This evaluation will use a large number of various types of calculation data, coupled with practical experience, to obtain as objective and accurate a conclusion as possible. DPS does not count into hits and armor penetration but will be explained separately. The equivalent HP is calculated based on the enemy's 30 hits. 3-star units use 0 dive data, and 1 and 2-star units use full dive xs size data. A fully submerged single-unit unit only receives one damage from the unit, which is called "single protection".
Comprehensive strength list: Taking into account both strength and versatility, A+ and B+ are both specialized in strength and insufficient in versatility. The flash t is reduced by one level, the low armor penetration is reduced by one level, and the medium armor penetration is reduced by half a level. Because the amount of iron-blooded buffs is low, they can be freely formed. High-penetration, low-penetration and flash armor t can be directly compared.
SS: Invincible
S+: Steel Lion.
S: Hunter, machine gun, holy shield.
A+: Wolf Spider, EX Guardian, Robbery Leopard.
A: Soldier ants, small planes.
B+: Dual swords.
B: Dragon Rider, Guardian, Hu Feng, Cutter.
C: Ranger
Boss recommendation order: consider both strategic ability, strength, and versatility.
Scarecrow>Destroyer>Disruptor>Hunter>Executioner
scarecrow
Strategically cut into the back row to continuously output. 2076dps, 3295 skill period dps, 8692 equivalent HP. Skill 1 cuts through the back row, and works with skill 3 to reduce the enemy's output. 2 skill mines can be used to occupy points and change positions to blow up people, and can be used to reduce battle losses by holding on to the chip. Skill 4 increases enemy capture points by 10%, but skills 2 and 4 are somewhat contradictory to persistence. At present, it has the highest strategic value of 3 stars. The skill is very practical to cut down the blood volume periodically, and there is no partiality in all aspects.
executioner
Tactical AOE burst can output in melee combat. 1644 remote dps, 1299aoe melee dps, 8391 equivalent HP. Skill 1 has 11988 small range AOE and 2398 large range AOE. Skill 2 switches to melee AOE mode, with a maximum of 66 points of melee foil, 116 points of foil for itself and an increase in equivalent blood volume to 11950. Skill 4 has strong limitations. With 3 stars focusing on burst and AOE, the AOE melee mode is still hard to compete with Armor T, and is suitable for quickly clearing low- to medium-strength enemies with low damage.
hunter
Tactical single target with controlled continuous output. 1942 including 3 skill dps, 2719-6118 1 skill dps, 7417 equivalent HP. Skill 1 greatly increases the subsequent damage to the boss and takes 3.25 seconds to fully stack. Skills 2 and 4 cooperate with each other, and are manually released to imprison the highest HP for 3 seconds + focus fire + increase damage. The high dps value can only be fully realized when fighting 1w4+ unarmored units, such as green and white Hanhan and other melee units and imprisoning them. Suitable for higher intensity combat control and kills.
disruptor
Specialized assistance for strategic protection. 1643dps, 8084 equivalent HP. The ultimate move waves in an average of 4 seconds, and each wave causes about 307 (1 touch)-1535 (5 touches) damage to each group of enemies on the 3 paths (one collision of each formation of soldier ants against each formation of enemy is counted as one collision, theoretically up to 9 collisions), each wave creates cannon fodder with an equivalent blood volume of 2129 (≈ Griffin's main t but 9 times the system protection). Skill 2 creates a total of 800dps of soldier ants and 2000 (friendly echelon) or 2920 (disruptor echelon) cannon fodder (slightly more than twin taunts). Skill 3 lasts too short and can only deal with charges or sudden attacks. All four skills have protective properties, creating a flash every 12 seconds and giving a twin taunt to allies or yourself every two rounds. It is suitable for killing medium-strength soldiers in a row with low damage, or increasing the upper limit of friendly forces' combat power.
saboteur
Strategic AOE burst output, 528-2904dps, 7410 equivalent HP, excellent buffs that can be used on the high-intensity Steel Lion, which is invincible. Basic attack single number 528 - 5th number 2640 - including the 0.5 radius average dps of burning 5th number 2904, once every 10 seconds 2.5 seconds 1056dps with 10% vulnerable ignition, the normal attack range is too small and can be regarded as a single target High organizational damage. The super large cross range of skill 1 is quite practical, it can cause 8800aoe damage in 5 sections, compared to 50% buff 416 it is 9240 damage in 5 sections. The 2nd skill supports medium dps but the range is too small, resulting in a 0.5 radius dps of 733 in the 5th level. Compared with the level 60 ags30, it has a 1.5 radius range of 550dps in the 5th level. The current powerful range-organized output boss can cause a large-scale burst or a large amount of continuous damage to 5-unit units, but it consumes the organization and lacks support, so it is suitable for quickly reducing the organization in a sea of troops.
Scorpion
SS level control AOE single armor T position. 1397dps high penetration, 42 armor with 5287 equivalent HP, HP armor dodge higher than Holy Shield, rare single armor T. Skill 1 is a vertical AOE that is not easy to miss, and the expected damage to 5 targets with 30 flashes is 7077 (50% buff 416, about 9000). Skill 2 knocks back or stuns the prostitute every 10 seconds for about 2.5 seconds. Multiple invincibles cannot be triggered multiple times. The flat-A output is slightly higher than the 4-fee long-range, and comes with an additional AOE; the panel strength is equivalent to the 6-fee Holy Shield, with the additional single-expansion protection; there is also a beach super gift package, the actual strength is higher than the 6-fee + 4-fee. Suitable for all scenarios, two are basically enough.
steel lion
S+ level 6-cost single-target continuous protection sniper, 1323-4914dps, 1639 (white soldier)-2568 (white Hanhan) general dps, 20 armor and 2323 equivalent HP. 2077dps against green invincible (4w5 blood and 199 armor), 2568dps against white Hanhan (3w8 blood and 68 armor), 1639dps against white soldiers (7500 blood and 0 armor), 4028dps against 7w4 blood and no armor, 1778dps against 1w4 blood and no armor, which is 1.5 more than Leo. times 1765dps. The first skill adopts a new critical hit bonus mechanism, which can increase the level A damage by up to 22% and can be fully stacked in 7.7 seconds. The upper limit is very high, but the lower limit is not low. The percentage of HP damage is balanced by 100 armor penetration. It has an output advantage compared to hunting European enemies when facing high-intensity enemies. The armor can reduce battle losses when fighting Kuiwu and when there is no T position in the front, and makes it possible for a 6-steel lion special team. 2 steel lions and 1 hunter can reduce the risk of whipping corpses and are suitable for all scenarios. Basically, the hunter is at the top. If you have the ability, raise 2-4.
Holy Shield
S-level shield armor T position, 843dps, 41 (1 group)-46 (3 groups) equivalent armor, 4521 (1 group)-5124 (3 groups) counts as equivalent HP for 2 skills, no single protection . 1 skill has 40 shields, covering 83% of the time, reducing battle damage or offsetting AOE. The long-term coverage of the shield means efficient damage reduction in low-intensity channels, but the lack of individual protection means that once the shield is broken, it will bear 5 times the damage of the organization. The blessing of skill 2 makes his armor almost as strong as invincible, and the equivalent blood volume is 15% weaker. The resistance can be increased through multiple groups, but it is difficult to find applicable scenarios. It is suitable for single use in low-intensity continuous slashing scenarios such as pushing pictures and gaining experience. It is enough to have a backup for half a tool man.
tarantula
A+ level 3 fee melee reinforcement armor T + C, 1423dps, 25-37 armor, 1206 equivalent HP. Every 2.6 seconds of skill 1's attack or when the system is lost, an additional group of single-organized wolf spiders with an equivalent HP of 241 will be created that can survive for 10 seconds. When the system is lost, an additional 5-second shield with 241 health will be obtained. On average, for every 8.30 blood lost in skill 2, the armor will be +1, and the equivalent blood volume will be +3.9%. A very special unit, low cost, high DPS, low strength, and very poor battery life when used alone. It is necessary to use multiple disruptors to form a dry dog team. Use the disruptor's ultimate move, the opening and the shield for the reinforcement dogs to greatly increase the battery life. It is not suitable for Paradis, AOE (Typhon) and high burst (green invincible). , you don’t need to raise them if you need to use them together. If you want to raise them, just raise 3-8.
EX Guardian
A+ level 6-cost melee group shield boost flash T, 6607-8258 equivalent HP, 16 high movement speed, 1020-1131 melee dps. Skill 1 only gives 51 points of shield to the human body but not to the machine, which is between 53 in p22 and 42 in hs2000, and will cover all battles after 5 seconds. Every 8 seconds, if the shield is broken, you will gain 50% dodge for 5 seconds, otherwise, the damage will be increased by 10% for 5 seconds, covering 62% of the time after 5 seconds. Skill 2 covers damage reduction for 83% of the time, increasing the equivalent blood volume by 25%, and the 666 sure hit damage increases by 11% dps every 6 seconds. Compared with the Guardian with the same film tool, the EX version's film has been greatly enhanced, with increased thickness, no need for offensive mode, full-time shield coverage, and long-term dodge/damage buff. EX Guardian is suitable for all echelons that use a large number of humanoid iron-blooded echelons, such as Holy Shield + Hunter + Machine Gun. It is used to reduce battle losses and resist AOE. At the same time, it can be used as a tool player with high movement speed. Just practice one.
Double sword
B+ level melee assassin with overlapping damage, 20 movement speed, 180 armor penetration, 694-1136dps, 3656-8124 equivalent HP. Skill 1 reduces armor by 36 layers every 4 seconds, up to 108 armor reductions in 12 seconds. Skill 2 can stack up to 1136dps in 0.89 seconds and 8124 equivalent HP in 1.80 seconds. The highest output is equivalent to the hunting gull, and the highest equivalent blood volume is equivalent to the boss. However, there is currently no need for output to carry damage. The number of melee stacks makes the output inflexible, and the lack of shields and armor will increase combat losses. The current gun-pulling and armor-cutting tool man has a special position but his strength is not top-notch. He needs to train as a backup.
Dragoon
B-level 6-cost burst shield flash T, 845-1865dps, 5588-6425 equivalent HP. Skill 1 starts with a shield of 837 equivalent health, and 1865 dps during the shield period. Skill 2 can reduce the damage of the enemy you are attacking, but it locks itself in the front row, so it is almost only of practical significance to boss units. If t is used as the positioning, the position of dodge t is awkward. If the shield is reduced in the road, it is better to go directly to the holy shield. The positioning of T + C is not as good as Invincible: the base cost and DPS are equivalent, but the actual combat effect of multiple AOE is worse than that of a single damage increase. The equivalent HP is the same, but Invincible has armor and beaches. The strength is not low, but both positions are high. There is currently no applicable scenario. Just grab it and remove it and replace it with the super star core.
Robbery
A+ level 4 fee AOE sniper, 635 dps in 1 radius, 180 medium armor penetration, 12 high movement speed, and 2630 equivalent HP. Normal attacks within a radius of 1 can be critical hits and can be dodged. Armor is calculated. The enemy's formation is not included in the calculation of oneself. When hitting two groups of enemies, the 1270dps is slightly higher than the hunting European 1195. When hitting two groups of 119 white gundams, it is 957dps. When hitting the green invincible, it will be polished. When attacking non-high-armor and high-dodge enemies, the dps is higher than the hunter when hitting 2 groups with less than 100 armor, and the dps is always higher than the hunter when hitting 3 groups. The only range-damage sniper in Iron-Blooded, but compared to the 1.83 grenade radius, the radius of Jiebao 1 makes it unstable to hit two groups of enemies, and the inability to hit high armor is an obvious fatal flaw. It only performs well in dense seas of soldiers, and is suppressed by the overly strong Invincible and Destroyer. The strength is not low and the positioning is awkward. Just practice one first for the time being.
machine gun
S-level 4-cost explosive output at the beginning, high armor penetration, low hit rate and low movement speed, 1076dps, 1830 dps in the first 5 seconds, 2198 equivalent HP. It is one of the few high-intensity back rows at present. It has great practicality in the opening burst. Its low forward swing and high rate of fire can effectively reduce the waste of its own and the team's output. Its shortcomings are low hit rate and low movement speed. It is suitable for all situations with low dodge. It has strong practicality and can quickly clear troops and replenish damage. However, there may be high-level replacements in the future, so just practice 1-2 of them.
Hunting Europe
S-level 4-cost sniper with continuous output, high armor penetration and low movement speed, 1195 average dps, 2076 equivalent HP. Skills often have side effects. It is easy to kill corpses and require multiple snipers, and the dps during the skill period will drop from 1226 to 1145, but it will definitely hit. If the opponent has low or 0 flash, it will definitely have side effects, but it is obviously useful when fighting high flash units such as small aircraft. Its performance is moderate and unstable, and it is suitable for all scenarios. However, medium and high-intensity anti-whip zombies are more obvious. It needs to be paired with at least one sniper with different fire rates. There is already a Steel Lion as a high-cost top, so practice 1-2 first.
soldier ants
A-level 2-cost melee reinforcement dodge T + C, 15 movement speed, 1220dps, 1905 equivalent HP. Every 2.6 seconds of skill 1's attack or when the system is lost, an additional group of single-organized tarantulas with 381 HP equivalent that survive for 10 seconds will be created. When the system is lost, an additional 5-second shield with 381 health will be obtained. A very special unit, low cost, high DPS, low strength, and very poor battery life when used alone. It can be used with the Disruptor to increase the stamina, but without armor it is still easy to be killed, and the flash T has no place at the moment. The low-cost tool maker is suitable for all scenarios. It can also fill the cost gap. Just keep 1-2 spares.
small plane
A-level 4-cost flash T+gain+output, high dodge, high movement speed, low armor penetration, 940dps, 4990 equivalent HP. Skill 2's range area damage increase covers 62% of the time, and can increase Jiebao DPS by 16.7% against two groups of 30 flash targets (27% during the skill period from 1029 to 1304), and increase machine gun DPS by 26% (42% during the skill period from 682 to 971). , improves European hunter dps by 8.7% (skill period 14% from 1043 to 1191), other units are improved between the two. It is an exclusive pendant that locks the front row units with low hit rate, high fire rate or a large amount of AOE. The fatal flaw is that the range is too small and it only marks the front row. It has strong limitations. It cannot hit high armor by itself. It is almost only suitable for machine guns, and the range is too small. It is suitable for specialized machine gun burst teams. It has general versatility. You can just keep a set of xl as a backup when not practicing.
cutter
B-level 4-cost flash T or output, high movement speed, low armor penetration and low hit, 788-1497dps or 6199-12599 equivalent HP. The skill covers 50% of the first 20 seconds. The average equivalent blood volume in the first 20 seconds when holding on is 9399. The average dps in the first 20 seconds when charging is 1143. The skill characteristics are quite embarrassing. It only provides the dodge buff when outputting, and the damage buff when charging. It also has no armor penetration, so the output is basically useless. The gun-pulling tool man has +1, and his own equivalent blood volume is extremely high, but when pulling the gun, it is difficult to trigger the skill while holding on. The soldier ant also has 5715 equivalent blood volume including reinforcements and shields. As a gun tool player, it is suitable for all scenarios, but the price/performance ratio is far inferior to that of the 2-cost soldier ant. It has no chance to play and is completely demolished.
Hu Feng
B-level 4-cost flash T + output + gain, high movement speed and low armor penetration, 1130dps, 4187 equivalent HP. The skill covers 62% of the duration, increases machine gun dps by 7% (skill period 16%) against 30-flash targets, and increases hunter dps by 4.8% (skill period 7.743 to 1123). As a buff level, the improvement is too small. Although it has a certain degree of strength, it is impossible for the back row's flash T to resist. It has excellent dps but cannot penetrate armor. It is suitable for most situations where the enemy has no armor, but its own strength is too low and there is a quasi-high replacement, so it is not allowed to play, so it is completely demolished.
guardian
B-level 4-cost melee group shield flash T, 5534 equivalent HP, 753dps. The 1st skill shield is only for humanoids and not for machines. It covers 60% of the duration. It must hold 20 points for all humanoids. Otherwise, it will have 40 points for humanoids in range 3, both of which are lower than p22 and hs2000. The low-cost lower-level replacement of EX Guardian is not as good as EX Guardian in terms of cost, shield thickness, coverage, flexibility, toughness, movement speed, etc. It is suitable for all human echelons to reduce damage or resist AOE. Unless it is necessary to apply a 4-cost film, it is better to directly use the EX Guardian, leaving the rare body type, and remove the rest.
ranger
C-level 4-cost flash T + melee output + gain, low armor penetration, 1066 melee dps, 4362 equivalent HP. When holding on, the output and dodge of units within 1 square behind you are increased. It is suitable for bosses. In the Holy Shield EX Shield team, it can be used to increase the physical strength and the range of the ranger will be longer and will not be hit, but the melee combat may reduce the formation, resulting in a situation where the output bonus is not as good as directly given to the boss. When used as a 4-cost flash T, the equivalent HP is at the bottom. As a melee output, the dps reaches the average level, but the melee combat has low armor penetration. The amplitude of the gain is average but the range is too small. The overall output improvement of the team is weaker than Hu Feng, and the dodge gain is It has a certain value but requires charging to be easily damaged. The damage gain, output and range are all weaker than Hu Feng. Melee combat, low armor penetration, and low equivalent full possession means fewer applicable scenarios, low play rate, and full demolition.