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SK (Sand King) is characterized by a time break in the casting time of the stun technique, and the burrowing piercing is released almost instantaneously, which has a higher success rate than other stun skills; Sandstorm is a relatively useful life-saving skill; The high damage of the orb effect allows Sand King to be a gold hero; The most important thing is that the large area of high damage generated by the ultimate in an instant will be a nightmare for the opponent in the early and middle stages. In general, the Sand King's attributes are mediocre, but the 4 skills are very practical, mainly positioned as ganker, field control and AOE output.
Sand King is responsible for field control and AOE output in the team, between levels 6 and 12 is the most incongruous period of "blood volume-skill" comparison in Dota, Nuke (single kill skill) skills are generally up to 4, and there is also a 1 2 level ultimate, the instant explosive power is quite powerful, but because the time is not long, most heroes will not have any good equipment, so the blood volume is generally very small. Sand King's level 3 ultimate only extends the time, and the explosive power does not increase, so around level 11 is the most glorious period of Sand King. The high AOE damage of Area Piercing + Ultimate and the slow effect can help your team gain an absolute advantage in team fights, provided that you can complete the skill.
The cooperation of teammates is also very important, Silence + Sand King is a good example, as the enemy of Sand King Silence is the most terrifying, but as an ally it is the most reliable.
In terms of items, there are opinions in the early stage, but the author tends to eat trees in the two aristocratic rings, and it is necessary to go back to the city and eyes. After that, you can choose the commonly used magic bottle charm gank route, and if you play fast, you can jump directly to the naked knife. After having a magic bottle, you can choose a bracer to improve survivability, and you can buy useless pendants to increase the amount of magic by jumping the knife directly.
After that, the equipment can choose flying shoes, the heart of the dragon, Lincoln's ball, I usually don't go out of bkb (black king staff) when I play the sand king, the jump knife will not be interrupted at all if it is used well, and suddenly jumping in will give the other party psychological pressure, bkb has no such effect, and it may be interrupted. There is almost no room for money after the auxiliary sand king has a jumping knife, and everything is team-based: auxiliary gank, with team battles.
Therefore, if the equipment can produce the dragon's heart, Lincoln or Radiance is already the limit, and other equipment can be added according to taste.
Although he is a power hero, it is important to remember that he is first and foremost a mage, and secondly he is a scorpion - to play support is to have a support style, and to fulfill the responsibility of controlling the field and AOE is to win. In fact, every time you play a game, you should carefully analyze the lineups of both sides, and the opponent has many powerful heroes but little control on his side. If most of your allies are mages, you can use Macon to cooperate with the boost.
If you're a scorpion, you're going to show off the scorpion's style.
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Sand King Power Hero Dota is a powerful control type burst.
Skill Active: E Piercing R Sand Dust C Ultimate **.
Passive: Corpse poison.
Initial route: Shoes, bottles, jumping knives (basic outfit), and later turn around (other equipment can also be released, but not recommended).
Sand King: To play well, you must have full battlefield prediction, and DOTA's super awareness, lz more experience, more practice.
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Go to U9 and check out the forum. Or go to the post bar to see the essence of the post.
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I was careful on the first floor.
SK's R is also a good skill.
First, R can dodge the pointing skill.
Second, the damage of level 4 R is 80 s, which is also relatively wide.
Thirdly, the exit stealth time of level 4 R is seconds, which can also be increased.
The understanding of the battle situation should be relatively high).
Fourth, there are no AOE and other skills in the counterpoint, you can master E auxiliary R, collect money, safety first, others dare not come over to make up for the troops (the damage is considerable, and few people can withstand it in the early stage).
Fifth, the consumption of magic is not high.
There are also disadvantages. First, after all, there are not many demons in SK.
Second, there are not enough skill points, and if you go up R, there are no yellow points to add.
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SK is just for one E and one C
Generally, there is no way that anyone can avoid E and C, except for those who have escape skills, such as ants, etc.
And then jump big in place C and then shift the knife point where he will jump to the designated position after the chant is finished, and he will follow E
There is also a fog that is a high-level r, and then the other party can't see it clearly, so he eats the skill.
And then it's pretty much it.
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