Many virtual reality game players lack understanding of the PvP (player vs. player) deck level talent selection in the Warcraft Arc: Alliance camp. For this reason, we have specially compiled this "Warcraft: Arc: Alliance camp PvP deck level guide".
I used this deck to successfully score 4,000 points in 12 consecutive wins, and continued the winning streak to 5,000 points the next day.
If you know PVP, you will know that the PVP part is quite satisfactory and there are very few isobaric problems.
The most important thing is to look at talents, construction and tactics. When I was live streaming, this deck was missing two talents, but it still won 12 consecutive games before the league weekly update.
This is a deck I built myself, and I haven't seen anyone use it yet.
First of all, let's choose Fording's talent "Holy Shield", so that Fording will be very tanky.
This talent is very important and is the core of the entire deck.
The second most important thing is the robber, whose talent is "lock picking".
If you use the bandit to open the treasure chest, you can get an extra +2 yuan. This is the core of our snowballing deck.
The talents of the other four cards do not affect the formation of this deck, so it is better to have them without them.
Gryphon Knight recommends "Throw" +3 attack range.
The hunter chooses "Elven Power" to increase the main target's damage by 50%.
The Wild Boar chooses "Full Speed Digging" to speed up his subordinates.
Because the quilboars will be damaged before they are dug out, digging them out faster can output them faster.
If the driver chooses "Goblin Invisibility", the device will cause stealth and ambush after the subordinate explodes.
This talent is so strong that she won't be beaten after she explodes.
After he collects his energy and shoots, he can cause high damage in a wide range, which means he can exchange one for many.
Blizzard chooses "Quick Freeze", which can freeze enemy soldiers in place. It is also a very powerful talent.
The chess pieces and talents I recommend are very versatile and super powerful. Usually after you practice these chess pieces and select these talents, you don’t need to change them. In addition to PVP, they can also play PVE and are very powerful.
So I won’t keep it privately here for everyone to copy directly.
Let’s first introduce the PVP map
This week's PVP map is Alterac Valley. The distance from the left, middle and right roads to the enemy's main fortress is the left road, which is the farthest. You can change the direction and choose to fight the defense tower or walk on the bridge.
If there is ore, go right and you can dig another ore on the bridge.
The distance in the middle is medium, and you can get the treasure chest by walking under the bridge.
The right side can be mined recently.
The most important things in this deck are the left and middle.
Start by placing the melee robber in the middle and move to the right to see if there is a chance to open the lock and get 4 yuan.
Fording should go down and move to the left to be closer to the opponent's treasure chest, because after the opponent takes the treasure chest, Fording can immediately engage in the battle, allowing Fording to take the damage.
Next, place the long-range units on the left, such as griffin knights and hunters, and then change the direction so that the left can take the bridge and cross the middle.
Because the remote units on the bridge can attack the middle lane under the bridge.
It should be noted that the knight can move down a little in front to get a closer distance, and the hunter should move a little behind to make the distance farther.
Because the hunter moves very fast, if there are kobolds who want to make up for it after the hunt, see if there is a chance to dig two mines in a row.
No matter what the order of your starting cards is with this deck, as long as you play according to the method I told you, you will definitely be able to play all four flags in the first wave.
It's just that the order is different. Anyway, remember the general principle: when entering the battle, go to the middle first. If not, go to the long range and go to the left. You can put it a little further back, because our goal is to let the long-range on the left bridge and the melee in the middle gather. Play a high-low difference, as long as you successfully get them to gather together, the game will be stable. After gathering and fighting the first wave, 90% of them will win.
Next, there will be another Fording on the right, allowing our troops to form a "double Fording".
Under such circumstances, we have already advanced to the main fortress, and we can use the blizzard to take away the wild boars and the driver.
Under normal circumstances, this will be completed. If it is not completed, it will be cycled again because we already control the gold mine and treasure chest.
Basically, if you don't make mistakes, you will win.