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Blind man, okay, jungler catches thugs, but it depends on your personal will.
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It depends on which one of you is handy, I usually use clockwork and Morgana in the mid laner.
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It is best to use some commonly used heroes in the low-end game, such as Wandering, Carter, and Leopard Girl are all good heroes for the upper score
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Teammates in the low-end game, you know, it's easier to choose a hero who is easy to carry, I don't want to play in the middle of the laner, I have been using the top single **carry, I can resist the output, and I hope for a little platinum.
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There are very few stable controls for high bursts, and the Ruiz controls are stable enough, and the bursts are not stable enough for LeBlan, which is not high enough for bursts.
The low-end bureau uses Carter, Widow's Bar, online suppression, wandering and killing gangs, chasing teammates, and killing two ways, Carter, who is formed in the later stage, is the rhythm of harvesting.
Either use a fatan like the Raven of Ryz Brush soldiers in the early stage and stand in the late stage can also output tons of damage Anne is not a hero who stands on the pile output A set of cds that don't drop QWR kites and other QW CDs can be output again, and the coffin is also a mark control It's not much the same as a fire man You have to make combos to stun people Outbreak can also be a team battle back row machine gun.
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Strongly push Carter,Online Q grinding blood no consumption,Clear f4 speed is not too slow,Walk more in the early stage with rhythm,I don't buy an eye or anything in the low-end bureau.,A catch is accurate.,It's good to harvest in the later stage.。
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The difficulty should be comparable to that of the mechanical pioneer, second to Phoenix, clockwork, known as the most comprehensive AP, is very powerful when played, and is a hero who can drive the rhythm and save the world, and her difficulty is in the position of the person and the position of the ball in the team battle, and the timing of the big one.
Passive: Extra magic damage allows you to hit the ADC damage on the line level, making it easy to replenish the knife.
Q skills: short CD, low consumption of magic, the main consumption skill in the line period, can also be used to limit the opposite position, the trajectory speed is slow, a certain amount of prediction is required, and it can also be used to explore the grass.
W skill: kite magic skill, high acceleration and deceleration effect, accelerate the team for the first move, slow down the opposite side to facilitate retreat. The role is self-evident.
E skill: Good shield effect, in the case of jungler not gank at level 2, I will point out, in the early stage, you can cancel out the damage of most AP skills, and have an advantage in blood exchange. In the later stage, with a high AP bonus, you can often save a teammate.
It is best to give the meat or half meat, after the distance is closer, Q and W are easier to hit, reducing the chance of miss.
Ultimate: This may not have very high damage compared to most AP's ultimate, but its effect, as you will see in team battles, can completely dominate the outcome of a team battle if used well. This is a knock-off effect, and mercury and purification cannot be removed.
The range of this skill requires a lot of practice. In the late team fight, use W+ to accelerate after giving E who can rush, and then use R when there are many people or when you are close to the opposite C. And then there is the need to be optimistic about the arrow next to Orianna.
Beyond the red will come back to you. You can avoid budget mistakes and empty empty stuff or something.
Overall, the clockwork skill is an all-round mage that combines acceleration, slowdown, AOE damage, shield, stun, displacement, detection, and knockout.
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Clockwork, don't practice Clockwork heroes look at the awareness and level of the team as a whole, and there are not many high-end rankings, only in international competitions are mainstream heroes, in terms of outbreaks, clockwork can't even enter the top 10 AP But why are big games so op?I think the reason is the following, 1 has a very strong kite ability, acceleration and deceleration skills, 2 has strong control r, 3 balls can probe the grass, it is relatively powerful, and the 1st level group casting distance is quite far. These advantages are useless for luyou who do not cooperate tacitly or whose consciousness cannot keep up.
Generally, there are fewer level 1 regiments, and it is not a particularly strong advantage to probe a grass, it is useless to keep up with the strong control output, it is not as good as a high damage skill, the kite ability depends on the team, n people chase you in vain, and it is meaningless to cast the spell from the front of it. If you want to say that it's more like clockwork, I can't really find it.,Clockwork is a more distinctive AP.,It's hard to get started.,It's familiar if you play more.,It's an auxiliary AP.,And Phoenix.,Glorious effect is almost the same.。
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Clockwork is still NB.,The ultimate is group control.,Same as Morgana.,It's very difficult to get started.,I practiced more than 50 times before I basically knew it.,The difficulty is about the same as a sister.,A sister can be a second person.,But the clockwork method is at least 400 500 to be crispy in seconds.,I recommend using a sister to be better.。 After all, Sister Ichijo is a fighter in the AP.
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Clockwork and Phoenix are the most difficult team battles to achieve powerful APC, and those who dare to say that they have trained these two heroes to perfection have a combat power of at least 10,000 or so, 2,000+ rank.
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How difficult it is to get started... Why do you want to compare yourself to AP Heroes?You don't often use AP You are 3000 combat power, and at your level, I think, it has begun to be very difficult to get started.
The main thing is that the team battle is super ghost, and the output is weak. Those who say that clockwork will be NB, I don't know what concept they are talking about.
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Clockwork plays well and is very powerful.,It's a little difficult to operate.,There's control.,There's damage.,There's a shield.,It's basically a team-type hero.,The ultimate is basically a group control.。 It's about the same as Morgana.
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Clockwork, it's not easy to refine. It's a little more fun than Phoenix. Playing Clockwork is controlling 2 heroes, 1 ball, and 1 deity. If you are a newbie, it is recommended that you do not want to.
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The operation technique of the clockwork is higher.,It's to operate the ball in your hand.,Because it's to operate something to output.,So there's an advantage.,The partition wall can also output killing.,The range of the ultimate is small.,You need to release your own visual inspection.。 Clockwork has two output skills.,QW is a combo.,E can also protect yourself.,W can accelerate when you escape.,You can also slow down the person chasing you.,Clockwork operates the ball.,You can also kill under the tower.,Stand outside the tower yourself.,Kill the people under the obscene tower invisibly.。
Besides, the brilliance is also a very sharp hero, a Q is fixed, quickly throw out the e, and then press the e to quickly detonate, so that it lasts for several rounds of grinding blood, and there is a cover like clockwork to protect, yourself and your teammates, and when the opponent's blood is about the same, throw a big move, the glorious ultimate recovery is very fast, don't cherish this ultimate move too much, use it when you should use it, the cooldown is very short, and it can be used to fight small soldiers in the later stage, and when you want a group, you can use it immediately.
Summing up, these two heroes are very op.,You can grind blood online if you have blue.,I personally have these two heroes.,Both play.,Both are sharp.,I use clockwork if it's a solo.,The odds are big.,Hehe.。
With a good grasp of the clockwork, she can be a very strong mid-laner AP, although it has been weakened very badly, but it is still sharp.
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Radiant movement speed. The attack range and attack power are higher than the clockwork, and the armor is also higher than the clockwork, but the attack speed, health, health regeneration, and mana recovery are lower than the clockwork.
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I was blown up by a glow last night. Only once. My outfit is to go out Dolan or shoes three red.
The first time I go home, it's usually the stick of eight hundred and six with red and blue eyes. The second time you go back to the law to wear shoes or another stick. The final outfit is the French shoes.
Big hat. Method to wear sticks. Ice sticks.
Hellfire. Abyss. The abyss doesn't mean much.
It's just that if you can get these, you've already won, but that position is bought with a lot of money. It can also be swapped out for a vampire gun.
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The brilliance is controlled, there is a slowdown, there is an attack, and it is very sharp. I have a strong pile of runes I like to wear a ring when I go out 55 The equipment behind the strong is 55.
Skill Cooldown Shoes + Time Staff + Magic Hat So far, basically, this game is over. If the equipment is to be released in the back, it will be released according to the situation. The opposite dish will not be grouped out of the pharaoh to set fire to you out of some blood.
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Both heroes are different, but both are fierce classes. Let's talk about clockwork first, the main E in the early stage of the line, the sub Q, the opponent puts the skill and opens the shield directly, it can only be said that the burning blue is not flattering, and it can also be counter-flat A blood consumption without losing blood at all, The early stage is E + Ping A peace of mind to replenish the troops, and so the Q level comes up, grinding the opposite blood, and the half-blood direct second is stress-free. However, the clockwork is very particular about the position of the ball, and it needs to be practiced more.
Lux belongs to the obscene stream, ultra-long-distance range, peace of mind in the early stage, It's not a problem to grab the opportunity to take away a set of skill levels, the same violence when the regiment is due, I like to play both heroes. Each has its own strengths, Clockwork plays a great role in the late stage, Lux, the most played AP class, is generally rarely in the late stage now, and is generally disarmed in about 25 minutes, This profession is really easy to think about in the early stage, once it gets up, you know.
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Let's start with the next two heroes:
Compared to the star-studded explosive AP heroes, Clockwork can only look up to the sky and sigh. Compared with the explosive ability of the mediocre, his team role and support ability are definitely not comparable to any mid-laner AP! So in other words, I feel like clockwork relies more on strong teammates.
He is a hero who can add fuel to the fire and send carbon in the snow.
Speaking of brilliance, it's a hero who is more capable of exploding. And there are both soft and hard controls, and the range of skills is large.
If it is like that, both of them are the core characters of the team battle, and they are all prejudged by the same lack of blue. However, the operation difficulty of the clockwork is much more difficult than that of the brilliance, and you must always pay attention to the position of the magic ball in addition to the movement and skills. It's a big joke if you don't have a brain!
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Both heroes are non-directional skills, and they are both very predictable. Clockwork is even more demanding in terms of anticipation. Relatively speaking, Radiance is far stronger in the early stage of the lane and gank, but the output and control of the team battle in the later stage cannot keep up with the clockwork.
The clockwork has to do some requirements for operation, including the position of the ultimate and Q, so don't use it if you don't want to practice deeply. Radiance can ensure its own safety due to its ultra-long cast range, and its outfit is dominated by violent output. Because of the lack of blue, you can think about time first.
The magic horse hat method is not a problem. Clockwork as a group control, plus his own flat A also has a good output, and he must be half flesh and half injured. 2. Dolan's post-ice fight + abyss + Central Asia can give you 300 + magic wounds, about 100 double resistance + 2500 blood.
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You're comparing the king of people (god players) with the Demacia head harvester.,It's not comparable.,But if you're in the middle, the light girl is a little bit.,Three-line hegemony.,But the clockwork late team battle often plays a key role (if the pit is a pit teammate.,I don't want to say it.,You know),The value of the big is much greater than the light girl.,Each has its own strengths.,Play more.。
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The difference is big, it's not a high game, don't wind up!! Pit teammates. But if you know how to play, you can generally wear shoes, hats, ice sticks, voids, abysses, murder books or time, and the abyss + skills will be seconds.
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The clockwork is getting stronger.
Give you the way to play. You can see for yourself, I won't go into too much detail, if you have questions, you can ask them.
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Recently, I studied a tactic.,Clockwork out of the polar ice fragments,Put it on the rush hero with E and then wait for the burst to amplify.,But clockwork needs more equipment and technology than the fire man.,And the early fire man only needs to predict and level advantages to be very strong.,Fire man's individual combat is strong.,Clockwork team battle is strong.,Look at what kind of battle the landlord tends to?,Other APs?,I recommend the fox.,Q's AP bonus is really damage.,R's three-stage rush.,But it's too much to operate.,And Ryz.,Monkey Super Fatan.,Output against the sky. ,But if it's not smooth in the early stage, it's hard to get up.,After all, it's a developmental hero.,The cards won't be explained.,There are also some AD mid-laners.,For example, robbery and praying mantis are good.,Team battle contributions are also good.,The main owner of the building thinks about it.。
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Simple comment Fire man aoe outbreak Simple and rough But unstable When you meet a good position, you can deliver food If you clock out, you need to operate high Team battles or something, and the degree of cooperation with teammates is also relatively high Recommend ap Sain Put Just two skills 5 speed shoes 3 Dolan Don't be too easy to kill people The disadvantage is that I am afraid of meeting a hero who can blow up my shield in an instant There is also a fox mage assassin with high mobility and high explosive strong ability to rely on the line.
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In terms of operation, it is still simple for the fire man, and the clockwork is too dependent on technology and prediction, and it is easy to empty and large. But if the operation is good, the clockwork is easy to play tricks, and it is very powerful to show off. Fire man is simple, rough and powerful.
There are many good APs, and in melee Licassadine and Akali are early wandering APs, Carter, and Iron Man are money APs. Ranged Zyra, Lux, and Death Song are all good. AP is not a point operation, and it is not interesting.
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Burning Man broke out didn't say that in the early stage of EQWR + ignition Gape will take it away Clockwork is more equipment How much does it take the cooperation of teammates to play a group Good AP There are a lot of Fox Radiance Cassadine Wandering This version is weakened more badly It still depends on the personal style and operation skills and the level of understanding of the hero Just take a look at it**.
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...Is it good for Ryz to use the great god?,But the latest version of Ryze has been cut off.,Fire man and clockwork I choose fire man.,A set of combos can hit a good output.,Clockwork needs a little skill.,Team battles are put on the opposite side of gg.。 I also recommend Cassadine, Kyaukyue.
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I don't know if the landlord is good at breaking out.,The line is good at grinding blood, then recommend EZ.,He's an ADC.,His skills are very powerful.,The landlord is already grinding blood.,It's easy to crush the other party.,The explosion required is not high.,You** have strong ability.,But it's easy to be a jungler's gank.,Then EZ has life-saving skills.,EZ is a mainstream ADC.,It's very different from the gems and twilight you use.,,EZ has to get used to smart casting.,The landlord needs to practice.,If the landlord is not used to smart casting, then it's recommended monkey, And the gem twilight you use is not bad.,It's not particularly necessary to operate.,,Team battles as long as you put them in good place will say the greatest contribution to the team.,He also has a life-saving clone.,The landlord learns to stop.,Use the ontology to pretend to be a doppelganger to confuse your people.,Monkeys generally take the unit.,If you're more good at grinding blood.,Then the top order will make you very painful.,The monkey's role in team battles is really great.,It's not recommended to use a blind monk.,If you use a blind man you're nervous.,If you don't hit that team battle, it's equivalent to you didn't go almost.,If you're cheap., Then congratulations to the landlord.,You'll be the 6th person opposite.,The landlord can imagine.,You have a cheap hand.,Kicked a barbarian on the opposite side to my apc and adc.,And then there's no then.。。。
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