As a mage who can show off and has very strong late-stage abilities. Playing Carl well is everyone's dream. However, because there are too many skills and they need to constantly switch skills according to the battlefield situation, many people have given up practicing Karl. Now I will tell you about the mainstream skill combos of several departments of Carl, so that you don’t have to worry about it anymore!
1. Ice and thunder flow
Explanation: The choice of this style of play is mostly due to insufficient lineup control in the early stage, or the choice of Ice Thunder Card when Karl is needed in the early stage. But the disadvantage of this kind of Karl is that once he can't beat him in a fight, or he needs Karl to refresh in the late stage. This kind of Karl's money-spinning is too slow for other types of Karl!
Additional points in the early stage: 3 ice and 5 thunder to fire/3 ice and 7 thunder to fire (3 ice and 5 thunder to fire can be 4544 at level 17)
The most basic combo: Blowing Magnetic Storm plus Rapid Cooldown (xcy)
Mid-to-late stage combo: Magnetic Storm Blowing Ice Wall (xcg)
Blowing ice wall for rapid cooling (xgy)
Blowing Ice Wall Shock Wave Magnetic Storm (xgbc)
Ice wall magnetic storm rapid cooling blower (gcyx)
2. Fire Card
Explanation: This kind of Karl is famous for his high burst, fast support, and fast money production. But as the meteorite weakens, it can still be said to be simple and crude. The only drawback is that because there are too few mana in the early stage, if one set is released and misses, it may become a high-level infantry.
Add points in the early stage: level 2 fire, level 1 thunder, turn to level 3 ice in fire full and thunder full
The most basic combo: Meteor + Shock Wave (DB) needs to be combined with Wind Battle
Mid-to-late stage combo: Blowing Meteor Shock Wave (xdb)
Meteorite rapid cooling shock wave (dyb)
Magnetic storm blowing meteorite-shock wave (xcdb)
Meteorite cools rapidly, quickly and flexibly - blowing wind and sky fire - magnetic storm shock wave (dyzxtcb)
3. Ice and fire flow
Explanation: A mainstream style of play that is versatile in team battles and very powerful in single capture and gold production. The core skills are fire and cold. Online control, endurance and semi-auxiliary DPS output. But the biggest advantage is his strong solo ability.
Add points in the early stage: level 4 fire, level 1 thunder, and level 4 ice, then full fire and then thunder, and finally full ice, or after full fire, main ice and secondary thunder.
The most basic combo: Pyromaniac + Rapid Cooldown + Heavenly Fire.
Mid-to-late stage combos: Fire Man and Ice Wall rapidly cool down (fgy)
Pyro-Meteor Rapid Cooling-Ice Wall (fdyg)
Blowing Ice Wall Fireman (xgf): This set of lightning combos requires level 3, otherwise the blowing distance is short.
Magnetic storm blowing ice wall (cxg) is connected to the meteorite fireman rapid cooling, rapid and agile sky fire blowing magnetic storm ice wall (dbfyztxcg)
4. Carl of yyf
Explanation: To put it simply, if the opponent has no fans and no real eyes, you are invincible!
Points added in the early stage: average points added by Fire, Thunder and Ice
The most basic combo: You can understand it just by looking at the picture above
Mid-to-late stage combos: Please also see the picture above