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Personally, I think ez is good, every time I look at the blood volume in the back, there is a head in Q and you are an adc you take the head, others will never say that you q is short cd high damage, but grabbing the head is relatively disunited, not very approves.
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What's the use of grabbing heads?
If you like that hero, buy it.
Don't get entangled in that hero stealing heads.
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Blind monk, Q that damage, one Q one cool, the lower the blood, the higher the damage.
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ADC Tucci, personally, I think it is very good to grab.
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Void Walker, Cassadine, Heads King, don't need to explain too much, just know when you play. Low-end bureau artifact.
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Do you just buy 4800? Like Carter, Akali. Wandering mage, these are very good at grabbing. In fact, it is easy for anyone to grab. Look at the enemy's HP.
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Hold back 6300 and buy a tidal sea spirit to pack your satisfaction.
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Clockwork EZ is OK, but EZ is stronger when harvested.
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Fire Man, the output is extremely high, and the passive is equivalent to ignition, and with the big mask, the ice staff is very cheap.
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It depends on your equipment, good equipment, good luck, and anything can be strong.
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Blind Monk!! This one is okay, right?
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If you haven't used Pan Sen, you will never know how powerful Pan Sen is, except for ADC, a hero who dominates the whole route.
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Akali, Carter, and other mid-single second people, the fire girl broke out high.
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Metal Master, VN, anything as long as you know how to use it.
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This thing, let's put it this way. There is no such thing as the most rubbish hero. Only the most rubbish tricks.
You get the idea, but I personally recommend the 450 hero. If it's 4800, as far as I'm concerned, Clockwork is a relatively comprehensive hero, and I basically rely on him in the middle of the list. There is a shield, there is acceleration and deceleration, there is consumption and group control, the main development in the early stage, the high injury in the later stage, and a wave of regiments can determine success or failure.
In addition, the top single Rambo belt is transmitted, and the half-flesh AP is also high damage, and a beautiful big also determines the victory of the group. These are commonly used in the game, and it makes sense to choose them in the game, and the score may be more advantageous.
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Buy the prince in the jungle, As long as you are willing to practice, it is not a problem to get a diamond, if you think you have enough skills to hang, enough to be sassy, just vn, the ranking is proper, enough for you to get above the platinum, but I still recommend the wheel mother, The operation is simple and violent, and the ranking is relatively stable. This version, Dream Jungler is also very good, I recommend it, the main thing is that the operation is low. No thanks.
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In fact, every hero has characteristics and shortcomings, if you want to play well, you have to practice more, as well as positioning, judgment, your consciousness should also be good, anyway, practice more, and vigorously produce miracles!
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I recommend an AP, clockwork, and more practice to know that the queen of team battles is proper.
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S4 wheel mother down the road a sister, jungler Kazik, blind birth.
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adc can vn, ez, jungler can be blind monk, prince, top single can be troll, middle single can be clockwork, fire man.
Carter, an assassin hero like JS who refreshes his skills.
** Master, the hero of AD can rarely beat him.
Airplanes and Big Mouth are two extremes.
The plane purely eats skills Ping A is considered to have low damage in ADC for about 20min, and the huddle damage will be very high It will be difficult to fight in the late stage The attack distance is close Ping A has low damage. >>>More
It's better to be a policewoman. Of course, in terms of output, VN is more tiger in the later stage. But after all, if you just play AD, it is not recommended to play VN in the first place. >>>More
Hello lz, a hero with high mobility like a fox I recommend starting to wander in the case of level 6 can establish an advantage in the middle lane, if you are aware well enough to successfully catch a few times, even if you don't get the head, it's good to force the opposite side home, if you successfully catch all the way, and then if the line is good to push down a tower, or steal a buff on the opposite side, then the advantage can slowly rise, at this time teammates will also understand your ability, then you can start to arrange tactics, pay attention to the tone, As long as your teammates don't really want to lose, you have a good grasp of the overall situation, know when to group, when to disperse, when to need eyes in that position, and when your teammates start to cooperate with you when the advantage arises, you should play such a rhythm in the middle.