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I play Carl without changing the key, and the Karl skill is not bad to use, qwer 4 together. After finding out the skill. I think except for the Y of QQQ [rapid cooling], it is not easy to use, and the others are easy to use.
There is no need to change the skills at all. You're going to change the keypad. "This key can be used.
Also, Carl who plays DPS is not very good. Didn't out bkbIt is easy to be seconds.
Out of bkbI can't get on it. So waste wood.
Personally, I feel that people are barely okay in the shade of passers-by. It's easy to reimburse a little bit of targeting. Therefore, the skill of z is generally not used by yourself.
Use it well for teammates with high DPS. I hit Carl and also like the main fire. But I'm a para-ice.
Ray I'll just add one. Only two more hits were added in the early stage. Generally, a prosthetic leg, a jar, and 2 pendants, it will run a cane.
What is popular on the Internet right now is Ice Thunder. Actually, it's also awesome. But I think.
Fire acts on damage. The power is also very high in the early stage. However, Carl of Ice Thunder is indeed more floating.
Carl actually doesn't need to remodel. The keypad looks like it's okay to change it. To be honest, I don't change my keypad.
See people like grass,
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3 4 Space C key in the lower left corner can be operated with 4 fingers at the same time.
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1. EEE: Scorching Sun Impact.
2. EEW: Chaos Meteorite.
3. EEQ: Forge Spirit.
5. QQE: Ice Wall.
6. QQW: Storm hurricane.
7. www: electromagnetic pulse.
8. WWE: Smart and fast.
9. WWQ: Ghost Walk.
10. QWE: Super Shock Sonic Wave.
11. Q: Ice.
12. W: Thunder.
XIII. E: Fire.
Carl is a new hero (a returning hero who was previously known as a god in the old version) in the Dota version of the multiplayer real-time battle custom map based on Warcraft 3: The Frozen Throne, and is a summoner and invoker named Kael.
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There are 10 of them:
1. Rapid Cooldown [QQQ] [Y] freezes the target, and the target will be stunned and extra damage when it is damaged.
2. Ghost Walk[QQW] [v] Stealth to reduce the movement speed of yourself and surrounding enemies.
3. Wall of Ice [QQE] [G] Creates an ice wall in front of you, causing the units in the ice wall to slow down significantly.
4. Agility and agility[www] [Z] Infuse surging energy into an allied unit, increasing attack speed by 40% to 160%.
5. Hurricane [WWQ] [X] Unleashes a tornado that moves forward, sweeping enemy units in its path into the air.
6. Electromagnetic Pulse [WWE] [C] Accumulate electromagnetic energy at the target location, dealing damage and depleting mana within 4 to 2 seconds**.
7. Sun Flame Impact [EEE] [T] summons energy to fall from the sky, dealing damage after seconds. Cast range: full screen.
8. Forge Spirit [EEQ] [F] Creates 2 Fire Elementals, which have orb damage, and each unit hit by Fire Elemental loses 1 armor point.
9. Chaos Meteorite [EEW] [D] Summons a meteorite that rolls forward from 500 to 1550 to deal damage to the enemy.
10. Super Sonic [QWE] [b] Deal a blow to everyone in a line, first reducing 280 HP and then backing off.
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1. EEE: Scorching Sun Impact.
Assign a maximum of 450 damage to a map-wide area.
2. EEW: Chaos Meteorite.
Summons a meteorite to roll forward with high AOE damage output.
3. EEQ: Forge Spirit.
Summons fire elf units, which reduce the opponent's armor by one point per attack, and can also be used for exploration.
Gives the opponent a status in which each attack is stunned and deals damage, which can be used to kill chickens and break the ointment.
5. QQE: Ice Wall.
Summons a straight fridge that slows the opponent's movement speed and deals a small amount of damage within the range of the ice wall, which can be ignored by BKB.
6. QQW: Storm hurricane.
Summons a hurricane to move forward, blowing opponents to the ground, dealing damage.
7. www: electromagnetic pulse.
Summons a thunderball that expands and finally detonates the magic of 400 to the largest opponent and deals 1 to 2 damage.
8. WWE: Smart and fast.
Assign a status to a specific ally or allied unit, increasing attack speed and attack damage after opening BKB.
9. WWQ: Ghost Walk.
Instantly turns the summoner into invisibility by 200 and reduces the movement speed of enemy units within a certain radius.
10. QWE: Super Shock Sonic Wave.
Strikes a wind blade forward, causing enemy units to lose physical attack, but can use skills, knocking back enemy units for a time that cannot use skills, and deals damage.
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Main Skill Ice (quas) shortcut: q Each level increases the summoner's health regeneration rate by 1 point and seconds per cast. At level 7, it does not require any other items to be cast 3 times to provide 21 seconds of health regeneration.
Thunder (WEX) shortcut: W Each level increases the summoner's attack speed by 2% and movement speed by 1% per cast. At level 7, casting 3 times increases the summoner's attack speed by 42% and movement speed by 21%.
Fire (EXORT) shortcut: E Each level increases the summoner's attack damage by 3 per cast. At level 7, casting 3 times will increase the summoner's attack damage by 63, which is very good!
Elemental Summoning Shortcut: R Combines the essence of the currently controlled elemental to form a new skill for summoners to use. The type of new skill depends on the proportion of the three elements of ice, thunder, and fire in the fusion process.
Rapid Cooldown[QQQ] Shortcuts: Y Wall of Ice[QQE] Shortcuts: G Ghost Walk[QQW] Shortcuts:
v Agile [WWE] Shortcut: Z Hurricane[wwq] Shortcut: X EMP[www] Shortcut:
C Sun Impact[EEE] Shortcut: T Forge Spirit[EEQ] Shortcut: F Chaos Meteorite[EEW] Shortcut:
D Shock Sonic [QWE] Shortcut: B
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Currently only 11 platforms have this feature.
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Can't Calche skills need the three elements of q w e.,Can't change the key directly.,I play no one to change the key! When I finished Carl, after a battle in the middle and late stages, the APM was between 380 and 400, and I could release all the skills in a team battle, except for the fire man, which was useless.
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I guess I can't, it's okay to play familiar ones.
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Renovation is impossible. Unless you use a script. But it's like g.
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It's also copied: I'm not a Carl master, but I'm definitely a Carl fan, from the Carl Fire Thunder genre that didn't have 10 points of full attributes, the 441 genre to the Ice Thunder genre with each ball with additional attributes, and now the weakening of Ice Thunder Carl, I've experienced it. It was very painful to learn at first, and I practiced so familiar skills that I often couldn't cut through with real people.
Grow up slowly and sufferingly.
1.The main thunder and the secondary ice are the ice and thunder streams of the first level of fire. Strong mixed lane ability in the early stage (puck regeneration), strong mobility (thunderball plus attack speed and movement speed), and good control ability.
But this style of play lacks explosiveness, blowing wind and thunderstorms are now weakened a lot, and teammates are okay if they have outbursts, otherwise it's just soy sauce. If it is opened in the early stage, it can also be transformed into physical output in the later stage. Equipment A account is the core, other optional war drums, blowing wind asters (this style of play will be more lacking in magic), villain book (ice wall and rapid cooldown can make their output ability extremely strong), jumping knife (jumping knife ice wall villain book hit the opponent off guard ps old version of the ice wall ignores magic immunity too imba).
2.Fire card: Main fire and secondary thunder first-class ice. Such a Karl is a DPS fight, and it has a strong physical attack (agile and fast) and magic burst in the early stage (Chaos Meteorite + Ultrasonic or Rapid Cooldown Skyfire with high damage is now divine damage).
The equipment goes through the output stream.
3.Full period card 4 fire, 4 ice, 1 thunder, followed by 1-2 levels of thunder, then continue fire and thunder, ice finally rises. This style of play has control and bursts.
In the early stage, it can realize combo blow + meteorite + ultrasound. Even good can deal 1000+ damage. In terms of control, the level 4 puck brings a good effect of rapid cooling and ice walls.
This style of play can make up for the lack of low movement speed of thunder, increase combo bursts, or push and push. It is also a good choice to get out of the account as soon as possible.
Of course, in the early stage, Carl still has to practice more skill switching, and cutting out the skill is the first step. You can search for a lot of more detailed strategies, so I won't copy them to you.
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I also love playing Carl and it feels super floaty. But I don't remember the skill set.,I remember the skyfire meteorite rapid and electromagnetic pulse ultrasonic (haha, I like the thunder and fire system) so I saved this picture on the computer.,Easy to switch out to view.。。。
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When playing dota, choose Karl, and then hit -il.
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NextGaga Reconstruction Assistant This allows you to directly press the skill key to cut out the Karl skill.
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I recommend you to go to Ice Thunder Fire **There are strategies of various genres There are sh4y gods in charge.
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LZ: Remember that there is never a set way to play any hero in Dota. All refer to the situation.
Carl can first cut the blow and cool down quickly 3 thunders on his body. After the wind blows, r directly connects to the thunderstorm. Then wait for your teammates to go up and pick up Y (rapid cooldown) and then cut QQE (ice wall) to keep people. You can also pick up a meteorite in the middle and then blow the wind.
High-end 1 some post-cut blowing and ultrasound. Thunderstorms, Rapid Meteorites, and Agile and Swift Ice Walls are all based on the situation, and it is important not to lose skills rigidly!! Pure hand play to ask for points.
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Since you ask this, you must not have used it much, then you must use the Ice Thunder Card, the fire and ice need to be operated by multiple units, and you have to put the sky fire support, and the team battle goes forward and puts the ice wall, which is more ...... test the positionFire and thunder are ......Don't think about it.,There's no control if you don't reply.,DPS can't beat the enemy when it's installed.,Void or something.,So it's still ice thunder.。
Ice and thunder are on the point, and there are big points and big points (needless to say).
Go out to buy chickens (low-level passers-by generally don't buy them, and besides, if you buy them, how embarrassed are they to grab them from you).
2 big medicines, 4 branches, go in the middle, mix the line, consume with the opposite side, consume people into dogs, if your teammates are too rubbish, you can't hold down the upper and lower roads, let Shuangyou come to catch you, basically don't have to play, but on the line, you won't suffer, farm out the phase war drums and fight it (I have about 13 minutes phase war drums) If there is a double f or something, you can also catch it early.
In the early stage, I hurriedly used JJ to transport shoes, and once the other party wanted to come to VT me, but I threw a soldier, and I still had a lot of blood left, and immediately blew wind + thunderstorm, and cut a rapid cooling, a he, and couldn't catch up with ...... when he almost diedIn fact, I had more than 1,000 yuan at that time, and I forgot to transport my shoes ......
After the phase war drums, if your teammates can cooperate, you can push and push, and if you don't cooperate well, you will get out of the aster (you can kill alone), at this time you fight violently, money is not a problem, and the ...... is swishingBasically won ......
If the other party has a late stage of rising in the cracks, he will come out with a sheep knife, and the sheep will be his own.
Blue Stick? Don't make this joke, it's too much, and it's basically not needed before level 20 of the Ice Thunder Card.
Q: What about level 20?
A: Win. Q: What if you don't win?
A: Losing soon.
Q: Why?
Answer: Relying on the assistance of the mage alone can't bear you to go to the high, there must be a late stage, if he doesn't bkb, it can't stop you from going to the high, when you are level 20, you are already before, people can already cut you as vegetables in the later stage, and make a hairy ......If it's a TB water man, you go to the high, just break the road, he directly knocks out the two highlands of you alone, and then TP comes back, as soon as the BKB opens, you ...... in seconds
The above situation is based on the fact that you have not won if you don't abuse the spring, and if a bunch of people go to abuse the spring, it is a different matter.
ps: It is recommended that you use the change key to change the keypad 7 and 8 (anything else is OK) to correct the space and z (the ice thunder card does not use z, and it is convenient to change the props), because push push and sheep knife (mainly push push) need to be reflected, for example, you break the high ground, the opposite hero wants to put an aoe, you push, he comes, and the group beats it!
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Ice Thunder Card is relatively simple, do not blow the wind, can not be the first to use as a retention.
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Memorize Carl's skill set and learn more.
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I recommend a very violent genre to you Not suitable for use in the case of controlling more and playing cw It is the thunder fire to the point The main thing is ignition Make up a level of ice at level 4 or so It is convenient to rub a stealth escape at any time Phase or prosthetic legs can be out and then go crazy bkb mkb== It's very fierce in the early stage When you smash a meteorite and rub it smart and fast Give yourself a crazy start a mess A fall down Of course, if you are controlled or beaten by a doppelganger like a monkey It will be more tragic Not suitable for cw As long as you have confidence in your level After getting acquainted with this style of play, among the flowing passers-by, you will shine
I don't play much, but I can briefly tell you about it, the current mainstream genre, there are only two, the first kind of ice thunder card, suitable for all players, rookies, veterans, the main plus ice thunder, the line, gank just rely on a rapid cooling, there is output, there are restrictions, the magic is sufficient, and it is generally better to take a blow, the main thing is to blow the wind and thunderstorm first, and then shake two skills depending on the situation, the fireball is generally a little bit out after level 6, and the skills can be cut, and finally the point is full; The second is the fire card, suitable for veterans, requiring sharp operation, excellent consciousness, and to play strongly, igniting fireballs and increasing attack power, so the mending knife is not worth anyone, but also can spare time to point people, be sure to press the opposite side, fire card level 2 has a key skill, sky fire, full-screen damage, make it very sharp, if there are two reliable teammates, one blood is very easy, so that the fire card relies on attack, and the sky fire to get two advantages, and then when it comes to gank, meteorite, sky fire, Powerful attack is a nightmare on the opposite side.,This kind of Carl's style of play is just two words "strong".,In the middle of the game, there must be a small fire demon around you for a long time.,Push the tower.,Reduce defense.,A good B.。
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