In the recent TFT, VIP Deacon Draven has become a nightmare for many players. With all the equipment in place, one star can lock blood, unlimited range, standing still all the way, and built-in armor piercing, which means Draven will There is an extra equipment slot with life-saving or blood-sucking equipment, and the system almost does not allow cards to interact with each other, resulting in the possibility of multiple Dravens appearing in a game. Of course, Genting does not have a completely unsolvable lineup, because Draven is a single-core system, so you can win as long as you target a good Draven.
Quinn is a very inconspicuous card in Teamfight Tactics. It is usually used as a tool for bounty or challenger fetters. But in fact, Quinn's skill is a very powerful control skill in Teamfight Tactics. It does damage at low stars. It is relatively low, but it has a stable ability to disarm the back row. If it can be upgraded to 3 stars and equipped with equipment, it can limit the output of the opponent's back row, and even directly kill the opponent's back row. Especially in the face of VIP Draven running rampant in the canyon, and now that Draven has been modified to have 25% armor penetration even without VIP, this lineup is wreaking havoc on Genting. Quinn is the most restrained lineup. The lowest cost way to play.
Quinn's equipment selection must bring the Azure Dragon Sword, because Quinn's mana level is as high as 140 points. Without the Azure Dragon Sword, Quinn's skill release will be too slow. Secondly, this lineup is mainly challengers, so Quinn can directly go without the Sheep Sword. Use the giant killing method to increase the output. Of course, you can also bring a sheep knife, so that after the attack speed increases, you can even disarm seamlessly, leaving the opponent's back row almost unable to attack. The front row of this lineup is Zac, and the equipment is Dragon Fang Anti-Armor and Zealot. Zac's damage reduction reaches 50% during the release of skills. Even in the later stage, Zac is a very good front row and control.
The priority for Hex's choice is to increase the number of alchemy and challenger bonds, because the improvement of challenger and alchemy bonds is very profitable. If you have a coat of arms or a golden shovel, you can also make corresponding job changes, so that the strength of the lineup will be further improved. , secondly, the challenger's display of posture can disarm the opponent, and the alchemy front of alchemy allows all allies to enjoy the effect of the alchemy bond.
The bond of this lineup is very simple. It is purely based on challengers and alchemy technology. Without changing jobs, 9 people can make up 6 challengers and 5 alchemists. If there is a job change, it can be achieved with 8 people. In addition to equipping Quinn and Except for Zack, the remaining equipment can be given to Draven, because Quinn can directly target the back row without the need for the Barbarian King to cut into the back row. After the modification, Draven can also have a 25% armor-breaking effect without being a VIP, so the remaining equipment can be given to Draven. The equipment purchased will give Draven the greatest benefit.
Challenger and Alchemy have very good combat effectiveness in the early stage. When paired with Fighter, they have very good combat effectiveness at 6 population. In addition, Main C and Tank Zack are both low-cost cards, so you can directly bring equipment in the early stage. At 6 population, D Quinn is slow. , at this time, you need to observe the number of Quinns on the field. If there are not many, chase 3 as soon as possible. Quinn can increase the population after reaching 3 stars.
Challenger Quinn is very resistant to back-row DPS lineups like Draven. Coupled with his challenger and alchemical bonds, he can quickly break through the opponent's front-row defense while Quinn is disarming, or Quinn can defeat the opponent's back-row DPS first and then join forces. Killing the opponent's front row, in short, it is a very good lineup to score points.