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Cultivation Atrophy As long as you know how to flop your hands. Super fierce.
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If there are teammates who attract hatred, concentrate on adding strength, and directly hat and magic through the staff and the abyss. If not, let's get the Staff of Time. It's better to have a hero like Kieran.
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Have you ever seen a Dream Demon ultimate move that you use Card Master to oppose the side?
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This is my reply to a person, you can take a look.
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Go out with 1 shoe, 3 blood bottles.
Replenishment in the early stage: Law wears shoes, 2 Dolan, and has the money to produce ice sticks.
Next out: hats, binoculars, and the abyss can be selected.
It's casual in the later stage!
How to move: mid-laner, crazy replenishment. There is time to collect a blue buff
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The main Q, the secondary W, the little E, the big point is big. e There is a point that must be pointed out in the early days.
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I prefer to go out of the attack speed ap stream.
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1. Generally speaking, it is better to wear the method, because the opponent's magic resistance is low in the early stage, and the use of runes can establish an advantage in the early stage. The following picture shows the runes of the DOPA cards.
Red: Spell Penetration x9
Yellow: Growth HP x9
Blue: Magic Resistance x9
Essence: Movement Speed x3
2. The DOPA card talents are as follows.
The talent used by the cards of the dopa is this set of 21-0-9, first point out the cooldown reduction, reduce the CD to make the skill turn faster, and then point out the butcher and feast, which can not only improve the ability to replenish the knife but also provide blood return to blue when replenishing the knife, so that the early endurance of the card is better. Then point out the insight weakness, you can increase the damage of your teammates when you support the card and when you fight in a team, you must point to dangerous games, and now almost all heroes will point to this, because the cost performance is very high, and after participating in the kill, it will return to the blue, and sometimes it will save a life. Then point out Arcane Blade, as the card's W skill can trigger this talent, which can increase a lot of damage.
There is nothing to say about the general system, these three things are very needed by the card, and movement speed is the most needed.
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Essence The movement speed is too expensive to a 2050, 3 on 6150, hurt, I want to buy it, but it's a pity that the wood is rich! Red magic wear, yellow growth life (no money to fix the armor), blue fixed magic resistance (the card is very brittle, and the middle lane is against the mage, like Annie Raven Snake Girl A set of you will wash and sleep) Essence 3 movement speed. The fixed armor I used for AD fixed magic resistance, and the card was used.
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It depends on how you get used to it, if it is a strong law, there will be a good suppression at the beginning.
If it is a law to wear, there is no advantage in the early stage, but the advantage is reflected in the later stage.
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Red method wear (mages use this, no suspense).
Yellow growth health (card crispy, to pile up some blood, of course, you can also change to magic recovery) blue magic strength (mages use this).
The essence is strong (if possible, you can use movement speed runes, so it is more elegant to play).
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The card is an AP-type hero, and I think the belt is strong.
The higher the magic strength, the higher the damage, and the spell penetrates, then a void stick is enough, it doesn't have to be too high, otherwise there is no output, look at the opposite outfit and then decide. When the law is strong, the necessary ingredients to be output are not too much, right?
Please adopt, thank you!
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The law is strong, and the law is more suitable for high-explosive AP.
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The law is strong, and the rune is the advantage in the early stage.
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Big hats, time, dark fire, law wearing shoes, law wearing sticks, cults
High Burst Mage,The key lies in the half-map ultimate,Ambush gank's good hand plays well,Invisibly quite one more person in your team,The disadvantage of the ambush in the early stage is that it is brittle,Difficult to play,The wrong card selection almost doesn't work,You need to grasp the timing well,Novices should never play。 >>>More
It depends on how you choose, the red card slows down, the clear soldiers are first-class, because it is a range, the tower also has a splash effect, the blue card plus the blue, the blue is not enough to use it, and the beating is also the most painful of the three cards, with the 3 skill card tricks to hit people more painfully, the yellow card is dizzy, and it is best to keep people, whether it is a must to chase or escape, it is also the most commonly used. The same should be combined with your big move and the situation on the field to judge, especially when the team battle is very intense, because people can not wait for you to slowly cut the card, so the luck component is also mixed in it, in case of jumping out of a blue card is a tragedy, so it must be obscene, the card is to wait for others to play a skill down and then go up, play crispy, no matter what card will have a great impact on the other party, I wish the landlord card to play better and better, my cards are often abused, and now there is a certain experience in the battle. This is my personal opinion.
Rookie Bureau: Scouts are powerful ADCs, and the cards belong to a half-crippled person. The scouts won. >>>More
Generally speaking, it is better to be a fire man, with strong bursts, easy to use, high damage, and a pretty good performance in passers-by and sanda. >>>More
None of the cards can be crafted.
Can only be obtained through purchases, clan requests, or by opening chests. >>>More