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It depends on the RP.
First of all, your teammates must be on you (desperately A, because the aggro shift can only occur between the tower's attacks, so you have to constantly try to shift the aggro to the time of the card) and you are in the tower's attack range, so that it is possible to reduce his aggro and transfer the damage to you (the difference between you and not a tower is only in the aggro value, A's own people can reduce their aggro to a hate value second only to the aggro value of the courier, the stick and the rook, as long as you enter the range is larger than that).
However, the aggro value is also linked to the amount of health, and yellow blood is easy to hook hatred, while red blood is very difficult to transfer hatred (red blood heroes are under the tower, if it is only a creep, it is difficult to transfer, and must be compensated). Therefore, teammates can only go up and do their best, the specific operation depends on him, and finally depends on luck.
LS that method to card the hatred generation time, the tower naturally transfers the hatred every 7 seconds (since playing a unit time, every time you change the unit, it will be recounted, and after 7 seconds, it can be in a transfer state, that is, he was beaten by the tower for 8 seconds (basically dead), and you will transfer when you go to the A hero tower). If you try to A, you can only get stuck for 7 seconds (you should feel it, sometimes you're okay with A-Hero but sometimes you're A-Bad when you're a creep. However, because most of the time from the tower to the escape was at that point in time, it was worth a try).
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If your teammate is red-blooded and beaten, you can't attract Tad's hatred except for putting an ointment on him or adding health to him with a skill, because the tower attack has a setting, when the tower attack target is below 20% health, the tower will not change the target until the unit dies. If it's at full health or above 60%, you can attack the tower and have it change its aggro target, thus protecting your teammates from retreating.
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There are 2 ways:
1.If there are still enemy heroes after killing the tower, you will not stop a hero of the opposing party, which can attract hatred, and this success rate is 100%.
2 .If the opponent lets your teammates kill a hero, then you can only let your teammate A you or the creep (your own) who is almost full of health, and you go to Tower A at the same time, and the success rate is not as good as the former.
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When you have an opposing hero, you slam the opposing hero.
When there is no opposing hero, let your teammates get a remnant creep.
If you and your teammates are under the tower, then you go to Tower A, and the tower will hit you after a while, and the damage problem is estimated that your teammates can't hold it.
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Let your teammates ace you while you hit the tower, and you want to be within the range of the tower's attack.
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There is no chance that the tower will give the highest priority to attack the anemic opposing hero, so you can pray that your teammates will run quickly.
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If you hit the tower, if your teammates don't fight, the tower will hit you, and if there is an enemy hero, the hero tower will also hit you.
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If you're a creep, you can ask your teammates to beat you up, hehe.
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You should be fine if you hit towers more damage than your teammates.
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Within 400 of the tower, your teammates can't help anything else, right?
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Attacking the tower looks like I used to be like this...
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1. Under what circumstances will all towers detect and refresh attacks?
1) Every 7 seconds.
2) There are new enemy units coming into range.
3) The current tower attacking unit dies.
Note: These three conditions are not tied conditions, as long as one of them is met, the tower will detect and refresh the attack priority!
If a tower performs attack priority detection, it will attack units with low health first. However, if there is more than 1 low HP unit within range, it will attack the unit that meets the higher threat criteria in Category 2. For example, if 2 low-HP units come within range of a tower, one attacking the tower and one attacking an allied hero, the tower will prioritize the latter.
If the tower cannot find a unit that matches the conditions of the first and second threats, it will perform the detection of the third threat, and if it still does not detect the eligible threat, it will attack the nearest enemy unit.
To sum up, the best way is for your teammate A to be the opposite hero, so that the tower will immediately turn to attack him and you will escape unharmed.
The second is that you a'own creeps deflect aggro, but hopefully it will be a 7 second refresh point.
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Don't mislead people's children in front.
The tower's hatred has nothing to do with its health.
The highest priority is the hero opposite A.
This is followed by the units of Tower A.
Again in the units of range.
The only way to transfer aggro is for units (including heroes and pawns) that are in tower A, and not for aown soldiers to divert aggro.
For example, if you push the tower with your own soldiers, but the opposing soldiers come, and then the two soldiers fight, at this time the hero is still continuing to a enemy tower, and the tower will be a hero, at this time, even if you a own soldier, because your own soldier does not have a tower, so you can't transfer the hatred at all.
Kill the local heroes when they retreat, and when they retreat, the blood is a tower, which can divert hatred. Of course, if it's a enemy hero, you can even more divert hatred.
Finally, as a reminder, this is only a and right-click, and putting skills does not matter.
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Your teammate's tap will not deflect aggro, but he will be able to deflect aggro by tapping a hero who is closer to him.
You may aown minions under half blood to deflect hatred; A can sometimes transfer hatred with more than half blood, sometimes it doesn't, and generally attack the hero with a larger front swing A has more blood than a small soldier, although it can't attack, but after the attack is shaken before it is made, it can basically transfer hatred, like a musket This kind of hero with a small front swing and fast attack speed A soldier with more blood basically can't turn hatred.
This is an experiment I did before, and I don't know the version now, because I rarely cross the tower to kill people when I am not fully sure, and I basically don't worry about being killed by the tower after killing someone.
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His hatred for you doesn't depend on your HP, it's a priority here. A opposite hero attracts hatred is the main thing, followed by a tower.
A own creep can immediately deflect tower aggro.
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The specific value is not clear, but teammates can transfer hatred to him for you, and a creep won't turn if you're blood-red.
Those who say that it doesn't matter how much blood or hatred has anything to do are following the trend, and I've experimented with it.
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No matter how much blood you have. aYour creeps are able to deflect hatred. Warcraft auto-attacks are calculated by distance. Attack the nearest enemy unit to you
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Hatred has nothing to do with the amount of blood... Hatred also depends on the factor, that is, distance, under normal circumstances, the tower will choose the nearest target to fight. If you tap the opposing hero unit, the tower will hit you, and if there are two people hitting the opposite unit, the tower will hit the one closest to him.
In the case like you said, unless your teammates click on the opposite hero again, if there is no hero on the opposite side, the hatred can only be you, and it is useless to stand close.
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The tower always gives priority to attacking the a-hero of its own. A own creeps can make the tower no longer attack you, this does not depend on the amount of health, as long as the order A is given, it will take effect. In the case you are talking about, your teammates should be a-people on the other side, not a-towers.
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When he was smitten, he aown his own creeps, and the tower struck minions.
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The opposing tower prioritizes attacking the allied hero's unit, followed by the nearest unit attacking you, then the low-health unit, and finally the mechanical one. The trick is to pick up the acceleration to kill the hero behind the opponent's tower, don't A or right-click the hero to walk to him in A. The second is that the orb and skills do not cause hatred to the tower, but the skills of the bone law and goblin can damage the tower, so there will still be hatred.
In addition, the biggest hatred of the tower is the unit that attacks the allied hero (the unit that attacks the allied hero will give priority to the attacking hero), so you can use the clone, 40 books, and summons to attract the hatred first.
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Simple. I'll start with a few ways to pull hatred. The first is to let the opposing soldiers attack you.
The first is to attack the opposing hero directly next to the pawn. The second is that the A button can also be used to tap your own hero (a few more clicks) I've tried many times.
It seems that the aggro of the tower can only be transferred if the opposing hero is under the tower, and then the aown creeps can be diverted, or if you attack the opposing hero first, you attack the opposing hero. And then the tower attacks you, and then you're running out of blood. You can directly a'own heroes.
Then your teammates will attack your teammates when you don't have a hero on the opposing team. That's it.
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This answer is too nonsense, I use the simplest way to tell you, when you hit someone else's big brother (hero), you bully someone's big brother, the tower will definitely beat you, and the same goes for the creeps, if you a pawn at this time, the enemy unit tower and the creep have judged that you are a good person, and they will no longer attack you, provided that there are other targets next to you.
There are a few points to note: 1. The tower will not pay attention to the attack of the serve. 2. The tower has a hatred judgment and a judgment on the amount of blood, and sometimes it hits you all the time.
3. If you are outside the attack range of the tower, and the tower now has other attack targets, A to the opposite hero, the tower will not hit you.
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If you want the tower to hit you without hitting you, a is a creep or hero, and you want the tower to hit you and save your teammates, then a beaten teammate can do it.
The specific judgment of the defense tower is as follows (thanks to which great god... I ctrl+c+v down):
The judgment is as follows: 1) Units with less than 20% HP 2) Units with less than 50% HP 3) Other units.
1) Attack allied heroes' units (Note:
If the skill is only used on the hero, the tower is not recognized).
2) The unit that is currently attacking from the tower.
3) Units attacking towers (Note:
If only the ability is cast on the tower, the tower will not recognize) 4) Attack the unit of the allied non-hero unit.
5) Other units.
1) Goblin Engineer's mines.
2) Venomancer: Shadow Shaman's guard.
3) Other units.
1) Close proximity units.
2) Long-range units.
One of the following conditions is met to refresh the hatred determination: 1) Every 7 seconds.
2) There are new enemy units coming into range.
3) The current tower attacking unit dies.
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Let me talk about the mechanics of Tower of Hatred.
Towers are determined to be aggro every 7 seconds.
Attacking enemy heroes has the highest aggro, followed by enemy creeps, and lowest friendly creeps.
Creeps' aggro is refreshed from time to time.
So as soon as you a, the opposing hero, the opposing creeps will pounce on you, and if you use it well, you can control the lane.
Also, when a teammate goes around the back to help kill the opposing hero, you can go forward first, but don't a opposing hero, so as not to get stuck in the way with the opposing creep.
Under the tower, you will find that when the opposing hero has already attacked the tower, the tower will not smash you, because the tower is determined to be aggrosed every 7 seconds, and the master can seize this point to cross the tower and kill the opposing hero.
Many people will pause when a creep is about to die, or turn around and walk backwards (wait for the tower to determine the aggro to avoid being targeted by the tower) and then continue to tower a, all using the tower's aggro mechanic.
Dota has a lot of mechanics that you can learn to improve your own small operations.
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In fact, it's very simple, a own creep, whether full of blood or green blood, can allow the tower to rejudge the target of an attack.
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Do you mean Layano? There are no skills, just calculate the time, and practice a few more times and it's no problem.
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A look at your own minions and teammates.
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To put it simply, if you have a little brother in front of you to hit the tower, you will hit the little brother on the opposite side, and you will not hit the tower.
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Prioritize attacking tower-fighting units (heroes) Prioritize attacking hero-fighting units Prioritize attacking creeps (from near to far).
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There are two scenarios in which the tower will attack you.
The first is that you change the attack target under the tower to the hero, then the tower will hit you. But if you attack a hero outside of the tower's attack range and the tower is attacking creeps at the time, then when you go under the tower, as long as you don't tap on that hero, i.e. your hero attacks freely, the tower won't attack you, but if the creep is killed by the tower and you're still fighting the hero, then you will be hit by the tower.
In the second case, when you break down a tower with a group of creeps, the tower will prioritize attacking the unit closest to the tower, and if you are standing closer to the tower than the melee creeps, the tower will attack you first. So in general, short-handed heroes should pay attention to their distance from the tower.
When you are beaten by the tower, don't panic, a little bit of your own creep, and the tower won't hit you.
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It's a spoof to say that there is no hatred.,Usually the tower attack order in Dota is the first unit to enter the attack distance.,After that, it's a unit with less blood.,When a unit attacks a hero or intends to attack a hero within the tower attack range (that is, the melee hero is a distance away from the opposing hero), the enemy hero will be prioritized for attacking.,In addition, the hero with very little blood enters the tower defense range and is easy to attract the tower's hatred.。 When pushing a tower, when the tower attacking unit dies, the hero has a chance to be attacked first, usually stop attacking the tower at this time, and continue to tower A after the tower attacks the target.
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