How to choose the first team in Axie Infinity. Part 1

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Axie Infinity

With the question “How do I start playing Axie Infinity?"Figured out, the next topic of interest for every newbie in the community @AxieInfinity: "How to choose the first team?" Over the three years of the game's existence, many options have been tried, and today we will focus on the most "classic" one, it will allow you to efficiently and quickly farm both arena and adventures.

We express our gratitude to an active member of the community @CryptoGamingPool and the trainer of CGP Scholarship - @Ageoffuelfor helping with this article.

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Classes

In total, the game features 6 main and 3 secret classes:

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- Plant;

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- Reptile (Reptile);

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- Dusk (Twilight);

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- Beast (Beast);

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- Bug (Insect / Beetle);

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- Mech (Fur);

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- Bird (Bird);

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- Aquatic (Fish);

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- Dawn.

As in the game "Rock-Paper-Scissors", there is a mechanic of the advantage of one class over another, but a weakness over the third.

Each Axi has a main body, which defines its belonging to the Class, and six body parts, which can be from any other Class.

Eyes, Ears, Horn, Mouth, Back and Tail.

The Eyes and Ears do not give skills yet (according to rumors, they plan to use parts for passive skills), but the remaining ones determine which cards (skills) Axi can use. If the Axi Class and body parts coincide (for example, the Beast has a Hare tail - "native"), then the card deals 10% more damage, and the shield gives 10% more armor. Thus, the Beast that attacks the Plant with the Beast card will do 25% more damage (15% class bonus + 10% bonus for the “native” card).

At first glance, you can get confused in all this and type a non-playable command. To avoid such a mistake, let's take an example of popular and effective card combinations.

Two DD (Damage dealers that deal damage): Bird and Beast, and танк Plant.

Bird

The bird is in the last position. The main characteristic for her is Speed ​​(Speed), so it is important that all parts of her body are native, this gives 61 Speed ​​and 27 Health - the best combination of the first two characteristics that determine the order of the move:

Higher Speed> Lower Health> Higher Skill> Higher Morale> Lower Axie ID #

On the market, at the same cost, always give preference to Birds with a lower ID, they are older, and will walk first in experience.

The Bird's task is to accumulate a combination of cards and with the help of the ability Dark Swoop, the mouth of Little Owl, to kill the fastest enemy in the team, usually it will be the enemy DD, which will give us victory in most further outcomes.

The combination of the Eggshell horn, the Eggbomb ability, and the back of the Pigeon Post, the Blackmail ability, allows you to cast Aroma on the enemy, and the rest of the axi will attack him this turn.

Eggbomb can be used to make the enemy hit our Bird, a kind of distracting maneuver. This can be useful, for example, when the axi in front has little Health, and the Bird sacrifices itself, because The beast has an advantage in damage against the remaining Reptile of the enemy. 

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The bird plays Eggbomb, applies Aroma to itself and the Reptile will attack it.
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The beast survived and kills the reptile.

The ability Post Fight (After the Battle), tail All-out Shot (Shot with all his might), costs 0 mana, which allows you to kill the enemy even if we have 2-3 mana, but at the same time inflicts damage to ourselves in the amount of 30% of maximum Health value. If this damage is greater than our Health Points, then we damage the enemy and die, a la kamikaze.

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We kill the enemy Bird, spend 3 energy, instead of 4.
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 If we played 3 cards, then the enemy Beast would survive.
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8 HP left.
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We finish off the Beast with a free card.

Beast

The Beast is the second DD in our team, which copes well with enemy tanks, most often these are Plants, for which innate + 15% damage.

The combination of two body parts, mouth and tail, Nut Cracker (Nutcracker) gives us 4 cards, which in combination with each other will deal 120% damage.

Horn Dual Blade, a Sinister Strike ability, does not 200% on a critical hit, but 250%! It is the card with the highest damage for the Beast.

The last part of the body is the back - Risky Beast, the Revenge Arrow ability, deals 150% damage if your axi is in the Last Stand state, and this will happen quite often.

There is another popular build: the back of Ronin (Ronin), the ability Single Combat (Combat), guarantees critical damage in combination with 2-3 cards, and the horn Imp (Imp), the ability Ivory Stab (Ivory Strike), gains one Energy for every critical hit your team has dealt this round.

But this combination has significant drawbacks. The most important is the damage of cards individually. To play Ivory Stab, you need to have Ronin and one more card, otherwise we will not receive guaranteed energy from crit, and we will deal only 70 damage.

There is a build with Energy control, but such a beast deals damage only with combinations with Ronin.

Ears and Eyes of a bird - increase the speed, our animal with a speed of 43-45 will walk in front of the enemy Beast (clean, 41 Speed) and Reptile (clean, 43 Speed). Ears and eyes of Pisces also give an increase to speed, increase HP by 1, but do not give an increase to Morale. Such Beasts will walk after Beasts with parts of Birds.

The beast is vulnerable to attacks from Fish and Birds, which can kill it from three cards, so it is important to have a Tank with a lot of Health and Armor, for example, a Purebred Plant will have 61 Health (516 units in the game), and Pumpkin (October Treat) will give 110 Armor.

Tank

The Plant is best suited for the role of Tank. The pure Plant has the most Health - 61 (516 HP) and the least Speed ​​- 31.

If it is important for the Bird that she walked first, then for our Tank, on the contrary - he must walk last in order to control the Energy. The more ID, the better. Young Plants will be the last to walk.

Back Plants
Spin Pumpkin (Pumpkin), ability October Treat (October Treat), draw a card if the shield of this axi was not pierced.

Possible options include Watering Can, an Aqua Stock ability that grants one Energy each time this axi is hit with a Pisces card.

Or Turnip (Turnip), the ability Turnip Rocket (Turnip-Rocket), which, with a combination of three cards, attacks the Bird.

But they are situational, Pumpkin is a universal option.

Mouth Plants
Mouth Serious, the Vegetal Bite ability, steals one Energy from an opponent in a combination of two cards. A very important card, it gives control of Energy, if the enemy received Energy during the turn, then in fact he will transfer it to us.

Horn Plants
The tank also needs damage. The best cards for this Cactus, the Prickly Trap ability, deals 120% damage if this axi goes last, and he will almost always go last.

Or Beech, a Wooden Stab ability, deals 120% damage if that axi's shield was broken.

Plant Tail
The most damage, unsurprisingly, is Hot Butt, the Spicy Surprise ability, which prevents the target from using their mouth the next turn. Also an important card in terms of Energy control. If we want to skip the next turn and accumulate Energy, then we can play this card. Most often, the enemy Tank will also have Serious, and the next turn he will not be able to steal Energy.

Alternatively, Cattail looks very good, the Cattail Slap ability, draw a card every time we get hit with a Beast, Beetle, or Mech card. It costs 0 mana, and works well with Serious.

Or Hatsune, the ability Leek Leak (Attack with a leek), the axi of the opponent who strikes this axi will be prohibited from attacking from a distance on the next turn.

Carrot, the Carrot Hammer ability, grants one Energy once if that axi's shield is broken. Popular card, but bad. We become vulnerable to the control of Energy, we can break the shield and steal Energy. And if the shield is not broken to us, then we inflict only 70 damage.

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Body Parts / Grade / Performance Table
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