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The fire thunder card outbreak is high but the requirements for the judgment and movement of the situation are slightly higher, the early stage is recommended to phase bracer big magic wand (war drums are dispensable for the fire card, it is not recommended), the mid-term supplement pushes, fine balloons, if you want to play physical dps in the later stage, you can go out of the crazy cannon ice eye, a battle can be out or not, after all, the soul skills of the physical flow are qqq, wwe and qqe, and the play method is the core, if you come out of a staff and sheep knife to refresh the aster, the double meteorite plus the push wave when the group is in the group, If the position is good, the damage can definitely exceed 2000
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Fire Thunder Karl, especially brittle, but it hurts and hurts, so out: Phase, War Drums, Vanguard Shield, Aster, Sheep Knife, Cannon.
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The phase pushes and kills the whole audience.
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What Huo Leika pursues is the limit output, the general phase, the big magic wand, the war drums, and then look at the situation out of the crazy or hidden knife, and then the Aster sheep knife, which has confidence in its own operation, and the opposite control is not very much, and the outbreak is not particularly engaged, but the war drums are not available. Turn directly to the madness, hidden knives or cannons.
Due to the increase in the wear and tear of 72 agility and agility, it is often impossible to keep up with the output of killing magic or card wanting, so if the team does not have a secret method, they can make a bottle, or get out of the aster early (very useful equipment, the DPS increase of intelligence heroes alone is not weaker than that of cannons, and it can also ban demons).
If it's not a mid-laner fire thunder card, then it can be used with other heroes to push the tower, and the outfit can be based on escape and team service, such as war drums and push sticks, but it is not recommended to play support.
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Phase: Because the fire card needs an output environment, the phase can provide very well.
Drums of War provide movement speed and mana recovery.
Vampire Because the fire card doesn't have a puck, bloodsucking is a must for endurance.
Sheep Knife Because the fire card doesn't have a good control technique.
Ice Eye: Hunt and kill must-haves: Restraint DPS.
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The fire and thunder system requires output.,The output of the meteorite plus the zero movement is fast to increase the attack power of 90.,The attack of the fireball at level 7 is already very high.,So it's recommended to outfit the phase.,Crazy mask.,BKB,Cannon! Looking at the situation, continue to replenish, and the opponent's melee can be more out of the ice eye! The change of the situation, the outfit is not necessarily dead, and the first few equipment must be out.
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There are two routes, one is the magic output and the other is the dps output. If the magic output, you can come out of the sheep knife, the veil of strife and the like, and return to the blue blood. dps, you can Crazy Face Domination Cannon or something, just hit it like a little black.
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Sanctuary, Magic Bottle, Prosthetic Legs (Arcane Shoes), A Staff, Ancestral Drum, Sheep Knife, What to turn in the later stage depends on your output or Mage.
The output can be out of the ice face, domination, etc., and the mage is just a few equipment, ice armor, Lincoln, sheep knife, and the mage on the opposite side is more than a bkb thunder fire, mainly relying on the damage of the meteorite in the early stage.
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Domination, war drums, prosthetic legs, cannons, sheep knives or asters...Domination of the latter days to Satan....The last empty spot can be given to a raid or something....
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Prosthetic legs, madness, and war drums are recommended, and increasing movement and attack speed is king.
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Meat suit, the vanguard challenges the heart of the dragon.
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Vampire asters, cannons,,, war drums and the like can also be released.
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There are 2 ways to play the fire card:
1. Fire Thunder Card, the main fire thunder, the output is Sky Fire, Meteorite, plus Swift, this style of play has high output and high explosives, but the survivability is poor, but if the Sky Fire plays well, it will be more hight.
2. Ice Thunder Card, the main fire ice, the output is the sky fire, meteorite, furnace elves, ice walls, this style of play will have a vacuum period from level 1 ice to level 4 ice, but the survivability has improved, and the most important thing is the ice wall control skill of Niu B.
There are 3 ideas for fire card loadouts: 1. Physical DPS loadout, that is, domination, cannon or something 2, Mage DPS loadout, Aster, sheep knife, ice armor, 3, control loadout, blow wind, blue staff, sheep knife, push push.
General equipment: prosthetic legs or phase shoes, war drums, urns, ice eyes, push.
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Phase, Speed Advantage, Crazy Face, Attack Speed, Yaksha Turns Clone Axe, Speed Advantage, Pile Up Meat, Fire Card Survivability Is Not Good, Early Poison Ball Turns Ice Eye, Plus One.
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You can come out of the shattered bones, the fire card attack is relatively high, and you can try to make a physical dps
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Phase: War drums, wind out, push bkb sheep knife.
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Thunder fire is mainly a magnetic storm and a tornado, which is the most mainstream treatment. First magnetic storms followed by tornadoes. The main outfit is the phase shoes and the mid-war drums, which can reach a speed of 522 after the war drums are lit.
In the later stage, asters can be produced, and if the other party's output is high, it is recommended to put out the meat. In the early stage, it is recommended to make a vanguard shield. I mainly like the Ice Ray Plus point.
Two thunder and one ice. Add a little to the fire. Add fire in the middle and late stages.
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Ice and thunder are the fiercest, team battles dps have everything, don't use fire cards, it's very chicken.
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Fire card.
You don't have to worry about the early attack power of the fire card. But you have to bring supplies in the early stage. If it's an ice mine, you don't need to bring supplies. Just go out with an attack claw. Then the ice thunder to the point.
If it's a fire card, it's bloody, and the drums of war are pushed in phase. The first large piece can choose a sheep knife or a cane.
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Phase shoes are a must, as well as push, a cane...
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Ice Thunder is mainly a wind and thunderstorm + a level of fire to release ice walls and shock waves Small-scale gank first thunderstorm blowing Remember that it is a thunderstorm blowing Now that the version is revised, the invincible state can't blow up the blue Then cut QQQ to quickly cool down the person If you are equipped, you can choose mk blowing phase war drums Depending on the situation, you can also make a flute The pursuit is the ultra-high movement speed of high-level thunder If you have a fire card, there are more restrictions Ice Thunder is at least 1 point before level 12 Release eeq Fire Man before the team battle Then Cut out the meteorite and shockwave Find a chance meteorite + shockwave Then cut QQQ to keep people or teammates to control more sufficiently, cut wwe smart and fast to give yourself a person There are a lot of equipment routes You can choose the Aster Cannon Crazy Face BKB Necronomicon Take the law system output route on the phase of the naked A account and then the Xiwa sheep knife.
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Ice Thundercard. Outfits: Phase, Big Magic Wand, Push, A Account, Big Thunder Hammer, Sheep Knife... Skills:
Early stage: rapid cooling, blowing, magnetic storm during team battles, easy to die, cut stealth, add a level of fire after level 11 and then put ice wall + ultrasound during team battles, rapid cooling and magnetic storms in the later stage have little effect, you can cut smart and fast to teammates.
Fire Card: Outfit: Phase, Big Magic Wand, Push, Crazy Face, War Drums, A Tent, Big Thunder Hammer, Sheep Knife...
Skills: Early stage: Sky Fire + Meteorite, Mid-stage Meteorite + Ultrasonic + Smart and Fast, Late Stage: Ultrasonic + Smart and Fast +.
That's pretty much it.
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Carl Ice Thunder Card is generally cut Y and X and C, out of the battle drum, push push, aster, sheep knife, thunder hammer are OK, mainly to team battles first consumption and control plus people, fire cards are generally D and B and long-range support of the heavenly fire, generally crazy and the like to DPS support, personal feeling is that the ice thunder card is easier and practical, and the fire card is too dependent on the lineup.
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Equipment: Reka: Phase Shoes, Poison Bead, Push Stick, A Staff, Sheep Knife, it is estimated that the game will be over.
Fire Cards: Phase Shoes, Poison Beads, Push Sticks, Cannons, War Drums, Sheep Knives, the game is over.
Skill: Thunder: Blowing wind and dizziness in the early stage, you can cut it in the later stage.
Fire: Acceleration, meteorite, sky fire, re-cut.
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Ice Thunder Card Go out with ointment, 4 branches, 1 J (if you go in the middle) Disadvantage: 1 ointment, 1 group of trees, 2 gloves, 2 branches, and fire cards are meteorites (eew) plus magnetic impulse (qwe).
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In fact, most of the outfits are similar. Match the hero's trait. And fire and thunder are generally phase, domination, poison ball, Lincoln, sheep knife, and siva.
Just use meteorite, smart and fast, and wide or, rapid cooling, smart and fast, add points, fire level 5, thunder full, level 1 ice.
Or, the main fire, the secondary thunder, the first-class ice, if you have money, fly your shoes first, and don't hold back if you don't fly your shoes for 20 minutes. Ice (quas) shortcut q Thunder (wex) is w Fire (exort) shortcut e Elemental Summoning Shortcut R Several Combo Combos Rapid Cooldown[QQQ]+R Wall of Ice[QQE] +r Ghost Walk[QQW] +r Agility and Agility[WWE] +r EMP[www] +r Furnace Spirit[EEQ] +r Chaos Meteorite Combo Ordereew+r Super Sonic QWE+RThese are all more versatile Fire Thunder is a burst and support dps, Fire Ice is a continuous output push and limit, and Lei Bing is the team of Xiaoqiang Carl. Carl is essentially a Carry &Pusher, either Farm must be equipped to save the world, or he can use support equipment to save the world with his teammates.
But I personally don't think you should play the dps outfit, because the dps of Carl's own skills are already very good, and there is no need to rely on equipment to continue to make up for it, and the equipment of the farm should be based on control and survival! Hope it helps. Hopefully helpful.
It's all on your own. Victory.
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4 o'clock is good. Add 4 points and the fire must be full. It is also possible to fill up. If you fill it up, the endurance of the skill is the strongest.
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Now the popular is the main ice thunder in the early stage, which is characterized by the point ice ball plus strength, and the health return is fast, and the line is very strong, while the point thunderball increases the movement speed and attack speed, and it is very effective to escape and chase. Skills have a rapid cooldown and hurricane restrictions to keep people.,With the damage of the magnetic storm and the burning of demons.,Basically, no one else can fight gank.,In addition, it's really not good to have a ghost walk to escape.。 The main use of the first three skills,It's easy to cut.,The requirements for operation are not very high., After putting a rapid cooldown, hit & run is done.,In addition, when killing, cut three thunderballs with phase poison balls, and the movement speed advantage is obvious.。
Come up and order the ice puck first, and the second level can increase the cutting out of the rapid cooling and directly fight with the opposite side to consume, anyway, the supply is eaten up, and you still have the ice hockey to return blood, and the nausea is disgusting here. If the advantage is large, the first level of ice is enough, otherwise add one or two more points to increase the recovery. Ascending is Garay, mainly because of the movement speed bonus of Lei, and the distance of the hurricane skill, up to 3100 ah.
Ice Thunder Card has a strong ability on the line, and the recovery ability of the ice hockey is basically worthy of any mid-laner hero, and the level has an advantage to kill the side to play, and the operation is simple, the skill consumption is low, and you basically don't have to go home. Equipment recommended phase, poison ball, magic wand, urn, and then blow back to push the rod to jump the knife A stick sheep knife can be, and the war drums are also goodThe fire card recommends meteorites and ultrasounds, which can take people and meteorites away for a while, and the damage of hits can be increased a lot.
Blowing wind + meteorite, should be for you is a fire card. Again, distance is needed. So your ice won't be too high. Then your blowing time is very long. It's easy for the average person to dodge.
The fire card recommends meteorite ultrasound, and the ice wall is prepared to be placed diagonally on the side.
There is also rapid cooling. Prepare for the Heavenly Fire.
The fire card is an explosion, and the disadvantage is that it is easy to be caught. You can boost your output by playing cannons and the like.
The swift 90 attack speed and 90 attack speed, combined with the Mad Mask and Cannon, is a god-like combination.
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In the early stage, Tianhuo grabbed a blood, and it was very good to develop with 400 yuan first.
There are several ways to play the electric baton.,Generally, it's to support the meat so that you can output more on the battlefield.,And it's a great improvement in combat ability.,After gnke, others are red-blooded, and you're still very healthy.,So the opponent has a fear of you.。 It is not recommended that the prosthetic leg is recommended to be phased, and if you kill a single person to chase someone, you will open a big while pumping an attack, no matter who you are, you will not dare to fight a because you have a pumping attack, so he only has to run, so you can open the phase to keep up. First straw sandals turn phase,And then challenge the vanguard (now it's all about playing gank, how to reply.,And if you have a good recovery ability, you can take the initiative to trouble them.,So the electric baton is generally used as a meat beating) The output is loaded with a yaksha turn a doppelganger butterfly.,There's no money to make a small piece of loose blade armor.。
Eat and drink, fist gloves, branches go out. Ashes、BKB is a must.,If you get used to it, you can drum with the ancestors.,It's better for this hero to play gank.,Don't play the late stage.,It's a little empty.,After all, you have to have residual blood to be powerful.,It's easy to die.。
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