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1. First of all, the skill description.
Passive: Marks enemies who are isolated from nearby allies.
Active: Deals 70 100 130 160 190 (+ Physical Damage.) If the target is alone, the damage is increased to 100 145 190 235 280 (+.
Evolved Expansion Claw: Deals extra damage to isolated targets for 12% of the target's lost health (up to a maximum of 200 damage to monsters). Ka'Zik's Taste Fear and Normal Attack range increased by 50.
Attack power is 230, which will cause a physical output of 280 + 550 = 830 (note that it is output, not damage, and the output to damage is calculated through armor, percentage reduction, etc.).
2. Show more than 100 possibilities.
1) The system will not deceive people, either there are teammates next to the target, then the trigger is about 190+ output.
2) Consider the resistance on the target, for example, Galen opens w to reduce damage by 30%, 560*(1-30%)=400
ps: If the cow is big, the reduction is 75%, then there is 140 left.
3) Considering the armor on the target's body, when 300 armor, the damage is reduced by 75%, and some heroes such as stone man, dragon turtle, gargoyle, etc. have a counter-damage, and it is easy to get up to 300 with a skill armor.
In summary, showing more than 100 is possible, not a bug.
And in this case, you need to pay attention to two points, one is that more than 500 damage is only played more than 100, so don't waste skills on this person.
The second is that your more than 500 hits are more than 100, and your teammates are the same, don't be discouraged.
Hope that helps!
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Is it equipping an attack damage bonus instead of a panel attack damage bonus? And it doesn't seem to be that high.
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Yes when marking a lone hero, but that's equipment attack power, and the base attack doesn't count, and the statement has absolutely nothing to do with magic resistance.
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It seems that the official version is a bit pitiful. Or the opponent's magic resistance is high.
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Skill Description:
Potential threat [passive].
When card'When Zik is not seen by the enemy, the passive will be triggered. His next normal attack on an enemy hero deals additional magic damage and slows it.
Aftertaste of fear [q].
Deals physical damage to a single target. The damage dealt to enemy isolated units will be greatly increased. card'Zik will mark enemy forces that are judged to be isolated.
Evolution: Claws will deal more damage to isolated units. At the same time, cards'Both Zik's Normal Attack and Aftertaste Fear will gain a greater attack range.
Void Needle Prick [W].
card'Zik fires a pinprick that hits an enemy unit, dealing physical damage to all enemies in the area. If card'Zik is within range, and he will regenerate health.
Evolution: Able to fire three needles at the same time in a conical range. All enemy targets within range will be passively affected.
Space Jump [E].
card'Zik jumps to the designated area, where enemies take physical damage.
Evolution: Wings greatly increase jump range. Getting an assist or kill instantly refreshes the cooldown of the space jump.
Void Raid [R].
Each level of upgrade allows the card'Zik evolves his Action Skill, gaining additional effects from that skill. During the activation of the ultimate, the card'Zik will go stealthy and trigger Passive-Potential Threat, as well as increase movement speed. The skill can be activated again for a short period of time.
Evolution: This skill allows cards'Zik unleashes three times in a row for a short period of time, and will take less damage while stealth.
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First, the introduction of skills:
1. Taste the fear [shortcut Q].
Ka'zik passively marks enemies that are isolated from nearby allies. Tasting Fear deals physical damage to a single target. Damage dealt to isolated targets is increased.
If he chooses to evolve the Expansion Claw, this skill will deal extra damage to enemies who have lost more health. Ka'zik will also boost his normal attacks and taste the distance of fear.
2. Void Spike [shortcut key W].
Ka'zik fires ** spikes, dealing physical damage to all nearby enemies. Ka'zik will regenerate health if it is within range. If he chooses to evolve the Spike, the Void Spike will shoot three spikes in a cone shape, and the Void Spike's slow effect will be increased.
3. Jump and click [shortcut e].
Ka'zik jumps into an area, dealing physical damage on landing. If he chooses to evolve the Worm Wing, the distance of the leap will be significantly increased. Kills and assists will reset the cooldown of the jump.
4. The Void is attacking [shortcut key R].
Allow Ka'tzk to evolve one of his skills, giving them unique additional effects. When Void Strike is activated, it causes Ka'Zik to sneak and trigger an invisible threat, as well as increase movement speed. If he chooses to evolve dynamic disguise, Void Strike can be cast three times.
Two. Hero Analysis:
Hero Advantage: Kazik is similar to Tyrone, and is an AD-type mage who relies on skill bursts. When he faces a lone enemy, he has super explosive ability and can easily harvest heads. In addition, Kazik's unique evolutionary ability makes him suitable for facing a variety of enemies, and in addition, he has high potential by combining health regeneration, slowdown, stealth, acceleration, and dashing.
Hero Disadvantage: Due to the long dash skill CD, Kazik is very easy to kite, and will appear very weak against some hand length and mage heroes. And in the mid-to-late game, you have to build some survival suits to make sure you don't get too brittle, so that Kazik's second man ability can't be used well, and he is weaker in the late game; In addition, the subsequent abilities of skills depend on evolution, and Kazik has little ability to retain people until the skill evolves.
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Invisible threat [ passive ].
Invisible Threat: When Kazik is out of the enemy's field of vision, he gains the Invisible Threat, causing him to deal bonus magic damage to the enemy's next attack and reduce their movement speed by 35% for 2 seconds.
Feast of Fear Evolution-Claw [q].
Passive Effect: Marks lone enemies around you; Active Effect: Kazik deals physical damage to the target, which increases if the target is left alone.
Evolution - Claw: Increases damage to lone enemies by 12% of their lost health, and increases the range of Dreadfeast and basic attacks by 50.
Void Spike Evolution - Spike Neck Spine [ w ].
Kazik fires Void Spikes at Target, after touching the first target, and dealing physical damage to all enemies in the vicinity of the location; If Kazik is within range, he will get the effect.
Evolution - Spike Neck Ridge: The Void Spike fires 3 spikes in a cone radius and consumes the invisible threat to deal damage and slow enemies hit.
Jumping Evolution - Wings [ e ].
Kazik jumps into a targeted area, dealing physical damage to enemies within range.
Evolution - Wings: Increases the range of the jump and refreshes the cooldown of the jump after a kill or assist.
Attack of the Void Evolution - Camouflage [ r ].
Kazik enters stealth for 1 second, increasing his movement speed by 40%, and within 10 seconds, Kazik can unleash another Void Attack.
Evolution - Camouflage: Kazik can unleash a third Void Attack, reducing the damage taken by Kazik by 50% while sneaking.
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These are all 6 god costumes, and you can't get out so much when there is a play, mainly depending on the opposite lineup, I personally think the big ice hammer is unnecessary. Replace it with a whisper; Generally, the outfit and going out are based on the right line, and the praying mantis looks at whether it is a mid-laner or an up-to-top single. On the order on the obscene line development, bottles, eyes, red out of the door, anti-gank also rely on the line.
The mid laner is pretty much the same.
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The mantis's outfit is actually very rigid In addition to the shoes and the magic cut It is the three-piece set of blood-drinking black cut whispering Finally, a spring brother can make you more brave in team battles If the mage on the opposite side is sharp, the demon drinking knife is something to consider It is not recommended that he come out of the meat outfit If you don't output this hero, it will be wasted And he will definitely come out of the armor-piercing bow Now it has been revised More rely on AD than passive.
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Shoes are going to be minus cd and magic cut depends on the situation Ice Hammer doesn't need to come out, come out with a resurrection armor.
Go out with a big red medicine for 1 eye, and have the money left to buy a small red medicine.
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Praying mantis, the first piece of equipment must be tears, the second piece of equipment is brutal, then bright shoes, then the vampire scepter (at most a Bilgewater scimitar but also redundant, never use money to buy blood, otherwise it will be completely wasted), then a small vampire knife, and then whisper. At this time, the praying mantis is the strongest time, if you don't play a huge advantage quickly. You don't have to play later.
Eternal Nightmare is generally only used for jungle now, and the entry into the support ability team battle is good, but the aspects you said are definitely Void Marauder strong, mid laner or top laner, jungler is fine, so if you want to be affordable, you must buy a praying mantis.
It depends on which position you play, the male knife can generally only hit the mid-single, and it is more restrained to the opposite AP, and it is easy to be exploded. Kazik had a very high appearance rate before he was cut, and he didn't see much after being cut, and he played a lot of junglers. The lion is extremely explosive, the gank success rate is high, and the jungler is better, but if the opposite side has a true eye or 400, it is useless.
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