In actual combat, character placement and resource allocation are very important in "Honkai Dome Railway". Please take a look at the character placement suggestions for "Honkai Star Dome Railway" brought by the player "Gardenia 0v0" below. I hope it can help. Everyone.
Team configuration ideas
Role classification
Here I divide Star Iron's roles into three categories based on my personal understanding: output position, functional position and survival position, so that everyone can understand the subsequent team formation ideas.
Output position: As the name suggests, it is the role responsible for output (characters with three fates: hunting, intelligence, and destruction). These characters enjoy most of the team's resources, and most lineups are centered around the output position.
Functional slots: Characters that can provide positive gains (pull bars, output increase, etc.) for oneself (synchronic destiny) or characters that cause the enemy to suffer negative effects (imprisonment, defense reduction, etc.) (nihilistic destiny) are all considered functional slots.
Survival position: Characters who can restore status to oneself (Plenty of Life) or provide shields for oneself (Protection of Life). These characters are the fault tolerance guarantee for the team and are collectively referred to as the survival position.
Teaming logic
I believe that many players who have played turn-based games know that the team configuration of this type of game is very targeted and rational. Let me explain it to you one by one.
Reasonability: Mainly refers to the reasonable team configuration. In most cases, the team composition is: output bit + dual function bit + survival bit or double output bit + functional bit + survival bit or output bit + functional bit + double survival bit.
The number of characters of any type should not exceed two (except for concave points), because the team's resources are limited, and too many characters of the same type can easily lead to an imbalance in the supply and consumption of resources.
Targetedness: When arranging the team, we mainly focus on the enemy's weak attributes, special mechanisms and quantity, giving priority to the appropriate output positions and functional positions that are better in phase with the output, and then form a team with these two roles as the core.
Weakness attributes: We can see the enemy's weakness attributes before entering the battle. When selecting the attributes of the output character, we should first select the enemy's weakness attributes, which can make the team's combat efficiency higher.
Special mechanism: Some enemy skills have special effects (such as Kafka's mind control, Cocolia's freezing, etc.). When facing these special mechanisms, we need to choose more targeted characters to deal with them. The main thing is The idea is to restrict the enemy from releasing special skills or remove one's own negative effects.
Quantity: Choose the appropriate output character according to the number of enemies. If the number of enemies is large, the group attack character (Intelligence or Destruction) will be given priority. If the number of enemies is small, the single attack character (Hunting or Destruction) will be given priority.
Teaming example
Here I will take the boss battle between the two BOSSes Kafka and Cocolia as an example to demonstrate the complete team formation idea.
Kafka:
Information: The weakness attributes are physical, wind and imaginary numbers. The special mechanism is single-body mind control and group psychological suggestion. In most cases during combat, the number of enemies is 1.
Idea: Based on the information, we concluded that we should give priority to single-attack output positions with physical, wind or imaginary attributes, and at the same time, use a combination of deceleration-type characters to limit Kafka's actions to the greatest extent. If we can add another one with decontrol Naturally, there is nothing better than a character with abilities.
Based on the above conditions, we can choose Dan Heng, who has wind attributes, has deceleration function and is strong in single combat, as the output position, and Walter, who has imaginary attributes, control ability and deceleration ability, as the function position. The two characters can be used together to the greatest extent. Kafka's action was delayed. For the survival position, I chose Natasha, who has the ability to relieve control, to further improve the team's fault tolerance rate. Since Dan Heng and Walter take up more resources, I chose Ting Yun for the last position, which can be self-sufficient and can also provide support for Dan Heng and Walter. Walter is a functional character that provides positive buffs.
Cocolia:
Information: The weakness attributes are fire, thunder and quantum, the special mechanism is freeze triggered by probability, and the number of enemies in most cases during combat is 3.
Idea: Based on the information, we concluded that group attack output positions with fire, thunder or quantum attributes should be given priority. Currently, there is no combination of pusher characters with suitable attributes, and Bronya, who has the ability to control control in the level, will be Coco. Leah helps out, so we can only choose to deal with it with a relief character.
For the output position, I chose Jing Yuan, who has thunder attributes and strong group attack ability. For the function position, I chose Ting Yun, who has a good compatibility with Jing Yuan. For the survival position, I chose Natasha, who has the ability to release control. Because Natasha He Tingyun takes up less resources, and the team's resources are relatively abundant, so it is recommended to choose Bronya to further control Cocolia and provide positive benefits to the character. If the character has low training and feels stressed, you can also choose to bring fire. The Lord comes to protect the living environment.
Combat resource allocation
Gain skill distribution
Gain skills refer to skills released by characters in the team that have the functions of character output gain, pull bar, control release, energy recovery, etc. When should these skills with positive gain effects be released on whom and at what time?
Output gain skills: Released to the main output character in the team, they need to be released before the start of the output position's turn, so that they can receive the buff before outputting.
Pull skills: Released to characters in the team with high speed gains or slow start-up. If you want to make the character fully consume the acceleration buff, it is best to provide it when the character's action value is not consumed (the character's turn has just ended or the battle has just begun). Acceleration; if you want to fully use the action advance BUFF, you only need to ensure that the character's remaining action value is no less than the action value expected to be reduced by taking the buff.
Control-removing skills: When the survival pressure is high, priority is given to the survival character. When the survival pressure is low, priority is given to the output character in the team. As long as the controlled character can be released before the start of his turn.
Energy recovery skills: released to the main output character in the team or to characters who have a rigid need for finishing moves.
Combat skill point distribution
Characters in the team need to consume combat skill points to use combat skills. Using basic attacks will increase combat skill points. Combat skill points are resources shared by the whole team. If they are not allocated appropriately, it is easy to have insufficient combat skill points or overflow of combat skill points. , so how do we allocate combat skill points reasonably? Here I will explain it from two perspectives: rounds and skills.
round angle
The distribution ideas of combat skill points are mainly divided into two categories: balanced distribution and unbalanced distribution.
Balanced distribution means that the combat skill points consumed in each round are the same as the combat skill points recovered. It is suitable for teams with fast and stable output. Most lineups consume two points and recover two points each round (hit twice to get two points).
Unbalanced distribution refers to distribution in units of two rounds, and is suitable for teams that require a certain start-up time (intermittent outbreak teams). A common situation is that the first round consumes two points and the second round consumes three points. High-speed characters provide additional points, such as the team of Jing Yuan + Ting Yun + Bronya + Natasha. The first round consists of Jing Yuan and Ting Yun. Each consumes one point. In the second round, Jingyuan consumes two points and Bronya consumes one point. The high-speed stop-cloud attack provides points.
character perspective
Due to limited combat skill points, it is destined to be impossible for every character to use combat skills every round, so we need to know which characters in the team need to use combat skills under which circumstances, and under which circumstances they can be postponed. Here I will use the combat skills according to my own situation. Let me summarize my experience for you.
Output position: If the character's combat skill damage proportion is relatively high or the combat skill has stacking, damage-increasing and other mechanisms, the combat skill points will be consumed first. If the combat skill damage proportion is low and has no functionality, it can be considered not to be consumed and other characters will be given priority. Consume combat skill points.
Survival position: When the characters in the team are in poor condition, the survival position must consume combat skill points to replenish shields or raise health in time to ensure the health of the team and avoid attrition. When the team is in good condition, the survival position does not need to consume combat skill points.
Function: Positive amplification characters need to ensure that the coverage of the buff effect is high enough. How to consume combat skill points is determined based on the duration of the buff effect. It must be ensured that the output characters in the team can receive the buff during the output burst round. Characters with negative effects need to intentionally restrict enemies and cooperate with teammates, and decide whether to consume combat skill points based on the mechanism of their own combat skills and the situation of their teammates.
Role placement suggestions
Many players may not have noticed that the positioning of characters in Star Railroad will affect the battle to a certain extent. Here I would like to give you two tips on character positioning.
avoid harm
The characters in the Star Railway have the hidden attribute of taunting. The higher the taunting value, the more vulnerable the character is to attacks. The pattern of fate is preservation>destruction>nihility=harmony=abundance>hunting=intelligence.
Some enemies' attacks have a diffusion effect, such as the silver-maned gunner's bombardment, Kafka's slashing, etc., so the two fateful characters with higher hit rates, such as preservation and destruction, are prioritized in position 1 or For a side position like position 4, the normal positioning recommendation is Preservation or Destruction + Abundance or Destruction + Nothingness or Harmony + Hunting or Intelligence. This positioning can also be used in reverse.
Skill process arrangement
When several characters have the same speed (including decimals), the order of the characters' shots will be arranged according to their positioning. Therefore, if there are characters with the same speed in the team, we can intentionally place the characters to control the order of the characters' shots. For example, we can position the homologous character before the output position to ensure that the output position receives BUFF.