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But what I'm saying isn't necessarily right.
If it were the current CW, it would basically be a 311 branch. If you are on the road DS single, it is very easy to be crushed into a dog when you meet three people on the opposite side, and of course it is normal for you to split the road 311. A lot of times, DS just gives up on the lane and goes to the jungle.
Therefore, it is not impossible for DS to be on the road, and it is indeed very difficult to have a lot of room for development. (If your lineup is only for passers-by, then when I didn't say...) As long as your family cooperates, any lineup is easy to play).
Let's talk about the shortcomings of your home first, there is too little control, the mystery counts as one, vs counts as one, and DS barely counts half? Your teamfight is quite idealistic, and it's really good if the skills can be picked up smoothly. But if there are a lot of controls on the opposite side, simply put, a lion, a tide or a calf, a sven, if the mystery jumps over and can't all 3 of them are big, then it will be controlled directly.
And then the mystery of this hero has no effect.
Moving on, in the early middle stage, the med can only be counted as a meat, and the output is very low. Only in the later stage, when the meat is up to support the output, is it really considered output, that is to say, if your family plays in the early stage, the output is not enough. Of course, if SF develops very well, another story.
If sf is played well, the output is not low.
It would be even better if your mystery could be swapped out for a power-point control, such as Mammoth or Tide or Maverick. vs this lineup is a bit chicken, let him wander, med has to be single, it's okay to meet the opposite 1 person to split the road, and it is difficult to develop when the opposite 3 people are separated. It's not as good as a calf or a witch doctor, especially a witch doctor, because the vs itself doesn't help much in a teamfight.
These are all said separately, and now we are talking about wholeness. Judging from the way you choose people, you are ready to take a big move, and the big move is very afraid of gank, that is, everyone starts to hold together in the early stage. But in this lineup, MED in the early middle and early stages can only be regarded as meat, and the real output is only SF, so the pressure on SF will be very great.
It's better to replace the med with small black or small white, and the early output is not low. Xiao Hei's silence and team battles are also very effective, and the time is long. And crucially, the upfront output is very high.
Then the position of VS, which has been replaced by a calf, or sven, has strong control, plays a role in leading, and can also be wandered, and the team battle has a great effect.
There is nothing wrong with the rest. With Maverick and Sven under this control, the mystery doesn't have to worry about being controlled.
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Unless there is no silence on the other side, or the mystery will be wasted, the idea is very good, but the lineup is slightly brittle, and there is a lack of interrupting skills, as long as SF and the mystery are charged or interrupted, such as the big tide, or the big warlock, or the big cow jump, it's easy to collapse completely.
Dota doesn't have an invincible lineup.,Only invincible reconnaissance and invincible cooperation.,Of course,Now it's popular to have a strong AOE lineup.,Gank and more in the later stage, if it's not open black or the level of both sides is too different, it's basically easy to be pushed.,The era of stuffy brushing money and holding back the god has passed.。
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The med is too slow. This lineup is not well controlled, and it all depends on the mystery in team battles. It is recommended that med be replaced with Popular, Ban People When Ban Doomsday, Maverick, Silence, Tide, Spider. Grab the secret group when you take people.
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1. I think it's a lineup that can play CW.
2. If you can get the mystery, then the way to play should be to advance after the four-person gank, and MED to play money in one way and drag the late stage.
The disadvantages and restraints are as follows.
1. Too ideal ultimate, the opponent's position will not be so watery. Very afraid of the Silencer.
2. Lack of stable AOE skills, there must be two stable AOEs in a lineup. Afraid to push the lineup. The opponent takes a set of advance lineups, such as Warlock, Little Y, Chen and other heroes, how do you deal with it.
3. There are very few retention skills such as control and deceleration, and when fighting in a team, the opponent can leave if he wants.
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This lineup is under-controlled, and WLK is a typical back-hander, anti-first-hand hero. Therefore, it is easy to be preempted by the opponent in team battles. Another flaw is that there is almost no gank ability, and can only play support battles and defensive counterattacks, which is very passive.
Of course, there are still advantages, but the ability to propulsion is OK.
In general, this lineup is very weak to play CW, and it is recommended that DP be replaced with soy sauce or pseudo-core that can bring rhythm, such as Demon Wizard and Blue Cat. Abaddon replaced it with a stable meat control that could take the lead, such as the sacred cow and the tide.
If you want to ban it, try to get rid of the silent hero.,Warlock ultimate can't be thrown very badly (ants are also afraid of silence). There are also the kind of people who have strong first-hand ability and can reconnoitre, such as VS, Beastmaster.
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It's okay, at least the online road is not at a disadvantage, and you can save each other, and the passerby bureau is a good lineup. The disadvantage is that there are too many people who eat money, ants, DP, WL and Abaddon are all in need of economy, only the Ice Girl can be regarded as soy sauce, but the team battle still relies on the Ice Girl's ultimate, and it is difficult to stand without a Macon bkb. Gank is inadequately controlled.
Anyway, if you crush it strongly, it's okay, but once you are gank by the opponent, it's hard to play.
To play this lineup passerby bureau need to ban Doomsday, Sacred Cow, Queen, Silence, Prophet. If you have a high-end game, you can consider banning the elf, Carl, and AM
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No control, no outburst, fart.
The DP mid lane is not strong.
The disadvantage road, others can be killed by controlling or slowing down at will, VIP Dark Shepherd, Fire Girl plus what other control is too much.
Advantage Path Ants want to be leveled, are you going to do it with an ice girl?
Ants are either mid-laner or disadvantaged, but unless they can jump on the opposite side, it is a waste.
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I won't say whether this lineup is good or not, but it can still be played, but the middle lane will definitely be suppressed. First of all, it should be 311, the ant directly takes the eyes to seal the wild to eat and eat the experience, the next road CM and WL protect the dead ride, the dead ride out of the phase after turning a Macon, and then WL out of a secret method to turn the blue staff, and the gold depends on the situation. In this way, the consumption of the team is basically guaranteed, which is basically fast and stable.
Abaddon note is 12 to the point, the main 2, WL This formation is not very recommended 12 to the point, look at the lineup to try 23 points may be more effective, as long as no one can easily interrupt the 3 skills recommended point 3 The rest depends on the individual ability, and the general school can still play.
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It depends on your level, I guess I know that it shouldn't be a serious team playing a game or something, and the main core of ants is not strong. Ice Girl and Ants are not very good at killing. WLK + Yabadon didn't control the road, and it was just normal.
The mid-lane dp is still this downwind and strong headwind. Overall, your small control is only CM alone, and the team control is WLK alone, and the lineup is really not good.
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Ant list Ice Girl for Divine Cow Lower Road and Wander WLK Lower Lane Development Abaddon Bao This lineup wants to ban the Doomsday Void Little Naga like this.
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Personally, I agree with the opinion of my superiors, the ant single core is unstable, and the DP advancement is okay, but this lineup is not strongly controlled, just a warlock is big, the point control is a little less, not stable enough, and the group is not very easy to play.
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I think the ants can be swapped out, replaced with j8 and so on. Or the ants are slightly single. dk to ck....Just three with Ice Girl WLK.
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Relying on ultimate, the fault tolerance rate is low, and there is no hard control. Passers-by were ok.
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As soon as it is controlled, it doesn't work, it hasn't broken out yet, it's useless at all, it's not the first move, the opponent pushed it in the early stage, and it was lost, and the last time the 4 big brothers on the opposite side, we broke their high ground in 10 minutes.
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The advantage road will jump... But there are quite a lot of pseudo-nuclei, and there are no heroes who can dominate.
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Personally, the absolute ant is weaker than the loa
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Let's guess first, let's talk about the advantages and disadvantages of the lineup.
Guard: SF single in solo. Electric soul single under solo.
SGSS walked on. Lion wanders.
Acts of God: necMedium solo
The classic combination of VS+KUNKKA walked on. spe.+th go down.
Judging by the mixed line. The disadvantages of natural disasters are too obvious. 3 melee. The range of the VS is also not far. And look at the guards. 4 far 1 melee. Online capabilities are much stronger than natural disasters.
From the gank side. The guard has lion. Words of God. Both vs and th can be walked down.
In terms of huddles. Konoe has the first move of SG. Natural disasters have the first hand of vs and th. Large group control that can be used in both hands.
And the AOE outbreak on the side of the guards is very sufficient. SF is large. SS Electricity. Lion's big. Rozor's electricity. All have high outbursts.
Scourge here. th large. kunkka back hand top.
Boat. It can play a good role and make mistakes. Cooperate with NEC's ultimate.
I can second people. But the endurance of the natural disaster lineup is obvious, and it must be guarded well. Moreover.
As long as SPE can get up in this big late-stage. Assisted by the natural disaster side. SPE and NEC have the power to save the world.
The Guards lineup can only play in the middle of the game. As long as you can break the 2-way barracks in one fell swoop. There is still hope.
Guards hit the mid-term. Natural disasters are meant to be delayed.
Big Bull, Ghost, Airplane, CM, Doomsday.
The key to the opposite side is the Void First Move, with Zeus and Xiao Hei's high explosion, you are basically crippled by two or three people, and if you want to play 311 on the opposite side, it is basically Zeus, the ancient method of big fish to protect the void, and Xiao Hei's single mixed level. If 212 is the Void Ancient Law all the way, the little black big fish all the way. 311 is still relatively strong, but Xiao Hei is easy to kneel, 212, there is no advantage at all. >>>More
Corpse King, Death Prophet, Warlock, Tormented Soul, Shadow Shaman. >>>More
No, most of the tactical terms don't need to be memorized. It's okay to take note of a few things. >>>More
On the opposite side, the Beastmaster midlaner, Xiaoqiang, ES, WR, and Dragoon. There must be a lot of pressure online in the early stage. Xiaoqiang has no level advantage, so half of it is wasted. >>>More
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