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The new trigger for the red buff can be summarized as follows:
The target is a single-target, direct damage skill trigger, and the damage and slow are based on the level of the person with the buff. The slow effect depends on whether the hero is melee or ranged (melee heroes slow twice as fast as ranged, similar to basic attack slow).
Analysis: 1. Skills with basic attack effects will trigger red buff effects, such as Ezreal, Blade Will, Blade Shadow, Tidal Sea Spirit, Demacia Force, etc. This one is the same as the old mechanic.
2. Point skills and direct damage can be triggered, such as Wandering Mage's QW, Vega's QR, Annie's Q, Gem's Halo, etc. In particular, non-directional (ballistic skills) can also be triggered, such as Fallen Angel's Q, Catwoman's Throwing Spear, Blue Wave's Harpoon, etc.
3. Different skills for single and group injury judgment can also be triggered, such as Q of Death Song, if Q is available alone, Q multi-person does not have it (the same effect as Death Song's ice staff, hit a 35% slowdown, and more than two are considered AOE).
Note: The ultimate of the wandering mage is different, and the opening is still the QW target with an effect, and the aoe is none.
4. Trap skills (Leopard Girl W, Timothy R, Policewoman W) are all continuous damage and cannot be triggered. (Although stepping on 15 mushrooms in a row is basically a second, it is not direct damage).
5. Although summoning creatures (Annie's bear, Big Head's turret, etc.) is a skill, the single basic attack of the summoned creature cannot be triggered.
Summary. The red buff buff adds damage to the slow, which was very important for the previous ranged ADC. In the current version, it is suitable for continuous output and harvesting, ganker.
Gank rookies include the Lava Behemoth, the self-proclaimed Lord of War, Sparta, and the Jungler Tree Spirit, Mokai (these used to be too, but now they're all good to have Red).
Mages who are suitable for taking red are:
Wandering Mage, Death Chanter, Berserk Heart. They are all continuous outputs and can play the role of red buf.
A few things I have to mention:
Caution, Q can trigger melee deceleration, which is equivalent to a 5-second CD three-second continuous pointing deceleration, so imba.
Kotrina, who also triggers melee slows, is able to save money for an ice staff.
Demon Joker's e, double deceleration.
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The red and blue buffs are two monsters that need to be killed in the jungle.。。。 Red Buff: Your attacks reduce the target's movement speed by 8 16 24% (ranged attacks reduced by 5 10 15%). and deals 8+ (2x level) true damage.
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There are two larger creeps (not the small dragon and the big dragon) in each half of the map, and if you kill the red one, you will get the red buff
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The simplest is to slow down, true damage, is skill or, flat a slowdown, and with real damage.
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Ping A or can trigger Ping A's skill physical attack.
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All kinds of flat A outputs, there are also EZ Q, knife sister Q and so on.
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Flat A and skills with flat AP special effects, such as EZ's Q
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The red buff can be triggered when the hero is flat A.
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The blue buff can be quickly added to the blue, and the reduction of CD is the time of the skill, which is especially important for the mid-laner mage, and the AD mid-laner is also needed, and the red buff can slow down the enemy and cause extra damage, and the ADC is very needed, and there are wild monsters on the map.
The buff refers to the buff status. The blue buff is a buff that only kills a creep on your own and in the opponent's jungle. It will be transferred to itself, blue buff spell bonus, blue effect, skill CD time reduction, red buff slowdown.
Attacks have true damage per second.
Blue buff accelerates the hero's return to blue, according to the percentage, this version is per second, reducing the skill cooldown, red buff, after the normal attack hits the enemy, it will cause a slowdown, with burn damage, lasting 3 seconds, and the early jungler gank weapon.
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It's a wild monster with a buff.,The duration of the red and blue buff is 70 seconds.,After the buff duration, you have to start again.,Red buff refreshed after 30 seconds of opening.,Refresh every 90 seconds after each kill.,The effect is that the killer himself will get the scarlet statue buff.,The damage caused to the enemy will cause a slow down and a small amount of real damage to the enemy.,Blue buff The game is refreshed after the first 30 seconds.,It's refreshed every 90 seconds after each kill, The effect is that the killer himself will receive the Azure Stone Statue buff, and his skill cooldown will be reduced, and the blue amount will be continuously restored!
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When you hit the red and blue buffs, they will give you a buff, and usually the jungler will fight first. For example, the red buff will increase the continuous damage for you, the blue buff will increase the mana recovery for you, etc., just play slowly, the blue buff generally gives the mage the red buff to the adc. Ask for adoption!
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The blue buff (Ancient Golem) provides a blue return effect, cooldown reduction, usually taken in the middle lane, and the red buff (Ancient Golem) provides continuous true damage to your attacks, with a slow effect, usually for the ADC. The blue side has a red buff below, a blue buff on top, and a purple side on the opposite side.
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The red buff has increased health recovery speed, slows down basic attacks, and increases attacks. Blue buffs include blue recovery speed, reduced cooldown, and increased strength.
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Hello, what you are talking about is the red dad and the blue dad, one is the lizard elder, and the other is the ancient golem effect, and there is a certain time magic effect after being killed.
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Blue buff:
At the beginning of the game, it refreshes every 2 minutes after being killed, which reduces the cooldown of the hero's skills. This attribute is the best buff for heroes who live by skill, and most of them are mages and junglers.
The red buff starts the game and refreshes every 2 minutes after being killed, increasing damage by 20% (spells and basic attacks) with a slow effect. This buff is suitable for all heroes, especially Marksman and Jungler.
Hope it helps.
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Let's represent a state or an aura. The red buff can increase some damage and slow down. The blue buff can speed up the return to blue and reduce the skill CD (cooldown).
The buff is red and blue on the opposite side, and it's the same on your side, and it has a duration after you take it, and it can only be applied to your own heroes, but teammates don't. Killing heroes with buffs grants their buffs. Generally, the blue buff is more useful for French heroes, and the red buff is a little more useful for heroes with physical output.
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Red Buff: The monster carrying this buff is 1 Lizard Elder + 2 Lizardmen, with a red halo under its feet, and after killing, it can obtain the effect of adding continuous damage and slowing in normal attacks, surrounded by a red aura.
Blue Buff: The monster carrying this buff is 1 ancient stone statue + 2 lizardmen, with a blue halo under its feet, and after killing, you can get the effect of reducing skill CD (cooldown) and returning to blue, surrounded by a blue halo.
The buff is a status effect that does not need to be cast, and it exists there just like a passive ability.
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Blue buff:
10% minus CD
Magic or energy regeneration.
The red buff slows. True Damage.
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Red Buff: The monster carrying this buff is 1 Lizard Elder + 2 Lizardmen, with a red circle under their feet.
Purpose: After killing, you can get the effect of adding damage over time and slow in normal attacks, surrounded by a red aura.
Blue Buff: The monster that carries this buff is 1 Ancient Stone Statue + 2 Lizardmen with a blue aperture underfoot.
Purpose: After killing, you can get the effect of reducing skill CD (cooldown) and returning to blue, surrounded by a blue aura.
Baron Nashor buff: Also known as Baron. Carrying this buff is the monster in the middle of the river on the left.,After killing, it increases 40 mana.,40 attack damage.,Recover 3% of max health and 1% max mana per second.,Lasts 4 minutes.,Surrounded by a purple aura.。
Note: The red and blue buffs are available to those who kill monsters, while the baron buff is available to all living teammates. In addition, killing enemies with buffs will also give them buffs (excluding baron buffs) and refresh the buff duration.
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Red Buff: The monster carrying this buff is 1 Lizard Elder, with a red circle of light under its feet, and when killed, it can obtain the effect of adding continuous damage and slow in normal attacks, surrounded by a red aura. Located in the lower river channel of the small dragon except.
Blue Buff: The monster carrying this buff is 1 ancient stone statue with a blue halo under its feet, and after killing, you can get the effect of reducing skill CD (cooldown) and returning to blue, surrounded by a blue halo. It is located at the upper road of Dalong.
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The blue buff returns blue every second, reducing the cooldown.
Red buff attacks have a low up and slow attack.
I can't describe the location clearly.
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The red buff increases Attack Damage, adds damage over time, and is a great werewolf.
The blue buff increases mana recovery speed, Blue Fat, and mana
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The duration of the red and blue buff is 70 seconds, and the buff duration will be restarted again, the red buff will be refreshed after 30 seconds after the start, and it will be refreshed every 90 seconds after each kill, and the effect is that the killer himself will get the scarlet statue buff, and the damage caused to the enemy will cause slow down and a small amount of true damage to the enemy, and the blue buff will be refreshed after the game starts 30 seconds, and it will be refreshed every 90 seconds after each kill, and the effect is that the killer himself will get the azure stone statue buff, His skill cooldown is reduced and he continues to regenerate blue.
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Blue is generally given to the mid lane, but if the middle lane consumes little blue, it is given to the jungler, and the bottom lane ADC generally does not need blue. Of course, if it's the other side, it's better to take it, haha. The lower road ADC replenishment is generally flat A, not good blue.
Red generally gives its own half-flesh and half-output melee heroes, because the red oil sticky people can also burn, and the melee is very powerful.
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The red buff should be given to the jungler or half-flesh, the blue buff should be given to the first jungler, and the second should be given to the AP (provided that the jungler cannot be as necessary as the woody blue buff).
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Generally, the second blue buff is given to the AP, and the red buff is generally given to the ADC at the beginning of the team battle
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Generally speaking, jungler heroes develop more slowly than lane heroes, so junglers before level 6 do need all buffs, including monsters in the opponent's jungle. However, after level 9 to 11, the red and blue buffs must be taken by the AP and ADC of their own team, which will help them get the most out of team fights! Jungler heroes can't maximize the effectiveness of these two buffs, and can only focus on one.
Rather than that, it's better to give the buff to those who need it more among your teammates. Jungler heroes can help fight, and the wild monsters will leave when they are dying. And go and get the buff of the opponent's jungle yourself.
That's the way to play!
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The blue buff is for the middle lane.,Jungler basically don't occupy.,Red buff depends on the situation.,Look at your own physical output of your teammates to give it or not.,If he wants to, let it.,Of course, the technical dish would rather want it himself.。
Now there is no turtle shell, and the classmates in the jungle are crying to death, if it is the barbarian king, Pan Sen, the greed, the bull head, the Japanese girl and other tanks will be out of the sage stone or lucky hand.
Mumu jungler will come out of the sage stone or lucky hand, look at the map at any time gank people.
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Well,Actually, there aren't so many buffs.,It's going to be someone to give it to.,Look at the lineup.,You can't say that the middle lane is Carter.,Fight the wild wood and make sure to let the blue give the middle lane.。 If it is red, try to give the adc red in the later stage. Generally speaking, the first double buff in the jungler is for the level, and the later ones will depend on the situation, and generally the second blue should be given to the mid laner who needs the blue buff, and if it is red, you can take one more.
As for money and experience, as long as the experience is standing next to the monster when the buff is killed, you will get experience, which is why everyone else is gone after there is a little blood left when helping the jungler to kill the buff alone. The money will be a little less, but a big red and blue monster is only a block, and it can generally be 300-400 yuan, right? Now that the income in the wild area is high, if the gank is sharp and knows how to make up the line, the economy will not be bad.
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Blue buff,If it's an AP with a blue bar in the middle lane,The second blue must be allowed.,There's no doubt about it.,But the mid-laner is still polite.,Say thank you or something.,After all, the jungler makes the buff itself a selfless act.,He also has a temper.。
The red buff wine depends on the situation, there is no need to give it to the adc in the early stage, and when the group starts to play in the middle of the road, you can give it to the adc, and you can put down the kite. If it's cold, there are exceptions, in fact, there are no or no equals, you can do without it.
Jungler development problems, now also after the revision, the wild area economy is actually not much, the jungle economy ** is more by online arrest, with heads and assists to develop, don't think about the wild area 30 minutes to save the world or something, you play 30 minutes in the wild area, it is better for people to play online for more than ten minutes. Head-assist is your economy**.
Mu Mu has a jungler spirit, and he won't be so nervous when he returns to the blue, don't keep opening w, go to the line more than 6, a big and steady head, and there is really a lack of blue to come out of the tears of the goddess or a small chalice.
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