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Uh, don't scold me, it's the Dark Ranger who wants me to say that DPS is better. The control skills are very good, and it's very good to control and contain the enemy's melee heroes in the later stage, plus his aura is helpful to my troops, it's up to you to use it, I used the ranger to abuse a werewolf last time! The ranger has butterflies, golden hoop sticks, cannons, prosthetic legs, Satan, and if he is crushed very badly, he will take out the edge of Lothar as soon as possible!
If you can't use the Ranger, you can use the Spirit Warrior, that's also very good, and it's not difficult to equip yourself with good equipment such as the Golden Hoop Stick and kill people on it!
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DPS Blackie.
Or ride after the moon.
Or don't Shawang look for a brush.
and not the night demon to abuse people at night.
Or maybe it's an early morning shoe mending.
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Which one is small. DPS is very powerful after it gets up.,And the skills of the net can be a good auxiliary gank.,The ultimate can protect you from escaping (which one is suitable for rookies).
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Well, the Phantom Thorn is really good, and when equipped, no one can escape from your palm.
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Monkey.. That house . . . The doppelgangers are better. They don't have any aoe real bodies that are not easy to find...
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For Dota it's mostly meat....A high output is enough....You just have to think about high output.
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A late enemy law to break the demon makes the other party speechless.
1. Killing countless people in the early stage (to be sharp) Gods Cheap to the home of the hero two auxiliary Zeus auxiliary killing Fengxing or small y or lion Tuita plus to protect the enemy, the main enemy law must be able to get up and not be suppressed Wind and suppress people The enemy law beats money 30 minutes gg is not a dream!
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,, the old tree, the gods, the white cow, and the tb are all enhanced to a qualitative change.
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: Soul Guard + Bone Law + Electric Soul + Demon Wizard = Invincible.
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I'll talk about my opinion, because everyone's opinion is different.
First of all, a little off-topic, the selection of the lineup should be based on your teammates' familiarity with the heroes, don't take heroes purely for the lineup, using a hero who is not easy is actually not good.
Personally, I think that with Ice Girl, this hero still has a lot of support for your team.
Everyone on your party is in need of magic, so Ice Maiden's aura works greatly.
Because NEC and SVEN are both heroes who need money, an ice girl who doesn't have a high demand for money is also a good choice.
If you divide the road, let's say you guards, the bat single goes down, the nec single, and the other 3 people go on the road, and one of their eyes is inserted into the river, and the other is inserted into the road to seal the wild.
The advantage of this point is that NEC can make money, and the advantage of bat single is not very dangerous. The other 3 are all limited skills and are very good to suppress. By the way, you have to be able to pull the field on the road, which is the one on the far left of the Guards Pull Natural Disaster, because there are three of you, so you don't know the opposite side at all.
The middle and lower lanes play money normally, and the wandering on the upper road depends on the situation, and the wandering can make the tide swim first, because the difference between the tide of level 2 and level 3 is not particularly big, but the gap between level 2 and level 3 ice girls is quite large. If the rune on the road is brushed, if it is accelerated and doubled stealth, then one person on the road will be divided into one person to eat. Let the runes on the lower road be controlled by the wanderers.
The core of this lineup is the mid-term. Take advantage of the restrictive feature to catch people, and immediately advance all the way after catching one to gain a monetary advantage. And then establish a hierarchical advantage.
It is recommended that you push off the opposite advantageous lane 1 tower early, and then put 2 eyes in the Scourge Wild Area, one on the high platform under the 2 Towers, and one on the uphill side of the Disaster Jungle Area in the middle lane. Only if the opposite 1 tower is dropped, the space for your gank will be larger.
It must be remembered that it must be caught first and then advanced, and it is absolutely taboo for 4 or 5 people to stay too long under the opposite tower.
If you are equipped, choose yourself, if you think the level is okay, I recommend 3 jump knives, sven, tides, bats, all out, because your 3 first moves are really easy to use. The equipment is mainly meat.
Don't let the Ice Girl completely cover the eyes, NEC should buy eyes properly to reduce the pressure of the Ice Girl, an equipped Ice Girl is far better than a naked one.
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Tidal can be replaced with Ice Maiden, plus a witch doctor, both of which are easy to operate heroes. With the SVEN disadvantaged road, NEC mid-laner. Hit 311.
In the early stage, the two of them can go to the middle lane if the situation changes. Bat to 6 with sven to drive the rhythm. In the middle of the huddle, the witch doctor can do a good backhand and endurance.
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There's one less auxiliary nec main c wandering deputy c and the demand for money is very large, so you can't come to need equipment, bats wandering can wander gank group control has cx and wandering another little control of the auxiliary can help gank's best ice girl is good lion is okay....
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The bat is not suitable for hitting the opponent's 311 of 3, and when it encounters it, it directly changes to the middle.
Resolutely eliminate the tides.
Just add two soy sauces, Ice Girl 51 vs Lion will do.
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There are two melee heroes on the line who may be very strong, and they can maximize the output of the necromantic dragon, but the ability to line will be very weak, and they will be very high, and they can replace sven with 51 or cm, and the line will be stronger, and both heroes can provide recovery (back to blood, back to blue), and the advantage of bat single 1 is still very large, and then your c (nec) basic skills are better, the middle lane is 55 open, the mid-term bat with rhythm, assist in buying some eyes, and you can basically take it.
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Less gank Ice Girl is good Ice Girl plus sven or plagiarism double swim bat advantage lane single nec mid laner eat experience as long as the rhythm is brought up.
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The lineup of the landlord has a clear idea, and it can basically be regarded as a lineup of the main team battle. Well, there are two main options, one is a rabbit and the other is a necromantic wyvern.
When using rabbits, it is recommended that bats are singled. NEC can be a single disadvantage, rabbit practice, and the other two people first mix the level and then support NEC. Bat Rabbit Necromancy 3-way simultaneous swiping money 3 meat outfit (NEC can choose Radiance, Macon is out of the rabbit), play a team battle route that is fully equipped and suppressed, and it is useless to throw skills after Tidal SV, but it is not easy to be seconds, and the team battle soy sauce hero is also very powerful.
You can also NEC single dominant lane, rabbit single inferior lane, double tour, give priority to killing the middle lane to bring better conditions to bats, through more frequent line changes to make NEC get more money, rabbits can get a lot of income by the way jungle (rabbits can choose to push a stick), bats can also be basically formed (jump, make up bkb). The bat is blessed by the rabbit, stepping on the accelerator to drag people, and you can abolish a hero before the team battle.
If you choose the Necromantic Wyvern, it is best to replace the tide with a calf or a witch doctor.
The main idea is to completely suppress the opponent's two ways through the strength of the mid-laner bat and the high explosion of 311, forcing the opponent to make room for NEC to play money.
This lineup team battle is best played in the wild.,You can attract local field team battles by fake Roshan.,The opponent can still really fight if he doesn't come.。。
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There is one less push-line electronic control hero, it is recommended to choose a small y, his fork-shaped lightning can clear the soldiers, and the big one is a sharp weapon for pushing the line and pushing the line back, plus he has a good point control ability, it is highly recommended to use.
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This lineup lacks a stable late stage, the NEC strong period is non-stop milk in the middle stage, and the physical output in the late stage is not strong. And neither the push nor the reverse push ability is enough. It is possible to add a musket, his r is good.
The late DPS is very powerful. The tide can be replaced with VS, and the aura is also good. It is recommended that NEC advantage lane single, musket mid laner, vs+seven+ bat is too powerful.
The lineup is not the only one, in fact, it depends on the opposite lineup. Adapt to the situation ...
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Bats are not suitable for safe lane singles.
NEC can play a disadvantaged lane order, of course, at a fairly high level. Your lineup is quite lacking in blue, you can replace the plagiarism with a sacred cow, plus an ice girl.
The branch is the Ice Girl Niu Bao Sven Advantage Lane, the Bat Single, and the NEC Inferior Lane Single.
This lineup is quite good in the late team battle, with a reply, a starter, and a team control, but there is a disadvantage, that is, SV, the swing man in the 2nd and 3rd positions, is easy to be suppressed. Although there are cows and ice women, the effect is not ideal, and it is recommended to replace it with a mystery.
In this way, you can enigmatically hit the midlaner, and the ice girl bull head and the bat quickly jump out of the knife gank.
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It doesn't have to be said that SF can drive the game before, during and after.
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+ Witch Doctor or 51 is good, 311, Tide + sven + 51 or Witch Doctor, very good, the Lord gives sven a knife, and the Ice Girl is also good.
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The lineup problem is to compare with the opponent, and the captain needs to know when choosing people, for example, choosing someone who is more restrained by the opponent.
Or remove the hero that the other party wants to choose In fact, the most important thing is your own technical problem Of course, it's good to have more choices.
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Since NEC is C, you can play a 311, Inferior Luswin, Tide, Necromantic Wyvern, NEC Midlaner, Bat Advantage Lane. Or the bat disadvantage lane, the Swayvern tide dragon advantage lane. It's im to kill people in the line.,If you don't know how to use a flying dragon, you can try a witch doctor.。
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It's so easy to break.,Big Fishman (Big Fishman lights up to break the stealth profession),And Centaur (ultimate acceleration and stamping plus Fishman sprinting over and stepping on double control),Plus Zeus (high explosion of the French system) and Source of Pain (control + attack reduction),I recommend this lineup.,I hope you adopt!
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You choose a boosted lineup, the 2 people who can play the bone selection method, the tortured soul, the 2 people who can't play the light selection method out of the temple are responsible for adding magic, and the bomberman is responsible for the mine blasting tower. Specifically, it is a level 1 4 people in the push, and the skill throws off the clear soldier and explodes the tower. Pay attention to buy purification potions, and push all the way in ten minutes.
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The opposite side is all crispy, and it's cool to have a demon wizard. Demon wizards plus phantom assassins, those who can't play are out of the horses plus cows.
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Poisonous Dog Doomsday Stealth Flow with Pink with Gems is completely OK. Or with a bounty. In paired with a high burst.
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No, it's enough to buy a gem (3 crispy on the opposite side), 2 aoe (the queen is not bad, one big plus a few F will basically send them away), 2 control (sacred cow, fisherman, centaur, tidal horse) easy to get ......
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Their lineup is good, the blood demon is good, and if you are a poor ghost, you can find a chance to break the army and make money, and bring Zhang TP at least 3 people to catch the death The best way is, of course, to advance the Corpse King, Bone Law, Prophet, Mystery, these 4 feel the easiest In the early stage, you can mix the level out of the temple, Macon and the secret method These 3 things can always be pushed to the high ground Summoning a wind and thunderstorm is disgusting, but it is also after the level is high, it basically has no impact on your lineup There is too much lack of aoe on the other side There is no pressure to push directly to the high ground (the only thing to note is that after pushing a tower, there is no state, go back to replenish it, and then hold together with a small order).
If you choose to advance the lineup, you are not afraid of the little fishmen swimming away, remember to bring the mantra when advancing, and do not bring powder to fight positional battles, there are corpse kings in them, and they basically can't get on you.
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On the opposite lineup, the boost (push) flow is broken, twenty minutes will definitely go to the high ground, and the other must be looking for vs kill, that is your ATM.
Suggestion 1 Werewolf (one of the strongest heroes in the current version, advance + high burst no solution) 2 brood spider (advance + stealth).
3 Enigmas (Control + Propulsion).
4 Death Prophet (Advance + Meat, the ultimate is too disgusting).
This lineup is fifteen minutes - twenty minutes will definitely go to the high ground, and basically twenty minutes will win.
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1、Gods, you have to use this version to be more suitable for mid-laners.,After all, the resistance suppression force is more restrained to play mages.,To go to the inferior single physical output may not be able to beat 2 people.,The level of the god's limb grinding is a lot wasted.,And the oracle is actually a hero who eats by skills, and the equipment geometry of a hero who relies on skills does not affect the play (blue is enough). It's better to put him in the middle of the laner, and it's better to change the WL to the 3-person road to break out.
2. Of course, it's better to play WL if you don't know how to play, so don't expect just 3 in order to ensure the effect. (WL has no explosive power, just 3 is too weak), and it may be more useful to follow the gods to the disadvantaged road (the hand length can cooperate with some people, and you can also add blood to save the gods).
Nothing else, it doesn't matter.,This version of the gods with WL and oracle auxiliary positions to open a group is actually very good.,The gods themselves are now just afraid of being killed by the physical output of the fire.,It's very good to have wl and oracle protection.。 It's just that this lineup gank is weak (which means that the hunger is dominated by the gods but not hard controlled, and the bull head maneuver is too poor.) The oracle actually has a limited role in regular play (there is no survival in a simple high explosion, and it is better to give it to the gods than to keep the base open for self-protection).
If you don't know how to play, I won't explain it anymore.,WL is the best place to end up and lose a big thing.。 Other lineups play early with small control outbreaks, and don't play all team control.
Why are you going to ...... with him later?
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