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Carl has three balls on his body, the ice ball can increase the health regeneration rate, the electric ball can increase the attack speed and movement speed, and the fireball can increase the attack power.
Carl can also summon skills, which are his ultimate. The skills summoned are related to the balls on your body, and different balls have different skills to summon, with a total of 10 combinations. The effect of a skill depends on the level of your orb.
After the skill is summoned, it will be displayed in the skill bar, and the first-level ultimate can only keep one summoning skill, and the second-level ultimate can keep two summoning skills. When you summon a new skill, the old Reserved Skill will be replaced by the new Reserved Skill so that the Reserved Skill limit is not exceeded.
Due to the relatively long CD of the ultimate, the first-level ultimate is equivalent to two skills, namely the reserved skill, and the new reserved skill that replaces the reserved skill. The second-level ultimate is equivalent to having three reserved skills, namely two reserved skills, and a new reserved skill that replaces the reserved skill. Therefore, although Carl has many skills, he can only release two or three in a short period of time.
However, when you have a A-stick enhanced ultimate, the ultimate CD is only 2 seconds, and you can throw 10 skills in a short period of time and make the audience cheer for you.
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You mean to say that you want to keep one of the two skills all the time, and then use the other one to trade?
If that's what it means, then the answer is no.
Because the mechanic of his skill change is like this.
For example, if you have a skill of 12 and you cut a skill and change it to 23, you will have 34 in the cut.
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No.,You can only keep two at most.,Count the two skills you keep after you put it.,Temporary 5-key skills,It's a total of three skills.,If you come out of a staff,,The CD time of the blend is reduced to two seconds.,If the hand speed is fast enough,,The skill is basically not a CD.。
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Level 1 large reserve one....Level 2 two....If you brush again, the first one will be replaced...But I remember that if the first one was on the CD, it would be replaced by the second one...I'm not sure about it, though...LZ or try the insurance yourself....I don't know if both are cds.
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No, you can only keep one at level 1, that is, you can replace which skill you use. Levels 2 and 3 are reserved for two skills.
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It depends on the number of levels of the big skill learned, and at most 2 are kept, but after a blue tent, the full level of the big skill does not have a CD, which is equal to 11 skills that can be cast in turn.
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1. Ice shortcut: Q: Each level increases the summoner's health recovery speed by 1 point and seconds per cast.
2. Thunder shortcut: W: Each level increases the summoner's attack speed and movement speed bonus by 1% each time it is cast.
3. Fire shortcut: E: Each level increases the summoner's attack power by 3 points per cast.
4. Elemental summoning shortcut: R: When the essence of the elements currently controlled is fused together, a new form of skill is used by the summoner, and the type of new skill depends on the proportion of the three elements of ice, thunder and fire in the process of fusion.
5. Rapid Cooldown Shortcut: Y: The summoner instantly draws away all the heat from the target, causing him to freeze quickly and causing an interruption effect. During freezing, a minimum of 10 damage to the target will stun the target for a second and take 30 damage.
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The elemental effect of Dota 1 Karl on skills is that if there are elements, there will be 2% attack power, 1% movement speed, and additional attributes of health recovery per second.
The ultimate can only be learned one level, the cooldown is 12 seconds, and it can't be upgraded with a scepter, so it's very stiff, the cooldown is really a bit long, and the most stiff thing is that you can only save one skill.
Karl's simplest way to play is to summon two fire elements to reduce defense, and then the swift plus freezing point to attack the attack speed of one, to the enemy on the ice, the elements are summoned in advance, and the three of them hit others one by one, this gameplay is the simplest and roughest. Other bells and whistles, jumping knives, pushing and pushing a cane, all kinds of shows, skill shows, and bad show is to die by yourself.
Carl Practical Tips:
Carl of the main ice system is the main fire that exists as the first hand to control the field, and Carl is the second hand AOE mage, but they all need the cooperation of teammates, one needs to strengthen the damage, and the other needs to control the field, for adding points, Carl has to look at the composition of his teammates and heroes to add a few rigid points, which often makes Carl unable to exert his combat power in team battles.
10 Level 15 can be said to look at the cooperation between Carl and his teammates to carry out team battles, after the battle to fight separately to push the line and then gather to push the road, to ensure that the initiative of the situation is the most important, you can choose flying shoes and soul stones on the equipment, the advantage is to fly the shoes, the disadvantage is the first soul stone, no matter what, Carl still has to stand on a good road to gain experience.
After level 15, the late heroes of both sides will start to equip.,The battle during this period will be slightly different from the time of level 10.,Level 3 ultimate makes the skill cd become 15 seconds.,This time of rapid cooling.,Super shock sonic wave and wall of ice will become the main means of combat.,It is recommended that no matter which way to add points, Carl must add ice to more than 4 points to ensure control.。
When the ultimate CD is reduced, you can release 4 or even 5,6 skills (the increase in blood volume, the duration of the team battle is naturally rising) to ensure that the hit rate of the skill has become the key to this time, and the shot is going to hit, and it must have an effect, which requires a long time of exercise, if the opponent's late heroes get up, you can give priority to using rapid cooldown and super shock sonic waves to weaken the combat effectiveness of these heroes in team battles, and you can also use the wall of ice to limit it (only for heroes who are close combat and do not flicker like trolls).
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Press the corresponding three shortcut keys in the order of the move table, and then press R, and the combined skills will appear.
Carl's equipment is basically very casual, mainly to support blood and blue and the speed of returning to blue. In order, Lincoln, Blue Staff, Sheep Knife, Ice Armor and Shoes (Initial Arcane Shoes are recommended) can be matched casually. Red canes, bullet canes, wind canes or jumping knives are all good choices.
Personal preference decides. Ten people playing Carl will have ten god outfits.
1. Rapid Cooldown[QQQ] Freezes the target, and the target will be stunned and take additional damage during the freeze.
2 Ghost Walk[QQW] Stealth and reduce the movement speed of yourself and nearby enemies.
3 Wall of Ice[QQE] Creates an ice wall in front of you, slowing down units within the ice wall significantly.
4. Agility and Agility[www] Infuses a surging energy into an allied unit, increasing attack speed by 40% to 160%.
5 Hurricane[WWQ] Unleashes a forward tornado that sweeps enemy units in its path into the air.
6 Electromagnetic Pulse [WWE] Builds up electromagnetic energy at the target location, dealing damage and depleting mana for 4 to 2 seconds**.
7 Sun Flame Impact[EEE] Summons energy to rain down from the sky, dealing damage after seconds. Cast range: full screen.
8 Forge Spirits[EEQ] Creates 2 Fire Elementals, has Orb damage, and detracts 1 armor from each unit hit by Fire Elemental.
9 Chaos Meteorite[eew] Summons a meteorite that rolls forward from 500 to 1550 to deal damage to enemies.
0 Super Sonic [QWE] Deals a blow to everyone in a line, first reducing 280 health and then backing down.
Redone the Corpse King, with the Tombstone skill.
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