Fortune Telling Collection - Free divination - How did the last Lord of Hearthstone Adventure fight?
How did the last Lord of Hearthstone Adventure fight?
This is an underground city, and everyone has their own adventures. For example, if you hide two kings, the thief directly turns the knife to pay for the 10 Druid weapon. The most Europeanized person I met was a warlock, who traded an artifact with a follower fee of 0 for 1, went to Gourga, and gave 10 blood to the fuel rods, and won. Kneel to the emperor.
This is also the charm of Rouglick's game. Complete death+random adventures and levels. It would be nice if Blizzard could add some rewards, or give 10 gold coins at one time. I don't want to play the ladder arena for a short time
Blizzard's combination of Rouglick element and hearthstone legend is really fun this time. At least it's good to choose a treasure every time. Anyway, there are three key points to win boss in the end, luck (the most important), treasure and strategy.
Let me briefly talk about Baoka first. It seems that some treasures can be selected repeatedly.
First, treasures
Passive partial flag capture: all followers+1+ 1. This is a halo, including various derivatives. If the follower is controlled by the other party,+1+ 1 will disappear. Very strong treasure, recommended by various occupations. Virtue, warlock, knight, warrior and shaman are preferred.
Vitality potion: double health. Don't be fooled by first impressions. Does everyone think that the value of life is not important? That's navid. Medium speed or card control, double blood is absolutely different to play. Be greedy at will. Most occupations apply. Priests, warriors and wizards are especially suitable. Playing a black Lord is particularly useful.
Invisibility Cloak: Your entourage is always invisible. Highly recommended! ! Five-star praise. Invisibility means that you can have the right to actively exchange. The mage's powers are all in heaven. Are you afraid you can't win the druid king station? Whether it's fast break or combo, this treasure is super suitable. When used with the first two, it is particularly powerful. Get up, kick to death in five rounds, get up and manually set up an infinite fireball array. Moreover, after invisibility, some boss skills are directly abolished, such as a 2-person. However, in the face of some booss, it is more difficult to fight, such as playing a beard (the skill is charged to the follower, and the latter skill is 0).
Summon scepter: followers with mana of 5 or above only need to spend 5 points. This effect has a low priority. I only chose it twice. Suitable for people with many monsters. It is comparable to the 366 monkeys in Kabori. The comment area indicates that warlocks can cooperate with giants.
Small backpack: The game starts with two cards. A relatively simple and rude effect. You can choose when you have no choice.
Ruler's Ring: Heroic skill is upgraded to cost. It is also relatively simple and rude. 1 the skill of the fee is not a little better than the skill of the fee of 2. The more suitable occupations are knight (frying dried bamboo shoots with the sun watcher) and hunter (anyway, after my hunter chose to go through customs, Kobayashi was killed by me behind the Great Wall in Wan Li). In addition, if the pro-test skills are replaced, it is still necessary to 1.
Crystal gem: crystal+1. If you choose two crystals, that's the beginning of three dollars. There is nothing to say, just try your own curve. Generally speaking, it's better than drawing two cards.
Glyph of guard: enemy follower fee+1. More useful skills. The opposite side is often empty for two or three rounds. Priority is higher than crystalline gemstones. Because some people's 10 followers can't get down, such as Enzo, a wax sculptor, and the death wing of an eyeball monster (who died together by this death wing pit)
Mage robes: spell damage +3. It's not as easy to use as expected. There is a lot of blood behind boss, so it is unrealistic to test spells. Aoe is also difficult to choose. If there are many aoe spells, you can choose.
Amalmo of Gromas: The cost of weapons becomes 1, and the occupation of weapons is limited? Suitable for professional knights (with bayonets) warriors (suitable for fast warriors, pirates are talking about you) rely more on your card selection. But it is not good to have too many pro-test weapons.
Ball of Khadga: spell cost-1. Suitable for priests and wizards. Because the exorcist and Lila. It depends on the card selection. Only the exorcist successfully cleared the customs. The priest didn't pick a good card.
Mystery Collection: Randomly place 3 mysteries at the beginning. Should be the worst. I chose it once. It's no use.
Death Totem: Your language of death was triggered twice. Some occupations are suitable. Priests (the queen plays two spells), shamans, thieves, druids (all have death ceremonies, and the sapphire statue is very big), hunters (the quality of death is also high).
Battle Totem: Your battle cry was triggered twice. Don't choose warlocks. The burning child will become GREAT GHOST, and GREAT GHOST will become the burning ghost. Yu Lian and his gang are very suitable. Priests can also choose. Warrior's pirate system can also be selected, and 7-6 small axes can be cut when tied up.
Active part (there may be omissions, I found that there are really many active props. I haven't experienced many props, so I can only write down the effect): Active props are very strong.
Make a wish: 10 fee, full of legendary followers, restore your whole life. Powerful and invincible. Horn of Cenarius: 2 fees, recruiting three followers, strong.
Staff of Birth: 4 fees, evolutionary followers. Win a few boss and evolve several times. There are not many choices. But it should be stronger.
Speed Boots: 1 cost. Your entourage's mana cost this turn is 0. Strong, too. The druid took the king of bacteria+charge+roar.
Quedela: 1 cost 6-6. One attack deals 6 damage to all enemies. It needs two parts, the sword (1 cost 3-3) and the sheath (follower +3+3). Basically, it can be done, but it has not been successful so far. (:)
Wax wrath: 3 costs 5- 1, and death calls itself. Moderate, totem with dead language is not bad, you can make up for it.
Time hourglass: 7 fees, get extra rounds, and subtract 1 fee for each boss defeated. Interesting card.
Fuel rods: 10 fee, randomly explode until you or your opponent dies. Emmmm, I didn't choose it.
Crack the wand: silence and destroy the opponent's entourage. Not bad, but it's hard to win.
Vortex dagger: 2 cost 1-4 weapon, highly toxic, super wind rage. Ditto. I have no choice yet.
Grab gloves: 1 fee, and grab 3 cards opposite. I highly recommend it. I like it anyway. I used it to take on a boss's task. It's quite powerful to have a strong opponent with three hands The boss part is simple.
A bag of coins: 0 handling fee, fill your hand with coins. Never choose. Forgot the name: 1 fee, draw the card to your hand 10. Not bad. Just don't meet any devourers. Forget the name: 1 fee, choose a follower and replace all your hand followers with this follower. It is not recommended to control the necklace: 2 costs, get a follower control and put it in your adventure deck. It means you can use it all the time in the future. I saw a more interesting routine is to control a monster that boss can poison the hero, and then later. . . .
Mirror image: 1 fee, summon a copy of the follower to put in your adventure deck. It's much worse than the above effect, only one item is missing. . . . . . Forgetting the name and confusing the Rubik's Cube: The former randomly assigns control to followers. The latter two fees are mixed and divided equally between you and your opponent's library, and your card fee is -2 (this fee reduction includes the hand). I didn't choose it anyway. Africans don't believe in luck. Forgot the name: 1 fee, causing 4 damage to the followers on the opposite side and washing them into the card library. Dk with thieves is particularly coquettish. I forgot my name: 1 Fei, and found a legendary weapon and equipment. The actual measurement is very strong, especially the weapons of soldiers and knights. Master, it depends. Besides, it's not bad that the knight took the shaman's weapon.
Banquet Portal: 1 cost, 0- 10. Every time a spell is released, the summoning cost consumes the same followers.
Golden Ape: 3 fees, 6-6, ridicule, turn your followers into random legendary followers.
Embrace of the King of Everett: 3 costs, dealing 8 damage to three random enemies.
Ice wall: 1 fee, 3- 15, ridicule, can't attack, freeze followers who are hurt by this follower.
Dr. Bang Bang's Bomb Box: 4 fees, cover your battlefield with a touch robot. I have no choice yet. The only impression of this card is that King Kobayashi played seven 1- 1 and kicked me in the face (I was stealth). I killed him.
2. Professional card selection articles
Master: Suitable for card selection. Mana Long Fu, exorcist, wizard apprentice. Mages can also easily choose many spells. Shaman: The sapphire routine and the dead language routine are both good. I think we should try to choose biology. Father: Don't choose too many. Some bosses are hard to beat. Buff, don't choose too many. Most cards are good. The routine is changeable. I tried the big blue dragon, Lila's brush, dk. Knight: My worst career may have been aimless. Finally, I won on the berth. Sun Watcher and Chen Wu are both very strong. Never carry too many weapons. Warrior: The pirate war is happening again. Chop, chop, chop the soldiers in the big brother routine is also good. Warlock: As long as the zoo chooses to win the flag, it will basically go. The comment area also added the hidden routines of the two kings. Druid: Jade is the best in the world. There is an invisible druid. It's amazing. Hunter: I did it once. It was the earliest time. I almost forgot that experience. Thief: The card thief is quite coquettish in the copy. The thief's dk is not bad either. The death language sapphire is also very strong.
Third, the last boss article
1. Lord of the Dark: Skill 0 costs 5 costs 5-5 candles, and the round begins to start. There are two solutions in the library: burial and soul screaming. And white. At the beginning of the game, you will get three cards to put out all the candles at a cost of 0. The key to winning the Black Lord is not to try to kill it (unless you have confidence in your own cards, such as the Druid's stealth double roar). Don't spread too much. A long stream of water consumes the boss. Boss has a card that draws cards, which is much earlier than you enter fatigue. But I failed twice. The above is my summary. There is a better way to welcome communication.
2. the king of kobolds, personally think it is best to play boss. I spent most of my career through it. Skill 3 fee, give a treasure at random. You must use your skills every turn. The king's aversion lies in 1 spending 3- 15 ice wall, and he may even reach the Great Wall of Wan Li. And smarter, won't burst card. Sometimes bandits and thieves will explode. Strategy is to control the field. You are not a simple master with previous accumulation.
3. the devourer. Skill 0 fee, tear off the top two cards in your library. This boss follower is all demons or something. Be careful of his aoe. There is the wrath of the devil, 766 unjust prisoners, 666 hellfires, and 545 let me go. Don't play cards in a hurry. Boss, a lot of self-mutilation followers. And boss has a doomsday disaster, it depends on luck.
4. eyeball monster. Skills, take a card at random at the end of each round. Boss voice will show the cards. For example, death means that boss will destroy all your injured followers. Fire deals 4 damage to all your followers. Freezing is to freeze a follower and its adjacent followers at random. Chaos? Is to randomly control one of your followers. Another way is to randomly drag one of your followers into your library. Decide to play cards according to the boss's voice.
5. Vastraz, an ancient dragon. 70 blood, the dragon will have 5 treasure boxes on the opening field. Do not fight. Boss skill costs 0, and each lost treasure box will cause 1 damage to all enemy characters. Five is five. That scene doesn't hold water, orz. The dragon has buff, the priest's unknown potion, the grace of Winnie the Dragon, the touch of truth, and the 555 Dragon Man. The boss will solve some threats. We can wait for a few more buff to solve the treasure chest. Boss's cards are all dragon cards, and aoe has sacred nova and soul whip. The key is to control the field. A few kicks in the treasure chest won't kill you
Fourth, other boss articles (have more time)
The main reason for the time is Nora: skill, 10 cost, destroy three crystals and get one more round. I was killed before the 10 fee. Occasionally, I didn't kill the opposite side, but I became beautiful with skill. . . This boss is very lucky. Boss has two cards that randomly summon a legendary follower, and the cost is 1. Look at character. The boss summoned the fishing king to me. Most of the boss cards should be mage cards, including mage apprentices, exorcists, two blizzards, two hulas, two 3-fee plus 6-armor cards, senior archivists, exorcist apprentices (copying spells into the card library), exorcists' wisdom (turning spells into 0-fee this turn) and mystery. I know me so well because I changed my card with her library.
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