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League of Legends has a lot of summoner skills, and most heroes will have flashes, which is undeniable. But I've found a few heroes who like to sprint the most, of course, you can choose not to bring them, but don't try to climb out of the bronze pit, you will only sink deeper and deeper. When you use these heroes to sprint, you will find that the combat power is instantly doubled, which is simply fun!
Bloodsucker. The Vampire is a mid-to-late game hero, and although the presence of a pool of blood will make him not easy to kill, a vampire with a flash simply can't play better in a team fight. The summoner's skills can choose to sprint and flash, which is to fight with the opposite side in the middle and late stages, which is definitely a big killer in team battles.
If you just bring a flash, the enemy can kite you, even if you make an ice rod, it's useless.
The card is a support midlaner that isn't very strong during laning, and some players like to bring flashes and purifications, or teleport. In fact, it's completely unnecessary, because of the existence of the ultimate, so he doesn't have to bring a teleportation. And purification is only chosen by some gods with fast hands, so you can take it for a sprint.
You don't have to be involved with the opposite side during the line matching, you can poke and clear the line remotely, and then you can go to the roam if you have a big move. With sprinting, you can also kite enemies as much as you like in team battles.
Centaur. Centaur is a jungler hero who has a certain amount of recovery ability and burst, and his movement speed has a good bonus to attack power. The higher the movement speed, the higher the attack power, and everyone can use the movement speed of the sprint to increase the burst, and the support ability of the sprint is much stronger than that of the flash.
The cooldown for sprinting is 180 seconds, while flashing takes 300 seconds, and using a summoner skill a few times in a match is definitely much stronger. <>
Alchemy. Alchemy is a teamfight-stirring stick, some people say that his laning ability is not strong, but those who think so are wrong. If you are killed by alchemy at level 1, then you don't even want to make up for it.
If you are an alchemy of breaking the line, you can feel better, but if you are obsessed with the line, you will know what is uncomfortable. With a sprint and an ice rod, his kite ability is terrifying, and he has a certain frankness, and you can't think of it.
ConclusionActually, Noshou also likes to sprint, but many players prefer to bring flashes and ignites, which can improve the ability to kill online solitaires. And a no-hand who chooses to sprint with a sprint hopes to resist pressure and play a role in team battles in the middle and late stages. This needs to be judged by everyone according to their own strength, and the above four heroes are running with sprints, and their combat effectiveness is directly doubled!
Is there anything else you would like to add?
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For example, an alchemist can make the opponent unable to hit him after sprinting, but the venom he leaves along the way can slowly kill the opponent. There is also the Centaur War Shadow, whose movement speed increases his own attack strength, so his attack can be doubled after using a dash.
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There are Barbarian Kings and Noshou, and these two heroes can hit any hero if they have enough speed, so sprinting is very useful.
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1. Cards, cards are mainly heroes who play team battles to support the flow, there is no single kill online, and the favorite thing of the card is to catch orders, so movement speed is a very important skill for him 2, Rock Sparrow, when it really comes to the critical time, the benefit of Rock Sparrow with a fast walk is still far greater than ignition.
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Barbarian King, because the Barbarian King hits damage through attack speed critical hits, if you sprint, you can directly chase people and cut them, doubling your combat power.
On the official website of lol, as long as you log in, you can see your combat power, and as long as you log in in the lol box, you will see your combat power, and then you can see your combat power when you play the game. Thank you.
Qualifying is a battle fight! Matchmaking matches generally add combat power when opponents close to themselves win! Personally, I guess your team has a trumpet (or the opponent has a trumpet), so the combat effectiveness of the two sides is too different, and the combat effectiveness will be lost regardless of whether you win or lose!
First of all, including equipment, spells, and lineups; Secondly, equipment, five-star, the higher the level, the better, and it is much easier to upgrade the spell with equipment, so upgrade the equipment first; Again, spells, the same five stars, and then the higher the level, the better.
Ask the master to take you to play the ranking Try to win as much as possible, the more times you win in 10 rounds of positioning matches, the higher the position the system gives you I won 4 in 10 games The system gave me an unyielding ** The combat effectiveness has risen from 2600 to more than 3200, and it is best to win 10 consecutive victories The higher the position given, the more combat effectiveness will be given It depends on your luck and skill.
Character upgrades, equipment upgrades. Spell upgrades, and supernatural powers must be level 10. but also fate.