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No, Q is within the attack range, causing two people to damage, the elder W plus blood, E acceleration, ultimate straight line stun, passive three skills, flat A, causing extra damage, magic Hope.
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Energy chord [passive].
It is necessary to use the passive reasonably, the passive effect brought by the three skills of Q, W, and E is different, and it is important to release the right passive at the right time.
Hymn to Valor[q].
Q is Suana's main skill, and the only active damage skill other than her ultimate. Q doesn't need to predict in advance with a pointing skill, and it doesn't need to use the mouse to point it out, it will automatically attack the 2 enemies closest to you, and the enemy hero takes precedence. The most common combo is also a Q and a tie A.
Aria of Fortitude[w].
w can help teammates and self add health, and create a shield for your heroes within the range of the skill aura. The casting of the W skill will give priority to the allied hero with the final injury, and if it is out of range, it will be ** the closest hero, and it is also necessary to use a reasonable position.
Swift Sonata [e].
Increases your own movement speed, and the skill aura radius increases the movement speed of your heroes. It can be used to make up energy chords in team battles, increase movement speed when rushing, and work wonders when chasing and escaping.
Dance Finale [r].
Suanna's crowd control skill, when chasing and killing, you can still escape or kill with the acceleration of the E skill. It should be noted that for example, Yi's Alpha Raid, Fiona's Blade Waltz, etc., cannot be selected during the casting process, and a good amount of advance is required to avoid emptying to maximize the effect of the R skill.
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Only R skills can stun you...QWE has functions such as adding blood, adding shields, and increasing movement speed.
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The ultimate is the range control, you can really be whimsical, and all the skills? Skills for yourself.
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It may be a lack of tacit understanding to accidentally send away a teammate when playing a team, and the use of skills is not in place (such as Q skills to fight creeps.) Teammates will inevitably say that you are pitting this hero Qin Se is easy to learn and difficult to play proficiently.
In terms of skills, the first level is Q, and then the W point is full, there is a big point, a big point, a big point, a little point, and the last point is full.
Talent In terms of talent, the first nine points of the talent of the addition of strong in the attack class are full, and all your attributes are universal, and the priority is to add money, after all, the auxiliary can't kill people, and it's difficult to replenish the troops, and the money is a problem.
In terms of runes, since you are a novice, it is best not to buy runes unless you have reached level 20 Because the previous runes are all second-level appendages Not too good, and you still have to replace them later It's a waste of money, so I think it's best to buy runes after level 20.
Advanced Insight Seal, Advanced Protective Engraving, Advanced Mana Recovery Talisman, Advanced Fortitude Essence (this is recommended rune to buy first).
In terms of equipment, there are different styles of play, there are tailwind games and headwind games, so I won't introduce them.
By the way: Sona is one of the best supports in the game, and she prefers all-round support over other supports, adding almost all stats to her various skills. And she can also play a great role in first-level team battles, of course, this is mainly due to Sona's passive skills, you can use Q twice in the early spring, and then** when you are on it, you can get over to Q and then take the flat A, which can often bring great damage to the opponent, and it is very likely to take a blood.
Sona is generally in the late AD stage of the lower lane to protect herself, using W to ensure the endurance of herself and her teammates, and if she has the opportunity, she will go to the range and harass the opponent with Q, but pay attention to the position, and don't Q to the creeps and disrupt the teammates' mending. In the middle stage, in addition to continuing to protect carry, you must also keep inserting your eyes to control your vision, if the jungler hero wants to steal the dragon, then remember to bring a real eye, and you must pay attention to protect yourself from being caught when you wander, and use CV to light up the grass to make sure that no one is in front of you, because a secondary equipment is generally a second life as long as it is ambushed. What you should do in the late team battle is to follow your own team to ensure your team's survival in the later stage, continue to insert the whole picture, if you can control the field of vision, then your teamfight is almost half successful.
It's very simple to start a group, because as long as you use W to ensure the blood volume of the team members, use Q to kill the opponent's blood, find an opportunity to control the opponent with R, at least three people must be controlled, and whether you are charging or fleeing, you can use E to add the speed of the team, and the other is to trigger your own passive according to the specific situation. In short, Sona's skills are not difficult to unleash, and she is often referred to by players as a hero who can roll the keyboard with a face and a keyboard better than serious control. But in fact, what is really difficult for her is the control of passive skills and the timing of the ultimate, if these two tricks are not used well, it is better to practice more.
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First of all, the positioning of the Qin Se Fairy is support, and generally your record is normal if it is large. In the early stage, the tears of the goddess were first released, and then the flesh was turned into a suit, and the general blue with the tears of the goddess was enough. I generally use ** and flash skills for summoner skills, and it is very effective to save life and head in the later stage.
In the early stage, the main upgrade is 1 skill, generally stacked in two layers, and then stacked to the third layer with 1 skill depending on the situation, and then flat A, the early damage is considerable. 2 and 3 skills depend on the situation, if the pressure is hit, you can first point a level w, otherwise you can also accelerate it. Runes are universal in terms of magic strength and movement speed, and the talent is combined with defense.
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I don't know why you still want meat in the middle term... If it's a time scepter it's understandable... Runes are just general mage runes Talent is good Blue talent is good Summoner skills should flash plus insight If you don't have to do it, take care of the map Especially the red and blue buffs and dragons Skills are the form of insight into the overall situation (not insight skills) Try to ensure that the skills you need are released when your teammates need them.
The piano girl's big is a very skillful thing, and you have to practice a lot...
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Play more or 178 There are detailed outfits + talents + runes + operation techniques However, it is not recommended that lz go to see the operation techniques This is better to explore by yourself.
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The best thing to say is the cooperation between the gem and the male gun As long as the qin girl dares to go up and harass the male gun gem will take away the qin girl in an instant qin girl has little blood and low resistance.
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It's true that the piano girl is most afraid of robots, (heroes with hooks are afraid), (the current version, aftershocks are very popular) But in the middle and late stages, the robot is a waste slag, and the group can't be compared with the piano girl, and the piano girl is stronger the more she goes behind.
The last thing to fear is Galio.
5000 rounds of female players who specialize in playing the piano pass by.
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Sana combo. Ultimate + a skill chord start.
First, stack two layers of passive and Q auras. Why use Q aura, because after R the opponent is dizzy, the damage reduction of the W chord and the deceleration of the E chord are of little significance. First hand r, then A plays the q chord, and then qwe calls the next chord, if you want to hurt the second person, you will have the q chord, and if you want to keep the person, you will have the e chord.
Pay attention to the second chord first, and use the reset basic attack effect of the chord aqa to increase the burst.
Three-skill chord start.
Sometimes the R back hand is far better than the first effect hand, for example, if you feel that the opposite jungler is squatting, and your jungler is also squatting, you first use the E chord to slow down to force the opposite side to fight with you, and when the opposite jungler comes out, you may control one more person. For example, the opposite Nami wind girl is like a strong backhand, and you can keep R as a backhand.
Another example is the wheel mom Morgana Bron who can block skills, you can slow down to scare him and trick them into skills. Then depending on the situation R, take the WQ and hit the second chord.
Two skills chord start.
In this case, you are usually the first to be taken by the opposite side, and you have to use the W chord to protect the person.
Therefore, I recommend that after level 6, keep two layers of passivity on your body at all times to deal with emergencies.
Lightspeed Thunder triggers.
How does it work?
The key lies in the passive [chords] of the piano girl. Chords: After casting a regular skill three times, the next shot A will add damage and trigger the effect based on the last song played. The normal chord triggering steps are: 1 layer, 2 layers, 3 layers, and a trigger.
But in actual use, as long as the chord is stacked to 2 layers, A is in the air to the moment A hits the target, when Q or E or W is released, it will "instantly make up an A", even if you turn off the auto-attack setting, the "Auto-refill A" still contains chords, and the target is the goal of the A just now.
Therefore, in fact, stacking the chord on 2 layers and using AQ can trigger the thunder instantly.
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In the League of Legends, the combo of the hero of the Qin Se Fairy is the ultimate move + a skill chord start, this set of combos can deter the enemy in one fell swoop, consume a lot of the enemy's blood, and then kill the enemy.
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This hero's combo is to use two skills first, then one skill, and finally three skills, and then use the ultimate, and then use the ultimate, you can harvest the opponent's residual blood.
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This hero's combo is the ultima, with a skill, and then with a flat A, so that you can damage the opponent in one second and leave the opponent.
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Skill NameTriggerSkill AttributesSkill EffectsSkill IconEnergy ChordsPassiveSauna's next basic attack after casting 3 spells will cause 13 20 27 35 43 52 62 72 82 92 102 112 122 132 147 162 177 192(+) for additional magic damage, and special effects are added based on the movement Sauna is playing.)
Each time she casts a normal skill, she provides an aura that lasts for 3 seconds, and she has a 2 second public cooldown between her normal skills. Hymn of Valor Q Cost: 45 50 55 60 65
Cooldown: 8 Distance: 700 Active: Deal 40 80 120 160 200 (+ magic damage) to the two nearest enemies (hero priority.
Aura Effect: Causes allies within an aura radius to deal 20 30 40 50 60 (+ additional magic damage for 3 seconds) on their next attack. Sana's aura lasts for 3 seconds, increasing its duration by a second each time it affects an ally.
Energy Chords - Staccato: Deal 40% extra damage. Fortitude Aria w cost: 80 85 90 95 100
Cooldown: 10 Distance: 1000 Active: 30 50 70 90 110 for Sana and the nearest nearby allied hero**30 50 70 90 110 (+Health, for every 1% of Kaizi's loss of the target's health, the ** of this skill will increase by 1%).
Aura Effect: Provides allies with a shield of 35 55 75 95 115 (+Health for seconds.) Sana's aura lasts for 3 seconds, increasing its duration by a second each time it affects an ally.
Energy Chord - Fade: Reduces target's total damage output by 20% (+) for 3 seconds. Swift Sonata e Mana Dissipation Utterance: 65
Cooldown: 12 Distance: 1000 Active: Provides Sana with 13 14 15 16 17%+ (Movement Speed Bonus, which decays rapidly.)
Aura Effect: Increases the movement speed of allies within the aura radius by 4 6 8 10 12% (+for seconds.) Sana's aura lasts for 3 seconds, increasing its duration by a second each time it affects an ally.
Energy Chords - Tempo: Slows the target's movement speed by 40% (+) for 2 seconds. Dance Finale R Cost: 100
Cooldown: 140 120 100
Distance: 900 Active: Force enemy heroes to dance for seconds with an irresistible note and deal 150 250 350 (+magic damage.
Passive: Each level of R [Dance End] will increase the power of Sana's aura, and the speed up effect of E [Swift Sonata] will also be increased.
Q [Hymn to Valor]: +10 20 40 magic damage.
W [Aria of Fortitude]: +10 20 40 shield health.
e [Swift Sonata]: +2 4 6% movement speed.
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Gold coin 3150, RM b25 yuan.
Hymn of Valor[ q ] Passive Aura: Play Hymn of Valor, increasing the attack damage and spell power of nearby allied heroes by 4 8 12 16 20. Activation Effect:
Sana fires a note arrow that deals 50 100 150 200 250+ (Ability Power*) magic damage to the two nearest enemies (heroes first). Passive Skill Additional Effect: Passive Skill deals double damage.
Grit Aria [ w ] Passive Aura: Anna plays the Grit Aria to increase the armor and magic resistance of nearby allies by 3 6 9 12 15. Activation Effect:
Sana plays a beautiful note with ** effect, restoring 40 60 80 100 120 + Ability Power*Health to Sana and the hardest-injured allied hero next to her. Passive Skill Additional Effect: A negative effect is added to the passive skill, which reduces the damage dealt by the target by 20% for 4 seconds.
Swift Sonata [ e ] Passive Aura: Sana plays the Sonata of Swiftness to increase the movement speed of nearby allied heroes by 4 8 12 16 20. Activation Effect:
Sana motivates nearby allies, increasing their movement speed by 8 11 14 17 20% for seconds. Passive Skill Additional Effect: Slows the target by 40% for 2s.
Dance Finale[ r ]Sana plays her ultimate chord, forcing enemies in a straight line in front of her to dance, and taking magic damage of 150 250 350 + Ability Power*points in seconds.
Power Chord [ Passive ] After 3 casts, Sana's next attack adds 10* level magic damage, and adds special effects based on the current playing song. Ode to Courage - Staccato: Power chords deal double damage.
Aria of Fortitude - Fade: Reduces damage dealt by 20% for 4 seconds. Song of Disorder - Beats:
Slows the target by 40% for 2 seconds After using Action Skills, Sona retains her aura for 2 seconds, and triggers the public CD for 2 seconds after it ends
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