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If you play in a low-end game, you will definitely have to put it if you can escape.
If you play a high-end game, look at the tactical arrangement. For example, people are obviously going to push in groups.
Don't let it go first, buy it quickly when you die, and reflect your value.
If the time for the opponent to push is not ripe, such as the line is not good, there are team members and other equipment, waiting for resurrection, etc., just to catch people.
It can amplify the escape delay time.
If you and UG and others need to be caught in the later stage, you must magnify and save him.
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To protect oneself is to weaken the enemy.
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Decisively put in the early stage,Frequent team battles in the late stage,It's best to keep the ultimate to save DPS or the main hero,150 seconds of big tree CD,150 seconds There is a high probability that there will be two team battles in the late stage,So,Think about it clearly when you put it in the later stage。
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The question of good cows.
Don't let go and wait for death.,The big CD is only more than 1 minute.,You die once and add a tb of money back to the line to add a tb of money.
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Put. There aren't so many ifs, just put it away. The cooldown can be reversed.
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Look at your teammates, no one will come to support you, let it go decisively.
The people who support you are too far away to put it is and then hit the signal 3 A big CD is more than a minute Saving lives is worth it, but don't waste it in that situation.
If your teammates are not far away, then attract the opposite side to chase you Big tree 3 is good It's not so easy to be killed You can eat some opposite skills So that the teammates behind you can support and it's easier to destroy the opponent.
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I think it should be put After all, life is more valuable than big, but it also depends on the situation, for example, the two sides are deadlocked, if you are less big, the other party may go to the high ground, then if you have the money to be resurrected, you will not let go, and when you keep the high ground after buying back.
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Team control basically means that there are mainly these heroes in a wide range of control skills.
1.Enigma: Ultimate: Black Hole: Controls enemies within range, ignores Magic Immunity.
2.Tide, ultimate destruction, the simplest team control, group chrysanthemums.
3.Mammoth Ultimate Reversal Two Levels Pull enemies within range in front of you Ignore Magic Immunity The easiest and most difficult team control.
4.Shenniu: This guy's control is not an ultimate, but the stun caused by the passive aftershock triggered by the use of skills, and he is also one of the few controls with high explosive power.
5.Elven Dragon, Ultimate, Dream, Small Skill, Silence are all considered group control, but not hard control, and the opposite side can still put skills and moves after the dream is stunned.
6.Treant Guardian Ultimate Crazy Growth It's just a simple immobilization, ignoring the magic immunity, but if it's immobilized, you can put skills, and you can also lift the state with a clone or something.
7.Void Masquerade, the ultimate that cover, ignore the magic immunity, a handful of DPS-type group control, and also a handful of control fields with cutting skills.
8.Captain's ultimate ghost ship and torrent are difficult to release.
The remaining few are pseudo-group control, with large-scale control, but unstable.
The Source of Pain Sleep one, pull one, and weaken one dps idealized to control 3 people, but the actual difficulty is very large.
Carl: Wind blowing and ice wall are both team control skills, but the release is exquisite.
Phoenix's ultimate supernova has a damage and a wide area of stun that takes 6 seconds, and it has to rely on teammates to cooperate.
The Dark Seer's vacuum with the ultimate to copy and instantly disrupt the battlefield can also be regarded as a kind of control.
The small one's ultimate hypnosis Although sleeping is invincible, it is also a kind of control, such as sleeping and demolishing the tower, or sleeping with teammates to take over the back hand skills.
The big one, the big one, the petrified gaze, must face the big one to be slowed down The slowdown effect is very good, and it can also kill some fantasies in seconds The timing of the release is difficult.
Mountain Giants have a limited range of landslides and many people need teammates and opposing sides to cooperate.
There are also many piercing range stun types, such as Demon Wizard, Xiaoqiang, Sand King, Centaur, Fire Girl, Tormented Soul, etc., one stab, multiple people, one stun, and many people need to practice and cooperate with teammates.
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1.Enigma: Ultimate: Black Hole: Controls enemies within range, ignores Magic Immunity.
2.Tide, ultimate destruction, the simplest team control, group chrysanthemums.
3.Mammoth Ultimate Reversal Two Levels Pull enemies within range in front of you Ignore Magic Immunity The easiest and most difficult team control.
4.Shenniu: This guy's control is not an ultimate, but the stun caused by the passive aftershock triggered by the use of skills, and he is also one of the few controls with high explosive power.
5.Elven Dragon, Ultimate, Dream, Small Skill, Silence are all considered group control, but not hard control, and the opposite side can still put skills and moves after the dream is stunned.
6.Treant Guardian Ultimate Crazy Growth It's just a simple immobilization, ignoring the magic immunity, but if it's immobilized, you can put skills, and you can also lift the state with a clone or something.
7.Void Masquerade, the ultimate that cover, ignore the magic immunity, a handful of DPS-type group control, and also a handful of control fields with cutting skills.
8.Captain's ultimate ghost ship and torrent are difficult to release.
The remaining few are pseudo-group control, with large-scale control, but unstable.
The Source of Pain Sleep one, pull one, and weaken one dps idealized to control 3 people, but the actual difficulty is very large.
Carl: Wind blowing and ice wall are both team control skills, but the release is exquisite.
Phoenix's ultimate supernova has a damage and a wide area of stun that takes 6 seconds, and it has to rely on teammates to cooperate.
The Dark Seer's vacuum with the ultimate to copy and instantly disrupt the battlefield can also be regarded as a kind of control.
The small one's ultimate hypnosis Although sleeping is invincible, it is also a kind of control, such as sleeping and demolishing the tower, or sleeping with teammates to take over the back hand skills.
The big one, the big one, the petrified gaze, must face the big one to be slowed down The slowdown effect is very good, and it can also kill some fantasies in seconds The timing of the release is difficult.
Mountain Giants have a limited range of landslides and many people need teammates and opposing sides to cooperate.
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The Great Black Hole of Mystery, the Great Destruction of Plagiarism, the Great Reversal of Mammoth, Ice Thunder Summoner's Hurricane Connected to Magnetic Storm, Fire Thunder Summoner's Shockwave Connected to Meteorite, Dark Sage's Pull, Void Mask's Big, Axe King's Roar, Big Tree's Entanglement, Necromantic Dragon's Little Dragon Falling to the Ground, Phoenix's Big, Sven's Hammer, Sand King's Poke, Chen's Baby Triple Control, Little Deer's Baby N Consecutive Control, Big Bull's Stepping on the Floor, Captain's Waves and Big, Earth Diviner's Four Networks, and the others I can't remember clearly.
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The black hole of the mystery's ultimate, the tidal terra's ultimate, the earth-shaking cow's echo attack, the wandering hammer, the mammoth's great reversal of the poles, and the centaur's battle campaign trample on these.
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There are many Sand Kings, Big Cows, Little Calves, Tides, Little Fishmen, Sven, Big Trees, all of them!
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Tide Hunter, Earth-Shaking Cow, Big Tree, Mystery, Centaur.
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Tide Hunter, Earth-Shaking Sacred Cow, Sand King, Axe King.
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Tides, just run in and put a big one, and the mystery is OK, the same as the tide.
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Mammoth is very good team control, but the operation requirements should be a little, it is recommended that novices play tides, mysteries, these are two relatively small operations but also very good team control, play well, it is recommended to practice the sacred cow and the sand king, these are two super outbreak group control, the group is particularly fierce.
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Brainless, the simplest hero with the greatest chance of being stunned: Mermaid Guard (Mermaid), out of the equipment to write meat (even if you don't have money pioneer, there is always money to buy a few power bracers), turn on T (accelerate) and rush up R, open the acceleration If you still R floor, then the person who plays this hero is really domineering and incomprehensible.
Heroes without group control: Blood Demon, give a big one to the opposite side, forbidden demon, go up to A
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Novices recommend using the Tide Creek Messenger, team battles can be put in a big water individual, you can pretend to be out of the flesh to resist damage, it is not recommended to use the sacred cow and the big tree, these two heroes need better operations. Especially the sacred cow, in fact, a team control can be related to the victory of the main game, and it is better for novices to start with support heroes. Wait to be familiar with the operation and know the characteristics of various heroes.,Which god starts from a novice (pure hand-played.,It's not a person who plagiarizes).
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If you don't have a brain, just go to the place and zoom in, most of the time you don't need to move or anything, and there are few situations that can control your death, and novices must choose.
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It's still a tide hunter It's mainly to support yourself with meat In team battles, put a g first, and then feel like there are more people to amplify the move After that, it's basically a flat A If you have magic, it depends on which person has less blood to put a g The tide itself is more meaty and more suitable for brainless operations.
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Tides and big trees, nothing else is recommended. The mystery is too brittle, and there are many skills. The sacred cow is difficult, and the word sacred cow is not called in vain.
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Let's talk more about the brainless group control, all the upstairs are not sharp, and the most brainless group control is obviously the silent warlock, and the tide or something has to find a place to enlarge it.
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The answer is only the tidal one, so you can choose the best, and what else is added to the cow, the mammoth or something, and the decisiveness is not to look at it.
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The group control of brainless operation is plagiarism, big tree. The mystery is too brittle, novices use ATM, the mammoth range is not easy to grasp, the cow is too maneuverable, and SK novices can't put out a big move. However, I recommend that novices still play the beast that has just been attacked, keep running, and let go of the thorns if they don't listen, but they don't have control skills.
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Big tree, go to the middle of the people, magnify the move. Strength heroes, less likely to die. Unless you want to kill yourself and rush into the crowd, then I can't help it.
Skill: The first one is hidden, the shortcut key T, add it to yourself or your teammates next to the woods, and you can be invisible. The second is the Parasitic Seed, which is placed on the enemy unit, and you or your allies can add health to the enemy unit wherever they are, and the enemy unit will have its health reduced and slowed down.
3 skills are aura,Increase armor and health recovery speed,During the day,Friendly heroes across the map can enjoy your aura,At night, only around you're down, it's a big move.,It's a group control.。 Pure hand-played, I hope it helps you.
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Listen to me, half-human mammoth, aoe + group control, skills are brainless and easy to use.
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Tides and big trees and big cows.
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Sacred Cow, Tide, Enigma, Minotaur Chieftain, Big Tree, Disruptor (Sal), Axe King FW, Centaur Mammoth, Sand King (SK).
The sacred cow, the enigma, the axe king, and the sand king can be controlled by jumping knives.
The most brainless thing is the big tree and the tide, as long as the meat is up, others can't give you seconds, you open big, backhand control, and the opposite side is basically over (passerby battle).
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Tide, mammoth, mammoth is a little better, tide is not as easy to make money as mammoth, and mammoth has the ability to escape.
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Plagiarism and big trees are simpler, the mystery is best to jump the knife, and the sand king and the sacred cow are more than the feel and distance.
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Tidal novices are more likely to start.,I recommend playing a little hero (don't be too watery),There's a combination of the god cow and the old cow.。
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Ryan, Sand King, and Centaurs can all control it, and the big group of tides is the best.
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It is recognized as the dry land cow, from a very early version of the calf has been crowned with the title of "Dota first team control", although few people have mentioned this title recently, but the comprehensive team control ability of the calf is still the top of the team control, which can be seen from the CW field rate, no team control can replace the position of the calf.
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Cow has a lot of big moves, but small moves and group control is the reason why Niu is firmly in the first place 1. The large-scale control of skills and long-term terrain effects are more powerful than many ultimates, and the CD is much shorter The existence of passive skills makes any action have the ability to control and prolongs the stun time Although the mystery plagiarism is a traditional big control, there is almost no sense of existence when there is no ultimate, Captain Niu has control close to that of the calf, but the stability and first move ability are slightly inferior to the calf, so it is still the first Maverick.
But on the other hand, the long-term team control of the ultimate move such as the Mystery Mammoth also has something that the Maverick can never compare, that is, the long-term control of ignoring the magic exemption This is the ability to almost reverse the situation in a team battle Team control is a thing to look at the situation There is no point in fighting for the first place Many times the role of small control heroes such as Ryan Fire Girl is much more useful than the so-called large group control.
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In fact, in terms of group control, it should be the mammoth the most powerful.
The earth-shaking sacred cow looks at the skills of the tiger and controls a lot, but in fact, his control range is not too large, mainly to damage, a ravine looks far away, and pit people abound, although the control is enough, it is not necessarily a weapon for team battles.
And the mammoth doesn't have this problem.,A big jump.,Not only is the range relatively large.,And it can also put people together.,Suitable for cooperating with many other aoe.,The ultimate move is also out in seconds.,It's almost impossible to dodge.,Another point is that the mammoth's big move is to ignore the magic free.,It doesn't matter if you have a bkb.,It's all under control.,If it's controlled,It's a mammoth that's a tiger.。
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The tide doesn't explain all the stabs.,Void Masquerade cut directly over a w, but teammates don't go in.。。
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Puzzle, the range of the ultimate 400 is not exempt.
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As long as there is crowd control that ignores the magic immunity, it is the first group control.
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It's hard to define that. Tides, simple and brainless group control, but the range is particularly large. Enigma, a test of the timing and position of the big jump, requires continuous casting, but for a long time.
Mammoth, the range is not large, often requires the cooperation of the jump knife and d, no matter how big, it is also a test of technology. The sacred cow also tests the timing of the big jump. Probably these are the most commonly used.
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If the team you want to join is 1, then select the unit A you want to join team 1 with the mouse, shift+1, so that when you press 1 again, A is already in team 1, or you can use the mouse to select all the formations you need to form and press Ctrl+1 to form a team again. >>>More
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