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What you are talking about dominating the wild should be the ancient wild! The Ancient Wild of the Guardian Scourge, you can use the beasts at your disposal to pull the wild during the day, usually at 52 to 54 seconds at any minute during the day, and the success rate is relatively high during these time periods. Normally, the choice of wild monsters is also a bit particular, and it is best to use the Troll Net Monster (ranged attack), the sixth-level satyr (with an aura to regenerate health), followed by the Centaur and Papa Bear.
After you've pulled 4 waves of monsters, change the time slot to 50 seconds for any minute during the day if you want to continue pulling. Basically, when there are 6 or 7 waves, you have to clear it once. In the case of a charm, it means that the even-numbered minutes of the game (including 0 minutes, i.e. when the game starts timer) will randomly farm the charm on or below the river.
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If you dominate the field, you mean pull the field, that is, pull the field away at 51 seconds, don't have the field of vision of the field, it's easy, and the control will be easy every 2 minutes, and the f skill will be brushed, and if you want to insert an eye on the upper f or the eye on the lower f.
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1. First of all, reach the location of the Ancient Wild. Get ready.
2. When the time is 53-55 seconds, attack the monster, so that the monster will come out, and then quickly retreat and stay away from the wild spot.
<>4. Every wild point in Dota 2 can be pulled, and the auxiliary must grasp the resources; Ensuring that wild resources are not wasted is the key to success.
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1. Scourge counts the first wild point from left to right: When the time is 21 seconds 51 seconds, provoke the monster and run to the exit in the upper left. (It is recommended to pull at 51 seconds, you can pull to Shuangye, and you can quickly consume the minions you pull).
PS: Run to the mouth above the river on the far left, for 25 seconds 55 seconds, enraged creeps can pull the creeps of the Scourge; At 17 seconds and 47 seconds, Enraged Creeps can pull into the Guard.
2. Scourge counts the second normal jungle from left to right: when the time is 13-14 seconds 43-44 seconds, provoke the mob and run directly upwards to pull the Scourge creeps.
3. The guard counts the fourth normal jungle point from left to right (the point closest to the bottom): At 16 46 seconds, provoke the monster and run to the entrance of the woods a little to the right directly below, which can pull the guard creep.
PS: There's a tree in the middle of this mouth.,It's much easier to cut or eat it with a replenishing axe.,If it's a level 5 centaur.,It's recommended to anger the monster at 15 seconds and 45 seconds.。
4. The guards count the first wild point from left to right: when the time is 0 seconds and 30 seconds, the enraged monster keeps running to the left, and you can pull the guard creeps. (This one is a bit harder to pull, the remote is a little easier).
Pull the double wild: at 53 seconds, provoke the wild monsters (including the ancient wild), run out of the brush field point 800 yards (the brush field point has no eyes, players and other interference) in 0 seconds will brush another wave of wilds, plus the wild monsters you pull out are two waves, this method can be used repeatedly, pull the wave.
PS: After the 3rd wave, you need to anger the monsters in 51 seconds, because there are too many monsters in the back, and it is easy to crowd there and not be able to escape.
Tips: 1. During the day, you only need to get close to the wild monsters to make the wild monsters angry, and at night, except for the wild monsters that are exempt from the magic monsters, the other wild monsters are sleeping, and you need to attack one of them to provoke this wave of wild monsters.
2. After enraging the creep to run in the direction of the creep, and seeing the creep and the creep meet, you can run back again to provide vision for the creep. Because creeps will go back when they reach a certain distance, some terrain can easily cause creeps to lose their vision when they go back, causing them to fail to pull wilds.
3. Rational use of the axe to clear obstacles, expand the field of vision or shorten the distance of the field, can make the field more efficient.
4. When pulling enemy creeps, you can directly take them to the wild point to anger the mobs, and then run out of 1000 yards to make the creeps and mobs lose their vision, and they will pinch themselves.
5. If you don't grasp the timing in the process of pulling the wild, you can stop moving when you are close to the creeps and let the mobs attack you, at this time, if there are free creeps within 400 yards of your own nearby, the creeps will also be attracted to you.
There are also some detailed techniques that consume your own minions to suppress the experience on the opposite line, such as pulling a wave of double wilds first and then pulling minions or a wave of pawns pulling two wilds, which requires you to slowly ponder more on this basis.
After becoming proficient, it will actually be much easier to look at the minimap lane to pull.
Happy Dota to you
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Pull the wild is to better control the lane and make the team gain more experience in the early stage, the map of 51 is usually the lower lane of the guard and the upper lane of the scourge to pull the field, these two lanes are the advantage of both sides, when the hero in the middle lane reaches the level of about level 6, the control line can make the lane closer to the side, and the opposing hero must stay away from the opponent's tower if he wants to mix experience, and make it easier for the hero in the middle lane to cooperate with gank to catch people.
Usually if there is a melee and a long-range hero along the way, it is generally a melee hero to pull the wild, long-range mixed line, if the line is too close to the self-side 1 tower when it is recommended not to pull the field, on the one hand, the tower is going to be damaged, on the other hand, it is easy to be found by the other party that you are pulling the wild, easy to be caught.
ps:By the way, pull down the wild tips.,When the soldiers are in the second tower, the field under the guard comes in from the gap in the woods on the right to pull the field is just right.,After pulling it, eat the tree in the middle of the forest above the field point.,You can pull the field of the wild point above.,After that, you can also go and pull the field of the wild point on the left.,This is the most that the guard pulls down the field.。 Natural disasters on the road can also be pulled after pulling the left field over and clearing it together.。。
Then ps:Actually, you can consider brushing the wild before pulling the wild.,Brushing the wild is to pull the monster out in about 55 seconds.,And then the wild point will brush the next wave of monsters.,At this time, there are 2 waves of wild monsters in a wild point.,If you have a strong AOE (range magic damage) you can clear 2 groups of wild monsters at a time.,Get double experience and money.。
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There are generally 2 kinds of wild guards can only pull one wild point Natural disasters can pull 2 wild points When the pawn is almost past the second tower, 2 to 3 seconds can lead the wild monster to go out When the wild and the pawn collide, the hero should go to the wild monster point at a speed to open the vision of the soldier Otherwise, if there is no vision, the soldier will not follow you If you are a melee hero, you should be careful of little Rosa If the wild monster is a small Rosa, you must attract the wild monster in advance When the soldier passes through the 2nd tower for a second, there is also a wild shop in the natural disaster that can be pulled It is the big wild point closest to the guard on the road The one that will farm the level 6 monster To pull this wild point, you have to wait for the pawn to reach 1 to attract wild monsters, and often the pawn will also open the field of vision to the pawn after pulling it.
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As soon as the wild monster comes out of the forest, it will automatically go back.,The general pull of the wild is to pull the wild to the tower of the lower road.,The soldiers will help you fight just when they get there.,Just pay attention to replenishing the troops.。 Also, like Xiao Lu, you can control a high-level wild to help you fight!
Pull the wild is to better control the lane and make the team gain more experience in the early stage, the map of 51 is usually the lower lane of the guard and the upper lane of the scourge to pull the field, these two lanes are the advantage of both sides, when the hero in the middle lane reaches the level of about level 6, the control line can make the lane closer to the side, and the opposing hero must stay away from the opponent's tower if he wants to mix experience, and make it easier for the hero in the middle lane to cooperate with gank to catch people. >>>More
There are also some capable heroes who can fight the jungle with one more way to eat more experience, and go to gank or the late stage of Naicao such as Medusa, one person is better than two people to divide the money. In the case of pulling the wild, it is to lure the monster to the lane, and then the soldier will go to the jungle, so that the opposite side will not have experience, and you can get more money and experience (monsters). Usually 14 seconds and 44 seconds to fight the wild monsters, they will come to fight you, and then the pawn will fight the jungle, if it is Xiao Sa (who will purify) to pull a second earlier. >>>More
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Brush the charm once every 2 minutes (only the charm of two runes will be brushed if it is eaten), and the wild monster will be farmed at the beginning of 30, and it will be brushed every minute after that! Monster farming is within 600 range, and no humans, wild monsters, bones, and other units will be farmed.
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