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Now I feel that the key to the lineup is not whether it is 4 guarantees 1 or whether it is gank, but whether it is a team battle or not, and the existence of the fog of trickery is more important than the blow that the team can cause in the first move and whether the back hand can cause enough counterattacks. At the same time, for the C position in the traditional sense, the later PK ability is only one aspect, and the ability to cut in and survivability are more important. These have made water people, especially water people like Buring and Zhou.
It's not that gank can't do it, but it's a lot easier to make a flaw in the middle of the term, and it's hard to fail to catch someone once. And no matter what kind of lineup, the requirements for push ability are getting higher and higher. The traditional DPS C is usually the guarantee of the late push ability, on the other hand, the initiating main force of the gank lineup, if there is no good ability to take the tower, it will become very weak, such as clockwork.
In the case of a relatively balanced lineup, there is a person who has both good push ability and good escape ability will greatly affect the opponent, and this kind of person is usually not available in the gank lineup, even if the wind is strong in the face of strong control, it will not be able to escape. The TP mechanism also makes it acceptable for one person to be outside, and two people are basically unable to fight team battles outside. So no matter what lineup, it's easy to play 4 and 1, and that 1 may even be non-physical DPS.
There are also some gank lineups that are too demanding during the line to be unstable and not to be accepted by the Chinese system.
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Mao 4 Bao 1, now the pace is much faster than before, gank, still gank!
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There is nothing fixed to say about the lineup in line with the version. It's always about making decisions about the opposing team's lineup, and it's often a game between the captains of both sides. I feel the strength of the current bats, ice souls, and Karl, as well as the rise of ants, druids in the "mid" and late stages.
With the addition of the Ghost Mist item, icefrog is back in an era where powerful ganks are desired. And recently, it is not uncommon for Dota game assistants to come up to buy fog. Pure queens like the monkey Great Naga are already rare.
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Gank is the mainstay, and most of them take the dual-core route.
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4 Bao 1 also has For example, the recent game often 4 Bao 1 Ghost This version of the ghost is relatively strong, but most of them are dual-core, dual-core is more stable, and it is more difficult to be targeted As for the 3 cores on the 1st floor, the LGD played very well when no one played later.
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No, it's still mostly triple-core now, basically two and a half late stages.
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SV, SF, Windwalk, Necromantic Dragon, Witch Doctor, you see if it's okay.
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For the lineup, it is recommended to have a meat shield hero, a DPS hero, and three support (control, health, and protection). DPS can be a large late stage such as Water Man, Little Black, Musket, etc. The meat shield can be a centaur, an axe king, etc., and the support can be a small y, an ice girl, vs, etc.
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If you open the black, 311 will bully the 212 on the opposite side 311 all the way to sv, water man, Xiao Hei, ga and other No. 1 positions, plus VS, WD and other No. 5 positions, the middle single depends on the situation sf st small y or something, the single one is the best all the way, and the puck ant or something is not bad The advantages and disadvantages of the road are divided by themselves.
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