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You let the prophet be disadvantaged??? When they encounter a C+1 who can control the line, they will be rookies to let the Prophet reach level 2. The Prophet mixes the inferior path... It's better to put a 410 branch.
The anti-gank ability depends on the support awareness of the players, not the lineup. The ability to reverse the first move is still passable.
The lineup is too crispy, and it can't ban people, and this lineup is too weak online. Basically, none of them are characters who belong to the line boss type.
The Inferior Lane Prophet is certainly a martyr, the mid lane Puck is against Karl, 51, and the Shadow Demon is certainly a tragedy. Even against the Beastmaster, Doomsday, these melee battles are not pleasing because of the tragic attack power.
The next road can only be said to be reluctant. It's okay to be a little y + cow + werewolf, if it's just a little y + cow, how difficult do you personally feel that these 2 people are to press a hero with a common disadvantage? Clockwork like this, you can't kill him. Experience can't be pressed either, and the economy can barely be pressed.
If it's Carl's kind of worse than this, it is estimated that the two of you will be suppressed.
When encountering a good pick, the disadvantage of this lineup is too obvious.
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There is no assistance on the other side, your family has a clockwork, and the grass prophet bull-headed elf dragon is crooked, just kill them. Keep a dog or ghost bear in your own house, the opposite side is grass in the early stage, and it is not as good as you NB in the later stage, and it is definitely over.
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The newly accepted female apprentice taught for ten minutes and accepted the results for everyone.
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You're going to make an enemy to defeat the werewolves.
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This lineup is so weak online, as long as the online aggressiveness is strong, it will explode in the early stage.
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Then you can choose the top laner Pan Sen mid laner Barrel or Katerina Jungler Nightmare adc Ezreal (EZ) Assist Robot ADC EZ The reason is that VN will set you on the wall E can hide, as long as the jungler plays well, the jungler carries the whole field is no problem.
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There is only one way to play the gods, which is the advantage game gameplay, which is a hero who can't play the disadvantage, because his biggest feature is that he is beaten and output, and the disadvantage game is often beaten to death by others, and there is no way to output at all.
In fact, you don't need to be so particular about the outfit, generally look at the situation and lineup after the prosthetic leg (or phase), and it is very smooth and direct armband and then BKB, so that the output and blood are guaranteed, and there is something to show operation; Headwind directly bkb, domination or anything is not necessary, headwind still thinks that it is unrealistic to dominate and suck the blood back, and the possibility of being directly controlled to death is very high. Later, the cannon attacked Satan casually.
If this hero wants to play well and play well, he needs to do two things: 1, the absolute suppression of the line period, unless it is a bad single (who uses the gods to fight the single, will not die into a dog!) If you can't suppress others on the line, you've already lost half of the way.
His excellent line-pressing ability will not make it difficult for you to suppress others, of course, because he is too good at the line, so the team battle is going to be a big buckle; 2. The entry point of team battles should be well chosen. The god is more and more fierce, but it doesn't mean that he can hold all the damage, be sure to choose a good entry point according to the lineup, equipment, positioning, etc., for example, if you have bkb, then ok, directly find the opposite back row control f to rush to the face, if you only have a prosthetic leg armband, you can wait for the second time to rush over, such as when the opposite control skill is put halfway; If you don't have the equipment, then you have to be more careful, the average rookie stupidly rushed over and was stoned to death by AOE, and I'm afraid that the other side didn't notice that there was such a person.
Many novices like to play gods, because in the novice room, everyone doesn't know much about this hero, and it doesn't count his damage, and when you shouldn't fight, you don't dare to fight when you should fight, but when it comes to the mid-to-high-end game, this hero is too difficult to play, because people who play to that extent, everyone has abused the gods with the gods, and everyone has been through the time when the gods are rampant, and they can accurately estimate whether they should fight or go, so the gods in the mid-to-high-end games really can't play, especially the lineup and rhythm of this version now, Often in 10 minutes to start the desperate group, the gods in that time period is far less useful than Lion, Lich, es and other heroes, a little dead 1,2 times the rhythm collapses, and go to the farm 20 minutes home tower is gone, you will find that the opposite side of the head and tower economy is still ahead of you, you still have no effect. Coupled with pushing and pushing the green rod and other things, the mage is not very afraid of high physics explosions in the later stages of this version, so I still advise you to play more with other heroes, and don't love the hero of the gods too much.
I just feel that there is a lack of rhythm, and it is difficult to start first. It's still in the wind, but it's barely in the wind. It's a large group lineup, and you can push it once at a time, and then play money, and then push it down or take Roshan again, or it depends on it. There's so much to think about in the game.
One generation of puzzles, two generations of pit money.
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