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Cards, mechanical pioneers are too rubbish ps: you can all low-end innings on Victor, card teammates don't give you a chance to fly.
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If you're very good at it, the high-end bureau is almost two, and the low-end bureau is still not to use cards, because don't want your teammates to cooperate with you, teammates don't cooperate with the fly is also white flying, and you may also give people heads, sometimes when you need to push, teammates won't understand you, say that you have a single line with hair, and you don't come to the group, and then people on both sides are wasting time in the middle of the road, and you can't fight.
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Although I have a natal card, I have to say, Victor damage**, but the card has a strong ability to wander, depending on whether you like support or development.
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Decisive card, WQA instant** seconds off 6 gods full of blood Mondo.
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Cards, yellow cards plus Q, crispy dead flesh, you Victor E's quasi-I didn't say. The card also has a support.
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The card wins in the wandering support, and Victor wanders a little closely, but the damage is high.
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The card supports the flow, and three hands go up to do it. Play whatever you like. There is no comparison.
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If you want to have a rhythm in the early stage, the cards are the first choice, and if you want to output in the later stage, you can use three hands.
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Card, Forerunner of the Machines is too rubbish.
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The cards are fun, because Victor plays too much, likes to play support with rhythm, and plays a lot of cards.
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Cards, cards can be farmed and supported, how can the pioneers compare.
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The AP bonus is particularly high in the late game.
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Card bar,Can AP can AD,Assist jungler on the single,The existence of a panacea.。
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The decisive card Victor is not good, and it is not as good as the card.
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In fact, it's not easy to practice.
The W group control of the mechanical pioneer needs to be predicted, and there is that ray, which is not easy to control.
Burning Man is just looking at Q's hit rate, and this is the guy he eats with.
Personally, I highly recommend Burning Man, there is no virtual hero in the middle single, even if you can't kill the opposite side, the opposite side doesn't dare to be hard, because Burning Man has a strong anti-killing ability.
A set of EQWR+ ignited combos that take almost anyone.
Team battles are more comfortable, with Central Asia, RAW combos, Q live main output, and your teammates can quickly solve everyone on the opposite side. I've been playing with fire since level 6, and I know very well that if the opposite side is very disobedient, and it's still piling up, it's a matter of seconds.
The disadvantage of the fire man is that the CD is a bit long, it is recommended to control the blue buff, + blue medicine, reduce the CD time, and move well, the fire man is the first round of outbreak in the team battle, very, very fierce.
At the end of the day, the core is Q, practice more. When you are a novice, you can set Q to smart casting, which greatly increases the hit rate, and when you reach a certain level, you can cancel only casting, Q who is stunned.
In addition, the fire man is very afraid of the flexible hero, because Q can't stop, so he can only rely on W's consciousness to see if he can get rid of the other party in seconds.
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Decisive Burning Man Now many newcomers are practicing with Burning Man Mechanical pioneers can't do it Don't think about it Pay attention to Burning Man's skills Q is very critical Generally E hits him and then Q faints and then immediately W Fire Pillar beats him This set is very ruthless.
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Machinery is not very popular in the United States, and the fire man is very good, and the explosiveness is very strong, but it also needs to be predicted.
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I'm speechless upstairs, and I can see from your answer that you're just proficient in playing the fire man, and you don't know how to play the mechanical pioneer at all, so don't say that the fire man is better than the pioneer, if you don't believe it, you can practice the two and see who is better.
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It's hard to play and not easy to operate, and it's a mechanical handlebar to visually inspect.
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It's not easy to get started, you like to be a group control mage and play with machinery, and you like to play with fire if you like to kill a large number of people in seconds.
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LOL Card Master and Mechanical Herald are good in Ranked Play for the following reasons:
1. The mechanical pioneer has a useful advantage when aligning the line, and is able to suppress the opponent's AP development.
2. The consumption capacity of the mechanical pioneer e skill is very strong, and it can play a great role in the later stage.
3. The Mechanical Pioneer W skill has range control, and the R skill has range damage, which can hit a high level of damage in team battles.
Card support is fast, able to quickly support teammates in the early laning, and the mechanical herald has stronger teamfight ability, which is more useful in late-game teamfights.
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First of all, both are tactical heroes.
As a mid-lane AP, the card has a strong ability to clear the line, but it is very easy to be killed alone, so try not to take the initiative to play the card, try to be obscene when the jungler does not come, and reach level 6, under the condition of ensuring the safety of the line, fly directly up and down the road, and help the team play an advantage.
Rambo, as a high-damage top-laner AP, has the potential to end the teamfight directly with a perfect ultimate.
If you're conscious enough, it's better to use cards than Rambo.
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This depends on the lineup, if there are many heroes on your side, the card master can quickly teleport to fill the position.
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Three hands (mechanical) is better, but you have to pay 10 points to your position, and E should be good. The early support of the card is not good. Late **, three hands you can consume.
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It's all right, depending on which habit you use.
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
Well, explorer, but I think the cards are easier to play.
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