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The enemy method is relatively brittle in the early stage of the line body, because it is difficult to kill with blink, and the later stage is very mobile.
Suppression is mainly to fight consumption.,Try to suppress his replenishment knife and blood.,And then have more control and kill directly to death.。。
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AM is generally an advantage road to be protected, if one person is protected, the ant is popular and the inferior road can be pressed by the two of them, and if two people are protected, there are 3 people on the advantage road, and the other two roads are in the infinite wandering. If you don't press it on the line, you can press it for about 15 minutes, and when you go out of the wild battle and brush the wild, at least two people can catch the wild area when you open the fog. Or choose a strong lineup in the early stage to push the outer tower in 20 minutes.
Or come to the end of the god costume 25 minutes ago.。。
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The enemy method is good mobility, and the DPS ability is at the bottom in the later stage, that is, it can carry it, and it can fly everywhere, brush money, and lead the line, it's okay to bully and bully the mage on the opposite side, and when you meet the late stage that can fight, you will go to the sea of people who can suppress the enemy law, and the phoenix, the old cow, the omnipotence, the source of chaos, and so on, a big lump of soul rings, and so on, and a soul ring will be free to fix him b It's useless to come and eliminate demons, and you're afraid of what enemy law with a soul ring in your pocket.
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Choose a source of pain and suppress him in the early stage, but the effect in the middle and late stages will be gone, and you have to think carefully.
Or you can choose NEC, so that his 1 skill is almost useless, but V still has to dodge the point.
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The enemy law is generally protected by people, and it is not easy to press B in the early stage. It's best to be silent in the middle of the night, like the Night Demon Blood Demon gank.
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He is out of supplies, and he has a strong escape ability from line to line, such as Fengxing. You can have a squatting blue fat to protect the wind.
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Be silent, be more controlling, catch the wild, pay more attention to him.
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Poison Dog Finishes Suppressing Enemy Law Version 73 Enemy Law Weakened Attack Time Increased.
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The enemy is short of blood, and hit him with the middle term.
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Anti-mage, just listen to the name and know that it is the nemesis of the mage.
Magic damage is useless to him, only physical dps can be used.
The enemy law is actually very brittle.
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Mending knife axe, round shield frenzied, prosthetic leg doppelganger axe, and then depending on the situation. If you can't get out, you will lose, and you will be scolded.
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Personally, I think that the enemy law is no longer suitable for this version. It is even more difficult to get up without someone to protect the enemy.
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An enemy law that can only brush money is not a good enemy law, and an enemy law that does not brush money must not be a good enemy law.
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The strength of the enemy law lies in the two things of containment and brushing. The way to play is generally to hit the mad battle axe as soon as possible, and then start to use high-level flashing to brush the wild area and lead the line (come out of the flickering flicker is basically used at will, don't worry about the lack of blue, use the flicker in the wild area to quickly brush the field, and go to the line in a timely manner, for example, when the opposite group advances, you can now lead the line to contain). It's a good habit to carry TP with you.,The enemy law is generally harvesting heads before there is no equipment advantage.,Don't be the first to flash up.,Because it's likely that B won't come back in the past.。。。
After brushing out certain equipment, such as doppelganger axes, BKB, and bone crusher hammers, you can choose to cut the opponent's back row first. Always fight the enemy is to highlight the dragon to see the head but not the tail, in the early stage of no equipment to see people to come to you directly b go, to brush money, in the later stage there is equipment at will.
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The key to a good anti-mage is to be able to play''b""
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There are two types of enemy positioning: one is meat, and the other is obvious DPS. As the name suggests, 40% of the magic resistance and another challenge are perfectly stacked to reach 70% of the magic resistance, plus the hero's own magic resistance, which is basically immune to magic.
And what is really known as an anti-mage is mana damage. Not to mention the demon elimination, it also deals 50% additional damage to the demon elimination. The key is the ultimate.,The less the mana void demon, the greater the damage.,It's the maximum magic reduction of the current demon*( Right?)
Naturally, the enemy law has become the number one nemesis of all mages. Therefore, if you fight the enemy, it is better not to have a mage if you go head-to-head, and typical late-game heroes are very defeative. Because it is not based on JN output, but by passive JN ......Naturally, you don't need so many magic If it's a team battle 55 to fight the enemy, here's a little trick to recommend to you.
It's a good grasp of the enemy B flashing CD. Generally, the enemy method of 6 seconds cd will go to catch people at this time, and he will hit you after flashing, needless to say, run accurately. After counting silently for 4 or 5 seconds, he went in the opposite direction, and after 2 or 3 reciprocating enemies, he was basically eliminated.
The method of escaping the enemy is also crucial. Generally speaking, the enemy law will not be easily killed by jn seconds. Generally, it is controlled by teammates JN and killed by DPS, so maintaining a good formation in team battles is the key.
Often, the enemy law appears as a backhand, and after your group control is released, he will also appear. When you use a big second to get rid of those control or main methods in an instant, you can start a person very arrogantly So when you play a group, try to maintain a good formation, the enemy law does not dare to step forward easily, although the magic resistance is high, but the blood volume is small after all, and it is still easy to die. Generally speaking, there should be a clear goal when fighting the enemy.
It's up to your teammates to cooperate. First decide that the needle is not aimed at the enemy law at the beginning, if it is. The first move must be followed by the second second enemy, at this time.
silence becomes crucial. Generally, Ziyuan is a good choice. There is also a hero who forbids demons at this time, which is also very important, and at the right time, he will not be able to run away with a forbidden demon enemy.
Forehead.. I've thought of so much first.,I'll add anything else.。。 Hope mine is helpful to you
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1 skill disgusting skill, no magic, everyone is just a high-level infantryman. With the doppelganger axe, the magic is eliminated in an instant, and the DPS is considerable.
2 skills come with a powerful jumping knife, magic skills, not much to say. Excellent cut-in-and-exit battlefield skills. Jump in, doppelganger, slash people, zoom in, jump out.
The elegant murder and the elegant run, reminiscent of a line in the Journey to the West:"It's so handsome to run <3"。Hehe.
3 skills come with their own challenges, I think how hard the heroes of the mid-term Pioneer + challenge are, everyone knows it. Pioneer AM is already very meaty.
4 skills remote harvesting interrupt skills, always feel that it consumes a lot of magic. It's okay, it's not a waste skill.
In this way, it seems that the enemy method that is not easy to kill is out of the vanguard, (sacrifice optional), and the team battle is not very strong after the clone, and the excellent survival in the early stage, and the ability to gank, how can it not be wasted. Or did everyone not come out of the clone before, and was accused to death, so they said that he was invalid.
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The enemy law is indeed very very crippled, you position him as a gank cripple, position him as an auxiliary cripple, position it as a carry is also a cripple, in short, it is all kinds of cripples, watch the video of a large game, how many people will use the enemy law, it is because the enemy law is recognized as a cripple, you ask me for the reason, I have too many reasons for 2:1. 2 There is no reason whatsoever.
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It's not wasted, but I don't like to use it.
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It's okay if you hit CW....But passers-by don't have that much sense of cooperation....Equivalent level....It's hard for him to get up without protection...But it's a one that requires equipment and level....No one is insured, it's almost an ATM....If it were a great god, I didn't say it.
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Too strong dependence on equipment, weak line occupation, little blood, difficult to survive in the opposite 2 combos, and no appearance capital in high-end games.
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The enemy law is very strong, and he likes to press calves....
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Personally, I feel that the enemy method is very weak in team battles, and self-protection is okay, and singles are also good.
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Anti-Mage. Let me tell you what I think).
Go out and pack (three branches + mending knife and axe + eating trees + big ointment).
Try to hit a ** ring first. (The main skill you learn is definitely b-flashing and then elimination.) Remember).
Then go down the wind out of the Yaksha. Fight against the wind.
Later offerings. Then hold the butterflies.
Remember that DF is the ethereal hero. The battlefield floats by without leaving a trace. Remember to resist the main output (e.g. Shadow Fiend. Little Black. Small which one you can spend playing with their blue on the go. )
On the battlefield, your main target is the Mage.
Without the battlefield of mage's output, then you don't need to say that you know the consequences. Hehe.
That's all for it.
Hope that helps.
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The premise is that your teammates are very durable, and 30 minutes can ensure that the mid-tower is not pushed off, and then look at my advice.
In the early stage, a shield is issued, and a number of blood is returned, if the guard is pulled down the road, if a natural disaster is on the road, then the road is pulled into the wild, and after the field is pulled, go to other wild monster points, try to find a low-level wild monster point, and drink the blood bottle when the blood is less, and then repeat the above steps when the monster is refreshed.
Equipment, first out of 5 rings, then tenacious balls, then shoes, then power shoes, and then mad battles, if you still have the ability to fight again tenacious balls, and then frenzied, the main attribute rises flashing, other casual, depending on the situation, do this, 30 minutes of good character will have a pair of mad battles + power shoes + small shields, poor character 1 mad battle + power shoes + small shield.
You're out of the mountain after 30 minutes.
After going out of the mountain, the tower is mainly pushed, and there is a flicker, and others will definitely not be able to catch you. This harasses the enemy, brushes money, and builds towers, killing three birds with one stone, of course, the wild can continue to struggle in the wild area, and within 1 minute, you can basically finish brushing 5 wild points (this is true, don't believe it) After brushing, it's just time to refresh the wild monsters, and then brush, so that your money will double in 10 minutes, it's been 40 minutes, and it's time to get the power in the later stage, vampire cloak, butterfly, golden hoop stick, exciting, and hard out of equipment (it's best to have a double mad battle).
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With the enemy method, I am advised to see the lineup. There are many opposite controls. To be honest, you will play, and it won't make you DF do anything.
Assist in inserting good eyes, you keep leading the line, completely suppress the other party with equipment, you flash when the opposite person comes, when the god is in the group. 2. Equip selection stream. I've seen a video of ehome.,It's also DF.,The opposite side controls the high burst.,DF turned out to be the Vanguard Shield.,Challenge.,Lincoln.。
A completely anti-lineup. The enemy method is also about to come out with a bone crusher hammer, which is a sharp weapon for single killing. And don't go to the early stage of the group, go to the rear and be simple, for you, staying alive is the most important thing.
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The rhythm problem, with the anti-mage, a lot depends on the teammates, generally speaking, the requirements for the teammates are basically strong. Now it's 2 rhythm gameplay, team battles, cut into the kill, and the back row of the crispy belt line push and contain (there is support on the opposite side, if there is less support, you will kill, and if you have more support, you will go, at this time, your teammates will be contained, and double containment).
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