Recommended lineup a
Light+Darkness+Evil+Wind+Water+Arbitrariness = Blood-sucking Legend Healing Stream
Idea: Provide efficient reply when outputting light probability, reply teammates' Qi and blood tricks, evil emergency bandage, legendary cure; Because the defense is weak, the other party's output is suppressed by the wind and darkness, and the blood-sucking ability is improved in disguise (less blood loss ≈ more recovery). The secret trick is too strong, and water purification is needed to prevent the resilience from being suppressed by the opposite side.
The sixth skill choice is divided into the following ideas.
Because the trigger of evil needs to be killed, so choose grass.
Because darkness restrains all skill effects, it is not too much to purify 2 waters.
Due to the limitation of killing and the influence of steel injury prevention, electric dispersion was chosen.
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Skill selection
Legend: Cure
Light: Treat teammates.
Darkness: reduces the opponent's basic attack power.
Evil: Give blood back to all teammates after killing each other.
Wind: Groups reduce attack power.
Water: purification
Grass: infection
Electricity: dispel
The best lineup: autumn grass dark+reindeer feng shui+yin and yang virtual light (the sixth attribute chose grass. )
Shop lineup: fairy wind grass+giant land virtual+witch fire water (there is no light and darkness, and the sixth attribute is changed to the earth to make up for the recovery and reduced injury tolerance provided by light and darkness; Among them, fire, grass and ground can be replaced by light and dark dragons with 2 attributes and 3 attributes, but the resistance, output and individual recovery of light and dark dragons are relatively weak)
Recommended lineup b
Darkness+wind+water+earth+fire+arbitrariness = legendary confrontation.
Idea: keep the idea of continuous modification of legendary poison, combined with heat output. Then the defense of soil is essential, and the output of grass is completed in two rounds, so the combination of wind can provide more defense. Here, it is said that the duel was chosen to improve the opponent's residual blood record, and the big move was triggered by the fire grass killing to realize the outbreak.
The sixth skill selection is divided into the following ideas.
Because the trigger of fire needs to be limited by killing, grass is chosen. The best match with the killing limit of the fire grass is the passivity of the legend itself.
Due to the requirement of killing limitation, electric dispersion is chosen to improve the output.
Because darkness restrains all skill effects, it is not too much to purify 2 waters.
Skill selection
Legend: Duel
Darkness: reduces the opponent's basic attack power.
Wind: Groups reduce attack power.
Water: purification
Earth: the immortal shield. The measured 3-round effect is only valid for the first target.
Fire: secondary attack, core
Grass: infection, core
Electricity: dispel
Best lineup: Skull Underground+Reindeer Feng Shui+Berry Fire Grass (first round, auxiliary skills and grass infection, second round, export, mound recommended three rounds.
Shop lineup: fairy wind grass+giant land virtual+witch fire water (there is no light and darkness, and the sixth attribute is changed to the earth to make up for the recovery and reduced injury tolerance provided by light and darkness; Among them, the giant can be considered to be replaced by the light dark dragon with 2 attributes and 3 attributes, but the resistance, output and individual recovery of the light dark dragon are weak)