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The Battle Cats | Revival of Origin

And so, Uncanny Legends comes to a close, with quite a banger of a stage too at that! This stage is a huge test of endurance and efficiency on dealing with peons. There's a lot to unpack, so let's get right into it. First of all, the final boss, Zero Luza, is insanely strong, sporting a whopping 4 million HP with 160,000 attack damage to boot, each multi-hit dealing 80k damage. Suffice to say, most of your units are not going to survive his hits. He does have a relatively slow attack rate, so it's essential to bring a unit like Metal Cat to ensure he doesn't push too much. If you don't have Metal Cat, Rock is a good substitute, being able to run in and tank Luza's attacks, or stall him momentarily. As for damaging, your units pretty much chip him down throughout the duration of the stage. Whenever you can, utilize Breaker Blast so your super strong damagers like Idi and Bahamut can land extra hits on Luza. When your money is at a good place (nearing max wallet), you can start spawning Couriers during Luza's downtime to chip him down even quicker. Now, let's talk about the peons. Wild Doge and Relic Doge come out pretty often, but they don't have enough pushing power to mow through your Metal Cats. I like taking care of them using Can Can, Bullet, and/or Slime. I try to avoid using Courier at the beginning, since he can prevent your stronger hitters like Can Can from getting hits in by knocking the peons back before Can Can gets a chance to hit them. You want to prioritize your stronger damage dealers so you can deal with the enemies as efficiently as possible. Also try to avoid summoning too many of these damage dealers at the same time so they don't interrupt each other's attempts to get hits in. Let's move on to some of the more threatening enemies. The Sir Rels typically come out in packs, and are extremely dangerous due to their high damage and fast attack rate. They can easily push through your Metal Cats, so it's vital that you deal with them as quickly and efficiently as possible. Whenever you see them come out, you should immediately spawn Doron so he can chip down some of their HP as well as keep them frozen. This allows units like Slime to get in and outright kill them, or at least take a large portion of their HP away. Doron is pretty much always back on cooldown by the time the Sir Rels come back, so I pretty much use him exclusively to help deal with them, unless in the case of an emergency like Zero Luza getting on your base. Now the trickiest part of the stage are the Bore Jrs. Their mini-waves hit extremely hard, and have the ability to just juggle your units back and back if you're not careful with the timings. I like reserving Idi and Bahamut specifically for the Bore Jrs since they can either one shot (Bahamut) or leave Bore Jr extremely crippled (Idi). Supercat is also a nice option here to guarantee some consistency with Bore Jr timings. I've done runs without him, but they've been a lot more shaky because one Bore Jr mini-wave essentially ends Bahamut/Idi's chances of ever getting to him. Supercat just guarantees that they can get in, plus the weaken is a nice bonus. The Bore Jrs are limited in this stage (5), so once you kill them all off, you essentially win the stage assuming you don't run into any accidents during a Sir Rel wave. Celeboodle is also an enemy that exists in this stage, but she is extremely weak and is basically just a money bag for you. Manic Eraser 44 Metal 20 Courier 44 Jellycat 40 Bullet 40 Can Can 40 (Bounty, Move Speed 10) Mightycat 35 Doron 35 Idi 40 Bahamut 30 Breaker Blast 16 Music: Yooh - Ice Angel

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