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If you have been playing Dota for a long time, that is to say, you have a certain understanding of the rhythm of the game, then the hero of the summoner, you can try to play, it is not recommended for newbies to play this hero. The summoner's blood is not much, and he is the only hero in the whole Dota who does not have yellow dots, and he has 10 skills, which can be said to be the most variable hero. Summoning can play gank, can play carry, and the role change is very flexible, so you must have someone who has a certain understanding of the rhythm of the game to better play the advantages of summoning.
Don't talk nonsense, the current ways to summon points are: Ice and Thunder plus points, Fire and Thunder plus points, all attribute plus points, of course, there are others, no one has to add points like this. First of all, let's introduce the ice system, with a strong recovery ability, generally just play this hero is to take the ice and thunder route, fast, fast recovery, not easy to die, after all, there is no yellow spot in the summoning, and the health value is very low; Take this route in the early stage can rely on rapid cooling to cooperate with teammates to kill, mid-term strong wind and thunderstorm, you can control the field very well, there are not many ice and thunder skills, it is easy to cut, and there is no need to hold a staff as soon as you come up, but because it is not ignited, the attack is not very high, and the general play of this series is supportive.
Fire and thunder, strong mobility ability, and instantaneous high burst, can allow summoners to reach about 200 attack power in just 10 minutes, which is very terrifying, but in this case, there is no ice recovery, suitable for those who are more powerful in operation and awareness. If you have all attributes, you can add everything.,Level 25 is the way to go.,You need to go out of the A staff at the fastest speed to go to this department.,And the operation should be very sharp.,Good awareness.,Clear when to put what skills.,Control the field,DPS,Summoning omnipotent.。 Finally, let's talk about a little experience, generally playing summoners, the best thing is to look at the video, imitate the outfits and points of those great gods, and add your own understanding to the reality, so that you can perfectly control the role of summoner.
I forgot to mention that the ice type is a recovery, the lightning type strengthens the movement speed (it seems to have a cooldown speed), and the fire type strengthens the attack power. Play summoning must be fast.,Remember the key position of the skill.,I'm not talented.,Don't play much.,But see more.,Friends have specialized in practicing this.,There is also some experience when playing together.,Deficiencies are also expected to be pointed out.。
Personal experience, hope.
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If you don't have high-strength** and on-the-spot equipment, it is not recommended to use this plus point. I've used my friend's dotted number....Very unimpressive. He's holding a strong 8 mana drainer.
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First hit the freezing point to 3, and then rise to full tired, usually more gank, send points to play the spirituality and speed of Ice Ray Carl, ghost walking is not only an escape skill, but also a good skill to cut into the battlefield to catch people.
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Ice Thunder Card is mixed on the main front in the early stage, and there is a team battle when there is a chance, as if another professional player said that the current version of level 3 ice can blow wind and magnetic storms, and it is not good to connect if it is heightened, and the level 3 ice is enough to mix the line in the early stage, and the main number of Ice Thunder Card is very strong.
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If you are a novice or it is not recommended to play Carl Carl has relatively high requirements for operation and awareness, and the ice thunder plus point is generally the main thunder with ice 10j learning 1j fire is good to cut super divine waves It depends on the situation.
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Carl just had a few pieces of equipment.
Needless to say, the first 3 points.
If the opposite legal system has multiple masters, it will rise to thunder and explode demons.
If there is less gank on the opposite side of the legal system, it will be easy to use the main wind to escape and chase people.
The equipment is phase + push stick + magic wand, and in the later stage, it is sheep knife + divine battle + cannon.
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The call of control can be used as a meat beating. Strong survivability.
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The first level of ice, the second level of r, so that you can frustrate Y [rapid cooling] --qqqr
Level 3 is generally gare, so that you can frustrate v [Ghost Walk] --qqwr
Later, depending on the situation, it is generally the main thunder and auxiliary ice, and if the line is tight, order more ice.
In this way, when you learn R at level 7, you can frustrate two skills, which are generally [Rapid Cooldown] and [Hurricane] --WWQR
At level 10, it is recommended to add one level of fire, so that there is one more limiting skill B [Ultrasound] --qwer
It depends on the situation, you can either refill the main fire after the thunder, or you can continue to refill the ice (usually to at least level 4).
Skill connection, here it depends on your creativity, playing Carl well is not to see the speed of the hand, but to see if your thinking can keep up.
Generally, it is a thunderstorm or a thunderstorm (thunderstorm has a cast delay), rapid cooling + thunderstorm, ice wall or ultrasound.
Whether the wind can be put well determines whether the ice thunder card is played well or not, and it must not conflict with the skills of teammates, it is generally used to escape, save teammates, consume, or keep people, otherwise it must be released cautiously.
When fighting, it is generally to cut 3 thunderballs, so that you can run fast, the attack speed is also fast, and it is very comfortable to move with the phase and war drums.
If you are loaded, due to the strong recovery of the ice hockey, Carl doesn't need to bring too many trees to eat in the early stage, just bring 1 or 2 big medicines, and other supporting attributes, in the middle stage, you generally have to make a phase war drum + push or wind tent, so that it is easy to chase and escape. In the later stage, because the main task of the ice thunder card is control, the equipment is generally biased towards control, sheep knife, aster, a tent (easy to cut skills), ice armor, etc.
If your output is really not enough, then you have to change the equipment, clones, double knives, cannons, golden hoop sticks, BKB, etc.
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This has to be analyzed on a case-by-case basis,If you are in the middle and the opposite side of the single is a remote and more consuming of you,Then the priority to add Q is definitely a good choice,Under the high reply of Q,You can basically stand without eating blood,If there is a group of trees is the best,In the early 2 points of Q's weak recovery can be made up for by trees,If the opposite is a short-range easy to do,Then Q deputy plus w main plus,So you can do it well to suppress and make up the knife。
If you summon it, you will have a big increase.,When you are suppressed, the main plus Q.,When you press someone else's situation, the main plus w.,And then add a little fire before you have a level 2 ultimate.,When the time comes, it's good to release the qwe skill.,This skill can well suppress the physical dps output.,It can also do a passing effect.,For example, you can push and push to the opposite side.,And then give a qwe in the opposite direction.,And then see if the situation is to blow the wind and control it or stealth to slow down and give teammates a chance.。 Generally speaking, the words of team battles are thunderstorms and blowing, and if the hatred is too great, it will be invisible, and the ice thunder card is still very simple.
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This needs to be explained Mom's early one-two pairs.
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