There are four positions in Fearless Contract, namely duel, vanguard, field control, and sentry position. If you only have fun occasionally, then these are of little use to you; if you want to increase your score, then you still need to understand these. Next, let’s learn about the introduction and playing methods of these positions with the editor.
duel
In the simplest terms, they are the breakthrough players. Generally speaking, the first and second positions in the atmosphere mean the first one to go first. For example, Jetwind and Reina, generally speaking, Jetwind is in the first position and Reina is in the second position, because Jetwind has the E skill. Heroes in duels are generally good, but they are also easy to lose. Because they are forwards, it is easy for them to die before they can break through.
pioneer
The information collection position within the team is a bridge within the team. Vanguards generally do not need to break through, they just cooperate in duels, assist teammates, or obtain information through their own skills, such as Hunter Owl's reconnaissance arrows, Skye's Q skills, etc. (Although Iron Arm is a vanguard, its ability to obtain information is really Difference). People who play Pioneer must be willing to communicate, and at least be able to open the mic. Otherwise, you'd better not play, because a Pioneer who doesn't speak is just a Jiba.
sentry post
The task of professional guarding is to guard a point alone, or to delay the enemy's attack, so that your teammates have enough time to return to defense. Heroes at sentry positions are polarized. They are basically strong at defending points but poor at returning to defense. If the opponent happens to attack the point you are defending, then your experience will be very good; if the opponent does not attack the point you are defending, then I recommend you. Don't get defensive, just make a cup of coffee, drink it slowly and wait for the next one.
Control the field
It is the core of the team, and its main task is to be responsible for sealing the smoke and fighting the endgame. The team's decisions are basically made by controlling the field, because the power of sealing the smoke is in your hands, where to fight, how to fight, it is basically to control the field. a sentence. If you want to play this type of hero, you'd better have enough map understanding, be thoughtful, and be able to make correct decisions based on the information obtained by your teammates.