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First of all, you have to learn to block the road, that is, other people's enemies run away, and then you can fight money and jump knives, and learn to jump big.
The sacred cow is a big rebel, and four kills and five kills are common. Don't dare to go up when you see the number of small soldiers, tell you that the more people, the faster the opponent will die.
In addition, this data gives you:
Rass (f) Earth-shaking Bull tears through the surface of the earth with its totem, creating a huge ravine, impassable for 8 seconds, and dealing damage and stun.
Gully (f).
Rank 1: Deals 125 damage and stuns for 1 second. Cast Interval:
15 seconds Cast Cost: 125 mana Level 2: Deals 175 damage and stuns for seconds.
Cast Time: 15 seconds Cast Cost: 140 mana Lv. 3:
Deals 225 damage and stuns for seconds. Cast Time: 15 seconds Cast Cost:
155 mana Lv 4: Deals 275 damage and stuns for seconds. Cast Interval:
15 seconds Cast Cost: 170 mana Cast Range: 1200
Enhanced Totem (E).
Infuse power into the totem on the back of the Earth-Shaking Cow so that the next attack of the Earth-Shaking Cow can deal extra damage. If no single is hit.
Enhanced Totem (E).
bit, the effect lasts for 14 seconds. Rank 1: Base damage increased by 75%.
Cast Time: 7 secondsCast Cost: 50 mana Lv. 2:
Base damage is increased by 150%. Cast Time: 7 secondsCast Cost:
50 mana Lv 3: Increases base attack damage by 225%. Cast Interval:
7 seconds cast cost: 50 mana Rank 4: Increases base attack damage by 300%.
Cast Time: 7 secondsCast Cost: 50 mana.
Aftershock (a) Whenever the Earthshaker Cow casts its skill, it shakes the ground within a 300 radius around it, dealing additional damage and stunning it.
Aftershocks (a).
Rank 1: Deals 25 bonus damage and stuns for seconds. Level 2:
Deals 45 bonus damage and stuns for seconds. Rank 3: Deals 75 bonus damage and stuns for seconds.
Rank 4: Deals 115 bonus damage and stuns for seconds.
Echo Strike (c).
The Earth-Shaking Cow slams the ground and sends out a shock wave that deals damage to nearby enemy units, and the shock waves bounce off each other to deal more damage! Scope of effect:
Echo Strike (c).
500。Damage pierces magic immunity. Bonus damage on corpses is halved.
With the A-staff equipped, it can resonate twice to heroes. Rank 1: Deals 160 damage, with Shockwave dealing an additional 40 damage per bounce.
Cast Time: 150 seconds Cast Cost: 145 mana Rank 2:
Deals 210 damage, with Shockwave dealing an additional 55 damage per bounce. Cast Time: 130 seconds Cast Cost:
205 mana Rank 3: Deals 270 damage, with Shockwave dealing an additional 70 damage per bounce. Cast Interval:
110s Cast Cost: 265 Mana[1] A Staff Upgrade Effect: Echoes to hero units twice.
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It's not a god or a bone.,I've played Dota for a short time.,I've been crazy about Dota.,I've also quarreled a lot with Dota and my girlfriend.。 I just want to say that if the little brother ** didn't treat the ashes of the gods, it would be regarded as if he didn't see my reply.
Be careful, though, to bring a TP with you. At the critical moment, you must fly over the team battle. If the line is busy in the early stage, a sacrificial ring can completely maintain the amount of mana.
Then, if it is generally smooth, it should be able to jump the knife in about 17 minutes. With a jumping knife, the cow is no longer a cow, it is a cow b. I remember playing in my dorm room once.
About 20 minutes of jumping knives. As soon as he arrived, he immediately participated in the team battle in the middle of the TP. I wipe, because it's a sweep, and they stand a little bit forward.
After tp, shift points to people (this detail was learned from the president of the e-sports club in the school before, not how much time he can save and how many advantages he provides, but sometimes Dota plays really just so many seconds) jumped big, and I was very embarrassed to get 4 kills. (One big hangs three, and F sweeps the tail for a total of four) was suppressed by the old cow's toughness at that time. You know, there was a sensation when I saw this scene in the dorm room at the time.
Regarding the issue of adding points, in the early days of the line with Lao Niu, many people played the main plus f, right. f It hurts a lot, and it is very effective to consume blood with the soul ring. However, when I played two fights, I felt that Lao Niu, a hero, was not about how much damage he could do in the early stage, but about being able to control the opponent on the battlefield for a few seconds.
So later, I decisively only added a level F, and the main plus aftershocks. In team battles, you can release the ultimate move with the maximum damage (when you don't jump the knife, it looks like you go to the pile, and then it will be bigger) and then you can control it, so that the DPS is comfortable output. The old cow's duties are over.
As for the late-stage god costume, it is still good to refresh the ice armor, because in this way, you can control twice the time. These are just a little bit of my experience in playing Lao Niu before. Hope it helps.
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Let me recommend my favorite way to play! First of all, go up the ravine, a noble ring 180, a mage robe 150, a group of branches 80, and 3 groups of blue magic bottles 150 to go out (at this time, it is best to have chickens for when pressed). Then WS plays, moves to the YD point, and cooperates with the road closure to kill people at any time.
Look at the situation of making up for the knife and playing money, when the advantage is blue, the disadvantage is the blood ring. The first six levels of upgrade 131214, with a big post-wandering and engaging people, heroes with more stun skills or control skills can have a good effect! If you want to make money, you can first hit the ground in the group of soldiers, and then use the ravines to beat all the minions to collect them all.
The focus is on the purchase of jumping knives, and the old cow with jumping knives is a qualitative leap! Jump big and hit the ravine again, and the opponent's anemic hero will either die or be injured. After there is a jumping knife, you can choose the vanguard (dragon heart) to support the blood or the ice armor sheep knife to continue to restrict, mainly depending on the development of the opposite side.
VS has an introduction to non-mainstream play, which is not recommended.
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It depends on whether you are an auxiliary cow or a carry cow. Carry cattle generally only appear in the passerby bureau, need to have a strong ability to the line, it is recommended that the first 7 levels 1 level F, 1 level E, full level aftershock, level 1 echo strike, the level of aftershock can help even skills, increase the stun time of each skill while increasing skill damage (nearby), and then put the e point full, the so-called knife cow. Equipment routes can be traditional and can be DPS.
For the sake of stability, the cow's jump is always an artifact, and the hidden knife cannot be replaced. The auxiliary ox mainly does 3 accompaniments, and needs to use the skills of the ravines to protect teammates and help teammates block the road and kill. In the early stage of the 3 accompaniment, you should try to get out of the soul ring as soon as possible, and at the end of the 3 accompaniment, you should find space to shrink and play money, and strive to jump out for about 20min.
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Assist in controlling the field, go out of the ring scroll, go directly to the straw sandals to jump the knife, with the ring, enough for you 3 times, if it is not smooth, the secret method, the ring, and then hold the jump, there is a secret method, you can take the time to play the skill to make money out of the jump, the team battle cow must be in the back row, the team battle is generally the back hand, if you catch people, of course, it is the first hand. It depends on the lineup.
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Now it is popular for cattle to roam. I don't really like it, I like to jump out of the secret shoes first. After that, the atents were armored.
Seal the road first and kill people in the early stage. After jumping out of the teamfight, jump into a big one. The whole world was quiet.
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Conventional auxiliary cattle, 1,3 pairs.
A knife cow, 1 skill point, 1 point, 2, 3 points. It's all bigger.
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The main ravine, or aftershock, totem plus a equipment, is the same as the one upstairs.
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Enter Dota Bar and click on the boutique area, and there are many strategies.
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There are a lot of strategies and commentaries on U9, as well as game videos.
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In the early stage, there is something to support the demon and blood, cooperate with teammates gank to wander, and in the later stage, you have a refresh, jumping knife, secret method, and the basic team battle must be won.
Jump triple refresh triple world is quiet...
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I think there is one thing that Shenniu should grasp, that is, sometimes road closures are more important than vertigo! To grasp
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Now you have to endure loneliness when you play with cows.
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The road must be fast and accurate!
You can cooperate with your teammates in the early stage, and it shouldn't be a big problem to win FB.
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The god cow is four wrist guards, straw shoes and a jumping knife, serving his teammates, and being willing to play the No. 4 and 5 positions.
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1,Normal route depends on the situation.,If you need a secret method for your own team, run a secret method first.,Then jump knife.,But now the mainstream is prosthetic leg + soul ring.,It's no problem to meet your own magic needs.,Now 68.,With secret shoes I haven't been out.,Basically, there are teammates out of this in every game.。 The god costume of the cow in the late stage is the jumping knife + BOT + A staff + ice armor + sheep knife, because the big mechanism of the cow has been changed, so there is no need to refresh it The cow can reach this equipment It is already very speechless.
2.Entertainment route I believe that those who have watched ** recently have seen a lot of a knife cow,kky,vigoss,and sgamer on the earlier video,nada., This style of play is more entertaining, but the explosiveness is really sufficient, and the requirements for their basic skills are relatively high, because the money is fast, kky, which is the most violent outfit prosthetic leg + hidden knife + annihilation + cannon Then you can consider a scepter to strengthen the ultimate, e, open the hidden knife, estimate the good time past a little, then e again, A little more, the basic people are empty, add a point of main e, secondary aftershock, and f plus one level. It's really fun to play.
Another way to mount is to infinitely stun the cow out of the stun hammer + madness + jump knife after the first move is basically infinitely stun.
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Jumping knives are the core equipment of cattle.
Cattle generally do not play the C position, and the early insurance people are mainly squatting.
The early f tried to seal people as much as possible.
In the middle and late stages, try to keep people, and don't think about whether it can be blocked.
Make up a jumping knife, and the big jump of the cow can determine the victory or defeat of the team battle.
In the later stage, you can consider Siwa, sheep knife, blood essence and the like.
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The woods standing on the side seal the slash, stuck the opposing hero in the corner, and ensured that his own soldiers would hit him, and when he sent out the troops, there was not much blood, go up, e, knock him out. It's up to your teammates or your own attacks. Group battles, jump in, ultimate, BKB, road block, escape or chase, don't be impulsive!
In the early stage, the magic bottle or the secret method, shoes, jumping knife, bracers, and in the later stage, refresh the flying shoes and dragon heart.
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When playing Dota, slowly hone it and say that it can't be taught.
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Just put the ultimate and the ravine...
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When you go out, you usually go out with branches, eat trees, blood irrigation, and little blue, but after the secret shoes, magic wands, and then jump knives, the initial outfit is casual.
Unfortunately, the sacred cow is a legal power hero, and if there is no magic, it is a waste. Therefore, it is best to come up with a secret method or soul ring in the early stage to make yourself demonic. Replenishing troops still depends on the basic skills, and I personally think it's good to play him less dead. >>>More
There are two additions: 12 pairs of points, and 1 skill level 1 of 23 pairs. All are greatly enlarged. >>>More
It is your Lord who has ascended. Remember that you are the Great Controller! Team control! >>>More
Flicker: The cast target is any geodiviner, and the effect is to teleport to the cast target, and damage 400 area units at the same time (note that it is a damage deal to the skill release point and the target geographer you teleport to, so if you want to deal high damage to the enemy, you can use it within the opponent's 400 radius, disappear and appear to deal damage each, a total of twice). This skill is mainly used for teleportation between geodivinaters and enemy killing, and the skill is low due to the low magic cost, so it often uses two geodiviners to cast a wave of soldiers on themselves.
The shoes are super late flying shoes are good, and the super god costume is of course the magic dragon + Satan + strong attack + mad battle, and then you can have an ice eye.