-
In fact, whether it is a card or a Katarina, as long as you practice diligently, master the operation methods of the heroes used (skill matching and loadouts) and some common sense, you can become a master.
Cards have control skills, you can change cards can be swapped out of the cards you want as you like, you can use this skill ** to play money on the single line, and at every opportunity, you can cooperate with Q skills and ultimate, full-screen support to kill.
Caterina belongs to the heroes who rely on skill CDs to mix lines, after all, they are short-handed and have strong explosive power in an instant.
To put it simply, both are easy to second, so whoever you use must buy an eye to prevent the enemy from sneaking up.
-
Caterina is a brainless operation hero team battle relying on her own consciousness to see the timing to cut in, Caterina plays well is a hero who is particularly good at taking heads, and her big is a super terrifying output, so her team battle is also a key object to be taken care of (the opposite side is controlled and specifically for Carter, that is basically scrapped, Carter mainly relies on his own big strong output, so the position, consciousness is very important, The timing of the teamfight is also crucial) If you think you fit the above situation, then choose Carter.
The card is a popular hero recently.,Yellow card single control + blue card back to blue + red card of strong clearing speed ** on I think it's very bullish.,A good card on Carter is basically a complete abuse.,Under the deterrence of yellow cards,Carter didn't dare to open up close-up.,The card's Q skill is super far away and it's an aoe damage + ultimate move to spy on the enemy's hero's field of vision and can also be transferred to any position in the 5500 range.,Chasing,Escape is good.,It's also a strong support + head-grabbing skills.。 Overall, the cards are better than Carter, he has a large presence, mobility is definitely superior to Carter, and there is an output that is not lost to Carter.
-
How to say it, they are all mid-laner mages. The flexibility of the cards is high, whether it is control, support or AOE. It's better than Carter.
However, Carter's outburst is obviously higher than that of the card, but Carter is not good for solo kills. There is no control, and if you don't drive, it's not easy for people to cooperate. But you also know the problem of cards, which is operation.
Actually, it's not too difficult, but timing is important. Switching of cards and observation of the big picture. I suggest that you can buy a card to practice and improve in all aspects.
-
If you want to brainlessly collect people's heads, decisive Carter but Carter is easy to be targeted at team battles, you have to find the right time to cut in, if you are confident in your own skills, you can play cards, the gank of cards to level six has a great effect, but the cut cards must be mastered well, and the playability of the cards is higher than Carter.
-
Absolute card card second trick is either to add magic or stun and then to cause a range of damage heads-up with a flash others will never be able to run away.
-
5 black suggestion cards should be of great help to him to the team Play it yourself or Carter Passerby Bureau does not have the execution of team battles It is easy to take people's heads.
-
If you are a novice, you can buy Carter, and if you are an expert, you can buy cards.
-
The card taunts a little. 6j half-figure wandering. Personally, I love it. Rich and handsome.
-
Katerina. Cards are not something that the average person can play well.
-
LOL Card Master to line card to line card to do the following:
1. In the early stage, use the W blue card to replenish the consumption, and the damage of the blue card card is the highest among the W three-color cards.
2. Use W back to blue, use more Q skill consumption, and don't be suppressed too much in terms of blood volume.
3. After Carter's sixth level, don't use W skills lightly, and ensure that Carter has W skills to limit Carter's output after he breaks through.
4. Try to avoid confrontation with Carter at level 6, and use the advantage of the ultimate to support from all directions.
Card Master is a hero with a strong ability to consume lanes, but the early damage is insufficient, so it is necessary to ensure the amount of HP and development when matching the lane, so that it can be supported at any time.
-
The card is single-weighted and developed, and you will never fight with him, you will go when he comes, and the skills will be taken away when the line comes. Your head is on the top and down, not in the middle. If you have a big deal, you can communicate with your teammates, and the support of the cards is not solved at all.
The middle route is used to mend the development of the knife, and the head of the side road is recruited. That's it for the line period.
Team battles depend on your level of card cutting, in fact, the cards have to be practiced first. If you want a yellow card, you have to be able to cut a yellow card, and if you want a red card, you have to be able to cut a red card. And it's the first one to appear.
It can't be said that you have to wait for two rounds to turn a card. That's definitely a break. If you want to practice, you need a yellow card, and the first yellow card that appears can be held in your hand.
This is the foundation of playing cards well.
Matching Carter is to brush the soldiers, and when the soldiers come over, a wave of skills will be brushed off, compressing his troops, and then flying to the side at any time to collect people's heads. Don't think about killing Carter solo, but if you can play a little, you won't be able to consume his blood at all, let alone kill it solo.
-
1: He E came over and W cut the card to receive Q and play back. 2:
Practice the trajectory of Q and learn to control the amount of blue. 3: Learn how to stay away from enemy creep hatred without dropping the knife.
Understanding these 3 points, you can use cards against Carter without pressure, the only thing to pay attention to is the jungler's gank and Carter's 6-level explosion. Due to the existence of skill mechanics, cards are worth practicing no matter how they are sharpened. Hope it helps.
-
Weak cards? I laughed below.,W is obscene when it's cooling.,Punch card is suppressed before level 6.,It's still mainly a mending knife.,There's a big opportunity to fly.,Forget it in the early heads-up.。
-
Carter starts to play your yellow card, just be obscene.
-
The cards are too weak now, stop playing.
-
The card is a very elegant hero, which can cause very huge damage in the battle, and the flight of the ultimate is also a stunt of chasing, stealing dragons, and escaping.
If you want to play cards well, the first thing you have to do is to understand the direction of the three lines played by Q, usually we pay attention to the middle one, and the one on the side hits, count it as his surprise.
The second point, this is a very important point, W's selection of cards, the quality of a card to play lies in his selection of cards, blue, red and yellow, remember this order, when the line, select a yellow card to fix the opponent, followed by a Q, will cause very good damage, blue card back to blue, red card can be in the opponent in his mob pile, you throw a red card, hit a nearby soldier, the same can hit him.
The third point,Be sure to remember,The card is not an obediently developed Chinese law,Cards that don't gank are basically useless.,See the online route.,The first time Q collects small soldiers.,Then go to gank.,Go grass.,Choose yellow cards.,You can fly directly after level 6.。 Remember, choose a good card before flying, don't fly over to change a blue card, you will be laughed at, and the yellow card is a good match.
The role of cards in the late team battle is not so strong.,Basically, release 1 w1 q can be a variety of moves.,Then pick up wq.,Then move and then wq.,If there is a desperate place.,You can fly out directly.。
In team battles, you can consider using a yellow card to set people first, or you can consider a red card to slow down a group, but don't choose a blue card to throw it out, it's embarrassing, even if you throw it out, don't show it to your teammates, they will laugh at you.
Having said so much, in fact, the hero of the card, it's still not difficult, play slowly, the game, don't take it too seriously, just be happy.
-
If the other side is weak, you have to be strong, push the line, hit him with a yellow card, be strong and press him home, and then you go to support your teammates.
If the opposite side has a high outburst, like Anne Fireman, you should be careful, push the line obscenely, brush up on money, and then go to support your teammates.
-
Cards,Basically, it's to practice second selection and replenishment.,Don't panic when you rush up on the opposite side.,Give a slowdown kite when you can get red in seconds.,Yellow card fly and then Q.,In fact, the card is still very good at the beginning of the money.,Welcome to the devil clown.。
-
You can play magic or add attacks, don't be impulsive in the early stage
-
Akali and Katerina are both ultra-violent heroes without blue stripes, and they are both positioned as AP melee assassins, which are still somewhat similar to the Widow of the Bright Moon. Let me tell you about the contrast between these two heroes. Akari is more mobile than Caterina, has a stronger pursuit ability than Caterina, and can often catch up with Crispy and Remnant Blood far away, and Catalina's breakthrough has limitations.
Let's talk about skills and explosions, both heroes are heroes who are easy to get three kills, four kills or even five kills, Katarina relies more on ultimate, but at the same time, the ultimate, it is very easy to be interrupted, and after killing or assisting, refresh other skills except for the ultimate, Katarina's easy five kills are because of this passive. Akali is a little more survivable than Caterina, but only if she doesn't have a True Eye and 400 on the other side. Both heroes are crispy, only suitable for low-end matching and ranking, and if you don't get the head in the early stage, it's soy sauce.
But even if it is a match now, even if Akali kills a god in the early stage, and the other party is a little conscious in the later team battle, there must be two or three people with real eyes, and Akali can't stand up at all. And Katerina is more of a wait for the two sides to finish a wave, and after handing over the skills, cut into the battlefield and open the big, whether the ultimate move will be broken depends on whether the other party consciously keeps one hand in control. Finally, when it comes to the difficulty of getting started, Katarina is undoubtedly easier to get started, while Akali needs to be operated somewhat.
In summary, these two heroes can't get on the mid-to-high-end rankings, with three characteristics: no control, melee, and crispy, so no matter how strong the outbreak is, it's useless. If you have to choose one to play, I still recommend Akali, after all, the early survival and explosion of the game are very good.
-
In the novice game, Caterina is definitely a god-like existence, of course, it is a test of operation and awareness. In the master game, Caterina basically doesn't play, Akali is very fun and very powerful, but it is very difficult to operate, and it takes many games to play well.
-
Each has its own merits, Akali gank is good, and can chase and kill second people. The weakness is the true eye.
Carter reaps by a big move team fight, and after killing someone, QWE resets, and R's CD decreases. The weakness is to be charged.
-
Both Caterina and Akali have their own strengths... If you are confident, you might as well use Akali. Carter's ultimate is not easy to unleash.
-
AKL's current top laner AKL is very tiger Carter has gone through a series of weakenings and is no longer as op as it used to be, and is more dependent on his teammates and his own consciousness.
-
One group control, one single control, one biased towards aoe, Annie level 6 second person, card level 6 capture support, each with its own benefits!
-
Looking at the lineup of teammates, Anne's control is more stable, and the card support is the best.
-
Anne's group control output**, card support.
-
ad teleport, flash card, go steal home, dear.
-
Anyone is good, it mainly depends on your skills.
-
It's mainly people who watch the fun.,Needless to say, it's very strong to support the rhythm everywhere.,But if it's a general**Bronze Bureau, it's very sad.。
Akali looks at the development, if the development is not good, you will wait for death in this game, Carter can also hold back the equipment if he doesn't play well, the skills are relatively simple, and the team battle can escape alone, so Carter is recommended.
Generally speaking, it is better to be a fire man, with strong bursts, easy to use, high damage, and a pretty good performance in passers-by and sanda. >>>More
Akali is a good AP, but her drawback is also obvious, that is, she has no control. >>>More
Cards, mechanical pioneers are too rubbish ps: you can all low-end innings on Victor, card teammates don't give you a chance to fly.
Rookie Bureau: Scouts are powerful ADCs, and the cards belong to a half-crippled person. The scouts won. >>>More