![]() However, with two different attributes even when unevo'd, he has some advantages over Kirin in team composition versatility. Furthermore, his active is less focused on killing bosses, making it harder for him in later dungeons. U&Y is a little inferior to Kirin early game in that his primary attribute is resisted in green dungeons, making those a pain early game. The reason she isn’t in god tier is because running Kirin casually can be particularly stressful for new players, and can often lead to deaths in dungeons when you can’t match enough orbs. 25x spike providing one of the strongest bursts in the game, fantastic stats, and a fantastic 15% gravity as active. Kirin can hands down run every dungeon under the sun that doesn’t restrict her colors. Not much going for her as a sub slot either, since so many light subs have better stats and actives. While she will always be a crazy farming leader, she has no ult evos and you will find her damage severly lacking later on. However, what DQXQ does not have going for her is her inability to tackle many harder dungeons. Her active skill is an orb changing skill, which is generally better than Horus’s active. She even comes with a subtype to output more damage. DQXQ is a great leader, even easier to proc than Horus with the same 16x. These babies are currently incredibly controversial, loved by her users and scoffed at more “skilled” players. For a red card he has amazing RCV and is a great sub for several other teams. He is incredibly relevant later on in the games both as a farming and descend leader his ult evo allow him to attain a 25x spike later on. With an easy to activate leader skill that provides a 16x spike, you can cover 80% of the game with just this leader. Horus is the dream pull of every beginner. ![]() Out of Red/Green/Blue, red leaders are most preferred early game because they tend to have higher attack stats, making the shitty subs you pick up early on a little more effective. Most obvious are the Light and Dark attributes because they will never hit for 50% less damage the way the RGBs do. Save your + eggs if your first card has low relevance.Ĭolor: Although the game is pretty balanced between colors, several colors have a distinct advantage, even in early game. While relevance shouldn’t decide whether you keep a card, it should decide whether you will spend time to level and pour your + eggs into it. Some leaders are incredible early on but will start looking useless within weeks. Relevance: Perhaps the most important factor if you plan on still playing months from now. You don’t want a rem roll that has a massive leader cost or has a leader skill that encourages subs will high cost, since they won’t be nearly as effective. Team Cost: While end game players have no worries about team cost, early on this is a severe limiting factor to your gameplay. However, some cards have game changing actives ( AALuci) that really boost their viability. You are looking for leader skills that will help you be able to tackle hard dungeons even when the rest of your team is complete shit this is accomplished through spiking for ridiculous damage or finding some exploit you help you survive hard bosses.Īctive Skill: This isn’t as important as leader skill, since most actives will only be used once or twice tops per dungeon. Leader skill: Since this card will be your leader for at least your early game, its leader skill is obviously very important. How to decide what cards are worth keeping depends on several factors. This will be your first roll, so every single guide will emphasize choosing a good first REM card. In the early stages of your game, you can only afford to powerlevel one card, and will only have enough team cost for one evolved 6 star+ card. The most important Rare Egg Machine (REM) roll in your game will be your first.
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