There may be many friends of the Demon Plan who still don’t know which output of the Demon Plan is more useful. The following is "Which output of the Demon Plan is more useful" shared by the editor of Source Code Network. Interested users can take a look below. Maybe It will help you.
Familiar plan output character familiar recommendation
T0 output (* Prioritize resources, both pvp and pve are extremely strong)
1. Wind Rabbit, Dark Rabbit, Twin Rabbit don’t need much explanation, they can deal super damage;
2. Water Mummy is easy to obtain. You can get C by selling teammates on a single core. It is similar to the Banshee of the Expedition. You will not lose money by spending resources in the early stage to raise 9 stars. Later, you can decide whether to feed 10 to others (Water Mummy has the same star rating alone). The strength of the card is obviously not as good as the other ones, but this one can focus resources on cultivating one-for-five and one-for-five. It is easy to obtain and is extremely friendly to newcomers, so the priority must be t0)
Correction, it is not recommended to feed mummies even later. As long as you have attribute towers and the like, you still need a few environments and mummies yyds.
3. Fire Phoenix, strong and no nonsense;
T1 output (not worse than t0, but biased towards the later stage or auxiliary can be slightly further back)
1. Fire Dragon. The damage of Fire Dragon can only be said to be average. It is strong in clearing energy in the range. It can be used as a fill-in auxiliary C (you must have Fire Dragon, but the demand for panel training is not as high as that of T0. My Mummy Rabbit Team even Sometimes the fire dragon will be sent to the front row to clear the energy of the opponent's core, and then it will not be a loss even if the dragon dies);
2. Fire Doll, powerful and stable group damage plus a universal seal, including negative effects, it is t0, but the damage itself is not as outrageous as the above three, so it also puts t1. The best thing is that it can be stable without taking skill books. High AOE damage;
3. Light Cyclops, system t0, *output, but, cannot afford it, has lower priority;
4. Water Rabbit, rabbit system, priority is behind Wind Rabbit;
5. Fire Elf Archer is a low-profile fire doll that is specialized in single-player combat. It can deal with some disgusting monsters by re-sealing it in 2 turns and many levels. It has a magic effect card and good damage. It is easy to acquire and cultivate, and you can practice it at any time. The backhand is like dog food, the priority is up and you can practice without worry;
6. Wind Scythe, this one’s damage is outrageous *t0, but the damage control and start-up are slow, it belongs to pvet0, and pvp is slightly worse. But, to focus on, if you have the wind tree and can practice it, then Wind Scythe will be t0! !!
7. Water Shadow Dance, high activation, high damage, and support, excellent guild boss, excellent single card quality, any lineup can bring it, but it does not have strong group damage in the early and mid-term of single output, so it can be slowed down;
8. Dark Bow, a high-quality single card for guild bosses. Even with low stars, it has good output (the higher the level of practice, the brighter it will be). It is recommended to practice this card if you are going to be a guild boss;
9. Wind Rose, a pvp god card, a guild boss god card, a speed rush at specific levels, according to the functions pvpt0, pvet1, but there are very few places where it can be used by newbies, and it takes a lot of practice, so it is recommended to use it after the main force is gathered. Supplement (t2 is adjusted to t1, the guild boss was not considered before, Feng Qiangwei’s high speed and retreat are too comfortable to fight against the guild);
10. Wind, water, and dark gargoyles have similar functions. They are very strong against each other and have special attacks on guild bosses (extreme damage requires a vampire treasure or Lady of Light). Pushing pictures is sometimes useful;