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Feng Nu, the hero is a little difficult to learn at the beginning.,Generally first-level learning Q.,Everyone understands.,Together with the adc to see how to fight on the other side.,If the opposite side fights more fiercely and always wants to grind the blood of the adc,,I'll have e point E first,W put down first.,If everyone is relatively conservative.,Then the main point E is attached to the point W.,It means that there is either an E point E.,Or it's a point E point W., Speaking of auxiliary, the eye must be inserted in the right place, and the words of the wind girl must be predicted, whenever the opposite side wants to grind blood, you have to put E on the adc, This has to be practiced slowly.,Generally speaking, it's very simple.,For example, the stone man on the opposite side is generally obscene to replenish the troops.,If you suddenly get close to the ADC,,You just put an E protection ADC.,Because he's mostly going to throw things.,And if everyone arrives after 6.,It's also close to the middle stage.,As an auxiliary you have to go to the blue buff to see.,If you have it at home.,Then plug in there.,Because people often steal.,It's a small skill.,If you want to specialize in auxiliary,,You might as well contact me.,I'm playing the auxiliary bit., Electro 6 War Academy,ID lonely moment,I'm a bit of a pit to be honest.,And remember to play support.,ADC must be replenished to pass the level.,You must not collapse on the road!! You must die miserably on the road when you crash on the road, pure hand fighting, thank you.
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Mad Girl is a good support, in the early stage, his role may not be as strong as the jewel nurse or something, but he has a good escape ability and the ability to help teammates escape, and he has two controls, which is not a support I play ADC My friend can almost win when he plays Mad Girl Support (in the case of teammates not pitting - but Mad Girl has been weakened or carefully considered, and the technical requirements are relatively high.
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Point Q first, don't use skills to consume, protect the ADC, cooperate with the ADC to control the enemy with Q, W slows down, E adds attack power, and a set of ADC takes away the opposite side. Team battles can be used to protect the ADC with ultimate, which guarantees the ADC's HP.
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1、Wind Girl Combo:eawaaaaa,Keep people wa flash Q,Flash Q is a must to release Q immediately from a flash position when there is no flash on the opposite side,Thank you for the mechanism of the mobile game; 2, the wind girl outfit: the most nuclear cover of the heart of the equipment is the bird shield and the incense burner, generally speaking, we can straw sandals, the law book is not much bonus to w, and the hard auxiliary such as playing robots must go out with shoes, and the brother search is conducive to pulling.
3、Wind Girl Dust Rubber Point:In terms of adding points, I recommend the main E and Vice W when the proficiency is not enough.,Choose the main W and Vice E after the proficiency goes up.,The Wind Girl is very strong in the first 2 levels.,In fact, the Wind Girl who plays well is really strong.。
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Wind Girl's Q skill has a knock-out effect.,This knock-off effect can interrupt all the dash skills.,Of course, it doesn't include the stone other man's ultimate.、Centaur's ultimate.、Wei's ultimate that ignores control.。
Wind Girl's Q skill can be said to be the most disgusting skill of Wind Girl.,Of course, using this skill well requires a certain amount of prediction and strong reflexes.。
When the prince's EQ comes, he can instantly use a Q skill to directly interrupt the prince's advance skill, or the blind monk's 2nd Q skill, and when he flies over, he can also instantly trigger the Q skill to interrupt the blind monk's Q skill.
It's also very easy to use Q skills instantly, as long as you press Q skills twice in a row, you can use them directly.
Using the Q skill to interrupt the enemy's casting and interrupt the on-side rush effect is the essence of the Wind Girl's Q, which requires a certain amount of reflexes, and as long as you use it skillfully, you can achieve a very perfect effect.
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First of all, you have to know that the wind girl is the strongest auxiliary to protect the ADC, and the Q of the wind girl can interrupt the rush, such as the E of the chrysanthemum, the Q of the knife girl, the E q of the prince, the Q of the blind man, and so on. Don't use the wind girl's q indiscriminately If you consume it, you can exchange it for a round of blood for the ADC shield, and if it is the wind girl's auxiliary, it is generally a peace of mind to make up the knife. The wind girl is very good at hitting the backhand, but it is too difficult to kill others first.
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Wind Girl Q is a multi-functional If you want to control it, you can get out in seconds If you want to do damage, you can predict it Look at how you play Q skills, try to keep a line for the opposite ADC, and give it if you see it, don't be stingy.
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All I can say is that this assist is hard to play! I've played more than 2,000 games, and I've met one who can play.
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It's Xiaoyu 2453+ who just did this after graduating from the health school, cute, begging for comfort!
However, this punch is indeed very wonderful, if you use it with all your might, the power is definitely not small, of course, if you don't know how to learn and use it, you can only use it to appreciate it. Yun Na thought to herself.
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Level 1 can go out with a cut of 2 red or 1 red and 1 blue and 75 eyes (talent 9-0-21).
When online, if the ADC is too forward, you have to learn to give the shield immediately, otherwise the ADC blood exchange will be very loss, because the wind girl is a protective hero, and the development of the line period is stable. The opposite side is either flash** or die. If there is no flash on the opposite side** basically Ohno is controlled, and the opposite AD can be said to be stable.
The eye stone is a must, after the eye stone, you can go out of the five-speed heel Ohno to the middle lane, you have to know how to keep people at this time, if the middle lane says that the opposite side is not flashing, basically you can w him, after Q knocks the opposite midlaner, and then flashes R blows him in front of his teammates. It's basically stable.
Mid-term team battles You have to pay attention to you You are not a rush You just need to protect the back row If there are a lot of opposite controls The front row is very disgusting The middle lane is an AP team control For example, clockwork or something like that The initial outfit is the Empress's Command Magic Resistance Shoes or the five-speed Eye Stone Dry Pot. Legion and Blue Shield. Ad more on the Empress Command Cloth Armor Shoes or Five-Speed Ophthalmic Dry Pot Blue Shield Ice Heart.
If you have a good wind, you can also publish a murder book.
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If you play ADC, you'll understand what kind of support the ADC needs, offensive or defensive.
Keep your distance, get a little closer to the adc, the opponent hits your adc, and you hit back with the adc, not just put skills behind you.
Auxiliary initial attack cannot be ignored.
2.Observe the distance of the two ADCs, when the two ADCs come into range of each other, they will definitely attack each other, regardless of who hits whom, seconds in advance.
Intuition on the shield. Your adc will play when your shield cd is appropriately lewd.
3. Pair of line periods: Observe which side is strong, friendly side is strong, and ADC synchronous attack, upper shield, basic attack, Q basic attack.
The opponent assists the strong robot Japanese female class and all Qs are left with backhands to defend and counterattack.
4. In the later stage, in addition to making eyes, determine all skills before the team battle, CD status, observe how many breakthroughs the opponent has, think of the corresponding response skills, and don't make temporary judgments.
Zhao Xin's class rush directly blows the big blow and robs the breakthrough at the first time to weaken You have to think about all the solutions for the enemy's advance in advance.
Full protection of the ADC ADC's own mistakes and being killed by AP seconds is his own problem.
Until you become proficient in the characteristics of the Phoenix Maiden, you can give all of your skills to the adc alone.
Just to add a shield to blow away the advancing man and slow down the one who is chasing him.
Avoid team battles that seem to be blown by people and Q are also released, and weakness is also lost, which is actually not much help to the battle situation and the ADC Embarrassing scenes.
A lot of times, the supporting skills have to be put in place to be effective.
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I'm not a big god, but I used to play Wind Girl a lot.
The support wind girl is not very strong in this version, and does not have very stable control.
When you choose the Wind Girl Support, it is generally when you have a strong protruding face on the opposite side, the explosion is high, and a set can be used to get rid of your back row (APC or ADC) in seconds, or when the ADC does not have a displacement skill.
Here's a strategy for S3.
Hope it helps!
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Auxiliary is like that.
It's important for you to learn to predict Q Q because your Q will stop in place for two seconds if you want to hit damage, so you have to learn to predict, and when you're being chased or chased, you need to double-tap Q to get you out and fly the other side.
The ultimate must grasp the timing and distance.,If you don't use it.,Try to stay on the escape bar.,The opposite side is close to a big move to fly.。。
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Defensive support, the best choice to restrain the opponent's rushing lineup. The difficulty of the wind girl lies in the prediction of the tornado and the timing of the big release, and the woman's sleeve can give the ADC to resist damage and increase the attack power at the same time, and the ADC based on flat A output, such as the policewoman, is consumed in conjunction with the consumption. S4's support is no longer the role of the all-picture eye in previous seasons, and the change of the jump money outfit has also accelerated the pace of the support outfit a lot.
makes each teammate go out with a free eye (though they often forget to plug -in).
So how do you choose the right equipment as a support?
First of all, let's talk about going out and dressing. After the start of the preseason, I tried to match and rank, and found that now the auxiliary going out is to choose salary outfit + green eye + red medicine + free eye, I personally think that if you want to establish the advantage of the lower road in the early stage, you need to outfit according to different formations. It can be divided into two types of loadouts:
1. The same team or the opponent's jungle baba can be strong and frequent gank before level 6 such as Zhao Xin The prince is busy You can give up the salary outfit and choose 3 green eyes 1 red eye 1 brother blue and a red scan when the other party assists only the salary outfit + green eye + 1 red medicine free eye to go out, it can greatly suppress the opposite field of vision, and it can help your own wild baba successfully after playing the double buff.
gank, secondly, can also protect the development of your own AD and prevent the opponent from playing in the jungle for a long time. But the disadvantage of this kind of outfit is that the economy ** is not sufficient for the opponent's assistance, and the vision control will be slightly inferior to the opponent's, if the opponent is not successfully suppressed in the early stage, it is likely to be in a state of passive beating after level 6, and the hero level will be suppressed.
2. The same team or the opponent's jungler is not controlled by the skill or is hard controlled after level 6 Such as Wei Werewolf Dragon Girl Go out with ancient coins Green eyes and supplies are the most common way to install now, the advantage is that with the ability to jump money, the auxiliary equipment can get up quickly, but the disadvantage is that there are only 3 free eyes with ADC in the early stage, and many ADCs have not yet formed the habit of inserting eyes. This is equivalent to having only 2 reliable eye positions. Can't fully control the vision of the lower road, so that the early down the road.
The gank success rate is higher than that of S3.
Medium-term equipment. The eye stone must still be released, and the totem can ensure that there is a real eye with you after upgrading the true vision, which is used to control the big and small dragons. The choice of shoes depends on personal preference, and the opposite side controls more choose mercury, and generally I will choose five-speed shoes to improve the support speed.
The eye stone must still be released, and the totem can ensure that there is a real eye with you after upgrading the true vision, which is used to control the big and small dragons. The choice of shoes depends on personal preference, and the opposite side controls more choose mercury, and generally I will choose five-speed shoes to improve the support speed.
Later equipment, the legion should have it, and there is the twin shadow, and the rest will come according to the form, and the direction of the net meat will come out.
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The wind girl should be very conscious, the hand speed should be fast, the q and the shield should be timely, and the position of the big move is also very particular.
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Uh....The Wind Girl Mid Lane is indeed rare. The mid lane is generally given to the AP or long-range AD that needs to be developed, which can drive the rhythm of the game, and generally has the opportunity to support the other two lanes in the middle lane or have the opportunity to gank it. Wind girl, many people are positioning her as an auxiliary.,After all, her skill is only Q is an output skill.,As the landlord said, give teammate E can save him, why don't you go down the road with the team's AD to assist him?
After all, the support does not pay attention to the head, and giving the head to those late-stage heroes who need to develop is also more critical to the victory or defeat of the game. As for the wind girl jungler, the idea is very innovative, but it is not as powerful as the auxiliary,
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Wind Girl wastes resources as a pure support hero mid-laner, but no one scolds you? The task of the wind girl is to control the field, protect the dps and pack the eye, the wind girl can't grab resources, when teammates can kill people, you don't want to grab heads, teammates make up for soldiers, you don't want to rob soldiers, of course, you can make up two in the early stage, but when your salary is out, don't grab soldiers, leave the soldiers to your teammates, the wind girl's skills are the grasp of the timing of team battles, and the position of the eye, the wind girl is the most difficult of the four gods, and it is also the strongest auxiliary hero, and the big skill can directly change the victory of a battle, and you need to practice more consciousness.
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Wind Maiden's positioning as a regular support can be described as very strong, and her anti-first ability is stronger than other supports.
Wind Maiden is a hero with a very strong ability to protect the back row, with knockouts, slowdowns, knockbacks, and shields.
To be able to effectively prevent the opposite side from strongly advancing into the second C position, then what we need to do is the main E, secondary W or Q skills.
When the opposite side rushes, use the Q skill to knock it away, and W slows down.
When the C position is damaged or needs to be fought and consumed, give E an absorption shield.
When the opposite side rushes into the body or the C position needs to add health, knock back the ultimate.
There are different protection methods and countermeasures for different output types on the opposite side, but the timing of each skill needs a lot of practice to grasp better.
A level of w, put the clip in front of the monster, and then a down, the wild monster stepped on the clip, became a leopard, w, just like that, there is also a level of Q, you can go to the leopard girl's jungle teaching, practice a few more times.
I don't necessarily recommend you to play Snake Girl Jungler, but if you must play Snake Girl Jungler, then you must not tell others that I taught, remember, Snake Girl Jungler must not play a first-class group, once your teammates don't have time to help you, then no matter how many heads you take, add E or add Q will hurt a horse, the first wild monster try to pull the wild with teammates, don't be so hurt, you can blue open as much as possible, two levels are best to go directly to the second buff, main e deputy Q, once you are turned into the wild, you will blow up half, First out of the dagger of the tracker with two eyes, or the dagger of the blue punishment stalker, don't synthesize a big one first, in order to prevent the blue from being enough, don't first combine the Fu Neng echo, first make a goddess's tears, discuss it with the middle laner, let him give the blue buff to you, and then make a law to wear shoes or bright boots, and then buy a real eye, do it in your own wild area, the outfit is a jungle knife, ice staff, mask, Central Asia (depending on whether the threat to you is great), if the situation is very smooth, do a time in front of the ice staff (not very recommended, It's too much time),Hat,Wear a stick (the opposite magic resistance is not high and the abyss is it),Main e deputy q,W only point one level in the early stage,And then brush it.,If the opportunity is not very good.,Don't go to gank easily when you don't see the opposite jungle.,It's blown up when someone squats back in a wave.,It's invincible in the late stage.,You can also replace the jungler knife with Luden.,That's it.。
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