How to play all the characters in the game Potato Brothers? Many players are not sure yet. Here is a guide for Potato Brothers. Interested players should take a look.
Potato Brothers full character gameplay guide
One-armed
In the early stage of the one-armed transition, use the ghost ax. When the bonus reaches 100, switch to a high attack speed weapon. In the early stage, the blood limit and second recovery will be increased, because there is no shortage of damage with the ax.
pacifist
pacifist:
Take dodge, armor, life limit, life regeneration
Speedrun Difficulty 5 Must Play Heroes
1. Weapons
Choose an ax as the starting weapon, and use whatever ethereal weapons are available later. Prioritize synthesis of axes and flints. In the early stage, rely on the number of staffs and attack speed attributes to speed up the blood gain.
Weapons must be taken in combination. The consequence of taking all the staffs in the early stage is that you will not have time to clear the monsters later. If you don't clear the monsters, you will have no economy. If you have no economy, you will be cold. No matter how much blood you have, it will be useless.
The item refresh price in the early stage is very cheap, so refresh the weapons first. Many props are traps, expensive and low in cost performance. If you can't afford it, don't take it.
2. Props
Many props are useless. You can choose those with negative attributes that reduce armor and steal life. You can also choose those that increase attack speed and reduce damage in the early stage. Expensive props are basically not used in the later stage.
3. Attributes
The level of attributes > the priority of attributes, cost-effectiveness is above all else:
1. Attack speed: It feels obvious when it is increased to 50%, which can speed up the blood-refreshing efficiency of the staff.
2. Range: Generally, the level 1 range is not selected. It is not necessary to increase the range when it is increased to 150. The ax is very useful in the later stage after the range is increased.
3. Melee damage and damage: When the weapon damage panel is lower than 40, melee damage is preferred unless the damage level brushed is higher than the melee damage level.
4. Dodge: You can not choose it in the early stage unless you have a high level, because there are props that add dodge. It must be increased to 90% in the later stage. It is very useful when fighting the BOSS.
5. Life and life regeneration: Life regeneration is basically not considered before the blood volume exceeds 50. In the later period, all attributes are selected at level 1. Life regeneration is more cost-effective.
frugal person
A frugal person is like a blank slate in the early stage, and special abilities have no effect. If the money saved in the early stage cannot offset inflation, it will be a loss, so spend it when you need to.
The late thrifter has the ability to convert economic power into combat power second only to the devil (much worse). After the 15th wave, the store will be severely inflated. Do not make any purchases except for core equipment. Save all the money and convert it into damage. You can easily pile up 100~ The damage bonus is 200, which means that the damage of the Thrifter in the later period can be automatically graduated.
So from the characteristics back to the gameplay, you should choose a weapon with AOE that can clear troops quickly. Play as a blank slate in the early stage, add some points to ignore the output and tend to survive. In the later stage, save the money to gain a strong output ability in one go, and use the AOE weapon to kill monsters. A slingshot would be perfect.
The operation process of a frugal person is actually the opposite of the devil. The devil automatically obtains super survivability in the later stage, so heaps of output in the early stage. The frugal person automatically obtains super output ability in the later stage, so heaps of survival in the early stage. However, since the rhythm of the game requires output in the early stage and survival in the later stage, the thrifter is much weaker than the devil, but if the operation is suitable, it is still strong enough to be over 5, which is not very difficult.
mage
The overall idea is: attribute damage, blood volume, second recovery, armor, just stack these four attributes.
Personally, I don’t like to make the dodge negative. If the dodge is 0, it means that every attack will hit. I would rather click 1 or 2 dodge points. If it is triggered, I will gain blood. No matter how you stack the armor, the boss will hit you, and there will still be 5 points. If you have more than one point of blood, you will earn blood immediately after triggering, leaving a dream. If there is no chance to order this time, then there will be no more.
I want to say something here: [Gloves] +3 knockback.
Because the flamethrower has no knockback, for a weapon without knockback, buy a knockback. Although it is only 3, the profit is infinitely high, especially with this kind of fast fire rate.
Then there is:
[Cute Monkey] is really easy to use.
[Scars] It is also very useful when used early, highly recommended.
It is a useful item that is underestimated (because it does not provide intuitive damage or defense).
The mage should also try different genres.
6 [Torch] flow, and [Thunder Knife] flow!!
[Thunder Knife] It’s really fun to play!!! The air will be released every second of the day!!!
masochist
The overall idea is that the whole situation is piled on meat.
In the early stage, just focus on harvesting the three items of armor and shield. If you are lucky, try to make up for it in the mid-term depending on the economic situation. Don't do anything else (all the side effects of reducing output can be ignored except attack speed, including percentage output, and attack speed can also be reduced a little. , just keep it around 0,), as long as you have armor and shield output before level 10, you will not be short, and after a blood donation in the middle, you will not be short, and then start to pile up meat.
In the last boss level, I just ran around without thinking. I didn’t move much and still maintained close to full health.
mad Men
Core equipment: Hunting trophy. You need to win Madman once on any difficulty to unlock it. Get it directly
Prioritize critical hit damage and melee damage. Health, armor, life steal. A little bit of luck in the early stage, and getting the hunting trophy before the 10th round is a no-brainer. 700+ materials in one round
Weapon six is accurate, giving priority to the Thief's Blade to steal money. Dodge doesn't matter. Madman has a lot of money. Hunting is basically twice as expensive as other professions. Get props to pile attributes
engineer
In the early stage, rely on turrets, and in the middle and late stages, rely on mines when monsters are densely packed!
Mainly relying on medical treatment to regenerate blood. In the end, there were only one red wrench, four purple ones, and a screwdriver. In the early stage, there were projects to get, but not armor and blood. The only difficulty in getting monkeys and meat as props was the few charging monsters in 11.13.18, which needed to be turned around. Escape for a while and go to the medical area for a bite.
In the early transition and later stages of the transition, the wrench can be fully combined into a red one and used to shoot monsters. It is useless if there are too many. In this kind of game, only AOE is strong, and the screwdriver is the main output.
entrepreneur
Entrepreneurs start with six shields, and then choose multiple farming props and talents. If the survival pressure is high, you can replenish life armor or luck as appropriate. Buy props that increase the blood recovery of supplies. At the same time, you can choose cost-effective attack speed talents or props. When the armor comes up and the attack speed increases, the monsters will be cleared. In the later stage, the income from farming is 200+, and with discounts, you can buy, buy, buy and pile up defenses, and you can even stand against the boss.
Or start with a six-slingshot, and then use the powerful sweeping ability to build up a very high attack speed. I piled it up to 100+. At the same time, I bought props to increase the propulsion ability. The monsters are basically unable to get close to me. Then I just pile up defense to pass the boss. .
Ranger
The ranger carries double shotguns, two explosive guns, a stick with 20 kills plus 1 health, and a submachine gun. In the middle and late stages, the stick can be replaced by Gatling, and you can also get a few more explosive guns, which is very effective at clearing monsters. The health-increasing stick is not affected by the -50% health volume modification and can stack health.
All-rounder
All-rounder gameplay:
Melee Weapon Cactus Stick
Long-distance replacement with heavy duty later
Mainly adds melee damage, rushes into the monster pile and slashes randomly
farmer
Farmer gameplay:
Palm opening six shield flow
When you get the first shield, sell it initially. Don't let the inventory inspection mechanism use your unarmed skills. If you don't use the shield in the first round, you'll have to start over.
I kept buying shields from the store until I had six shields.
If there is no blue shield before wave 11, combine it into one.
In the mid-term, the blood-stealing range is used, a little bit of defense is used, and in the later stage, the defense is used to supplement the flash.
Don’t sell the initial palms! Don’t insist on six shields! Buy palms too! In short, try your best to pile up the harvest first! The goal is 4 shields and 2 palms! Finally, it will become 5 shields and 1 red palm! In short! Be sure to pile up the harvest in the early stage!
The first few upgrades will all yield harvests, and when the harvest stack reaches over 100, you will be able to play normally. This hero has no choice but to play n5. He just needs to use more palms to gain profit.
demon
For ultimate greed in the early stage, 1 drop of blood or 0 drops of blood will do before 6 rounds. Get 6 stun guns in the first two rounds. After 4 rounds, buy props. It is best to get sausages + snakes. Get more economic props. After 6 rounds It depends on whether it is nonsense or not. Upgrade to get harvest, luck, attribute damage, etc. In the mid-term, look for a flamethrower. If you don't have one, it's okay if the stun gun is leveled up. You can also clear the monsters with sausages and snakes.
savage
Use a savage, 6 sticks, 6 white at the beginning, and slowly upgrade to 6 blue. In terms of attributes, the priority is life > dodge > melee attack > damage = critical hit = attack speed > life steal. After your health is greater than 100 and your dodge is greater than 50, you can give priority to supplementing the following attributes. As long as your life and dodge are up to standard, you can stand still (savages have knockback, so recovery items are not a problem). Moreover, because the weapons of the savages are cheap and their recovery is basic, they save the investment of two major resources. You can save a lot of money to enhance other attributes. If you get the piggy bank in the early stage, it will take off. Start refreshing the store at wave 15 and reach 20.
Savage, if your early movement is poor and you cannot dodge long-range bullets, you can use 4 branches and 2 spears. The spears can hit long-range monsters, but the DPS of the spears is not as good as the sticks, and the attack speed is slow and not suitable for hitting back. . Later, when it becomes more stable, it can be replaced with 6 branches.
Da Zhuang
Being big and strong, whether you can withstand beatings mainly depends on dodge and recovery. Armor is a percentage damage reduction, 10 points of armor -50%, 30 points of armor -70%, the difference of 20 points only reduces damage by 20%, these 20 points of armor are converted into Dodge can be increased to 60%. Therefore, except for knights, other professional armors only need 3-10 points, and any more will not bring much benefit. Looking at recovery again, there is a huge life bonus, so it must be life recovery > life stolen. The full value of life stolen is 10 points in 1 second, and 50 points in 5 seconds. The life recovery is 10% of blood (full value) in 1 second, and Da Zhuang's blood volume can easily reach 200. At this time, if you have 20+ recovery, you will recover about 8 blood points in 1 second. If you cooperate with dodge, you will definitely not die.
In addition, for characters with negative attributes at the beginning, if the negative attributes are not particularly fatal, they can be omitted. For example, Da Zhuang's speed has little impact on survival except for making the game more uncomfortable for a person with a life bonus. , after all, it’s okay to hit the opponent with the attribute pile, so there’s no need to waste the -20 attribute points. But some professions are not good. For example, the general talent-damage, you have to pile up damage. This needs to be corrected in the later stage.
Loud voice
Ideas to play
The flint is opened at the beginning, and the attack speed is stacked
Try to keep only level 2 flint and level 2 axes in waves 1-4.
After 4 waves, 6 blue Minato ghost bonuses are piled up, and the combination is 4 flint and 2 axes.
2 axes stack damage + guaranteed AOE, flint stacks attack speed
This is the most comfortable ratio I have tried.
3. The damage of the ax will completely overflow in the later stage, but the attack speed will be reduced by more than 50% and it will be easy to die suddenly.
1. The axe's stacking damage is slow and it takes a very long time to ensure that the big monster can charge in seconds.
Upgrade and add points completely abandon the harvest, don't point at all
The first priority is dodge. 30% dodge + 6 ghost sets is enough to fully stack dodge.
The second priority is the first 2 points of melee + attack to ensure that the flint stone can kill the mobs. Generally, 1-2 points are needed before the 8 waves, and generally no points are needed after the 8 waves.
The third priority is attack speed, but only before the end of the ninth wave. No points are needed after the end of the ninth wave.
The fourth is movement speed. Running fast is very important. If you want to clear monsters with a loud voice, you still rely more on movement speed.
The fifth is armor. You need to slowly replenish the armor starting from the end of the 9th wave. The ghost comes with -5, so it is still relatively slow to replenish it.
Life recovery and stealing are just a few points after 9 waves, not very important.
Can't be killed with a critical hit
Life can be replenished slowly after the 15th wave. The new version upgrade + life after blood is actually not in short supply.
You can start to replenish your luck after 8 waves are over, 20-40 is fine.
Get the props first, only those that are more important for loud voices, and some common ones will not be mentioned (such as multiple trees)
1. +15 experience -8 range, necessary props to reach level 25, red talent must be obtained at level 25
2. Picking up materials has an 8% probability of +1 blood. The key is to restore blood. You can get as much as you have.
3. Pickup range +30, matched with 2
4.5 blood, 5% damage + 5% enemy. You can judge whether to take it according to your own status. Generally speaking, you can take 2 before 8 waves. After 8 waves, you can take them without thinking.
5. Consumables return blood +1, which is also paired with 2
Generally speaking, the core of Big Voice is to constantly attack monsters, kill people, stack BUFFs, and at the same time offset negative gains, money and experience losses.
Recovery in the mid-to-early stage relies heavily on the probability of recovering blood from picking up materials and the blood recovery from falling trees. Because there are too many monsters, relying on your own blood-sucking and instant recovery is definitely not enough.
The most difficult level is the eighth wave. It is impossible to charge monsters instantly with Flintstone. On the defensive end, only about 40% of the dodge armor is still negative. If you are hit by a charge, you will lose a lot of blood.
After passing the eighth level, chopping melons and vegetables becomes more and more smooth.
mutant
Mutation characteristics mainly rely on upgrading to improve attributes, and the store is mainly used to upgrade weapons. The biggest difference between upgrading and improving attributes and store props is that the upgrade has no negative effects, so the improvement efficiency is higher than that of props. After this version update, one drop of blood will be added to each upgrade, so the upgrade benefits will be even greater. The key point is that after the update, the entry "Harvest" not only requires materials but also adds experience, which is very useful for mutants. Use wooden sticks at the beginning. The damage of six white wooden sticks is enough in the early and mid-term. You don’t need any damage to upgrade. In the middle and later stages, you can change to a slingshot, or use attributes to play a flamethrower. These two kinds of monster clearing abilities are very strong. In addition, the key point of playing mutants is to give priority to high-quality ones when selecting upgrades, so that the improvement efficiency is high.
old man
Start with a stun gun. In the early stage, use a stun gun, and equip it with a fire stick or a staff. After transitioning to a flamethrower, it will be much easier. It will add more gains and luck, and increase attribute damage appropriately. After getting the flamethrower in the mid-term, it will take off. This version of the flamethrower It is very powerful when equipped with life drain, and the damage is also very high. It can double kill the boss.
polymath
Just run the map to pick up materials, 2 red weapons, 1 purple and 3 level 2, take the slingshot in the starting hand, use the cactus hammer for melee combat, the cactus hammer counts as half range, the cactus hammer needle can run across the map to pick up materials and chop trees harm
knight
The knight needs to accumulate armor and restore blood throughout the period.
You can get some luck in the early stage. I usually pile up to 20, just watch the pile. There is no need to rush to do damage in the early stage. The damage of the spear is completely enough. If you can't hit it in the mid-term, then attack again. You should also increase the movement speed, otherwise you won't be able to clear it in the mid-term. It will be very uncomfortable when the mobs have no movement speed (let’s not talk about my movement speed). When the blood and armor are restored in the later stage, you can basically run among the monsters except for the last level.
The idea is to pile up armor to restore blood, increase the movement speed appropriately, and finally hit the boss and just slip through the wall to avoid bullets.
It is recommended that if you want to play the ultimate blood flow, it is best to buy the red sofa and the item that reduces the movement speed by 10 in the early stage.
doctor
Doctor matching:
6 scissors sofa + cushion + blood donation PS: the upper limit of recovery is 50 per second, and the movement speed will be supplemented after reaching the limit
patient
patient routine
6 blade padding + blood donation pile, attack speed reduction range, enter the monster pile and slash wildly
network anchor
1. The anchor can use a submachine gun . In the early stage, he will get the weapon once. If there are not many weapons, he will start again without buying props. Then try not to move during the battle, you don’t need to pick up materials, just dodge the attacks. In the sixth wave, you can take the initiative to clear the eggs; in the seventh wave, you can spend a little money. If you can’t beat it, exit the menu and continue. After spending the money in the store, you can fight again. Pay money first before playing the mini-BOSS level, and continue to hang up after activating the second-second BOSS level. After spending the money in the last level, you can get to the BOSS in seconds.
2. Get a slingshot , long range = attack speed > other, if there are turret structures, buy them. Each wave of store materials is controlled at 300-500 before entering the next level. It's quite easy if you have the right idea. After all, characters with high economics are not bad at all.
arms dealer
The arms dealer locks the submachine gun in advance, and the upgrade only points to damage percentage and long-range damage. The four props are brushed out: pad, crown, baby, and headscarf. I got these 4 props before the 12th round and took off.