Comparison of various artifacts in DOTA, DOTA s top ten magic skills

Updated on culture 2024-02-11
21 answers
  1. Anonymous users2024-02-06

    The main meaning of the double knife is smooth, it is better to chase and kill than to scatter and lose, even in the 55 standard passerby bureau of the little Naga is generally not out, the double knife is more suitable for the agility system that needs to continue to chase and lack the anemic skill of the restriction technique, such as troll pa, am, sa and other heroes.

    I feel that not only do you not understand the meaning of the god costume, but also lack a grasp of the battle situation, and the little Naga of your equipment is estimated to not even be able to fight the enemy method of the Butterfly 1 Yellow against the point.

    Equipment with the ability to turn the tide of battle, such as BKB sheep knife, blade armor, jumping knife, etc., is the artifact in my mind, Aster, Ice Armor, Blood Essence Stone, Butterfly Cannon, Golden Hoop Stick, Doppelganger, Axe, Satan, Dragon Heart Attack, etc., can only be regarded as a large item, not an artifact, and the double knife is considered a large piece very reluctantly.

    The main significance and use of these equipment are obvious, focusing on flexible use and targeted outfits.

  2. Anonymous users2024-02-05

    Twin Blades are more suitable for heroes who have DPS output but don't have a strong retention skill. The effect is similar to the loss. Of course, you need to have a certain attack speed and character.

    So most of the people who come out with the double blades are agile heroes. For example, TB. Moreover, the double blades add strength and attack speed.

    Helps a lot with Agile heroes.

    Lost. Keep people. Increase dps output.

    Very easy to use. Especially when there are a lot of enemy mage heroes. It was a pain and a tear, a beating, and a pain.

    Scattered is recommended to be a hero of the doppelganger system. The results are excellent. And then there's the purification trick.

    It's easy to keep people. It's basically quite a net with a small one.

    Glisten. This passerby often comes out of something. I don't think it's that big.

    Except for the ghosts that shine brightly. Those who shine are generally able to stand for a long time in team battles. Or maybe the meat shield needs to attract firepower.

    Or maybe some heroes such as Monkey Ghost have increased DPS ability. It's okay for this thing to hit passers-by out for entertainment. If you hit CW, you don't dare to mess around.

    Sometimes it's better to pile up small pieces.

    The other is the Tomahawk. That's a good thing. "Melee combat is not a mad tomahawk.

    It's better to go home and sell sweet potatoes" I don't know who said it. Anyway, it's about emphasizing the importance of the Tomahawk. The Battle Axe thing.

    If you don't have good farm ability, don't go out. It doesn't help the group, don't say it. It's expensive.

    At most, it just speeds up your ability to regenerate health and mana and fight money. It's not as practical as a tough ball. There are also clones that do not inherit attack power.

    Only Elemental Attack is inherited. Passers-by often see some monkeys, little ones, and a mad tomahawk. That's really nothing to say.

    aStaff. Heroes with an ultimate enhancement effect can basically play it, and they have to play it. In fact, the arod is a very selfish thing.

    Only increases the effect of your ultimate. It doesn't feel like it's cost-effective. Except for the small crooked, which can be used to push the tower to kill people.

    Personally, I don't recommend it.

    And many more. I can't introduce them one by one. Handmade. Wish.

  3. Anonymous users2024-02-04

    Scattering is mostly the first choice for some agile heroes who can clone or attack quickly, and with the clone axe, it is a perfect match for PK chasing. There is also a strong attack armor that can not only increase defense, but also greatly improve its own DPS ability, with some probability of magic balls**, such as whirlpools, it is even better, strong attacks are generally some late stages, such as puppy artifacts (plus annihilation, armbands, sacrifices and other equipment). There are also equipment such as the Bloodstone that is the first choice for mages with extremely high DPS, such as Tormented Souls and Fawn (Propulsion), which require little to no other DPS-enhancing equipment.

    There is also ice armor, which is required by most mages, which greatly enhances the vitality of survival, and the additional skills are also conducive to chasing and escaping. There is also an artifact dragon heart that can greatly enhance the endurance, and it can also strengthen the ability of the clone, like the monkey out of hy + dragon heart, etc.

  4. Anonymous users2024-02-03

    Little Naga is a doppelganger hero, and it is recommended to scatter the blade. If you want your clone to have the ability to fight continuously, you'll need the Dragonheart.

    Butterflies are, of course, PK player props. It would be nice to have another doppelganger axe.

  5. Anonymous users2024-02-02

    Little Naga has a double knife with the wind... Of course, everything is right with the wind.

    If it's a headwind... It's better to be out and lose... 1,Increased more than 40 attacks 2,There is a good ability to keep people in the headwind game, if you miss a very injured late stage of the early and middle stage of the team battle... But I'm not saying that in the later stage, I thought it was to grab people's heads (trolls do not disturb) so if the headwind is lost + prosthetic leg vanguard or power bracers, support blood, Naga is not so brittle.

  6. Anonymous users2024-02-01

    Outfit depends on what the opponent's hero is, and what outfit is mainly the Lost Blade plus the Butterfly Dragon Heart If the opponent is a strong physical dps, then you can only ask for a boost, otherwise the little Naga can't fight hard.

  7. Anonymous users2024-01-31

    Naga because he has a clone, so I generally like to go out and lose, can slow down and can cut demons, and cooperate with that basic strength.

  8. Anonymous users2024-01-30

    There are no absolutes, it depends on what your friend chooses, and what your friend chooses, and you are changing the equipment to deal with.

  9. Anonymous users2024-01-29

    Naga should not be out of butterflies, magic dragons, phantoms, scattered *2 is enough, it is necessary to deliberately buy an armor to strengthen.

  10. Anonymous users2024-01-28

    There are no absolute magic skills.,There are so many heroes in Dota.,There are more skills.,Skills are all mutually restrictive.,There are also differences in succession.,In general,Control is king,

  11. Anonymous users2024-01-27

    Wandering Storm Hammer, a must-have for the first move; Plagiarism destroys, the field is essential; Goblin refresh, a must-have for masters; shrinking the ground, all kinds of must-haves; Blackbird essence, xx must-have; Mystery ultimate, necessary for field control; The enemy's law flickered, and it could be attacked and retreated; Bull head ravine, the first must be; Blessing of liberation, the most explosive DPS.

    By the way, team awareness is a must-have for real masters.

  12. Anonymous users2024-01-26

    Each skill is very powerful The most important thing is to see how you apply him The flower beater who plays OMG will go to forcibly shrink the hammer of the sven The aura of the white bull The rush of the water man. Actually, it mainly depends on how you use it.

  13. Anonymous users2024-01-25

    Personally, I think it's all about the player.

  14. Anonymous users2024-01-24

    What type of control is better first ? Harm? Or auxiliary?

  15. Anonymous users2024-01-23

    In conjunction with the above, I would like to add a few words.

    Ranged Ice Eye and Thunderhammer, lifesteal stacks. Because the ranged Ice Eye is a special effect. And then it's basically gone, but I can tell you something else.

    Scattered, the Thunderhammer can be played together, and the serve is counted as the first one in the item compartment (that is, the order of the numpad 7-8-4-5-1-2) if it is scattered. Then after the opponent is out of magic or playing melee creeps, the thunder hammer effect will be generated. But there was definitely a waste.

    Ranged clones do not inherit and scatter. I've given water to the water man before, but it's pretty good-. -

    By the way, if you buy a poison ball before the enemy law 1 skill and learn the skill again, the poison ball effect is always there (the poison ball can't be moved anymore.) It doesn't work to change the grid).

    The cannon and the golden hoop stick also conflict, don't believe it, it will lead to no critical hits, but the golden hoop stick after the cannon is like this or the golden hoop stick and then the cannon will be like this, I forgot.

  16. Anonymous users2024-01-22

    The big one of 1l is very comprehensive.

  17. Anonymous users2024-01-21

    The brother above is very specific. Ditto.

  18. Anonymous users2024-01-20

    Miracle skills? I've always thought that the monkey's 3 skills and the Rent Bucket ultimate move are very miraculous skills, Illusions can produce illusions, but if the monkey itself can't produce illusions, then all the skills are all floating clouds, There are no absolute magic skills, only the appropriate combination and application of the state eye, the least example, The alchemist who pretends to open the ultimate, The alchemist who has the dragon core, the attack, the vanguard, the alchemist of the ice eye, who wants to fight?

  19. Anonymous users2024-01-19

    The water man's w. Flickering TB for blood, the void returns to the past, the ant shrinks the ground, the rebirth curse, and taunts the greed of the opponent's apocalyptic goblins.

  20. Anonymous users2024-01-18

    Control, Slow, Armor Reduction, Attack, Dodge.

  21. Anonymous users2024-01-17

    You still have to go to the official website to see what others say is also troublesome, or go to see the equipment introduction yourself.

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