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Can't e. Because when you zoom in, you need to cast spells continuously, and you can't do anything.
Ultimate. (epicenter) [c] transmits disturbances underground, causing them. Enemy ground targets in all areas of range take damage, while reducing attack speed by 10% and movement speed by 30% for 3 (5) seconds.
Radius: 300 350 400
Mana cost: 175 250 325 points.
Rank 1 - Unleashes 6 waves of 110 damage.
Level 2 - Unleashes 8 waves of 110 damage.
Level 3 - Unleashes 10 waves of 110 damage.
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Can e. Heroes like Luna SK are too old to do anything at will. I didn't know before, playing with the moon riding magnified stupidly didn't dare to move, hehe
Inflict total injuries on a small area of people in the vicinity. However, it is not recommended that you put eBecause the big slowdown effect is obvious, there is no need to put e, unless there is control on the opposite side, you have to control him first
Hope it helps
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Can e, there is damage, and you can jump the knife, and it is generally the big leader who jumps the knife directly after singing.
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Yes, but you have to come out first, and you have to sing it.
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After the ultimate is released, you can do any action, and the range of influence of the ultimate is a circle (perhaps an ellipse) centered on itself. The damage for each hero is the same as stated for the skill (if you jump too big, you lose a wave).
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Explanation of the ultimate move of the jumping knife: first use the ultimate, click the jumping knife when chanting, and hold shift, click the position you want to jump to, first become proficient, you can e the opponent after jumping, or you can hold down the shift key before the e opponent, but remember, e can not let go at any time.
The damage of SK's ultimate level is After you make the ultimate, you can see that the floor will shake one by one, and the damage of each shock is 110, deducting 25% of the hero's basic magic resistance, and the damage is about 80
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Teach you the legendary big jump :
Kill the king and take his position.
>c shake big.
> shift+jump knife point battlefield.
>e poke one or two enemy heroes.
> if the other party has more point control, then put sandstorms on the spot.
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The SK jump is not as strong as expected.
Now the heroes have various interrupting skills, and even if SK is out of the Black Emperor, jumping big is not necessarily safe.
It's best to let go slowly after your teammates have controlled the enemy.
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You can't do any other action until the ultimate is released.,For example, you can use it like a jumping knife.,But you must wait for its skill to be released.,Otherwise, it's in vain.。
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After finding out, follow the enemy, or you can use the jumping knife to jump next to him, and you can do whatever you want, but it is recommended to drive the BKB when you open it again
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You can do anything, but you have to zoom in and hold shift.
For example, if you put it big, then shift it with a jump, and then follow it with e, which is the perfect jump.
If you do damage, the closer you get to SK, the higher the damage, so after it's bigger, E has to go to the side of the opposing hero.
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As long as you release the ultimate, you can do anything, and the ultimate's will change with your hero's position.
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The second floor is a rookie, and the identification is complete.
The so-called SK,It's not just about interrupting.,As long as it's a SK, you have to take the jump.,SK who can't play the jumping knife is a rookie who can abuse him.,So you have to restrain the jumping knife.,The best thing is to use Zeus.,Watch him wag his tail outside and magnify it.,I actually said to use King Fu to hit SK.,Big brother.,Play for two more years to talk.。
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Too much...
Those who have interrupting skills are pretty much the same.
If you have a slow hand, you can get out of the Black Emperor, and you should be able to avoid it.
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Centaurs, tides, axe kings, these stunned people in place, shoot very quickly, and he can't even get up.
But some people will jump the knife big, then it can't be stopped, but as long as the meat is out**, he will have to bounce to death if he uses a big one.
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Just make someone who can interrupt him, and ask him to interrupt him when he zooms in after the piercing.
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Every hero can be used to jump big, but considering that heroes like plagiarism and big trees can go directly into the big one, so I understand that what you are talking about is a hero who can make a big effect after jumping compared to a hero who has a lot more effect than when he didn't jump, so there are heroes like Shadow Demon Sand King who need to chant time, and heroes who need to go deep into the battlefield like the Half-Human Mammoth Mystery Fairy Dragon, as well as heroes like the Divine Warrior Ice Maiden with a high explosive ultimate.
In addition to heroes who jump for a big jump, many heroes with stun or limited skills will also choose to jump knives, such as the little Demon Wizard, Fire Maiden, Wandering, Centaur Chieftain, Fisherman's Guard, Axe King, and Shadow Shaman.
In addition to the stun heroes, there are other heroes such as Templar Assassin, Bear Warrior, Diviner, and Panda Brewmaster.
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Actually, this can be used with many, many heroes, you mean only ultimate, right?
The sacred cow is a must, but SK is not actually necessary, and it is okay to plug it in the back.
Anything like th sf is fine, but you can do without it
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A lot of sharp operations are related to jumping knives Group control like Tide, Old Cow, Big Tree, Mammoth, etc., there are jump knives to amplify is the best, and there are also jumps like Shadow Demon SK, which can play high damage, and also need to jump knives There are also many single-control heroes who can jump knives to take the lead gank, such as Little Y Demon, Fire Girl and the like.
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Tides, Old Cows, Shadow Demons, Mysteries, Mammoths. These 5 people jumped big and had a lot of power.
The void has its own jumps, and it can jump big.
Some of the remaining heroes can jump big with the help of a jumping knife, and it doesn't have much effect if they don't jump.
There are also many moves that are not big jumps but use 123 moves, such as the little fire girl and the like.
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Basically, the heroes who often jump knives: SK, Mammoth, SF, Old Cow, and Mystery must jump big; Small jumping two companies, axe king jumping roaring, people and horses jumping and stomping; Like the Demon Wizard, Fire Girl, Little Y, Ice Girl, Big Fisherman, Wanderer, Little Y and other jumps are for the first hand control, in addition to the heroes of the stun skills, there are other such as the Templar Assassin, the Bear Warrior, the Earth Diviner, and the Panda Brew Fairy. As for the tide, the large range itself is already large enough, and it is a waste of money to jump, and the old tree does not have to spend more than 2,000 useless jumps because of its stealth.
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It doesn't have to be a big jump, it's about first hand control + bursting.
After SK ultimate, press the shift point to jump, the old cow, the sf tide, the mammoth, and the gods are all controlled by the jump.
There are also wandering big fishmen, demon wizards jumping out of the first hand control, and the fights are very elegant!
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All ultimates are control skills, and the cast distance is unwilling heroes.
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The earth-shaking sacred cow mammoth jumps big.
FW Jumping Roar Centaur Jumping and Stomping.
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For example, the sacred cow, the ice girl, the tide, the mammoth, and the jump are mostly cow b, and the general kind of control heroes, such as the wanderer, the centaur jump control is also good.
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Tiny, Centaur, Fisherman, Sacred Cow, Shadow Fiend, Mammoth, Axe, Stray, Tide.
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Old Cow,Enigma,Dibu,Demon Wizard,Shaman,Centaurs,Axe King,Heroic model,Mammoth don't jump now with two skills.,But the impulse is too long.,I didn't think about what the cx jumped out of.,How to jump a big hair.。
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If it's just a big move, puck,Sacred cow,Mammoth,Tide,SF,
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Centaurs, Tidals, Mammoths, Axe Kings, etc.
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As a strength hero, the growth can only be considered mediocre, and because the initial armor is 0, it will be very depressing if you face a ranged strong hero in the early stage of SK, and it will hurt to be hit by a physical attack due to too low armor, which is even more tragic than the initial armor of the mountain giant. 's agile growth is good, which lays a good foundation for SK's diversified equipment route. 's intellectual growth is a bit low for a hero who needs to use skills constantly, so it is necessary to ensure mana in both the early and mid and late stages.
Skill points. In the previous version, there was very little controversy about the skill addition of the Sand King, the puncture priority point was full, and the sandstorm level was at the first level, and then depending on the situation, the choice was to add yellow points or corrosive poison, ** of course, there was schooling. As for which is more important, the yellow dot is to increase the amount of blood and mana, so that SK can have better control and survivability in battle, and the corrosive poison can better provide SK with the ability to brush money, after all, SK's demand for equipment is not low, in addition, the priority full magic ball is definitely a nightmare for the broodmother spider.
The changes to the version have greatly enhanced the Sandstorm, so it is now possible to learn to fill the Sandstorm after the early Piercing, which has a better life-saving effect, and the 80 points of damage is also a good AOESkill points.
In the previous version, there was very little controversy about the skill addition of the Sand King, the puncture priority point was full, and the sandstorm level was at the first level, and then depending on the situation, the choice was to add yellow points or corrosive poison, ** of course, there was schooling. As for which is more important, the yellow dot is to increase the amount of blood and mana, so that SK can have better control and survivability in battle, and the corrosive poison can better provide SK with the ability to brush money, after all, SK's demand for equipment is not low, in addition, the priority full magic ball is definitely a nightmare for the broodmother spider.
The changes to the version have greatly enhanced the Sandstorm, so it is now possible to learn to fill the Sandstorm after the early Piercing, which has a better life-saving effect, and the 80 points of damage is also a good AOE
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The first 2 words of the name are enough. CG Clockwork SF Shadow Fiend SK Sand King, BM Beastmaster, ST Blue Cat, SNK Skeletron, SPE Ghost, PA Phantom Assassin, TB Soul Guard, WR Popularity, ES Earth-shaking Sacred Cow, VS Vengeful Soul, NEC Necromancer. Each has an abbreviation, and the commonly used ones are about these.
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You can use shift, but the time of SK's e-halo (shorter than C's chanting time (2s).
So there is still no way to deal with heroes who have an interrupt ability and shake low before casting.
So it's better to jump knives or bkb
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The big difference between SK's big and SF's, it's not impossible for SK to wag its tail when the skill has already entered the big one. But it may be interrupted. Shift jump is highly recommended.
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If it's a hero like Skeletron, it's likely to succeed, but if it's a sheep knife on the other side, you'll be interrupted.
But often the other party has more than one hero, and you may not be able to insert all the other party's controlled heroes So this approach is still very risky, and it is best to jump big
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SK Hero Sand King is short for Shadow Fiend
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This is the abbreviation of heroes, Sand King (SK), Shadow Fiend (SF), Skeletron (SNK), etc.
To do it yourself, it is not advisable to copy the network! After eating the banana, you can shine the banana peel shoes, wipe it with the lining, dry it slightly, and wipe the surface with a dry towel after wiping it.
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