At the beginning of the war, the tank should hold BOSS for the first time, making it turn its back on the big army, otherwise the rock-breaking impact of BOSS's hand is likely to kill DPS and treat it. Because of the range of trampling skills and the constantly changing position avoidance skills of tanks, DPS also tries to choose the occupation of remote output department to avoid being affected by BOSS skills because of the need for close attack.
. In the charge stage when the BOSS was knocked down and died, the tank should reserve defensive skills for self-protection, and the treatment should be overtreated to the current tank. If BOSS's team can't be knocked down within 30 seconds, TANK should start invincible immediately to buy time for his teammates.