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I think the lower road has collapsed when the landlord is on the line, right? The lower lane gem + male gun is already a very violent group And the opposite jungler is a tree spirit The jungler of the tree spirit is a tan type hero with medium jungler speed and the ability to start a battle and protect his teammates gank ability is very strong So the lower lane is really at a loss If you are in the middle of the laner, you can make up for the knife in harmony On the road, Raven should be very good to fight The stone man should be very good If you play a group, you will suffer more The stone man's big and the tree spirit's big two powerful team skills Plus the gem's halo The outbreak of the fox and the male gun is taken away directly in a wave The opposite side is completely a VIP lineup, although it is recommended to pay attention to the ban people, and it is recommended to catch one person to death first, and push it directly in a group.
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Actually, it's not difficult, as long as you hold it down in the early stage. The later words are correct. It's the same for the early heroes, it's up to you.
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This game all depends on the individual play in the early stage, you have an advantage in the early stage, and it is not easy to play in the later stage.
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The lineup is very good, it depends on the technology.
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It has something to do with the lineup, but it is also related to the mentality, the side that has been overturned is generally very impatient in his heart, always thinking about playing back again, and often chooses the wrong time to start the group.
After talking about the lineup, Anne is recognized as a hero in the early middle stage, with short hands in the late stage, low continuous output, and easy to be cut, and the AP with a high appearance rate in professional games is because she is not only an assassin in the later stage, she can rush in and out at the same time to absorb damage, open Central Asia to save her life, and then rely on the shield to save her life and then harvest, and the output of EZ in the late stage is definitely not as high as Verus, although EZ has displacement, but you have too many breakthroughs (especially with burpees), it is difficult for EZ to find output space, Verus first has the protection of the blind, and he also has a big move group control, so there is a certain amount of output space.
Monkeys can burst into the back row.,But the blind can kick away the monkey.,Mu Mu's ultimate is weakened and the range is limited.,It's hard to think of more than 3 people.,At the same time, the big bug in the late stage is very scary.,It's very meaty.,It's easy to hit if you play a group with 2 restricted skills.,R's real damage is very useful to hit the front row.。
It can be said that if you swap the back row on both sides, the opposite side will definitely suffer, and the damage to the opposite side of the front row is obviously not as good as you, and the turnaround is mainly due to the cooperation of teammates and psychological factors, but it is also related to the lineup.
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If you look at the lineup, the lineup on the other side is better than yours.
It may be that the advantage of the opposite side is too great, and the wave is over, and you have caught the opportunity to wave aces.
Lol That's it, keep the advantage when you have it, don't wave, think you kill a lot of people, it's very n b, in fact, your n b is based on the cooperation of your teammates, not a one-person game. This advantage is then extended to victory.
When you are at a disadvantage, don't complain too many people, see how big you are, and don't spray each other. Have a good vision, seize the opportunity, and turn the tables in sight.
Happy game、
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The lineup, you bugs Bobby can't be beaten in the late stage, and Varus is also in control of the late ADC And Diana is also flexible, and the fire girl ez blind monkey is very average in the late stage, and the other side can be stronger in the late stage of Mumu.
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It's a lineup problem, the later it is, the higher the damage of Diana and Ruth, and the fire girl can only be Ruth in seconds, and she can't beat him, and then the other meat is about the same, and you have more damage on your side, which almost means, EZ is really useless in the late stage, there is no advantage in the early stage, and there is no outbreak,
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It has little to do with the lineup, right, Anne will take away Varus directly regardless of the middle and late stages, Mumu Monkey is another big group control Diana Sudden EZ , EZ can be displaced, and the blind Mumu can protect the ADC The only relationship with the lineup is that the opponent's lineup does not have a real front row It should have a lot to do with consciousness They have all taken it Dalong The suppression of you in the early and middle stages is very big The team battle in the late stage Plus Dalong BF should be able to take you away It may be the opponent's position or personal reasons It's not right Personally, I think it is.
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The lineup is a top laner, a jungler, an AP, a lower lane, an adc, an auxiliary, this is the most basic lineup, it is best to have a team control type of hero, which is of great help to the team, welcome to ask.
Happy gaming.
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This is a matter of style, it must be that they see the early advantage and waste Their lineup is suitable for playing a group and only suitable for playing a group If you don't die in a group, 1 output is not enough The late turnaround is a matter of catching a person or a wave of dragons.
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lol is a game of 5 people on the one hand their own strength is the most important teamwork is the most important no matter how elegant the operation is, there is no sharp teammates to come According to what you said, there is not much restraint in this lineup The mid-term team can't beat the late stage Either the opposite side starts to wave 5 people are uneven, and the skills are not all to start a group or you start to catch a single Skill distribution is reasonable Of course, Bobby is indeed more annoying in the late stage The opposite blind man is more weak in the later stage is also a problem The most critical thing is the timing of the group Eye position Catch the opponent's key hero's position mistakes.
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There is a saying that the advantage is not to fight the dragon, and it is not a good dota 2 for the purpose of pushing the tower
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Most of the heroes selected are in the late stage, and it is normal for them to not get up in the early stage.
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Nice lineup of rushing faces, but at least one must be opened in seconds immediately, and the river control of the dawn is about the same.
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**Jungler banishment is better.
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This lineup is quite easy to break... Break them one by one.。。
1. Let's talk about cold ice first, she has high damage but no escape skills, so the rush is a great threat to him, so we can choose Zhao Xin to cut him, 2. Timo, is a continuous high-output flat A-type APC, but it is also very brittle, then we can choose the goddess of the bright moon to cut into her, because the bright moon is not afraid of blinding and is fleshy enough, the explosion is high, and a set of skills can be used to residual blood in seconds.
3. Dragon tortoise, the physical resistance is extremely high, the magic resistance is average, and there is more meat in this team, then we can choose a hero with stability and high magic output, which is the Death Songr. The team's output ability is the first, and it is very suitable against the dragon turtle with high armor.
4. Alchemy + wood. It's meaty, but they're all afraid of kites. Then we can choose an ADC with kite capabilities - the Explorer.
Ice boxing triathlon in hand kite to kill them! You can choose the Qin Se Fairy, one is an excellent choice to assist EEZ, the second is to add team buffs, and the third is to have ultimate control, which can effectively help teammates get rid of ADC in seconds
5. The lineup I chose is: Top Single Kyaukyue, Middle Single Dead Song, Jungler Zhao Xin, Lower Road EZ + Qin Girl!
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It's not good, now the rhythm of lol is very fast You turtle In the later stage, others don't bird you, and the turtle doesn't hurt Amumu can alchemy, no one follows you, do you hurt? Timo: The mushroom is disgusting and too thin, look at your outfit, you know that if the opposite side rushes a little harder, do you still have to live, you can only open a little golden man for 2 seconds, Han Bing, Okay, who is the adc on the other side? If it's a policewoman, you don't negotiate.
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Bounty. Brilliance. Monkey.
Doomsday. War (or Nock is OK) vs. Monkey War (or Nok) comes out first with a bounty out of the armor-piercing bow. Monkey War (mid to late out of Black Cut) Doomsday Q Fear Wood Wood Silence APC.
Jump in the grass with a big move. Monkey EQR on. Radiance Q imprisons the dragon turtle and alchemy.
Then leave them alone. Kill Han Bing and Xiao Mo on the other side together. 5 people kill 2 crispy.
No matter how direct it is, it's a second. Bounty dodges behind the big move. Then kill Alchemy and Dragon Turtle.
Finally Mumu. Pay attention to the fit. Let's make a move.
Don't make a move. The best time to be in a group. Imprisonment and fear go hand in hand.
Pay attention to the ADC and APC that protect your side.
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It is recommended that the mid laner wander (even the meat is beaten very painful), the top laner Galen (has a good skill of silence and consumes a lot of blood from the enemy), the lower lane VN plus gems (can resist), and the jungler Doomsday (team battle, jump a big and add an hourglass, but not everyone can stop it).
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The early online explosion is gone.
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4500 should be **, not platinum.
Regarding the lineup, I will analyze what you said: just talking about the lineup, your upper road will definitely be suppressed, because the opposite side is a double rush, and your side is an unstable rush control hero who grinds blood and mixes the line, and he will definitely not be able to beat the opposite double rush in the early stage. But on the road, it's easy for your side to be taken by the other side.
And the mid lane fire man or card vs. AKL depends on personal skills. You just said that it's a 212 lineup, so there is no jungler, and there will rarely be a gank with double buffs, so the mid lane 1v1 is all about technology, and under normal circumstances, AKL will be pressed, and it depends on what you do after AKL6 level. And it's worth mentioning that Fire Man or cards are much more useful than AKL when playing a group.
As for the lower road, it's okay.,If the adc plays well, it's a Nunu in Picheng.,It's still quite easy to fight robots and male guns.。 On the whole, the lineups on both sides have more advantages in playing the team. But it still depends on the performance of your players on the front line and the specific situation in the team battle, and remind you that vision is more important than equipment in the middle and late stages, and you must not ignore it.
Let's talk about this first, do you have any questions to ask, my current ranking should be 1800 according to the previous algorithm, I hope it can help you.
To add, you said that you don't want to be a jungler, right, if you can jungle, it's best to let the prince mix some levels and go to the jungle, so that Rambo can eat experience alone. Then let Rambo make up the troops obscenely, don't be forcibly killed.
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The key point is the opposite card. However, cards with 4500 combat power are generally not too impressive.
There is no jungle, and if the card is supported by the main push lane, you will have to collapse up and down the road.
Akali has no advantage over cards on the line, clearing troops is slow, support is slow, and replenishment troops will also be suppressed. And it's rare for Akali to want to kill cards alone in the mid lane. Although Akali is an assassin, he can't be a second, and his characteristic is that he can't run away from the opposite side.
The middle lane tower is close, and the cards are still dizzy, so Akali has no advantage at all.
It is recommended to change to a mid-lane hero, either push the line flow, let the card fly every time or drop the tower or make up a lot of soldiers, or it is an assassin type, a set of skills directly seconds, so that he does not dare to be distracted from other ways. Or be cautious on the road and deal with the cards.
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Jungler is a must, if you are on the top of the list of two to one, just choose a hard-to-die top laner, just Rambo. There are a lot of ways to match the middle and bottom lanes, anyway, you have to be a jungler, and you have to have a good mentality and skills in the top laner.
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Get the prince to go to the jungler, the technique is about the same as the probability of winning your team battle, Rambo is not false to the opposite 2 heroes, and Bujia 5 red goes out. The middle lane is obscene to six. There's nothing to say about the lower road, just move better, and there is no jungler on the opposite side, you can press the line to the bottom of the tower and then suppress the opposite side under the tower.
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Be careful to hit on the road, there should be more gank in the middle
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It feels like the road should be quite right.,The prince and Rambo's life is good.,The outbreak is almost the same.,It's not easy to be pressed and pressed the line.,Mid-lane AKL suffers a lot from the fire man and the cards.,Short hands.,Plus people both have non-designated skills.,Especially the fire man.,It's very injured in the early stage.,It's better to have a robot on the lower road.,It's better to be Nunu.,The wind girl is too brittle.,It's almost certain to die.。 In the later stage, it is still very advantageous for AKL to be a little meaty, and it is easy to accumulate advantages when this lineup gathers early to play in a group, especially in the grass ambush.
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It is recommended to go wild! The prince's ability to fight in the jungle is good.
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Whispering, don't you have no meat? AP's Out of the Void Staff and Hellfire, team battles against one person.
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Meat or something, a vn big mouth, cut them to death.
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The captain of the upper order recruits support, pay attention to obscenity, and do a good job of eye position.
Mid lane cards, Bomberman, cards and passive economy have ultimate, Bomberman skill CD quickly take the blue multi-push line, and the support of large recruits is good.
The jungler prince or the blue half meat has a certain anti-field ability, as long as there is displacement.
Assist as much as possible to have a team control AP such as Annie, Sindra, Clockwork, and Zyra. But the eye position of the lower road must be done well.
ADC Lucian, Wheel Mom, there is displacement and burst, and pure bursts are fine, such as bounties and Jinx.
The main outbreak of war in this camp will be concentrated in the lower lane, so the upper lane must be able to resist pressure, pay attention to the practice of the tower knife, the middle lane does not require killing the opposite side, but the mending knife can not be bad, the jungler tries to eat as much as possible in the middle and the lower lane, if allowed, help the upper lane as the opposite jungler support eye. The lower lane is the key to the whole team, and the auxiliary and ADC should pay attention to the early promotion to the second level advantage to fight once, and be as aggressive as you want, but understand that aggressiveness is not a wave, if the lower lane is smooth and assisted, you can swim around under the condition of doing a good job to help other routes.
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Learn the routine of playing the stick, give up the normal laning, go up and mix with the jungler for level 2, then push off the outer tower with the double lane, push the 2 tower with the opposite side without returning defense, and then go back to the upper lane to develop, and the double lane continues to develop or comes to the middle lane to exert pressure.
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Consciously go to get the little dragon. It's good to have a good rhythm in the jungler = =.
Endure it and it will pass.
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The real answer is that the general team will not give the little fishman an order, which is not as good as other mages than the explosion, and the continuous output is not as good as the physical single, and it is not enough meat, and there may be a single kill with good early techniques, but the team battle is not enough meat as 1 melee, and you have to E out when Q goes in A2. You can say that you are good at collecting heads, but in the same situation, if you don't have enough output, your team's output will be insufficient, so much residual blood is waiting for you to collect.
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You can only hit one person with a big move, and the lower your HP, the higher the damage. Generally, when the enemy's HP is 1 5, the ultimate is sure to die.