Fortune Telling Collection - Free divination - Tactics and Painting Skills of Werewolves in Time and Space Hunter

Tactics and Painting Skills of Werewolves in Time and Space Hunter

Among time and space hunters, werewolves are hot heroes, good at melee, charge block and instant close-range serial boxing. Werewolves' skills are also gorgeous and violent, especially the shameless skills in the competition field! Many players don't know how to clear customs quickly. Now I'll bring you a werewolf play strategy. I will introduce in detail how werewolves bomb bosses at all levels. Let's learn the skills of werewolves and how to brush boss quickly!

EX flash-forward

This skill and "flurry legs" generally choose belts, and the positioning is escape skills. Who will export this skill? For the flash-forward after awakening, there is no substantial improvement except that the damage is much stronger (although it is still not severe).

EX's flash-forward is different from ordinary flash-forward. Ordinary flash-forward will leave the enemy behind, while EX flash-forward will fly with the enemy, and finally the enemy will stay in front of himself (if it can hit the enemy). The effect of this skill is inexplicable, and it feels more like an ordinary "flurry leg" when used, but the displacement distance is not as far as the flurry leg.

Skill positioning: control the enemy position.

1, hard to carry Chun-Li whirlwind leg.

2. Theoretically, it is the magical skill of pushing the tower (but what happened yesterday when the werewolf couldn't get in and push the tower)

3, when you brush the map, beat the enemy into a ball and then open one.

Excluding flurry segment

EX flurry legs are not flurry legs at all, but kick wildly. The effect of kicking is gone, and the displacement after taking the move is only a little. Can no longer be used as an escape skill.

Skill orientation: pull the wind

1, who says werewolf skills are not gorgeous?

EX, the sky is falling and the ground is falling.

Well, this is a pure drawing skill, and PK is automatically disabled. The advantage of the sky falling apart is that it does not occupy the skill bar and the damage and scope are huge, while the sky falling apart is similar to the attack of the beast, with floating effect and no limit of five damage targets.

The disadvantage is that if there is only one black blood monster left in the audience and four active skills are on CD, how to start?

Skill Orientation: Control/Damage

1, brush dinosaurs

2, brush endless magic skills

On the whole, except EX flash-forward, which has certain practical value (excluding the sudden collapse of the earth), the other two skills are worthless. Whether there is an EX flash-forward is also worth considering. As we know, werewolves usually carry four skills: (It is impossible to crush the ice spirit and the dragon spirit with a bully now, so don't say that it is impossible to add fists and dragons with a whirlwind fist).

1, flash/flurry (displacement skill)

2, mobile cyclone (displacement skills)

3, grab (control the other displacement skills)

4, phantom doppelganger (output skills)

Whether painting or PK, it is a good choice to bring these four skills. So what can EX do in its flash-forward? It depends. The following space will introduce my heart and how to use the skill raiders PK/ Dinosaur/Chaos/Endless Tower.

Brush dinosaurs:

Suggested uses: 1, cyclone 2, moving cyclone 3, EX flash-forward 4, phantom splitting.

Go to the lonely monster first, and bring yourself and the monster into the monster pile with EX flash-forward (you can also make a straight monster into a ball), then the phantom is divided into two parts, and then a whirlwind.

Brush endlessly:

Bill, pre-war boss: 1, flurry leg 2, moving whirlwind 3, flash-forward 4, avatar.

After the 70th floor, most people have a headache when they meet these two, but werewolves like to bump into them. Because we all know that after the 50th floor, the Boss monster is more vulnerable than the mafia, and as long as it is not hit by Boss, it is easier than brushing the mafia.

First put the phantom doppelganger in the middle of the road, and then run to the corner to seduce the boss to play doppelganger. When the boss approaches, run up and down and wait for the phantom CD as much as possible (Bill, don't do this, just hit the Y axis). If the BOSS is close to his body or wants to put his skills, run to the other side of the map with the flurry leg/moving whirlwind and repeat the above actions. Don't use the flash-forward, unless it is: 1. It is absorbed by Bill, while the flurry legs and the moving cyclone are cooling. 2. When running away with high flying legs, I found that Bill behind me was going to throw a fireball or BOSS was going to fire before going to war. Of course, don't forget to have another illusion when the sky is falling and the beast is ready.

Why did you choose flash-forward instead of EX flash-forward? Because the blue consumption of flash-forward in the future is only half that of EX flash-forward. After 75 is a war of attrition. If you don't have blue, you will die.

Little BOSS trio: 1, flurry leg 2, moving whirlwind 3, grabbing 4, phantom avatar.

If it's Sanshi or Fire Dragon, play sandbags happily. . Of course, if you are not so lucky, you will meet three werewolves or Gold Saints. . If there is no lion or fire dragon as BB, get ready to ascend to heaven, son. If it's a normal combination, OK, werewolves are easy to deal with.

At the beginning, it should be noted that the three BOSS stations are divided into three lines: upper line, middle line and lower line. The center line faces you face to face, and the bottom line is farthest from you, so it is invisible at first. Watch in the preparation stage, if the opposite is a werewolf/Gold Saints/power:

1, follow the road, so as not to lose the long Y axis. Don't walk too much, just avoid it.

2, first rush to fly, then walk a few steps forward and put the two places together. When the BOSS called, if it weren't for the fire dragon, the three-way BOSS would have come to your side and ran away with a whirlwind. At this time, the distance between bosses is not very far. Wait, wait, wait for them to get close, and fight back with a gun. Except for arrogant movements, other BOSS are very slow. If you control them, you can grind them to death as soon as you catch them. Put away two places at once, lure the BOSS to approach (be careful not to stand on the same Y axis as the werewolf/Gold Saints/Power), and the flurry leg/moving whirlwind ran away. Be careful not to kick the BOSS when you release your dancing legs. In case of an emergency * (for example, a werewolf/Gold Saints/Power catches the gun improperly), you will run away like a whirlwind. If the whirlwind CD, then run up and down and say "forgive the hero" silently, and you will be fine. Then repeat the above actions until a werewolf/Gold Saints/power is ground to death, and the fighting will be much easier.

Control tower: 1, flurry leg 2, whirlwind leg 3, grab 4 and phantom.

Everyone is happy to see the control tower, which is a relatively simple one among all BOSS. But pay attention to the control tower above the 75th floor. Don't be careless Just because it can't wait for you doesn't mean it will lie down in front of you. Because this is the only BOSS that can't move, don't expect it to eat all the body double. Usually an avatar used to kill 8 tubes of blood. The most pit is that the stab put by BOSS is almost full screen, and the left or right side is safe, but if you can't judge, you still have to be stabbed. So it depends on luck to hit the control tower (if the tower keeps stabbing, it will cry). Run to the corner when stabbing, even if you are stabbed, you can reduce the damage. The rest is casual, just like playing with a Christmas tree.

Lei Long: 1, whirlwind leg 2, front flurry leg 3, ground breaking/capture 4, Phantom Avatar.

Please give me a Christmas tree on each floor. Oh, oh, no, it's Lei Long!

Whale shark (bat): 1, flash-forward 2, moving cyclone 3, grabbing 4, phantom split in two.

Will be invincible, will dominate the body, the range is too far, and the damage will cause rigidity. . . . For a werewolf, he would rather see Bill than a bat. Besides Gold Saints's combination, Bat is the most terrible. But bats are also a weakness. Making good use of them can keep more than half of the blood from grinding to death. 1, slow moving 2, small tracking range.

Bats are lazy. If you don't follow them, they will hardly care about you (this is much kinder than a bottle fish). You can get them together first (with a fire dragon, or hook them up with an S-shape walking up and down), and so on, the one standing in the bat pile, if Gold Saints, and you don't have a fire dragon.

The wind is rustling, the water is cold ... Be careful to walk up and down in an S shape, not in a straight line, you know. Wait together (the rule is that all monsters are on the left or right side of the map) and move the whirlwind to the other side of the map. Because bats are lazy, only 5 or 6 can chase at most, and send them back when they catch them. If you come again, send it back. Send it back twice, and basically you won't chase it. . . At this time, the small BOSS or monster that appears with the bat will play to death in the half court. Pay attention to the displacement of the flash-forward, not the moving whirlwind, which will touch the bat pile. If you are still alive at this time, wait, (wait for what? ) wait for the beast CD and the sky to fall, then shoot again, then run back in a whirlwind and beat back the chasing bat with a gun. . . Then wait for the CD until it dies.

Attention, comrades who use fire dragons, because bats will dominate the body. When you gather bats in front of you, 1 and 2 will attack you. So when you released the dragon, you captured the flash-forward and avoided the attack.

Gypsum swordsman: 1, flurry leg 2, moving whirlwind 3, grabbing 4, avatar.

The attack distance is long and the attack frequency is fast. If there are more than three people around, they will be stabbed to death if they are hit. Therefore, it is the key to control the output distance, even if it is S-shaped, it should not be too close. Unlike other mobs, the plaster swordsman is very quick, with almost no forward swing, and hits you with one hand. I chose to dance my legs instead of diving in, because the displacement of diving in is too short, it is difficult to run out of the range of strange attack, and the gypsum swordsman is not the kind of monster that can be solved by hitting you.

Two places at a time, the old temptation routine. If monsters are scattered, try to grab them together with ordinary attacks, and pay attention to safety first. Fortunately, swordsmen can't cheat themselves, and it's safe to release dragons. . The hard part is that unlike bats, plaster swordsmen will always chase you and won't give you time to return to the blue. When there is no blue, be coquettish.

Bottlefish: 1, flurry leg 2, moving whirlwind 3, grabbing 4, phantom avatar.

This strange thing is actually very simple. Before the attack, it is a long line and a straight line attack, as long as the S position is unlikely to be hit. It depends on who their boss is. ...