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The big head is afraid of the hero who bursts high, and he is afraid of the breakthrough, so he can knock out his battery. The early melee AP will be pressed very badly.,You can consider robbery.,Clockwork,Leopard girl (a long-distance direct Q small turret is gone) and so on.,Suppressed in the early stage.,If you don't have equipment in the middle stage, there's still no pressure.。
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In fact, the solution is not difficult, I won't talk about the middle order, if you go on the list, as long as he doesn't drop you in a set of seconds, it's OK if you knock out his battery, and he's useless if he doesn't have a battery.
And, if it's a team battle, it's better, the jungler directly punishes a turret, and then whoever drops a again, it's basically about the same, the big head, now it's mainly by breaking out, many people have misunderstandings, kill the big head, the turret is useless, so staring at the big head kill, I last met a big head out of the ice fight plus two fanatics, just ask, how do you go to the second, I use a blind monk, directly punish one, and then a down the other two, kick the big head away, cooperate with teammates to kill others, no matter how hard you kill, then energy consumption, What's the use of having you left.
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First of all, it is best to stay away from the big head's turret, in the case that the big head has not yet installed a turret, quickly rush to the face to kill, he can't run. As long as you punch your face. Such as crocodile, bright moon, Debang, etc.
The main thing is to kill suddenly, otherwise it will be troublesome when you are well.
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The second people are like Anne Fire Man, and the rushing ones are like the Bright Moon Fish Man.
can suppress him in the early stage.
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Kyaukyue and Raven are more restrained. The big head is afraid of exploding in the face.
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It is better to break through and have an outbreak. For example, Tyrone and Zai.
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The skill is the Frost Turret.
Q: H-28G Evolved Turret Skill Attribute Active Skill
Heimerdinger places a miniature machine gun turret to attack the enemy, the machine gun turret can gain brother experience points by attacking the enemy, and the turret can be upgraded to increase attack damage and armor.
Cooldown: 24 22 20 18 16 seconds.
Range: 250
Blue: Costs 120 125 130 135 140 mana.
Heimerdinger places a miniature machine gun turret to attack the enemy, with (240+14xlvl) health and 30 38 46 54 62(+attack). Maximum number: 1 2 2 3 3.
The Machine Gun Turret upgrades every 7 attacks, increasing attack damage and armor. Every 2 levels of this skill will allow you to build a new type of turret. From level 3 onwards, you can build a green turret that weakens armor and magic resistance, and at level 5 you can build a red turret with a splash attack.
w: High-tech miniature rocket Skill attribute Active skill.
Heimerdinger fires several ranged warheads, dealing damage to enemies that are close to Heimerdinger.
Cooldown: 10 10 10 10 10 seconds.
Range: 20 Blue: Costs 65 85 105 125 145 mana.
Heimerdinger fires 3 homing miniature rockets to attack the closest enemy unit to him. Each rocket is caused.
85 135 185 235 285 (+ points of magic damage.)
e: ch-1** grenade skill attribute active skill
Heimerdinger throws a grenade at the target's lead area, damaging enemy units and towers, stunning targets that hit them directly and blinding nearby units.
Cooldown: 13 12 11 10 9 seconds.
Range: 925
Consume Blue: Consume 80 90 100 110 120 mana.
Heimerdinger throws ** grenades at the target area, dealing 80 135 190 245 300 (+magic damage) to enemy units and buildings, stunning the target hit for 1 second and blinding nearby units for 1 second.
r: upgrade !! Skill Attributes: Active Skills
Passive: Passively reduces cooldown.
Active: Activating this ability will ** all evolved turrets and cause them to fire deceleration grenades for a short period of time.
Cooldown: 120 105 90 seconds.
Range: 280
Consume Blue: Consume 90 90 90 mana.
Passive Effect: Reduces skill cooldown by 10 15 by 20%.
Active Effect: All existing Evolved Turrets will heal and fire Retardation Shells that slow down movement speed by 25 30 35% for a duration of 10 seconds.
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First, the BAI line skills:
The great inventor cannon du table consumes very little blue, before.
In the zhi period, you can frequently use the turret DAO to push the line. Pay attention to the position of the turret, and the position between the turrets should not be placed in the middle of the creeps, so as not to be knocked out by the enemy when pushing the line with skills. When the enemy mismoves, use the W skill to consume HP.
When level 6 has an ultimate, the Great Inventor's ultimate can cause an extremely high burst with the W skill, and it is easy to kill half-blood enemies in seconds.
Second, the loading route:
The Great Inventor has a high output, but lacks the ability to escape and can easily be killed by Assassin-type heroes, so unless it is a big tailwind, it is necessary to have some survivability equipment such as ice staff and hourglass first. In particular, the hourglass can be called the core equipment of the big head, and the big head after using the hourglass with the turret can easily cause a counter-kill.
3. Team battle ideas:
How to use the ultimate in team battles is very important, if you are ready to kill an enemy in seconds, use the R to strengthen the W skill to cause an instant explosion; To provide control, use the R Enhancement e-skill; If the enemy has already entered your turret array, use the R Enhancement Q skill to deal maximum damage. However, the inventor itself is also easy to hang up, so be sure to keep an eye on the opposite assassin and AP and don't get into their skill range. Finally, remember to remind your teammates that teamfights revolve around your turret, and don't chase after fleeing enemies, so as not to stretch the battle line too long.
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The big head is actually a line tyrant, and it's really hard to find someone who can restrain him The main thing to fight the big head is to quickly kill the version of his battery, or else the 3 battery.
If you are in the jungle, don't use the kind of jungler that doesn't have the ability to open a strong group.,It's best to go to level 6 VI or spider.、NOC、Joker, a hero who has strong maps or stealth skills and can do a lot of damage in a short period of time Steal.。
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Big to be honest.
The hero of the copy head is simply strong from the perspective of defense.
But to play the hero of zhi big head, you have to pay attention to the dao and a few points, and don't think about killing people without a huge advantage.
2. Do the vision, push the line without brains, and then brush the field.
3. Don't panic when you encounter an enemy jungler, set up a fort and fight and retreat. You can at least get one out.
4. During team battles, if your own control is insufficient, it is recommended to strengthen the E skill with ultimate, and if your output is not strong, it is recommended to strengthen the Q skill with ultimate. The ultimate enhancement of the W skill can be used to kill the opponent alone when there is an advantage.
Do a good job in the above points, and it should be no problem to go to the ** area of the 1 area. At a higher level, it's up to you to operate and be conscious.
Hope it helps.
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You have to dismantle his turret and strictly prevent him from putting up a 3-gun artillery array, only then will that hero not be able to fight in the lane.
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In fact, it is really difficult to find a line master who can be restrained.
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Long-range AP, very good suppression, such as fire man, fire woman can be, fire woman has a long hand, and the Q dead soldier has to return to the blue.
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Who to use? I generally feel that the fire man or the crow is easier to fight.
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The big head is a bai line tyrant, and it's hard to get right in general, if zhi you are an average daoap, don't always think about killing him, take the version of a good eye, each.
If he also follows you down and finds a place with a card perspective (like in a dragon's den) to give him a set, he won't have anything to say, because he didn't come to the turret and it's nothing. If he doesn't come down, then you go to arrest people, let the other roads collapse, and you win, because he doesn't have too high a turnaround ability (if she pushes the tower, ignore him, just watch the high ground if it is) to the middle and late stages of her still push the tower, 5 people give him a wave of groups, he kills 5 of you, please press esc jian, and then click "admit defeat". That's it.
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It's okay in the early stage.,It's not good in the late stage.,Playing the big head requires teammates on both sides to give strength.,You can break the tower in the early stage.,The later team battle is not too big a sock.,I can't beat him when I play a dead song.,It's not like a tour in the middle and late stages.。
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There is no murder book, the method is strong, and the ice rod and the like add blood.
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Q skill is to place a turret, W skill is to shoot three darts, and it's about the same as now, E skill is stun, and the ultimate is to put a turret and turn blue, with a slowdown effect, and the damage is quite high. It's similar to the current amplification move Q, but with a slowdown. Hope to adopt.
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Passive is the health of nearby units, including group building.
Q is still a turret, but it doesn't seem to be passive, but there is no distance limit, no matter how far away from the hero, it is always working.
w seems to be a rocket automatically firing 3 shells at the nearest unit to yourself e forgot about.
The ultimate is an aura skill that continuously strengthens all skill effects. Relatively unpopular in the old version of the previous big head.
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q turret w is the current w e or halo r is the turret deceleration turret.
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The general idea of playing the big head: no matter what hero you play, hide behind the minions to replenish the troops, either obscene to replenish the troops, or go out to kill him in seconds, you must fight quickly, if you are not sure that the seconds will fall, it is best not to get on easily.
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There is no good fight on the line. The team battle directly forcibly slapped the face and took away a set. Or come to a small method, just can't beat it, and slowly make up for the troops under the tower, and you can get to level 6 for a set of seconds, and he is even easier in the later seconds.
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Scarecrow. Master eDirectly scrapped the big-headed fort.
He throws a few turrets, and the scarecrow's crow can help you bounce them all. Once the big head loses the advantage of the battery group, it is simply no different from waste. Don't say you can't hide from his w and e.
That's a lot of handicaps. Occasionally, his w and e don't matter. You can also suck creeps back to suck blood back.
There is nothing the big head can do.
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Try to use a small turret to replenish the troops.,Opposite is the Shadow.,Carter or something.,Obscene point.,Put the turret in the grass.,You can prevent gank.,Don't be stingy with the ultimate.,Use it as much as possible.,Combo.:Grenade stun.,Missiles (ultimate) Bombardment up.,Small turret flat a.,Ignite and hand over.,It's basically dead = = Wrong.,It's okay to come the other way around.。
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My boss was beaten by Ruiz. You'll know who's the biggest.
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You can easily dismantle the small cannon with the Goddess of War W skill and Q skill, and easily kill the big head after dismantling.
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This depends on the hero.,There is a long-range pok ability.,Direct skills plus flat a second off the turret,The obscenity of melee combat,In fact, you don't have to be afraid of him when you hit the big head.,It's a big deal not to fight with him.,Outside his turret, the big head can't press you how many knives.,His turret mend the knife will also leak.,If you make up the knife under the tower and press him well.,Don't want to kill him in the early stage.,Everyone can make up the knife with peace of mind.,After the 2 people get up, the big head is a team battle waste hero.。 When playing in the group, be careful not to fight in his big fort, I hit the big head 2 times yesterday, don't kill him in the early stage, still press him to make up the knife, and he is a waste in the middle and late stages.
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Don't be afraid of the big-headed turret, but don't kill by force, the more you want to kill, the easier it is to die, the W skill is not a priority for heroes, you can be in a small creep pile.
E skill is a person who can hide...
R is the fortified, pay attention to the fortified turret.
Pay attention to the fort in the early stage, the fort after level 2 is very troublesome, and the first level doesn't care that the policewoman can easily dismantle the range farther than the fort.
His skills are very blue, don't be afraid.
Carved heroes, such as Void Prophet, Undead Warrior, and Fallen Angel in Push Line Mage, I feel that these are easier to beat.
If you really can't do it, ask people from other roads to help gank
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The big head is actually a line bully, and it's really hard to find someone who can restrain him
The main thing about hitting the big head is to quickly kill his battery, otherwise the 3 battery is really disgusting
If you are in the jungle, don't use the kind of jungler that doesn't have a strong ability to open a group.,It's best to go to level 6 VI or spider.、NOC、Joker This kind of hero has a strong map or stealth skill and can hit a lot of damage in a short time.
Secretly tell you, you can use AP Nunu main Q to hit the big head, a bite of a turret is very cool, or a fire man, whether it is W, or the spread of E, properly sanction the fort. Even when it is 1v1, it dares to plant a turret and you directly r ......
Shadow stream infi
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Use ultra-long-range heroes like blasting radiance.
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It depends on what hero you use, but in general, you have to pay attention to positioning, in fact, most of the skills of the big head are non-directional (except that you attack him directly within the attack range of his turret, or there are no creeps in the range of the turret, only you), and it is no problem to dodge the positioning better.
I think the weakness of the big head is that the support is weak, and it is easy to be kite-flyed.
If you're playing a hand-length hero like Yellow Rooster Clockwork, then pay attention to the line and move well.,After the second tower falls, you can fight with him while retreating (in short, try to get out of the range of his battery),Remember not to stand with him brainlessly.,Unless you're particularly high; If you're playing a short-handed hero like Yasuo Robbery, it's better to be indecent under the tower to 6, and then put the tower to wander to gank his teammates, his support ability is very poor, and he basically can't stop you, unless he will play with a teleportation (but the teleportation CD is quite long, if he doesn't pass directly to the tower, it will be longer), choose to wander the main one, don't feel distressed about the first tower, help your teammates and then besiege him.
By the way, it is recommended to let the jungler catch him less, especially after he has a golden body. The big head who can play likes to put a triangle battery formation, which will make it difficult for you jungler to catch him, and it is easy to be counter-killed when he comes, if it is not a jungler he trusts, simply don't let him catch it, and stabilize yourself.
If the big head is up, and your teammates will only stand and fight the group, then let you assist or jungle out a legion holy shield Bird Shield, the bird shield This equipment is still good, if you encounter a Carter fighting group on the opposite side, you can also come out.
Jungler,Then gank,If it's smooth, a lantern will come out.,And then out of the meat pretend to be a fanatic.,If it's smooth, it's directly out of the three phases.,The main thing is to look at the opposite camp to get out.,Don't get out of the three-phase when you get out of the lantern.,Direct meat outfit.,Lantern,Maniac,Wisdom End Blade,Ice Hammer,Atama's Halberd,Or replace the wisdom end blade with three phases.,Three phases are a must.,It's recommended that you read more forums.。
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