Ask the AP card master to give the power to load, and the AD card master to load

Updated on Game 2024-03-14
13 answers
  1. Anonymous users2024-02-06

    Because the current card does not have the full-range effect of the ultimate, it has lost a lot of tactical routines and support distance, and it is impossible to steal one or two heads when the opponent is dead. This greatly limits the development of cards. And because the range of the cards is too close, under the condition that it is impossible to use the big move to pick the head and develop rapidly, today's cards are mainly AP flow, because the cards of AD really need to be equipped, the range is too close and brittle, and if there is no superior equipment support, it can be played instantaneously, so it is basically useless.

    The card introduced here is also AP flow.,Such cards are becoming more and more popular today.,Because the operation is very simple.,Just two.,Choose a yellow card.,Go up and get stunned and then take a Q.,This is a small burst.,Q skills' magic damage bonus and fixed damage are not low.,Plus the cooldown time is not long.,So the magic injury card can be played in a very short period of time.,One small outbreak after another is a big explosion.,And Q's range is long., You can make yourself very safe to output blood grinding (it should be noted that if you run out of time, you can draw cards in seconds to catch up with the enemy). In the early stage, when the first line is on the line, make up the troops as much as possible, and wait until the middle of the Q skill is full, you can almost collect a wave of soldiers with a Q, so that the speed of the card will be very fast, and there are blue cards that can return to the blue, almost becoming a perpetual motion machine online, and you don't have to worry about your blue amount not enough. After having the ultimate, you can also consider each line to support, but today's ultimate, because of the distance limit, it is no longer possible to go at any time as before, and you can't be a passive and wait for the two sides to fight in full swing before flying over to finish it, but you should be more proactive, and discuss it with your teammates when you are not exposed to the map, and then go to your teammates at the same time, so that it can work.

    In the later team battles, the cards are less than the previous tactics of stealing towers, and one person must also keep a good distance from the team with the line, and one person can not lead the way down and then the teammates are on the road, at most two roads that are close to each other, so that you can support the past as soon as possible. But the effect of opening the field of vision is still quite useful. In addition, you can also stand behind your own tank, and use the range advantage of the Q skill to constantly grind the opponent's blood, although the Q skill seems to have nothing to fear about the three projectiles, but in fact, as long as the opponent is not aware of being scratched, most of the blood will be consumed, especially the crispy skin, basically one is one-third of the blood.

    In this way, after the two sides open the big as above, choose a yellow card halo and then throw a Q, two times after you can retreat and wait for the CD, which is safe and simple, simple and easy to use.

  2. Anonymous users2024-02-05

    AP card Go out with Dolan Ring Wear shoes, staff of time, piercing staff in hat Crispy words can top an ice crystal and bring an hourglass in the later stage to save your life.

  3. Anonymous users2024-02-04

    Cultivation Atrophy As long as you know how to flop your hands. Super fierce.

  4. Anonymous users2024-02-03

    Now the AD card really doesn't have AP power, and the range is too low.

  5. Anonymous users2024-02-02

    As long as you play well, it's okay to die brother, don't pay attention to those who spray you. Taunt those who spray you with your technique.

  6. Anonymous users2024-02-01

    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.

  7. Anonymous users2024-01-31

    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.

  8. Anonymous users2024-01-30

    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.

  9. Anonymous users2024-01-29

    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).

  10. Anonymous users2024-01-28

    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!

  11. Anonymous users2024-01-27

    The law is strong, and the law is more suitable for high-explosive AP.

  12. Anonymous users2024-01-26

    The law is strong, and the rune is the advantage in the early stage.

  13. Anonymous users2024-01-25

    Big hats, time, dark fire, law wearing shoes, law wearing sticks, cults

Related questions
15 answers2024-03-14

Cultivation Atrophy As long as you know how to flop your hands. Super fierce.

20 answers2024-03-14

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

16 answers2024-03-14

ADC's words are still Wayne and Picheng or EZ are powerful, as long as you practice the position and make up the knife in the later stage, you can save the world! >>>More

7 answers2024-03-14

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.

33 answers2024-03-14

Rookie Bureau: Scouts are powerful ADCs, and the cards belong to a half-crippled person. The scouts won. >>>More