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Heavenly ghosts are still used by masters, and the average player spider is good, if the early and middle stages are smoother, the beasts have not lost too much in the case of no minerals, and the mixed troops of spider + fat man + a small amount of destruction in the later stage are very good. Because bats + flying dragons are things with high offense and little defense, don't be in a hurry when UD fights, net-pull-hit, and deal with beasts according to this rhythm, it's easy for beasts to gg.
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He is out of the bat and the wind rides, you can have more gargoyles in double BC, the gargoyle is a close attack so his bat's self-explosion will hurt his own people, and the gargoyle has a high attack on the air, the bat and the wind ride are not comparable at all, and the big g can't be in the air, so you take advantage of the consumption
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This style of play doesn't seem to be common Don't look at the 2nd floor There is too much nonsense For ud 1 copy dog + dk with staff is basically invincible (hum copy people and a little dangerous) At present, 1 ORC of the big G has not been found, and all recommendations are 1 book of the violent dog.
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The common tactic of UD to deal with ORC is spider circulation destruction + ice dragon, of course, ice dragon is only an ideal class, usually the destroyer can already decide the battle situation, and as far as UD is concerned, the strength of the 3 heroes is its essence.
As far as the analysis of the situation of ORC using flying dragons + bats to fight UD, in fact, this is an irrational and unscientific way of playing, UD starts with a spider stream, and goes out with the dust of the development and is not afraid of BM's harassment, and death winding can also ensure that BM will not be killed by soldiers or steal experience, and there is a certain chance to kill BM; In addition, if you don't use a 2-player battle map, I'm afraid it won't be so easy to catch the tail.
In view of the situation that there are no soldiers in the early stage of ORC, one way to play is to explode the ghoul rush in the early stage, but considering the hole in the ORC and the possible existence of the arrow tower, if you can't confirm the condition of the opponent's base and have the corresponding micro-operation technology, it is safer to choose Spider Flow. After a period of time in the MF, it is a good choice to take 5-6 spiders to the orc's house to harass, with the main purpose of demolishing holes and killing farmers, limiting their development, and when the spiders are raised to the web, the wyvern does not have the ability to compete with you; The only thing to worry about is that the other party may be the second hero, using the sheep to kill the spider, which depends on the strength of the undead hero, and use 51 and DK to kill the opponent's hero in seconds.
When the Destroyer appears, the situation should be clear, pay attention to upgrading the air defense and dispersing the Destroyer, it takes at least 3 bats to kill a Destroyer, plus the existence of DK51, the ORC Air Force is not qualified to compete with the UD. ORC heroes are generally vulnerable, without the cover of ground troops, in front of the undead heroes is that experience, pay attention to ensure that you have the dust of development on your body at any time, and you can use ghosts to follow the hero in the later stage, and the enemy is not to be afraid.
To be honest, it is rare to see an ORC who dares to fight out of the Air Force.
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Exploding dragon tactics can never be used against UD, since he began to send troops, and you are afraid of his harassment, the best way is to suppress, the spider flow starts, DK should have 2 spiders when it comes out, DK buys skull sticks and development, directly suppress, first kill the skeleton of the farmer, and then forcibly demolish the hole, BM will put the development to hit him, and crush the pull. If you can't crush it, you will also destroy the economy and population of Ratha, and the Wyvern is both expensive and population-occupying. Besides, even if you don't suppress him, = if he flies out of the dragon, your cobwebs will rise and pull, and the wyvern will never be able to beat the spider by the web.
UD is almost invincible in the air (the only thing I'm afraid of is the plane), you can rest assured that you can destroy if you pull the cobwebs (self-detonating bats can't explode and destroy when they are netted), and the way to play the dog is absolutely not recommended.
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I'll mention you: my usual tactic, gargoyle flow. I don't believe that when an enemy wolf rider rushes to the front and traps you with a spider, and you lean forward to protect the spider, the orc's high-point kill unit dares to rush over and kill the spider.
It's far easier to fight against the ORC's Heaven and Earth Twin Riders than against the undead Heaven and Earth Twin Ghosts and HUM's Heaven and Earth Twin Riders. It's the same if the other party can't come out and explode, and if it comes out, it will be given priority to go offline. First of all, when the enemy has raised 3 dribbles, then you should also dribble 3 lich.
To play this tactic, you have to go to the mine (you can not enlarge the cemetery), quickly rise to 3 books, slow spider fast technology in the early stage, double BC, single slaughter and cursed temple, and then madly make up zz and heavenly ghosts, practice 2 attacks. At 2 turns and 3 o'clock, there are 3 cars, 2 corpse cars, 3 wizards, and skeleton mages are trained. Three books and one good, three hairs of little black, training destruction form, bone and magic free stone statue.
If you have time, make up 1 2 fat people. Like anti-concealment (1), group supplement (2 3), small blood (3), magic bottle (1 3), invincible (2 3), all of them must be together. After that, wait for the BM to come with the smell of war.
When encountering, if you find that the enemy's troops are more fierce than you, first charge the spider forward, wait for the wolf rider to release the first web, and then protect the spider, then take a look, 1 car to open blood, 1 car to open the demon, and 1 car, 3 wizards, 2 corpse carts, all run to the rear of the enemy's hometown to play the little skeleton Haijia corpse car siege city. The car is magical. At the same time, the frontal troops should manually let the spider w towards the air unit at any time, at this time you must understand that the heavenly ghosts should not die too much when they rush forward.
The enemy did not dare to move the air force forward, so he could only slowly grind the spiders, or go back to the city to provide relief. Learn to solve heroes with a salvo (e.g. 1 C, 1 nova, 1 Celestial Ghost Volley, 1 Spider Volley), and besides, the three heroes have so many supplements.
However, be careful not to let others save you (i.e., don't relax). When fighting head-on, let a few heavenly ghosts form stone statues at the front of the war at any time to disrupt the enemy's formation. When the fat man comes out with more than 2 of them, he pulls the spider back and takes the fat man as the first front.
Spiders and heavenly ghosts are the second front. If we die a fat man, at least we have to let others die more than 4 units.
Note that the operation of the double line is also a key step in this process. A lot of drills will definitely be practiced. Harassment is also necessary. It's necessary to take a few spiders out to suppress. But I'm more fond of a few dogs and skeletons to harass, which can make you think about it.
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You shouldn't have let him hit with electric balls, poisonous dragons, and bats at all, which means that your suppression of him in the early stage was very unsuccessful. Dead riding to 3 will take the spider to press, as long as the pressure is good, the beast dragon's flying dragon will become invisible, and dare not easily upgrade to three, slowly consumed, as long as the opponent's flying dragon is not formed, it is definitely your advantage. Wait for your three books, lich dribble, and the three-serve ranger silences the old cow, which is basically a steady win.
In fact, professional players will not use this move at all, and the ORC that uses this move is to find death. There is almost no chance of winning at the same level. But if you are beaten like this, there should be a large gap in level, so practice slowly. gg gl
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Seriously, it's mainly because of the hero level at that time, in fact, this tactic is very easy to fight, because this tactic is relatively empty in the middle of the game, and it can be directly suppressed with the ice armor spider, of course, if this tactic is formed, it can be hit with heavenly ghosts, 3 heroes out of the dark, limit the bull head, and this operation must be very good.
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It is still necessary to press well in the middle term, the decisive battle formation must be good, and the three heroes must limit the bull head. Otherwise, this tactic will not solve the UD.
Now the orc hits the UD, how to fight and how to have.
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The Ice Armor Spider has no solution, in other words, the pure spider has no fight at all.
Only the limit of the operation of the dog plus the spider.
To be able to spell before the bull head level 5, the key lies in the operation of the loose dog.
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Once this combination is formed, with a population of 80, it is almost impossible to play. However, it depends on the hero level, equipment and economy. Poison dragons are very buggy.
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Send n cobwebs, bats and wind rides, and a few more gargoyles.
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This belongs to the middle stage and did not suppress the late GG.
Strengthen the practice, harassment and anti-harassment.
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I think if you go and fight the orcs and get him to upgrade the level 3 base and buy the electric ball, you're already a failure.
Abomination plus a stream of small skeletons.
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Hello!!
It's rare to see the orcs riding out of the wind to drag down the undead economy!!
Generally, the orcs rode out of the wind and self-detonated to deal with the destruction of the undead.
Like you said, you can build 1-2 ice towers behind your gold mine to make sure that the Wyvern doesn't dare to come over. You can also use ZZ to upgrade the burial and net as soon as possible, bury 2-3 rabbits near the gold mine and wait for the rabbit to ensure that the other party's gains outweigh the losses. You can also make a few gargoyles to transition, but remember that it's just a transition, a group of gargoyles are afraid of blowing themselves up, and you only need to send out 2 or 3 of them to prevent the harassment of the dragons.
A small number of Wyverns cannot pose a threat.
Good luck!
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The heavenly ghost has a big advantage over the air, and the opponent's self-explosion can be avoided in the form of a stone statue (the others are fine, and the one who is exploded will still die), so it is recommended that it is a G rheology heaven and earth twin ghost or zz flow to fill the heavenly ghost.
The key is suppression.
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A few towers will do, what more?
On the flying dragon zz, don't want a ghost, 6 or 8 can be, and then out of the fat man.
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Out of the spider upgrade web just put 3 on the edge of the mine.
Something out of the heavenly ghost is also done.
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You can't use the twin ghosts of heaven and earth at all, it's better to deal with orc with zz to destroy, 2 rounds of lich to raise the ice shield, as long as the destruction is formed, orc is difficult to fight.
Definitely not recommend the heaven and earth twin ghosts to fight orc
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It's best not to hit the ORC with a heavenly ghost, because it's too vulnerable in front of bats.
If you really want to use it, you can only steal a lot of heavenly ghosts without letting the opponent find out that you are creating heavenly ghosts, and then destroy the opponent in one fell swoop, otherwise the opponent will have time to explode a large number of bats.
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I've never seen a UD fight orc can be a ghost..
Generally speaking, it's all Spider Landlord 2 3 Heroes Use Dreadlord to reduce ORC's Attack Damage.
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The opposite side can explode this kind of troop must be a dual-mine economy and rent, so you must also be a dual-mine economy. The two mines are friends to the two mines, and he is out of the griffin dragon eagle, and you will have 3 be blast bats. There are 2 bats in the population, even if the other party is all dragon eagles, it is impossible to have more bats than you bat summoning the omen bat.
Come up and hit Long Ying first, he can lock you a few.
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I'll teach you a trick, start out a bunch of small G, level up, and the old man in the middle of the year will be a wizard, but the building will be inside, don't let him find out, out of a pair of dogs and a few wizards go to his house and go directly to him, you wait for the skeletons all over the ground to kill him.
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Most of them use puppies to turn spiders In the later stage, it is much easier to play one or two "national treasures" This is the easiest way to play In the early stage, you must quickly level up to 3 dk, so that you can dismantle the ground hole in the first wave This is more important Luch comes out to learn ice armor and has strong defensive ability To put down BS in the beast clan is to carry out the two hero leveling of the beast clan or catch the beast clan Simple
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Immortal Fight Orcs, generally we play ei, start 47 to go to the point where the book is published under the opposite mine, use the animals next to the store to summon skeletons, and then go to his mercenaries to kill the big treasure monster, all with a 47 and a stick, and then zz and 47 beat out the middle store, to 3, dead suffocation, ice dragon, 3 defense, 3 bats can't get down, when an ice dragon goes to his house to pull out the hole. This tactic is simple to operate and lethal, even if it is pressed badly in the middle term, a wave of ice dragons can turn the tables, which is the three-defense ice dragon flow that is rampant vs vs.
Actually, the best way to fight the undead beast clan is the relatively cold tactic of the sea of skulls, and the 5j undead level can easily beat the 8+ beast clan, and the specific landlord can find it on the Internet.
It seems that the landlord is not of a very high level, and the rookies must give full play to their advantages in the immortality, and the orcs are very restrained in the immortality, and the suppression is very strong, and they want to hold back to the death, and hold back the senior soldiers in a decisive battle.
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There is no comparison.
Bats are used for anti-air.
Wind riding is DPS or harassment.
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I often use wind riding to fight ne I know the advantages and disadvantages of this tactic The advantage of wind riding is that the attack is high The disadvantage is that it is expensive and brittle and slow to form First of all, we must do a good job of reconnaissance Go to his house more often I found that the beast pen flashed but I didn't see the wolf riding He is very likely to set up the assembly point in a hidden place at home You can try to talk about sexual suppression He can't help but expose it Pull the wind and ride to participate in the battle Because a small amount of wind riding does not have a harassing effect You must hold back about half a team.
If you are unfortunate enough to be suffocated out of more than half of the team.
1 If you're playing a bear deer, out of ac fawn Wisp at home is scattered around the world Buy it and save it 2 Heroes don't tell me it's kog.。。。 Both the Beastmaster and Naga are OK Pay more attention to the gold mine and don't get blown up As for the demolition of the house After all, the wind ride is a piercing It is not very efficient Stand up to the three demons Buy Ball Everything is solved.
2 If you blow the wind, you can get it out No matter what it is ac horned eagle elven dragon The most important thing is bird De Home or wisp scattered all over the world Pay attention to the gold mine Don't be blown up Stand up to the three demon buy balls It's all ok.
P.S. I just despair when I get to the devil and the red bottle.
By the way, when fighting the bear deer, the bear still has to continue to come out 2 to 3 on the line, pay attention to protection, the master level is almost ready, and all the troops will go to his house.
It's really not good at home, especially next to the gold mine, 2 is enough.
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