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Heroes who must be out of BKB generally have one trait, in common: strong output or strong control.
Just like PA, SF, Trolls, Muskets, and Water Man, these late-stage outputs are strong, but the amount of blood is relatively small, and escape skills are relatively scarce, and they are easy to be targeted by the opposite side. They can greatly ensure that they have a stable output environment in the middle and late stages of team battles, small team battles and high-altitude counterattacks, and will not be directly lost by a set of skills of 5 people on the opposite side, resulting in the failure of the entire team's team battle.
In some mages with high control ability, strong first strike ability and high burst ability, this type of mage itself is very crispy, but control skills can play a huge role in team fights, for example, Enigma, Blue Cat, Lion, TK.
In fact, almost every hero can play BKB, and in Dota Magic Immunity is a very powerful word, whether you are in the team with late DPS, Ganker or Support, having BKB is equivalent to an extra life (of course, those skills that ignore Magic Immunity are a different story).
Finally, to sum up: Generally speaking, as long as it is the core or sub-core of the team, a BKB will be produced for the stable output in the later stage. It's an artifact!!
If you want to have an output environment, after all, you have to rely on the skills of your teammates, and you need your own strength, then, out of BKB.
I hope that the landlord is satisfied, and I hope that I can answer satisfactorily.
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Well. In fact, if you say that there will be BKB.
There is no such thing as a must-have.
But. It's about treating different lineups.
Sometimes it's up to some heroes to think about.
Like what. When there are a lot of points on the opposite side.
Skeletron. Big fish.
vs ah. And so on and so forth.
So first of all. Sand King.
Shadow Fiend. These two heroes are very dependent on BKB.
Because this big shake can't be shaken.
Even dying or not is a question.
These two heroes are very easy targets for fire.
So a lot of the situation is still written.
And then there is the moon ride. The moon ride is still very brittle as a late stage.
There is BKB to prevent being enlarged by seconds plus can rush into the crowd.
So depending on the situation, the moon ride can also be considered.
Then there is it. Phantom Thorn in order to ensure a crazy output.
It is also common to make a BKB after a certain output.
And then there's the big fish.
Skeleton. Wait a minute.
Many heroes with weak movement or limited pursuit ability do BKB to ensure more powerful output and pursuit.
That's pretty much it.
lz, this has to be understood by yourself.
That's all it is suggested.
Hope you like it.
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bkb is really good, generally as long as it is a late-stage hero, you have to produce one, because it is to ensure continuous output. If the mage has money, it is better to come out with one, which can prevent being seconded.
For example, you can say the common ones: Shadow Fiend, Dark Ranger, Phantom Assassin, Water Man, Werewolf, etc.
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Troll, continuous output, no one can stop it after BKB is opened, and it can't be output if it's restricted.
sf, his big is easily interrupted due to the cast time, so it must come out.
Water Man, Musket, Little Black, as a late stage, mid-stage can have a high output, stand still.
It's okay to wander, because of his ultimate, he has to be unrestricted.
Nothing else was expected for the time being.
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The Shadow Fiend's body is too weak.
DPS is generally out of PA trolls.
Because it is necessary to stand on the pile output.
The blue cat has too much control on the opposite side and has to come out.
It still depends on the opposite lineup.
Spiders are also coming out.
Guaranteed output generally out of BKB.
If you don't have a weak body, you can't guarantee that you can stand on the pile.
These two points are generally guaranteed.
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Enigma and the like, as well as various DPS
If you can't talk about it, you have to come out, but if you don't have a lot of control on the other side, you have to come out.
No one is wrong with BKB.
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Dota BKB is magic immunity.
Magic Immunity: Does not take damage from enemy skills, and can only accept normal enemy attacks.
BKB grants Spell Immunity status and 100% Magic Resistance. The duration decreases with each use. The Tinker cannot spawn this item.
Purchasing the Black King Scepter (BKB) again will not reset the duration of the Celestials. Using the Black Emperor Staff will cause some of the beneficial status effects to disappear.
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Dota BKB is magic immunity.
Magic immunity means that you can't take damage from enemy skills, and can only take normal attacks from enemies. If you open bkb, you can directly rush into the crowd and amplify it, and you won't be controlled and interrupted.
Turning on BKB is immune to most magic damage and effects, and can only deal physical damage. However, the skills of some heroes in Dota (such as the roar and ultimate of the Axe King, the ultimate of Mystery, the ultimate of Mammoth, etc.) ignore magic immunity, and these skills can also be a threat to heroes who open BKB.
Opening BKB is not invincible, and when there are the above-mentioned skills that ignore magic immunity, it is also necessary to pay attention to the timing of the hero's cut-in.
Equipment Attributes: Attributes: +10 Strength, +24 Attack.
Celestials: (active) Immune to magic for 10 9 8 7 6 5 seconds, cooldown 80 75 60 55 50 45 seconds (reduces duration by 1 second and cooldown by 5 seconds after using it once, and the skill effect remains unchanged after 6 uses). The Tinker cannot spawn this item.
Crafting requires: Ogre Axe (Tinnet Merchant Hina 1000) + Mithril Hammer (**Merchant Bite 1600) + Black King Staff Scroll (1300) = Total (3900).
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BKB can provide 10 seconds of magic immunity at first, and as the number of uses increases, the time becomes shorter, and the so-called magic immunity is not to take any magic damage, stun, etc. Can only take physical damage, i.e. normal attacks.
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Suffice it to say, but there are quite a few skills that ignore magic immunity, like Beastmaster, Mammoth.
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BKB is a prop that mainly provides the hero with an output environment and survivability, and resisting that bit of magic damage is secondary.
Generally, there is a disaster on the opposite side.,Beastmaster.,Abyss Lord.,Mystery This kind of hero.,If you can't get out, it's up to you to choose.。 Because their big (the Abyss Lord's second skill is to ignore the magic immunity) is to ignore the magic immunity.
If you want to use the bull's head, tide, and mystery to amplify the team control heroes into the crowd, then the jump knife cut is much better than BKB, fast and accurate. Generally, I still play Shadow Demon, Troll, Phantom Thorn, a hero who needs to output the environment, and then consider BKB.
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Makes you as strong as a man.
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BKB: The Black Emperor's Scepter.
English name: Black King Bar Black King Bar (BKB) is a synthetic item in the defense of the ancients (Defense of the Ancients) multiplayer real-time battle custom map based on Warcraft 3: The Frozen Throne.
Attributes: +10 Strength, +24 Attack Damage: (Active) Immune to Magic, 10 9 8 7 6 5 seconds, Cooldown 80 75 60 55 50 45 seconds (reduces the duration by 1 second and the cooldown by 5 seconds after using it once, and the skill effect remains unchanged after 6 uses).
The Tinker cannot spawn this item.
Crafting requires: Ogre Axe (Tinnet Merchant Hina 1000) + Mithril Hammer (**Merchant Bite 1600) + Black King Staff Scroll (1300) = Total (3900).
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Black and Yellow Staff: 1600 Mithril Hammer + 1000 Axe with 10 Strength + 1300 Crafting Scroll.
PS: Commonly known as back-to-back.
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BKB: The Black Emperor's Scepter.
English name: Black King Bar
Magic Immunity can be immune to spells except for some spells that ignore magic immunity (e.g. Butcher's Great, etc.).
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The Black and Yellow Staff is immune to magic attacks for 10 seconds after it is tapped, and decreases by one second each time it is used, to a minimum of 5 seconds.
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Black and Yellow, a crafting item that grants magic immunity for a period of time.
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Black and yellow staff, after use, to gain a certain amount of magic immunity effect, the synthesis method is the Ogre Axe, Mithril Hammer and Scroll. BKB is a very important item, in addition to the magic immunity effect after use, it also adds 10 points of strength and 24 points of attack damage.
In the current version of DOTA, BKB is suitable for some people with long cast pre-swing (such as Sand King, Shadow Fiend, etc.) to prevent interruption in order to achieve skill release; Suitable for heroes who cast spells continuously and are easily interrupted by skills, such as Enigma, etc. Suitable for heroes who need to provide physical DPS on a continuous basis, such as Blackie, Trolls, Broodmother Spiders, etc.
A BKB at the right time is enough to achieve an anti-heaven effect.
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Can be magic immune for a period of time.
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Black and yellow cane, commonly known as BKB (back to back).
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Black Emperor Staff,Open it can be magically exempted,The first 10 seconds,The second 9 seconds,Reduced to 4 seconds in turn,The opposite skill burst is high.,Control more must come out.,The output provided by itself is not much.,But provide a good output space.,Most carry must come out.。
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Output-type heroes (Captain, Skeletron, etc.) basically have to be out, but it also depends on whether the other party has many mage-type heroes (Zeus, Demon Wizard, Fire Girl, etc.), because BKB can be exempted, so those mage-type heroes are human heads in front of the output heroes who open BKB, and the timing of opening BKB can depend on the situation, such as when you kill alone, you can open BKB when you are caught, and it is necessary to drop it in team battles, so that you can have a better output Because no one can limit you.
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As long as there is more control on the opposite side. And the hero you choose requires continuous use of skills (such as Ice Girl. or need a continuous output (e.g. trolls.
If you don't get controlled, you need to get out of BKB....Melee output almost always needs to be out of BKB....If you want to cut into the battlefield early.
It needs to be opened early. If you're a physical output and want to wait for the start of the battle and wait for the hero with control skills to use all the skills before using them, you can open it late. There is also the need to open black and yellow when you are caught, and you have to open it in time to return to the city.
Don't care about time. Sometimes it is a matter of one life and several lives to open or not.
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1: Strong DPS to prevent being charged to death to come out such as: Troll Phantom Assassin ===2:
There are continuous skills to prevent being interrupted to come out, such as: Sand King Bingmei 3: It's okay to have money, and anyone who wants to save his life can come out, such as:
All heroes, black and yellow, are used when they want to kill or flee for their lives (I haven't heard of using one second less at a time).
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Most of the ultimate, and some physical damage skills.
This depends on what the opposite side chooses The right one to choose after solo The hero has a relationship with each other 803 to go out I recommend a few heroes to compare the tiger The Source of Pain Xiao y Doomsday Messenger Fawn Alchemist Poison Dragon.
The output method of Radiance is obvious in team battles, but it must be high survival The longer you survive when you play a group, even if you don't let go of the skill Flat A's damage in team battles is also very considerable When you take the lead, you can break the opposite rebound knife Sometimes you see a SK shake big there You walk around and that fight will be in vain So out of SK you can consider a Radiance After all, the power hero of 2 lives If the group can't find a battle position, Radiance is also very good After all, Skeletron lacks cutting skills The battle position is not as easy to find as a flashing hero There is also a NEC ghost Monkey, steel quilt, ant, tree, rabbit, centaur, butcher Some heroes are not suitable for brilliance, but brilliance is far from cost-effective compared to some equipment First of all, 3800 is a long distance, because there are no parts of radiance, sometimes some equipment looks expensive, but when it comes out, it is much better than those that hold thousands of goods, and if you entertain, werewolves, gods, pain, df, and dota's equipment lies in variability, if you give the equipment to death, it's really really boring, pure hand fighting.
Eat and drink, fist gloves, branches go out. Ashes、BKB is a must.,If you get used to it, you can drum with the ancestors.,It's better for this hero to play gank.,Don't play the late stage.,It's a little empty.,After all, you have to have residual blood to be powerful.,It's easy to die.。
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