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Summoning can also be used as a DPS, mainly a French DPS
The main fire, followed by thunder, and finally ice, but the early point is 1 point of ice.
eew Meteorite needless to say is the main attack skill.
With QWE Blaster, the damage is not low.
Equipment Route: Blood Essence Flying Shoes Sheep (Aster) Ice Armor Heart.
One skill for 5 seconds in the late game.
If you want to play summoning well, you must be fast enough to quickly change your skills.
Mainly used. eew meteorite qwe blaster wwq wind (distance is the highlight) www thunderball qqe ice wall eee flame blast (full screen seconds of advance and range are not easy to grasp).
In the late game, you're a turret, constantly losing skills, and remember, all your skills are cast from a long distance.
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Karl's fire and lightning systems are the main attack.
Wind and ice are auxiliary.
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Carl still relies on his bull B skills in the late game, his growth is not a DPS, ultrasonic Ice Wall Fire Man is very bt, if his team has a strong DPS to add agility and agility, to the opponent's DPS to add rapid cooldown, as for the ghost walk used to gank or escape in the early and middle stages.
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Two fires, one thunder, are stones, and they are good for money.
Two thunder, one ice, is blowing, there is damage, these two work together very well.
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It depends on the route you take, and it's generally fire and ice.
Fire and thunder have large fireballs, agile and fast, celestial fire, and magnetic storms.
Ice Mine has wind, magnetic storms, stealth, and rapid cooling.
Fire Master Output: Ice Master Control.
You look at Carl in 09 and Carl in pis are all god-level and worthy of admiration, and you can next Karl in the clouds to remodel. Leave an email and I'll send you over...Very easy to use.
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You can go to the Ice Thunder system, or Fire Thunder, the Ice Thunder will be the main ice, and the Fire Thunder will be the main ignition.
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The following is the ball that the skill needs, and it will come out when it is refreshed with r, and it is used for the line period.
Rapid Cooldown[QQQ] Shortcut: Y (During the duration of the skill, the opposing hero will be stunned when attacked, although the duration is short, but with the Lava Spirit, the effect is very good, it is very useful when gank against a single hero, and the interruption effect is also very good, and it is very common) and Crucible Spirit[eeq] Shortcut: F
Sun Flame Impact[EEE] Shortcut: T (Sky Fire, Predict Release, generally the opposite hero runs away with residual blood, or you use it to support your teammates in full screen, there is a delay in casting, you need to predict, use it well, it's good to kill).
Storm Hurricane [wwq] Shortcut: X (Blowing, after the thunder level is high, the distance is very far, you can run away and save people, or interrupt the opponent's TP and other things to keep people, it's good).
EMP[www] Shortcut: C (Magnetic Explosion, mainly blasts the opponent's hero magic).
Generally, it is okay to blow the magnetic explosion first and then the wind, or to blow the wind first and then the magnetic storm, but generally blow first, and the rear magnetic storm is relatively stable.
On your side, it's good to be a first hand in a team battle, but don't blow the wind when you rush up to kill people on your side, so that the opposing unit is invincible in the air, which is equivalent to saving the opposite person.
Chaos Meteorite [eew] shortcut: D (If you drop a meteorite, you will roll forward for a certain distance, and there will be damage at this time, and it is very good for the opposing hero to run away, if he runs in a straight line, he will take a lot of damage).
Sonic Mega [QWE] Shortcut: B (Push the opposing unit in the direction of the ability cast, the opponent will not be able to use the physical attack for the next few seconds, you can throw a meteorite first, and then release a meteorite, the effect is good).
Wall of Ice[QQE] Shortcut: G (Creates a barrier, reduces the opponent's movement speed, pushes the line, and pushes the line backwards, and can also be used in team battles depending on the situation).
Ghost Walk[QQW] Shortcut: V (stealth life-saving skill).
Agility [WWE] shortcut: Z (increases attack speed).
There are a lot of AOEs for summoners, and in the middle and late stages, you can use Hurricane + Meteorite Hurricane + Ultrasonic Meteorite + Ultrasound.
When gank or team fights, it is best to call out the two skills to be used in advance, and then when the two skills are used up at the beginning of the fight, you can immediately refresh a new one to use, for example: you can summon the furnace spirit in advance, and then use other skills to brush this one, because the unit you summoned lasts for a long time, at this time you brush out the rapid cooldown and hurricane (or other) This is very good to use, and you have a A staff in the later stage, and after there is more blue, you will find that the summoner is very powerful,Refresh the skill after it runs out and use it without cooling.,It's very easy to use.,It's very powerful.
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When the team is controlled, the fire thunder (main fire) can rely on the speed of WWE and the meteorite main output of EEW's meteorite to collect the escapees、、、 because whether it is a meteorite starting to be fast, it is a positioning output, and if others are not charged, they are not lit to death or burned to death2 is very rare、、、 outfit is a prosthetic leg to dominate the ancestral drum, and the later stage can be bkb (used again in the swift CD) In the later stage, you must come out of the blue tent, because the back level is high, and there is no shortage of skill points So the ice can also be pointed, At this time, more skills are the key 、、、
When the team is not controlled, it is to use ice and thunder as the main point 1 ignition to get out of the ice wall and ultrasonic (qwe) In this way, use the whirlwind of the thunderstorm wwq of www to keep people or consume others blue (small, fw, tides, and big trees are particularly effective) It is very practical
I don't play much, but I can briefly tell you about it, the current mainstream genre, there are only two, the first kind of ice thunder card, suitable for all players, rookies, veterans, the main plus ice thunder, the line, gank just rely on a rapid cooling, there is output, there are restrictions, the magic is sufficient, and it is generally better to take a blow, the main thing is to blow the wind and thunderstorm first, and then shake two skills depending on the situation, the fireball is generally a little bit out after level 6, and the skills can be cut, and finally the point is full; The second is the fire card, suitable for veterans, requiring sharp operation, excellent consciousness, and to play strongly, igniting fireballs and increasing attack power, so the mending knife is not worth anyone, but also can spare time to point people, be sure to press the opposite side, fire card level 2 has a key skill, sky fire, full-screen damage, make it very sharp, if there are two reliable teammates, one blood is very easy, so that the fire card relies on attack, and the sky fire to get two advantages, and then when it comes to gank, meteorite, sky fire, Powerful attack is a nightmare on the opposite side.,This kind of Carl's style of play is just two words "strong".,In the middle of the game, there must be a small fire demon around you for a long time.,Push the tower.,Reduce defense.,A good B.。
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Go to Camp Alpha to fight the king's ruins.