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Positioning is to use your footsteps to send to your purpose and prevent the opponent from achieving the goal, to take the simplest example, you are ranged, there is a melee who wants to kill you, and you also want to kill him. So, if he is far away, you will point to him, and if he is close, you will withdraw, which is a kind of position.
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It is to use the mouse and keyboard to control the hero to dodge the opposite skill, and to cooperate with teammates to gank huddles and so on.
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Without being attacked by the opponent, use the hero's position movement to make up for the sword as much as possible.
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Positioning is to control the position of the hero, how to dodge skills, control hatred, catch people first, survive around the woods, team battle positioning, etc., good or bad positioning is the performance of technology.
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It is necessary to move around.
As this one said.
Attract a certain amount of firepower, and you will open all the magic to stand in a favorable position.
Also, if you fight from a distance, you can consume his HP by moving a non-stop opponent hero. I can't tell you the specific distress. It is to try to be as parallel to the opponent's line as possible.
But stay away from their creeps. Go there a down their hero and speed away. And then go on like this.
You can consume the opponent's HP and kill him when you have the chance.
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For example, if you stand still between patches, you may be hit by the opposing hero, and you can avoid being hit by the opposing hero by moving.
For example, in a teamfight, you can move your heroes to pull their formation, making it easier for your heroes to cast their skills in place.
To put it bluntly, the position is the walking route of your hero, and if you walk beautifully, you can avoid a lot of damage and even win team battles.
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Positioning means that no matter whether you are walking or stopping, as long as it is beneficial to yourself and avoids some unexpected situations, how can you survive by yourself.
Common positioning, dodging tiger arrows, butcher hooks, going around the woods, crossing rivers, going around far home, dodging ice souls, popular R, SF three cannons, etc.
There is also a look at the minimap, pay attention to the movement of the opposite personnel, their own personnel support, delay or speed up, the snatching of the river charm, the battle for Roshan, the gank route, carry the idea of saving life and playing money, their own hero positioning, 12345 has a general idea, give up the opportunity to play money, give up the gank wandering idea, directly protect the boss, buy chickens and buy eyes, harass the opposite gank, no equipment as long as the move is smooth, and the effect will soon be met.
This not only requires an idea, but also the tempering of time, playing soy sauce, and getting off work for passers-by, as long as the common walking guards know a little, they will definitely not die as ghosts.
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2: Escape, there is no or only one control skill on the opposite side, as soon as the control skill is put on the opposite side, immediately tp, don't hesitate. If you don't have TP, you either go to the tower, go uphill, or go around the woods.
3, the use of slope: broken up can see broken down, otherwise, using this principle, when you are chased, the opposite side catches up with you for 2-3 seconds, run to a broken edge on the tp, because he will be stuck by you when he walks there, and then go around to the side before going up, plus the opposite skill's cast forward swing.
4: Go around the woods, first of all, you have to know which of the woods are two exits, and when you go in, you can get stuck on the opposite hero, so that if the opposite side is right-clicked, the system will judge that it will let him go directly to the second exit, so that you can win a little more time.
5: To the line, note that the opposite hero will not attract hatred in the range of creeps above 400, of course, some skills themselves do not carry hatred, like the saliva of VIP, the r...Towers refresh the surrounding aggro every 7 seconds.
If you still don't understand, come to Dota and ask. For a while, it was not comprehensive.
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If you're in melee, don't go into ranged hero range, make up for it when you see something weird, and walk around the area where you have experience. The long-range is mainly the position when replenishing troops, the key is not to let melee heroes (fishmen, cows, etc.) get close, and when you see other people's heroes within range, go to A, don't chase. Medium-range heroes get close to the lane, make up for monsters there, and try not to let them hit them when they encounter long-ranged ones.
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Positioning. Isn't Dota just obscene At the beginning, press the soldiers and block the soldiers with heroes Let the opposite soldiers go to our defense tower first Then you go to rub oil If it's a hero like close quarters, it is not recommended to dismantle the defense tower in the early stage Long-distance If there are soldiers to help you block the attack of the defense tower, it doesn't matter how many hits are appropriate But it's better to fight small soldiers in the early stage to make money But the most important thing is not to die. If you die, the other party will take the money, and when the other party comes out with the equipment, you will have nothing to fight.
And then if it's a black store, I suggest that 4 people start with the black hero in the middle, so that they can get both 1kill and the first blood, and at least one player is quite old and messy in the early stage.
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In the back, if there is a butcher, hide between the soldiers. Remotely leaning forward to press people, if you have nothing to do with hitting others, he won't rush too much, and it will be easy for you to mend the knife.
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There are many types of positioning. Take the view. Foil skills. Card someone else's hero position. Bypass the pawn to kill people without being stuck. These are all moves.
Winding through the woods is the most common.
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2 words, obscene.
Try not to be in the opposite range, try not to get out of the experience zone, don't get in a group with your teammates, try not to fight your opponents, unless you have no hope of escaping alive, or you have teammates to support you.
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That thing can only be comprehended by oneself, and learning other people's positions is always a recipe.
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Pay attention to the opposite long-range attack range Hovering outside his attack range, and then it is about 300 range away from the creep A hit the hero on the opposite side The hatred of the creep will come to you, you pull back a few steps, take the opportunity to replenish the troops, and then look at what heroes on the opposite side, what is on your side, and plan with your teammates, if you can't fight online, you can go around the woods and kill, and if you can't kill it, you can also consume its blood, and after a few times he shouldn't stand on the line to press you. If it's an absolute road fighter on the other side, and you don't have an outburst output, then pull the wild, and the wild will be blocked, so it's best to decisively call someone to fly over, so it's no problem. In fact, for what hero on the opposite side of the line is pressed at the beginning, you should take into account which hero on the opposite side may go, and if you have a road fighter, you will pull over and take the advantage road together in the later stage to ensure that you can make money in the later stage, or if you are pressed, you will decisively call the brother to fly down, so that the people who need the level will mix experience in the disadvantaged road, and then 2 people will protect the late stage.
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When there is no blood, go forward to replenish the troops, and don't always be in the range of other people's attacks
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You are within 300 radius of the minions, and the opposing heroes will have hatred for you at this time, so they will come to beat you, and if you run again, you will not be able to mend the knife!
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Under the tower, the tower hits the ranged soldiers, you can hit the ranged soldiers first, and finally make up a knife, for melee soldiers, if there is a knife axe, you can directly a last hit.
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You can press the S key and let go of the S key at the end, and you can make up for the pawn. Of course you have to familiarize yourself with how much your attacks are!
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Personally, I think that practice is very important, of course, the lane heroes are different, and the methods and skills of mending the knife are also different, for example, if you are a long-range to a process, then you can use skills or point him when he approaches the line, so that he can not make up for the soldiers and can continue to disrupt the rhythm of the line through A, and has achieved the purpose of developing himself to suppress the opponent, there are many methods, and it depends on his own understanding in actual combat.
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Mending the knife is an unskilled thing... In the case that the opposite side does not suppress your mending knife (others make up better than you, old counter-supplement) you have to pay attention to the blood loss of the soldier, and generally the mob that is ranged is the first to die, so you have to pay attention to his blood and your own attack power. Start with a trace (note a trace, not a small grid).
You see the remote flyer pop up on your hand and you go down again. Melee creep attack is low. In the later stage, there are groups of mends, but the single-point g is also very high.
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You firmly walk the Z word, people see the opportunity to come to the middle of your route to a hook or an arrow or something, you still have to hit, the key to the position is to figure out the psychology of the other party, think of yourself as a guy who is chasing you, think of him when he is going to show his skills, you manipulate the character to go the opposite way, often you can escape.
As for the position of the team fight, it depends on what your position is. If it's a meat shield, walk in front of the team but don't leave the team, and if your teammates retreat, you don't feel like you don't want to go. If it's crispy, it walks in a 150-degree fan shape with the meat shield as the center and the back, of course, it depends on the situation, but it's always right to protect yourself.
Big brother's words are divided into situations, and in the early stage of gank small team battles, try to stare at one to fight, because at this time, your equipment is not good and the output is limited, and getting the head is the most important thing. In the later stage, you must be able to hit whoever you want, and if you can't hit it, you will hit the tower or retreat. Because at this time, the soy sauce on the opposite side is no longer a big threat to you, and if you can't die, it's good to run away, and push the tower first.
Operation skills,Angrily cut the prosthetic leg,Throw away the + attribute things in the early stage and then take medicine (so that you can go back a little more),If you want to fight hard when you want to fight on the line, you may have unexpected effects when you eat a tree.,When the phase shoes are chased and killed, you may open the phase and run back immediately after the corner (be cautious.,It may also be self-defeating.,It still depends on the situation),Level 1 is glued to the butcher and can directly paste a big medicine and then run.,And so on.,The key is experience.。
If you have an abbreviation in English, you can get it at once. ,
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What kind of hero does this depend on?
Carl's skill is finished, pull it back when it is adjusted, and come back to play a set after it is adjusted, just like Lina, the mage group battle demon is run out to maximize the output.
Like the more popular ants recently, they pay attention to standing behind the enemy's back row to output, and as soon as the opposite side is ready to put the skill, you will c go to another position and then output. Water man w open bkb direct output back row,They hit you,You will turn attributes,There is a half-meat half-dps effect。
Each DPS is different, but one thing is the same, giving priority to the enemy's crispy mage.
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Look at the positioning, the meat shield of the centaur rushes up directly, and the clockwork hook over, anyway, the first to rush, but be careful not to get too far away from your teammates.
Support follows in the middle, add some blood to make an attack or something.
DPS is only output behind the support, and the short-range blood must be full, and the black and yellow flute opens up and jumps in to aim at the control maniacal.
Remote control first controls dps and law output,Short-range control must jump,Follow the meat shield to rush in and always pay attention to the amount of blood,Put out all the functional items that can be placed,Team battles are considered meritorious。
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It's all about experience, and if I'm playing the kind of kaer you mentioned above, then I'm going to rush to it, and one is to scare them, and I can fight.
This is to disturb their morale, and secondly, if they do break out, they can absorb a certain amount of damage, and they can't get to kaer in 5 seconds, and kaer has stealth, and of course you have to have hand speed.
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It's hard to say. I'm not a master, but I can tell from a person's position whether he is a master, you ask this should depend on what kind of hero you are, take Xiao Hei as an example, I like to stand in the middle and back position, and then pull back some, and then step forward, to see the timing, should be a team battle when the second is very important, you mainly want to attract the control of the other party, and don't be charged, when distinguishing the advantages and disadvantages of the focus is you, generally three kills, more than rampage
Different heroes have different skills and different positions, hehe.
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In fact, it also depends on consciousness, the meat shield type is generally rushed up to absorb damage, DPS type, like ghosts, patted and like, the technical requirements for mending knives are good, DPS equipment is very important, team battle heroes, try to play money with teammates, just get used to it.
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VS16, are you a VIP? 16 can't do this yet, how did you get to level 16?
Haha, this is talent, not practice.
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I think it's necessary to be random, pay attention to the big picture, look at the opposite side and your own heroes, and when you have a lot of dough control, as a DPS, you have to stand back and grasp the timing of the cut.
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It's all experience, think about it for yourself, play more and understand.
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Control to the first hand,DPS to wait for the other party to use up most of the control before going to dps,The main thing is to use up your skills,Eat as much damage as you can,Dota is not a performance.,It's a team.,Remember!
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If you want to keep the countdown all the time, you don't need to.
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Child, can be eaten indiscriminately, words cannot be spoken indiscriminately, and it is easy to be beaten!
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Isn't this needed? As long as it's a competitive 5v5, it's needed.
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