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There are two ways to play the clockwork: mid laner and disadvantage. The clockwork of the middle order goes out to eat trees, medicine jars, small purifications and three branches, and some teammates buy chickens to keep money for speed bottles, and buy one for themselves if they don't. The clockwork of the disadvantaged road recommends eating trees, medicine jars, small round shields and branches to go out, so that it is more resistant to pressure on the side lane.
In terms of adding points, the clockwork of the middle laner is based on the pressure on the line, the main rise barrage and missiles are OK, there are big points, and it is best to ensure that there is a level 1 cave room at level 6, which can improve the success rate of gank. The clockwork pressure of the disadvantaged road is relatively large, and it is recommended that the main missile secondary barrage, the online demon blood plus the replenishment knife, and the support ability of the mid-term group is also relatively strong. In terms of equipment, the clockwork of the middle laner makes bottles, phases, ashes, big magic wands and other fighting outfits in the early stage, and if the gank is smooth, you can directly produce a staff, and a staff and blade armor are the two most cost-effective props for clockwork.
Later, make ice armor or strong attack, dragon core and other meat suits, and attract damage in team battles, and control the key heroes on the opposite side such as Lao Niu or late DPS, etc., team battles are very easy to play. And for clockwork that is evenly balanced or not going well in the early stage, it is the right choice to honestly make a pioneer challenge (or flute) and basic meat outfits such as blade armor and plate armor. You can even make a green staff, which can go up and circle the opponent's powerful DPS (such as a puppy) during a team fight, and then open the green staff to make it unable to output, pulling out space for teammates to output.
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Go out and install a round shield with three branches, a big medicine, a tree, first missile, then the main barrage, the barrage can't rise to the missile, the gear goes straight up one level, there is a big move priority ultimate, the rest of the back supplement, the mid-term vanguard shield, phase shoes, the big magic wand, the shadow shrine, the challenge, tp on it, the late flying shoes, flute, ice armor, blade armor (can not be released), dragon heart (can not be released), blue tent (very useful for the ultimate), this is specialized in the high output of the law system.
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Go out and go out with three branches and a fist sleeve left with blood and demons, the main gear auxiliary detection bullet, and the shrapnel can add 1 in the early stage, all you want is to be dizzy, and the damage is second.
Equip if you are a quick killer, get an ice armor (anti-run), strong attack (increase attack speed), blue staff (not explained), stun hammer (not explained), pkp (anti-stun), cannon (critical hit).
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Out of a bottle, prosthetic legs, vanguard shield, meat suit, mid-term kill crispy.
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3. Branches, eat and drink, add a noble ring, and then the bottle phase, out of the meat, vanguard shield, blade armor, and dragon core.
Ball Lottery No.
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When you go out, you can roll up 1 blood with 3 branches, 1 wand.
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Gank turns to team battles to absorb damage first. Go out attribute outfit, first-class missile, main plus e, there is a large plus, meat outfit.
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Find a kill with less blood without control skills, hurry up and get out of a shoe in the early stage, out of a blood bottle, gank, start to come out of the meat outfit in the middle stage, vanguard, challenge, frenzied battle, and the god costume in the later stage can strengthen the attack on the dragon's heart, the speed and efficiency in the early stage are important, and the later stage is resistant.
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1. You can first use missiles to open the field of vision, then throw a hook, hook it, use a gear bundle, open the barrage impact, in A, if you are not dead, you are chasing A, and put missiles. Has the ability to kill alone.
2. In team battles, you can take the lead, find the crispy hero or mage on the opposite side, and kill it in seconds. The hook of the clockwork is larger than the butcher's hook and the arrow of the moon maiden, and the speed is fast (which can be understood as instantaneous), so it is easy to hook (you need to judge the position slightly), and it not only hurts but also stuns.
3. It is precisely because of the large volume of the hook collision of the clockwork that if the opponent's hero is close to the position and the position of your hook is good, you can hook 2 people, both of whom have stuns and damage (which can be understood as range damage and stuns).
4. After getting out of the A staff, you can not only hook enemy units, but also your own units, and the most important thing is that the CD time is greatly shortened. Convenient to insert into the battlefield and escape at any time.
5. After the hook is thrown, it will only be effective if it touches the enemy before reaching the maximum distance, in other words, the effect will not be triggered when the hook comes back when it hits the hero (i.e. there is no hook). Depending on the situation, it is also possible to hook creeps to achieve certain effects (such as escaping). Hehe.
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When gank, after the missile opens the field of vision, click the person to hook it and open the e circle, and it's OK It's not too difficult to kill a single in the downwind game.
In teamfights, use the area stun effect to cut into the first move, or hook to the opposite point to explode, such as the Shadow Fiend, Blackie, Lion Musket, which limits his output and strives for a kill at the same time
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Playing in the group, the first hand to do the second row of mages. It's easy to chase and kill and run away by yourself. Hook any unit to go to any unit.
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Judge the position first, and then use the hook and frame skills together.
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I didn't want to, but I have nothing to do to help you.
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You can go out to make up for the knife and axe (round shield is also OK), eat trees, big medicine, and soul ring scrolls You can go to the point to become a big fire dragon But the 2nd level point t is to keep people with mid-term domination + soul ring + bkb + prosthetic leg The output is very fierce In the later stage, there are basically a few fixed flying shoes + Satan + dragon heart + cannon + ......Seeking output) Originally, DK was a hero who existed in a turret The early recommendation is to rely on fire to mend the knife + press people If you take the liberty to mend the knife It is not worth being clicked twice The flute can not be out Because teammates will definitely have someone out Unless it is a passer-by with no technical content Add points can be the fire dragon of the point You can also be the main 3 Lai line dragon The early t point to level 1 is OK The time of dizziness has been very long If the opposite side is obviously aimed at you You can increase the t level So that t + tp runs directly Basically, the current situation is all level 6 Xueda To level 15 pull away weird Level 15 learn the second-level dragon Put away the strange Go directly to 16 learn the ice dragon to the battlefield Ice dragon + BKB can be output as soon as you open it Pure stake output In addition to the general DK does not have much requirements in the early stage to save life The output in the middle and late stages is first-class The DPS ability in the late stage is also one of the few in many heroes.
The Ground Patcher is a hero that needs to be manipulated, because when it is level 16, you need to control four heroes, and if you are out of the account, you even need to control 5! This requires you to have a very good foundation in combat and be able to control multiple units skillfully. This is just the basics, and if you need advanced information, many forums do. >>>More