-
It's actually a bit difficult to control the line. If it's your own advantageous lane, you can pull the field and bring the line back. However, it is not good to let the creeps into the attack range of the tower.
The most basic thing to control the line is to make up a knife and make up a knife, and to make up 3 knives when the tower is smashed. Don't use the bloodless skill farm of both soldiers. Remember that a pawn only makes up for one sword.
If the opponent's lane is going to enter the range of your tower, you can deliberately detour the pawn far away. If there is a large open space in the middle of the Scourge, you can take your troops around instead of directly returning them to the tower's attack range.
-
Hit the opponent's creep The line will advance 1 distance Reverse A1 your own creep The line will retreat 1 distance Cancel succeed The line will retreat more A The opponent's hero will also retreat Pull a wave of field The line will retreat to the bottom of the tower.
Generally speaking, the line of control is to control the line of troops closer to their own tower, but sometimes you also need to push the line over to your own tower to retract the line, generally with denying and pulling wild, and pushing the line generally depends on skills (or out of a temple ring, you need to push the line to open the aura, usually close).
-
Turn the halo off! For example, the Temple, skills such as Wandering armor! Denying is also important! Pawns move 2 centimeters per second! The difference between the two towers is only 50 centimeters!
-
Try not to continue to physically attack the opponent's creeps with a lot of blood, and try not to kill creeps with magic if it's not to push the line.
-
The main means of control are: jamming, pulling, and denying.
-
Top at the front, deliberately go slower, but be sure to hold the first one (their formation will change).
-
Pay attention to your replenishment, don't go up to a soldier, go back and forth and then replenish the red blood soldiers to dig, and make up for the counter-supplement
-
Pay attention to the positive and negative complements and do not a floor.
-
The control line, our soldiers still have half of their blood on A, and the other party's soldiers are red in blood and then A, you go and try.
-
Guards, Prophets, Sacred Cows, Two-Headed Dragons. It's all right. Sharpen the knife.
-
Why do you want to control the line under your own tower: Simply say 1Keeping the wire in the rear will help you get more protection from the tower.
Whether it's gank, escape, or pawn a, keep the lane under the tower, and your own tower can be of great help to you. 2.Gives you room to kill enemy heroes.
The early defense tower is a very powerful existence, control the line under your own tower, and if the opponent wants to come forward to a soldier or eat experience, he will stay away from his own defense tower. Out of the protection range of the enemy's towers, it will be much easier for us to kill him. In addition, if the lane is close to our tower, there will be more room to move, which is very conducive to the ability of allies to slow down, stun, pierce, and even move faster heroes to use their strengths to kill enemy heroes.
Some overview of the control line:
1.Pull the wild: The jungle can bring the lane closer to your towers, and the mobs will also eat some of their own creeps, reducing the amount of experience the enemy gains.
Creeps can also provide a certain amount of experience and gold to their allies in addition to creeps. When you have an advantage, the extra experience and money in this part will increase your total profit. and its disadvantages, this part of the extra experience and money can also allow us to obtain a certain amount of benefits.
Countermeasure: It is more common to insert a prosthetic eye in the opponent's wild area. In this way, within 6 minutes, this area will not be able to spawn new monsters.
2.Aura: Disables some auras that can cause the lane to move forward, such as the Templar Ring to defend creeps, Skeletron's vampiric aura that allows creeps to suck blood, etc.
If you want to keep your lane back, keep the Templar Ring in a state where you don't add defense to your creeps in the early stages, and try not to upgrade the aura that is not conducive to the line of control unless necessary, and so on.
Pawn: In general, for enemy creeps, don't give him more than one shot except for the last one. His own soldiers, the second half of his blood will start to be replenished. This is important.
4.Block: Blocking soldiers when you go out, which is conducive to controlling the line of troops under your own tower.
Heroes in the middle lane, a detail to pay attention to is that after each wave of their soldiers is eliminated by the enemy, you must pay attention to the group of soldiers behind you, which one blocks 400 distances, often let your minions be on the high ground and the enemy minions are on the slope, so that you can enjoy 25% of a downhill and uphill
miss, and a highland vision shadow.
5.Less "lead troops to attack": within the hatred range of the enemy creeps, you click on the enemy hero, and the enemy creeps will bypass our minions and run over to hit you, during this time, our minions will have a few more enemy creeps, and the line of soldiers will also move forward.
-
The principle of Dota is very balanced. And the troop line also belongs to one of the balances, his principle is the output of the guard and the output of the natural disaster, of course, there are model reasons, the output plays a major role.
Both sides are not a pawn, and they will hate according to the terrain, which side has a higher output, and the lane moves in the opposite direction, for example, if the guard output is high, then the lane will move to the scourge side (the same creep, why is the guard or the scourge high, you will notice that sometimes the hatred terrain will cause two creeps to fight one, so that the other side will have a creep to die first, then the output must be less).
2.A pawn, the output of your forward and counter-denial will affect the lane Not only the last sword, but in a nutshell, the total output is the relationship You have to adjust the output according to the situation, and sometimes not using the lane will make you make up a lot of more knives.
3.Both sides are A pawns, this is a dynamic equilibrium, the principle is the same as above, that is, the output relationship, not only limited to the last knife.
4.Both sides will attack each other, accompanied by a mending knife. This is a common situation for us, in this case there is a hate relationship, the hate distance of the melee soldier is about 350, and the hate of the ranged soldier seems to be 450 or 550, if you attack the opposing hero within the aggro range, it will attract creeps to attack you, which will also cause the lane to move.
All of these things need to be experienced slowly, and in short, this is a world of data, which can be estimated to determine the direction and distance of the line.
-
Mainly based on counter-denial... You think that the damage of the creeps on both sides is about the same (ignore the minions caused by squeezing each other, not so much), and for the rest, pushing the line is the damage you cause, and the line will naturally come back if you make up for it.
-
Don't a soldier, only make up the last one, your own soldiers to make up when they can make up, long-range soldiers are better to make up for it, otherwise it's easy to push the line, when assisting in pulling the field, let him pull the double field, as much as possible to consume that wave of soldiers, if the line is going to enter the tower, try to resist a few times as much as possible, try not to let it enter the tower.
-
The line of control is the control of the line of soldiers and the positive and negative complements, to control the line to learn to replenish the troops, not a soldier, what you have to do is to drop him when you are in the red snow, and then do not drop the dead blood of the opponent's soldiers, in this way, you can basically control the line alone.
If someone is on the line with you, you are far away from the soldier line, and then A or right-click the enemy hero, at this time the soldier's hatred judgment immediately becomes you, and then the soldier line will be pulled over, you only need to walk away a little, you will not be beaten by the soldier, and your melee creep and the opponent's melee creep positions are basically reversed, at this time, if the opposite long-range wants to point you, and his range is relatively short, it may cause him to point you, but the embarrassing situation of being touched by the soldier a lot.
The most important thing in the control line is the vision, because it may be that when you control the line, the opposite side will come to grab you, and the position of the control line, preferably close to your tower, is convenient for teammates to TP support.
-
There are advantage lanes and disadvantage lanes.
On the one hand, the dominant lane control line can be pulled by teammates, or the person standing on the line does not want to be a pawn, only make up for the last one, and keep making up (as long as the minions have more than half of their HP, they will start to fight themselves). Try to control the line in front of the tower, and don't enter the range of the tower, so that you can not only protect yourself, but also suppress the opposite person who does not dare to come forward to harass, because this position is relatively deep, for fear of being swept away by your teammates.
The disadvantage of the road control line is mainly to seal the field, press the pawn and deny. In addition, in order to ensure your own replenishment, you can use a opposite hero to pull the minions to hate, and pull the opposite creeps over, which is conducive to your own development. Hope to adopt.
-
Control the line, simply put, if one is a teammate pulling a field, let him pull 2 fields (that is, 2 waves of fields), and you can't control the line if you have a teammate who pulls a field. Then on the mending knife,Positive mend only the last hit.,Half-blood is going to start to make up if it's counter-denied.,Be careful not to pull the hatred to bring the soldiers into the tower.,So that you can basically control the line under your tower.。
-
Multi-denial When you are close to the tower, it should be moderate, otherwise when you enter the tower, the lower wave line must have passed, and you usually have to make up more.
-
The skill of controlling the line lies in the mending knife, you see that the line is pulled earlier··· Just keep denying, accelerate the death of your own soldiers, or go to the rear to card your own soldiers, let them slow down, or pull the field, so that the opponent can't eat experience, and control the line by the way.
-
Give you a ** and do your own research.
-
If you control the line, you have to make up for it, and you must make up the last one, you can't a floor, and don't let the line enter the tower.
-
Deny to keep lanes out of your tower
-
Make up for the last one, you can't bother your own soldiers, and you can pull the field to attract small soldiers when you go down the road and on the road where natural disasters go up.
-
First of all, you need to train the replenishment of troops, especially the counter-compensation, and you must also learn to pull hatred, and you must also learn the difference between ranged soldiers and infantry.
-
Warcraft Battle RPG map Dota terminology refers to controlling the lane of troops close to oneself (such as under one's own tower) through denying, which can make oneself replenish troops in a relatively safe position to make up for money, and can also force opponents on the same road to enter a relatively dangerous position to make up money, so as to create opportunities for gank and suppress the opponent more. A master of lane control is often able to control the lane under his own tower or at the slope of the river. Control and patching are both essential skills for Dota players.
The role of the control line:
Most of the time in the early stage, each hero is fighting on their own line and leveling up. If you keep attacking normally at this time, and the line is pressed very hard, the lane will run very close to the enemy tower. >>>More
There are actually two kinds of prediction skills, one is trajectory prediction, and the other is range prediction. However, range prediction is more common, and some skills can be pointed or changed. Let me give you an example of what you generally need to predict. >>>More
Corpse King, Death Prophet, Warlock, Tormented Soul, Shadow Shaman. >>>More
What you are talking about dominating the wild should be the ancient wild! The Ancient Wild of the Guardian Scourge, you can use the beasts at your disposal to pull the wild during the day, usually at 52 to 54 seconds at any minute during the day, and the success rate is relatively high during these time periods. Normally, the choice of wild monsters is also a bit particular, and it is best to use the Troll Net Monster (ranged attack), the sixth-level satyr (with an aura to regenerate health), followed by the Centaur and Papa Bear. >>>More
To put it simply, there are only a few pieces of equipment that are often combined. >>>More