There are many players who want to know about Warcraft Arclight War. They want to know the recommended strategy for the Kain Bloodhoof leapfrogging deck on the 22nd floor of the Warcraft Arclight War dungeon. The editor of Sourcecode.com has compiled an article titled "Recommended Guide for Cairn Bloodhoof Leap Level Deck in the 22nd Floor of Warcraft's Arclight War Dungeon", which provides the answer and I hope it will be helpful to everyone.
The recommended strategy for Kain's Bloodhoof leapfrog decks on the 22nd floor of the dungeon in "Warcraft Arclight" is an issue that has attracted a lot of attention in Warcraft's Arclight. The group recommends that this problem can be easily solved as long as players follow the steps mentioned below.
I studied the gameplay of the Bull Head deck, and rationally used the two cows to cause permanent stun to the monster to achieve the effect of skipping classes. If you can stun, you can kill! Finally, I passed the 22nd floor of the dungeon last night with a Bullhead deck with an average of 17.4 and got the full gold frame.
Cairn Bloodhoof (My main card is Cairn, the level can be as high as possible, the higher the fault tolerance, the lower the fault tolerance rate, the talent brings resurrection)
Frost Wolf Shaman Sacrifice (Earth Shield gives armor to the bull, so that your general will be stunned by the meat, otherwise the bull's head will really not be able to bear it)
Blizzard (god card, talent freezing, taking into account field removal and damage compensation, can effectively ensure the health of one's own health)
Stonehoof Tauren (no talent...I have no talent in Stonehoof. It is still a white card and cannot be bought. Stonehoof has many functions. When advancing, it impacts the back row, defends the home and resists damage. The most important thing is to fall down on Kane. Switching hatred when resurrecting can attract damage and protect the output of the back row)
Darkspear Troll-talented blood recovery, Blackstone Pyromancer-talented Pyroblast (these two cards are both high-quality back-row output, among which the troll can also receive a 20% health bonus from the leader's aura, both offensively and defensively) Good choice)
Harpy (talent mining, this card slot still has a lot of options, the reason I brought it is to control the map and get resources while taking care of the field, fight the second to defend against the banshee, and eliminate small spiders and other ground units)
Artifact selection: When I played, Lao Yi got the leader level and each time he deployed +1 (further improving the quality of the bull head and increasing the fault tolerance rate, it was less helpful in the early stage, it was a relatively mediocre artifact. I feel that the difficulty of this deck is to get the upper hand in the early stage) Survive the boss’s fierce offensive)
The second child will gain fanaticism if he gets within three units (this talent can effectively enhance the output of chess pieces at the beginning and reduce the pressure on the scene)
The Tail King didn't get a useful artifact, I forgot what it was.
Artifacts that feel high-quality include: deploying the main general will reduce the tribe cost by 1, deploying the main general will spread the little spider, and deploying the tribal chess piece base will produce an orc, etc. You can get all the artifacts that are beneficial to the early stage situation. After it is put into operation, this deck will be promoted.
Reasonable use of the old one's mechanism is relatively simple, focusing on the right. The pressure is high at the beginning, and you need Bull Head, Shaman, and Blizzard to relieve the first wave of high pressure. After the first wave, it becomes warm. The key point to pay attention to is the location of the bull's head. You need to attract the hatred of the two waves of monsters on the left and right at the same time, and then the shaman adds armor to resist. When the blizzard subsides, this wave will basically be over. Then make up for the trolls and pyromancers to advance all the way. After knocking down the tower, drop the second bull head. The two bulls take over the boss and control the boss until it is killed. When fighting the boss, remember to leave some money to prevent the boss from stealing your home. Showing two pictures of the first wave of picking up monsters, the 23rd floor is also for nothing.
This boss has many variables and is difficult to fight. The mechanism is that an eyeball will appear a few seconds after you place the chess piece. The eyeball will cause a high amount of explosion damage. If the back row output is taken, you will die. The important point to note is that when playing the back row output, make sure that the chess pieces move a certain distance after landing so that the eyeballs will not explode after they come out. Therefore, when deploying the back row chess pieces to fight monsters, you cannot let them land on the ground to output. You must deploy them to a slightly farther place to give them a certain moving distance. There is not much pressure at the beginning. It is still the Tauren Shaman who starts the game, followed by the Troll and the Pyromancer. At the beginning, pick up monsters on the right side of the deployment tower, then go to the top road to collect stones and turn to the boss. You also need to pay attention to the banshee in this field. It’s not a big problem to eat it with a harpy. I didn't think of a good and safe way to play this boss, so my idea was to push it through operations. But there are too many variables and you need to try a few more times. When I did it, I did it once and it wasn't difficult.
Since the tail king has less pressure at the beginning, it is still easy to deal with. The core idea is to take the center and right paths, not the left path. At the beginning, play the mage on the right, and deploy the bull head in the right field in the upper right corner of the defense tower, as close as possible to the dividing line between the center and right field. This will draw two orc infantry, and then add the shaman, and wait for the invisible marauder to appear. The third back-row output chess piece can be used when the body is around, including the Troll Pyromancer. The back row chess pieces are also deployed as close to the dividing line as possible. After clearing the orc infantry, go to the right and add stone hooves to attract hatred and protect the back row chess pieces. Because the long-range chess pieces must be in front of Kane at this time, you need to add a t. Then you can go down to the miner and dig the right path. Once the right wing has stabilized, consider attacking the center. But don't worry, because the mage will slow down your chess pieces and advance very slowly on the right, giving you enough time to recover your money and operate. This is when the boss may rush towards your hometown from the left. Hold the chess pieces in your hand, wait for the defense tower to pick up the monsters, and then place the chess pieces in the middle to clear the field. The final effect is to have 1t1 output after clearing the field and hit the tower. If the boss does not rush home and chooses to send troops to defend the right, continue to add 1-2 pieces to the right. Anyway, you must find a way to protect Kane on the right. When the right wing is almost played, Kane should be present in the middle. The effect to be achieved is to advance the boss from the center and right at the same time, and the two Kanes, one on the center and one on the right, stun the king at the same time. Then it is safe at this time, and you only need to keep replenishing your troops to kill monsters. During this period, just use Stonehoof and Blizzard to harass the fat man who is restoring health to the boss. The overturning point was when the two cows took over the boss at the beginning. The synchronization of the stuns made it impossible to control permanently or the stun range failed to cover the chess pieces coming after the boss, causing the cows in the front row to fall over and the whole game collapsed. At this time, players need to try a few more times.
I don’t know if this website’s recommended strategy for Kane’s Bloodhoof skip deck deck on the 22nd floor of the dungeon in “Arc of Warcraft” has been helpful to you and helped you solve the problems you encountered? If not, you may wish to review this guide to see if there are any missing steps or words that may have caused you to make mistakes in operation.