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Abyssal Lord. He's a power hero, but he's a power mage, so to speak.
Equipment and +-point methods depend on how teammates and the opposing hero are matched.
The status of the Abyss Lord is semi-dominance or meat.
The + point way to swipe money in the middle is:
Fire Rain, Yellow Dot, Fire Rain, Yellow Dot, Fire Rain, Yellow Dot, Fire Rain, Winding, Winding, After Skill Upgrades depending on the situation.
This practice is mainly a school of brushing money, first flying shoes and then quickly out of the sheep knife, and then the equipment depends on the situation.
The purpose of the early yellow point is to have enough magic skills, and the advantages are: you don't need too much supply equipment, (Tantra, Macon) The early situation allows you to go out of the door with a magic cloak (150), 3 branches (171), 2 small magic water (100), and 2 groups of eating trees (180).
Pay attention to the position and awareness, the middle lane is absolutely fast.
The equipment depends on what your hero needs, and you can even fly the bleeding essence and big root behind the shoes to grab people's heads.
In short, playing money is fast.
Coordinated play on the wings.
The rising point is Fire Rain, Winding, Fire Rain, Winding, Fire Rain, Winding, Fire Rain, Winding, and then there is a big upgrade, a yellow dot and the rest of the skills depending on the equipment.
This yellow dot ascension method is a serious lack of magic, so it is necessary to make a secret method or tenacity, and it is still the same when going out in the early stage, but you can change the cloak into a ring to facilitate the secret method.
This skill upgrade can make the largest DPS and control effect in the early stage, once there is a full control of the hero, I think it can be 5 kills.
However, the consequence of the lack of magic in the early stage is that if you can't kill people in the early stage, the money will be ganked, which will cause a situation of weakness in the middle stage, and the focus is on cooperation.
The Abyss Lord's style of play can be very comprehensive, mainly depending on the lineup and cooperation of his teammates.
If necessary, you have to pack chicken and eye bags after swiping money in the middle of the road.
The Abyss Lord's costumes are Blood Spirit, Shiva, Sheep Knife, Flying Shoes, Radiance, and Dragon Heart.
The auxiliary equipment is shoes (phase shoes or flying shoes or phase shoes), Macon, Tantra, sheep knife (or blowing), Lincoln...
DPS Outfit: Red Scepter (commonly known as Big Root, preferably level 5), Blood Essence, Saddan Evil Power, Berserk, Flying Shoes, Assault.
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The Templar --- Tough Ball--- Shoes--- Flying Shoes--- Blood Crystal--- Sheep Knife--- Khiva ---
First fill 1 and 2, some are bigger, then 3, and finally yellow ones.
If it's CW, you have to give money to DPS, be responsible for J, plug in (because you have a lot of money) If it's a field war, then it doesn't matter, crazy brushing money, grabbing money, and then crazy out of equipment, equipment can get up soon, it's awesome.
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The abyss is big meat, and the early stage is mainly to oppress people. Equipment is some of the control.
Skill chases people when putting tombstones, and then rain fire. The ultimate is placed on the corpse.
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The 2nd and 3rd floors are detailed enough
I'll just casually interject that the Abyss's ultimate is to return to the city, and you can take friendly heroes back.
And as long as you cast the ultimate, even if you rush into the enemy army and get beaten by the group, as long as the time required for the ultimate, immediately return to the place you just designated
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The main thing is to match with other heroes.,If you play well, it's going to be very good.。
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It's hard to answer you This abyss usage is very varied.
You're going to have to say how to play.
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There is this hero in dota1.,dota2 just out of the abyss lord won't change the skill for the time being.。
Firestorm (f).
Firestorm. Summons 6 waves of firestorm to attack all units in the target area. Each storm deals initial damage and subsequent damage over time for 2 seconds. Deals 50% damage to buildings.
AoE: 400
Cast Range: 750
Level 1 - Deals 25 instant damage and 5 seconds of damage over time. Consumes 100 mana.
Level 2 - Deals 40 instant damage and 10 seconds of damage over time. Consumes 110 mana.
Level 3 - Deals 55 instant damage and 15 seconds of damage over time. Consumes 120 mana.
Level 4 - Deals 70 instant damage and 20 seconds of damage over time. Consumes 130 mana.
Concentrate. Damage Type: Magical Damage.
The Abyss of Resentment (T).
Abyss of resentment.
Create a deadly abyss in the target area. Enemy units that step into the abyss will be immobilized (can attack, use spells and items) due to the effects of the Corruption, and take 100 damage.
Cast Range: 800
AoE: 275
Rank 1 - Consumes 100 mana and has a cooldown of 24 seconds for seconds.
Level 2 - Consumes 115 mana and has a cooldown of 21 seconds for 2 seconds.
Level 3 - Consumes 130 mana and has a cooldown of 18 seconds for seconds.
Level 4 - Consumes 145 mana and has a cooldown of 15 seconds for 3 seconds.
Concentrate. Damage Type: Magical Damage.
The same unit can only be affected once.
Affected units become invisible.
Pierces magic immunity.
The abyss lasts 7 seconds.
Decay Aura: The presence of the Abyss Lord reduces the attack damage of all enemy units in a 900 radius around it. If an enemy normal unit hero dies within the aura radius, you will temporarily gain a 5 30 attack damage bonus.
AoE: 900
Rank 1: Reduces Attack by 18%. Lasts 30 seconds.
Rank 2: Reduces Attack by 26%. Lasts 35 seconds.
Rank 3: Reduces Attack by 34%. Lasts 40 seconds.
Rank 4: Reduces Attack by 42%. Lasts 45 seconds.
Dark Door shortcut: d
Dark Portal. Open a portal through the underworld to connect the target to your location, teleporting yourself and nearby allied heroes to the target location.
Cast Range: All map.
AoE: 450
Level 1 - Teleport after 6 seconds. Consumes 75 mana.
Level 2 - Teleport after 5 seconds. Consumes 150 mana.
Screenshots of the game. Level 3 - 4 seconds after teleportation. Consumes 225 mana.
Concentrate. Units hidden by spells such as Astral Imprisonment cannot be teleported.
When cast on ground, it teleports to the nearest unit.
The cast period can be canceled at any time, but the spell will go on cooldown. [1-2]
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