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Remember one sentence, and you can be in good shape: balance the strength of loyalty and opposition on the field, beat them which side is strong, and don't be too public, you can generally win.
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It's not a last resort not to pretend to be loyal, because then the thief will die quickly, and you won't be able to win. Generally, it is clear, and it can be reversed if necessary.
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When you play 8 people, you don't care about anything directly and above board, let others know that you are a traitor, and no one will beat you anymore, and then jump back and forth when you see the opportunity. That's it.
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Hawkers, first of all, correct your mentality, you must have a heart to win, but after all, it is difficult for a traitor to win, so don't be upset if you don't win. Also, never tear up tickets.
Don't choose high ridicule, but don't choose too white, it's best to be able to play a little and not be too sarcastic, if you're lucky, you can break out, Zhu Rong is a good candidate for a traitor.
The control of the situation is not only based on the number of heads, but also on the elimination of some generals whose intensity may lead to the uncontrollable internal traitors. When the situation calms down, the fire is slowly being directed.
If the firepower is on yourself, give priority to self-protection and try to direct the firepower out, if no one hits you, it is better to survive, consider storing the explosion, AOE is very important to store, once it is released, it must be collected.
In most cases, try to control the main and anti-internal games, and have an advantage in the internal comparison. Of course, the specific situation is analyzed on a case-by-case basis.
These are just very general things, if you want to play the traitor well, you still have to practice more and summarize more, and practice to know the truth. Finally, if you play the non-forbidden room on ol, once the mole has his own plan, he will fight according to his own plan, don't be interfered with by anyone else, and stick to his own style of play no matter what others say. Everything you do is for your own victory, and you are not obligated to help either side in the true sense of the word.
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5 people field is the first to kill a counter in the kill in and the counter to the main fight to 2-3 blood to oh good in the strip of the bar to kill and the main heads-up, if the small inner main heads-up has already won half of the battle, even if the battle is lost, experience and silver are the same as the victory, plus will not be less, and the small internal negative field is also not remembered, please adopt.
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You must learn to control the field, when to jump what identity, and you can't always pretend to be loyal. It is also important to choose the right candidates.
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There's been a scuffle recently, and it's also fun.
Max damage 85 drops.
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After six rounds full health; 6-Blood Cap hand.
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