Dota Clockwork Goblin Outfit Detailed Order, Detailed Process

Updated on Game 2024-03-27
18 answers
  1. Anonymous users2024-02-07

    Personally, I think clockwork is actually a soy sauce player.

    Of course, soy sauce can also bully rookies in passers-by battles if it is played well. The Vanguard Shield and Challenges are essential equipment for the clockwork.

    What comes first depends on the combination of the opposing team.

    If you have more physical DPS, you will be shielded first.

    If there are many spells, challenge them first.

    If the headwind is against the wind, you can consider 2 wrist guards + strength prosthetic legs.

    Big wands and bottles.

    Then cooperate with teammates in the mid-term gank

    Grind out the equipment little by little.

    Needless to say, the tailwind bureau is not much to say.

    Not recommended as a DPS

    The starting hand is in the one that is too.

    And Ya's skills do considerable damage in the early and mid stages.

    In the later stage, only 2 skills and ultimates are considered control skills.

    gank.

    The equipment order is probably that the Vanguard Shield (or Challenge) 2 must be released.

    You can turn into a flute in the late stage of the challenge.

    Shoes are prosthetic legs and/or flying shoes.

    It depends on your solo ability.

    Blood essence (or siwa) of course both can also come out.

    It is also possible to produce a scepter.

    Of course, the effect is average.

    Plus a heart. If you define team support, you can also make a strong attack.

    The equipment in the later stage is more arbitrary.

    It mainly depends on the situation.

    Dota is just that.

    It's definitely not okay to play routines.

    The combination is not the same.

    Gear priority is also different.

    This is what kind of charm is it.

  2. Anonymous users2024-02-06

    Pre-clockwork can.

    With a temple. And medicine +2 blue out of the door.

    The power growth of clockwork is not bad.

    So there was still a lot of blood in the early stage.

    Coupled with the fact that the flares that are jumping need less blue, they are pitiful.

    So a temple is enough.

    In the early stage, it is recommended to fill the flares first.

    Level 1 can be supplemented.

    As for the second case, I will not consider it for the time being. Fill up first.

    3. After the big one, I will consider the second technique.

    The purpose of flares is to focus on.

    Magic is needed. CD fast.

    Grinding blood. Killing people is the best skill to use.

    As long as it is used well.

    Red blood basically can't run home.

    Level 4 flares deal 200 damage.

    But think about its scope.

    Then you will find that the flares are very powerful.

    While grinding blood.

    As long as it's well controlled.

    You can also replenish troops together.

    The function of the belt with 2 blues is.

    3. Reply after the skill is used up.

    Although the second technique is Guanren, it looks very useful.

    But it's based on the first technique.

    Personally, I think the most bt skill of Clockwork is flares.

    Grinding blood kills. Red Blood Ends.

    So my suggestion is.

    Flares are the mainstay.

    It's more troublesome to equip it.

    I've been playing for so long, and I never know what equipment is best for clockwork.

    But for now, I've figured out some ways to play.

    With the clockwork method, you can use the red cane.

    Ice Armor. Physical routes.

    Crazy Stand or Shine.

    Shield. Phased shoes. Strong system.

  3. Anonymous users2024-02-05

    Round shield. 3 branches, 1 eat tree, 1 jar.

    Beat out the ring. If it goes well, complete the Vanguard Shield.

    Otherwise, you can buy shoes first.

    Craft the Great Magic Wand.

    After all of them.

    It's to turn the shoes into phases.

    Multi-gank if the opposite side has more spell output.

    You can choose to challenge the bandana.

    The middle transition 2 wrist brace is a good choice.

    The latter can be selected.

    Toughness. Siwa.

    After all, the clockwork armor is relatively low)

    Dragonheart. Assault.

  4. Anonymous users2024-02-04

    First of all, let me tell you that the scepter is a good thing, very practical, you will know it after using it, and the bonus to the attribute is also very good, if it can be released, it will be released as soon as possible.

    But really, Clockwork can't get a lot of equipment out of it, because you have to gank all the time.

    Personally, I recommend the following equipment.

    1 Footwear. Phase shoes are very good at wearing and accelerating, especially when C encircles people, you can coincide with the other party and then C to ensure 100% success.

    2 Recovery Classes.

    Bottle wands are indispensable, each of them is an artifact that allows you to survive longer, and the clockwork is very lacking in magic These two things are very cost-effective for you in the early stage.

    3 Personal Assistance Classes.

    Personally, I think that the jumping knife is a must-have artifact for the clockwork of the downwind bureau Jumping over c e r triple can really not be blocked If the headwind bureau is generally not recommended Under normal circumstances, it is better for the clockwork or meat to be a little more Generally opposite, a little more physical dps will be out of the vanguard shield A more mage will be a challenge The following is still a staff is good A staff makes you survive and gank ability have a qualitative improvement.

    4 Team Support Classes.

    Now it depends on the needs of the team If there are more mages on the opposite side, you can challenge the pipe, if you feel necessary, you can consider Macon (generally not out, because the magic is not enough, unless there is an ice girl returning to the devil and the like) If it is necessary to push the line, the sacrifice is also a good choice, and you can consider the ice armor and sheep knife in the later stage, after all, he is always a support.

    5 Miscellaneous.

    If the big tailwind bureau is a vegetable abuse bureau, it can be a little wasteful, such as a red tent in the early morning, or a glow, and a better operation The Necronomicon is also a good choice, of course, these are not ordinary situations.

  5. Anonymous users2024-02-03

    DPS Index: 3

    Push index: 4

    Gank index: 8

    Auxiliary index: 2

    Meat shield index: 5

    1 When adding missiles at level 1, you can use the full-screen field of view of the missiles to view the opponent's hero branch at the beginning of the game, so as to adjust your own branch in a targeted manner and gain an advantage in the early stage.

    2 At level 4, you can trap the opponent with gears, and in the face of some heroes with little blood, you can rely on the high damage in the early stage of the barrage to kill them.

    3 At level 7, you can reach 800 damage per unit when you learn the barrage, which is very imba in the early stage with the ultimate

    4 The reason why it is better to fill up missiles after level 7 is that the CD of level 4 missiles is only 15 seconds, and the magic cost is only 50. And the damage is as high as 200 AOE damage (at the same time, you can use the short characteristics of the missile CD to find the way to see F, and you can also use the missile first and then directly hook the big move to kill).

    The CG blood volume of going out like this is as high as 701, and many heroes are not left behind in the face of a single shot, and at the same time, there is a supply of blue bottles and you can find opportunities to kill opponents. At the same time, the purpose of discharging the bottle at a speed is achieved.

    Mid-core pack.

    Idea CG can start to control F after coming out of the bottle, relying on his powerful 1 skill in the early stage, he can go to the side to cooperate with teammates to catch people! After getting out of A, 20 seconds of blink skills can maximize the effect of his hook.

    The core outfit is generally in the first 15 minutes of the game, CG is the most powerful, at this time you can have bottles, shoes, 2 bracers and teammates when you gank, the power is the highest, and the extremely high blood volume and strong monomer control ability are undoubtedly reflected! In the medium term, depending on the situation, you can choose a challenge, vanguard shield, or bracer and other blood-supporting suits, and if you go straight, it is also feasible to go straight to the A account.

    Footwear selection. Shoes 50%, phase 20%, flying shoes 30%. In the future, the cost performance of phase shoes has plummeted, of course, for the CG of pure ganker, it can still be considered, and at present, more choices are straw shoes or flying shoes.

    Late god costume. First of all, it is not recommended that CG be played as a late-stage DPS, and it is more realistic to make meat in the later stage, after all, his own growth is also quite good.

    Flute Heart: A must-have for meat shields.

    Shiva: Shiva is a very good retention skill with CG's own barrage.

    Bloodstone; The first big piece in the middle and late stages of the mainstream,Return blood and return to demons,Support blood、Demon ceiling,At the same time, CG as a gank,It also has growth after killing,Recommended!

    A Staff: The absolute artifact ultimate CD is only 20 seconds, and you can hook your teammates and gank escape in one.

  6. Anonymous users2024-02-02

    Locate the early wandering gank

    In the later stage, small field control + pursuit, basic equipment + recovery in the early stage.

    Late meat loading accidentally dragged to the late heart and tie the tile.

    Add a point to feel that the level is not high, a little bit c main e

    I feel that the missile is very handy, the main r is a little c, the secondary e is a little bigger, and the second e is a little bigger.

  7. Anonymous users2024-02-01

    In the early stage, you need phase shoes, two of the three in the urn of the bottle soul ring, supplemented by a small amount of bracers, and in the middle stage, the pioneer A staff challenges the flute, and the dragon heart ice armor shines in the later stage. Add points to the main barrage, secondary missiles, and a little energy gear.

    The clockwork period gank in the middle and late stages of the meat turn.

    It's basically meat in the late stage.,The output of the method system is strong, the dragon's heart is out.,The physical output is strong.,Ice armor.,Lack of output on your own side is out of brilliance.。

  8. Anonymous users2024-01-31

    I can only say my own understanding, Ha, clockwork is the role of the early gank and late stage of the meat and disrupting the formation of others, and it will generally be out of phase, of course, it doesn't matter if you want a prosthetic leg, flying shoes are embarrassing, I think a blade armor is more recommended in the middle stage, and any other pioneer challenge can be, Dragon Heart? Well, if you have money, you can do it.

  9. Anonymous users2024-01-30

    Brother, you're too greedy, aren't you, you want to know so much with 5 points???

    Let's mention it appropriately.

  10. Anonymous users2024-01-29

    out of the flesh, and in the bottle, and in the vanguard, and in the flute, and in the astaff.

    In the later stage, you can turn to support the blood suit, and the dragon's heart or something will do.

  11. Anonymous users2024-01-28

    1. You can first use missiles to open the field of vision, then throw a hook, hook it, use a gear bundle, open the barrage impact, in A, if you are not dead, you are chasing A, and put missiles. Has the ability to kill alone.

    2. In team battles, you can take the lead, find the crispy hero or mage on the opposite side, and kill it in seconds. The hook of the clockwork is larger than the butcher's hook and the arrow of the moon maiden, and the speed is fast (which can be understood as instantaneous), so it is easy to hook (you need to judge the position slightly), and it not only hurts but also stuns.

    3. It is precisely because of the large volume of the hook collision of the clockwork that if the opponent's hero is close to the position and the position of your hook is good, you can hook 2 people, both of whom have stuns and damage (which can be understood as range damage and stuns).

    4. After getting out of the A staff, you can not only hook enemy units, but also your own units, and the most important thing is that the CD time is greatly shortened. Convenient to insert into the battlefield and escape at any time.

    5. After the hook is thrown, it will only be effective if it touches the enemy before reaching the maximum distance, in other words, the effect will not be triggered when the hook comes back when it hits the hero (i.e. there is no hook). Depending on the situation, it is also possible to hook creeps to achieve certain effects (such as escaping). Hehe.

  12. Anonymous users2024-01-27

    When gank, after the missile opens the field of vision, click the person to hook it and open the e circle, and it's OK It's not too difficult to kill a single in the downwind game.

    In teamfights, use the area stun effect to cut into the first move, or hook to the opposite point to explode, such as the Shadow Fiend, Blackie, Lion Musket, which limits his output and strives for a kill at the same time

  13. Anonymous users2024-01-26

    Playing in the group, the first hand to do the second row of mages. It's easy to chase and kill and run away by yourself. Hook any unit to go to any unit.

  14. Anonymous users2024-01-25

    Judge the position first, and then use the hook and frame skills together.

  15. Anonymous users2024-01-24

    My opinion: the main shrapnel in the early stage 7 level 4 shrapnel, 1 large 2 missiles. As long as you hook it, your teammates will be stunned again, and at the same time you will be chased by shrapnel, and finally the missile will be terminated. Passerby battles are very useful, pressing them in the early stage and loading them in the later stage. You should definitely try it!

  16. Anonymous users2024-01-23

    I also play Dota for over a year.

    I 3c turned over.

    The estimated level is about the same as yours.

    I also like to play with clockwork.

    But I'm not the same as you.

    I studied E in the first level

    Play in the birdhouse. Just get a shoe.

    Then swim away. The superior room is two branches.

    Two strength gloves.

    3. Eat the tree 1 big blood and go out.

    I'll add a little bit of major.

    The reason why E and R don't learn C

    First, there is not enough magic in the early stage.

    Second, there is not much output in the early stage.

    The third surrounds people.

    Teammates don't keep up.

    It's easy to be tragic.

    When I was counter-killed, my equipment was generally flesh-type.

    but the arod shall come forth.

    If you are interested.

    I'll send you a video of myself.

    Maybe it will help you.

  17. Anonymous users2024-01-22

    The gear is matched with a skill, hook a person at level 6, open 1 skill, and then put 2 skills to trap the opponent's hero, so that it eats the stun and damage of one of its skills.

    Another useful thing is that it can interrupt other people's TP and block others from moving forward.

    First of all, this skill is called the cave room, so it is to trap you and the heroes around you in a circle of gears, and if others want to get out, they have to go under a gear 3 in it, and you only need to do it, and the enemies outside the gear (magic units: heroes and ranged creeps) will be bounced away by the gears and take little damage.

    To sum up, clockwork's combo is, amplify the hook man, open the barrage (magic skill, there is a stun every time), the cave room (so that the damage of the barrage is basically borne by the opposing hero, it hurts), a set of practice, the crispy mage will be seconds, and the opponent's formation will be rushed away by the gears, and your teammates will be able to divide the other party and annihilate them one by one Premise, you have to tacit understanding Teammates must be strong Your big must be able to hook people Gears must be able to trap people Otherwise you will be very tragic.

  18. Anonymous users2024-01-21

    You can read the guide on the Internet. There are detailed details.

    The Clockwork Goblin encircles him with a barrier of ejected inner cores, trapping nearby enemy units in it. These gears take 3 hits to be completely destroyed before disappearing. If an enemy unit with mana tries to approach any of the gears from the outside, it will be shocked, losing a certain amount of health and mana, and will be knocked back, and the gears will run out of energy after the shock.

    Level 4 - Units hit lose 150 health and mana.

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