This is the three-gun holster evolution version that someone issued before. It is more stable and violent. It can be replaced with other cards, but the three-gun and water collector must not be replaced. Three guns: core cards, just be careful of the attack of spells. When encoun

This is the three-gun holster evolution version that someone issued before. It is more stable and violent. It can be replaced with other cards, but the three-gun and water collector must not be replaced.

Three guns: core card, just be careful of the attack of spells. When encountering a large amount of electricity, three guns sink to the bottom. Everyone walks the same way. When encountering a fireball, they divide the gun and attack in a single gun direction.

Water collector: Earn cards, have a better chance of cheating spells and sometimes used to shuffle cards (when using Rockets on the other side). The only card in the team that does not pay attention to level

Knights: The team focuses on defensive cards and meat, a very useful magic card. The key is to play the front or back rows, and the attack speed is also very fast, and there is no disadvantage at all.

Rolling Wood: the only spell of the deck, but there is no problem with prediction and defense. If you are not used to it or do not roll the wood, you can change to small electric

Team: The defensive card of the sea of ​​people. Since it is a sea of ​​people, the defense ability is extremely high and the attack power is also very high, so it is a very practical defensive card. (Sometimes it can be more capable of cheating arrow rain

Undead army: There is a higher blood and attack than the brigade, which is a card that is both offensive and defensive. (Sometimes it can be more capable of cheating fireballs and poisons)

Attack Rail: a very popular tank and output card recently, with very high attack power, and can be replaced by lightning rod

Replacement card:

Electric method: More stable defense, good offense and defense, can be replaced by teams or undead (in the past, my undead and brigade were often killed by small electric power, and I was poor, so I used electric method and brigade instead) It can better ensure that we have a sexual advantage when we get on the brigade.

Ice Creep: three words, flat and positive, one cost can attack and defend, and the attack can suppress the defensive troops to give three shots more output space, and the code is delayed. The opponent's offense and earning fees are very easy to use. You can exchange miners, brigades and undead

Iceman: high defense, meat, cheap, no time-consuming to replace siege rifles, can exchange knights or siege rifles

Bone boys: cheap and high injury, earning artifacts, complete electric power (it was done when there was the fourth time), muskets, gas dragons, rocks and flying axes (extremely difficult, I can't do it, only online masters can do it) can exchange siege rifles, undead and brigades.

win rate against various schools

Various pigs: the most afraid of the recent very popular typhoon flying axe pig, only 20 to 30% chance to win. Even if you cheat the big electricity, the typhoon flying axe can still fully solve our offensive. Remember to understand what spells the opponent brought first, don't only have a thousand blood left. It was only three shots at that time. It was too late. If it wasn't a typhoon flying axe, the winning rate should be 50 or 70% chance to win.

Various fat: I fear the most of the big electric double fat, and the reason is exactly the same as the pig's treatment method. Some are even easier to solve than pigs. The winning rate is 60 or 70% winning rate

Cemetery: I am more afraid of poisonous tombs, but in fact it is much easier to fight than fat and pigs. Because there are two seas of people and knights blocking, remember to divide the way, and the ice tomb is very easy to fight

Tiangou: I used to use electric and ice soot before, and I thought it was very difficult to fight. I begged God and Buddha to pay the opposite side to not predict or not predict, otherwise he would be done with the big electric and arrow rain...... Make good use of the brigade to deceive arrow rain, attack the city ram and knights to protect three shots. If you bring a fireball, it's better If you fight a lot, remember to score the gun. If you have a large electric power, you will win by 40%, if you have a fireball and a fireball, you can give up. ⋯

Stone Night Witch: Try to attack hard, don’t let him not put stones, otherwise you will definitely not be able to stop it. When encountering stones, you will basically fight hard, seize the opponent’s mistakes, push and win in one wave or make continuous profits, use the Knight or miner to keep shut, use the undead to cut the back row. The winning rate is about 50%

Assassin attacks the city mallet: Be careful of the dark night witch and poison, use the undead army to cut the back row, cheat the poison and the knight defense, use three guns and one wave to recommend, and the winning rate is 70%

Big pickup: It is very difficult, often drag a draw, but you are very easy to block. Use the knight to kill the butcher, and the team eats the big pickup. After blocking, you will push back immediately. Remember to score the gun. The winning rate is 40%.

Compulsive hug: the easiest thing to hit, use the collector to cheat the Rockets, three shots are divided into two ways, simple! The winning rate is 80%

Set of 2 decks:

Cabin, if you don’t like it, you can ignore it. But you will definitely be afraid of the masters of the Man House, because basically most decks are afraid of the Huts. First of all, the Wildman House, Cago Bryant House or Hotpot, can be changed by others.

Wild Man House: Super core, earning fees to block big monsters, pulling hatred, and relying on him all. In short, don’t be too expensive because it doesn’t cost it. If you don’t give up, it means you are not suitable for the hut...

Spear House, compared to hot pot, its advantage is that it lasts for a long time, can accumulate a large amount of spear brother and cause a lot of damage, and it is more meaty

Hot Pot: Compared with hot pot, the consumption power and damage are higher, so that the other party must react and can solve more cards.

Musket: The core card for defensive counterattack, and it depends on her when defense is often the most important card

poison: the core consumes the card, cooperates with the miner to consume when about one thousand blood is left, and cooperates with the attack and the night witch are also very useful

Miner: the core offensive tank, because it appears anywhere, it is more offensive

Bow and arrow: the defensive card, blocking the cemetery, the sea of ​​people, and even the elite, pulling hatred, the defensive god card

Rolling wood: auxiliary spells, clearing the sea of ​​people and predictions, universal card

Bone boy: earn fees and kill the front row, shuffling the cards, very useful card

Replacement card:

Musket replaces the arrow, which is more aggressive and annoying, but very crisp, and it uses many challenges.

Bow or Arrow or Musket to Change the Dark Night Witch: More meat, can be used as a small pickup truck, and the summoned bats are also very annoying.

Bone or miner to Change the Knight: More meat, more stable defense, but changing to miners will reduce the attack power and ending ability

Rolling wood to Change the Rain: Stronger air defense ability, but the ability to reconcile ground troops in one high fee

Win rate

Various types of pigs: The same typhoon flying axe pig is the most difficult, but in fact it is OK to divide into two ways. If you jump into a pig, you can put the golden position in the cottage and put the first level in one high. The winning rate is 70%

All kinds of fat: The same big electric double fat is the most difficult, the same two ways to attack, the winning rate is 80%

Cemetery: There is no difficulty, keep the poison, there is no problem. The winning rate is 70%

If you push the road head-on, the miner should place it in 1 or 2 to attract the attack of the giant rocks and flying axes

Stone: Like fat, the Dark Night Witch uses poison to solve the problem, it is easier to fight than fat, and it is 90% winning rate. Remember to keep building a hut

Big pickup: it is also very easy to drag and continually build a hut consuming him, and has 80% winning rate

Assassin attacks the city ram: If you have the chance, you will be consumed until you lose. If you push the same way as him, you will be able to win the same way as him. The winning rate is 60%

Set of 3rd decks:

I believe everyone has seen the dog ball set, it is simple and violent, with high defense, but you are very afraid of fire.

Introduction:

Tiangou: Tank and output are both in one, excellent tank, but there is no output itself, puppy is the output, pay attention.

ball: main output, under Tengu cover, can cause a lot of damage.

big power: core output and defensive card card, can help clear obstacles, medium-health soldiers are not a problem, can cut off the damage of gas dragon and dad tower

undead: output and defense, the card with the highest appearance rate, very important

heavy armor: output and key defense card, the most fastest defensive card in the team, so use

arrow rain: auxiliary spell card, Qingrenhai and flying barrel rely on him

Team: Output and auxiliary defense cards can block elite and auxiliary attacks, very practical

Replacement cards:

Tombstone to replace gas dragon: It is more stable against tanks, but it is best to use it with Dragon Treasure (actually because I don’t have gas dragon)

Dragon Treasure to replace ball: It is more stable to defend, and it can complement gas dragon

Win rate

Various pigs: It’s better to change the way with him, he can’t block it when you push it with all your might. Defensive minutes, then push him hard in one minute, winning rate 70%

Various fat: It's more dangerous, you can't defend or attack, you have to defend with all your might, seize the opportunity to counterattack, win rate 50%

Cemetery: If there is a dragon treasure, the winning rate is 60%. If there is no, the winning rate will only be about 30% when encountering a poisonous tomb, don't need me to explain...

Stone: The hardest to fight, you will be more relaxed with two dragons, but it is still difficult to fight, and the winning rate of two dragons is 50%. No 30% win rate

Big pickup: If there are two dragons, it is easier to play more, and the winning rate is 50%. If there is no, 30%

Assassin attacks the ram: drag and get back

If the reaction is good, I will post another guide article. I wish you all the smooth progress of the cup

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