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Axe Elimination's mechanics.
1.Granted 150 250 300 Spell Attack, magic damage, not counting armor, counting magic resistance, having visual immunity, and additional damage to void units.
2.Clear the target buff (ta refractive clear).
3.Gives about 100 million Normal Attack, Normal Damage, Calculated Armor, Ignores Magic Resistance, Ignores Magic Immunity, Cannot be applied to Void Units, and deals 75% damage to heroes.
As we all know, flashback is the best type of evasion.
It's similar to the Aphono Shield, Refraction, Thin Burial, and Void Throwback to the Past.
That is, add blood first and then reduce blood.
The specific implementation is slightly different).
This type of "dodge" cannot resist damage that is higher than full HP at a time.
Note that the full HP mentioned above refers to the maximum amount of health, not the current health.
The following diagram illustrates how Tiny slapped the Helllord back to light).
If you don't meet the HP requirement, activate if you meet the HP requirement,,。
The Green Staff status cannot be cleared, so it will only take damage, which means that the HP is around 52% of the HP eliminated (probably lower than that) and the Green Staff will not die.
As for the reason why the thin burial (in a normal dota data game) can't resist the elimination slash.
1. The mechanism of thin burial is:
Units take damage.
If the damage is greater than the unit's current health.
then set Unit Health = Damage + 2
This will happen if this damage is greater than the unit's maximum health.
1000 damage to 2 500 thin burial units.
1) Set the health of the burial unit to 1000+2=1002, but the maximum health is 500, so the unit health is 500 500
2) Damage arrives, dealing 1000 damage to 500 500 thin burial units.
3) Death in a thin burial unit.
About why the 3 million force red blood butcher (1 5700w) can resist the elimination of the cut under the thin burial.
1. The damage caused by the elimination slash is a normal attack Normal damage, which can be reduced by armor, and can only deal 75% damage to heroes.
The 23,000,000 Force Butcher's HP is capped at 5700W, and then this Butcher has armor that reduces physical damage by about 33%.
3, then the Burial Butcher's HP will be restored to 5000w+2 at the moment of elimination, and then take 7500w of physical damage (5000w after armor reduction), so the final health is 2, and he was not killed.
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2l is correct before entering 72, and the 72 version can kill the Void unit.
Using Lincoln will block the magic damage of the first round, but will still be killed by the Slash Decision.
The only skills that can avoid elimination in the current version are puck's phase movement, wind staff blowing, etc., which can be avoided by entering an invincible state (the elimination cast is a pre-cast swing, and you can dodge it when you open it).
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This ignores any state.,The mechanism of elimination is to cause a very small range of physical damage of 9999 points under the condition that the blood volume is met.,Theoretically, if a hero whose blood volume reaches the right level is eliminated.,And there happens to be another friend hero phase mode overlapping with you.,Then it will also be killed.,No matter how much blood.,Of course, it's only theoretical.,Because the range of sadness is small.。
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All of them. As long as it is below the specified HP, it will kill in one hit, regardless of status or skill.
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The elimination meets the condition that it will cause 100 million physical damage to the opponent in seconds.
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Everything can be broken except for the green tent. And some of the situations mentioned by LZ will be less in actual combat. Secondly, before triggering, if you receive an attack that is higher than your current HP (such as Lina Lion, some high burst damage such as big roots), you will die directly.
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Ignore any state, all the situations you said can be eliminated, the principle of the elimination blade is to directly assess the opponent's blood, as long as the conditions are met, directly obliterate, except for the reborn Skeletron or Roshan Shield, everyone else can die.
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In the face of elimination, everything is a floating cloud.
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Ignore any state, and all the situations you say can be eliminated.
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LZ didn't analyze enough.
Let's take a look at the Axe stats. The counterattack spiral damage is 185 (hero attack normal damage), and ten points on the hero's armor in the late stage is not a problem, and the normal damage is weakened by at least 30%, which is equivalent to the counterattack spiral true damage is less than 130. At the same time, the counterattack spiral has a trigger time, which restricts the single damage output of Axe to heroes, and the time Axe trigger damage is up to 1300.
And in the same way, it is no problem to get 200 on the basic attack of the late Axe, and then according to the growth and equipment trend of the Axe, the attack speed of 2 seconds can also be achieved, deducting the armor problem, the real damage of the basic attack is about 140, and the basic attack alone can cause 1540 damage.
From this point of view, although the counterattack spiral is the signature skill of the Axe King, when everyone reaches the late stage, it will contain the output of the Axe King to the hero, so why can't the Axe King do the late stage. The late Axe King, the full vanguard, in addition to a skill that can achieve the effect of group control, the status of the Axe King is the cannon fodder in front.
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It is true that it can be used as a meat shield, but if the other party has a bear war, the situation is different, so it is better to be careful.
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The counterattack spiral is not manifested in the later stages.
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Go out and buy a shield. Synthetic Vanguard Shield. Then jump the knife group to take the lead.
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Berserker's Roar radius increased from 275 to 300, War Hunger mana cost decreased from 105 115 125 135 to 75 85 95 105, cooldown decreased from 25 seconds to 25 20 15 15
Reduced initial agility and increased initial strength.
Increases the chance of counterattacking the spiral by 2%.
Counter Helix cooldown reduced from seconds to seconds.
Reduced base armor (>
With A-Staff equipped, the cooldown of the Knockout Blade is reduced to 15 seconds, and War Hunger has a 10% slow.
With the A-Staff, the cooldown of the Knockout Blade is reduced again, to a constant Berserker's Roar for 10 seconds, and the increased armor is always 30.
Base health regeneration changed from 1.
Battle Hunger DPS increased from 15 17 25 33 to 15 21 27 33 base health regeneration increased from 1 to :
Scepter Knockout cooldown reduced from 10 to 6 -Base Intelligence increased from 14 to 18 -Base health regeneration increased from 2 -Battle Hunger gives Axe a 4% movement speed bonus per target -Berserker cooldown reduced from 14 to 10 -Counter Spiral damage increased from 100 125 150 175 to 100 130 160 190 -Counter Spiral built-in cooldown reduced from to -If killing a target with the Knockout Blade, Axe Roar grants a 25% movement speed increase to allied units within a 600 radius for 6 seconds :-Berserker's Roar armor bonus increased from 30 to 40 - Battle Hunger slow reduced from 10% to 8% -Battle Hunger movement speed increased from 4% to 8% per enemy affected -Counterattack Spiral damage increased from 100 130 160 190 to 100 135 170 205
Counter Spiral cooldown reduced from .
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Among the dotting methods given above, there are several dots that are added to the late spiral. This is the most lethal way to the advantage lane, when the two sides of the line of arms, the battle hunger can make the opponent bear a part of the high damage, and then when the opponent is ready to seek the opportunity to make up for the knife, the axe is pasted as a melee to roar, paving the way for teammates to follow up, and more importantly, it can play 100% of the full damage of hunger, which is the most correct way to match the lane. The Counter Spiral will most likely interfere with your replenishment, and will create a situation where your opponent can easily deny and defuse Hunger for Battle, so to gain an advantage and suppression effect on the line, you must use the skill with the highest direct damage, Hunger for Battle.
You don't have to worry about the opponent's skill to collect troops, all you have to do is to avoid the opponent from hurting you when the skill is collected, as long as the opponent's magic is used against the soldier, then you can make up the knife without any scruples and continue to suppress with Battle Hunger, because first: it is difficult for an opponent without magic to pose any threat to you, and second: the CD of Battle Hunger is short and the mana consumption is low, which can be used against most enemies.
Of course, against melee combat such as Phantom Thorn, which has the best patching skill in DOTA, don't use this self-throwing laning strategy. Or, the CD of the card opponent D releases the hunger for battle, and the strategy is just a skill, and it really depends on who uses it.
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Hope it helps you with the game.
Thank you. The early Axe was not stunned and was slow. It is said on the Internet that the Axe King will not work after he meets the master, because the master is aware of it, can you fw go leisurely and leisurely to break the army and make money.
The classic combination of Berserker's Roar + Counter Spiral works, now let's talk about my FW --- use War Hunger.
War hunger has many drawbacks, but there will always be opportunities to play its role. It can be compensated for by patching and the correct choice of release target. War Hunger is great for dealing with opponents who are not easy to kill, and they will die if they can't get the final blow.
Whether or not to use War Hunger determines two very different ways to play, and I don't think it's possible to say exactly who is better than whom, but it's really harder to use War Hunger well. War Hunger at the beginning of the game is a very powerful skill, dealing a total of 150 225 400 625 damage. However, as long as there is an opponent who has the right time to dismiss it, it is useless, and you have to fight against that.
Moreover, War Hunger deals continuous damage over time, not instantaneous damage. So the opponent will often die at a distance that does not give you experience, or the opponent will be ** escaped to the hot springs in time to successfully commit suicide.
It's just a personal opinion, I hope it helps, hehe.
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First of all, you have to look at the opposite lineup, if there are fewer ranged heroes on the opposite side, you will go to the disadvantaged road to break the army.
If someone else comes to arrest you, you carry a small soldier to fight the hero on the opposite side, and the other side can't beat you at all. If two people on the other side come after you, you can run.
If you are a random Axe King, it's the best, because you can go out and get straw sandals + round shield + eating trees for a total of 820 yuan.
Because you have shoes, others can't catch up at all, light a lamp, and there is a possibility of counter-killing.
After that, you can make an 875 HP point, and then run directly to the knife. Because of the Axe King's super ability to break the army and brush the field, as long as he doesn't die in the early stage, he may be able to get 875 and the jump knife out 15 minutes ago.
If you have a jumping knife, you will actively go to gank, first jump and roar, and then light the lamp, and the black blood on the opposite side will be eliminated directly!
Then the blade armor will come out, and with the blade armor you can jump and roar more confidently, even if the other side kills you, a group of them will be disabled.
After that, you can make up the Vanguard Shield, and then the Ice Armor and the Dragon's Heart will be started.
As long as you can jump and roar to reach more people first, the longer you stand in the front row, the more likely you are to win the team fight!
Hope it helps.
Have fun!
Satisfaction By the way, agree with o( o
The crispy storage on the first floor is a rookie.。。。 I agree with the second floor.
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