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There are only a few CW heroes.
Start with your teammates' needs.
Take 2 imba's, ban2 imba's.
And then it's time to see the moves.
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Here's a lineup for you. It's okay to abuse the vegetables, ban Xiaoqiang repairs and waits for the second to be injured, and then the ice girl Hei Xian carries the soul of the death prophet at the end, and the team battle can survive the first 4 seconds and the opposite side is directly disgusting, and it doesn't take much operation, but it is difficult to select Hei Xian. Ice Girl.
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Reduced Tide Fishman Dark Pastor vs Shadow Fiend Tide.
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The physical dps is still very sufficient, except for the big fish, the physical dps of the prophet and the big bull are also very powerful, and if nothing else, the later prophet is far richer than the big fish.
Although the hand is short, but the big bull is very strong online, but the early prophet may not be able to jungle, otherwise the online is tight.
Ban anti-first Divine Cow Xiao Naga is very annoying Silence This kind of disgusting person is best also banned (but there are few people in the CW lineup who choose silence, so even if you don't ban it, you don't estimate that the other party will not choose) Panda is not very threatening to your lineup Xiao Y and DP are more restrained by you, but with good cooperation, he can also be able to ban it is not necessary to ban If Ban will ban the DP Warlock Ban (if you have the confidence to beat the Warlock into a poor ghost, you can not ban).
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This lineup doesn't have any late output, it should be banned, like Tide, Mavericks.
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The physical output is weak.,The opposite BKB can't be played You are obviously the first lineup.,Ban the tide warlock who is the anti-first force It's better to have a strong physical output And this lineup you have too many short hands.,It's easy to be suppressed on the line.。。。
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Panda, Fengxing, SD, Queen, Knife Cow.
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CW is very different from pub itself.
The Shadow Fiend in CW is generally the No. 2 or No. 1 position, and the core equipment is BKB.
The reason why Shadow Demon currently has few appearances in CW is similar to that of Demon Wizards, all because of the fear of double wandering, he doesn't have any life-saving skills, his body is fragile, and he is the opposite priority gank target The ability to 1 to 1 belongs to the upper middle level and needs a higher level.
The current version of the Shadow Demon in CW thinks that it is better to be the big brother to protect it, and the 2nd brother in the team should not be weak, such as Alchemy Carl Doom Prevail, etc.
Because the Beastmaster Batmancer Mystery Clockwork's ultimate ignore BKB, so even with BKB, Shadow Fiend needs good teammate control to create an output environment, so the perfect CW lineup for Shadow Fiend can be VS Lion Th Kaer SF
VS and Lion's point control is very sufficient, SF makes up for the shortcomings of these two heroes AOE The control of the team that TH guarantees Kaer also has a good performance in team control and output, which can be said to be a very suitable set for SF.
I've not used Shadow Fiend in CW for a few months, so I don't know much about some of the new ideas for Shadow Fiend in this version, so if you still have questions, add your questions.
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The current version of CW is not suitable for Shadow Fiend. That's all it can say.
If you want to ask the difference with passers-by. Just take a look at the videos of Shadow Fiend in previous versions of CW.
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In the mid-laner, the mending knife should be good, the killing should be sharp, and it is guaranteed to open at least one large piece with the opposite No. 1 position.
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,,, what do you think is different from the others?
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Well, actually, this is like this.
CW pays the most attention to cooperation Passers-by pay attention to personal operation.
The poisonous dragon and the little fishman are indeed powerful single-handedly, but the support of the people in the CW is so fast, and when the time comes, it will be a counter-kill.
Fish-Man Passerby is very imba, but this hero is very brittle and needs an output environment that won't let you be so wishful in CW Rushing in is dying out.
PA is the same as the fish-man to rush in and die, don't say that bkb can't kill you directly, so the fish-man can only be controlled Of course, if the other side doesn't say anything to control, it's okay to be the No. 1 position.
It's the same with Soul Guard, who is afraid of AOE and outbursts that are too brittle.
In short, what you said depends on the lineup, for example, the ghost, the previous version of the big Naga, no matter what the lineup, you can play, you can stand, the output environment is good, and you will understand when you play more.
Sa passers-by are not very good pink eye gems to make you cry.
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First of all, hidden thorns, under normal circumstances, will not appear on the stage of CW in this life, and this reason is known to anyone who plays CW.
As long as there is a little team spirit, stealth heroes are not easy to mix.
If you say something about the little fishman, how to say it, passers-by are really good at fighting, as long as the early development is okay, and the middle stage is not very targeted, but the current game is not what the little fishman can do.
If you are a big fish, it depends on the captain's thinking and the other party's thinking, and there was a game to reduce the armor flow last year or the year before last, and Loda used it.
Soul Guard, the previous version appeared, and now this version, the online ability is not as strong as before, but the survival and propulsion ability is still very strong. The reason may be a team effect, he is not suitable for flying, right?
The recommended answer, the soul guard part is up for debate, because, TB can not be brittle, but a good growth environment is needed in the early stage, otherwise he has no basic equipment, and he will be the fate of being the first to be second.
The poisonous dragon is no longer the mainstream hero of this version, the once glorious VP, if you understand its development history, there will be no such doubts. The idea of a battle is a bit ridiculous.,The output of VP doesn't rely on big tricks.,If you need DPS,You can come out of a clone.,MKB,Butterfly,Attack, etc.。
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I've been playing dota for 6 years, and I'll answer it for you.
Now that the Dota version has been played, there are only two tactics left in CW: gank and push
All tactical systems are basically built under these two systems, and I will answer you 4 questions below.
1: Poison Dragon, also known as VIP, was the ultimate road rage in ancient times, known as a single kill without a solution, but in the current version, it is easy for you to be chased by VIP and saved by people TP and counter-killed. Disadvantage 2:
In this era of no AOE and no team, you choose a VIP and choose a bone method opposite the DK push lineup, and you were killed by a round of skills as soon as you showed up, and you chased and killed a hair.
The others are tired and don't want to type.
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A single chaos core is definitely not good, at most the No. 2 position. You can use werewolves or ants in the No. 1 position, and your lineup is not bad in the middle of fighting and advancement, and there is AOE and control, so use werewolves and ants to drive the advancement.
This lineup relies on jump knives first, and the mystery jungler must jump out before Puck, so the mystery starts (if the vision is not very good, and there are ants, you can open R first), puck r goes in combo, and sk follows. 】
On the side of banning people, the sacred cow, silence, and doomsday must be banned.
In terms of pick, the ant werewolf takes one first, then the mystery pucksk, and finally the chaos. Generally don't grab chaos. If chaos is gone, use the wind.
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CK belongs to the second position hero, if you play the first position, you should try to play an advantage in the early stage, you can take a poison, hit the fifth position, the drama poison of the split sk ck advantage road, puck mid laner, mystery disadvantage road, or mystery field, poison protection ck, puck and sk depending on the situation single and disadvantage, the two branches are more recommended former. The first move in the team battle is to see the speed of the mystery and Puck's jump, and in the case of jumping, try to let Puck take the lead, because Puck starts quickly, and the silence can give the mystery enough time to release D and F and then zoom in, of course, the order of the first move depends on the situation at the time. Your lineup relies too much on skill output and ultimate, especially ultimate, so you should ban silence when banning people; ck sk mysteries are relatively lacking in blue, so ban Karl; Puck Mystery SK is completely skill-dependent, and anemic, so ban off the doomsday and then the other two depending on the situation.
The overall lineup is brittle, so the team equipment must be sufficient, the secret method of poison is a must-have for war drums, look at the previous ck's participation in the war, and make a medal of courage as appropriate, push the stick to make puck sk out, and the flute let poison or mystery out. Poison priority full snake stick, early middle stage mystery + poison mill tower for ck to pull space, and force the opponent to fight, ck priority development depends on the situation to participate in the war.
You can also choose a dual-core play, one is the ant, let the ant single disadvantage, puck medium, ck advantage single, sk mystery double field double roam; Or a werewolf, werewolf jungler, mystery disadvantage, puck, ck sk advantage, the second kind can barely play but is not recommended, too much melee, not easy to play in the early stage, and too high requirements for cooperation in the later stage.
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Take a mid-term dps, e.g. Ant. Silence must be banned.,But it's best to wait until 5ban before ban.,The first three bans are going to ban the old cow.,Long-distance control is very restrained and mysterious.。 Splitting problems, mystery junglers, puck midlaners, SK as melee has no room to develop, as said upstairs for the wind or ants.
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1. The line is not strong and easy to be pressed, and 2 does not have enough AOE, which cannot effectively prevent advancement, that is, the clearing of troops is slow. 3. Late Chaos Pure Physical DPS is easy to be restrained by the Green Tent. 4. There is no hard control in the early stage, such as VS, SV, ES, who plays the auxiliary ???
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There is no No. 1 position, and Chaos is at most a pseudo-queen. There's no meat either. But the main thing is to look at the coordination and operation.
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Lao Niu or Lion Bar Puck can be placed on the laner and Chaos Lion Gank can be placed on the lower lane
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The key to the success or failure of a team is not what the No. 1 or No. 2 position is! As long as it is a reasonable distribution, you don't have to do what you have to do, as long as you can consider the overall situation and know what you should do, what you can do, and you can give your friends unlimited expansion of chips. Because that's how Dota wins accumulate little by little.
Location! It's just that his role in a certain aspect and a certain time is important. In fact, everyone in Dota is the main force, and CW is just a tacit cooperation between the main forces.
Each main force is only at different times, and can bring their side closer to victory. Trust your teammates, when everyone in your team can be a core that complements each other, that's the first team! If you want to play CW well, you need to have a good overall view and tacit cooperation - this is the point.
You'll know the details! What others say is never as useful as what you can experience!
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It's very simple, watch more game videos, this is the king.
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Want to practice solo? Shadow Demon is recommended remotely, and clockwork is recommended at short range
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Not necessarily, look at the hero configuration, if it's an ant or something like that, you can put a single solo, but if it's ug, it's generally to be online protection, otherwise it's going to be miserable, (guards) on the road can puck popular or something like a single, or three people can play strong, of course, you can choose a strong hero such as the old cow fire girl blue fat vissage. In the previous version, 113 or 311 was popular, and LGD introduced a two-player jungler (there must be a fawn or giant poison in it). And this version has a tendency to return to 212, depending on the situation.
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