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Then play the wandering mage, this mage wants blue, and the armor is high in the later stage, and the team battle will not be easy to be dropped in seconds, and you can control it by raising your hand w, and you can enter and exit the team battle with fast walking. Hard code words, ask for praise.
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Or play the ominous blade.,This hit the middle of the road basically no one can play her.,And this version of the unknown is the most powerful.,It's 3 kills and 4 kills at every turn.,E can suddenly return.,If it's put well, it's absolutely the least double kill.,The opposite side controls the right Central Asian hourglass.,This hero you have to play well.,Definitely save the world.,Don't believe it.,It's definitely ominous to play AP.,Believe me.。
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The Fire Girl is really good. Cheap operation, simple burst high, a set can also be seconds.
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The mage master must know the characteristics of the mage, the mage's burst output, and continuous output are very good, and it can be said that most of the time they have to play the core output role of the team. Because of this, the development of the mage is very important, and in general, the easiest middle path to develop will be given to the mage to develop alone. Since it's an output, I recommend using a ranged mage, and use a lot of economy on the output equipment to avoid too much damage by positioning.
Most mages can range damage, but I recommend using a mage with a large damage range, because it is also output damage, so why not output multiple targets at the same time! The mage will definitely be brittle with a super output, and it is easy to become the target of the opponent, and at this time, it must also have the conditions of survival and continuous damage, so I recommend a mage who can still cast spells when the hourglass is turned on. Such as Doomsday, Dead Brother, Raven, Ice Bird, Fire Man, Morgana, etc.!
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Ghost talent,The early blue consumption is extremely terrifying.,Too much reliance on the blue buff.,The explosiveness is not very strong.,Mainly look at the prediction.,Q's skill design is very strange.,W has a large range.,Knock off effect (you can also fly yourself.,You can run away.,Because it's through the wall.,Like a flash),E is also a very good skill.,You can escape.,You can also use it as an eye.,Team battles have a big effect.,Shortcomings consume blue terror.。 R is also a very anti-heaven skill.,Super large range.,You can hit the enemy who returns to the city behind the tower.,Team battles are also half-screen support.。
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Well, you play half-meat and half-dps, crispy mages are generally not suitable to play, wandering, birdman, ancient, these heroes are very hard, suitable for you to play.
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At a glance, you know that you should play Little Fishman and Akari, both of which are assassin heroes who go out to find ATMs at level 6, but they are both difficult, but they do fit your playing style.
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= Let's play Doomsday, high damage, good team, good operability.
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Cards, small law, Führer, Fishman,
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If you want to output, it's still Annie, it's very powerful, and you will definitely not regret it.
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The basic configuration is half-meat on the road. Mid Lane Mage. Why?
1.Let's start with the middle lane. The mid lane is where the upgrade is fastest. Because the creeps have a short walking route. Early contact. And for whom is the rank most important? That's the mage.
Mages are based on skill damage. High-level mages are even slightly inferior in equipment. It can also be more powerful than low-level mages.
2.Mages are high-explosive heroes. After the opponent returns home.
You can run to the upper and lower gank....Everybody knows. Gank's words are best suited to heroes who are controlled.
The second is the high-explosive hero. Heroes like Annie, who have a fixed control skill burst and are high, are very, very powerful when gank.
3.Mage skills are blue-draining. Generally their blue consumption is the fastest. And the middle loop is fast. After clearing the troops, you can return to the city. Follow the second wave back.
I'm talking about why it's half meat on the road.
1.Half-flesh heroes are generally very important in the mid-game. Drive the pace of the game.
Such as a female blade. Captain. Give him enough reinforcements and ranks.
can make him unable to fight in the middle term. Lethal terror. In the later stage, it is ADC and tanks that are the focus.
2.There was only 1 person on the road. If you die or go back to the city. Then the upper road tower is likely to be cleared by someone in one wave. And half-flesh heroes generally have a certain ability to recover from the line, and they are not easy to die. It's relatively safe to fight.
As for who you say is better. It's hard to say.
The main thing is to see if the hero has a strong laning ability. and the mutual restraint between heroes. and personal technical problems.
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In fact, normally speaking, the configuration is the top single AP, the middle single AP, the following two AD and auxiliary, and then a jungler gank at the same time, if they are all mages, too brittle, once they are gank, it is easy to die, if they are all half-meat type, because half-meat is generally melee, it is easy to be suppressed by the opposite side, and there is no way to make up the knife, and matching each other is similar to teaming up with tactics.
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Mages are generally long-range attacks that have a greater advantage on the opposite line, and can suppress the opposing units well, so that their melee heroes are a good replenishment, and there is a good development in the middle term, but it doesn't necessarily have to be matched by mages, and it can also be a far into an AD and a melee AD mainly depends on the opposite lineup.
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The mage is generally in the middle of the laner, the mage has a great advantage in the early stage, the late stage is crispy, and the half meat is played in the late stage.
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A better teamwork is to have meat, AP, AD, support, and control. Beginning remote AP mid-laner development, meat and AD, control and support. Control and support are not the same thing, for example, Morgana and the piano girl ......In this way, the middle lane is not dead.,Meat and AD take the head.,Control and auxiliary grinding blood (some of this combination is more fierce than AD and AP this kind of pure output killing.。。。
There is an advantage in the early stage.,If you have three long-range on your side.,No matter what it is.,The suppression is very strong.,After all, you can stop the opposite side of the knife.。。。
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In fact, this is mainly for the purpose of raising output, and it doesn't take too much money to make meat. Otherwise, the output won't work, and you know the result.
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This, you engage in metal and invention, Road Rage you know.
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Half meat is better to output to the same in the early stage.
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Isn't it good to have half meat, such as the power of Demacia, and to have flesh and attack.
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There's quite a lot.,Radiant girl can consider taking a look.。。 Group support and high damage and fast CD recovery.
The life-deducting skill leaves a mark on the enemy, which can add 20+ the current percentage of magic damage to the next normal attack.
Q Instantaneous straight line 2 people. Unable to move for 2 seconds. The damage is medium, and you don't need to cross the tower to immobilize people.
w A straight line everyone plus 2 shields Playing a group can be assisted by the side, and the CD is very short, so to speak, the opposite side can't kill any of you in the later stage.
e Retard, look at the picture, damage from a long distance.
R 1000 blood at a time in the later stage.,CD is also super short.,R After half of the people on the opposite side play a group.,R is good when the time comes.。。
At first, as long as the opposite side doesn't know how to keep a distance.,There are very few mages who restrain the brilliance.,It's easy to take 1 blood on the other side.。。
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The fire demon is not very brittle, the output is super high, and I haven't lost once with this heads-up range.
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Let's play Sister Good Luck, bring Berserk, Endless, Blood-drinking, Maniac, Ice Hammer, Red Fork, it's terrifying in the later stage.
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ADC is more recommended for male guns and EZ, there are bursts, there is displacement, and it is easy to play an advantage if the early stage and auxiliary cooperation are good, and the mid-term team battle is also more fierce. Male guns are more violent, EZ is more flexible, and they are all more adaptable. VN and Big Mouth eat their teammates too much, and if there is no good support on the early line, it will be very uncomfortable to fight when they meet the opposite side.
Of course, if it is well developed, the meat on the opposite side of the team fight in the late stage will be much faster than other ADCs. Love shooting and female police are very strong in the line, but the output burst and movement of the group are completely inferior to those of male guns and ez. There is also a powerful ADC aircraft, which requires the front row of the team to be able to resist and control, and it is also more resistant to teammates.
There are two types of AD: top laner and jungler.
On the list, if it was the last version, I would recommend you Blade Will and Prudence, but unfortunately both of them have been weakened in this version. The captain is a very adaptable hero, very well-rounded but relatively modest, and it is difficult to play to the advantage in the high-end rounds. The monkey is not bad, and it can basically be eaten in the low-end game, and the playability is also good.
But when it comes to recommendations, I still recommend Raven.,Can meat.,There's output.,There's group control (although it's not very stable),The snowball effect is very strong.,Although the breakthrough ability is not very good, it's at least better than the captain.,And,Because it's a blue-bared hero.,All kinds of skills are pressed.,The playability is very high.。
Jungler AD recommends the blind monk.,I think this is almost the most playable hero in lol.,Good jungler speed,Strong field fighting ability,God-level anti-field and gank ability,Can rush forward, slow down, kick the back row, and protect your own output。 It's just that it's more difficult to use and requires a lot of practice. Relative to the Blind Monk, the other 3 strong junglers:
UD, Mondo and Dragon Girl, UD needs to practice rhythm, Dragon Girl's gank ability is a weakness, and Mondo's operation is more brainless, and I personally feel that the playability is not as good as the previous ones.
Hope it helps you !!
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ADC Male Gun Brainless Output Low Operation.
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The will of the blade that can resist and fight, the hand of Noxus, they are all simple and rude.
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The meat is a stone man.,Ad half meat is too much.,Crocodile,VI,Dog head,Prince,Recruit new,Jax has been very hot lately.,AP meat is shen.,Spider,Alchemy,Rambo,Assassin on robbery,Blade,But Ohno can be singled.,Just the prince.,Busy Sen.,Recruit new.。
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Meat: Be careful. Ad Half-Meat: Well, Raven, crocodile.
AP Half Meat: Wandering, alchemy (AP is also fleshy like a whole meat).
Assassin: Rob. Can be singled and can be jungled: **, Wei, blind.
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Meat? Deep-sea Titan, kidney (Titan is more dedicated, focusing on meat, even if it is out of **, it doesn't hurt) AD half meat? Crocodile and ** master bar. AP Half Meat? Spider. Assassin, Knife Girl (amazing explosiveness). A praying mantis that can be singled and can be jungled.
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Meat Shen Stone Man.
Ad Half Flesh Crocodile Riven Prince Law Enforcement Officer Pan Sen.
AP Half-Flesh Spider Vampire Alchemy Undead.
Assassin male knife.
Can be singled and can be jungled magistrate ** spider dog head Zack.
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Shen, Crocodile, Ruiz, Praying Mantis, **, Panson, Galen.
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But Ohno can be played or hit, and it is easy to play war and spiders. It's always been strong, but it's a robbery that goes the way of AD. I'm going to and won't say anything.
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Meat and half-flesh are the power of Demacia.
AP is Vega good (Faqiang can be thousands, but too brittle).
It must be half-meaty, this is not to be argued. But if you're a really tailwind game. You can also be a maverick and make a pure AD, but it's better to go half-meat. >>>More
I use two kinds of talents, one is Timo's popular talent, 21 0 9, the attack talent points out the physical and magical attack bonuses, and the critical hit doesn't need to be pointed, because it's not a critical hit because it relies on mixed damage to eat, and it's generally used when the team's output is not enough. >>>More
I encounter this problem twice a week, the definition of meat is a lot of blood (nonsense), go up and taunt the core on the opposite side, or not the core, taunt a good place under the opponent's tower, let him hit you with the tower, absorb damage, and flash away when he is almost out of breath. That's the definition of meat.
If you want to play AD half meat, it is recommended to hit the half meat worn by the object, red fixed armor piercing, blue 8 fixed methods to resist a fixed attack power (so that your attack power will go out a little more attack power), yellow fixed armor, the essence is a fixed attack power. ** Will be around 6300 in two.
Look at the many upstairs I'll also say a blade Recently, I found that this hero broke out in the early and middle stages is very considerable, and the late stage is also good Bullying children is a must. >>>More