Final Fantasy 16 is very popular during this period, and many new players may have just entered the game. Among them, the review and guide for the skills of all summoned monsters in Final Fantasy 16 for reclaiming land may not be clear to you yet, so the editor below will To answer your doubts, I hope it will be helpful to you.
As written before, I don't like to use almost all "porcelain skills", that is, defensive and counterattack moves, unless their benefits are ridiculously high, because the special effects of ff16 are very bright and dense. Except for a few big monsters such as the Iron Giant, see It's normal to not be able to understand the enemy's movements. In addition, I am relatively handicapped. Just charging the sword with fire magic and critical strikes will overload my CPU, so my rating of this type of skill is basically a cloud, and there is no reference. value.
7/10. There's not much to say, it's simple and easy to use, with fewer stages and higher damage. It focuses on damage rather than sharpening. Its duty is to end the output by falling to the ground in the early stage. You can replace it with a better ultimate output skill.
7/10. The best AOE cleaning skill in the early stage (before Titan). After upgrading, the level is good and the damage is acceptable, and the refinement is not bad. It is a tiger oil skill. If you don’t know what to bring, just bring this. If you like the feel, you can use it to the end.
7/10 (9/10), 7 points for me who don’t know how to use porcelain skills. I can’t use magic. I’m too good at it, but my income is extremely high. 9 points for players who are better at counter-attacking than me. For special attacks against bosses, if counter-attacked by magic, it will be extremely sharp, and it is long-range, so it is not easy to empty (name and criticize Evil Wheel Whirlwind). If you switch to Heat Wave before the boss fight, you will definitely not lose money.
7/10. The magical skill of clearing away miscellaneous things and resting hands is not as good as the small skill in boss battles. On average, 2.5 waves of mobs can be generated every second. If your hands are tired, just click this to take a rest! Oh, by the way, there is also a blood regeneration, let’s take it as a bonus. The enemy values in the first round are very conservative, so there is no need to be afraid of death. (In the plot, Riodin almost cut me in half with a sword energy. After the health bar was turned on, he slashed with a sword energy. I am 200, Le)
6/10 (8/10). The simplest sharpening skill is also one that I have never picked up since I learned it. Sharpening is terrible, the output is extremely low, the speed is slow, the stiffness is long, and it is easy to get beaten. 6 points is not too much. Note that Wind Plane seems to have a lot of segments, but its attack speed is not fast (especially before the upgrade) and it outputs scraping, so it is not recommended to fall to the ground to increase the magnification. But why can it be given 8 points? Because the spinning will-o'-the-wisp (more on this later) and the wind planer are weak. Adding the will-o'-the-wisp will...just...just...a very refreshing feeling, a kind of mindless pleasure.
9/10. I would like to call you the King of Finesse. The semi-Spirit can directly knock down the last evil wheel whirlwind + lowering the fist (smashing fist) and almost falling to the ground. From then on, the boss only has half the energy of the first half. Elite monster/boss killer, energy disappearing technique, has many stages, and its shortcomings are easy to empty. When using it, you should pay attention to your low position and don't move too high. There is no sudden thrust performance, and it needs to be scratched close to the face.
6/10 (8/10). It is a multi-stage sharpening skill, and it competes with the wind planer for the position. 6 points for me who don’t like to touch porcelain, and 8 points for you who know how to use it. The sharpening is great, the speed is very fast, and the dodge judgment is not strict.
10/10.
The ultimate move that is given away for free is as fragrant as it does not take up space. Increasing the number of attack stages and damage multiplier directly increases the downed burst output by one dimension. The continuous blood recovery almost makes the blood medicine unemployed, and the upgrade is also cost-effective. Remember, don’t keep it and be reluctant to use it. Use it when you have it. You save too quickly.
9/10. Dump truck, Jue Juezi. It's almost impossible to get hit for the duration, so it's very safe. It is strongly recommended to upgrade. After the range is increased, the ability to absorb monsters is greatly enhanced. Monsters of the same level will die if they are sucked in, or at least be seriously disabled. It's normal to find a good angle at the beginning and have a dump truck and a whole wave of mobs. The higher the number of stages, the higher the damage. If you fall to the ground, you can use it to increase the multiplier to continuously increase the damage. It is one of the best little skills to use.
10/10. Ifrit has a magical skill, and it is also strongly recommended to upgrade. After the upgrade, it comes with 4 damage avoidances, which can make the game more brainless by a whole level, and it will completely become ff unparalleled when fighting mobs. The 4 times of damage avoidance turns most of the giant giant monster elite monsters into clowns. You can completely ignore their attacks, because they will never hit you 4 times before their energy is exhausted. Even the fireball surrounds provide continuous high-level damage, which can help to increase the multiplier when falling to the ground, and add magical skills. Any style can be turned into 5+1 skills.
7/10. The single-shot version of the Scarlet Whirlwind has high damage to monsters and is very useful for clearing out miscellaneous soldiers. It does average damage to elite monster bosses and has too few stages to be useful.
8/10. Long forward swing, high number of stages, high damage, and trackable. The downed output is good. Electric monsters are more likely to waste output and are specialized skills for falling to the ground.
9/10. It is guaranteed to increase the number of levels when you fall to the ground. It can be used with any high-level skills (explosion flames/wisps/evil wheels, etc.) to reach the 1.5 fall down multiplier and explode comfortably. The disadvantage is that it is more comfortable to only use it when you fall to the ground, and you can just change it out before the boss.
9/10. A superior substitute that rises into flames in one's eyes. There are a lot of damage explosions in the stages, and the strongest finishing move is to fall to the ground in the mid-term. It doesn't matter if you upgrade or not, just hit the ground with a nice punch at the end and you're done.
8/10. I forgot the name. Sorry, there is no need to charge up when released in the air, so it can only be used in the air. The easiest way is to follow the evil wheel whirlwind. The range is large, the damage is good, the number of stages is too few, and the damage-causing skills are cleared.
6/10 (9/10) 6 points for me who can’t use it, and 9 points for you who can use it. The benefits of preventing rebounds are extremely exaggerated. Just use it if it rebounds. It will be strong regardless of whether it falls to the ground or not. Yes.
5/10. When did this happen, Baha, why did you... do this to me? I have so many cool and awesome skills, and you told me to stupidly spit fire in one direction? The number of stages is average, the damage is average, and the mechanics and actions are extremely stupid and need to be developed.
7/10 (9/10). I forgot the name, sorry. Do not upgrade 7 to upgrade 9. Skills need to be upgraded to refine skills. Two are too few to be strong. You can tie up mobs but it is not necessary. Special skills for boss battles. I was beaten all over the floor by Odin and Altima. Four balls beat me to the point where Supreme Altima couldn't even stand up. It's simple and easy to use, but it just doesn't look good. If you can't beat it, just change it to this one.
6/10 (9/10). Use magic to crit 9, just 6 if not use it. It is also strongly recommended to upgrade. One is too few and two are better. The sharpening is very powerful. Even if you are crawling on the ground, press the magic button and they will biubiubiu. When combined with the previous impact, there is a beauty of beating the boss so that the boss will not move. Sister Feng + Baha can beat the boss to the point where it cannot move.
10/10. I know it's called Sparks but I prefer the ff14 translation. The cd is short, the number of stages is high, the damage is high, it is too strong, bring it.
7/10. Charged AOE, monster-clearing skills, the damage is acceptable, but the number of levels is not enough, and the damage will be piled up when you fall to the ground. It is quite comfortable to clear the mobs.
7/10. As for the skill of catching monsters, I finally have the ability to gather monsters. If you catch them to catch the Head-on Thunder or Scarlet Fire, you can instantly kill the same-level monsters. It is exclusive to push pictures, and you don’t have many skills to fight the boss, so you can’t get high scores.
7/10. Monster gathering skills, low damage, high level, good control ability, can easily spawn monsters, but the disadvantage is that there are fewer skills in boss battles. No, the disadvantage is that it is too late to nmmd
9/10. The best ultimate move for sharpening, energy disappearing spell, good damage, enough to kill mobs instantly, universal ultimate move, even if it's too late, it'll be too late.
Self-contained system.
2+6/10. Itself is 2, and the iron-cutting sword system is +6. The Odin series skills have extremely low values, so damage is not considered. In the first half, the range is wide and the number of segments is high, but in the second half, it is easy to get beaten due to penalty stops. It is playable but not fun.
2+7/10. Multiple mid-range moves in a row, the Iron Sword is very fast, but the premise is that it can't be empty. Isn't this the Raptor of DNF? Because of its displacement, it is much safer than Kungunir. If it is full, you can directly kill the monster group with 5 layers of Iron Sword.
2+7/10. There are so many stages and it also comes with time stop. When it is full, it can save nearly 4 iron slash slots. It is cool and good. Tiancong Yunjian + iron slashing flurry is enough. On average, one wave of monsters can kill the iron sword and stab the monkey in a few times. Seconds.
10/10. Full marks for being brainless. Unlocking the back swing has established an infinitely higher limit for Clive's movements. It needs to be developed and I don't understand how to use it.
I won’t give any ratings, everyone is good, there is no grid or anything like that, just take what you need.
The simplest rush skill can also catch up to the sky, and the ability to distance is ridiculously strong. There is no need to worry about the distance of the skill. Anyway, Shift+Eaiya can always rush in front of you. The group battle with mobs feels very good. You can keep chasing monsters and beating them without breaking the rhythm, and you are not easily beaten. The boss battle feels better, because many bosses have displacement and teleportation. Once you take off this skill, you will be walked around by the boss, which is a bad experience. Since it is given at the beginning, most of them are used as basic performance like the Charged Sword and Charged Fire.
The previous one is to rush over, this one is to catch them, which can also help keep the rhythm of chasing mobs. The most powerful skill of this skill is pulling the head. Yes, from the turtle on the roadside to the Supreme Altima, even half of the energy has to be pressed to the floor by Sister Feng's claws, which greatly fills the output space. Pulling the head + evil wheel whirlwind + titan smashing the ground, 90% of this set can kill the second half of the energy.
The teaching demonstration animation is to aim at a wave of mobs and fight them out, but in fact, the damage is quite low, so it is not very suitable for fighting mobs. The sharpening is its advantage. But to improve your skills, you need to fight bosses. This skill does not stop when it is released, it just slows down. It is very likely that you can only hang 3-4 bosses before they hit you, and even if you have 9 floors, the benefits will be felt. That's it. Personally I don't like it very much.
A very useful anti-counter skill. There is no CD. You can block and counter at any time. You can block even if you can't counter. When you see a skill you haven't seen before, you can avoid 99% of the initial kills by directly raising the shield (calling names and criticizing the death announcement). . It’s worth having for players who like to defend against counterattacks. Successful counterattacks not only provide a good counterattack with damage and refinement, but can also restore the ultimate burst gauge.