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Metal Master Rune Recommendation: Great Essence Strong, Red Double Piercing, Yellow Armor, Blue 6 minus CD3 Magic Resistance. With minus CD, you can make better use of skill output, and if you wear it double, you can help the metal master better output After all, he is taking the double cultivation route, and his talent is also double cultivation:
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The Great Essence is strong.
Red double wear or strong law.
Yellow armor.
Blue Fa Qiang.
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1. Iron Man. When Maudekaiser deals damage with his skill, 25% of the damage is converted into a temporary shield that absorbs damage and halves the effect on enemy creep shields.
2. Hammer of shoveling.
Cost: 20 23 26 29 32 life.
Mordekaiser's next three attacks are enhanced. The first two attacks deal 10 20 30 40 50 (+ bonus magic damage.) The third attack deals 2 times the extra damage of the first two attacks, up to a maximum of 20 40 60 80 100 (+.)
3. Harvest of sorrow.
Cost: 25 35 45 55 65 life.
Range: 750
AOE Range: 250
Passive: When Mordkaiser kills a creep near an ally, she gains an experience bonus (the bonus is equal to 50% of the experience lost due to experience sharing).
Active: Choose an allied hero or creep and connect it with Maudecaesar, or cast it on yourself:
Maudecaesar and the target gain up to 75 movement speed bonuses when moving towards each other.
When they are near each other, they both deal a total of 140 180 220 260 300 (+magic damage, which does not deal double damage when the damage fields overlap) for 4 seconds.
Reactivating this skill will cause each other to instantly steal 50 85 120 155 190 (+HP (only 25%** effect when stealing creeps, up to a maximum of 2 units; deals magic damage).
4. Siphon of destruction.
Cost: 24 36 48 60 72 life.
Range: 700
Mordkaiser deals 35 65 95 125 155 (+magic damage) to enemies in a cone radius in front of him.
For each hero hit, he gains a maximum shield of 15.
5. Son of Death.
Range: 650
Heroic souls distance: 1350
Dragon Soul Distance: Full Image.
Dragon Soul Bonus Range: 0 75 150
Extra Dragon Soul Movement Speed: -50 0 +50
Passive - Dragon's Power: When dealing damage to a dragon, curse it for 10 seconds.
Active: Curse the target hero and steal the target 25 30 35 (+ max health (steal 25% immediately and 75% in 10 seconds; deals magic damage).
Curse Effect: When a cursed unit is killed by Mordkaiser's team, the unit's soul will follow Mordkaiser for 45 60 75 seconds.
Mordecaesar gains 30% of the target's Ability Power and 25% of the target's extra Health.
Souls gain Mordecaesar's bonus attack damage and 15% of Mordecaesar's maximum health.
Souls can be controlled by holding down the alt key and then right-clicking, or by reactivating the skill.
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Hello Iron Man's Runes.
Red - Wear the law.
Yellow - fixed armor.
Blue - Growth method strong.
Essence - strong fixation.
That's basically it, there are more iron men on the singles, so the yellow fixed armor is better, and this set of runes can be suitable for all magic heroes, and it can be used.
Talent It's completely your own preference I'm 21 9 0 There are also different It all depends on what you like.
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I play Iron Man generally by playing half-meat output.
21 9 0 Defense Point to Attack Point AP with Max Life The rune is all strong.
Outfit: Wear Shoes, Ice Staff, Tech Gun (1200 That Law Sucker Gun Combined), Law Hat, Fanatic, Natural or Reverse Damage (depending on the opposite AP Cow or AD Cow).
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Q On her next attack, Maudekaiser swings her hammer to deal resonance, dealing up to 80 110 140 170 200 (+ magic damage) to 3 additional nearby targets. If there is only one target, deal 132 (damage. Hammer of Shovel Cooldown:
8 7 6 5 4 Range: 0 Blue Cost: Costs 25 32 39 46 53 Health w Mordekaiser casts a Metal Storm on allied targets for 6 seconds, increasing target allies by 10 15 20 25 30 Armor and Magic Resistance, and dealing 24 38 52 66 80 (+magic damage) to nearby enemies per second.
Cooldown: 20 18 16 14 12 Range: 750 Blue consumption:
Consumes 26 32 38 44 50 HP e Deals 70 115 160 205 250 (+magic damage) to enemies in a cone radius in front of you. Siphon of Destruction Cooldown: 6 Range:
700 Blue: Consumes 24 36 48 60 72 Health r Steals 24 29 34 of the target hero's Max Health (+Steals half immediately, and steals the other half within 10 seconds; Deals magic damage) If the target dies to the curse, their soul is enslaved and follows Mordkaiser for 30 seconds. Mordekaiser gains 20% of Soul's Spell Power and Attack Power, and her Soul's stats are increased.
Hold down the alt key + right mouse button to control the soul. Death's Children Cooldown: 120 105 90 Range:
850 Blue: No Consume Passive When Maudecaesar deals damage with his skills, a percentage of the damage value is converted into a temporary shield that absorbs damage. Iron Man Cooldown:
None Range: None Consumed Blue: None This character can play to the extreme when he is single, Q hurts very W, you can add it to the adc to protect the ADC, or add it to the half-flesh, and add their defense, you can also use it to save your life E is good on the line, plus Q is very powerful, and the Qing soldiers are very powerful R is a very powerful skill that can be combined with the burst When the enemy thinks their blood is safe, you can go up to a set of combos, add R and ignite, and let the opponent die unexpectedly During team battles, you can use R to use the enemy's flat slash heroes with high output, such as ADC and the like, to control their souls So that you are mighty.
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It's a mage and can also hit meat :q Sledgehammer: Adds damage to the next attack and splashes 3 people If you hit only one person, the damage will be increased w to add armor to teammates, and it will also deal damage to nearby units e:
AOE's damage skill,The actual range is greater than what is shown on the screen Considerable damage R:Trick the corpse Suck his blood, and then die in 10 seconds, resurrect for 30 seconds, play a team battle for you, first give the main force on the opposite side AD, and teammates work together to kill him in seconds, then the team battle becomes 6 to 4.。
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The change of passive and passive remains the same, and it is still a skill that adds a shield after dealing damage, which is considered an alternative tank skill, which can increase the ability to fight in the early stage.
Q skill Q skill is an alternative three-knife flow damage, and the damage will increase every time, so it can be said that it is still more hurtful to be hit three times by metal Q when fighting, and use it when fighting.
The W Skill Passive is an experience bonus that can be quickly leveled up in a double lane.
A very good acceleration and damage skill, and also a good recovery, which is why you can often see metal hitting support now.
E skill E skill has not changed much from before, it is still a damage skill, and it can improve the shield, so that the metal has an advantage in the fight, and the team battle is also good.
The ultimate passive is a small passive for fighting dragons, and the effect is not bad.
The initiative has not changed much from before, it is all about actively stealing the opponent's health, and after killing the opponent, you can get a soul.
If you play now, the metal master is recommended, and the recommendation is to assist, although someone has developed a routine to play ADC, but it takes a certain amount of courage to play ADC in the national server, after all, it is not the mainstream, and if you use it, you will definitely lose the blame. However, in the low segment where there is no jungler, the advantage of using the metal double lane W skill is great in the early stage.
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Personally, I have played about 200 rounds of metal, and the ranking is 1800+, so I am not a master but I am still a little careful.
First of all, this hero is absolutely not wasted, and he can definitely resist and fight.
Outfit: Metal is now generally on the single or mid laner, because the skills of the metal are blood-consuming, so.
Outfit: Shoes three pills or a red blood card.
Due to the metal armor slots, there should be little pressure on the line.
The first Vampire Gun can almost offset the consumption of your skills, so that you are not afraid of consuming with the opposing heroes, and when the time is right, it will turn into Ancient Will.
The second piece of equipment I recommend the Ice Staff, the metal is a stake continuous output hero, and the AP bonus of the skill is not particularly high, so the premise of high output is that you can stand, plus the metal runs slowly, so I think the ice tent is very suitable as the first large item. The extra 500 HP and spell slow are good for metal.
The third piece I think should be out of the hat, a must for high output, and then the metal is a headache.
The fourth thing is to see if the opposite side is targeted out of the magic resistance equipment, if most of the opposite side is out of the magic resistance equipment, then I recommend the Abyss Scepter to ensure your output, if not, you can make the Flame Hug to ensure the damage.
Of course, the shoes are mage shoes The last one can be out of the spring brother, you can be out of the madman, it's always not good to be full output, it's easy to be seconds.
Runes,I think the general AP is universal.,Iron Man doesn't need to be specially equipped with runes., Unless you develop your own way of playing.,That's not to mention me.。
Talent: 21 0 9 or 21 9 0
As for the way of the metal tank outfit, I haven't played it like this myself, but I've seen others play it.
It's probably the madman Atama natural ice tent or something, I think it's a bit of a waste for such a strong mage to go out of the tank.
The above is purely hand-played, personal opinions, please spray lightly if you don't like it, welcome to discuss.
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Give it up, boy, the metal master is already crippled.
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Metal Master: I'm Red Fixation, Yellow Life Growth, Blue Growth, Essence, Fixation.
The following is a personal one.
For the Metal Master, offense is the best defense, because he is recharged, but the limit DPS is too rushed. It's a matter of finding a balance here. The fastest time for my metal master to outfit is 35 minutes, 6 god outfits, law wearing shoes, big guns, Lan Zhao, hats, ice staffs, and resurrection armor.
What a game, 18 dead, 2 assists, 10. Except for my teammates, all of them have a negative record = less than 10 kills, more than 5 more deaths than kills.
Regarding the equipment, what I must come out of is a big gun, an ice staff, a hat, and a relative to the opposite AD power, which is out of Zhaolan, resurrection or fanatic, and AP is strong, and the force of nature is resurrection or fanatic. As for the choice of resurrection and fanatic, if you think the output can do enough damage and can take charge of the situation on your own, you can resurrect, and if you get up and are besieged to death, it's better to be a fanatic.
It's best to go out in the single red stone, and after the skill upgrade EQW, the EQ intersection point is bigger. The early stage is to make money, don't subjectively think about collecting people's heads. Someone else kills one person equals 15 pawns.
Replenishing troops is certainly much faster than killing. The first time I went home and went out of the vampire gun, I published a book if I didn't have any money, and decided whether to go out of Lan Zhao or a fanatic according to the situation on the field. Lan Zhao's words are with turtle shells.
Bring a couple of blood vials. After that, continue to play money. If there is no threatening team fight, don't go.
You have to weigh it in the team battle How many heads can you get if you go, whether you will die or not, you have to maximize your interests, and don't go if the farm pushes the tower. Don't worry about the remnants of blood going back to catch you with your eqr and gear 1v3 no problem (there are 1 to 2 crispy skins inside). If you FRAM qualified.
Then there are 1 or 2 heads for 20 minutes with a big gun, 2 J shoes, rubies or turtle shells should come out. After that, the belt and the ice staff will go to the team fight at this time. Don't just think about heads.
Pay attention to the line of troops It is important to push the lane. Teammates contain the reinforcements on the opposite side, and you can concentrate on 1 to 2 or 3 minutes by yourself. To show the status of metal, it is necessary to replenish troops far more than them.
The faster you develop, the more likely you are to save the world. If you don't bring your teammates to push the other side away, then be careful that all the gods on the other side are coming to hit you. It's definitely possible to save the world with your Lanzhao big gun skills and QER.
Pure hand lookout.
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Red must be worn, yellow can be armored, dodge, grow life, but I don't understand the configuration of the blue upstairs, I think it's more practical to reduce the CD, and the short CD can increase the protective armor faster in the case of a small amount of protective armor in the early stage, which indirectly ensures the existence of the armor for a long time and ensures survivability.
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