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The 4 company should include C's soul return, and the skill connection should be Ctec, and go up A a few times after playing a set, because C's soul return has a state bonus effect This combo is more dependent on the ability to predict the opponent's position Because C's soul also comes with a passive aura effect, there is no need to jump out of the knife and jump on T because of the aura effect
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First e a flat a then big a then a then f a a a then e time cooled down again e a a total of four times (all the time halo) is four in a row.
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The calf seems to have a total of 3 skills.,With the jump knife.,It's only 3 companies.,Jump up.,Maybe you'll be controlled.,Maybe it's not necessarily 3.,Can't be too theoretical--
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The calf depends on the actual situation Generally, the pursuit of three or four, you can jump directly first, e, then f, e, or you can jump big first, e, a damage is considerable.
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E first, then jump C, and then A after C, because E has a duration of 5 seconds, so you A will hit a multi-fold crit, and F will be immediately after A! Or if you don't have confidence in the opponent's speed, you can first f and then a person, and the time can catch up!
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Jump knife past, first e, provided that you learn to be passive, e play direct c, hand speed as fast as possible, a person, f, and then at this time your e is also cd, and then e a person. If there are a lot of opposite controls, it is recommended to jump over and press C directly, or jump over and press EC continuously, which is also OK.
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You first e, then jump bigger, a f, a, e a, so that the output is maximized!!
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Jump big c, e, f, e, refresh the ball, and c, e, f, e, which is theoretically possible,
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First E wait for E's CD to be ready.,Jump to the opposite side F a a e a a a if it's not dead if it's not dead.,This is the maximum output of pis!
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The main thing is to wait for E's cd, first E, cd is good, jump over and zoom in A and E and then put F, then A and then E, and finally A, and maximize the damage.
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Jump knife three times, echo hit the ravine totem strengthened.
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EFCE, but it's usually 3 companies in the jumping pile, CFE
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Before jumping, e, jump in, big, a, f, e, a.
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Jump big C 2 skill plus attack e 1 skill f plus 2 skill e again
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Jump knife into the crowd first e then ultimate c then f block the road then e again
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In fact, there is no need to pursue the fourth company, it is very awesome to be able to do a good job of the third company.
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Jump over first, then E, then C, then A, then F, then E, and that's 4 in a row.
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In the middle stage, the secret method and the knife jumping. The equipment of the jumping knife has a great improvement on the sacred cow, which will make the sacred cow have a qualitative change, and the sacred cow with and without jumping is completely two heroes. In the later stage, a staff, refresh, ice armor and other legal equipment will be released; Plus point recommendation:
It's still easy to be pressed in the line period.,After getting out of the soul ring, you can use 1 skill to make up the knife and consume the opponent at the same time.。 In the middle stage, the sacred cow should always carry a TP on his body, ready to support his teammates, and he can take the initiative to bring a wave of rhythm at the first time after the jump, so as to achieve a surprise effect.
In the team battle, the sacred cow has to jump big first, because the more units affected by the ultimate, the higher the damage, so it has to jump into the crowd, and then immediately zoom in, and then take 1 skill and 2 skills.
The most important goal of the earth-shaking cow in the early stage is to jump the knife, and the sooner it comes out, the better. Shenox is a hero with strong control but relatively fragile himself, so be careful not to use skill 1 to collect troops in the middle and late stages, because the CD time of skill 1 is very long, and the enemy is likely to take advantage of the gap between you and one less skill to kill you.
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