
Editor's Note: This article comes fromDappReview(ID:dappreview)Editor's Note: This article comes from
, Author: DR Little Partner, reprinted by Odaily with authorization.
In the official server game, the DR buddy is the second player in the whole camp to get the customs clearance reward, and the first to rush to the king rank in the Crystal Arena. This guide is mainly about card comparison and evaluation and lineup selection. Of course, there are also some simple and mindless game skills, which I believe can benefit players.
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basic mechanism
ChainZ Arena combines the basic gameplay of the two games, that is, the UI design, card quality, parameters, upgrades, etc. are borrowed from "Sword and Expedition", which became popular at the end of last year, and the game combat system is very similar to "My name is MT". Similarly, each card attacks successively according to the speed, and releases an active skill every 3 rounds, and defeats the opponent through the combination of normal attack and different skill effects.
A major feature of ChainZ Arena is that heroes can be freely traded. Players can trade with each other to get what they need, even Africans can have fun. Moreover, cards can also be sold when withdrawing from the pit to minimize the cost.
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Game is Mining - SOUL
At present, SOUL has logged into the two decentralized exchanges TronTrade of Tron and NewDex of EOS. As of the publication of this article, the price is around 1.68 RMB.
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Card quality and star rating
The cards of the game adopt a design similar to the four races of "Sword and Expedition", which are fire (red), water (blue), wood (green) and earth (yellow). The upper left corner of the card has the color and logo of the race , where the restraint relationship is the cycle of fire→wood→earth→water→fire, and the restrained race will cause 30% extra damage.
The single card quality of the card also has high and low points, from 1 star to 5 stars, 5 stars also have red border and yellow border (hereinafter collectively referred to as red card and yellow card), the card can be upgraded to 15 stars, every liter One star can increase a lot of combat power. According to our experience, only 5-star cards are worthy of playing, and the rest are dog food. The 5-star card can only be obtained through advanced summoning that requires krypton gold, and the summoning rate is 4%. We have calculated that the probability of red cards and yellow cards appearing among 5-star cards is about 1:6. The attributes of red cards are also significantly higher than those of yellow cards of the same star level, and there will be an additional passive effect after level 40. For krypton gold players, you can consider the lineup of the main red card, and get a few more 11-star and 10-star yellow cards as excess and dog food (no matter how high the star rating is, you can’t make dog food).
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level design
There will be a boss level every 5 levels in the game. There are four bosses corresponding to the four races, and the difficulty of the boss level will be significantly higher than that of the previous 4 mob levels. Every time a boss level is defeated, the efficiency of on-hook mining will increase accordingly. How to deal with the boss level, especially the big boss level, has become the core of the game's PVE push map. The bosses of the four races are as follows:
little boss
Each major level of the game has 30 small levels and 6 bosses, and each level that is an integer multiple of 15 is a big boss. The skills of the big boss are an upgraded version of the small boss, and the difficulty is greatly increased. We directly introduce the skills and style of play of the big boss. The lineup of the boss level is 1 boss + 2 mobs, a total of 3 units. In view of this, when choosing a lineup, we should try to choose the DPS of a single burst.
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Big Boss Raiders
Cannibal Dryad:
The difficulty of this boss lies in its own super recovery ability, especially the test of single-target burst, and if it is affected by 2 debuffs at the same time, it will be full of blood instantly. Therefore, there must not be more than two heroes who can add debuffs. If there are, put them in the first position and send them away, otherwise it will be very difficult to fight. The water roaming gunslinger is the best candidate to fight this boss.
Tyrant of the Rock:
The skills seem to be very strong and violent, but in the actual game, this boss is actually the weakest of the four big bosses. The stun target of the second skill is random, so trying a few more times is the best way to deal with it. The restraint relationship between the wood system and the soil system, the wood system's roaming gun god became the mvp of this battle.
Ashbringer:
It should be the strongest boss in the current version. The main output is the second skill. When attacked, it will dot 3 random units, and the damage is ridiculously high. This requires the lineup to have the ability to clear debuffs, such as the dispelling of the fire-type Ayres and the invincibility of the wood-type exorcist, which can be effectively dealt with.
Extremely Cold Ice Crab:
To sum up, we concluded that the PVE lineup of the push map must have a high single burst, a maximum of one debuff effect, and a certain dispel ability.
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Red Card All Heroes Analysis
With a clear goal and aura selection, our lineup matching ideas become clear. The cards in the game are mainly divided into tank, output and support. The general lineup has at least 3 DPS, preferably one for T, and 1-2 for support.
There are a large number of heroes in ChainZ Arena, and red card heroes are the most powerful cards due to their additional passive skills. Moreover, the cost is high, and it cannot be cultivated indiscriminately, so we specially analyzed all the red cards according to the team position, so that players can avoid detours. The idea of PVE has been mentioned above, but the situation of PVP is much more complicated. We have combined the performance of each card in PVE and PVP, and listed some recommended cards. If you draw them, you can pay attention to cultivating them.
Tanks
Tomahawk of Glory [Fire] Score: PVE 8/10 PVP 9/10
Among the red cards, the tank with the least HP and the highest attack has very powerful skills. It is a tank that will carry out violent attacks to the end. Active skills can randomly stun up to 4 targets. Passive skills have a chance to stun all enemies for 2 rounds when the health value is lower than a certain percentage. That is to say, you have a chance to hit the opponent for 2 rounds in every battle. Therefore, in PVP Very powerful. Since the three bosses in the official version will also be stunned, the strength of PVE is slightly higher than that of the test version, but the blood volume is too small and there is no defensive skill, so this card may not be able to withstand the output of the boss in PVE.
Dragon Slayer [Soil] Rating: PVE 8.5/10 PVP 7.5/10
Relatively mediocre card, average blood volume, active skills plus team defense effect is very good, passive blood sucking and anti-injury are calculated according to your own attack power, but as a tank, the attack power is still worth noting, the output is barely enough Yes, lifesteal can be completely ignored. Overall a usable card.
Golden Swordsman [Soil] Rating: PVE 8/10 PVP 9/10
Active skills have a control effect on the back row, and the ultimate move passively reduces damage. Although there are only 4 rounds, it is basically enough. As a tank, with super high blood volume and excellent control and damage reduction skills, what more can you ask for?
Battle Ax of Glory [Water] Score: PVE 9.5/10 PVP 9/10
Skill 1 can increase the overall output, and skill 4 can increase the overall defense. The improvement for the team is very significant. With a good blood volume, it can be said to be the first tank in the version of PVE. For tanks in this game, besides being able to stand on their own, it is best to also help teammates, and this card can be said to have full functionality, and it is very worth cultivating.
Dragon Slayer [Water] Score: PVE 8/10 PVP 9/10
The special taunting skills make this card suitable for the sub-T position in some special double-T lineups, that is, it is placed in the middle of the first row, and the pressure of the main T is relieved by taunting. The super high speed makes him often be able to release taunts first at the same level, so that the opponent's big move is delayed for one round, which is similar to the blue Iris. Generally speaking, this card is very functional, but due to the lack of a defensive passive, it is not suitable for the main tank.
Golden Swordsman [Wood] Score: PVE 9/10 PVP 9/10
This should be the meatiest tank in the version. Brother Chun is passive and explodes all kinds of damage reduction and recovery in the front. He often loses one or two in the back row but he is still alive. The first skill armor reduction is a very good functional skill, but it is easy to restore blood to the opponent when fighting the dryad boss. Is a jack-of-all-trades tank.
Tauren [Water] Score: PVE 8/10 PVP 8.5/10
A newly added card in the official version. The passive of the water-type bull head can dispel the buff on the opposite side, but if the opposite side has no buff skills, it is equivalent to one less skill on the side. Water-type Tauren has the highest blood volume of a single card in the game, so it is no problem to be the main tank.
The wood-type tauren is similar to the water-type dragon slayer, with taunting skills and high speed, and the four skills have strong recovery ability, so it can be used as the main tank.
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DPS articles
Gunman [Fire] Score: PVE 9/10 PVP 9/10
The passive of the four skills of this red little fat man is a DPS magical skill, and the 40% chance of hitting the top level is one more time, which is not just as simple as increasing the DPS proportionally. One more shot is equivalent to one more round, which is also counted in the CD of the active skill, that is to say, the fat man may fire four shots every 2 rounds, and use one active skill, a real gunman, a machine gun burst The chug couldn't stop at all, it was very touching. And the red fat man has a natural immunity to the water system Iris that we will talk about later. As long as the first two shots trigger the combo passive, the active skill will be released earlier, thus perfectly avoiding Iris' silent skill. However, the only disadvantage is that the output of the big move is slightly lower, and it is not in the same rhythm as the teammates, which is not conducive to team explosion.
Gunners [Soil] Score: PVE 6.5/10 PVP 7.5/10
The earth-type chubby is a little embarrassed. The first skill is low-damage AOE. The direct damage of hitting the boss is halved (the boss level only has 3 units). Fortunately, after the extra attack, the attack power is a level higher, which is worthy of his red card status.
Phantom Fox [Fire] Score: PVE 6.5/10 PVP 7.5/10
The two foxes are both taking the consumption route of dot and blood sucking, but as mentioned in PVE before, this kind of blood sucking plus dot consumption is restrained by the two bosses of fire and water, and the addition of dot may trigger the dryad to return blood passively, so both of them in PVE Can't get on the stage.
Phantom Fox [Soil] Score: PVE 8/10 PVP 8.5/10
Whether it is the output skill value or the passive blood-sucking effect, the earth fox is obviously better. The passiveness of the earth fox has greatly improved her survivability. If the enemy does not have a strong point burst ability to deal with her, she will deal tons of damage by herself.
Tricky Puppeteer [Fire] Score: PVE 7/10 PVP 6.5/10
The two cards that rely on dot output are relatively average. The fire puppeteer and the wood spirit master have similar deathrattles, but the fire puppet needs 7.5 rounds to achieve the same effect, and it is easy to be dispelled or invincible, and the attack is 20% lower than others. The blood volume of the death-seeking character is higher, and it feels nothing to argue with being completely blown up.
Tricky Puppeteer [Soil] Rating: PVE 5/10 PVP 6/10
The earth puppet master is even more embarrassing, the active dispersal effect is extremely limited, the passive dot is not high, and its own defense is low, so it cannot be used as a front row to let the enemy's attack trigger its passive skills.
Spirit Master [Fire] Score: PVE 8/10 PVP 8/10
The fire-type spirit master has a very cost-effective skill. The full level is equivalent to causing damage of 1280% of the attack power. The continuous single-target output ability explodes, and it is slightly lacking in explosive ability. It is possible to take off passively, but in actual combat, there are few units in the boss level, so you have to find a way to control the last knife, and the actual effect is extremely limited.
Emily [Fire] Score: PVE 4/10 PVP 4/10
No matter which race, this birdman is a wrong choice, with low attack power and poor skill effects, and the passive with a probability of stun is embarrassing, and there is nothing to match.
Pumpkin Man [Fire] Score: PVE 9.5/10 PVP 9/10
In the fire-earth lineup, the rare high-explosive single-body, the first skill has high damage and has a blood-sucking effect, which greatly enhances the survivability. The four-skill endgame damage increase passively destroys the spiritual master in front. It is recommended to train.
Spider Queen [Fire] Score: PVE 5/10 PVP 6/10
The skills are in the front row and the output is slow. It can cooperate with the fire puppeteer, but there will be no qualitative leap. PVE is very weak, and it may be useful to configure a sustained damage lineup around her in PVP.
Sniper [Fire] Score: PVE 9/10 PVP 8/10
It has a certain ability of spot killing, and reducing the healing effect can be very good against the dryad boss, but the number of debuffs in the team must be controlled. PVP moderate reduction treatment has no effect.
Bloodthirsty Blade【Soil】Rating: PVE 8/10 PVP 9.5/10
The fire-earth lineup has another high explosive point, and it has a miraculous effect in the crystal arena launched in the official version. Everyone in the Crystal Arena divides a lineup into 3 parts. Each team may have a few younger players. They can kill the opponent's younger players in seconds to fill up their blood and play the role of a T while ensuring that they don't die in the first two rounds. The damage in PVE is also considered good, and it is a card with a high upper limit.
Anubis [Soil] Score: PVE 5/10 PVP 7/10
The official version of the new card, the four passive skills require 3 debuffs to be triggered. Compared with the real dryad boss, it is basically impossible to trigger in the actual battle. The first skill can greatly reduce the enemy's attack, which is a good PVP skill.
Spirit Master [Wood] Score: PVE 9/10 PVP 10/10
Wooden Spiritualist was the first red-edged card I drew in the Alpha test, and it also opened up the situation for me. What imbas most about her is the deathrattle effect of the four skills, plus her own attack power is ridiculously high, and the damage explodes in actual combat, especially in the early stage, whether it is push map or PVP, it exists every second, hitting the boss will blow up half of the blood , Hitting the player may even destroy the group alone. However, because it is a wave, it will still be a little weak when fighting the boss in the late game. This card is usually placed in the 1st position. If there is her in the lineup, T will be placed in the 2nd position. It is to let her be sacrificed as soon as possible, triggering the self-destruct passive to play the first burst, and then use a few other DPS skills for a round. A few crispy skins on the opposite side fell down.
Roaming Gunslinger [Wood] Score: PVE 10/10 PVP 9.5/10
As we said before, the most important thing for DPS in this game is the single-target burst, and the DPS with high single-target burst in PVP generally has a good performance, so the two female guns have become the MVP of the game Level DPS. Wooden Spearman is definitely the strongest card in the boss battle. Not only can it stably limit the output of the boss for one round, but also add 5% of the maximum health to each attack. Her damage to the boss can account for half of the team's damage. In PVP, the wood-type spear god is also a god-like existence. As long as the speed is increased, it can stably limit the opponent's core, and the strategic effect is huge. But there is still the same problem - the dryad boss cannot get 2 debuffs, and the stun of the wood gun god will hit the boss 100%, so we must pay attention to the lineup.
Roaming Gunslinger [Water] Score: PVE 10/10 PVP 9/10
In contrast, the water-type female gun is much simpler and rougher, without any restrictions. The first skill is the highest single-target damage in the game. The core passive is to trigger a combo after beheading, and the upper limit is extremely high. Whether it's fighting bosses or in PVP, if you have it, cultivate it.
The two water gun gods are also very good partners. When they move together, they must attack the enemy's high attack core, which is easy to cause a kill, and then trigger the passive crazy output of the water gun god. It should be noted that when the two are matched, the speed of the water gun god must be lower than that of the wooden gun god, so that it is easy to trigger the water gun's passive.
Cursed Blade [Water] Score: PVE 8.5/10 PVP 8/10
Although the water system will be debuffed, but it is the vertical row in front of it, which can completely avoid the dryad boss, and when fighting other bosses, the armor reduction effect has a significant effect on the burst improvement, and the dodge passive is even the big move. Can hide, first-class survivability. But as a DPS, the damage can only be achieved by critical strikes with blood pressure. PVE is not bad when you are lucky, and the benefits of PVP are not so great.
Cursed Blade [Wood] Score: PVE 7.5/10 PVP 7/10
The problem with the wood type is also that it is difficult to deal damage. Fortunately, the big move can definitely hit two units, and the output is more stable, but it lacks the magic skill to dodge, so let’s forget about blood control and so on.
Bloodthirsty Blade [Water] Score: PVE 3/10 PVP 6/10
When it was first launched, the damage of the big move was very low. After the latest update, the official adjusted it to a reasonable value, but it is still not strong, and it also has debuff. The passive effect needs to be below 50% HP to be triggered. Like the wooden assassin above, it has no life-saving skills. A HP below 50% means that you are not far from death, and it is unlikely to be able to exert the passive effect. PVE basically can't play, and PVP is not good.
Sniper【Wood】Rating: PVE 6/10 PVP 9/10
Although the value of the big move is very high, it only hits enemies in a vertical row, and the damage of the boss level is directly halved. And you can get 2 debuffs by yourself, and you have to call Dad when you face the dryad boss. PVP is very powerful, output and functionality are very strong. Being able to play a silence at a critical moment may be the difference between victory and defeat.
Pumpkin Man [Wood] Score: PVE 8.5/10 PVP 8.5/10
The Mizuki lineup has another high burst, and the debuff effect of reducing healing is not obvious. The target is a random back row, which is worse than the two spearmen in terms of stability. The damage-increasing passive also has a very good effect in the endgame of PVP.
Anubis [Wood] Rating: PVE 4/10 PVP 7/10
It looks like the skill is a small Fire Glory Tomahawk, but the probability is too low and the stability is extremely poor. The biggest flaw is that there is no output, and the blood volume is not high. Even if Brother Chun stands up passively, it will be difficult to turn the tide of the battle.
Spider Queen [Water] Score: PVE 6/10 PVP 6/10
The damage comes slowly, and the passive skill of not eating dots is very useful when fighting against the boss of the war, but as the core passive of DPS, it has nothing to do with output, so her upper limit is destined to be low.
As a DPS, her core passive needs to stun the opponent and lower her own blood volume, which is really difficult to do. Active skill damage that does not trigger passive is like scratching an itch, and it is a wrong answer that must not be chosen.
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Auxiliary articles
Iris [Fire] Score: PVE 9.5/10 PVP 8/10
The core of the fire-earth lineup, a lot of recovery + dispersal, is a very qualified milk, especially when facing the fire boss, the group dispersal is like an angel descending. In PVP, it will be quite weak against the point-killing lineup, but it is very powerful against AOE or a large number of debuff lineups.
Exorcist [Fire] Score: PVE 7.5/10 PVP 8.5/10
The healing amount is the best among all supports, but the effect is slow, and there is no other functionality. Generally, if the team has Iris, he will not use him. No matter how high the healing amount is, it will not be able to milk the dot of the boss. It's not as good as Iris to disperse directly.
Necromancer [Soil] Rating: PVE 9/10 PVP 9/10
The new card has a relatively strong support. The first skill plus crit greatly strengthens the explosive power of the fire and soil lineup. The four passive skills are very effective in saving the team at critical moments. They can even replace Iris' dispersal. Invincible can also break the opponent's Explosive rhythm. A very comprehensive card with full functionality, it is recommended to take it with you.
Ability User [Soil] Score: PVE 8.5/10 PVP 8.5/10
With the help of a shield, the ability to protect people is obviously stronger than that of an exorcist, and even if the blood is full, the healing effect will not be wasted. Brother Chun's passivity can be regarded as an increase in blood volume, but it is still very powerful. Generally speaking, it is stronger than the exorcist, but in terms of functionality, it is still not as good as the other two assistants who can dispel.
Iris [Water] Score: PVE 9.5/10 PVP 10/10
The protagonist of ChainZ Arena debuts, the version's first god card. Because of the existence of this card, all the god cards that can play debuff can only stand aside. As long as you choose the lineup of the water and wood element aura, you must leave a place for this card. The first skill is silent for all, combined with the highest speed of the whole game, to ensure that your team can stably play a set of skills first, and the strategic role is irreplaceable. In addition, the four passive skills can make the general attack have a healing effect. After careful calculation, it adds more than many other active skills that only use healing every 3 rounds, and one skill can also trigger the healing. If you are lucky, you can add it in one bite. full. This card can be said to be the perfect support for control and milk.
Regardless of the star rating, this card should be upgraded to a high level, because the speed attribute of this game depends on the card level, so whoever has a higher level of Iris can release all the silent skills first, thus taking the initiative in PVP . Encountering high-level Shui Ai in the mob level of PVE will give you the illusion that you are fighting a boss.
Exorcist [Wood] Rating: PVE 9/10 PVP 9/10
The powerful active invincibility skills and self-protection skills can be said to be fully functional as an auxiliary, and they have particularly good effects in many occasions. It is worth mentioning that invincibility is not only immune to all damage, but also removes all DEBUFFs, including stun, silence, attack reduction, defense reduction, and dot. The only downside is that the amount of healing is too low, and it can be ignored in actual combat, so the water-type Iris, who can control energy milk, is his best partner, and is strongly recommended for both PVP and PVE.
Necromancer [Water] Rating: PVE 9/10 PVP 9/10
The healing amount of the first skill exploded, and the crit buff was added, which exploded a lot of healing skills. The four skills directly moved over the skills of the big boss. It is a strong card in itself, but the embarrassing thing is that the strength of the first two auxiliary heroes is too high, so it is difficult to have his position.
The first skill was completely exploded by the necromancer in front. The overall shield of the fourth skill is very powerful, and the ability to protect people is full. Generally, he can be placed in the 2nd position to quickly trigger the entire shield. However, the support position of the Mizuki lineup is too crowded. This game still depends on DPS mang, support and T to provide functionality. From this point of view, this card is not that powerful.
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focus of battle
There are quite a variety of styles of play in ChainZ Arena, and there are a few points worth paying attention to:
Standing position, different positions will have completely different effects, for example, some skills cause damage according to the position, keep your DPS away from these dangerous positions, and improve his survival rate to deal more damage.
Card speed adjustment, the speed determines the sequence of spell release, which will cause a completely different combo. For example, the green exorcist's invincibility ability lasts for one round. If the green exorcist grants invincibility to a friendly character who is slower than him, the invincibility effect ends after the character acts immediately. But if he puts invulnerability on a friendly character faster than him, since the latter has already completed the turn before the exorcist, this invulnerability can last for a long time.
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game tips
During the test, I also discovered some game tips by myself, which I recommend to you here:
If you want to krypton gold, please draw all the cards first. Whether it is mining or establishing an advantage in the early stage, it is much more cost-effective than spending a little money every day.
The hoe buff is the most cost-effective investment, and you should keep the buff on all the time. Among them, the 1-hour buff is the most cost-effective, but you have to buy it every one or two hours, which is troublesome.
You can keep trying to fight the boss. After all, this game still has a little face-to-face factor. Anyway, using the refresh method is very efficient. Adjust the position of the DPS properly when swiping the map, and miracles will often happen.
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Evaluation and Summary
ChainZ Arena, as an idle card game, draws on the gameplay mechanism of many classic games, and introduces the blockchain concept of mining as you play, and has opened up the main chain of 3 major dapps, supported by all platforms of PC and mobile. It is complete and mature enough. Friends who have participated in the α test must also appreciate the huge improvement of the official version of the game. The greatly expanded card pool and the redesign of the boss greatly enrich the PVE experience of the game. At the same time, card trading, arena upgrades and carousel draws The system of the game is also perfected, and the design of related systems is simple enough and easy to use. After the game was launched, the official team continued to improve the content of the game. Several updates were released within 2 weeks, including hero recovery and replacement systems, related bug fixes, balance adjustments, and dividend pool ratio adjustments, etc. Especially for the last item, the ratio of dividends that players who enter the game later can get is increased, which extends the life of the game to a certain extent.