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HomeSoftware TutorialMobile ApplicationStar Wings COST gameplay combination recommendations

Question: How to effectively allocate COST in Star Wings? In the Star Wings game, COST value is an important factor affecting the character's survivability. Reasonable allocation of COST is crucial. PHP editor Baicao will provide you with COST gameplay combination suggestions by converting the COST distribution problem into the total blood volume distribution problem, aiming to help players improve their character's combat capabilities.

Star Wings COST gameplay combination recommendations

Star Wings COST gameplay combination guide

【1.5 1.5 combination】

Recommended order: avant-garde→defender→avant-garde/defender→×

There is no combination of COST OVER.

With 1.5 COST points left, it is the most ideal battle situation for both of them to be undamaged.

In other words, before the second drop, the front defender responsibilities of the two must be clarified to determine the candidate for the third drop. (It should be twice for the forward and once for the defender. If you play too casually, you will face a desperate situation where there are clearly 3 points of COST left, but the health of both characters on the field has bottomed out, and they will lose at any time)

【1.5 2.0】

Recommended order: 2.0→1.5→2.0/1.5→×

or: 1.5→2.0→2.0/1.5→×

※The situation where the same character falls twice or three times in a row will not be analyzed and discussed here

If you fall in the above order, the first two falls will not be COST OVER; in the third fall, the character who returns to the battlefield will be COST OVER.

That is, both parties return to the battlefield once with full health, and one of them can return again with COST OVER status.

is a combination of double avant-garde styles, which can be understood as an approximate combination of 2.0 2.0 COST, and on this basis, it can be added once more.

Considering the remaining health when COST OVER occurs, it would be better if the 1.5 character falls twice and the 2.0 character falls once.

(1.5 character COST OVER returns to the battlefield with 2/3 health, 2.0 COST OVER character returns to the battlefield with only 1/4 health)

At the end of the game, the character who decides to fall only once should take the initiative to retreat and wait for his teammates' COST OVER to return before moving forward.

【1.5 2.5】

Recommended order: 2.5→1.5→1.5→×

The ideal situation is to let the 2.5 characters fall first to avoid COST OVER. However, if the 2.5 character falls too early, it is easy for the opponent to choose to play the 2.5 character for the second fall. Therefore, although the 2.5 character should be the vanguard at the beginning, when double-locked, he should still retreat appropriately to lengthen the front.

In principle, the 2.5 characters fall first, but the risk is not high if the 1.5 characters fall first. In addition, there is no doubt that the 2.5 role must be switched to fullback as soon as it falls behind.

1.5 Although the character can only fall twice, he can still achieve three and a half sleeps. Overall, it is a combination that is well balanced and very strong.

2.5 The chance of winning is not low when the character falls behind and the COST OVER occurs, but at this time it is very difficult for the 2.5 character to sleep three and a half times. Compared with the 1.5 2.0 COST combination, the 1.5 character's recovery needs to be more cautious and controlled.

【1.5 3.0】

Recommended order: 3.0→1.5→×

The ideal state is that the 3.0 character falls first, but the 1.5 character has low health and is easy to be dropped first, resulting in COST OVER, so this combination is quite difficult. This is a character combination suitable only for seniors.

It is not impossible to implement the bomb tactic of letting low COST characters attack repeatedly. It is not impossible to let 1.5 characters occupy all the COST. However, when the 1.5 characters have already fallen once or twice, if the opponent deliberately targets the 3.0 characters after awakening, The situation will be very serious.

Therefore, it is very important that the 1.5 character only falls once. Rather than having to switch the position of the front defender due to the COST adjustment accident, it may be more stable to let the 1.5 role always serve as the defender until the end of the game.

【2.0 2.0】

Recommended order: avant-garde→defender→×

The combination will not cost OVER. When using the final 2.0 COST, the most ideal battle situation is for both of them to be undamaged.

In other words, the party that falls first should choose to retreat.

It seems to be a well-balanced combination, but due to the need to adjust the blood volume simultaneously, it is difficult to share the responsibilities of the front defender, and it is difficult for both of them to perform their respective positions.

At the same time, due to the performance gap with high-cost characters, there is almost no chance of winning if the two characters do not try to awaken four times. However, because there is enough blood, if you can make full use of the four awakenings, you can still fight.

【2.0 2.5】

Recommended order: 2.5→2.0→×

Generally speaking, it is ideal for 2.5 characters to fall first.

is a typical double avant-garde combination. The performance is higher than 2.0 2.0. If the blood volume is fully utilized, the two characters can have a total of 5 semi-awakening awakening slots.

No matter which COST OVER it is, it will have little impact. If it is a 2.0 fighting character that can deal damage, it is not impossible to let it serve as a vanguard.

For 2.0 Cost melee characters, 3.0 characters are more stable than teaming up with 2.5 characters.

【2.0 3.0】

Recommended order: 3.0→2.0→×

Generally speaking, the ideal state is 3.0, with the character falling first. Based on specific roles and tactics, 2.0 characters can also fall first or even twice.

The responsibilities of the front defender are very clear, and it is a very simple and easy-to-use combination. But the probability of the character falling first in 2.0 is higher than that in 2.5 3.0.

COST has a good balance and is one of the basic combinations worth recommending.

【2.5 2.5】

Recommended order: avant-garde→defender→×

is a combination that can adapt to changes in blood volume adjustment. The ideal situation is to decide the position of the front defender according to the actual situation during the battle and then fall first in sequence.

This combination is not recommended for one character and two falls. You can adopt a two-avant-garde style to carry out joint operations, with one person retreating to adjust the blood volume in the middle game, so as to give full play to the advantages of the high-cost combination.

【2.5 3.0】

Recommended order: 3.0→2.5→×

or 2.5→3.0→×

It is necessary to determine the front defender at the beginning. The ideal state is that 3.0 falls first.

Based on specific characters or tactics, 2.5 characters can also fall first or even twice.

Although 3.0 characters and 2.5 characters can each fall once, the lagging side will only be in a delicate situation of lingering after returning to the battlefield.

However, even if the 2.5 role falls first, the loss of the forward-back exchange is not big, and the strength of the forward is still guaranteed. This is the strength of this combination.

Although the performance is the strongest in a combination that allows two characters to each fall, high returns also mean high risks.

【3.0 3.0】

Recommended order: 3.0→×

It is necessary to determine the front defender at the beginning.

Because only one fall is allowed, the party that decides to lose must try its best to save blood before the teammate falls.

The forward must always protect the defender like a watchdog and must not be picked apart by the opponent and forced to play a false 11. The ideal situation is that when the vanguard falls, the defender should have at least 2000 health left.

Because the number of times it can be dropped is only once, it is a very cost-effective combination. You can only rely on the powerful performance of 3.0 characters to fight.

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