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5 hills, or 5 dead riders, come up and storm the dogs.
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I've played 3v3
With 2 protection and 1 tactic, 1 person and 1 beast protect 1 immortal.
In the early stage, people built towers in the undead base, beast violence infantry to protect themselves, and undead technology spiders.
In the medium term, the human speed is harassed by three griffins, the beast flying dragon cooperates, and the undead spider assists in defense.
In the later period, people looked at the situation and came out of tanks or planes, beasts out of some shamans, undead double buried bones or even three buried bones in three attacks and three defenses of ice dragons, out of an undead wizard and fanaticism, coupled with bloodthirsty, with flying dragons and a small number of ground troops to push.
Basically, you win without being discovered before the bones are built.
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5v5 Play Warcraft RPG. Dynasty Warriors is definitely fun, popular, not fun to beat me!
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Love Fuji Hanging Wood said in detail, 50 points to win.
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Now practice hum, 5 humans are out of MK4 double barracks, grouped into a group of 2 people, and there is one speed climbing technology left (among them, 4 people have to give money, wood, so that Panben has no space). He had three air forces with three attacks and three defenses with a population of 100, and the other four men were slow to get out of the tank, leaving some infantry as meat shields.
4 MK group P only fight heroes, force back to the city, drag out time, no one dares to catch a two-person team of leveling, remember only seconds hero, bring back to the city, 4 level 2 hammer heads who dare to show their heads. Grab the store invincible, magic free shield. Plug in more, move around. The person who is a rioter must be violent.
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8th Floor Lei Flyway is just talking nonsense, do you play with multiple people? Riot tanks, planes, bull heads, these are looking for death, and when you have so many scientific and technological troops, the 5 rioters will not push you away? Unless it's 5 computers, right?
2nd floor love vine hanging wood said very well, more than 2 speed climb technology, just waiting to be bulldozed (unless both sides can't play, both climb technology).
The 10th floor is very speechless, all out of MK....How many hammers did you throw out without a halo? And if there are 2 NE double barracks and violent hunts, the infantry is simply experience.
Top 2nd floor!
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The whole human race is the first to emerge from the hills, and the various arms are distributed exploding, because the mixed forces of the human are the most powerful.
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5 people together in each other's home to build a tower will not work at all, you 5 people want to build a tower, there will be very few soldiers, simply can't beat the other 4 violent soldiers, the other family is built by the tower don't want, 4 can quickly push all 5 of you to finish.
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The easiest way is to choose the Terrans if you really can't win the battle, and then the berserker soldiers, one person and one hammer, whether it's a hero or a soldier
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5v5 is rarely and almost none.
You guys just play the level 1 base thug and kill them violently.
Either it's all out of BM and it's also nb if you want to sink them in the early stage
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Shamans must be elemental, otherwise you can't beat high.
The thief spell is now a more classic 4dps combination, and it is recommended that you bring the arcane.
My team started to mix points when it hit 2200, and the match was around 2500, which should help you.
First of all, thieves are not chicken ribs in this combination, and can even be said to be VIP. It is indispensable to set people and kill people, and there is also the key to disarming, so that the warrior and hunter cannot open the shield wall to deter.
Our formation is that the thieves stick to the fire-gathering target, the ice mage second row intercepts the opponent to prevent ** from being controlled, and covers the shaman, shaman and milk rider stand last.
Since it's 4dps, it must be violent, aggressive.
In the opening Ice Ring + Dark Fury, the first hand is, and then the firepower is full, and the arcane destroyer elemental shaman is a violent player.
If you're lucky, you'll be able to die in 3 seconds.
Note that you must put pressure on it and then control it easily, at this time, the opponent's ** will often be in a hurry and hand over the skills.
The mage controls the opponent**, the warlock controls the opponent's dps, and they can be swapped after immunity.
It is recommended that you warlocks take succubi, just go up and make a spell, and you can throw the language curse when you have time.
Kill order prioritizes killing the opposing Shaman, Dark Shepherd, Warrior, Hunter, and DK (it's easier to kill them).
When you encounter a combination with a hunter, you will kill the hunter first, and if you don't kill it, you will control it. Otherwise, he alone could shoot you mages.
When defending, pay attention to protect the warlock and shaman, the shaman's legs are short and the life-saving skill is easy to be knocked out by the ranged second.
Warlocks have thin skins and short legs, and are easy to be swept away by various warriors to the point that they can't take care of themselves.
That's where your teammates come into play.
Of course, it is best to do the opponent in the first wave until they can't take care of themselves, and the best defense is to attack.
That's all there is to say about tactics, and in terms of details, you need to fight more, sum up more experience, and communicate more.
I wish you all 2200 as soon as possible and get **.
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Find someone to unplug the other party's network cable.
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Consider replacing the thief with a dark herd or a bird. French kitchen knives. Just read the strip and you're good to go. Gray and violent.
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Pure French + kitchen knife second man rush wave tactics, now this configuration is very common, and it is also very violent.
Because the proportion of the legal system is heavy, as a commander, it is necessary to have a broad vision to guide the battle situation, and in addition, it is necessary to have a good view of the overall situation.
This configuration thief is not the main DPS This must be noted, all the thief has to do is to come out after the war to help gather fire, to stab people chrysanthemum, in order to achieve an instant rush to overwhelm the opponent.
Because the law system is the main output, there is no pressure on the protection of the knights, and when I encounter this kind of team, I will give us the protection of the activated target from the first perspective of the thief coming out, otherwise it will definitely be seconds.
The first wave of fire gathering here is very important, and the focus of the fire is on the suppression of warriors, DK, and hunters, especially the hunter's ability to suppress the French cloth armor class.
This configuration also requires a high level of awareness on teammates, and the error tolerance rate is low.
I can't go into too much detail here, so if you still have any questions, you can contact me.
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DZ is in a hurry, do you feel a lot of pressure, and if it's not big, continue to fight.
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