Fantasy Dragons 2 Pet 5, Fantasy Dragons 2 Pets

Updated on Game 2024-02-08
4 answers
  1. Anonymous users2024-02-05

    Cute pet is a general term for pets, as long as it is a cute pet is a cute pet, only a growing pet can be a mount. Each pet can add attributes, but the quality of the attributes depends on your luck, or you buy pets with good attributes directly in the market, but they are more expensive. Bulldogs are non-growth-oriented, if you buy them yourself, it depends on your character what attributes you can prescribe.

    Powder Dragon can be used as a mount after level 40 and 2 turns, and the effect is suspended, which is still different from flying.

  2. Anonymous users2024-02-04

    There are three main categories of pets.

    One is the combat riding pet series, the second type is the combat cute pet series, and the third type is the non-combat class.

    The first type of combat riding pet is the mount pet in the **, the advantage of the mount pet is that it can be ridden (nonsense), after riding, you can call out the interface of the portal tower, that is, you can not run to the portal tower in the field and then teleport, you can directly ride on the baby on the spot and then call out the portal tower interface, directly teleport, more distance-saving.

    The second type of combat cute pet is the cute pet pet in **, the difference between the combat system and the non-combat system is that the combat system has skills, and can evolve and upgrade skills, basically the skills of each pet are different, but there are also the same.

    The third type of non-combat class is such as Paris Egg, Little Stump Egg, Little Frost Bone Dragon Baby Egg, etc., these eggs are only sub-attributes, but there are no skills.

    To put it simply: combat class: there are sub-plus attributes (random attributes, can be refined), there are combat skills, upgradeable, evolutionary, and combat skills can be upgraded.

    Combat classes are further divided into rideable and non-rideable:

    The rideable one has one more teleportation function than the non-rideable, and the one that can ride the wind

    Non-combat: There are secondary attributes (random attributes, which cannot be refined), no combat skills, cannot be evolved, and cannot be ridden.

  3. Anonymous users2024-02-03

    Chest 1, Earth Shield 1, Electricity 1, Whirling Dance Kill, Ascending Dragon Overlord, Claw Mastery.

  4. Anonymous users2024-02-02

    Aerial Attack: Level 1, almost all of the later stages rely on the Ascending Dragon to pick up the air.

    Dancing in the Air: This skill has also been lost since it was weakened. If you have enough points in the early stage, add it, and there will be no need for that in the later stage.

    Swift Strike: Fill up, no explanation.

    Ground Pick: Level 1.

    Drop Hit: Level 5. This skill is a bug that can't be filled with a gap.,No. 12 is estimated to change.。

    Rocket Punch: Chance to be stunned, PK can be used, although I didn't add it (TBD).

    Dancer: Claw Mastery: Fill up.

    Disguise and ground escape are skills that I personally think are used to play.

    Thunderbolt Flurry: One turn to fill up, it's very useful to hit monsters that can't be picked up. Just add 1 level to the second turn.

    Whirling Dance Kill: Fill up.

    Shenglongba: Fill up.

    Martial Artist: Space Walk: Level 1, pre-skill.

    Parry: Fill up as much as you can to increase physical defense and physical attack.

    Big Windmill: The most useful skill for the second turn, it can change and move while reaching level 3, and the attack will not be interrupted.

    Kick to the Sky: Level 1 pre-skill.

    Spin Air Kick: Fill up, level up 5 against the enemy, and the instantaneous skill PK is very useful.

    There is no return dart: level 1, pre-skill.

    Volley Exhibition: Level 2. Pre-skills.

    Provocation: Feel free, the dancer point is definitely enough, and it's okay to catch someone if PK has nothing to do.

    Cossack Dance: Let's have fun. There is no place to use it. Although this skill has a high attack, it can run a long distance, and it only takes 2 kicks to get kicked.

    As for the crazy drill bit, the serial wind foot is a chicken rib skill, so don't add it. The rest of the points can also be used to play with the clown's head. Leveling for dancers is the easiest.

    Before you change jobs, just mix with the mage, and mix it up until you get around. Then Thang Long. Whirling dance.

    Let's switch the three skills of electric shock, and just make up for a flurry in the air from time to time. By the way, after ascending to the dragon, you can directly connect to the air and dance around. After the second turn, replace the electric shock with a big windmill.

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