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You should be able to win anything, and the monkey is not a team fight, and there is no enemy power.
If you can't tell his true identity and clone, it's better to have a blade armor.
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If you are in solo, go out and load: 200 chickens, 4 branches or 3 branches, and the rest eat trees or medicine.
Mid-Term: 875 Ring - Shoes - Tough Ball - Furious Battle. Buy eyes if necessary.
Later words: God Costume Heap.
If you learn to jump and shield, you can resist fighting, and if you learn to burn mana and jump, you can attack strongly. You can do it, if you go head-to-head with the monkey, there should be no problem with good basic skills.
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The prosthetic leg vanguard frenzied sacrifice is broken bones, and in the later stage, it can turn the butterfly cannon golden hoop stick and attack.
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In the early stage, you must sharpen the blue, otherwise you can't afford to hurt the level 3 standard, and the monkey's intellectual growth is not weak.
The second is the frantic battle, the output of the doppelganger system**, there is no controversy Then you say that it is heads-up, heads-up passive control of the royal road, bone crusher hammer!
Then it's a balance between attack speed and meat, which depends on the situation.
Personally, I think heart + butterfly is better than assault + butterfly
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Prosthetic legs, sacrifices, berserks, broken bones, butterflies, cannons, etc
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Simple, let's get a gem first, and then also make a doppelganger to fight, the sacrifice is a must, and then see what he is specifically targeted, if he is out of the glory and obsequious to you, you will have a knife, he will be a butterfly, and the golden hoop stick is also inevitable You know. Wait, in the face of him, he can't kill or run, so it shouldn't be difficult to win.
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This is not an individualistic game. If it's purely heads-up, it is recommended to fight 6 frenzies, and fight the clone, and the real body is not dead and crippled.
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What a gem. Sacrifice. Halo hammer. Berserk. Dragonheart. Butterfly.
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The first is to create an invisible and uncontrollable unit that moves at a speed of x, moving from the main body to the target [Displacement, ignoring the flicker], so that all illusions are oriented in the same direction as the main body as much as possible. At the same time, create an animation effect for the main body and the clone, a flying light, make a judgment every second, when the distance from the target is less than x times, destroy the unit, and cause damage and slow down to the target, and at the same time create an invisible and uncontrollable unit to use the illusion scepter [props in the battle] on the main body and instantly move the copied illusion to the point closest to the target on the line between the main god and the target, and then specify the attack target for the illusion.
The second is for the main body to use the Wind Walk while creating an invisible and uncontrollable unit to use the Phantasmal Scepter on the main body. and causes the illusion to travel 600 distance in the direction it is facing.
The third is to make a random judgment for each attack of their own heroes, and when the chance is triggered, the invisible and uncontrollable unit uses the illusion scepter on the main body, and at the same time, the parallel skill is still a brilliant aura with a blue return of 0 and the target is only for itself, and before each trigger, determine whether the number of units (main body and illusion) affected by the aura is greater than or equal to five, if so, then it will not be determined to trigger the [Illusion Upper Limit Limit], but this judgment does not affect one or two skills.
The effect of the ultimate on the ontology should be easy to do, and the effect on the illusion is a bit troublesome.
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Skill Name: Shortcut: Use the effect level to increase the Soul Spear Q T Action Skill. Throws a magical soul spear at the target enemy unit, dealing damage and slowing the dispatch rate for a second while summoning an illusion that attacks the unit with 20% damage and 300% damage. Rank 1 - Consumes 125 mana, deals 100 damage, slows by 10%, and illusions lasts 2 seconds.
Rank 2 - Consumes 130 mana, deals 150 damage, slows by 20%, and illusions last for 4 seconds.
Level 3 - Consumes 135 mana, deals 200 damage, slows by 30%, and illusions lasts for 6 seconds.
Rank 4 - Consumes 140 mana, deals 250 damage, slows by 40%, and illusions last for 8 seconds. Divine Walk D targets an area. Phantom Spearmen and all nearby illusions will disappear for 1 second, after which their position will change to the target area.
At the same time, two completely opposite illusions are generated. Illusion 1: Takes 0% damage and 100% damage.
Illusion 2: Takes 20% of Attack Strike and 600% of Damage. Rank 1 - Consumes 50 mana and has a cooldown of 25 seconds.
Lv 2 - Consumes 50 mana and has a 20 second cooldown.
Lv 3 - Consumes 50 mana and has a cooldown of 15 seconds.
Rank 4 - Consumes 50 mana and has a cooldown of 10 seconds. Phantom Charge r d passive skill with cooldown. Triggers when an attack command is issued to an enemy outside of the attack range.
Gain movement speed and phase movement until the Phantom Lancer hits the target.
Minimum actuation distance: 300
Illusions also inherit this passive ability.
Illusion spawn chance: 8%.
Illusion Damage Taken: 500%.
Illusion Inherited Attack: 16%.
The illusion created when attacking will automatically attack the original target. Level 1 - Has up to 5 illusions, base spawn chance: 40%.
Level 2 - Possess up to 7 illusions, 45% chance of spawning.
Level 3 - Possess up to 9 illusions, and have a 50% chance of spawning. The above is from:
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The Phantom Spearman is an agile hero from the Radiant faction in the multiplayer real-time custom map game Defense of the Ancients 2. Phantom Spearman's only directional skill, the Soul Spear, has a very good growth. Although there are no interruptions, average damage, and the slowdown effect is not satisfactory, the advantage of this skill is the long shot distance and short cooldown.
In the early stage, it can provide a certain amount of explosiveness and retention ability. The significance of this skill in the later stages is that the illusions left behind after throwing the spear may continue to generate new illusions, allowing the Phantom Spearman to disrupt the battlefield without having to go deep into the battlefield.
Generally speaking, it is better to have a clone axe, because the doppelganger integration demon elimination is more devastating to the mage hero.
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