Chapter 4's Monster Manual, clear the bonded Assassin with 6 accelerations and 3 stuns with dual exclusive weapons, the Witch Doctor with 6 accelerations and 6 corrosions, the Ranger with 6 corrosions, 6 accelerations, 3 hits in a row, 3 hits in a row with an orange bow and a speed-1 arrow (no arrows) Touch 3 fragile), the knight 6 accelerates 3 and takes damage when hit with a 20% damage-free shield. This bond requires SL to fight for the face, and the ranger assassin is as fast as possible.
It is recommended to use a bonded tank with 6 resurrections, or use a commander with exclusive blood, defense and speed to stack it up.
1. The iron plate in the first level is free, as long as it has armor piercing.
2. The second level relies on speed. The ranger can kill with armor-piercing combos, and the assassin can stun and control. You can easily pass 100 speed against 18 speed.
3. The third level has 12 attack power. As long as the shield can survive until the defense is turned on, there will be no damage. Even if you stand still and rebound, you will die.
4. The monster in the fourth level has 50 speed. As long as the speed is enough, it is free. The ranger has 10 companies to cooperate with the witch doctor's human shield to hit the target, and the remaining assassins are controlled.
5. The monster in the fifth level is similar to the wild boar BOSS, with SL combos and stuns. You can pass it after the first round.
6. In the final BOSS, the speed king will be attacked first (actually there is no difference), the ranger will hit 15% of the combo with the bow, 20% with the combo with 3 points of bond, and 15% with the combo, the double exclusive 20% stun of the assassin, 15% of the bond with 3 points, and the BOSS will bring 15%. The Ranger and the Assassin move twice at a time, and directly use the Force King to attack the Speed King, and the human shield defense Witch Doctor can withstand it in one gulp.