-
Heap cooldown doesn't make sense for vampires, Q cooldown is low enough to get a benefit that's too small, and E isn't very needed.
If you want to increase the output, the E skill needs to be stacked in advance, and it needs to be stacked to 3 layers before the team battle.
I usually turn the vampire gun to the vampire book and then get a vampire gun, and then run to the maniac armor, and after the flesh is up, I get out of the hat and the magic staff, and if the wind is good, I give up the fanatic armor and play with the law injury.
Rune piles are pierced by law injuries.
-
There is no need for three cooldown suits, first of all, all the vampire's runes must be cooled, and the talent must also be cooled down. That's already quite a bit of cooling. Then buy cool shoes.
Then add the blue buff and you're good to go. If you can't grab the blue buff. You can use the power of nature.
But it's really not recommended to throw so much money on CD reduction in the early stage. Otherwise, you won't have much output and recovery ability in the early stage.
The first is minus CD shoes.
The second one, if you are in a good position, you can directly take out the hat, and the magic injury will come up directly and suck it on the opposite side, and you won't be able to stand it. And then an e, basically one-third or one-half, is gone. If you feel that you can't move in a position, you will often be crippled by the opponent in a team battle or in the lane.
Don't dare to attack. You can produce a vampire book, which will have a good recovery ability without pulling down the output. Because if the second piece of equipment doesn't have vampire, if the position is not good, then the team battle can really be like soy sauce.
Even if you CD-40% but you can't hit someone, isn't it pointless?
If the third piece of equipment is downwind, you can play an ice fight to increase the ability to chase and kill, and at the same time increase the blood limit. If there is a headwind, it will go out of Central Asia. In team battles, the first hand is big, then q, e, w, Central Asia, q, e, q, w. How effective it is, you won't know until you play.
The fourth can be a madman or a hat. It was up to oneself to preference. Vampires are mainly in good position.
If there is no Central Asia, the first rush is not recommended. Even if there is a w, it will be seconds or residual blood. If you have residual blood, having a vampire book is completely different from not having your confidence.
Pure hand fighting, playing vampires for half a year, just a little experience.
-
It seems that the cooldown can only be reduced by up to 40%.
-
I'm a little green nail is exciting, and I can reduce CD and add ** effect. And then another Hellfire Hug, although it's a bit wasteful, but it's also a magic injury, and there is a damage skill, which is good Other hats, vampire books, If it's a headwind, I'll be a fanatic.
-
1. Vladimir the Scarlet Reaper has a variety of equipment options, and in the face of heroes with strong consumption ability, we can choose Doran's Shield or Red Crystal to go out to increase the consumption ability.
2. Scarlet Reaper Vladimir's passive, HP and mana strength can be increased to each other, so Scarlet Reaper Vladimir is more suitable to choose half-flesh equipment, and the Exciting Armor can greatly increase the blood-sucking ability of Scarlet Reaper Vladimir.
3. The mainstream of Scarlet Reaper Vladimir is the top or middle laner, using Q skills to consume and recover, you can easily play an advantage, and the number of bursts after level 6 is higher, so you can choose to wander or cooperate with teammates for a head-on confrontation.
4. When facing a hero with a high burst, you should seize the opportunity to use the W skill to avoid a lot of damage, but when the HP is sufficient, you should try to cast the W skill as little as possible, and the W skill will consume a lot of current health.
5. In team battles, Vladimir the Scarlet Reaper's R skill can deal high team damage, so the casting position should grasp the timing and position, hit the back row of the enemy as much as possible, and have as many heroes as possible.
-
Crimson Reaper - Vladimir is popularly known as the "Vampire". He is one of the powerful French carriers in the game, and his excellent one-lane ability has his shadow in the league's professional league, both mid and top laners.
Vladimir's skills prevent him from having jungler efficiency and a high success rate of gank, so Vladimir's jungler is a non-mainstream routine.
1.Talent options, use 21 9 0 talents.
Point out the Dangerous Game and the Arcane Spell Blade to enhance the recovery ability and farming ability after gank.
2.Runic options, red with 9 spell strengths, yellow with 9 fixed health. Blue 6 minus CD and 3 fixed health, and Great Essence has one spell strength minus 2 cd
This set of runes has an extremely high CD reduction, and with the CD reduction from the previous talent, the vampire's skills in the early stage will be refreshed very quickly, so that the vampire's ability to farm is enhanced.
In addition, with the kill or assist recovery provided by the dangerous game, gank has become a way for vampires to drive the rhythm in the global game, rather than brushing the wild out of the mountain, so the vampire jungler should be the main gank, reducing the burden on online teammates and leading the team to speed up the pace.
4.Solution: If the opponent's lineup chooses to have vampires to fight the jungle, then you should choose Blind Monk, Rexai (Void Retreat), Pan Sen, and other heroes with strong heads-up abilities in the wild area to invade the wild area and seize the resources of the wild area.
-
Vampire jungler is basically not a good choice, the reason is nothing more than that the speed of clearing the field is very slow, although it has a certain recovery ability, but the early double resistance is not high, the skill blood consumption, and the amount of blood is still very hurt. The French jungler is like a straw, even if Dolan goes out, in the case of damage and recovery provided by W skills and shorter CD, there is also a good jungler efficiency, and after level six, it can jump big or flash farther, and there are retention skills, and the success rate of gank is very high. And no matter how many levels the vampire has, there is no rush skill (flash doesn't count, you can't gank always point to flash), and there is no retention skill, and the slowdown of the w skill must not be handed over when you come up.
The rise of the vampire is with a vampire gun and a large piece, and the level is 9.
The recommended positions for vampires are top and mid laners, and depending on the position and the informant, there are also changes in the outfit and summoner skills.
Main development, of course, you can also wander to support, depending on the skills of the other two teammates.
-
So handsome, I've played Ghost Jungler, Void Prophet Jungler, Fallen Jungler, Dark Führer Jungler, Little Witch, Clockwork, and so on. I haven't tried Scarlet yet, I'll try it back.
-
Primary E, Secondary Q. Vampire junglers are not recommended though. It's crispy in itself, and it can't be played in the early wild. E is still 500 enemy damage and 200 self-damage!
-
He's not very good at fighting.,You can only brush the wild.,And if you want to fight, you need someone to help you in the early stage.,It's annoying.,So it's not recommended to fight the jungle.。
-
When you go out, you can generally choose shoes and red to go out, or cloth armor and red to go out, and the outbreak is not high when there is no ultimate.
Other equipment can be used to push the stick (so that there can be a short displacement to pursue or escape), ice staff (the current ice staff is cheaper, increasing his ability to retain people), downwind damage equipment can also be used for masks and other equipment, and others can be used for green armor, Central Asia and other equipment.
The choice of shoes can generally be out of the CD shoes, the opposite side of the control is more out of the mercury shoes, increase the penetration of the method of wearing shoes, etc., of course, the specific outfit is still based on the opposite lineup and the situation to choose better.
-
Four AOEs
Reaper after growth.
Fear of Greenpaw and Demon's Embrace.
The vampire is a magician and can't play with meat, although he wants to be a madman in two ways.
1 is the Dolan Ring, Vampire Gun, Bright Shoes, Synthetic Ancient Will + Little Green Armor.
2 is a book + blood bottle, a vampire gun + a method to wear shoes. It is also a synthesis of ancient will + little green armor mage, first hat and then ice staff.
Half-flesh is the ice rod first and then the hat.
For example, the basic equipment now is a ring, a law to wear shoes, an ancient will, a small green armor (as if it was some kind of invigorating armor), a hat, and an ice staff.
Rings are sold, and it is legal to wear a rod, or an hourglass.
Look at the situation, the level of the opposite magic resistance, the high law wears, the low abyss, the small green armor of the hourglass against the wind is sold, out of the madman, the ice staff is sold against the wind, out of the spring brother, or the force of nature with a sprint and ignite.
Hide all kinds of big with w.
Sprint first and then w
You'll find a quick drop of blood.
But vampires are quite sarcastic (especially when I bought **).
-
Vampire outfit, whether it is a mid laner or an upper laner, it is recommended that it is best to go out with a straw sandal, plus 3 red endurance to go out, early shoes for players who are not very reckless, can easily consume lines to avoid the sneak attack of jungler heroes.
Skill plus point main q sub e level w is recommended to level 2 or level 3 to point out, vampire's e skill, passive with q is quite considerable ordinary 2 combo e skills can be stacked up to 5 times, and it is quite effective clearing skills, line stamina, first e in q, the higher the passive level of e, the more obvious the bloodsucking effect, there is no specific combo if you combo, depending on the battle situation.
And then the vampire is very dependent on spell vampirism The first small piece (vampire gun) and then out (vampire book), and then another vampire gun, why is there a (vampire gun)? (Vampire and Vampire Gun) effects can be stacked The legal bloodsuck can reach 32% Very scary number Then the second big piece (ice fight) e with the ice staff to slow down and then q can kite others quite disgusting The last out (hat) The legal output must be out Don't explain anything, Finally, depending on the situation, supplement other equipment,
-
Go out and add a medicine to the blood brand Then the next time you go home, you can put out a small vampire gun and wear shoes Then you can choose a direct hat or an ice rod The hat and ice staff are out of the technology gun If there are many mages on your side, you will come out of the vampire book That collective addition spell sucking is very powerful Finally, out of the madman Because his passive skills are very strong Blood is almost 4000+ And then the magic damage is also 600+ Wait a minute, I'll tell you how to use skills.
-
The main Q deputy E level W has a big point and a big point.,Priority to vampire calligraphy to wear shoes and hats hourglass.,If you drag it to let you out of the six gods, add a way to wear sticks and ice zhang.。
-
Skill main q auxiliary e 1 point w escape It is best to first e and then q If you don't die, don't use w to be ignited, don't use w to die faster, you can empty e to stack the effect of q.
There are several ways to get out, there are vampire guns, there are magic injuries, and there are compromises, and the vampire takes Dolan to waste the return to the blue, and goes out to bring back the blood brand.
-
Go out and put on a straw sandal plus 3 blood bottles, make money by card slots in the early stage, show a fanatic, and then wear shoes, ice sticks, hats, a series of strong mid-singles or top singles, the main point Q e
-
In the early stage, there were two Dolan rings. Then out of a dark fire, in the middle of the pressure, and finally the hat.
-
Out of the hair Dolan ring? Go out and return to the blood card, first and excited, then ancient, Central Asia.
-
For a vampire to break out, the ultimate must be released early. In the case of making sure that you can hit the enemy, magnify the move.,E,Q cool down.,When the opposite side wants to run, put w to slow down.,Summoner skills can choose ghost steps or flashes and ignites.,It's all to maximize output.,Ignite to let go of the big and then put it.,The timing of w release should be grasped well.。 In terms of runes, it is best to match some runes with minus cd and magic wear.
Equipped with a Ghost Mask and Ice Staff, it will come out. Skills that have been slowed down after the Ice Rod are released.
Core: Ultimate, release early, put as much e, Q, use W to slow down and, if you don't gank, try to farm as much as possible, and the vampires who got up in the early stage are very invincible.
Hope you play better.
-
The ultimate is a delayed damage, and if it doesn't hurt at first, it increases the damage received by the target during the duration, which is equal to more pain when other skills hit, so when it explodes, it is often the ultimate move.
Although the damage of Q and E is not very high, the CD is short, and it is generally followed by the target after a round, and when the CD arrives at the second round, if there is an opponent's control skill flying on the road, you can use the blood pool to dodge.
The quality of vampires depends entirely on the positioning and the use of the blood pool, because the consumption of the blood pool is calculated according to the current health percentage and can be used to dodge skills, cross towers and slow down opponents, the CD is relatively long, and whether it is used for offense or defense requires actual combat experience to help judge.
In addition, the vampire's disgusting is not because of his outburst, but because the CD of the Q skill is very short after the level is high, and the opponent's blood is drawn at a time in 4 seconds, and the 1v1 suppression is very serious.
-
1. Early development is preferred, and damage can only be broken when the equipment comes out in the later stage. Burst damage cannot be done without equipment.
2. Equipment selection time battle. Lanceri's torment, the rod and the shoes, the hat, the hourglass of Central Asia.
3. If you want to break out, you must hit a hero with a set of skills before you can break out.
4. Burst operation, Q blood sucking, then W blood red blood pool, in E blood tide. Turn on the ultimate, and then you'll have all the damage that explodes on the beauty.
-
The master talked about what vampires should pay attention to Actually, I think you can consider joining a group Playing a team game as a stand-alone game will naturally be less fun Cooperate more with teammates Slow down without blood jumping When you need dps in a team battle or when you are fast and your teammates can't respond, use the blood pool to act when you see the opportunity to fight a war has always been an elegant thing.
Vampires are not high-explosive heroes. Rather, it is a half-flesh ap mage that continuously damages and stabilizes the battlefield. >>>More
It's not recommended.,All mage's runes don't play like this.。。。 >>>More
What, you're going to buy Cassadine? The vampire's ability to rely on the line and the ability to fight in a team are almost the strongest in the entire alliance. But your choice to buy Cassadine is absolutely correct.
It's up to you to see what kind of hero you like.
First of all, the Void Walker is a mid-lane assassin burst mage, the ultimate is equivalent to a flash, and the CD is only a few seconds, a set of skills is very painful, and it is an assassin. It is very powerful in the early and middle stages. As long as you operate it well, you can crush others in the early stage, and you can play elegantly and freely. >>>More
Vampire's strengths: Very good depletion, excellent propulsion, and teamfights. Cons: >>>More