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The ghost ship will sail 2000 distances in a straight line between the captain and the target point, forming **. Impact radius 425** stuns for seconds. Friendly heroes passing by the ghost ship gain +30% movement speed and only take 50% damage, and when the acceleration effect disappears, they will take another 50% of the damage accumulated during this time.
Mana cost: 150
This is the skill explained.
You let go big because you point the opponent's hero when you release the skill, which means that the ship will pass by and can't hit them, so when you drive the boat, you will point to the ground instead of the opponent's station**. Then there is to master the distance, 2000 kill me is very far away, so you can't stand very close to the opponent's person when you open it wide, so you will definitely not be able to hit, as for how to master this distance, you can try it in the entertainment mode After the opening, enter -fun or -wtf This is the command of the entertainment mode -lvlup 25 to 25 levels.
Then you can continue to zoom in on the move to try to master the distance, when the zoom move, the boat will first have an animation effect of a water wave, observe the approximate distance between that location and your position, and try a few more times to get it accurate, after all, the damage range is 425, a large range, relatively easy to master.
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The captain's boat and water are both the same thing, you need to predict the enemy's position after 2 seconds, and then release the skill. In other words, where you think the enemy will appear in 2 seconds, you will throw the ship at that location.
Of course, you can also choose an enemy hero x a trifecta of water boats; Generally speaking, it is better for the captain to control the back hand, for example, after the control of your own hand is controlled, you receive the water boat, and the effect is the best.
Another point is that the IMBA of the captain's move is not only about the hundreds of damage points and 2 seconds of stun, but the teammates you touch wherever your ship goes will be affected by the rum damage reduction effect, sometimes you don't have to worry too much about whether the ship hits someone, as long as the boat provides damage reduction to most teammates, you will be half the success of this skill release.
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If a teammate has a strong aoe like the tide, the big fish man, and the big tree, just wait for the teammate to make a big move first, and then start the boat, if it's just point control, the ultimate is just to disrupt the formation and create a cutting opportunity for the teammate, like if you push the ground directly to the back of the tower.
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1. In a word, prediction, to accurately predict the opponent's position, this needs to be practiced for a long time. 2. If the prediction is not good, you will enlarge it later, that is, when everyone is in the middle of the fierce battle, you go back a little, and then zoom in.
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I don't think it's very stable to predict something, because there is too much uncertainty (of course, you can do it when you chase it, or hide in the woods gank).
It's better to first x, catch the water, and then start the boat, properly.
As for the problem of empty ships, it is recommended to open the AI map to play WTF and practice by yourself, and it is OK to grasp the sailing distance of the ship from the departure point to the termination point.
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The torrent is 1200, and the ship's blow up range is about 400, that is, the range of 800 and 1200 in front of the captain is affected, and the ship's cast range is 1000, so the easiest way is to throw the water at the farthest distance, and then lose the ship at the same time, at this time, the captain will move forward 200 distances and then go out of the boat, as long as the water reaches the ship.
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Slowly get used to it.,The ultimate is really stunning, the range is farther than the point you pointed, pay attention to either 3 consecutive or backhand.。
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If you are at point A and the battle takes place at point B, the ship you put is going from A to B, and if you put skill (T) on point B, the ship will drive past the enemy standing on point B. So the position of T is about 1 cm in front of point B, and the hull of the ship is just at point B**.
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X Water Boat Three Links, after X is promoted to level 2, the three skills are released in succession, without interruption, so that it is impossible to drive an empty boat.
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Ultimate- The most stable way for the captain's skill is to triple the x and then the e, followed by the ultimate.
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If you can't predict it, you will first practice the captain's 3rd company, which is steady, and if you are not proficient, you will drive a single machine and practice non-stop.
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Insert halfway, stay away from the battlefield, or two episodes x three in a row.
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It's about level 2 x distance xet3 connections, easy to get.
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Why Captain NB? Why was the captain cut again and again?
Tidebringer this IMBA's full splash of ignoring armor, the torrent's 325AOE damage acceleration and deceleration, and the map marker's smart limit and coordination.
There is also a ghost ship's super buff and super high AOE damage and stun.
Melee combat with the captain is bound to be pressed, just as melee combat is as clueless as axe to line.
On the side, the captain's level increase is relatively slow, and the low-level waterjet CD is longer, which can be suppressed by long-range teammates on the same road.
But remember, when the waterjet CD arrives, it will immediately dodge, run away or keep the waterjet splashing at an angle that can't be missed.
If you are very tragic in melee combat, then being pressed is inevitable.
If the captain farms the tenacity ball, you can hit 1 shoe and 1 5, and it will be considered a big victory.
As for restraint, there's really nothing that can be particularly restrained from him.
I knew that I could find a chance to kill solo in the early stage with clockwork.
The rest? I'm afraid they were all crushed.
The ranged hero will have to use the position to dodge the splashing water knife and go up to suppress it.
Especially with VP and the like.
Don't give him any chance.
It can be combined with low-level wanderers such as vsskpom to kill them.
In short, it's a ruthless suppression, a suffocating gank, don't let him have room to get up.
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The captain's big release technique is mainly about distance control. Because the captain's large cast distance is 1000 yards, this distance is equivalent to the distance from the mid lane river guard uphill to the ascent of the Scourge, and the range of effect is 325 yards, that is, after releasing the ultimate, the ship will stop 1000 yards in front of you, but 675 yards in front of you will affect the enemy.
In other words, mark the back of a person with the maximum distance of level 2 x (650 yards), follow E, and then step backwards to make it larger. And the 3rd level x (800 yards), as long as it can be marked at the longest distance, it will definitely be able to be shipped.
So, in captain 6 class is, generally 2 class e
Level 1 D2 Level X
Grade 1t (or Grade 1e.)
Level 2 D2 Level E).
XE2 took 1 step back and released the ship.
If you are confident in your own water, you can also not learn x
Direct et, but the distance should be grasped.
In short, the XET3 company is a relatively safe skill release, and if the captain plays skillfully, the release of the ultimate is not a problem at all.
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The ghost ship is a wide range of AOE damage in the dry year, and the stun seems to be only a second, and it is generally used with torrents or teammates' control skills, and it is difficult to release.
Level 2 markers, plus torrents and boats, can be perfectly 3 in a row. xet (when the captain first came out, it was called a brainless triple, and he basically died when he hit the crispy.) )
Passing allies will receive the Rum effect, which is a powerful damage reduction buff and movement speed buff that reduces damage taken by 50% during the duration of the effect. Bear it when the time is over, and it won't be fatal!! (This is very important, you can always see yourself hovering between 1 2 HP, praying that there is no Zeus...)
When I play Captain, I like the main waterjet (which is also convenient for repairing towers. ), 9 10 level and then point the mark, the early stage out of the phase and shadow shrine, the online ability is strong, it is easy to push the line. Generally play the main force, depending on the situation out of the shadow knife or vanguard BKB.
The meaning of the ghost ship, have you seen the Pirates of the Caribbean, the Black Pearl in it is estimated that it is the prototype of the ghost ship. There is also a passage in the captain's bio where his subordinates call him Jack. Sparrow (the protagonist of Pirates of the Caribbean).
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If it's an ET connection.
Generally, T should be placed at a distance close to the target between you and the target, and the nuclear fiber Kai should be placed closer than E.
Level 2 E, Level 2 X, Level 1 Large, other water changes to call knives, and add more E when you swim
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