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A better fight gank like sven water man alchemy.
B's look is gank, a with b, of course, the tides are not explained.
C support punk Sal definitely can't drive the rhythm and only C can play support vs ice mm.
D Windrun 311 can be a single disadvantage road a very well-paced hero.
e Axe King Bar Basic soy sauce to break the jungle to do tank
This lineup of water man alchemy is best water man single bce hit 311 axe king's broken soldiers plus two people to protect basically no one can stop it.
D single advantage lane Because the axe king is broken, it is useless to pull the wild, it is better to give d a wild to ensure the next level.
In the water man list, even if you swim on the opposite side, you can also w escape This lineup is mainly due to the lack of explosive power and dps, so it depends on the water man in the later stage.
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A meets your conditions only for the bounty.,Then obviously TA is the best candidate.,Jug team battle is weak.,Bounty as long as a handful of powder.,B tide or big tree.,Team control doesn't need to say much D is popular.,After all, it's been very popular recently.,The disadvantage road can be single.,It's very useful to say.。
e water man! Master carry! Not much to say.
c Except for the fairy dragon, after all, she needs the level too much, and it's best to be Sal, but it's estimated that it must be banned, so casually, just have a stable control.
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It can be seen that they are all passers-by.
SF, Tide, Ice Girl (vs), Windwalk, Water Man. The goal is to match the tide with the wind and the inferior lane, the denial is the mainstay, and CM (VS) protects the corns and supports the middle lane and the dominant lane while ensuring the survival of TH; Needless to say, it depends on your operation; Down-lane water man cm (vs), water man main c. After that, establish the gank route, with SF and CM (VS) in charge of gank, try to gank together and play against each other with your own advantage, and then take the tower.
At the same time, the water people are ready to TP to support other roads, and TH meat is the mainstay. The whole lineup is prioritized for team fights, often 4-5 people gank to take the tower.
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A selects gank type, B selects old trees, C selects VS, D selects popularity, and E selects water people.
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Hit AP? b with tides c with sar d with white bull or water man a with blood fiend bone bow void u ghost is ok
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I don't know who you're referring to, you want to choose a lineup, right? I'll help you get one, if you hit 311 first, the wind disadvantage single, the mid laner, the lower lane, the tide, the water man, the ice girl.
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a, depending on the opposite side, choose b, tides, or old trees, c, sarr, or vs d, windlines, or water people.
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I don't know what you're going to ask Heroes without garbage are true If the late stage is very sharp, you can control one of the three controls 2dps.
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Ice Maiden, Running Waterman, Tidal Demon, Wizard.
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The old tree, the ice girl, the white cow, the water man, the wind.
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a Shadow Fiend B Tides c Ice Girl vs Puck D Windrun e Water Man.
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Your lineup has a very low margin for error. Heroes are brittle. Without the advantage of equipment level, you can't stand the face.
Ice Girl, Ice Soul Shadow Demon for Rabbit, popular and poisonous, better. Split 311. The popular martyr road eats the grade.
Tide midlaner will not be crayon-gram to 6 huddles. Naga lowers the arcane method to fight the group to advance and accumulate equipment level advantages. Don't let the opposite side punch your face first, otherwise it will be difficult to hit.
CK DK black and yellow face you can't stand it. Your advantage is your ability to play in groups. It must be pushed to the tower to be more fat than the opposite side of the fighting.
There is also something to say that the puppy is simply too slowing the rhythm. Your puppy is equipped, and the opposite CK DK is also up, and I can't stand it at all. The puppy can't do it alone, and it needs the cooperation of teammates.
You don't have a solution. If the rabbit builds a wall, they don't dare to rush in the face. Also pay attention to the tide after the big c, take the c, don't be crayon-stealing skills.
There is also the opposite side of Carl, the big and small cow, and the captain is your anti-first hero. That's pretty much it. I have nearly 100 CWs.
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And there are those who play like this.
1. SF doesn't need to talk about whether to suffer or not, let me tell you, your opponent is going to kill through the middle. With the strength of SF, the other party's Rubick is basically a death when paired with ES's back hand dizziness. If you dare to use sf in this kind of game, the other party still knows that this sf can't die if you don't die.
2. I don't understand your branch, and it's not suitable for using Naga after 76, and the output is much lower. And in terms of the crispiness and survivability of your lineup, there is no possibility of 311 (th go to single?) It's so unrealistic).
The combat power of 212 is not strong enough (Naga Ice Soul is okay, cm+th is considered to be a branch?) )。In addition, what is the distribution of AA disadvantage?
Thought that the opposite melee would not die?
It doesn't matter if the rest is that the lineup on the opposite side is about the same (in fact, it's a lineup that pays a lot of attention to individual skills, and there are a lot of small controls.) However, the flaw is that there is a problem with the cast distance, and the level of Ereda in the middle directly reflects the gap in the mid-to-late team fight. Because it's much worse than you in terms of starting a group).
Basically, after the alignment period, you enter the huddle, you play well and win, and if you lose, it's a matter of strength. It has nothing to do with the lineup.
If you want to optimize:
1. The problem on the opposite side of the road is not small. However, to a large extent, the possibility of double travel is quite large (ES + Erida, any of the 3 ways is extremely strong.) And if only the 311 fixed position, for).
But because of the stable control of Naga + Ice Soul + xx soy sauce, if you catch it without a cow to save the field, you will die. So your best counterpart is still 311 (you can go to the disadvantage road just 3, although the opponent's defense is actually at most a half-open (magic consumption and too much crispy)). But because the situation of Shan is too bad (if the ice soul is half dead, don't use it, the whole thing is a breakthrough.
The opponent's goal in the first round of playing is the Ice Soul.,Your lineup doesn't have the output of the Ice Soul reduced by half),So don't play if sf doesn't play well.,It's an ATM if you don't make up the knife and be killed through this thing.,Don't expect to amplify it.。 Put a th to watch the play in the middle lane, at least you will have experience if you don't make up the knife, and there are also anchor strikes that can be made up for when the line is released. Remember that CM buys eyes to make up for the vision, and if the other party wants to move, CM can go to the middle to help.
2, don't use sf, this hero is killed when he takes it out. Unless he's good enough. Otherwise, it's better to go to a highly poisonous one, and it's not easy to die anyway.
3. The opponent's disadvantage is basically DK, and the other ones are not suitable for inferior singles (theoretically, Rubick should not play the single position, at least its ability and equipment have nothing to do with it.) But horizontally it's not right). If it's a dk, it's actually not suitable for just 3 (skill range is not enough).
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There is a problem with the selection of the lineup:
1. Your lineup relies too much on team battles, and the small-scale gank outbreak and control are not enough, and the fault tolerance rate is low.
2. Generally crispy, SF, Ice Soul, CM
3. There is no SF in the early and middle stages, and it is difficult to win the Shadow Demon and the Great Wizard at the same level, not to mention the potential gank if there is a CK Wagyu cow
4. The ability to advance and prevent propulsion is insufficient, AOE is the V of SF shadow pressure and cm, and the ability to defend the high ground is too weak.
5. Tidal Plus Naga is definitely not invincible now.
6、If it's me bp,It's impossible to let the opposite side get this lineup.,You have to be improvisable when you're ban.,His lineup.,Big Wizard.、Cow、CK and Shadow Demon all get it.,These 4 in the early middle and early stages of playing 5 of you are easy.,BP doesn't just take what you want.,It depends on the lineup to limit the opposite side to get a good lineup.。
If you want to win in the novice game, it's best to choose some advance streams, and push in the middle of the group, so that when BP gets your own lineup first, and then bans heroes who are good at defending and promoting, such as ES
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The average strength of the other side is higher than yours, and the lineup is quite restrained. In the later stage, I chose DK Chaos two pieces of meat, and it was not easy to kill these two in seconds. And there is also the super first hand control of the calf, as long as the calf is not a novice, it will basically make your combination of catching the tide useless, not to mention that there is a master Rubick, you estimate that the egg hurts.
I recommend giving up which tidal house. Shadow Fiend is a novice, it is recommended that he play Warlock better, used to reverse the first move (in fact, it is more recommended to enigma, but the mystery is easy to die, and it will be retained by the second) Ice Girl, your Ice Soul is recommended to be replaced with a god warrior, and the small one is replaced by a dog, and the meat piece of Dragoon Chaos is specially cleaned up (due to your novice definition, it will be better to exchange the two people who use the dog and the ice girl, because the dog must go out of the mountain as soon as possible to fight). The remaining one is the one who originally used the tide, and your team had better come up with another meat shield.
The death ride is good, and it can also be used to solve the chaos of 4 seconds of stun, or the end of the day, and the regiment directly abolished Rubick. Another advantage of this lineup is that you can use the god warrior education to educate that rabbic how to hit the laner with that master!
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The questions are as follows.
1. Your own lineup.
1. Novices with SF will be blasted by the magic guide If there is a wandering on the opposite side, then SF is ATM, which seriously affects the development of the middle single and will fatten the opposite side as a whole.
2 Naga tides invincible? To some extent, yes, or theoretically, yes, but when it comes to actual operation, you will find that it is very nonsense, this combination is no longer as sharp as when it first came out, not to mention that many lineups can be used against it, let's just say that these two heroes are novices, and it is difficult to form a tacit understanding in terms of cooperation, and basically what you want to come up with can't be played.
3 Even if the above two points are ignored, there is one of the biggest problems with your lineup Too brittle, very crispy, the only meat is the tide, or Naga out of the meat outfit is OK, but you also said that novices play money in general, and the equipment is basically not out of the game As the best you can fight with an ice soul I'm not saying that AA can't do it, but he's not a hero against the sky, and any of your heroes will definitely die Absolutely rush to the face.
Second, the opposite lineup.
1. If you look carefully at the opposite lineup, you will find that the opposite side is a grade higher than your meat as a whole, and the opposite side is a little stronger in the early stage, except for the tide, which is basically all ATM, and now the face is the king.
2 What is the priority of the lineup and you don't ban people after you choose that the opposite side is not how to take the lineup to the death of you The overall level is not compared to the other side If you lose in the lineup again, you basically don't have to play.
3. Optimize the plan.
1. Don't use sf, never use it, it's really a thing that has been killed now.
2 You can consider the double game lineup such as vs lion double game Although there are very few double games now, but you are not a regular game after all I think there should still be some efficiency of double games But you must master the rhythm of double games Specifically, you can consider using DK [Dragon Ride] to put a single The main fire is sure If you can use clockwork on the next road, you can consider wandering, mammoth, and the medium single with a big bull or tide In this way, the success rate of the early double game will play a lot Specific three groups of eyes 2 false 1 true on the road to protect dk one Look at F and protect one in the middle of the road, look at F and protect one in the lower lane, and seal the field one, and the mantra is best if you can turn your eyes back, and if you can't, you can also suppress the opponent's vision to a great extent.
3. It is highly recommended to play in CW mode, which is not only fair, but also can protect your lineup to a large extent from being restrained by the other party too much
4. Strengthen your online ability If your online ability is not good, the 3rd line will die as a ghost, then the lineup is too restrained and useless Dota is a competitive game after all, and the personal level is very important or the most important.
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Your lineup is at a disadvantage... Don't let newbies play C! SF can definitely be crushed into a dog.
In casual go to a solo tour sf newbie is sure to die. 2.The lineup is repeated, and SF doesn't take this well.
You can't think about the tide big set of rampage, the cow backhand big or there are four crispy after the jump? Rubick can disgust you to death by stealing any skill. There is also high magic resistance, and I don't feel it at all.
Team battles are not big enough to lose. And once SF is pressed, it's hard to even say about shoes. The outbreak of team battles is even more unreliable.
Your lineup can consider CM and AA dual tours. All three have a chance to kill. If you fight hard, there is little hope for the group in the later stage.
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Landlord,I personally think you've been deceived by that so-called master.。。。
What does it mean to prioritize the lineup? It means that you choose first, they choose later, and they suffer?!!
1.There are many plastic surgery controls on the opposite side, and the shadow demon is estimated to be wasted 2The Archmage visibly restrained the tides and ice spirits.
3.The opposite side is not afraid of you 4The early outbreak is not 5 lower than yours
The old cow can be used as a backhand to cut off your combo 6On the other side, I play with an AOE and meaty facelift and your crispy and flawed lineup.
I would say that the opposite side is playing against your lineup, which is completely unfair.
The landlord should know when he looks at the game that the game is for everyone to take people alternately, just to target each other, change the strategy, and ensure fairness.
It is obvious that it is a loss to take the person first. The landlord should let them take it first, and then put it in the post bar to invite people to discuss how to target.
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
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. >>>More
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