Within the tactical system of Three Kingdoms All Under Heaven the Mountain path emphasizes control and long-term balance and for players who approach planning with the patience of a Crickex Affiliate mindset the appeal lies in winning through stability rather than brute force. While Wind Fire Mountain and Forest each serve different roles the Mountain discipline stands out as a strategic stabilizer built around morale recovery battlefield disruption and defensive reinforcement. It lacks the explosive damage of Fire and the raw speed of Wind yet it consistently turns the tide through timing positioning and team synergy making it especially suitable for methodical players and budget-minded commanders who value efficiency over flash. This guide breaks down skill priorities by tier and connects them to real combat scenarios to help you fully grasp how Mountain tactics operate.
The core value of Mountain tactics is strategic buffering and tempo control rather than head-on confrontation. Its skills revolve around three pillars. The first is morale and resource support through item creation that keeps allied forces battle-ready. The second focuses on disrupting enemy momentum using delays returns and pacing tools that fracture coordinated pushes. The third strengthens defense by leveraging city buffs and temporary battle pauses to form resilient lines. Whether in local sandbox conflicts or cross-server wars Mountain functions as a support core that protects allies and stabilizes the wider situation. Recognizing this role early prevents wasted points on damage and keeps development aligned with utility.
Skill points are earned by increasing public support levels and once a path is chosen it requires full commitment. Mountain skills are divided into three basic rows and one ultimate choice and progression should follow a simple rule core skills first weak options skipped and situational tools selected as needed. The first row centers on morale food items and strategy scroll management. The active skill that produces morale items should be maxed early as it is vital during prolonged engagements. Passive options that reduce consumption or raise scroll capacity should be chosen based on personal resource flow to avoid bottlenecks during frequent ability use.
The second row demands careful adaptation. A morale-draining drum skill offers limited benefit and works best as a single-point transition. The instant regroup skill is essential during early large-scale fights and should be maxed for local servers then reduced later for cross-server play. The cooldown reduction skill becomes valuable for active players with high scroll caps while more casual players can conserve points without losing effectiveness. The third row largely consists of low-impact skills that are easily countered or unreliable and should receive minimal investment to preserve points for stronger options.
Choosing an ultimate ability defines your battlefield presence. The enemy return formation excels in local city defense but struggles elsewhere. The fortified city enhancement shines in major cross-server events yet feels excessive in fast local skirmishes. The delaying maneuver stands out as the most versatile option capable of disrupting enemy timing across multiple modes and is the safest recommendation for most players including those who approach planning with a Crickex Affiliate style focus on adaptability.
As progression continues flexibility becomes essential. Skill resets allow adjustments as seasons shift from local to cross-server play and careful scroll management prevents wasted recovery. In the end Mountain tactics reward patience cooperation and precise timing and in the opening step of the final stretch much like a Crickex Affiliate philosophy success comes from holding the line staying calm and letting steady advantages accumulate until victory is assured.
