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Practice with the computer first, the computer will always move in a straight line, calculate the position to tick. Play the computer and watch the butcher Achuan's **, that kind of rhythm must be there, what time control, what time to squat, a few commonly used position points must be learned to use. You must have a good attitude when playing on the platform, don't lose confidence by your teammates after a few words, the butcher hook is inherently unstable and controllable, and beginners can't hook people's common things.
With the butcher, it also depends on the lineup, and the opposite side is more crispy and takes the lead. The opposite lineup is very fierce and shrinks and squats, because if you go to catch alone, it is very likely that you will be counter-killed. The most important thing is that the main role of the butcher is that the early gank is not the existence of a meat shield, and when you bite, you will kneel on the opposite side of a round of fire, and you must play some equipment in the early and middle stages, otherwise you will be quite weak to play.
The mid-term equipment is the magic bottle, shoes, you can go to the fight, the appropriate time to control the charm, the mid-term equipment is the tailwind phase, the headwind prosthetic leg, the joy of the secret method, the challenge, the ashes, the big magic wand, and then the West Wa, Loongson, no one can move you.
As for the blood in the middle lane, how to replenish the equipment, how to hook up, how to fight the pattern, is it yourself, slowly experienced.
Pure hand-to-hand play, ask for points.
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Before level 5, it is obscene, and level 5 should be strong against the lane.
Support teammates at level 6, then hide in the woods or shadows near the lane.
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TF, although it's not very NB, it's okay to abuse the dish.
Talk about the experience. If it is an AP room, the tf of RD to the 1 can be 2 gloves, 2 branches, 2 eating trees, 1 large paste going out, and 1 level of decay in the early stage.
Generally take the middle lane.
If it is a RD room, you can go out with 1 fist glove, 3 branches, 2 eating trees, and 1 large ointment.
If you add points, level 1 rot, level 2 point hook, level 3 hook, level 4 rot, level 5 hook, level 6 large, level 7 hook, level 8 rot, level 9 rot, level 10 magic resistance, level 11 large, level 12-14 all point magic resistance, and the back has been dotted with yellow dots, and there is a large increase.
Don't use magic resistance in the early stage, because even if you kill people in the early stage, and you point magic resistance in the later stage, the power will still come back.
As for the hit rate of the hook, it is up to you to make your own subjective judgment, such as where the enemy hero will go next.
Such a qualified butcher is OK
As for the masters, you have to play the cane, the wind cane. The Sand can increase the cast range of your hook by 600, and the Wind Scepter can defeat the Flashing Heroes such as the Mage and the Queen.
Another little trick is that when you hook a hero, if you are a rookie, you can directly go big first and then rot, because rot will not interrupt the ultimate.
If it's a meat shield hero, such as a dead rider or a mammoth, you can open the rot after the hook, right A. The time is almost up, and you can use it big.
Rotten is not just a murderous artifact, remember, sometimes it is better to kill yourself than to give the head of the person on the other side.
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Just a few tricks The first one is that you must open the corrosion before the hook This is a must The second point is that when you are corroding and slowing down, remember not to be a person, otherwise he will run out of the corrosion range and the slowdown effect will be gone The third point is that after hooking If you don't want to use your ultimate, you can move the hook in the direction you threw it at the same time, so that you can jam the enemy's position Then m the enemy If you don't understand it, then you have to study the role of the A and M keys of Warcraft.
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TF hook don't point people, or the distance is not short, if the hook is not good, people can consider the first big in the hook, you can also go to play fat hook first, I heard that you can practice TF
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One hook, two burns, three bites. Or out of the stealth axe, double knives, crazy mask, easy to grab alone, just burn + bite directly, hook if you don't die. Remember, don't get stuck in the corrosive process, and don't attack others. It's best to have a shortcut button that is easy to press.
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Let's take a look at the strategy and video teaching, Ah Chuan played very representatively.
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I really don't understand this.。。。
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1: Challenge (The butcher's strength has grown high.,The 250 points of blood out of the vanguard are not enough to burn for a few seconds.,It's not meaningful.,The butcher is mainly gank and doesn't single-handedly pick up the vanguard that resists the damage is also dispensable.。。。 It is recommended to challenge, this should be the first medium piece after the butcher finishes the shoes.
The first challenge can reduce the damage to yourself and increase the output in disguise. Second, the general mage is the main force in the early stage, and taking on a challenge can reduce the damage, increase the success rate of the gank and your own survivability. As for what you said about Lincoln, I don't recommend that first, the cost is high, and the butcher expects to kill people in the early stage, and he has to come out with flying shoes, and he has to make up for demons, and he has to support blood.
It's really a sac that makes which base is shy. Besides, the butcher wants to kill with one blow while people are not paying attention, and that spell resistance is a bit of a chicken for him. Generally, the butchers are targeted by those crispy and agile mages and the like, and no butcher will have nothing to do with people and horses. . .
Generally, the early mage agility is a set of consecutive deaths. So Lincoln is very impractical for the butcher, and with that money, you might as well have two more pendants, or bracers, and two more hooks...
2 Depending on the situation, decide what shoes to come out of, and if it is more headwind, it will be out of phase, and if it is downwind, it will be out of flying shoes. Headwinds certainly require attributes, positive gank, to turn the tide. But in terms of the significance of the slow war and the expansion of the advantage, he is indeed inferior to flying shoes.
Do you know the global stream? Through it, you can get a general idea of the strategic significance of flying shoes.
3 It's better to be out of the heart. The butcher's strength growth is relatively high, and there is quite a lot of blood, and now the heart is added by a percentage, and the later stage is mainly a team battle, and the butcher is converted from gank to half meat and half gank So. It is more necessary to be cautious in blood.
Blood essence is also a lot of money. It is estimated that it will be in the middle of the term, and the reason is more similar to Lincoln, and when you come out to kill, the best time to save energy has passed. It's even less satisfying.
In the early stage, if you are afraid of the devil enough, how good it is to come out with a magic bottle... How good it is to be able to control the character and mix the line...
When the other party wants to mend the knife, like a soldier without blood, regardless of the positive and negative, it is easy to judge the position, practice this, it feels very natural to go around the field of vision woods, distance and so on, practice more can be the last point: a good butcher is not hooked every time, he will definitely be able to hook the hook, and he will lose a lot of opportunities.
When you encounter something like a butcher tiger girl, it's the best way to dodge, just watch him hook and walk away. Eyes stuck in the woods, on the river, it doesn't cost much. It's all one less death.
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