LOL mid laner question! LOL Mid Single Hero Selection Questions!

Updated on Game 2024-02-26
24 answers
  1. Anonymous users2024-02-06

    Recommended Card Master, Son of the Stars, Wild Huntress, Clockwork Spirit, Frost Witch.

    I prefer to use cards.

  2. Anonymous users2024-02-05

    Big brother, you can try to play the ancient, super long distance. When it grows up, it is a second group. My ancient more than 500 single rows are my upper artifact, you can ask me again if you don't understand about the ancients.

  3. Anonymous users2024-02-04

    Conditions: Poke ability, control, burst.

    To sum up, kegs, clockwork, and bombermen can all choose to play These three are also heroes who have been very popular in the middle recently.

  4. Anonymous users2024-02-03

    Circulation clockwork foxes are all of these. It's very simple to practice the upper score.

  5. Anonymous users2024-02-02

    Card Master: Mechanical Pioneer - Two non-popular midlaners.

    The disadvantage of the mechanical pioneer is that it is difficult to deal with high-movement heroes, and then its e is not very scientific, and the card master is completely opposite to him, the card is a hero suitable for chasing, the high damage of the blue card and the high control of the yellow card make the opposite side have nowhere to escape, and the Q consumption before the team battle is even more of a headache.

    It's hard to get started, it's probably the mechanical pioneer, it's a very unpopular hero, it's rare to see it, and the mechanical pioneer needs a long period of training to play well. In team battles, the primary focus is on the position of W, which is placed on the opponent's path and where they are stacked to prevent the opponent from rushing and the secondary T from entering the back row. The second is the release of the ultimate, the first effect of the ultimate, which must be used with silence, interrupt the opponent's skill combo, force the opponent to retreat and then kill the front row, and use the follow-up effect of the ultimate, constantly harass the opponent's back row so that it cannot output with peace of mind.

    Finally, use QE to point out and clean up the mess. In terms of small-area battles, W can be the first hand, but it is best to be the back hand, especially with a controlled teammate to play the back hand, which can effectively improve the probability of successful control. Waiting for W to stun successfully and then connecting E can effectively improve the hit rate of E, Q is a directional skill, and CD is fast and can be used as an output skill at any time, so don't be stingy.

    Don't panic when you're ganked, throw a W at your feet, and then use the 30% speed of Q skill amplification to quickly get out of here.

    The relatively easy difficulty to get started is Card Master, through the good control of W and the high damage of E skills, and the ability to clear troops of Level 1 Q skills, both AD cards and AP cards are now very popular. I want to say as an AP card that the lane ability of the main Q and sub E is definitely better than that of the main Q and sub W, and the magic consumption of the sub W will be a lot, which is not conducive to the card line, and its additional magic damage is not very considerable. Now that Q's speed has increased, that little bit of stun time bonus isn't interesting, and E also has a cooldown bonus.

    Looking at it this way, the effect of the sub-E is definitely better than that of the sub-W. However, cards are very weak against stake-type midlaners such as Metal Master.

    LZ: If you want to play a teamfight output hero, choose the mechanical pioneer, but if you want to practice for a long time, if you want to play the full-court support type, choose Card Master, easy to play, and it's fun to cut cards.

  6. Anonymous users2024-02-01

    Both are not suitable for the S4 version.,The card has been weak in the early stage.,The shortening of the W time makes you unable to R landing directly fainting.,But R landed in the selection of cards.。 The mechanical pioneer is also not a very good choice, requiring more difficult operation.

    The mid-laner of the S4 version is still based on flexible bursts and high limits.

    For example, Barrel, Clockwork, Syndra, Bomberman Giggs, Ranged Poke can play Leopard Girl, Zelas. AD's choice of robbery is no longer a very good first choice, and now praying mantis is better than robbery.

  7. Anonymous users2024-01-31

    It's been a while since the cards have been out of popularity, so why would you suddenly think of these two?

    Both heroes have little to do with the version, and they are neither overhauled nor mainstream.

    Needless to say, it's fun to buy any of the above; **Below, you have to concentrate on practicing which one to buy, and then find the fun.

    Understanding the hero is the most important, and personal ability is secondary. The mechanical pioneer is not bad on the line, there are some outbreaks, the skin is thick enough, and it has a hand control. If it's a sudden team fight, the mechanical herald is more compatible.

    The card is positioned as a mage assassin, and you know, you have to hide far enough while still maximizing your damage output. The lineup must be considered.

    It's worthless to talk about team battles without talking about lineups, but in the end, the compatibility between the two is acceptable, there is control and AOE, and the damage is good. Cards are crispy.

    Start Analysis: Anyway, if you want to buy a card, you have to buy one. The mechanics of this hero dictate his peculiarity, and the requirements for awareness and manipulation are higher, regardless of your segmentation skills (these are growth values, unless you define yourself as a Smash Bros. player), you will definitely get more out of learning and practicing cards than mechanical pioneers.

    Also, the mechanical pioneers, if not weak, really have nothing to do.

  8. Anonymous users2024-01-30

    Don't play if you are not very proficient in card cutting, there is too little time to cut cards, and the three hands will not be played clearly. But now this version of the clockwork is preferred.,Raven,Praying Mantis,Rob AD mid-laner is also very good.,There are many people who play with high-segmented syndra barrels.,The operation requirements are very high.,Low segmentation is still recommended that fire girls are level 6 high-explosive heroes are better.,But it's embarrassing to play with fire girls without flashing and not opening a group.,Shoe enchantment minus cd is very important.。

  9. Anonymous users2024-01-29

    Mechanical Pioneer, the cards have been cut a lot in the S4 season, the ultimate CD has grown, and the early gank ability has weakened a lot.

    Although the mechanics of the S4 season have not changed, many underdog heroes will be strengthened this season, and it is very likely that the three hands will be strengthened in the future. For example, the coffin board in S3, unpopular heroes such as Phoenix, etc., are strengthened to varying degrees in S4. And the teamfight ability of the machine is relatively strong, and the damage in the team battle after mastering this hero is very objective.

    The online consumption capacity in the early stage is also good. It's just that the amount of blue consumed is relatively large. And the gank ability in the early stage is also good.

    Because his control skills are used well, they can be used as a double control effect.

  10. Anonymous users2024-01-28

    Now the version of the card and the machine are not particularly suitable,Because the S4 rhythm is too fast,Basically, it's over within 40 minutes,Passerby bureau cards can still be played,But it requires good operation and awareness,Mechanical extra cold I play all kinds of single thousands of plates,No 1 impression of the line of mechanical pioneers,I personally feel that the mechanical pioneer skills are not particularly stable,In general, the cards can be played,But the line is not very strong。

  11. Anonymous users2024-01-27

    The card consumption is strong, the skill CD is short, and the big move is strong and life-saving, but Fei Lan is fast and has short legs. Personally, I think cards are better than mechanics.

  12. Anonymous users2024-01-26

    Cards, they used to be good, but now I don't know.

  13. Anonymous users2024-01-25

    Now, Nal, Centaurs, Monkeys, Raven, Crocodiles, all good, Pan Sen has no advantage in the early stage and can't bring the rhythm, a bit of a fee! It's not bad to play JJ, trolls, vampires, Kenan.

  14. Anonymous users2024-01-24

    In fact, it still depends on personal playing style and technique, like me, playing a single has always been a b, and I can't play those that want to be hard to protrude. If you think your skills are reasonable, you might as well try some powerful orders such as Crocodile Rui Mengmeng. Often a good set of damage and dexterity.

    The crocodile's own lifestealing and control Meng Meng also has a small shield that controls and e, and it doesn't consume blue (I like this very much), and it can be consumed and exploded. Actually, I personally recommend Gay Lun.,It's a lot of people who say he's not operating and brainless.,But I think it's very good to have passive recovery ability and early silence to increase damage.,E's continuous damage is also very high.,It's just a personal recommendation (pure hand-to-hand hope to adopt o( o thank you).

  15. Anonymous users2024-01-23

    1. If you replenish troops in the early stage, you can use Q and W skills to force the opponent's mid-laner to retreat, and then replenish the troops.

    2. If you hit the mid-laner, the purpose is very clear, suppress the opponent's mid-laner AP, you can not kill the opponent, you can suppress the opponent's blood volume through the skill of multi-move + q w, and force him to return to the city;

    3. Decisive method of wearing;

    4. In team battles, your position is not very fixed, if it is with your own hero, it depends on your yellow card skills; If you don't have your own hero at the beginning, it depends on the flight of your R skill, cut the yellow card, then fly, and then stun the opponent's back row;

    5. Dodging is only one aspect, it also depends on your skill casting position and replenishment;

    6. If you are against the little fishman in the early stage, you should not be afraid of him, his hands are short, and after level 6, you have to look at the position, and his ultimate move is easy to dodge;

    7. That's not necessarily, any master climbs out of the pit, and no one is a master when he comes up;

    8. If your operation skills are good, you can try clockwork or nine tails; Cassadine's words are easy to be suppressed in the early stage; In addition, I also recommend the bright moon, if the landlord has it, you can practice;

    9. In the middle of the single, pay more attention to whether the opponent disappears on the upper and lower roads, or the opponent's jungler, and it is the key to do a good job of vision.

  16. Anonymous users2024-01-22

    1. Midlaner: I don't think it's particularly important to replenish troops, it's important to press the level.

    2. The mastery of the rhythm depends on whether you get to 6 first, whether you can take the opposite head first, or gank support in the early stage.

    3AP card decisive method to wear shoes.

    4. The team battle is in the middle of the front, in order to set the yellow card, and when the group is large, there is no chance to cut the back row.

    5. Non-pointing skills are, of course, to dodge by moving.

    6. Xiaoyu is stronger when he is level 2-3, be careful of being second, basically rely on replenishment to consume, he comes to make up for you, and you will be consumed to level A and Q to protect your creeps.

    7. There is no question of how much the winning rate is, you are still very sharp when you are familiar with the cards, and the gap between level 29 and 30 ranked people is quite large, whether it is skill or IQ.

    8. If you change to the middle laner, I recommend you Kyaukyue or Casadine.

    9. As long as the midlaner is not pressed too hard by the opponent, it can only mean that your jungler or support on the lower road is not strong.

  17. Anonymous users2024-01-21

    First of all, the number is not wasted.

    The mid laner first plays the wandering mage, which I think is good.

    There's nothing to say about how many soldiers to make, you look at the mid laner opposite you, you make up more than him, and that's it.

    In team battles, you usually have to hide in the back.

    The mid laner can be up or down, and you can go to help the field, so depending on the situation of your line, if you can't beat it, you can go to another way to catch it, and if you can beat it, you can do the same, and you are optimistic about the timing.

  18. Anonymous users2024-01-20

    1 1 and a half minutes to brush soldiers, a wave every 30 seconds, a wave of 6, the advantage should not be missed, it is okay to be pressed by a wave to make up half, remember that melee soldiers are worth more than range.

    2 First of all, suppress the middle lane, if the opposite side walks away then you have to push the line, put pressure on the tower, and put pressure on the opponent from the side. Second, pay attention to the jungler positions of both sides and look for opportunities to support.

    3 The three-speed movement is fast, it can support, it can chase people, the damage of the law is high, and it is stable with the situation.

    4 Cards are always on the back side, unless you fly to a valuable position to make the first move.

    5 Position 1 is to press people, 2 is to dodge skills, and 3 is to find the best position to make up the knife.

    7 Matching and Ranking Divide people to see your elo value Rank rank, which has nothing to do with the win rate.

    8 Rank** Online kass 10 games 9ban, the nine tails are rarely seen, but there are a lot of clockwork, but this hero is difficult to operate, and I can't play it well until now.

    9 In the team battle, the mid-laner is qualified to play one set of full output, and two sets are considered sharp, and the opposite side has been wiped out before three sets.

    Pure hand-played. Satisfied!

  19. Anonymous users2024-01-19

    For low-level players like you, I suggest you don't use cards and Clockwork for more difficult heroes. As a mage, you should focus on high output or wear shoes. I suggest you want to play Shot, I'll sue you for some heroes.

    For example, simple high-explosive heroes such as Fire Man, Fire Woman, and Radiance.

  20. Anonymous users2024-01-18

    The barrel is still an invincible existence Although there is no return to blue, the AP bonus has been reduced, but there is a slowdown, a stun, and a knockback, although W is not in the return to the blue, but according to the maximum percentage of blood loss E After hitting a person, the cooldown is reduced by 50% for 3 seconds. Do the math yourself. Please adopt it! Thank you.

  21. Anonymous users2024-01-17

    It seems that Giggs is still popular, and it has been weakened, but it has only weakened the basic attack distance, and I don't think the reduction of the basic attack distance of Giggs's brushing skills has much impact.

  22. Anonymous users2024-01-16

    Burning man can, a set of skills, combo killing. The early consumption of the mid lane is strong, as long as you play well. If you find it difficult to get started, you can bomb man (blaster).

    In the early stage, Bomberman uses Q to consume, passively replenish troops, and hit towers. Bomberman is best to kill soldiers and heroes, and his skills are good. In the past, you can play directly, or you can bring a few more skills.

    Bomberman output is OK, easy to use, but it's a little brittle, and you can be harassed with EW and Q to escape.

  23. Anonymous users2024-01-15

    No matter how powerful the hero fist is, there will be a time when it will be weakened,,, mainly depends on the individual operation.

  24. Anonymous users2024-01-14

    There is no such thing as the strongest hero, only the strongest player.

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