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It is your Lord who has ascended. Remember that you are the Great Controller! Team control!
The ravines are the point! There is a big promotion, so I won't talk about this. It's best to buy more medicine bottles when you go out, 1 little blue is enough, don't put it easily in the early stage, remember that blue shoes are your first equipment, followed by bottles, jump knives, blue battles, [Remember that you are control, control is your focus!]
Closing the road is king! You jump over! If all the skills are out, that's fine.
You're not DPS, hide if you can. CD OK FE again! 】 ps:
Closing the road depends on the timing! Jump big and see a lot of soldiers! I'm a bull b-control!
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Mainstream or 13211413334222+4...
But I've also seen only adding. The main plus a. After all, the old cow's road closure is king... It doesn't have to be f's hurt or f to people... And there are not many low-level f blues...
I've also seen a knife cow from the Lord E... It seems that this is right or wrong"Cattle"。。。It's pretty fierce, though.。。
It's better to follow the mainstream... The style of play is relatively fixed.。。。 Standing on the stake to protect the cow and plug the eye wandering cattle...
There should be time for you to farm the knife in the middle of the term... If there are no resources for you. Ask the other assistants to come up with a push stick for you...
Embarrassment. Hope it helps. Have a nice game.
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1-3-2-3-3-4-3-1-1-1 after 2 skills and yellow dots depending on the situation plus.
If the 1 skill level of the cow is too high, the magic will not be enough for the 1 level branch, so there is no need to increase it.
The 2 skill is mainly to add a little bit to the effect of the 2 skill.
3 is the most important! The effect that triggers when you put a skill!
Needless to say, it's big.
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I'm generally a magnitude 1 f, this one is undoubted, a magnitude 2 aftershock, a magnitude 3, a magnitude 5 f, a 4 magnitude E, and a magnitude 6 point big. After the f is full, the aftershocks are full. As for whether E rises or not, it depends on the situation, if there is a headwind, it is better to point all the yellow dots.
There are also cases where the main rise of aftershocks, so that you can put f a few more times and limit the use. It doesn't feel very practical.
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There are so many kinds of basic 1321141333422204000000000
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13 mutual points to 5 level 1 level of 2 skills, and then 6 level points 1 level large, when the 13 skill points are full, start to point points according to the situation, if the opposite outbreak is high, I recommend giving priority to yellow points, so as to improve survivability, otherwise you can give priority to 2 skills.
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The Earth-Shaking Cow slams the ground and sends out a shock wave that deals damage to nearby enemy units, and the shock waves bounce off each other to deal more damage! Radius: 500. Damage pierces magic immunity.
Rank 1: Shockwave deals 160 damage, with an additional 40 damage per bounce. Cast Time: 150 seconds Cast Cost: 145 mana.
Rank 2: Shockwave deals 210 damage, with an additional 55 damage per bounce. Cast Time: 130 seconds Cast Cost: 145 mana.
Rank 3: Shockwave deals 270 damage, with an additional 70 damage per bounce. Cast Time: 110 seconds Cast Cost: 145 mana.
The skill introduction is as above, pay attention to its ejection, that is, the more non-friendly units (including enemy units and monsters) in the vicinity, the more amplified damage will be; Also note the range of effect 500; The hero of the earth-shaking cow can go against the sky with a jumping knife, of course, when there is no jumping knife, it depends on your position
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There are many people on the other side, jump in and press e, then c, f and then leave.
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The old cow generally has to jump out of the bar, jump into the pile of people to enlarge, as long as the more enemy units in the range, the higher the damage.
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There are a lot of people, and there is not much blood, press c directly in the crowd, press f, e after c, and run after release...
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Can control and bleed! Quick C, or mouse click!
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First of all, I position the sacred cow as a field control hero, and there may be an occasional situation, asking the sacred cow to play dps, but it is not easy to play a game in hundreds of sentences. Why is it said that the sacred cow should be positioned as a control field? Let's take a look at the Dota in addition to the Divine Spine Touring Cow, who else has 3 active control skills, a hero has 4 skills, and some may have 5 or 6, but that's a special case, I won't discuss it here.
A F of the Sacred Cow is a second, an E is a second, and a C is a second, and in ideal cases it is a group stun of 5 seconds faster, and the magic reduction of the hero goes out, and there are also 4 seconds, note, it is a group stun. Therefore, the control of the sacred cow is unmatched.
Once you've positioned a hero, it's easy to know how to load. First of all, since it is a group control, it is necessary to release skills among the local crowd in order to pursue the optimization of the control field, so the jumping knife is a necessity for each control field. Secondly, the god cow is not like other team control heroes, just a group control, it's okay to put it out, the god cow relies on the continuous release of 3 group controls, to pursue the maximum damage of the control time, the highest damage, so, for a power hero, magic is very important, the early stage is generally like a soul ring or secret shoes, but I prefer the ring, because the ring also provides a blood return effect, which can also improve the time of the line.
However, the soul ring is the amount of magic provided, not the upper limit of magic, that is, sometimes, when you release a skill, after the two skills are released, the magic is insufficient, which is to use the ring, and then release the third skill, which will also make your operation more complicated, but not good. Therefore, in the later stage, if the economy allows, try to buy a guardian of Xiwa, that is, ice armor. But what about shoes, if you have money, there is no doubt that it is Xiang boots, whether it is movement speed, defense, or participating in battles, they are much better than TP.
Generally, a game gives the sacred cow Xiang boots, jumping knife, Siwa (ice armor), and soul ring, which are four things, and it will take about 50 minutes, and the game should be over soon. is still the same sentence, the sacred cow is a control, you must have a control appearance, you must have a breakthrough, you must have skills, and the biggest point is that you have to live.
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The god costume soul ring of the early cow, the secret method shoes. Of course, you can be out of the dominant or prosthetic legs.
In the middle of the game, the trail jump knife (must be out of the equipment) and then add two power bracers plus a staff, if you have a tailwind, you can directly refresh or a staff, refresh the cow 3 consecutive plus 3 consecutive 5 kills and run away. The violent ox is broken bones and madness, or the ox is annihilated by a knife.
In the later stage, of course, a staff, flying shoes, siwa, sheep knife, necromancy book (or dragon heart), and the new (no longer as good as a staff) is rented.
The style of play is different, so there is a lot of equipment, depending on personal hobbies.
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Now there are two kinds of old cow outfits in Kiga's Jinben.
1, the Ring of the Soul Then go directly out of the jumping knife with bare shoes Because the sooner the old cow comes out to jump, the more advantageous it will be, and then you can blue the tent Shiva Refresh the sheep knife to see your preferences.
2 Secret Zen Command Jifa Shoes and then out of the jumping knife Although this outfit is not as fast as the first out, it ensures that its blue heel wear-resistant Jane Bucket, and the follow-up outfit is similar to the first one.
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In the early stage, the sullen magic bottle, the power bracer, and then the arcane shoes, the Halim scepter (blue staff), the jumping knife, and then the cover search is to fight the dinosaur heart (dragon heart) that will come out of the balance calendar in the later stage, and the attack armor, those gods are outfitted!
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Arcane shoes. Jump knives. Soul Ring. Finally, Shiva's guardian and other control products.
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Skill Name Fissure shortcut F Earth-shaking Sacred Cow tears the surface of the ground with a totem, forming a huge ravine, which is impassable for 8 seconds and causes damage and stun. Rank 1: Deals 125 damage and stuns for 1 second.
Rank 2 : Deals 175 damage and stuns for seconds.
Rank 3 : Deals 225 damage and stuns for seconds.
Rank 4: Deals 275 damage and stuns for seconds. Skill Name: Enhancement Totem Shortcut E infuses power into the totem on the back of the Earth-Shaking Cow, allowing the Earth-Shaking Cow's next attack to deal extra damage.
Buff Earthshaker's Totem to deal extra damage with your next attack. The attack damage bonus is based on the base attack damage and the primary stat value. Skill Name: Aftershock shortcut A Range:
300 Damage Type: Magic Damage, Calculated Magic Resistance Damage, Magic Immunity Units Fully Block. Level 1:
Deals 50 bonus damage and stuns for seconds.
Rank 2: Deals 75 bonus damage and stuns for seconds.
Rank 3: Deals 100 bonus damage and stuns for seconds.
Rank 4: Deals 125 bonus damage and stuns for seconds. Skill Name Echo Strike Shortcut c Whenever the Earth-Shaking Cow casts a skill, it will cause the surrounding ground to vibrate, dealing additional damage and stunning it.
Rank 1: Deals 200 damage, with Shockwave dealing an additional 40 damage per bounce. Level 2:
Deals 265 damage, with Shockwave dealing an additional 55 damage per bounce.
Rank 3: Deals 340 damage, with Shockwave dealing an additional 70 damage per bounce. Scepter Upgrade: Echoes to hero units are generated twice.
Niu Ben is a soul box, and you can draw it when the VIP level reaches level 11, or you can use the soul box coupon to draw it.
The old cow wants to have the perfect big.
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