There have been a lot of players playing this game recently. Many players have not completed the team formation and alignment analysis guide for "Collapse Star Railroad". In order to facilitate new players, we will bring you the most detailed guide. Let’s take a look at the strategy. The popularity of this game has skyrocketed recently, which also shows that this game is playable. Players do not need to spend money to have a good gaming experience. The content is also produced with special care, which is why it is so popular among players. There are many detailed strategies for this game here, I believe it can provide you with a lot of help.
The auxiliary ability of Yukong is related to the sounding command of its combat skills. We can also call it brand for short.
When the brand is obtained, Yu Kong's team-wide attack bonus will take effect immediately. Its value is related to combat skills, but combat skills are not necessarily required. In the case of six souls, you can also get a brand by opening the sky control. When our character's turn action ends, a sign will drop. The concept of the end of this round refers to the regular character turn, which does not include Xier's execution, insertion of finishing moves, additional attacks, etc., so there is no need to worry about Xier. Killing an enemy and triggering the passive will directly drop the light control buff.
Yukong's finishing move is a single-target attack. If there is a brand, it will also provide a double-attack bonus to the entire team before attacking. In the status bar, the double burst bonus of Yu Kong's finishing move will be directly merged into the card. The double burst bonus and attack power bonus of Yu Kong are the same buff.
Refreshing the brand with Yu Kong's combat skills will not reset the buff, but will extend the duration of the buff. When the brand is gone, the double burst bonus will disappear. In other words, as long as all the cards are not dropped, the double burst bonus can be guaranteed to be permanent. If there is only one Yu Kong in the team, then eaea can make the double burst bonus always exist after Yu Kong releases the finishing move. But after all, it is generally impossible to let only one Yu Kong play, and it is impossible to achieve this effect with zero soul, so Yu Kong still prefers an explosive support.
Yukong's brand is actually a team-wide effect, but instead of each character acting for two turns, it ends after two characters each act for one turn. Assuming that Yu Kong now has a brand, all the extra rounds inserted at this time, such as Xier's kill and then move, can get the bonus of Yu Kong.
In summary, there are just a few points:
1. The brand of Yu Kong is a bonus for the whole team. Any extra rounds inserted during the period can get the bonus. However, the brand will lose one layer as the character's round ends. If it drops, it will be cleared.
2. The double-attack bonus of the finishing move is in the sign. If the sign is not cleared, the double-attack bonus of the finishing move will always exist.
1. Speed in the sky
The biggest problem with Yukong's axle alignment is actually pace. Solving the pace problem solves half of the axle alignment problem, so let's first explain how to pace.
Generally speaking, Yukong actually prefers to assist one C position instead of two. We will talk about how to assist two C positions later.
Because Yu Kong lacks a damage-increasing zone, the damage increase with [Past and Future] and [But the battle is not over yet] is even greater, and Yu Kong does not have the means to pull people in like Ban Ya. If you want Yu Kong's light cone to be effective , then we have to pace at this pace. So if we only look at one C position, Yu Kong only needs to make sure that she is a little faster than the highest speed in the battle of the main C - but not too much, just 10 points faster will be enough - and there is no character intervening in the middle.
This 10-point speed is only an approximate value. If it can be ensured that one of the teammates has a speed higher than Yu Kong and a similar speed, and the other has a speed lower than the main C and is similar to the main C. Theoretically speaking, the speed difference at this time is almost 10, 20, or 30. Matching the speed of four people is more cumbersome. If you only match the speed of the main C and Yu Kong, you can use the idea of 10 speeds.
If you don't use light cones like [Past and Future] and don't strictly control the action in front of the main C, then Yu Kong has its own high-speed gameplay.
At high speed, even if the two characters behind Yukong are not the main C, they will move in front of the main C due to the high speed.
And Yu Kong's basic attack is effective. Yu Kong's basic attack can hit 2 blocks of toughness and cause extra damage every other round. When the next two characters acting are not the main C, Yu Kong can use basic attacks to restore combat skill points, and vice versa.
Theoretically, high-speed characters can generate combat skill points or produce them for their own use. If Yu Kong is in the team and consumes combat skill points every time he uses combat skills, the loss of combat skill points will be serious. In this case, Yukong will have the opportunity to generate combat skill points through basic attacks. The distribution of combat skill points will be more balanced and the game will be more comfortable.
But the value of speed and action is a bit confusing. When entering a battle or at the beginning of each wave of battles, the initial enemy's action value is reduced by a large amount at a high speed. Even if you have 90 speed, you can get an action value of 35. However, giving a character 34 action value after the action requires 294 speed, which is obviously impossible. So even if you use high-speed flying, you still need to ensure that the speed of the main c is second or third in the team. Otherwise, one or three rounds of buff coverage will be lost.
If you don't plan to give Yu Kong a heap of output, and don't have double bursts and attack entries, then Yu Kong's speed can reach 150 speeds or higher. Except for Xi'er, this speed attribute can ensure that Yu Kong's second kinetic energy can move in front of the main c - as long as your main c does not pile up crazy speed.
If you want to assist two C positions, then it is best to mainly take care of one C position and treat him as the main C position, at the same pace as above. The other C position mainly relies on finishing moves or additional attacks to gain buffs. I recommend a few, such as Silver Wolf and Clara, who are good candidates for deputy C.
2. Axis alignment in the air
(1) The timing of releasing the Sky Control finishing move
Only when Yu Kong gets a card and opens it up will he get a double blast. This requires ensuring that Yu Kong's finishing move is activated during his own turn or the next character's turn. Under normal circumstances, you can choose to release it directly when there is a sign, but remember that the finishing move of Yu Kong must be launched before the main C takes action (including the finishing move), so as not to let the main C lose a round of double burst bonus in vain, and The air control energy is 130, which means losing a double burst bonus will cause a huge loss.
And we know that Yu Kong's brand effect is a team-wide effect, that is, when Yu Kong has a brand, open it up, and other characters can use finishing skills to take advantage of the brand's bonus. In actual combat, due to the influence of factors such as the venue, enemies, weather, etc., the order of speed will not always be as pre-designed. There will be chaos in the axis, causing the main C to be unable to get the brand.
So at this time, if the main output of the main C is the finishing move and it is already full, then Yukong will open it up when there is a sign, and then the main C will follow up with the finishing move. This will not waste the bonus of Yu Kong, and the output will not have much impact.
The six souls can obtain a brand before opening the big one, and they can keep the big one and open it before the main c moves, ensuring that the main c can get all the bonuses of Yu Kong.
(2) Choice of aerial combat skills and basic attacks
It's actually very simple. The action sequence list will very clearly show the action sequence of all characters, including where your character will be when he acts again. As long as the main C can get the cards, he will use combat skills, and if he can't get them, he will use basic attacks. It's as simple as that. If the main C keeps getting no cards, it means there is a problem with the pace (for example, in the Xier team, Xier brought speed shoes), then either the pace should be changed, or other supports on Yukong should be replaced.
(The action sequence is very clear. You must learn to observe when playing in the sky.)
1. Recommended combination
(1) Luoyu combination
Yukong's team-wide attack bonus effect will affect Rakshasa's attack power in real time and increase his milk volume. The additional attack effect of Yukong is currently the highest, which can maximize Rakshasa's milk supply, allowing Rakshasa alone to fully support the team's survival. The multipliers of Rakshasa and Sky Control's finishing moves are not low. Coupled with the imaginary damage increase, double burst bonus, and attack power bonus provided by Sky Control, they can also provide a certain amount of output for the team.
Yukong's movement has a built-in immune control, and Rakshasa has a high control resistance and is almost immune to control. Moreover, Rakshasa's combat skills can remove negative effects, and his finishing moves can dispel enemy buffs. The two are fully functional when paired together, and they are not afraid of control. Yukong's shield-breaking efficiency is impressive, and Rakshasa's finishing move can quickly break the toughness of group mobs.
Rakshasa and Yukong are basically the best combination, combining the three attributes of survival, function, and output, with an effect of 1+1=2.5.
(2) Stop combination
Yukong has the highest team-wide attack bonus and double-attack bonus, but lacks a damage zone; Tingyun's bonus attack effect is lower, but it has charge and a high damage boost. The combination of Stop and Control provides the main C with a burst of attack power bonus, a powerful double burst bonus and a high damage increase. The auxiliary benefits are directly maxed out, and the bonus duration of Yu Kong's finishing move makes it more suitable to be used with the main C's output finishing move, and Tingyun can quickly recharge the main C. Tingyun can produce another combat skill point, which can be used by Yu Kong.
The combination of the two allows the main C to cause amazing burst damage.
2. Team building
(1) Imaginary number team
There is such an item in Yu Kong's whereabouts. When Yu Kong is present, everyone will receive an imaginary damage bonus. At first glance, it was confirmed that it was copied and pasted from Esta's whereabouts. However, Yukong itself has no other damage-increasing areas. When using this track to assist the imaginary number C, it will have double burst bonus, attack power bonus and damage increase at the same time, which is a dream support.
However, compared with Huo C who only has Aunt Jizi, Imaginary C has a powerful Lao Yang. Lao Yang himself has three attributes: survival, function, and output. This is the same as Luo Yu's combination. Putting the three together is the imaginary number team. At the same time, Lao Yang's shield-breaking efficiency is the highest among the imaginary characters. The combination of the three to attack enemies with imaginary weaknesses, especially the Medicine King and Kafka of the Abyss, will perform very well.
This team can also defeat enemies with non-imaginary weak points, but the team needs to bring an additional tool man for clearing or breaking shields. Of course, you can also join the Silver Wolf to ignore weaknesses and output violently. But it's just a shield-breaking position. After all, Silver Wolf has its own special weakness adding mechanism. If you want a general-purpose team, you can pair it with Tingyun. That is Rakshasa + Lao Yang + Yu Kong + Tingyun.
(2) Traditional three auxiliaries and one
Three auxiliaries and one, that is, the powerful survival position + C position + auxiliary + auxiliary/tool man. The Stop and Control combination is a good double auxiliary, and the auxiliary effect is better for characters who rely on finishing skills. However, the only powerful survival positions are Bailu, Rakshasa and Jie Ge.
Most of the C position relies on finishing moves. It’s pretty much the same for everyone, as long as you have enough grasp and understanding of the pace, but I would recommend Qing Que, Dan Heng, Clara and the like to be the main C. The two characters, Jing Yuan and Xi'er, can basically be blacklisted in the C position list of Yukong auxiliary. Xi'er is relatively okay and can still play without wearing speed shoes. Yu Kong assists Jing Yuan, or Shen Jun to be precise, but that is really worrying. The pace is more complicated and difficult to match.
However, if you want Yu Kong to join the Jingyuan team, you have to make sure that Stop the Cloud is faster than Yu Kong, and that the Yu Kong speed is above 140. These are two small prerequisites. In fact, it will be a little more troublesome to match in detail.
But for now, because most C positions can still get the bonus of attack power and double burst, Yu Kong can still adapt to all main C positions. In the future, if there is a C position that does not rely on double violence and attack power, Yu Kong will not be able to team up with it, at least not in the current version.
Example
(3) Three-person team
The pace is difficult, there are not enough characters, and it is difficult to form two teams, so you can try a three-person team. The three-person team is an unconventional team formation, but if the resources are all used up on the main C and the role is really not enough, you can try the three-person team to free up a role for the other team.
The Yukong three-man team is Rakshasa + Yukong + C. But this C position is not that broad, and I personally recommend Clara.
The brand mechanism of Yu Kong is that the two people behind Yu Kong enjoy the bonus, but in a three-person team, the two people behind Yu Kong 100% include the main C. As for the latter two people who don't have the main C, they can only use the high speed of the sky, and then it's their turn after moving. They can just attack to produce combat skill points, and then use the combat skills next round to give the brand, ensuring that the main C The whole process covers the aerial control and attack buffs, and there is no need to pace at all. It's pretty good to be able to gain combat skill points by flying at high speeds, since it's just a pair of speed shoes.
The three-person team also has a very unique gameplay, which is a continuous double attack. The Six Souls of Yukong will add a layer of brands when it is turned up. If Yukong has one layer of brands, it will become two layers of brands. As long as the tokens don't fall out, the double burst buff will always be there. For a three-person team, if the Six Souls of the Sky are activated, it is actually equivalent to letting the card exist for three rounds. And this brand has a double explosion bonus. When it is Yu Kong's turn, he can basically still have a brand. If he activates combat skills, the brand will become two layers again. In this way, the double-violent bonus achievement that the main C can only get once becomes twice. If Yukong can keep up with the charge, and the ultimate move is just right after the buff duration ends, the double-violent bonus can be achieved continuously. Effect.
But the three-person team has a very big problem, which is that it relies heavily on the main C's normal output. The output must be enough, otherwise it is better to recommend everyone to use a regular four-man team.
The speed of the Yukong must be a little faster than the speed of the main C, or directly set to a speed of 150 or above. The finishing move of Yu Kong must be launched before the main C moves. After the Yu Kong combat skill is released, the main C will not receive the bonus, so Yu Kong should perform a basic attack. As for team formation, just look at your own character pool. A team of three assistants and one should be easy to assemble.