if you use it at the wrong time, the spell might as well read "Kill an enemy. Kill the first ally." The quantity of Skulls here is an odd balance, where it's a coin flip as to whether you get a Gem match, however, as I'll go into detail on in a later section, you need to lean into the Skull strategy, the way you try to create alignment with Yao Guai before casting; once you do that, your teams will be incredibly destructive. Zuul'Goth's traits are as follows: Jinx: Halve enemy Gem Masteries. Impervious: Immune to all Status Effects, Devour, and Mana Burn. Manifestation: Gain 5 to all Skill Points when matching Skulls.Zuul'Goth's traits are nothing to sniff at, but also nothing to write home about, to mix metaphors. The math for Jinx is a little weird, but as a level 1250 player I have a 63% surge chance, and halving my mastery results in a 55% surge chance. Gem Masteries have diminishing returns, but that also means Jinx has diminishing value against tougher opponents. Impervious is pretty great, and depending on how long your battles last, Manifestation can give you quite a bit of boost over the course of a battle. Now, for my discussion on which troops you should be using with Zuul'Goth. You want to preferably have the board filled with around 8-10 Skulls when you cast, to maximize the chance of an extra turn; ideally, the skulls you create from your casts will kill the first and possibly the second enemy, meaning you don't have to fill up on 128 mana to cast. My preferred way to do this is to utilize any of the compatible double converters, the ones that create a color that Zuul'Goth uses along with Skulls. These are Alderfather, Infernal King, Nimue, Qilin, and (a personal favorite), Glaycion. Zuul'Goth's high mana cost also benefits from any troops, weapons, and hero classes that boost mana income, such as Tidecaller/Corsair, anything that creates matching Storms (such as Jar of Eyes or Umberwolf), The Possessed King, or Queen Aurora. My curated team for Zuul'Goth is the team I'm currently using for PvP, as well as high-level Challenges and Explores: BANNER: Frozen Banner (+2 Blue/+1 Purple/-1 Red) Glaycion Jar of Eyes (Tidecaller) Zuul'Goth Queen Aurora[6565,1222,6529,6365,3011,1,2,3,3,0,0,0,14025] As mentioned, Glaycion provides generation of both Blue Gems and Skulls, things that Zuul'Goth wants to have on the board. Jar of Eyes clears the board, providing mana, while also creating an Icestorm to increase the chance of cascades. Queen Aurora improves your mana income whenever you make a match, and Zuul'Goth of course kills your opponents biggest threats while creating Skulls to take out the rest. Again, you want to cast when boards have suitable numbers of skulls, to avoid handing Skull matches to your opponent. ===A-TIER=== These troops, although quite useful, don't exactly make the cut for S-tier. Most of them either fill a niche, or are powerful damage dealers. Although some of them are better damage dealers than even the S-Tier troops, they often require a lot of support and setup, or are just support for something else. They're still worth the Diamonds if you have everything in S-Tier though. Arachnaean Weaver Green/Purple/Yellow Elf/Monster from Zhul'Kari This emissary of the Spider Goddess is sent to defend Zhul’Kari in times of trouble. Once it breaches the mortal plane, it will take over command of the minds of the Sec’Tari Dark Elves, all except the Widow Queen, and will proceed to control them in battle with its hive mind, summoning spiders, and entangling foes in its sticky webs as it goes. ˢᵒᵘʳᶜᵉ[community.gemsofwar.com] Trait Scale: 4 Arachnaean Weaver is a powerhouse with the right playstyle. Its full-team Web cripples, it destroys most Troops in PvP in two casts (once if you weaken them up first), and if needed it has one of the best summoning abilities in the game. And once its spell knocks out an enemy, you won't be able to stop it! Arachnaean Weaver's spell, for 20 Mana, Webs all enemies, then deals (Magic + 5) True Damage to the last two Enemies. If either of them die from this True Damage, Weaver explode 15 Gems, enough to clear the board and regain a significant amount of Mana. Therefore, the goal with Weaver is to get Enemies within kill range, either through multiple casts, boosting Magic, or softening Enemies up. It's not the end of the world to cast the spell without having lethal damage, since very few Troops can survive two casts, and Web will reduce Enemy Magic to zero for the duration, allowing you to stall until you can cast again, so it's actually a pretty good idea to cast in many situations. The main issue is that if you are somewhere like Pet Rescue or Delve where Troops have high durability, getting Troops in kill range can be quite difficult. Weaver's Traits are quite great. It uniquely has the combination of Stealthy and Impervious; it can't be targeted by spells unless it's the only Ally remaining, and it can't be affected by any status effects, including Stun, Frozen, or Devour. This combination makes Weaver highly resiliant in battle, and it is very hard to specifically counter it. Weaver's unique Trait is also quite good; any time an Enemy dies, there is a 75% chance to summon a Webspinner. Webspinner is an excellent target to summon, especially in the first slot where Troops are most likely to die; its spell generates Green Gems (powering up itself and Weaver) and does a moderate amount of damage, which helps with weakening Troops to bring them in range of Weaver. Noteably, since Webspinner loops into itself, it is excellent in multiples, which is great if you are in a rough situation and end up losing a couple Troops. Also of note is the fact that Webspinner inflicts Web on skull damage, then deals triple skull Damage to Webbed or Poisoned enemies. And yes, if the Enemy is not immune to Web, the Web that Webspinner applies will immediately trigger the triple damage, meaning Webspinner essentially always deals triple skull damage. Great for getting out of those sticky situations! No pun intended. Overall, Arachnaean Weaver can be as finicky as spelling its name (remember, there's no I in Arachnaean!), but the results are rewarding. Weaver synergizes well with any Troops which can help it with its goal; kill an Enemy with its spell. Other True Damage dealers like Tesla and Crimson Bat can weaken the Enemy Troop into kill range; keep in mind that using normal Damage to weaken Enemies is inefficient, since you have to go through all the Armor before you can start making an impact. Troops that boost Magic can be useful; Diviner is the best of these, since it creates Yellow Mana for Weaver and has a chance to increase Magic by a significant amount. Finally, Troops that apply Faerie Fire are at their best with Weaver, since True Damage is fully affected by it after a bug fix. Glitterclaw is a reliable source of Faerie Fire that creates Green Mana as well. My curated team for this Troop is a spicy one I've been testing out: Slayer Banner (+2 Brown/+1 Purple/-1 Yellow) Mountain Crusher (Titan) Clockwork Sphinx Tesla Arachnaean WeaverMountain Crusher provides protection in the form of Barriers on every Brown match, and great Mana generation from explosions and Duststorms; it's basically a better Gorgotha! Clockwork Sphinx provides the team with Mana and protective armor; you can target the biggest color on the board for more Armor gain or target a color such that when it's destoryed you get an Extra Turn. Telsa boosts off that Armor to either wipe out the whole team in one cast if your armor's high enough, or weaken the Enemy Troops to enable you to destroy them with Arachnaean Weaver, who will then explode and give you more Mana to hopefully cast again. Famine

Brown/Green/Yellow Daemon/Mystic from Apocalypse From the mysterious hidden kingdom, Apocalypse, another rider has appeared. Known simply as Famine, the realms of Krystara fear the sound of his hollow hoofbeats, as where he rides, crops wither and locusts swarm.ˢᵒᵘʳᶜᵉ[community.gemsofwar.com] Trait Scale: 1 One of the earliest Mythics to be added to the game, and still one of the ones with the highest utility. Often lumped in with Khorvash, Famine's primary use case is the spell, with its all-encompassing Mana Drain and high single-target damage. Although recent additions have indirectly nerfed Famine, it is still very useful for avoiding that Mythic Troop's spell. Famine's spell, for 24 Mana, drains all Mana from every Enemy, then deals (Magic + 5 + 2 x Total Mana Drained) to a single Enemy of your choice. Since Famine's release, Troops with immunity to Mana Drain (via the Mana Shield and ____ Ancestry traits) have made this less reliable, but it is still very potent against everything else, even Troops with Impervious. Mythic Troops especially have a hard trouble gaining the Mana to cast when facing Famine, especially when they are being controlled by the AI, and if you can cast Famine when they are almost full on mana, you can deal upwards of 60 Damage or more to a single target, all while denying the enemy's spell and setting them back several turns. This is very powerful and important ability, and it's great for a controlling strategy. Famine's unique trait, on the other hand, is quite weak; it drains 3 points from a random Skill from the first Enemy at the start of each turn; this does not include Extra Turns, and has minimal impact in most situations, since you only have a 1/4 chance to hit the Skill you want. In a game where battles can last about 10 turns at most, Traits that trigger at the start of the turn rather than on Extra Turns are simply underperforming. The other Traits aren't even worth mentioning! Who pays 18 Arcane traitstones for 1 Armor per turn? Overall, Famine is great in a controlling strategy, even if its Traits aren't so good. Use it with other controlling Troops, like Emperor Khorvash (Khorvash is particularly useful since its Stun clears _____ Ancestry). My curated team for Famine is this one: Bear Banner (+2 Brown/+1 Red/-1 Purple) Mountain Crusher (Titan Class) Emperor Khorvash Famine King HighforgeThis is a controlling team focused on Mana drain and stun. Emperor Khorvash provides easy stuns on 4 or more Gem matches, disabling Enemy Traits that would prevent it from using its spell to Mana drain them, preventing them from casting. Famine does this too, while also providing highly-targeted damage. King Highforge is another source of stun; combined with Khorvash, they can reliably Stun and Damage all four Enemies with their spells. All these are supported by the Mountain Crusher with Titan hero class, which providing large amounts of Mana generation via explosions and Duststorm, and reliable barriers to protect from skulls. King Bloodwood Green/Yellow/Brown Mythic Elemental / Fey from Forest of Thorns Trait Scale: 4 King Bloodwood is in an interesting spot, where it has great damage potential, but enough in the way of little drawbacks that you question your ability to utilize it fully. If you are in early-game or mid-game PvP, Bloodwood will be a destructive force that wipes teams, but in the late game, the boost ratio is not enough; you need to support it by spamming status effects like Faerie Fire on Enemies. King Bloodwood is obtained through random chance, from Gem, Glory, Guild, or VIP Keys. It is also on rotation in the Soulforge, available to craft for 20,000 Souls, 4,000 Diamonds, and 10 Celestial Traitstones. King Bloodwood, for 23 Mana, will "Deal 28 (Magic + 8) heavy splash damage to an Enemy, boosted by Entangled and Bleeding Enemies. Steal 10 Life from all Enemies. [8x]" Since you can apply both Entangle and Bleed to each enemy (multiple stacks of Bleed don't count), and heavy splash damage deals 75% to each adjacent enemy, this will result in a total damage output of (28 + 8 x 4 + 8 x 4 = 92) x (1 + 0.75 + 0.75) + 10 x 4 = 270 total damage in one cast. That's about as much as Megavore, and it doesn't depend on the enemy having Armor! However, there are several issues with this spell. The first is that you will have to take multiple turns of setup to get Entangle and Bleed on enough enemies to deal maximum damage. The second is that despite dealing high damage overall, it isn't quite enough to destroy many opponents in high-level PvP, who generally has about 120 total toughness (more if you're facing Giants). The third and most important issue is that the spell will always end your turn. There are other spells that have a higher potential to make them effective in Delves, while scaling off of attributes that improve your ability to win anyway (such as Ketras the Bull). However, one important thing to note about King Bloodwood is that it is one of the biggest dealers of SPELL damage in the game. It deals about as much damage as Megavore does, but Megavore does it by stripping Armor. The thing to emphasize here is that King Bloodwood gets much more of a boost from Faerie Fire than Megavore. With Faerie Fire, since both the Heavy splash and the Lifesteal are affected, you deal a whopping 138 damage to your main Faerie Fire'd target with all Enemies Entangled and Bleed, and 104 to adjacent enemies. 345 TOTAL DAMAGE, enough to one-shot your direct target almost guaranteed, and heavily wound adjacent Enemies. The only things that can even compete are troops commonly used in Delves, like Ketras and Irongut! King Bloodwood's traits are as follows: Elemental Bond: Allied Elementals gain 2 Life. Barkskin: Reduce damage from Skulls by 33%. Bloody Boughs: Entangle and inflict Bleed on a random Enemy when matching 4 or more Gems.King Bloodwood's traits are good at helping to do its work; it provides a source of Entangle that is easily repeatable, as well as Bleed. Let me discuss the viability of these status effects here for a moment; Entangle is great, since you're denying your opponents any Skull damage they may deal, but it has no effect on troops that aren't in first slot, making the only use case for Overall, King Bloodwood is a pretty good nuker if you can support him with Faerie Fire, or if you are facing enemies that are in the 90-100 total toughness range. There are several troops that do well as partners for King Bloodwood. Other sources of Bleed and Entangle, such as Chief Dargon, Alderfather, and Yasmine's Chosen will certainly help, and Vash'Dagon can provide Curse to ensure the statuses don't dispel. Since Bloodwood is an Elemental, The Maraji Queen can be used to start with 50% Mana. The best sources of Faerie Fire are Queen Titania, who does it on 4+ Gem matches, and Glitterclaw, who does it while creating Green Gem matches. And of course, mana generators and supports like Mountain Crusher, TPK, and Queen Aurora are always helpful. I have two teams for King Bloodwood today, here's the first: BANNER: (+Green/+Purple) Webspinner Stringfiddler King Bloodwood Yasmine's Chosen[TEAM CODE] This is a status-effect-based Green looping team, designed to cripple your opponent while looping. Stringfiddler starts you with a Leafstorm, while causing explosions, Silencing enemies, and guaranteeing you an extra turn to take any new matches that drop due to Storm. Webspinner inflicts Web, while also creating Green Gems and dealing AoE damage, to soften up enemies; it also triples your Skull damage if enemies are vulnerable to Web. Yasmine's Chosen doubles up on your Entangle to power up your spell quicker, and her spell easily deals lots of scatter damage with Bloodwood's trait causing Entangles as well. Finally, King Bloodwood is the thing your loop mana is going into; to counteract the fact that casting Bloodwood causes you to lose your turn, we ensure the enemy team can't do anything useful in that turn, by Silencing, Webbing, Entangling, Bleeding, and Poisoning them. If you prefer, The Wild Queen would make an excellent choice last slot as well; she creates Green, and allows Webspinner to utilize its massive Skull damage while shrugging off any misses due to Entangle. The second is one from a great content creator called KeyLime, it solves a lot of the problems that the first team has in terms of King Bloodwood not dealing enough damage: BANNER: Ocularen Banner (+2 Green/+1 Blue/-1 Brown) Jar of Eyes (Frostmage) Glitterclaw King Bloodwood The Maraj Queen[TEAM CODE] You can check out KeyLime showing off this team in this video, where he describes how it functions. Here, the key is using Jar of Eyes to fill the board with Blues, enough to fill Glitterclaw's spell and build alignment with Green Gems on the board. Once Blue and Green align, Glitterclaw will Faerie Fire all enemies, while pouring a large amount of mana into King Bloodwood and triggering his trait. Once you're ready, Bloodwood will deal massive amounts of damage, enough to one-shot in all but the toughest PvP battles, and two-shot in Level 12 Explore. The Maraj Queen is used here as a finisher, filling up from Jar of Eyes and turning the Greens from Glitterclaw into Skulls; if you prefer, substitutions for this troop include The Possessed King or Queen Aurora to supplement mana generation, or empowered Mana generators like Moonsinger or Leprechaun. Megavore

蓝/棕/红 人鱼/黑鹰怪物 自“学识守护者”版本发布后,神话部队不再提供背景故事。不过我还是附上了“巨食者”的发布帖子链接。 特性评分:4 “巨食者”是一头极具破坏力的野兽;其技能能造成大量伤害,而其特性在运气好的情况下,几乎能让敌方部队瞬间被摧毁,且对策极少。另外,我很惊讶Infinity Plus Two居然能给一个部队取名“巨食者”,拜托。 “巨食者”的技能消耗24点 mana,效果为摧毁所有敌方部队的全部护甲,然后对目标造成(2×魔法值+7)点魔法伤害,并使自身“潜航”。该部队的伤害相当高;顶级PVP队伍的平均护甲通常会超过200,在满加成的情况下,【巨兽】能对单个目标造成约60点额外伤害。260点伤害足以重创多支部队,甚至能严重削弱(如果不能直接摧毁的话)敌方队伍中最紧迫的威胁!需要注意的是,护甲破坏效果不受屏障影响,且【巨兽】的技能具有独特的魔法倍率特性:每1点魔法值可额外增加2点伤害。 【巨兽】还拥有一组非常强大的特性。它具有【不屈】效果,使其免疫吞噬以及所有状态效果,包括冰冻、疾病和眩晕。免疫眩晕非常重要,因为这能防止其独特特性被禁用。该特性在匹配4个或更多宝石时,对最后一个敌人有8%的几率造成致命伤害。使用循环转换单位可以充分利用这一点,或者你也可以直接将其加入队伍,在偶然匹配到4个或更多宝石时享受意外惊喜。这种即时击杀无法被诸如【无法穿透】或【无法消化】之类的效果阻挡,唯一的 counter 是【屏障】。 【巨兽】的主要问题在于它需要其他部队提供大量支援。你希望部队能与之形成循环,能提升它的伤害,还能进行清场,因为大多数部队在一次“巨食者”施法后不会死亡,用如此昂贵的法术去消灭敌方剩余部队是非常低效的。在这些方面,一些最佳的协同效果分别来自常见的循环转化者(炼金术士与地狱猫/放债人,或绿先知与巨型蜘蛛/灵魂舞者)、“精灵之火”施加者(闪光爪或泰坦尼亚女王)以及魔法强化者(占卜师或谦逊者)。 我为这个部队精心搭配的队伍如下: 【流星旗帜】(+2红色/+1棕色/-1紫色) 炼金术士 放债人 泰坦尼亚女王 巨食者 这个队伍结合了循环机制和“精灵之火”,可造成大规模破坏。炼金术士和放债人配合可以为贪食者的特性生成大量红色法术,而任何红色法力炼金术士都无法将溢出法力用于仙后泰坦尼亚和贪食者。仙后泰坦尼亚能提供精灵之火,以增强贪食者本就高额的单体伤害,还能在其施法后进行清场;一旦施加了精灵之火,泰坦尼亚的法术只需一到两次施法就能消灭无甲部队。黑曜石

来自Dhrak-Zum的棕/红/紫恶魔/元素生物 特性等级:4 Obsidius是一名相当不错的伤害输出者,同时也是优秀的魔力生成者,还附带强大的特性。这是一个非常值得使用的部队,尤其当你面对严重依赖特性的队伍时。 Obsidius的技能消耗24点魔力,会摧毁以你选择的宝石为中心的5x5区域方块,对随机敌人造成(魔法值+8)的高额范围伤害(对相邻敌人造成75%伤害),并有50%几率造成(魔法值+8)的轻度范围伤害。若未触发50%几率的效果,你将对一个目标造成34点伤害,对两个目标造成58点伤害,对三个目标造成82点伤害;若触发该效果,则分别造成68/101/134点伤害。这使得你的平均伤害约为69-95点。与最接近的对比对象地狱火相比,黑曜石的平均伤害略低,但它在伤害上的不足通过法力生成得到了弥补。黑曜石的技能可消除25颗宝石,并为你提供全部法力(而地狱火仅提供50%),且有机会触发连锁匹配(若激活了如沙尘暴等效果,该几率会更高)!在测试中,我经常能让黑曜石的法力完全回满,而地狱火则不常出现这种情况。 黑曜石的特性是将其纳入队伍的主要原因。【石肤】特性提供的50%头骨伤害减免始终非常实用,尤其是当你的前排部队阵亡,黑曜石需要承受伤害时。敌人死亡时产生的“洛基之死的沙暴”具有高度的协同效应,能让你轻松达成4个或更多宝石的匹配,尤其是在使用爆炸技能或黑曜石法术时。核心技能【地震】是一个强大的特性,当达成4个或更多宝石匹配时,能立即击晕所有敌人。这一特性有多种应用,比如对抗骷髅队伍中的敌方石肤效果,移除天蝎座队伍中的免疫状态,或者仅仅是用来克制你觉得难以应对的特定特性。 黑曜石完全可以作为队伍的核心,特别是在对抗严重依赖特性的主流队伍时,例如欲望队。一次4个或更多的宝石匹配就能让欲望被击晕足够长的时间,让你有机会将其击败。我推荐将黑曜石与标准的棕色伙伴搭配,比如山脉粉碎者和药剂师(用于变形),以充分利用第二个特性产生的沙尘暴。你也可以使用荣耀作为伙伴,以充分利用荣耀的增益比例。另一个不错的伙伴是马拉吉女王,它能提供50%的初始 mana 加成。 以下是我测试时使用的队伍: 【杀戮者旗帜】(+2棕色/+1紫色/-1黄色) 山脉粉碎者(泰坦) 黑曜石 药剂师 被附身的国王 山脉粉碎者能提供爆发性的 mana 生成,以及早期的沙尘暴来源,确保棕色宝石持续出现;一旦部队开始死亡,黑曜石的特性将维持沙尘暴效果。药剂师是唯一的棕色转化器,其净化能力尤其有用;用它来填充山崩和黑曜石元素。被附身的国王能提供额外的法力值,并通过爆炸清场;只有当伤害能击杀目标时才释放它。关于黑曜石元素的使用建议是,尽量瞄准棕色宝石数量最少的区域,为更多棕色宝石腾出空间。 奥罗拉女王

银谷的绿/紫/黄神兽/猛兽 传说小马 我曾经对随机数生成器感到好奇 传说小马 直到我用荣耀钥匙抽到了她 24点魔力 乐趣无穷 43点生命值 忠诚且强大 30点护甲 黄、紫、绿三色 12点魔法值让她趋于完美 你拥有一只传说小马 你知道你们都是我最好的朋友吗? 特性等级:4 嗯。这确实是一段设定。我的意思是我的属性比这还高,但我没明白这个笑话,这是在引用什么吗?不管怎样,奥罗拉女王是一位实用的辅助角色,能为盟友提供生命、屏障和魔力,非常适合保护和强化其他脆弱的传说级角色。它和被附身的国王一样,是我考虑放在队伍第4个位置的部队之一,能为任何队伍提供额外增益。 奥罗拉女王的技能需要消耗24点 mana,为所有其他友军(明显不包括自身)提供屏障和(魔法+1)生命。然后会生成10颗自选颜色的宝石;虽然比其他一些部队少,但选择的灵活性让你可以创造队伍最需要的颜色。要注意这个技能风险相当大,除非棋盘上已有12-14颗某颜色的宝石,否则你很可能只能形成几个3连消除,反而给对手留下有利的棋盘。 奥罗拉女王的独特特性提供了强大的支援。它能使所有宝石匹配+1,本质上同时起到水之联结、自然联结、火焰联结、空气联结、魔法联结和岩石联结的作用。配合旗帜,你几乎可以确保焦点颜色充满友方部队,尤其是在魔力涌动的情况下。值得注意的是,这个特性让奥罗拉女王成为我不介意使用多个的部队之一。在后排放置两个,前排放置一个爆发型部队,第二个位置放置你想要填充的部队,你很快就能填满它!奥罗拉的其他特性不太重要。 总的来说,奥罗拉女王是一个很棒的辅助单位;它本身无法摧毁敌方队伍,但能让盟友大放异彩,为它们提供额外的生命和魔力。将它与能从屏障中获益的部队一起使用(例如约顿海姆风暴护盾),或是那些需要更多魔力才能启动的部队,比如世界破坏者。 我精心搭配的队伍兼具坦克能力和韧性: 守护旗帜(+2黄色/+1棕色/-1绿色) 山脉粉碎者(泰坦) 迪维尼亚 巨食者 奥罗拉女王 这支队伍足够坚韧,即使在深层地城也能生存。山脉粉碎者能提供防护屏障和低成本爆炸伤害。迪维尼亚能提供更多爆炸伤害、清除有害状态效果,并为全队增加额外韧性。奥罗拉女王能提供更多屏障和魔力生成,以及额外生命值。巨食者是队伍的进攻核心,通过其技能造成高额伤害,并偶尔凭借其特性夺取击杀。 天蝎座

棕色/紫色/黄色怪物来自流沙之地 一千年前,流沙之地还有另一个名字:Al-Maraj。那曾是一个宏伟的王国,其美丽掩盖了它由天蝎座皇帝统治的事实。天蝎座皇帝是一种可怕的生物,毫无体面、道德或仁慈可言……事实上,他既非神明也非恶魔,只是一种沙漠生物,像烈日一样严酷,像他出生地灼人的风一样无情。他喜欢将朋友和敌人都撕成碎片,任何惹他不快的行为都会招致被他尾巴蜇刺而缓慢痛苦地死去。特性评分:3 在不再是一击必杀的技能后,天蝎座变得更加可靠,能够稳定击倒任何对中毒不免疫的目标。虽然中毒免疫很常见,但可以通过多种方式规避,这使得天蝎座成为围绕其构建队伍的出色进攻核心。 天蝎座的技能消耗28点魔力,对2个敌人造成(魔法值+15)点伤害。如果其中任一敌人处于中毒状态,天蝎座将对其造成致命伤害。这是一个强大的机制,应尽可能利用。若能让两个敌人中毒,这将是极具破坏性的技能。问题在于,任何对中毒免疫的部队都能免疫这种即时消灭效果,而中毒免疫的情况非常多。不灭、无法穿透、坚韧和坚固都会成为你的阻碍。解决方法是使用眩晕(对无法穿透无效)或诅咒。一旦拥有能稳定对敌人施加诅咒的部队,你的潜力将不可限量。 天蝎座的特性与阿努冠军的特性非常相似;它在每个回合开始时为所有棕色盟友的所有属性提供1点加成。与其他在回合开始时提供加成的特性相比,这个特性要强大得多,因为它能将盟友技能最多提升16点。这一加成会迅速累积,大幅提高你的伤害输出和生存能力。事实上,这个特性非常实用,该部队可以轻松融入任何棕色队伍;如果你的英雄拥有暗影天赋树,大多数棕色队伍都能有效地使用天蝎座!要有效使用天蝎座,需要有法力生成来源和稳定的中毒来源。欧律阿勒是最佳选择,能像地狱火一样为全队施加中毒效果;而暗影天赋树在70级时,紫色消除可提供1层中毒,刺客或盗贼职业均可使用。目前,能施加诅咒的单位(如曼格斯)都是随机施加,但未来任何能稳定施加诅咒的部队都将是极佳搭档。眩晕也有帮助,霍尔瓦什皇帝是最可靠的眩晕来源(而且是棕色属性,可享受该属性加成!)这是我的天蝎座队伍: 黑暗旗帜(+1棕色/+1紫色) 岩石巨魔 龙眼(泰坦) 欧律阿勒 天蝎座 旗帜的选择非常困难;杀手旗帜不好,因为我们不想在力所能及的情况下减少黄色魔力,所以我最终使用了暗石旗帜。泰坦英雄职业提供保护,还能为岩石巨魔提供启动助力。岩石巨魔让魔力流动起来,为你带来4个或更多的宝石匹配,并为天蝎座注入魔力,使其能够发挥作用。欧律阿勒实际上只是为了中毒效果,但如果有助于局势,也可以施法。龙眼是你应对中毒免疫的方法;只需将对手变成无助的龙!你的三个部队是棕色的,以利用天蝎座的特性获利。 灰王

来自古尔瓦尼亚的蓝色/紫色/棕色神话亡灵 特质评分:3 灰王在防御实用性和控制方面潜力巨大。其技能会根据你消除的宝石颜色锁定敌人,造成真实伤害,并施加法力流失、沉默和冻结效果。它的特质能让其随着战斗进行提升力量,适合较慢节奏的控制型策略。 灰王可通过随机 chance 从宝石钥匙、荣耀钥匙、公会钥匙或VIP钥匙中获得。它也会在灵魂熔炉中轮换出现,可消耗20000灵魂、4000钻石和10个天界特质石进行打造。 灰王消耗22点法力,会【消除所选颜色的所有宝石。该颜色的所有敌人受到29(魔法+9)点真实伤害,并被法力流失、沉默和冻结】。这个法术拥有强大的力量:高于平均水平的真实伤害(有随时间成长的潜力,详见特性部分),一两发即可消灭大多数敌人,还附带沉默和冻结(游戏中两种最强状态效果)以及宝石破坏效果。此外还有法力流失效果,虽然你可能不会太在意,但这意味着在沉默效果结束后,该部队必须从零开始积攒法力。释放此法术时,选择目标需格外谨慎:你可以选择能造成最大伤害的颜色,但务必牢记破坏某种颜色所带来的影响。考虑为其他部队获取法力值,判断连锁反应是否会为自己(或对手)带来额外回合,若能阻止敌方施法,可对单个目标使用沉默。此法术的另一个重要特点是按颜色选择目标,这意味着你可以直接穿透潜行状态,攻击那些通常不受法术伤害影响的对手,比如拥有生死编织者技能的编织者。 灰王的特性如下: 亡灵护盾:友方亡灵获得2点护甲。 不灭:免疫中毒、疾病和死亡印记。 国王军团:当匹配4个或更多宝石时,所有友方亡灵获得2点护甲和魔法值。国王军团是一个非常强大的特性。它提供了易于触发的效果,同时在你进行宝石匹配时,能提升灰之王的持续伤害。当然,它也能强化你的其他亡灵单位,这是个加分项。不灭效果更是锦上添花,能免疫一些烦人的效果。 总体而言,灰之王拥有一系列强大的效果,非常实用,尤其在那些没有大量免疫敌人的拉锯战中。但要注意,这个单位还达不到S级的标准,因为游戏的PvP meta节奏相当快,灰之王难以跟上,尤其是当敌方队伍拥有多种颜色时。我为《灰色国王》组建的队伍如下: 旗帜:杀戮者旗帜(+2棕色/+1紫色/-1黄色) 山脉粉碎者(泰坦) 格莱西昂 灰色国王 奥罗拉女王[1056,6565,6789,6365,3035,2,2,2,3,2,3,2,14012] 这个队伍不出所料,略带控制型风格。灰色国王通过一系列状态效果限制敌人,后排的奥罗拉女王则提升法力生成,并使用技能提供法力回复和屏障。山脉粉碎者稳定提供棕色法力,格莱西昂在造成伤害的同时产出蓝色法力,两者共同为灰色国王的输出提供能量。 被附身的国王

Blue/Green/Purple Human/Daemon from Darkstone Since the release of the Lorekeeper, Mythic Troops no longer have lore provided. I linked The Possessed King's release post anyway. ˢᵒᵘʳᶜᵉ[community.gemsofwar.com] Trait Scale: 4 Ultimately, when I first rated The Possessed King, I underestimated its usefulness. I thought the Trait was cool, but didn't realize how extraordinary it ended up being, and didn't see the occasional greatness hidden in its spell. Ultimately, I consider it one of the "support" Mythics; it and Queen Aurora are two Troops that I think about throwing into any time that has space, drastically improving their consistency. The Possessed King's spell, for 26 Mana, deals (Magic + 2 + 2 x Allied and Enemy Demons) Damage to all Enemies, then has 3 separate 20% chances to turn a random Enemy into a Demon. These means about 22 AoE Damage with no other Demon Allies; not reliable enough to be able to use for damage, due to its inability to scale well. Additionally, its Transform means between 0 and 3 different Enemies will be transformed into a random Troop with the Daemon Troop type. The Troops level will be half (if they were level 20, they are now level 10), and its Traits will be whatever ones are owned by your opponent. If the Enemy you Damage dies, it won't be considered for the transform, so you can safely clean up low-health enemies, but since the spell is more expensive than even other Mythics, this is often considered only a last resort. It does make a great last resort though; if you're in a sticky situation, that Transform might just get rid of that one Stealthy Troop, or that one Troop that has almost filled its spell. Statistics time, skip this paragraph if you want. There are, at time of writing, 56 Troops with the Troop type Daemon; of those, 9 are Mythic and 14 are Legendary. It is undetermined if the rarity of the Troop transformed affects its probability of being the result. Don't worry about the Transform probability math, I've done that already! There is a 51.2% chance for no transforms to happen (thus a 48.8% chance for at least one transform), a 38.4% chance to Transform exactly one Troop, a 9.6% chance that two Enemies will be transformed, and a 0.8% chance that three Enemies will be transformed. Note that different targets are chosen for each transform, meaning the same Troop can't be transformed twice (i.e. no transforms are "wasted"). The main reason to run The Possessed King is its trait. TPK's unique trait, Unstable Possession, explodes two Gems whenever you make a 4 or more Gem match. This is quite powerful; every 4 or more Gem match you make clears a larger swath of the board than normal, increasing the chance of getting the Gems on the board aligned the way you need them. This Trait makes The Possessed King one of the few Mythics viable in multiples; throwing 2 copies in the back is hilarious, as you sweep half the board every Extra Turn. The Possessed King is primarily a support Troop; I'd recommend using it with Troops that require good alignment to work properly. This includes double transformers like Wrath, Infernal King, or Nimue, as well as Doomskull creators like King Bloodhammer, Glaycion, Doomed Blade, or Doomed Club. Doomskulls synergize particularly well with TPK; you'll notice a much larger swath of the board gests destroyed whenever TPK's explosions affects a Doomskull, creating a chained explosion. Don't forget about TPK's transform; I personally have found it very useful against teams that are filled with immunities. Troops like Scorpius and High King Irongut faulter when they face Troops immune to Poison or Devour (respectively), but as long as you aren't in a Raid Boss or something where a Troop has Invulnerable, any Troop can be Transformed, and after transformation, not only is the Enemy significantly weakened, they are also targetable by your more powerful spells! My curated team featuring The Possessed King is: Sorrowful Banner (+2 Blue/+1 Brown/-1 Yellow) Doomed Blade (Titan is probably best) Keeper of Souls King Bloodhammer The Possessed KingThis is a Doomskull-based team. You're trying to get alignment such that casting Doomed Blade or King Bloodhammer nets you a 4 or more Gem match. DO NOT cast either if you won't get an Extra Turn, because once you get Doomskulls on the board you don't want to give them to your opponent. Once you get a kill, the Doomstorm, along with Keeper of Souls and TPK, should help sustain additional cascades. The Possessed King will help keep the board moving, with the goal being to align Blue Gems or Red Gems with existing Skulls. Keeper of Souls lets you make matches with Doomskulls on the board wherever there is alignment; I find it important to this team, because if you use Glaycion instead, you end up with situations where you don't have any places you can get alignment. If you don't own Doomed Blade, one of the other Doomed weapons (watch that you use one that creates Doomskulls!) may work for you. The Wild Queen

绿/紫/棕神话元素生物/潘恩谷的荒野族 特性评分:1 荒野族的舞蹈女王是强大的循环宝石生成者,其法术会在棋盘上布满头骨和绿宝石,然后从敌人那里窃取攻击力以提升你的头骨伤害,同时减轻其法术可能产生的失误影响。 荒野女王可通过宝石钥匙、荣耀钥匙、公会钥匙或VIP钥匙随机获得。她也会在灵魂熔炉中轮换出现,可消耗20000灵魂、4000钻石和10块天界特质石进行打造。 荒野女王消耗22点 mana,会【从1名敌人处窃取最高26点(魔法值+5)攻击力,并将其赋予我方首位盟友。生成22个头骨和绿宝石的混合宝石】。这个法术在生成宝石方面相当强力,根据棋盘上宝石的数量,通常能稳定产生大量绿色魔力、一些头骨消除以及额外回合。但要注意,在很多情况下,狂野女王可能会“失手”,无法生成4个或更多的宝石消除,导致敌人获得你的回合并利用你生成的大量宝石反击。不过要记住,狂野女王的攻击窃取能力可以帮助缓解这种情况。 狂野女王的特性如下: 野性联结:友方野性生物获得2点生命。 骸骨召唤:当友方单位死亡时,召唤一场骨风暴。 野性狂怒:所有友方野性生物在每个回合开始时获得2点攻击。就神话级兵种而言,狂野女王的特性并不出众;她的独特特性仅提供2点攻击加成,且仅在回合开始时生效(这在《宝石战争》中并不常见,大多数队伍都试图通过额外回合来循环!)。此外,“骸骨召唤”在特定情况下可能有用,但如果你的首个兵种刚死亡,敌人很可能会利用新生成的“骨风暴”进行反击。 总体而言,狂野女王是绿队和/或头骨循环队的强力补充;围绕她组建队伍时,应寻找在这些方面能有效配合的伙伴。这包括绿色循环部队,如弦乐师、织网者和亚丝敏的选民,或具有头骨协同效应的部队,如双重转化者(例如愤怒、格莱西恩、奥尔德之父和森林守护者),或武器(例如厄运长柄刀或厄运棍棒)。作为元素荒野族,荒野女王初始可获得两位领主提供的50%魔力值;相对较弱的西勒努斯国王,以及强大且具有协同效应的马拉吉女王,后者能将荒野女王创造的绿色宝石转化为更多头骨,并且与荒野女王没有颜色重叠(因此不会相互妨碍)。我为《荒野女王》组建的队伍如下: 蘑菇旗帜(+2绿色/+1棕色/-1红色) 狂怒 末日俱乐部(弓箭手) 荒野女王 被附身的国王 这里,我们专注于荒野女王技能的头骨伤害方面。狂怒的能力能让你生成的头骨引爆整个棋盘,而且头骨的来源有很多:狂怒的变形技能可以生成头骨,棕色符文能为其充能;末日俱乐部和荒野女王也能生成头骨,绿色符文则能为荒野女王充能并调整符文排列,让你可以释放末日俱乐部来生成大量末日头骨。每当你通过上述任意方式达成4个或更多的符文匹配时,被附身的国王就会清除更多棋盘上的符文。弓箭手英雄职业拥有数量惊人的协同且实用的特性:绿色武器魔法+5、初始法力值+50%、战斗开始时触发缠绕效果、匹配4个或更多宝石时施加猎人印记(以进一步提升颅骨伤害),以及少数能在战斗开始时生成叶暴·自然光环的职业之一。 此外,完整的背景故事写得十分吸引人,非常棒,建议阅读。 世界破坏者

来自迪维尼奥领域的绿/红/黄龙/半人马 在过去几天享用恐鸟大餐后,不仅格拉普尔波特女王终于吃饱了,连死神都在他那末日骸骨沙发上惬意地打起了午后小盹。这片持续混乱的克里斯塔拉大陆难得出现片刻宁静,却突然被一声雷鸣般的尖啸打破,仿佛有什么东西正在撕裂时空的结构(或者至少是从一只小城市大小的恐鸟身上扯下了一根鸡腿)。似乎是一百万只烤得入口即化的恐鸟散发出的香气响彻整个宇宙,将一只前所未见的巨型龙半人马召唤到了他们的家园——迪维尼奥领域。 特性等级:4 收起你的肉酱吧,这可是世界破坏者!它有两个作用,而且都做得很好。与“巨龙之魂”类似,“世界破坏者”能够引爆宝石并造成范围伤害,但它在这两方面表现更出色,堪称进攻型强者。 “世界破坏者”消耗高达30点 mana,可引爆18颗宝石,并对所有敌人造成(魔法值+5)的伤害。与许多其他部队和武器不同,它的宝石引爆效果稳定,范围大到几乎能清空整个棋盘,且不会被魔法减免或蛛网效果抵消。尽管其伤害很容易被这些魔法减免效果或“潜航”状态(施加此状态后,它确实无法造成伤害)所抵消,但它通过高且易于提升的伤害输出来弥补这一点。其高额的 mana 消耗可以通过搭配强大的 mana 生成来缓解,这一点我们将在后面讨论。世界破坏者的最终特性对其性能至关重要。每达成4个或更多宝石匹配时,它会随机获得5点技能点;其中有25%的几率是魔法技能点,可使法术伤害提升5点。这能让法术强度疯狂增长,因此你需要通过主要使用循环来最大化4个或更多宝石的匹配次数,以提升世界破坏者的伤害。 如果辅助得当,世界破坏者将成为强大战力,而最佳辅助方式是通过循环保持其法力值。若世界破坏者搭配风暴效果,那么每当它施法时,都有很大几率形成4个或更多的宝石匹配,从而获得额外回合,这可能会提升世界破坏者的魔法技能点,并让你能够再次施放爆发技能。山脉粉碎者和眼球之罐是两个非常好的搭配,它们能摧毁棋盘上的宝石并提供魔力,同时制造风暴效果以持续触发4个或更多宝石的匹配。提升魔法的法术和增加伤害的状态效果【精灵之火】也非常不错,而像占卜师和泰坦尼亚女王这样的部队可以分别提供这些效果。 我精心搭配的队伍是一支绿色公会战队伍: 【奥库拉伦旗帜】(+2绿色/+1蓝色/-1棕色) 黑暗少女 闪光利爪 Mercy 世界破坏者 Mercy和黑暗少女都用于提供魔力生成,一个生成黄色魔力,另一个将其转换为其他颜色。再加上闪光利爪的转换能力,形成了一个魔力生成循环。闪光利爪能提供【精灵之火】,还有机会获得额外回合。在这里,世界破坏者作为我们的主要伤害输出者(通常情况下也是如此),会造成受精灵之火加成的范围伤害。乌巴斯提特

棕/红/黄 神圣/拉克沙(来自荣耀之地) 被拉克沙称为【沉睡的恐怖】,乌巴斯提据说居住在云端之上的宫殿中,白天在阳光下沉睡,夜晚则飞下荣耀之地狩猎。夜晚吸引他的注意很危险,而白天,拉克沙们也只敢低声崇拜他,因为据说唤醒他就意味着必死无疑。 特质等级:1 确实是必死无疑。乌巴斯提曾经是S级强者。以前,它的伤害输出极高,只需一次头骨攻击并释放一次技能,就能瞬间击杀两个敌方部队。如今在削弱之后,该技能需要更多伤害才能启动,但它仍然强大,如果你能成功施放,它会是一支宝贵的进攻力量。 乌巴斯提的技能消耗24点法力,对两个敌人造成(魔法值+2+友方与敌方攻击力之和/6)的伤害,若其中任一敌人死亡,则乌巴斯提对另一个敌人造成致命伤害。即使在削弱了加成比例之后,该技能仍能对每个敌人造成约70点伤害,足以在削弱攻击后消灭大多数部队。与具有类似效果的Wulfgarok相比,它有两个主要优势:其技能可造成即时击杀而非吞噬,因此不会受到具有“无法穿透”或“无法消化”特性的敌方部队影响;此外,由于加成比例的关系,Ubastet的技能伤害要高得多,因此比Wulfgarok更容易实现击杀。如果Wulfgarok的加成比例更容易触发,它的实用性会高很多(尤其是在有众多野兽协同效果的情况下)。 Ubastet的特性与其技能相比显得无关紧要。每回合+1攻击和+1魔法几乎毫无用处,尤其是没有其他优秀的Raksha能与此效果形成协同。不过,它的第二个特性还是有些帮助的。敌人死亡时会产生火焰风暴;如果你在乌巴斯忒之后使用爆破者,将获得大量红色魔力,用于再次施放乌巴斯忒的法术。 总体而言,你的目标是削弱最重要的敌方部队,使其死亡时能顺带消灭另一个敌人。一些优秀的单位也能配合乌巴斯忒的神圣属性:神圣护卫在有4个神圣单位时造成约50点伤害,并生成24个与乌巴斯忒颜色匹配的宝石。地狱火也非常擅长削弱敌人,其爆炸可为乌巴斯忒的法术提供魔力。神圣伊什巴莱为乌巴斯忒以及本段提到的所有部队提供40%的初始魔力。精灵之火也是一种有用的资源,因为它能增加法术的伤害输出,使部队更容易进入击杀范围。像占卜师这样的魔法强化单位也能帮助乌巴斯提特造成更多伤害。 我为乌巴斯提特精心搭配的队伍,没有采用之前在因弗努斯队伍中提到的神圣路线,而是一个4棕队伍: 熊之旗帜(+2棕色/+1红色/-1紫色) 拉格纳戈德 霍尔瓦什皇帝 占卜师 乌巴斯提特 拉格纳戈德能提供快速的 mana 生成;用它来尽早爆发,为其他部队获取 mana,并经常施放以保持 mana 流动。霍尔瓦什皇帝是标志性的公会战部队,其 mana 吸取能力可以阻止敌方部队比你的部队先施放技能。占卜师为乌巴斯提提供黄色魔力值,还能进行团队范围的净化,十分实用,其魔法还能增强乌巴斯提、霍尔瓦什以及占卜师自身的法术效果。所有这些魔力值都会流向乌巴斯提,在占卜师增强了乌巴斯提和霍尔瓦什的法术之后,乌巴斯提就能消灭一个被霍尔瓦什削弱的部队。 ===B级=== 这些部队处于中等水平。它们偶尔在特定场合(例如公会战期间)有强力的使用场景,但总体而言,我认为它们的泛用性不高,也不值得花费大量宝石去获取。不过,如果你运气好,用宝石钥匙抽到了它们,倒是可以组建一支围绕它们的队伍,它们也能发挥出应有的作用。 阿努的勇士

剑刃之地的蓝/红/黄人类/骑士 剑刃之地的两位神祇分别是守护者加尔德与国王阿努。每年冬末,当军队准备开战之际,皇家宫廷会举办一场盛大的锦标赛,目前由伊莎贝尔女王主持。胜者将穿上阿努之甲,其力量会增强十倍,并在接下来的12个月里率领剑刃之地的军队征战。而亚军则会穿上加尔德之甲,在接下来的12个月里守护剑刃之地的家园。 特质等级:3 阿努的勇士是“公会战争蓝色神话级部队”三巨头之一。它们是非常专注的部队,依赖队伍中的蓝色部队来提供有用的状态效果或增益。该单位能对单个目标施加一系列有用的减益效果,同时为队友提供持续的增益效果。当尝试组建4x蓝色队伍并取得良好表现时,我建议携带该单位、斯卡蒂或温蒂妮中的一种。 阿努冠军的技能消耗24点 mana,具有很强的控制能力:它会使一名敌人沉默、眩晕并抽取 mana,然后对该敌人及其下方的敌人造成(魔法+4)点伤害。这是强大的控制手段,能彻底让你难以应对的敌人失去行动能力。所造成的伤害是不错的额外效果,但不算太显著。 阿努冠军的特性是它主要在公会战蓝色日被考虑使用的主要原因。在回合开始时,它会为所有友方单位的所有属性(包括魔法)增加1点。这看起来可能不算什么,但全队额外获得的16点属性值会迅速积累起来。 阿努是一个非常实用的部队,主要用于蓝色公会战日。当你需要确保获胜时,它能彻底压制对手的最大威胁。它最终被归为此等级,是因为其用途不够广泛;它能很好地填补特定的 niche(原词),但无法提供通用 PvP 所需的全面实用性或伤害。 我为阿努冠军精心搭配的队伍是: 悲伤旗帜(+2蓝色/+1棕色/-1黄色) 眼之罐(冰霜法师) 霍尔瓦什皇帝 阿努冠军 麦布女王 阿努冠军在能充分利用其特性的队伍中最为有用。因此,我组建了一支4x蓝色队伍,非常适合公会战日。霍尔瓦什皇帝能提供眩晕和法力吸取效果,阿努冠军亦是如此。霍尔瓦什能从阿努每回合一次的魔法加成中大幅受益,因为它能对敌人造成真实伤害。对于英雄而言,眼球罐能提供法力生成和冰暴效果,增加蓝色法力的获取量。冰霜法师达到70级后是个非常出色的英雄职业,它能在匹配到4个或更多宝石时引爆宝石,提升你改变棋盘至有利局面的能力,同时还能冻结敌人,但泰坦也同样强力。梅布女王也很有帮助,它能让敌方队伍迅速被冻结,从而消除他们意外失控循环的可能性;梅布还能通过法力燃烧提供高额伤害输出。 加尔德冠军

红绿黄传说人类/剑刃骑士 特性评分:4 该部队是石锤的一个有趣且实用的变种。它能生成不同颜色,从而改变其协同效果。虽然它的头骨伤害抗性较低,但拥有较高的法术伤害抗性,这意味着它的特定弱点较少。最值得注意的是,它能生成大量护甲,且在危险情况下护甲值会更高。 加尔冠军可通过宝石钥匙、荣耀钥匙、公会钥匙或VIP钥匙随机获得。它也会在灵魂熔炉中轮换出现,可消耗20000灵魂、4000钻石和10块天界特质石进行打造。 加尔冠军消耗24点 mana,将获得50(2×魔法+8)点护甲;若场上有13个或更多头骨,则获得双倍护甲。然后需要融合22颗蓝色和红色宝石。这能提供相当可观的护甲值,尤其是在满足条件的情况下。宝石的融合机制与【野性女王】和【石锤】类似,存在随机性。通常会触发匹配效果,但并非每次都能成功,而一旦成功,你的对手将获得收益。 加尔冠军的特性如下: 法术格挡:受到的法术伤害降低50%。 庇护:受到的头骨伤害降低60%。 加尔的祝福:每个回合开始时,所有红色友军的所有属性+1。 加尔冠军是首个同时具备法术伤害减免和头骨伤害减免的部队。这两种特性的结合意味着,在不被眩晕的情况下,若满足条件,加尔冠军在施放技能时能获得相当于200点的有效韧性。总体而言,【加尔冠军】的技能效果有些不稳定,但较高的护甲增益使其颇具趣味性,尤其适合以护甲为核心的队伍。若你想让这个部队担任主力,有一些不错的搭配伙伴可供选择。如果你想避免被眩晕,那么【祝福】(可从【瓦尼亚·索姆恩】或【月兔】等单位获得)会是理想选择。【神圣圣星】是一位领主,能为这个人类单位提供50%的初始魔力。【塞赫玛】是个出人意料的好盟友,它会吸收加尔产生的红色符文,清除加尔产生的蓝色符文,为加尔创造更多魔力,同时生成能提升加尔技能威力的头骨。当然,还有最实用的伙伴【特斯拉】,其技能会吸收加尔产生的两种颜色符文,并且伤害会随着加尔护甲的提升而增加。我为《Gaard冠军》组建的精选队伍如下: 旗帜:蜥蜴人旗帜(+2红色/+1蓝色/-1棕色) Gaard冠军 乌尔斯卡亚之盾(太阳矛) 塞赫玛 特斯拉[6745,1221,6354,6320,3050,2,2,1,2,0,0,0,14016] 该队伍将Gaard冠军置于前排,为队伍其他成员阻挡颅骨攻击。尽量尽早施放法术,以在棋盘上布满红色和蓝色宝石。塞赫玛提供法力生成,当达成宝石连线时还能额外生成颅骨;黄色宝石为Gaard充能以创造更多宝石,而颅骨则使Gaard获得更多护甲。乌尔斯卡亚之盾为Gaard提供大量额外护甲,进一步提升队伍最后一个单位特斯拉的伤害。利用其他部队溢出的红色魔力,在释放塞赫迈(Sekhma)后再释放特斯拉(Tesla),会对所有敌人造成大量真实伤害。太阳矛英雄职业用于保持掉落的宝石充满加尔(Gaard)以持续循环。盾牌可能不是最优武器,因为我很少能将其填满;看看其他什么武器可能有用!末日爪(Doomclaw)

蓝/棕/绿恶魔/乌尔卡亚的乌尔卡 终于,在一个月圆之夜,阿斯比约恩找到了他们,他们正准备入侵,库兰达本人就站在他的召唤传送门旁,地狱生物源源不断地涌出来。阿斯比约恩不假思索地向他冲去。战斗异常激烈,持续了好几分钟,直到末日之爪阿斯比约恩国王抓住恶魔领主,两人一起退回了传送门。 特质等级:3 末日之爪的定位有点意思;它看起来应该是一个输出型部队,但实际上它最好的用途是通过其特质为其他输出型部队提供支援。 末日之爪的技能消耗24点 mana,对一名敌人造成(魔法值 + 8 + (10 x 暴怒盟友数量))的伤害,并有25%的独立几率吞噬该敌人上方或下方的单位。这意味着有9/16的概率不会触发吞噬,或者说有43%的概率触发吞噬,略高于平均水平(克拉肯为35%,铁胃初始为35%,刻耳柏洛斯为50%,巨口为100%但无法施放两次)。对目标造成最高70点伤害虽然不错,但需要大量操作(地狱火消耗相同,却能不费吹灰之力造成120点伤害),而且吞噬的效果相当不稳定,尤其是在无法穿透部队普遍存在的情况下。 末日爪的特性使其在技能之外具备了一些出色的实用性。当匹配到4个或更多宝石时,随机使一名友军进入激怒状态,这一点很有意思,因为大多数时候你更希望第一个部队获得激怒效果(因为只有它能造成 skull 伤害),但如果你失去了第一个部队,那么第二个部队拥有激怒效果也会很有帮助。它与其技能的协同效果也相当不错,能提升其目标伤害。 总体而言,末日爪牙不算太差;我主要会根据它的特性来判断其强度,并利用容易触发的狂怒状态来为你带来优势。由于它是游戏中特性触发狂怒的主要来源,而且还有不错的几率附带吞噬效果,所以在地下城中以及高等级战斗中,它作为额外头骨伤害的来源其实很有用。 我精心搭配的队伍是: 海妖旗帜(+2棕色/+1蓝色/-1紫色) 愤怒 末日之刃(泰坦/霜法师) 灵魂守护者 末日爪牙 这个队伍充分利用4个或更多的宝石匹配;通过所选英雄职业的闪电打击,你可以触发爆炸,从而调整棋盘布局,直到为愤怒或灵魂守护者创造出合适的宝石排列。末日爪会确保狂怒在准备攻击时进入激怒状态,而灵魂守护者比格莱希昂更能可靠地维持颅骨伤害链的持续运转。埃莱玛格林

红/紫/棕神话恶魔/龙(来自龙爪) 特性评分:4 埃莱玛格林是一个相对依赖特定机制的循环型部队,很容易在多种情况下失效;如果敌人冻结你的某个紫色盟友,或自身潜隐,或获得祝福,或拥有燃烧免疫,甚至你没能获得额外回合,敌人都将从你创造的宝石中获益,而且如今游戏中有更强大的循环宝石生成者(例如哥布林松露王,其施放时能确保获得额外回合)。使用他不会让你彻底失败,但埃莱玛格林的黄金时代早已过去。 埃莱玛格林可通过随机 chance 从宝石钥匙、荣耀钥匙、公会钥匙或VIP钥匙中获得。它也在灵魂熔炉中轮换,可消耗20000灵魂、4000钻石和10个天界特质石进行打造。 埃勒玛格林消耗25点 mana,效果为【对所有敌人造成26(魔法+3)点伤害。生成8颗紫色宝石,受燃烧状态敌人加成。[1x]】。这最多可生成12颗紫色宝石,根据棋盘情况,有较大几率获得额外回合,但需要运气,且若有敌人未处于燃烧状态,几率会进一步降低。它的伤害量尚可,但没有加成倍率且易受潜行影响,不建议作为主要伤害输出。 埃勒玛格林的特质如下: 魔法之心:每有1名紫色盟友,获得1点生命。 不屈:免疫所有状态效果、吞噬和 mana 燃烧。黑暗:当匹配4个或5个宝石时,降低所有敌人4点攻击。元素巨兽拥有一些相对有用的特性。【免疫】对于任何部队来说都是巨大的优势,考虑到当前游戏中状态效果的影响力。黑暗特性也相当强大,并且能轻易利用元素巨兽创造的循环机制。 总体而言,元素巨兽可能存在风险,但如果你处于游戏早期或中期,用它创造循环机制会带来巨大回报。寻找能在棋盘上放置大量紫色宝石的部队,比如暗狼或黑暗巨魔。像神圣巨龙、龙之魂、克里斯泰纳克斯这样的龙以及利爪之锤武器也是很好的搭档。由于你需要可靠的燃烧来源,寻找能提供燃烧效果的部队,比如愤怒和地狱火。我为《元素守护者》组建的队伍如下: 旗帜:旧神旗帜(+2紫色) 成员:阿莎、因弗纳斯、元素守护者、暗狼 阿莎作为法力生成者,拥有法力吸取免疫能力,对抗灵能者和考尔瓦什时非常有用。如果不喜欢阿莎,可以用地狱猫替代(这样就能改用 crypt 旗帜,效果为+2紫色、+1红色、-1绿色)。因弗纳斯能提供高额伤害、全队燃烧效果和法力生成,这些都对元素守护者有很大帮助。元素守护者能造成伤害,并如前文所述为其他部队提供法力。暗狼纯粹是辅助角色;其特性是只要存活,每回合都会产生紫暴,这意味着每次宝石匹配和连锁消除都更有可能掉落更多紫色宝石。它的法术会造成少量伤害,但会使暗狼变形并失去其特性;只有在能立即赢得战斗或处于危急情况下才使用。 加德的化身

白盔城的棕/红/黄系神圣/骑士阵营 白盔城的守护神名为加德,是正义之主与公正大师。在危难时刻,他会派遣诸如慈悲使者等仆人帮助克里斯塔拉的人民。而当情况真正危急时,他会以强大的火焰化身形态降临世间。 特性等级:3 加德化身是过去时代的遗物。大约两年前,它曾是PvP中的S级强者,但随着游戏环境节奏加快,加德已逐渐落后。如果它是你唯一的神话级角色,仍能发挥一定作用,但加德已无法像过去那样成为可靠的战力。加德化身的技能消耗24点魔法值,对所有敌人造成(魔法值/2 + 2 + 护甲/2)的伤害,随后对亡灵造成燃烧效果,对恶魔造成沉默效果。这些副作用几乎没什么用,因为燃烧效果在大多数情况下影响不大,而且以大量恶魔组成的队伍也极为少见。这个部队的主要优势在于高额的范围伤害。在拥有所有王国加成的情况下,它能对所有敌人造成约37点基础伤害,并且随着加德护甲的提升而增加。但问题在于,这高额伤害几乎完全依赖于护甲加成比例,这意味着它在很多战术面前都很脆弱。任何能剥离护甲的武器、任何造成真实伤害的部队,或者仅仅是任何能造成大量单体伤害的部队,都能彻底抵消加德的作用。凯特拉更能体现这种“基于韧性的强化”策略,因为它会基于所有属性进行强化。凯特拉本身基础伤害更高,如果你能使用提升生命值的部队,就能在不被【巨食者】或【蛛织者】克制的情况下增加凯特拉的伤害。 加德的特性对其策略很有帮助:每当友方施放法术时,它会为自身提供4点护甲。由于这能提升加德的伤害,这意味着循环型部队(如炼金术士和地狱猫)会非常有用。这并非使用加德的必要条件(因为还有其他提升护甲的方法),但每次友方施放法术就能增加2点伤害,这一点相当实用。 总的来说,加德是一名相当不错的伤害输出者,如果你只有这一个神话级部队,围绕它组建队伍是个不错的选择。尽量避开敌方队伍中有【贪食者】的阵容……良好的协同组合包括任何能有效提升护甲的部队,比如【荣耀】或【发条狮身人面像】。你也可以使用【神圣伊什巴啦】来获得40%的初始 mana,以及能够循环的部队。 我为【嘉德化身】精心搭配的队伍是: 【守护者旗帜】(+2黄色/+1棕色/-1绿色) 【山峦粉碎者】(泰坦) 【发条狮身人面像】 【嘉德化身】 【神圣伊什巴啦】 我没有选择描述嘉德流行时期使用的队伍之一,而是决定为这个基于护甲的神圣单位构建一支现代队伍。【山峦粉碎者】提供【沙暴】效果,【泰坦】提供【屏障】效果,目标是最大化棕色 mana(而非像旧版基于【怜悯】的队伍那样追求黄色 mana),同时防止任何头骨伤害。发条斯芬克斯在此有双重作用:为你的其他部队收集魔法值,并提升加尔德的护甲。神圣伊什巴通过其变形法术生成魔法值,并为加尔德提供40%的初始魔法值。约顿海姆风暴盾

蓝/红/黄 风暴heim的神圣/巨人 这位强大的风暴巨人领主多年来一直缺席,他在遥远北方多风暴的精类之地收集闪电,但现在他回来了。据说他是不可触碰的,受到古老精类闪电的法术和 enchantments(附魔)保护,只有他能掌控这些力量。 特质等级:4 约顿(Jotnar)是平庸进攻能力和强大辅助能力的有趣结合。它通过一个严重依赖团队组合才能有效发挥的法术提供伤害,并凭借独特强大的特质提供保护。 约顿的法术消耗22点魔法值,对单个目标造成(魔法值 + 5 + 7×友方屏障 + 7×友方巨人)点真实伤害。作为一张传说卡牌,它的表现不尽如人意;蛛织者或苏娜(Suna)也能对两个敌人造成同等伤害,并且还附带额外效果。不过,这些加成比例(友方屏障和友方巨人)实际上相当可观;凭借19点基础真实伤害,加上全队巨人单位,最终可造成47至75点真实伤害。尽管在最佳情况下它能秒杀许多部队,但作为一个会消耗你的回合且不提供魔法值的法术,其伤害输出并不理想。 约顿(Jotnar)的主要用途在于其独特特性:每次匹配4个或更多宝石时,为随机友方单位提供一个屏障。这种保护效果极其强大,激活难度不高,除了燃烧等状态效果外,能可靠地为你提供保护。它甚至还能与约顿的法术产生协同作用!这个特性相当强大,也是约顿巨人值得使用的原因。 约顿巨人能提供出色的支援和保护,但受限于其法术相对较弱。它虽然能消灭敌人,但需要进行部署,并且会限制你的队伍组合(而贪食巨兽无需一整队带屏障的巨人就能消灭部队!)。不过,巨人最终成为了一种极具协同效应的部队类型:约顿风暴之盾和火焰巨人有助于维持4个或更多宝石匹配的无限循环(这正是约顿巨人所喜欢的!),英雄职业能为所有巨人提供50%的初始魔力,同时,它本身也是游戏中最强大的职业,而辛德拉·霜冠可以提升友军的韧性,同时确保敌人无法利用你创造的宝石。它还能提升法术强度,这对约顿巨人尤为重要,因为约顿巨人造成的是真实伤害而非普通伤害。 我为约顿巨人精心搭配的队伍以巨人为核心: - 流星旗帜(+2红色/+1棕色/-1紫色) - 火焰增幅器(泰坦) - 火 mantle 领主 - 约顿风暴之盾 - 希尔德拉·霜冠 这是一个循环队伍,充分利用了约顿风暴之盾的各个方面。这里必须有泰坦英雄职业以实现快速启动,棕色符文匹配时获得屏障,以及闪电打击来辅助循环。火焰增幅器是核心武器,因为它生成的红色宝石能轻松形成4个或更多的宝石匹配,并为领主或约顿巨人充能。领主也很出色,它使用火焰增幅器和自身生成的红色宝石,并生成红色和黄色宝石,供火焰增幅器、领主和约顿巨人使用。当你进行多次循环并为几名盟友施加屏障后,结束回合时施放约顿巨人来消灭敌人的风险会大大降低。在整个循环过程中,希尔德拉会提升你盟友的坚韧值(以及法术强度!)。如果你将希尔德拉作为最后的手段施放,她可以冻结三名敌人,避免你因宝石生成器“失效”而让对手获得多个额外回合的风险。 腓尼基

来自晴日峰的红/绿/黄元素/斯特莱克斯 自从“学识守护者”版本发布后,神话部队不再提供背景故事。不过我还是链接了菲妮西娅的发布帖子。 特性评分:1 菲妮西娅的故事是一段从荣耀跌落的悲情经历。当它的属性数据首次在游戏文件中被发现时,看到的人都感到兴奋。数据不会说谎;当时有理由期待它在不借助“精灵之火”的情况下,单次施法就能对所有部队造成超过100点伤害!这确实需要大量的辅助才能实现,但它绝对能在这份榜单上排到A tier。遗憾的是,这些数据被悄悄修改了,在这支部队甚至还未发布前就折断了它的翅膀。 菲妮西娅的技能本可以决定它的评级。消耗24点魔法值,对所有敌人造成(魔法值+1+燃烧敌人数量+红色宝石数量)的伤害,若存在活跃的【火焰风暴】则伤害翻倍。在一个配置合理的棋盘(12颗红色宝石)且所有敌人都处于燃烧状态(4个)的情况下,你会造成约33点伤害,若存在【火焰风暴】则为66点。尽管这个伤害数值尚可,但大多数部队的生命值远高于此,即便你用【贪食巨兽】剥离了它们的护甲,而且使用这个法术需要你在棋盘上有大量红色宝石时放弃回合,这简直是在引【 Yao Guai】来横扫你。或许在其他游戏环境中可行,但在当前环境下不行。 此前,【腓尼基】的法术有2倍的加成系数和8点基础魔法值,这意味着在平均棋盘(4个燃烧敌人,12颗红色宝石)的情况下,能造成53点范围伤害,若存在【火焰风暴】则为106点。如果事先剥离了敌人的护甲,这本足以消灭所有对手,再配合【精灵之火】,你甚至可能一击秒杀大多数敌人!这本配得上它的神话品质。遗憾的是,事实并非如此。 腓尼基的特性简直就是垃圾。它只有50%的几率使敌人燃烧,而且由于它在回合开始时触发,且不计算额外回合,需要好几回合才能触发足够多次数,更不用说它可能会对同一个部队触发两次,或者对无法被燃烧的部队触发,又或者燃烧效果会消失。如果你想要燃烧效果,还是找个更好的来源吧(咳咳,因弗努斯咳咳)。即便是死神的特性,在伤害输出方面都比它强,这话说出来可不容易!总的来说,腓尼基需要投入大量资源,但却无法造成与之匹配的可观伤害。如果你确实获得了腓尼基,并且想充分发挥其作用,你需要尽可能增加棋盘上的红宝石数量,确保火风暴持续存在,或许还可以尝试获得一个燃烧来源。太阳矛英雄职业在每个回合开始时都会生成一个火风暴,这不仅能增加红宝石的数量,还能使法术伤害翻倍;它还拥有多种实用技能,比如黎明使者、碎山者和火焰增幅器。地狱炎魔可以提供火风暴和稳定的燃烧来源,其法术还能带来出色的法力生成和伤害。地狱猫、放债人、火焰巨魔和大班都是能够产出大量红宝石的变形者,而炼金术士能与地狱猫和放债人形成良好的循环。 我为这个队伍精心挑选的组合如下: 【 crypt banner】(+2红宝石/+1紫宝石/-1绿宝石) 【flammifier】(泰坦/太阳矛) 泰坦尼亚女王 腓尼基 大班 【flammifier】和大班能提供大量红宝石来启动整个流程。如果你的英雄职业是太阳矛,就能稳定获得火焰风暴;而泰坦职业则能在匹配棕色宝石时提供屏障,在匹配4个或更多宝石时产生爆炸,从其他方面提供帮助。泰坦尼亚女王能提供精灵之火来提升法术伤害,既能削弱敌方部队以造成高额伤害,也能在敌方虚弱时将其清除,而且那免费的额外回合也不容错过!斯卡蒂

蓝/紫/黄 神圣/精类 - 来自冰峰 尽管身形娇小,冬至女王斯卡蒂却是克里斯塔拉最古老且强大的生物之一。许多人认为她曾是阿努的仆人,阿努赋予她创造寒冷北方大地的使命,而她对这份工作爱得深沉,选择永远留在那里。也有传说称她是冬日宫廷的首位精类,而梅布女王是她的直系后裔。 特性等级:3 斯卡蒂是“公会战争蓝色神话生物”三巨头之一。它们是高度特化的部队,依赖队伍中的蓝色部队,能提供有用的状态效果或增益。斯卡蒂能为队伍带来诸多强大增益:它能提供控制、干扰、增强魔力生成,并且在你需要时还能召唤单位。当尝试组建4x蓝色队伍并取得良好效果时,我建议在队伍中配置此部队、阿努冠军或水精中的至少一个。 斯卡蒂的技能消耗20点 mana,效果为冻结前两个敌人,对其造成(魔法值+已收集 mana)的伤害,然后将他们推至后排。此外,如果队伍有空位,将召唤传奇部队仙后麦布。这是一个非常有用的技能,提供了强大的实用性和干扰能力;冻结敌人会限制他们通过匹配或施法获得额外回合的次数,而将敌人推至后排则会打乱他们的 mana 积累。想想看,通常在组建队伍时,你会倾向于将 mana 生成部队放在前排以便快速充能,然后将高伤害部队放在他们后面。斯卡蒂会将对方的大型威胁置于前排,让你可以直接攻击它们,同时将对方的法力生成单位放在后排,使其无法获取法力。这也是游戏中协同性最强且最实用的召唤之一;梅布的特性提供了强大的冻结效果,可补充斯卡蒂的冻结能力,梅布的技能还能造成额外的法力燃烧,同时在棋盘上有大量蓝宝石时(通过额外回合)还能获得增益。总的来说,这是一个非常出色的技能,尤其当你处于劣势并需要逆转局势时。 斯卡蒂的独特特性是在每个回合开始时引发冰暴。这也是它主要在蓝色公会战日使用的原因;它能通过稳定增加掉落的蓝宝石数量,为队伍中的其他部队持续提供法力。斯卡蒂终究在常规PVP中速度不够快,但它确实强大且可靠。如果你在想“这是公会战,我的队伍需要4个蓝色部队,我要确保所有部队都能获得 mana(魔法值),并让对手陷入最糟糕的状态”,那么将它加入队伍是个不错的选择,而这正是斯卡蒂擅长填补的绝佳 niche(特定定位)。 我为斯卡蒂精心搭配的队伍带有一些娱乐性质,是一支三神话蓝色日间队伍! 冰霜旗帜(+2蓝色/+1紫色/-1红色) 阿祖拉 阿努的勇士 水精灵 斯卡蒂 这个队伍特别适合对抗防御性水精灵队伍;如果无法战胜它们,那就加入它们!阿祖拉与斯卡蒂的组合意味着蓝色魔法值会源源不断,这是你填充其他部队魔法值所必需的。阿努能对选定目标施加沉默、眩晕和法力吸取效果,这对那些拥有烦人的特性和法术的高费传说单位尤其有效(咳咳,水精灵,咳咳,哇,我得去看医生了,这咳嗽太严重了!)。水精灵能对蓝色敌人施加沉默(如果运气好的话,会影响整个敌方队伍!),还能为全队提供潜水效果,大幅降低像克里斯泰纳克斯这类敌人造成的伤害。斯卡蒂能施加冰冻、法力燃烧(造成相当可观的伤害),并能召唤单位以在部队阵亡时帮助恢复。 如前所述,这个队伍特别适合对抗水精灵。阿努的眩晕可以阻止魔力护盾保护水之精灵免受斯卡蒂的魔力燃烧伤害,斯卡蒂的冰冻可以减缓敌方队伍速度,阿努的魔力汲取能阻止敌人施法,阿努和水之精灵的沉默则能防止敌人施法或获取魔力。这一点至关重要,因为如果水之精灵施法,你基本就输了,因为所有友军都会被沉默!如果你想最大限度提高你的4蓝队胜率,这是个值得尝试的好选择! 如果你在寻找一支不是特别昂贵的队伍,可以试试阿祖拉/帝王霍尔瓦什/克里斯泰纳克斯/斯卡蒂。我没有在这里详细介绍,是因为我已经介绍过非常类似的水之精灵队和阿努冠军队,实际上,这三者中的任何一个都可以加入,组成一支有效的蓝队。 石锤

蓝/棕/黄 神圣矮人/卡兹伊尔矮人 在卡兹多林峰之战中,当整个氏族惨遭屠戮,他血战到底,直至最后一名兽人倒地才罢休。 在深谷矮人锻造厂大爆炸中,他拒绝被烈焰吞噬、被岩石压垮,从瓦砾堆中艰难爬出。 当卡拉克·卡兹伊尔之王的任期结束时,他拒绝躺上灵柩去见先祖。 最终,当死神前来索命,他狠狠一脚踢中死神要害,扬长而去。 据说,他曾在遥远的北方用两根冰柱摩擦生火。 据说,一条沙蛇曾咬了他的腿,五天后,在经历了剧痛折磨后,那条蛇死了。 还据说,他曾用15秒就煮好了一分钟速食面。特性等级:4 小心你的速食面,石锤来了!最近的增强确实提升了这个部队。尽管该部队的特性仍然要求你将其放在前排,限制了许多颜色搭配,但技能已得到大幅改进,不过并非万无一失。 石锤消耗24点 mana,生成22颗红色和棕色宝石的混合,使所有敌人眩晕并燃烧,并为自身赋予(魔法+1)生命值。这比4.3.0更新前生成的15颗宝石有所增加;平均而言,每种宝石约有11颗,但由于是随机生成,你可能会得到更多其中一种。由于这种 mana 生成存在随机因素,它通常能为你提供一些 mana,但偶尔也会为对手创造4个或更多宝石的匹配机会。灼烧通常影响不大,其提供的生命恢复量最多只能算是附加效果,不过眩晕是个不错的额外效果(尽管它已不再是获取眩晕的最高效途径)。 石锤的独特特性可减少80%受到的头骨伤害。这意味着需要五倍的头骨伤害才能击败石锤,这使得它在高难度游戏模式中非常有用,比如地下洞穴和末日之塔。在这些模式的最高等级中,一个不小心的头骨就可能摧毁一个甚至两个部队,但石锤不会! 石锤的定位有些尴尬:你希望它在前线为你承受头骨伤害,但它的技能会阻挡三种颜色的魔法,而且技能本身大多没什么帮助。大多数时候,我会用泰坦英雄来完成原本需要石锤做的事情。石锤精心挑选的这支队伍适用于高难度棕色深渊: 熊之旗帜(+2棕色/+1红色/-1紫色) 石锤 厄运之棒 血锤之王 末日利爪 这是一支以头骨伤害为核心的队伍。厄运之棒和血锤之王有助于生成末日头骨,而石锤的特性可防止对手利用这些头骨反击你。末日利爪持续的狂怒效果能提升伤害,阻止敌方特性妨碍我方的头骨伤害,偶尔还能触发吞噬效果。当你的队伍形成4个或更多宝石匹配,或者你确定它们造成的伤害能赢得对战时,尝试施放厄运之棒或血锤之王的技能。

绿色/紫色/红色 神圣/精怪 来自光明森林 苏娜女王领导光明森林夏日宫廷的精怪们已有漫长岁月,人类的有记载历史甚至无法追溯到她登基之时。毫无疑问,若不是千年前残酷的蝎帝斯科尔皮乌斯统治下的阿尔-马拉吉帝国入侵,她如今仍会在那里…… 特性等级:3 苏娜能够造成相当高的伤害,同时还能提升自身的耐久度,并通过其特性为自身伤害提供支援。不过总体而言,它需要一些时间才能启动,而其他部队能够更快地摧毁目标,这使得它在当前的游戏环境中显得有些缓慢。苏娜的法术消耗20点法力,对两名最弱的敌人造成(魔法值+3)点真实伤害,获得等同于所造成伤害的生命值(即生命偷取),然后从两名最强的敌人身上各窃取8点魔法值。这个法术虽然初始伤害较低,但滚雪球效果很好;在获得所有王国加成后,它的基础真实伤害为22点,每次施法后还会增加16点。第二次施法时伤害达到38点;两次施法后,总共已造成60点真实伤害,此时很可能已有两名部队死亡,另外两名的法术强度也大幅降低。这还没算上精灵之火的效果! 太阳之火是一个协同性极强的独特特性。每次匹配红色宝石时,它会对随机一名敌人施加精灵之火。虽然这更像是一种传说级别的能力(泰坦尼亚女王和银尾狐都有类似的能力),但稳定的【精灵之火】来源绝对不容小觑,而且用红宝石很容易形成循环(我们将在下面的队伍中看到)。 总的来说,苏娜是一个相当不错的伤害输出者,不仅通过其技能,还通过其特性不断提升自身伤害。虽然不是最强的伤害输出者(更高阶的部队占据这一宝座),但肯定是可用的。 我精心搭配的队伍是: 【流星旗帜】(+2红色/+1棕色/-1紫色) 【火焰增幅器】(泰坦) 【妖怪】 【苏娜】 【大班】 这基本上是一个标准的妖怪队伍,但由苏娜代替泰坦尼亚女王的位置。火焰增幅器和大班协同工作,提供极快的启动速度,目标是充能并释放妖怪的技能。当她们这样做时,会产生红色魔法值,这些魔法值会对敌人施加【精灵之火】效果,并且会从瑶溢出到砂。如果你想尝试没有砂的队伍,更常见的变种是在这个位置使用【妖精女王泰坦妮亚】作为【精灵之火】的来源。水精灵

蓝/绿/红 神圣/人鱼族(来自海底王国梅兰蒂斯) 水精灵是西海的半神,海神塞多尼斯之子。他受到海底王国梅兰蒂斯人鱼族的崇拜,尽管他主要居住在另一个存在位面,但他密切关注着海洋以及向他进贡的人们;甚至许多黑鹰海盗都坚定不移地相信水精灵能保佑他们平安航行。 特质等级:3 水精灵是“公会战争蓝色神话级部队”三巨头之一。它们是非常专注的部队,依赖队伍中的蓝色部队来提供有用的状态效果或增益。水精灵的不同之处在于,其效用仅限于敌方队伍主要由蓝色部队组成时。在防守时面对它,如果你没有准备,它会是一个非常难缠的敌人。我建议在使用4x蓝色队伍时,带上这个、阿努冠军或斯卡蒂中的一个。 水精的法术消耗20点 mana,对一个敌人及其下方的敌人(如果有的话)造成(魔法值 + 3 + 8 x 人鱼盟友数量 + 8 x 已潜水盟友数量)的伤害。它还会使蓝色盟友潜水,并沉默蓝色敌人。伤害本身不是很有用,但其副作用非常重要;沉默效果可能比较小众,但在面对以蓝色部队为主的队伍,或者包含你想要沉默的蓝色部队(比如敌方水精!)时非常好用。潜水效果对于降低敌人的伤害输出也很有用。如果你足够幸运遇到四蓝队伍,或者不幸以四蓝队伍面对这种情况(通常在公会战周至少会遇到一次),全队沉默基本上可以让敌方全队在数回合内无法行动,这在游戏中是相当长的时间。最终,当你能确保敌人有四个蓝色部队,且局势紧张、回合至关重要时,这个法术就很有用;再说一次,这听起来就像公会战当天的情况!总的来说,它是蓝色日防守的绝佳核心。 水精的特性也相当烦人。它会在回合开始时潜没!这会对任何攻击全体敌人的技能造成很大干扰。不过不要忽视第二个特性:它提供对法力燃烧和法力吸取的免疫!虽然这对先施加眩晕效果的霍瓦什皇帝或阿努冠军无效,但它能为你提供额外保护,抵御诸如灵能者和麦布女王这类烦人的部队。 水精的用途最终非常小众;我每月只用一次,但当我使用它时,它能提供强大的控制效果。如果它成功施法,对手的日子可就不好过了。 我精心搭配的队伍是我的蓝队防御阵容: 冰霜旗帜(+2蓝色/+1紫色/-1红色) 阿祖拉 霍瓦什皇帝 水精 麦布女王 这是一支极具控制性的防御队伍。它通过水精提供潜行效果,通过阿祖拉提供驱散和魔力生成,通过霍瓦什皇帝提供眩晕和魔力吸取,通过麦布女王提供冻结效果。如果水精成功施法且对手未能迅速净化,这支队伍将极难被击败。俄耳甫斯之声

紫/红/黄 神圣/人类 来自莱昂尼斯帝国 当俄耳甫斯需要紧急与他的女祭司们交谈时,他没有时间等待一群会唱歌的带翼狮蝎弄清楚发生了什么并为此歌唱……他会派遣一名使者——俄耳甫斯之音。这种神圣生物以美丽人类的形象出现,其声音极为悦耳动听,除虔诚者外,所有人都会立即被迷住。 特性等级:5 俄耳甫斯之音是一种出色的辅助部队,其特性几乎能完全保护部队免受状态效果影响。如果你发现自己正被状态效果击败,或者需要确保在公会战争战斗中状态效果不会造成麻烦,就将它放在队伍后排吧。不过除此之外,我认为它并不是特别有用。 俄耳甫斯之音的技能消耗22点法力,对单个目标造成(8+魔法值+友方法力值)的伤害。随后净化所有友方单位,并为除自身外的所有友方单位恢复5点法力。这个技能很少值得使用;充其量,它只在清理那些几乎已经濒死的部队时有点用。它对法力生成没有帮助,因为使用它会让你失去当前回合,但如果你真的非常需要那个净化效果的话…… 俄耳甫斯之音的特性无疑是它最出色的部分。【不屈】是一个巨大的优势,也是游戏中最强大的特性之一,能免疫除诅咒外的所有状态效果。它的独特特性【柔板】会在匹配到黄色符石时净化所有友方单位。这能应对对手可能施加的所有效果,从冰冻、晕眩到缠绕和蛛网。作为游戏中最可靠的净化来源,它是个很棒的资源。 尽管俄耳甫斯之音的技能实用性有限,但它独特的特性提供了强大的辅助能力,能让你轻松移除任何负面状态效果。我建议将俄耳甫斯之音放在队伍后排,这样它不会阻挡法力,同时能充分发挥其特性的作用(还能防止像海怪这类攻击后排的部队使用吞噬技能!)。 我为俄耳甫斯之音精心搭配的队伍是: 【 crypt banner 】(+2红/+1紫/-1绿) 【神圣伊什巴啦】 【因弗努斯】 【苏娜】 【俄耳甫斯之音】 这是一支神圣队伍,但和你习惯的不太一样!你拥有典型的伊什巴力之力-地狱火组合,但你还有苏娜,她能提供精灵之火来提升地狱火和苏娜自身造成的伤害。后排还有俄耳甫斯之音,通过持续的净化效果提供支援,阻止敌方部队使用雅丝敏的选民技能。

棕/绿/紫 神圣/精类 - 来自荆棘森林 当克里斯塔拉的森林面临严峻威胁时,生命与自然的女神雅丝敏会用一种独特的方式守护它们。她会选择森林深处最古老的树木之一,“剥离”自己一小部分灵魂并注入树中。树木将获得生命,通常会化身为雅丝敏本人的形态,并运用神赐之力用藤蔓缠绕所有敌人并给予重击。 特性等级:4 雅丝敏的选民主要是一个无限循环型部队。它有时不太稳定,但一旦生效,就能造成散射伤害,同时持续生成魔法值以获得额外回合甚至再次施法。雅丝敏的选民的技能消耗21点魔法值,造成(魔法值+10+10×被缠绕敌人数量)的散射伤害,随后生成10颗绿宝石。该散射伤害(受王国加成影响,范围在22至62之间)使其擅长清理低生命值敌人,同时生成的宝石可用于获得额外回合、为友军充能,运气好的话甚至能再次施放技能。 雅丝敏的选民的独特特性【野生藤蔓】会在绿宝石消除时随机缠绕一名敌人。尽管缠绕非首个敌人的部队不一定有用,但每缠绕一个部队就能使雅丝敏的伤害提升10点,从而增强雅丝敏的循环能力。击杀敌方部队所需的循环次数越少,因雅丝敏生成宝石失败而错失额外回合的几率就越低。总体而言,雅丝敏在所有敌人被缠绕的情况下平均可造成约60点散射伤害。尽管这比太阳鸟等较简单的部队要低,但雅丝敏通过生成绿宝石来尝试再次施法弥补了这一点。这使得它与能够利用或保证绿色循环的部队搭配时非常有用。任何能提升绿魔法值获取的部队,例如黑暗少女或奥罗拉女王,都将有助于增加魔法值收入,以补充雅丝敏的魔法值。像织网者这样同样能进行绿色循环的部队也会非常有用。我精心组建的队伍实际上是基于Tacet长期使用的绿色公会战队伍: 【奥库伦旗帜】(+2绿色/+1蓝色/-1棕色) 【织网者】 【亚丝敏的选民】 【黑暗少女】 【奥罗拉女王】 这是一支极其注重循环的队伍;如果面对的是有冻结能力的队伍,你可能需要进行调整。织网者和亚丝敏的选民都会生成绿色宝石,彼此相互充能以造成更多伤害并生成更多宝石。奥罗拉女王在后排,吸收多余的 mana 来保护盟友,并利用其特性尝试最大化绿色 mana 获取。黑暗少女拥有自然链接,并且是能将黄色转化为所需颜色的变形者,以进一步增加绿色生成。最终,旗帜结合链接特性,每次绿色三消可提供7点绿色 mana,这还不包括 mana 激增!所有这些对绿色的关注都是为了确保雅丝敏和织网者能够持续循环。 ===C级=== 这些神话部队根本没什么用。这些部队会让你希望它们能好好发挥作用;但它们最终并没有,只是好到让你觉得“嘿,如果我把整个队伍都投入进去,说不定能让这东西发挥作用”,直到你失败后才意识到那只是浪费时间。 阿比尼西亚

来自枯萎之地的蓝/紫/黄恶魔 几个世纪以来,人们一直认为,地狱之王是出于自己的意愿进入克里斯塔拉的,他本身就是一位伟大的领袖,旨在征服世界。然而,最近观察到世界之间的裂隙出现了巨大的扰动,通过这个裂隙,枯萎之地真正的领袖——恶魔女王阿比尼西亚降临了。看来,地狱之王不过是她的仆人,她可以随心所欲地召唤他,还能强化任何被召唤到她身边的恶魔盟友。向她的力量低头吧! 特性等级:1 阿比尼西亚属于那种在本职工作上表现并不比其他部队出色的兵种。它的定位是后排支援型部队(类似被附身的国王和奥罗拉女王),旨在通过其技能和特性提供持续增益。然而,该技能的法力消耗高于其他更可靠的爆发型部队,其召唤物也无法弥补这一缺陷。 阿比尼西亚的技能消耗22点法力,可引爆所选颜色的所有宝石,并召唤一个地狱之王。地狱之王的等级取决于阿比尼西亚的魔法值或你已有的地狱之王等级中的较低值,因此在使用阿比尼西亚前务必获取并升级地狱之王。地狱之王作为召唤物不算太差,但这仍无法弥补阿比尼西亚较高的法力消耗,尤其是与其他爆发型部队相比时。 阿比尼西亚的独特特性是在每回合开始时,为所有友方恶魔增加1点攻击和生命。由于该特性的触发条件是回合数而非4个或更多宝石的匹配,因此在战斗过程中其效果影响微乎其微。就算这个特性能帮你抵挡一次攻击都算运气好!根本不值40多块特性石的花费。 阿比尼西亚再次沦为那种在各方面都比不上同类部队的存在。它的召唤能力还算不错,但其他部队(比如蛛织者)不仅能召唤出同样强力的部队,还拥有更优秀的技能。说到技能,与拉格纳戈德、阿祖拉、小妖精或碎山者等更出色的爆发型部队相比,阿比尼西亚的技能在法力生成方面消耗过高。如果你不需要额外的部队,那么阿比尼西亚的技能就是在浪费法力。如果你正在寻找一个支援部队来填补最后一个位置,我会推荐具有持久且强大特性的部队,比如奥罗拉女王或被附身的国王。 我为阿比尼西亚精心搭配的队伍如下: 灯笼旗帜(+2黄色/+1红色/-1绿色) 格莱西昂 神圣伊什巴啦 因弗努斯 阿比尼西亚 这里的策略是主要使用因弗努斯来生成魔法值并造成伤害,同时结合格莱西昂和伊什巴啦来制造头骨和末日头骨消除。任何溢出的魔法值都会进入阿比尼西亚(由于格莱西昂和伊什巴啦都会产生阿比尼西亚可以使用的魔法值,所以会有很多),阿比尼西亚的爆发会为其他部队创造魔法值。如果格莱西昂不幸死亡,地狱之王是很好的替代品,它也能制造更多头骨并为因弗努斯创造魔法值。 死亡

Blue/Purple/Red Undead/Daemon from Apocalypse From the mysterious hidden kingdom, Apocalypse, the last rider has appeared. Death is most feared of all the horseman, for once he has placed his mark upon you, your soul belongs to him!ˢᵒᵘʳᶜᵉ[community.gemsofwar.com] Trait Scale: 1 Death is interesting in that it fills no niche. I think it's still probably the most consistent source of Death Mark in the game, but there are Troops that use Death Mark to much better upsides, and why rely on the random chance of Death Mark when you can just deal damage? Death's spell, for 24 Mana, Death Marks all enemies, then deals (Magic + 15 + (Death's Life / 3)) to all enemies. So that's... less Damage than Sunbird does. For twice as much mana. And if you want a way to Death Mark enemies, you could use the Death Knight hero class, or the Doom Troops (although they only have a percentage chance to apply it). So yeah, not a very useful spell. So, let's move on to the Traits then, maybe its unique Trait can redeem it? Nope, steal 2 Life at the start of the turn. That's it. In modern matches where one game was so important, this is insignificant. Maybe at best it cleans up one Troop you could have killed next turn anyway. I don't even see how this Trait could be useful even in the era when it came out? Overall, I don't fear the Reaper at all, it's rarely capable of doing any harm. I might try this curated team though, just for fun. Thanks to NecroDancer for this one: Abyssal Banner (+2 Purple, +1 Red, -1 Yellow) Wall of Bones Grave Seer Death Widow QueenGrave Seer kicks off the Mana generation with an empowerered conversion, while Wall of Bones provides continued boosts of toughness and mana. Widow Queen provides Web, reducing the enemy's spell power. It can also sacrifice an Ally to deal Damage to enemies. Death itself has a spell that provides Death Mark and scatter damage. Draakulis Blue/Green/Red Undead from Ghulvania As the famous bards Goblin & Sullivan once wrote: When I sally forth to seek my prey I help myself in an Undead way. I bite a few more necks, it’s true, Than a well-bred monarch ought to do; But many a king on a first-class throne, If he wants to call his crown his own, Must manage somehow to get through More dirty work than ever I do, For I am a Vampire King! And it is, it is, a glorious thing, to be a Vampire King. ˢᵒᵘʳᶜᵉ[community.gemsofwar.com] Trait Scale: 1 Draakulis is could be good if you get the Magic for it, but it simply is less powerful than other Mythics. Keep in mind it was one of the very first Mythics added to the game, and thus power creep has made it obsoleted. As it is, there are way more Troops that need much less support to work, and can do much more with the support that you would need just to make Draakulis functional. Draakulis spell, for 20 Mana, deals (Magic + 5) True Damage to all enemies; Draakulis then gains Life equal to the Damage dealt (this is phrased as Steal Life). This can be boosted with Magic buffs and Faerie Fire, but the ultimate problem is that there are simply better Mythic Damage Troops, like Elemaugrim, Infernus, or Worldbreaker, and Draakulis has fallen behind in output. In particular, Suna does the same thing, has a built-in source of Faerie Fire, and does more Damage each time you cast without requiring another Troop to buff. Draakulis' Trait provides 8 Life when it deals Skull damage. This is a difficult qualification to meet; it requires placing Draakulis at the front of the team, which not only makes it vulnerable to Enemy Skull matches, but also means that your first Troop is blocking three colors! Overall it's not worth trying to exploit this Trait at all; if you want a frontline tank, try Gorgotha or the Titan hero class. Draakulis was originally a great variant of Crimson Bat with high Damage potential, but newer mythics have pushed it down to lower viability. If you want to make it work, try using it with Damage boosters and Troops that increase Magic like Glitterclaw, Diviner, and Humility. My curated team is: Talon Banner (+2 Yellow/+1 Green/-1 Blue) Humility Humility Draakulis Moon RabbitUse Moon Rabbit to quickly power up Humility. Use the Humilities to pump up Draakulis' Magic stat, and to create Mana, then cast Draakulis once it gets Mana. One lucky cast of Humility can boost Draakulis' AoE Damage by 20 or more, and if Humility takes damage, that also boosts Draakulis' damage. This team previously used Mercy, but I switched to Moon Rabbit because I prefer the Life buff for the Humilities on top of the Blessing to help protect the first Humility from harmful status effects. Euryali

蓝/绿/黄 神圣/娜迦(出自鳞雾) 许多世纪以前,一个特殊的娜迦孩子孵化了。她像她的母亲一样,半蛇半人形,但她拥有一对极其奇妙的翅膀。人们普遍认为(尽管从未得到证实),她的父亲是海神温蒂妮。 特质等级:5 欧律阿勒顶多提供一些次要的辅助作用。它的真实伤害平平,代价却高得离谱,召唤能力更是垃圾级别。它唯一的可取之处是其独特特质是游戏中最可靠的中毒来源,如果没有这一点……哦对了,她非常性感,10/10,我愿意让她踩我。或者对蛇女来说类似的事情。欧律阿勒的法术消耗22点法力,对所有敌人造成(魔法值+1+(2×娜迦盟友数量)+(2×亡灵盟友数量))点真实伤害,随后召唤一只骨娜迦。由于欧律阿勒自身就是娜迦,因此该法术通常能造成(8+1+12+2)=23点真实伤害。这比 Crimson Bat 多消耗7点法力,却有着相同的效果,还额外附带一个召唤物?如果场上有空位,这个召唤物会有些用处(因为它能使法术伤害提高4点),但拜托,这可是一张超稀有卡牌?你可是神话级卡牌啊,宝贝,目前有三张能够召唤传说级单位的神话级卡牌,而且它们都非常强力!如果能新增一个传说级单位【亡灵娜迦】,并增强欧律阿勒使其召唤该单位,那么它的出场率将会大幅提升。 欧律阿勒的独特特性是:当匹配4个或更多宝石时,使所有敌人中毒。虽然这个技能造成的伤害不高,但这很可能是欧律阿勒的主要实用价值所在;你或许会将这个部队与其他能从中毒效果中获益的部队搭配使用(例如:天蝎座!)。 与欧律阿勒搭配的最佳选择是需要中毒效果的部队(咳咳,天蝎座,咳咳)。对了,你知道谁能治疗咳嗽吗?马格纳斯博士,他的范围伤害会因中毒效果而提升。你也可以使用能制造精灵之火或提升魔法的部队来增加欧律阿勒的伤害输出(泰坦尼亚女王和占卜师分别能做到这些)。 我为欧律阿勒精心搭配的队伍是: 萨鲁斯旗帜(+2红色/+1蓝色/-1棕色) 首席巨龙 马拉利斯 欧律阿勒 大班 这个队伍以娜迦为核心,通过提升比例来增加欧律阿勒的伤害。大班能快速开启战斗。首领达贡和马拉利斯在施放时都会提供额外法力值,多次施放它们有助于强化欧律阿勒。在此处,你的目标是要么用首领达贡的高攻击力击杀敌人,要么用欧律阿勒的真实伤害击杀敌人。 堕落的瓦尔迪斯

蓝/棕/紫 亡灵/神秘系 来自Dhrak-Zum 自“学识守护者”版本发布后,神话兵种不再提供背景故事。此处仍附上“堕落瓦尔迪斯”的发布帖链接。 特性评分:3 “堕落瓦尔迪斯”的设计初衷显然是为了 counter 4倍神圣属性的主流队伍,但它发布时神圣属性队伍已逐渐退出主流,因此“堕落瓦尔迪斯”很快失宠(双关语)。甚至其特性也被“瘟疫领主”英雄职业所取代,后者具有更多实用功能和灵活性。 “堕落瓦尔迪斯”的技能消耗24点 mana,对所有敌人造成(魔法值 + 7)点伤害,引爆(3 + 神圣属性敌人数量)个末日头骨,并沉默所有神圣属性单位。乍一看,这些技能组合显得有些奇怪,直到你意识到这个部队的设计初衷就是为了克制【神圣】属性部队。就部队而言,它的范围伤害只能算中等,不算太差,而其【沉默】效果则非常有用,因为它能影响到许多强大的【神话】级部队。不过,【爆炸】效果的适用范围非常有限,因为除非是【厄运头骨】队伍,否则战场上出现3个【厄运头骨】的几率都微乎其微,更不用说7个了。 【堕落瓦尔迪斯】的特性设定很有意思。【黑暗死亡】(敌人死亡时召唤一场【黑暗风暴】)相当实用,能让你在敌人死亡后轻松触发连招,类似于【地狱火】的效果。瓦尔迪斯的独特特性【冷酷诅咒】,会在匹配到紫色符文时使随机一名敌人感染【疾病】,在效果被驱散前,该敌人从符文匹配中获得的 mana 减半。虽然这是一项有用的能力,且应用方法相对稳定,但它被更为实用的【瘟疫领主】职业所超越。只需冠军等级10级和三个特性,【瘟疫领主】不仅能在匹配4个或更多宝石时施加疾病效果,还能在匹配绿色宝石时施加该效果。再加上【瘟疫领主】拥有强大的【石系】天赋树、50%的初始法力值,并且可以使用任何可用武器,【堕落瓦尔迪斯】在辅助领域完全被【瘟疫领主】比了下去。不过,这个特性并非毫无用处,尤其是在以紫色为主的队伍中。总的来说,我不会指望堕落瓦尔迪斯独自摧毁敌方队伍,但她会成为一个有趣的辅助部队,适合放在以紫色 mana 为主的队伍的第四个位置,尤其是在神圣系是有用的防御队伍的情况下。这里有很多更好的辅助部队可以使用,但也有更差的。 这里有一个很酷的队伍,在公会战中使用 4 个紫色部队: 深渊旗帜(+2 紫色/+1 红色/-1 黄色) 地狱猫 地狱火 元素大师 堕落瓦尔迪斯 地狱猫是 mana 生成器,为地狱火和元素大师提供能量。一旦地狱火获得击杀,它将产生火焰风暴,但瓦尔迪斯会将其替换为紫色风暴。这意味着埃勒玛格林将能够充分发挥其循环能力,每次匹配到紫色元素都会削弱敌方队伍获取施放法术所需法力值的能力。瘟疫

来自天启的蓝/绿/紫恶魔/精怪 来自神秘的隐藏王国天启,又一位骑士出现了。瘟疫令所有凡人种族都极为恐惧,因为他不仅携带普通疾病,还会对所有看到他的人施加一种可怕的消耗性疾病,让他们慢慢衰弱直至死亡。 特性等级:3 瘟疫……很奇怪。他的有趣之处在于能缓慢削弱敌人的进攻能力,使其变得无法与你战斗,但这存在两个问题:首先,《宝石战争》奖励快速游戏,你需要尽快消灭敌方队伍,这样既能快速进入下一场战斗获取更多奖励,也能在公会战争中实实在在地获得积分!其次,其他队伍的速度会比你快得多,即便你决定放慢节奏,也无法在他们消灭你之前削弱他们!这在游戏的旧版本中或许很酷,但现在已经不是了。 瘟疫法术相当有趣:消耗22点法力,可使目标中毒并感染疾病(后者会使通过匹配宝石获得的法力减半),同时随机降低一项技能(数值为魔法值+2)。对每个敌人降低的技能可能不同:你可以降低生命或护甲,这本质上相当于造成伤害或真实伤害,但几乎不足以击杀目标。而另一半情况下,你会影响部队的进攻能力,最终他们的攻击和魔法值会降至零!毒素效果并不显著,但疾病导致的 mana 恢复减少意味着你比对手更容易施放法术,最终他们的刀刃会变得和那些敲击时会发出 squeaky 声的橡胶玩具锤差不多!到那时,胜利只是时间问题……没错,总体来说,在这款进攻节奏过慢的游戏里就是这样。 瘟疫的特性与其法术具有协同效应,这点值得肯定。每达成 4 个或更多宝石的匹配,所有敌人的一项随机技能就会降低 3 点;如果降低的是生命或护甲,那几乎等于没发生什么,但由于大多数部队通常只有约 20 点魔法值和 35 - 40 点攻击力,每次降低这些属性都会提升你的生存能力。 我不知道该如何调整瘟疫才能让它变得更好。感觉它似乎填补了游戏其他部分不鼓励的一个小众定位?我不太确定,它的防守能力相当不错,或许这就足够了。 以下是一个可以用瘟疫组建的慢节奏防守队伍,可能会让对手感到沮丧: 三叉戟旗帜(+2蓝色/+1绿色/-1黄色) 谦逊 安娜瑞尔女士 贝希摩斯 瘟疫 我实际上在防守时见过这个队伍,如果你在对抗它时不知道该怎么做,会非常棘手。它的策略是变得异常肉盾,让你根本无法击杀他们。首先,如果你对“谦卑”造成大量碎片伤害,会提升全体成员的魔法属性。当你实际释放“谦卑”时,它会为其他所有单位提供法力值,同时还会强化一项技能;这项技能很可能是韧性,但如果强化的是魔法,那么当“安娜瑞尔女士”释放技能为全体恢复40点生命并为自身获取更多法力值时,你将陷入困境。“巨兽”会在你的队伍每次达成4个或更多宝石匹配时恢复10点生命,包括由法力生成器产生的宝石匹配,并且它的技能还能提供少量伤害和法力生成。“瘟疫”在后方利用所有这些4个或更多的宝石匹配;每次匹配都会逐渐降低技能值,使你的部队变得越来越脆弱。一旦它真正施放,你会突然发现敌方部队比以往任何时候都更坚韧,而你的部队则失去了攻击和魔法能力!这是个有趣的队伍,但千万别成为它的目标。 罪恶女王

来自《马拉吉之罪》的棕/绿/黄恶魔/神秘生物 特性等级:3 这是我一眼就能确定定位的神话生物之一。一个造成中等伤害的法术,附带一个还不错的召唤物,还有一个需要扭曲队伍 composition 才能获得微弱收益的小众副作用?嗯,还是算了吧。 罪之女王的法术消耗24点法力,对前两个敌人造成(魔法+1)点真实伤害,然后随机召唤愤怒或欲望(各50%几率),接着为所有友方恶魔施加祝福。就召唤物而言不算太差,至少它们是传说级的(说的就是你,欧律阿勒),如果你处于劣势,它们会很有用。然而,考虑到罪之女王造成的伤害较低,我更希望用一个更好的神话生物来占据那个宝贵的队伍位置。就像蛛织者一样,它造成真实伤害,拥有更高的基础伤害,无需施法即可召唤,还有提供法力值和蛛网的潜力! 罪之女王的特性也没什么太大用处。随机失去技能点在某些情况下可能有点用,尤其是当魔法或攻击属性被影响时,而且触发机制在一定程度上是可重复的,但这并不理想,即便生效,要达成任何有用的效果也需要很长时间。 总的来说,罪之女王在游戏中毫无立足之地。它的特性微不足道,其技能也被其他更强大的技能和能力所取代。如果你想要祝福效果,可以试试麒麟或瓦尼亚·索姆恩;如果想要召唤单位,试试蛛织者;如果追求伤害,那就看看这份榜单的顶部吧!如果你打算在队伍中使用QoS,我会将其与其他优秀的恶魔搭配,比如被附身的国王、黑曜石、格莱西恩或愤怒。 这是我用于罪之女王的恶魔队伍,如果你确实想使用它: 杀戮者旗帜(+2棕色/+1紫色/-1黄色) 愤怒 格莱西恩 罪之女王 被附身的国王 查看恶魔列表时,我注意到很多颅骨 spam 队伍的组成部分。愤怒和TPK一起能产生大量爆炸,持续清场,直到你的某个变形者获得阵营。颅骨 spam 的一大弱点是状态效果,例如冻结会阻止额外回合并可能给对手留下一整块颅骨板,眩晕会 counter 爆炸效果,而缠绕的原因则显而易见。罪之女王是一位出色的辅助伙伴,她能让你的骷髅召唤者回归战场,并立即保护其免受有害效果影响!天依

神唐的蓝/红/黄野民/神秘生物 自“学识守护者”版本发布后,神话部队不再提供背景故事。不过我还是附上了天翊的发布帖子链接。 特性评分:2 在电子游戏的历史中,有过许多美猴王。它们大多强大、独特或实用。但天翊却不属于其中任何一种。它在任何方面都比不上其他部队。其他部队能造成更高伤害、以更低消耗造成眩晕、召唤更强部队,以及更有效地抵消敌方魔法。天翊就是“样样皆通,样样稀松”的典型代表。 天翊的技能消耗24点魔法值,造成(魔法值+5)的溅射伤害。如果天翊的攻击力高于目标,伤害翻倍,同时使所有被击中的敌人眩晕,并召唤1-3个猴子徒弟。当魔力值达到最大值时,总伤害为52点;若天翊的攻击力更高,则伤害为104点。你需要花费心思确保其攻击力更高,才能造成比地狱火和世界破坏者等无需任何操作就能造成同等伤害的部队更低的伤害!更重要的是,像霍瓦什皇帝和黑曜石等部队更容易施加眩晕效果,而且它们都无需施放技能!至于召唤物,猴子学徒作为部队还算可以;它能为天翊提供魔力,但除此之外并无太多作用。与其他召唤物相比,尤其是神话级别的召唤物(如织者的织网者,甚至阿比尼西亚的地狱之王),它相当平庸。 天翊唯一值得注意的特性是独特的猴子魔法,在你的回合开始时,它会从第一个敌人那里窃取1点魔力。如果你想提升伤害输出,有更简单的方法(例如精灵之火、提升魔法的法术);如果你想减少法术伤害,也有更简单的方法(主要是蛛网术)。即便你能用它获得几个回合的效果,战斗也足够短暂,因此无法从该能力中获得太多长期收益。 总体而言,如果你需要范围伤害、眩晕、召唤或魔法减免,天翼都能做到,但没有一项特别出色。霍瓦什皇帝或黑曜石更容易眩晕敌人,且消耗的魔法更少;凯特拉甚至石像鬼(天啊,只是个史诗单位!)能造成更多范围伤害;蛛织者在抵消敌人魔法和召唤部队两方面都更优秀。如果你想使用天翼,可能需要一些能提升天翼攻击力的东西;大地之怒是其中最可靠的,但龙王酋长也能奏效。一些魔力生成器或许能帮助支付昂贵的法术费用。西勒诺斯国王能让天翼初始获得50%魔力,而美狄亚与天翼这类神秘系单位有协同效果。 我为这个部队精心搭配的队伍是: 萨鲁斯旗帜(+2红色/+1蓝色/-1棕色) 眼之罐 龙王酋长 美狄亚 天翼 眼之罐提供魔力生成,并生成冰风暴为天翼充能。龙王酋长清除更多宝石以触发蓝色连锁,同时提升天翼的攻击力。美狄亚利用这些连锁来增强天翼的魔法,并在施法时为其施加屏障。天翼自身可创造猴弟子,其法术会生成宝石,这些宝石能为龙王、美狄亚或天翼充能,若你的英雄死亡,这将很有帮助。瓦什达贡

卡拉科思的绿色/蓝色/棕色神话恶魔 特质评分:4 这个部队很特别。它让人想起黑兽与寡妇女王的奇特组合,围绕真实伤害、生命吸取和诅咒构建。其最终特质很有趣,能提供诅咒效果以支援需要该效果的部队,尤其是以棕色魔力为核心的部队。 瓦什·达贡可通过宝石钥匙、荣耀钥匙、公会钥匙或VIP钥匙随机获得。它也会在灵魂熔炉中轮换出现,可消耗20000灵魂、4000钻石和10块天界特质石进行打造。 瓦什·达贡消耗24点魔力时,会【吞噬一名盟友,若成功吞噬则召唤一个恶魔。造成36(魔法+16)点真实散射伤害,伤害受自身生命值加成】。请注意,此条件位旨在防止在以无法穿透或有屏障的友军为目标时进行召唤(与黑色野兽不同,有屏障的部队在瓦什·达贡尝试吞噬前不会被驱散)。立即摧毁友军是一个巨大的不利因素,理应提供巨大的收益作为回报,但获得大量属性、造成一些真实伤害以及召唤(在撰写本文时)超过60种恶魔中的一种,这只是中等收益。 瓦什·达贡的特性如下: 法术护甲:受到的法术伤害降低25%。 无法穿透:免疫所有状态效果、吞噬和法力燃烧。 疯狂诅咒:匹配棕色时诅咒随机敌人。瓦什·达贡的独特特性与其技能相比相当实用;诅咒敌人的效果十分强大,而匹配宝石是持续触发的稳定方式,能轻松让你诅咒整个敌方队伍。【不屈】特性同样不容小觑,除诅咒外免疫所有效果的能力提供了有效的保护。 我发现瓦什·达贡的最终特性有一个用法。可以将它放在极度依赖特定状态效果的队伍后排,例如搭配天蝎座/欧律阿勒或铁胃高王。如果想专注于其技能,召唤类伙伴作用不大,因为瓦什自身就能召唤;相反,可以考虑法力生成单位以及能增加生命值的部队,比如迪维尼亚和奥罗拉女王。我为瓦什达贡组建的精选队伍是一支应对免疫效果难题的棕色探索队伍: 旗帜:守护者旗帜(+2黄色/+1棕色/-1绿色) 成员: - 山峦粉碎者(泰坦) - 铁胃至高王 - 黑曜石 - 瓦什达贡[1056,6650,6746,6700,3042,2,2,2,3,2,3,2,14012] 在探索中使用铁胃队伍时,我发现很多敌人部队带有大量免疫效果,比如矮人,还有在厄运之塔战斗时遇到的带有“无法穿透”甚至“无敌”效果的部队。这种情况下,我就会使用这样的队伍。核心思路是反复施放山峦粉碎者和黑曜石的技能来生成魔法值;在生成棕色魔法值的同时,通过棕色符文匹配给敌人施加诅咒,并通过4个及以上的符文匹配使敌人眩晕。这样就能让敌人容易受到铁胃技能的攻击。这种策略较少依赖于强化铁胃的攻击力,而是通过反复施法来达成首次击杀。在此期间如果失去回合,可以依靠泰坦之韧和坚如磐石来保护自己。 用这个队伍对付无敌末日很简单:吞噬所有其他敌人后,铁胃国王会拥有大量生命值。此时施放瓦什达贡,就能吞噬一个大型部队,在高塔的最高层,一次施法可造成350点以上的真实伤害。到这一步,就算末日在这巨额伤害下存活,你也会召唤出一个恶魔,并且很可能已经准备好碎山者和黑曜石,接下来的战斗就稳操胜券了。 战争

来自《天启》的蓝/棕/红恶魔/骑士 战争是首个神话部队,当时并未发布背景故事! 特性等级:1 战争!它有什么用?事实证明用处不大。 战争的技能消耗22点魔法值,对一名敌人造成(魔法值+1+攻击力)的伤害,若目标死亡则获得额外回合。该技能通常能造成70-80点伤害,往往不足以击杀满血部队,但在战争凭借高伤害造成头骨攻击后,你将能够击杀敌人并获得另一回合! 战争的特性很有趣。它拥有装甲穿透,有50%的几率使头骨伤害视为真实伤害;还有战争形态,在回合开始时获得3点攻击力。由于许多战斗仅持续几个回合,因此通常只能获得+9/+12的攻击力,除非战斗持续较长时间。不过,其穿透护甲的几率使其成为以头骨为核心的队伍中相当出色的第一个位置选择。 战争的主要问题在于,其特性使其倾向于作为第一个位置的伤害输出者使用,但由于它需要3种颜色和22点 mana,这最终会阻碍其身后的许多部队,尤其是那些可能有助于战争生成头骨的颜色部队。灵魂守护者、末日之刃、血锤国王和格莱西恩都会因此受到影响;尽管它们的头骨生成能力很有用,但你必须先填满战争的 mana,才能开始填充其身后的部队。能够有效配合的头骨生成者是双重转化者,例如地狱之王、妮妙、阿尔德之父和森林守护者。我为《战争》组建的精选队伍如下: 灯笼旗帜(+2黄色/+1红色/-1绿色) 战争 地狱之王 麒麟 月兔 战争最适合放在前排,这样它的特性(穿透伤害和攻击加成)才能得到充分发挥。战争与双转化者搭配效果不错,但由于其法力消耗较高,你需要选择能从它后方填充而不完全阻挡的转化者。我选择的是地狱之王(它能生成头骨以及为战争的技能充能的红色能量)和麒麟(它能生成头骨、为自身充能的红色能量,并祝福盟友以防止缠绕等负面状态)。月兔是我选择的最后一个部队;它能提供法力,快速填充地狱之王和麒麟的能量,让战斗迅速展开。这里可以进行一些替换;如果你发现战争单位经常死亡,或者你的头骨伤害总是适得其反,可以用树祖替换麒麟,树祖能对敌方部队施加缠绕效果,同时还能召唤树人来替代战争单位作为攻击者。月兔是辅助型的魔力生成单位;如果你拥有被附身的国王或奥罗拉女王,也可以使用它们。沃尔夫加洛克

绿/紫/红 战狼族/莫格林森林之兽 沃尔夫加洛克是战狼族的远古先祖;他们虔诚地呼唤着他的名字,仿佛他是神明一般。许多人相信,他的回归预示着战狼族应当崛起,与他并肩作战,征服周边的土地。 特性等级:4 沃尔夫加洛克最终成了乌巴斯提特的弱化版本(尽管沃尔夫加洛克出现得更早!)。它拥有双杀能力,但增益比例和特性都更差。不过,吞噬能力非常有用,而且只要能让这支部队发挥作用,它就有很大的潜力。 沃尔夫加洛克的技能消耗22点 mana,对目标造成(魔法值 + 2 + (4 x 战狼族盟友数量))的伤害;若目标死亡,则沃尔夫加洛克会随机吞噬另一名敌人。其优势在于你可以选择击杀目标(例如当两个敌人都可能死亡且其中一个拥有屏障时),而吞噬在客观上比直接击杀更优,但它的基础伤害仅约26点!乌巴斯提在没有攻击加成的情况下就能造成约70点伤害,而铁胃则无需先削弱敌人!还要记住,乌巴斯提可以无视对吞噬的免疫效果,比如坚韧(以及不屈!)。 乌尔夫加洛克的独特特性【首次战嚎】在4.3.5更新中进行了重做。现在,当匹配到4个或更多宝石时,它和其他战嚎单位将获得2点魔法值和攻击力。这是一个显著的改进,因为4个或更多的宝石匹配更容易重复出现,并且在游戏过程中积累速度更快。尽管有了这次增强,我仍然觉得沃尔夫加洛克使用起来相当棘手,需要花费大量精力削弱敌人并为沃尔夫加洛克叠加足够的增益效果,才能触发吞噬技能。总的来说,沃尔夫加洛克很有意思,它需要先将敌方部队削弱至濒死状态才能发挥作用,但吞噬技能确实很不错。灵舞者是沃尔夫加洛克的最佳搭配之一,它能提供沃尔夫加洛克所需的绿色魔力,还能通过增益比例提升沃尔夫加洛克的伤害。提升沃尔夫加洛克的伤害也非常重要,通过锡尾或泰坦妮亚女王施加的精灵之火会很有用。以前,它与龙眼的组合非常出色,龙眼能将敌人削弱到很容易触发吞噬的程度。遗憾的是,在该武器被削弱后,那样的日子已经一去不复返了。总的来说,沃尔夫加洛克潜力巨大,具体取决于玩家如何组建队伍,未来它或许会得到更广泛的应用。但就目前而言,用沃尔夫加洛克击杀一个部队所需的操作和运气,足够让本榜单中的其他部队消灭一整支队伍了。 我为沃尔夫加洛克精心搭配的队伍如下: 撕裂旗帜(+2紫色/+1绿色/-1红色) 巨型蜘蛛 绿先知 沃尔夫加洛克 被附身的国王 绿先知与巨型蜘蛛的循环配合是一个由来已久且十分可靠的组合,多年来一直被玩家沿用。蜘蛛生成的紫色宝石可供绿先知使用,而绿先知生成的绿色宝石则能被蜘蛛利用,所有溢出的宝石都会流向沃尔夫加洛克。当你使用转化类部队达成4个或更多宝石的匹配时,不仅能提升沃尔夫加洛克的伤害,还会借助被附身的国王的效果清除一大片棋盘。要让沃尔夫加洛克的法术伤害足够高,需要承受一些头骨伤害并进行大量战斗,但一旦达成,回报将非常丰厚。至少,当沃尔夫加洛克选择的部队没有坚韧属性时是这样。

棕/紫/黄 亡灵/神秘系 来自启示录 Xathenos与引入灵魂熔炉的3.1.0版本更新同日推出,因此没有相关背景故事片段。 特性等级:1 Xathenos获取难度较高。无法通过宝箱获得;只能通过在灵魂熔炉中购买三件武器【Xathenos之眼】、【Xathenos之魂】、【Xathenos之心】(每件100,000灵魂),然后在灵魂熔炉中消耗50,000灵魂和4,000钻石制作Xathenos。由于这些钻石只能通过地下城和偶尔出现的地精获得,因此获取这么多钻石需要时间,但几个月内就能实现;不过,由于这些钻石也可用于获取任何你选择的神话级单位,许多玩家宁愿选择用这些钻石获取地狱火或拉之塔。除非你确实拥有其他任何有用的神话级单位,否则他不是一个很好的选择。 扎塞诺斯的技能消耗22点 mana,对一名敌人造成(魔法值+12)点真实伤害,获得等同于所造成伤害的生命值,并窃取目标一半的魔法值。如果目标死亡,扎塞诺斯会召唤最多3个亡灵部队。在王国加成最大化的情况下,扎塞诺斯约造成33点伤害。与其他神话级角色相比,这相当低;阿拉克尼织者能对两个敌人造成同等的真实伤害,而且在击杀敌人时还能触发更有用的效果! 扎特诺斯的特性很奇怪;它对吞噬和部分状态效果免疫,但并非全部,因为它没有“无法穿透”特性。值得注意的是,它容易受到眩晕、冰冻、精灵之火等效果的影响。扎特诺斯的独特特性提供5点魔法和5点 与祖尔戈斯不同,我很遗憾扎特诺斯表现不佳。由于获取资源只需几个月而非大约两年,高等级玩家获取它是合理的,而且由于每个人都可以为之努力,获取它并非靠运气。然而,归根结底,它只是阿拉克尼织者的一个较弱版本。不过如果你想使用它,可以尝试那些能让织法者发挥优势的组合;Xathenos(扎西诺斯)与精灵之火以及魔法来源搭配效果很好,能提升伤害并确保击杀。 基于此,试试这套精选队伍: 守护旗帜(+2黄色/+1棕色/-1绿色) 山脉粉碎者(泰坦) 占卜师 闪光爪 Xathenos(扎西诺斯) 山脉粉碎者提供法力生成,+9升级后还能产生沙尘暴,为山脉粉碎者、占卜师和Xathenos(扎西诺斯)提供更多法力。泰坦英雄职业能为英雄提供50%法力,棕色符文匹配时获得屏障,4个或更多宝石匹配时产生爆炸,最终成为一个强大的法力生成器和坦克,甚至超越了Gorgotha(戈格萨)的能力。占卜师提供黄色法力,旨在为Xathenos(扎西诺斯)充能,并提供净化效果或魔法加成。闪光爪主要专注于使用精灵之火来增强萨瑟诺斯的法术,同时也为占卜师提供绿色魔法值。使用萨瑟诺斯时,要等到有部队即将死亡时再施放技能;计算萨瑟诺斯的魔法值和敌人的精灵之火效果。如果多个部队即将死亡,且其中没有明显的巨大威胁或高伤害单位,就优先攻击魔法值最高的部队。尽量不要攻击那些不会被杀死的敌人,因为这是浪费魔法值。要记住,萨瑟诺斯每次击杀获得的魔法值加成会带来一定的滚雪球效应,如果山脉粉碎者最终死亡,召唤物会有所帮助。 ===F级=== “F”代表“城镇混乱区域的燃烧垃圾桶,但它是《宝石战争》中的部队”。 巨兽

As Gar’Nok has proven, Orcs can become strangely obsessed - sometimes romantically - with things far beyond their reach. Traditionally, Orcish invasions into the Blighted Lands have never gone well, but Dar’Lekka was faring better than most, when unfortunately she caught sight of her first Incubus… [Insert piece of raunchy Orc x Daemon fan-fiction here] Six months later, Gargantaur was born, half-Orc, half-Daemon. ˢᵒᵘʳᶜᵉ[community.gemsofwar.com] Trait Scale: 2 Unlike the story suggests, Gargantaur is pitifully weak as a Troop. For 22 Mana (to be fair, that's low among Mythics), it deals (Magic + 13 + 15 x Allied and Enemy Troops Killed) Damage to a single enemy. At max level and Kingdom bonuses, it deals 37 total damage. This is pitifully low; it isn't enough to destroy a Troop's Armor at higher levels! Infernus alone does several times this amount, and most of the other Mythics will have some other side benefit (such as status effects or Mana generation) besides dealing damage... ...or a great boost ratio! Troops like Ketras the Bull and Pharos-Ra are both Damage dealers that have boost ratios that can be exploited to allow them to nuke a single target. Gargantaur, however, has to either allow Allied Troops to die (which can put you massively behind), create a recurring sacrifice engine (other Mythics can achieve much higher potential for much less work), or kill Enemy Troops (...just use whatever you're using to kill them then?). Its unique Trait increases its Attack and Magic by 8 whenever it takes Damage (This works with Armor too, I was mistaken earlier). This essentially requires it to be on the front lines, where it is liable to simply die. And since Gargantaur spans 3 colors of Mana, that restricts what you can put behind it without Mana blocking. The fact that Gargantaur has Impervious would be a great boon, except for the fact that Poison, Bleed, and Burning actually help deal small amounts of Damage to boost its power. Kinda sad. Gargantaur isn't even good in the early game because its Mana cost is so massive and its Damage output is only marginally better than even Troops like Ranger. Ultimately a complete waste of whatever keys or Diamonds you'd use to get it, but if you are looking for synergies, there's Dark Priestess (which deals True Damage to Gargantaur and boosts its Attack, on top of providing Skulls, Barrier, and Cleanse, enabling large amounts of Skull damage), Princess Elspeth (who can repeatedly sacrifice allied Troops for Mana generation and boost ratio), Gar'Nok (the Orc lord provides +50% Mana to Gargantaur, and has a spell that creates Tribute fodder and deals chip Damage to Gargantaur in the process), Sacrifice (a source of Mana generation, a Troop to sacrifice with, and a large boost to Magic each cast) and Sunbird (who constantly resurrects itself, providing Damage output and boost ratio each cast). If you're masochistic enough to use this, here's a team: Crypt Banner (+2 Red/+1 Purple/-1 Green) Orc Gargantaur Drake Rider Gar'NokThis team is centered around Orcs, and designed around providing Mana to Gargantaur. Gar'Nok starts things off with 50% Mana to the whole team. Gar'Nok can also create Gems with its spell, and replace the Orc at the front in case it dies. Orc is one of the better Commons; it has the ability to Transform Green to Brown, and gains Attack and Enrage. The consistent source of Enrage makes it a great attacker, and the Fire Link is a plus. Drake Rider provides another source of transform. Keep using these Orcs to pour Red Mana into Gargantaur, letting the Orc at the front die if convenient, and casting Gargantaur when necessary. Shade of Zorn Red/Blue/Purple Mythic Undead / Orc from Grosh-Nak Trait Score: 2 Ugh. Blegh. Ooof. Why? It seems like every time Grosh'Nak rolls for a Mythic it gets a Nat 1. This troop has many of the problems of Gargantaur, but does some things worse. Its spell still just deals a static amount of damage, and while it doesn't scale based on deaths, but it does take multiple casts to succeed, and the payoff is incredibly bad, especially for multiple casts of a Mythic. Nice abs though, damn. Shade of Zorn is obtained through random chance, from Gem, Glory, Guild, or VIP Keys. It is also on rotation in the Soulforge, available to craft for 20,000 Souls, 4,000 Diamonds, and 10 Celestial Traitstones. Shade of Zorn, for 24 Mana, will "Deal 28 (Magic + 5) damage to an Enemy, boosted by Red Allies and Skulls. If the Enemy dies, summon 2 Fists of Zorn. [4x]" The boost ratio is somewhat helpful, and results in this troop being able to do a fair amount of damage, but it's sub-par, especially for a Mythic, many of which deal more than that as true damage, and have useful side effects without a significant condition. Speaking of the condition, it's harsh, and requires that you to use another troop to deal damage first to weaken enemies (why not use that again then?), to fill the board with Skulls before casting (that's really dangerous!) or to cast Shade of Zorn multiple times (lol). Casting a nuke that ends your turn and costs a whopping 24 Mana is not a good deal. Then, if you manage to successfully kill an Enemy, then in order to benefit you need to have first lost an ally (which you probably will have since you wasted several turns casting Shade of Zorn), multiple if you want the full effects, and you get... two Empowered converters... of the same color? Even if you happen to have alignment, the second converter is completely useless since you just got rid of all the Yellow Gems! (I don't think summoned troops even trigger Empowered, but I'm not sure...) Shade of Zorn's traits are as follows: Stealthy: Cannot be targeted by spells (unless there are no other targets). Undying: Immune to Poison, Disease, and Death Mark. Zorn's Fury: Gain 4 Mana when I take damage.I mean, Stealthy isn't too bad, except it is when you unique trait wants you to take damage. It has the same problem as Gargantaur; it wants to take damage, but that means it wants to either take Poison, which it can't because it's immune, or be in the front so it can take Skull damage, but then it's blocking all the troops behind it. The worst part is that first slot is the most vulnerable, and thus it's likely to die first, meaning you don't even get to use the summon! Overall, Shade of Zorn is as much of a clunky mess as Gargantaur is. It doesn't know what it wants to be so it does a bunch of random garbage badly, resulting in bad times for everyone involved. If you do have a masochistic streak, you can combine this troop with Gar'Nok, who provides a source of 50% mana, True damage for extra mana, and Red gems, as well as Yellow gems for Fist of Zorn to turn into skulls. You can also partner it with Skull creators, such as Keeper of Souls or King Bloodhammer. My curated team for Shade of Zorn is: BANNER: Dragon Banner (+2 Red/+1 Yellow/-1 Brown) Shade of Zorn Sekhma Glaycion Gar'Nok[6747,6354,6565,6135,3019,2,2,2,3,2,3,2,14012] This team focuses on looping between multiple converters, generating mana and skulls. Gar'Nok creates Yellow to fuel itself and Glaycion's spell, Glaycion creates Blue for Shade of Zorn and Sekhma's spell, Sekhma creates yellow for Gar'Nok and Glaycion, and all of them create Skulls to destroy the opposing team and increase Shade of Zorn's damage. I'm going to be honest though, Shade of Zorn doesn't do much more other than tank a couple Skull hits and use its spell to finish off the last opponent, since casting while Zorn can deal a lot of damage is less efficient than just matching Skulls. Conclusion If you have any issues with this guide, such as incorrect statistics or just opinions about troop viability, feel free to put them in the comments of this guide. Special thanks to Lyya at https://gowdb.com/ and Taran at https://www.taransworld.com/ for many of the statistics, to my guildmates from the Epic Housecats for helping with team curation, and Infinity Plus Two and 505 Games for making an awesome game. If you're looking for more helpful information, check out my other guides: https://steamcommunity.com/sharedfiles/filedetails/?id=1600170640