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What are the 5 Heroes of Invincible Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Di

What are the 5 Heroes of Invincible Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Di

Introduction to the 5 Heroes Invincible Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine Divine

Hello everyone, I am Xiaohui, welcome to the 5 series of articles in Heroes. This series will introduce in detail all aspects of Hero Invincible 5. If you want to learn Hero Invincible 5, you can follow the headline account: War Chess Game and view past articles.

This article mainly introduces the military forces of the Divine Divine.

First-level arms: peasants, militia, thugs

Xiaohui commented: This is the basic army of the temple. The basic output is 22, and the output is the highest among the first-class soldiers in the fifth generation. Each attribute is still 1, but life has become 4. Even if the life has increased by 4 times, this is still cannon fodder.

The only valuable thing is his military stunts.

Farmers

Soldier Stunts: Taxpayers, each farmer provides 1 gold per day.

Simple analysis: There are two main ways for farmers to recruit 1 15 gold in the city, and free recruitment of farmers in wild huts.

Recruiting in the city will take 15 days to make a return. Recruiting when you see it in the wild is definitely a profit.

In order to strengthen the farmers, the Five Dynasties have added a hero with peasant specialties: Elanney.

Improving offense and defense is secondary, mainly because the farmers she leads double the money she gives every day. Brothers and sisters, this girl brings 1,000 farmers and earns 2,000 yuan a day. Considering the training of violent soldiers in the temple, there is no need to worry about the amount of money.

First Form Militia

Soldier Stunt: Shield Smash: Each attack may knock the enemy out of the way, causing it to be unable to retaliate or lose its attack priority (the creatures with mechanical attributes are not affected).

The only advantage that does not change the nature of cannon fodder is that when a militia attacks the enemy, there is a small surprise and knocks the enemy out of the way. . . . . . .

Second Form Thug

Soldier Stunts: Attack: The creature has a chance to attack twice.

Flower Sweat, if someone tried to use this army stunt to turn the tables, the situation would be so bad.

Second-level troops: archers, crossbow archers, crossbow squad

Xiaohui commented: This is the main force in the early, mid-stage, and even late stages of the Holy Temple. Weekly basic output is 12. The disadvantage is that it has too little health. It is difficult to survive if you are attacked first by the enemy. Being close to you is basically a situation where you will die. Be sure to take good care of the jungler. Among the two forms, I basically only know how to choose crossbow soldiers, and being able to shoot in the whole field is a magical skill.

It is very easy to explode through the unique training of the temple in the later stage.A large number of 2-level troops, when fighting, they are matched with the functions of other troops, such as the 3-level troops guarding the stunt: protecting companions, such as the 7-level troops Archangel's military stunt: resurrection, such as the blessing magic of the 5-level troops Saint Prison. This makes the role of archers very terrifying even in the decisive battle, and is also a military that can control the outcome of the victory or defeat.

Archer

Wire stunt: scattering. Actively use skills to cover the range of 3*3, and the damage is half of the ordinary attack.

There are applicable scenarios, but not many, so I can only say that it is better than nothing.

First form of crossbow archer

Soldier stunts: accurate shooting, ignoring defense within three grids

Advance 1 point, defense 1 point and health 2 points, the damage value changed from 2-4 to 2-8, the highest among the second-level soldiers. The military stunts are very terrifying when they are close to the opponent, and they restrain high-defense troops, but. . . The best archers can live to that moment. . .

Second form Crossbow

Soldier Stunts: No shooting penalty: When attacking at a long range (the range exceeds half of the battlefield length), the shooter will not be punished with a decrease in damage value. 2-8 damage, after adding blessing magic, you can produce surprise output.

This stunt like the third generation of Phantom Charger. Do you still remember the pleasure of Gru with hundreds of Phantom Chargers when he met the gods and killed the gods and the Buddhas?

Third level of troops: infantry, guard, defender

Xiaohui commented: The most appropriate meat shield. To put it nicely, it’s a meat shield, to put it badly, it’s a cannon fodder.

In the late final battle, due to the low hatred, the enemy is often busy killing archers, priests, cavalry, angels and other types of troops, and often ignore infantry. So in a situation where the situation is evenly matched, the entire team of defenders will explode.

Infantry

Wire Stunt 1: Anger: Once a creature on your side dies, the creature's attack ability will be immediately increased (except for resurrected creatures and summoned creatures).

Soldier Stunt 2: Giant Shield: Creatures reduce damage by half when subjected to non-magical long-range attacks.

Soldier Stunt 3: Shield Smash: Each attack may knock the enemy out of revenge or lose attack priority (the creature with mechanical attributes is not affected).

The health value of unupgraded is only 18 points, and after upgrading, it jumps to 26 points, an increase of 44.4%. Moreover, the offense and defense have also been greatly improved after upgrading. It is highly recommended to go to the battlefield after upgrading.

First form Guard

Soldier Stunts: Protect Companions: All your own troops on the adjacent grid are damaged when they are attacked by non-magical long-range attacksHalf.

The attack is increased by 1 point, the defense is increased by 2 points, the damage is increased from 2-4 to 2-5, and the health is increased by 8 points. In addition, the new stunts are particularly effective when facing the enemy's massive shooter troops, and they are particularly restrained from long-range physical output, especially the Forest Clan.

The troops next to your own side need to be closely connected, so you can consider the team and position appropriately, and protect multiple troops of your own.

Second Form Maintainer

Soldier Stunt: Slash with the flow: If the attack causes at least one creature to die, an additional attack opportunity will be obtained.

The attack has been increased by 4 points, the defense has not changed, the damage has changed from 2-4 to 2-5, the health has been increased by 8 points, and the newly added troops have strong stunts and smoke. This military stunt has performed very well in the early, mid and late stages.

The usage is also flexible and varied. You can wait for the future and use the farmers' cannon fodder to deceive the counter-attack and make two combos. You can also use one maintainer in the front team to deceive the counter-attack and the whole team of the back team to output.

The fourth-level military: griffin, royal griffin, combat griffin

Xiaohui commented: Attack priority level is 15, it is simply crazy, ranking among the top in the entire Hero Invincible 5.

Upgrade Form 1 The dive of the Royal Griffon disappears in the first round and cannot be attacked at this time. It is simply a stealth bomber. Then it dives and attacks in the second round and randomly falls to a certain position. Extremely restrain those long-range troops that remained still.

Although long-range troops can avoid diving after moving, it is equivalent to forcing long-range archers not to attack this round, which is also a tactical suppression.

The dive of the combat griffin in upgrade form 2 is a dive attack of only one round and does not disappear. Moreover, the attack range is a rectangle in the direction of the vertical battlefield, which mainly controls the longitudinal movement of the internal teams in this area. If the enemy wants to avoid it, it needs to move horizontally.

The disadvantage is that life is too low. The royal griffin life is only 35, and the fighting griffin life is barely enough to see. The main problem is still not solved, that is, although there is infinite counterattack output, survival is a big problem.

The output is considerable, but the losses are even more considerable. This unit is not within the training range, and if you want to break out, you can only rely on a large number of outdoor nests.

Griffin

Soldier Stunt 1: Infinite Counterattack: Creatures can always counterattack in melee unless attacked by creatures that have no ability to counterattack.

Wire Special Stunt 2: Life Entity: This type of creature is a living flesh and blood body that can be resurrected.

SoldiersStunt 3: Immune blindness: The blind magic cannot affect the creature.

Wire stunt 4: Large creature: This creature is huge and occupies four-unit position on the battlefield.

Wire Stunt 5: Flying Creatures: This type of creature can move arbitrarily within the effective grid on the battlefield without being affected by obstacles ahead.

The first form of Royal Griffin

Soldier Stunt 6: Combat Diving: Creatures can perform delayed air strikes at selected positions on the battlefield, causing double damage to all creatures. Including friendly forces who accidentally entered the position. After attacking, the creature returns to a randomly selected position on the battlefield.

The attack is increased by 2 points, the defense is increased by 2 points, the damage is increased from 5-10 to 5-15, and the health is increased by 5 points to 35. The added stunts are magical skills, and it is simply a one-hit kill against the enemy's long-range troops.

The disadvantage is that you can only attack once within 2 rounds. In addition, the random landing position after the dive is a bit scary.

Second form Battle Griffin

Soldier Stunt 7: Fighting Fury: The damage value of this creature's counterattack is 1.5 times the damage value of the previous counterattack. Xiaohui, I tested it in practice, and there should be a limit, within the same round.

Wire Special Stunt 8: Breaking Dive: Active skill, only once per battle, dive attacks all enemies within two rows of vertical (normal battlefield 12X2) on the battlefield, and then return to their original position after causing 75% damage to enemies in the area. It is different from the battle dive. It was the attack in the turn and fell back to the distance.

The attack has been increased by 1 point, the defense has been increased by 5 points, the damage has been increased by 71.4%, the damage has been increased by 5-10 to 8-12, and the health has been increased by 20 points to 50, which has been increased by 66.7%, which is terrifying. Attack priority has been reduced from 15 points to 10 points! ! ! ! ! ! Even more terrifying! ! !

The blood prevention surges in the military attributes, and the survivability has been greatly increased. The attack priority was reduced too much, and it immediately transformed from a pioneering force to a backhand force. The strategic significance has changed a lot.

Stats 7: Fighting rage, which has been greatly enhanced against counterattacks, suitable for some special scenarios, but the applicability is still too narrow.

The dive of Stunt 8 is less than that of Stunt 6. Although the damage is a little lower, the output is high. If the enemy wants to avoid this dive, they can only walk forward, which will force the long-range troops to stand forward and lose the opportunity to output for a round. The strategic significance is far greater than the damage. But. . . . . Is there a lot of PVP in this game?

Fifth-level arms: Priest, Holy Prison, Fanatic

Xiaohui commented: 8,000 construction cost. Under normal economy, there is basically a congress to consider building this force, which has led to the emergence of this army very late. The training skills of the temple have made most players choose.Choose to train him to be a knight. This makes it difficult for this force to accumulate.

Attributes and damage are not prominent among level 5 soldiers of all races. Therefore, this unit is basically in a functional position in the temple. Just create an appropriate amount of troops, add gain magic or clean up enemy magic.

Pastor

Soldier Stunt 1: Shooter: Creatures can cause long-range damage to the enemy. When the distance from the target is greater than half of the battlefield length, the target will suffer only half of the normal damage value. In the event of enemy creature blocking, shooters cannot conduct long-range attacks. If there is no ammunition truck in the army, the number of shots will be limited.

Soldier Stunt 2: No melee punishment: The shooter will not be punished with damage reduction during melee.

Wire Special Stunt 3: Life Entity: This type of creature is a living flesh and blood body that can be resurrected.

Stats 2 is actually very powerful for shooters, but Xiaohui just commented that the number of this unit is not easy to explode too much, so it is not very useful.

The First Form of the Holy Lord

Wire Stunt 4: Magical Creature: This creature can actively use a series of magic similar to those used by the hero. Although the magic value reserve is not large, it will be filled at the beginning of each battle. The power of magic depends on the number of creatures.

Soldier Stunt 5: Immune to crazy: Immune to the "crazy curse" magic.

The offense and defense have increased by 2 points, and the health value has reached 80, but this is not important. It is mainly because it can release three light magics: extraordinary divine power, rapid action and tenacity. It greatly increased the combat effectiveness of the temple troops.

The Second Form Fanatic

Wire Stunt 6: Magical Creature: This creature can actively use a series of magic similar to those used by the hero. Although the magic value reserve is not large, it will be filled at the beginning of each battle. The power of magic depends on the number of creatures.

Soldier Stunt 7: Purification: This creature has a chance to dispel the frontal state magic on the attack target when attacking

Stat 7 is automatically released and very comfortable. (So it is gray in magic books and cannot be used on the initiative)

Very good functional troops, it is very useful to fight certain tough battles and clear the buffs on the enemy.

Sixth-level arms: Knight, Paladin, Elite Knight

Xiaohui commented: Crazy explosion of numbers, training, nests, and piles of desperately. Since the number of this unit far exceeds that of level 7 soldiers, it actually performs much more powerful than that of angels. Please upgrade to Elite Knight (red) as soon as possible.

Invincible is the loneliest.

Knight

Wire Special Stunt 1: Life Entity: This type of creature is a living flesh and blood body that can be resurrected.

Wire stunt 2: Large creature: This creature is huge and occupies four-unit position on the battlefield.

Wire stunt 3: Gun Technique: The damage value of the biological attack is calculated based on the number of grids from the opponent. For each grid increase, the damage will increase by 5%.

Upgrade as soon as possible, nothing to say.

The First Form Paladin

Wire Stunt 4: Holy Healing: Creatures can completely heal a single designated target in their army and eliminate all harmful magic on the unit.

Soldier Stunt 5: Immune to crazy: Immune to the "crazy curse" magic.

I don't use holy healing anyway, I would rather choose to attack and destroy the enemy. Treatment is done by tents or angels.

Second Form Elite Knight

Wire Stunt 6: Champion Charge: When a creature attacks a target, if the distance travels more than 2 grids, the troops behind the target will suffer half of the damage.

Between blood and fire, the elites walking out, the earth is trembling, the fire is shining, the silver spear is dripping blood, and the war horses are roaring, and every charge makes the enemy frightened.

Every time I use this army, I recall that I played "Red Alert" back then, bursting a bunch of tanks, and then all of them were leveled.

Sorry, if you don’t need to operate, you will be even better.

Seventh-level arms: Angel, Archangel, Seraph

Angelic

Wire Special Stunt 1: Life Entity: This type of creature is a living flesh and blood body that can be resurrected.

Wire stunt 2: Large creature: This creature is huge and occupies four-unit position on the battlefield.

Wire Stunt 3: Flying Creatures: This type of creature can move arbitrarily within the effective grid on the battlefield without being affected by obstacles ahead.

Angel

Wire Stunt 4: In the battle of resurrecting allies, as long as the location of the dead unit is not occupied by other creatures, the creature has a chance to revive the dead troops (active ability).

Number of resurrection = [Number of Archangels × 100] divided by the upper limit of the life of the resurrected army.

The reincarnation and rebirth of a hero can also revive the troops, but it will reduce the life limit of the troops by 10%, while the resurrection of the angel will not reduce the life limit, but it is only 1 time per battle, which is also embarrassing.

Wire Stunt 5: Light Follower: If there are heroes on the battlefield or weapons cast light magic (excluding killing nature and shifting and transposition), this creature will enjoy a share, and the effect is expert.

Mvp angels in the 3rd generation, and five generations stillIt can be used. Attack priority is average, resurrection can reduce combat losses.

Serraine

Wire Stunt 6: Magical Creature: This creature can actively use a series of magic similar to those used by the hero. Although the magic value reserve is not large, it will be filled at the beginning of each battle. The power of magic depends on the number of creatures.

Can unleash the divine revenge and the Word of Light.

Divine Revenge consumes magic value: 14.

The Holy Word of Light is more powerful in fighting against undead and hell creatures. Magic damage = number of seraphic elves × 90

Among all the troops in the Five Dynasties, the most attacking one was the Seraph of the Holy Church, with an attack of 35 points.

1v1 confrontation, Seraphite is completely defeated by the great angel. But in fact, the decisive battle between multiple arms is more convenient for the Archangel.

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