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If the opposite side is not very sharp, you can directly a cane, of course, the sooner you come out, the better the month, the clockwork is generally a single kill, but in the later part of the group, you still have to flesh up, it's a good starter, clockwork is a good hero, I like it very much, but I haven't been out of a cane to ......The blade armor is not bad, hehe.
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The result of a direct battle without being a pioneer is generally that you go into the ditch and die.
A account is such a thing, except for abusing vegetables, I really can't think of a reason to spend 4200 on him.
It's really better to have some flute and blade armor and other meat suits.
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Personally, I think that the A staff should be re-released in the later stage, after all, the vanguard and various small pieces in the early and middle stages can improve the efficiency and survivability of the gank, so that in the later stage, the A staff can also be quickly supported. A rod should be the last large piece.
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Personally, I prefer to go out first A cane It's quite cool to hook up, but it's also because of this often die. If the outbreak on the opposite side is relatively high, it is better to make up for the vanguard or challenge first, and if you feel that you are a passerby, if there is not much difference between the operation level and the opposite side, it is better to go out of the vanguard shield first.
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If you play a tailwind game, you can consider giving priority to a stick.,After all, it's just a big move.,The effect is not particularly big.,The effect is still pretty good.,If it's a headwind game.,Don't go out.,It's useless.,Personal opinion.。
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Pre-clockwork can.
With a temple. And medicine + 2 blue out of the clockwork power growth is not bad.
So there was still a lot of blood in the early stage.
Coupled with the fact that the flares that are jumping need less blue, they are pitiful.
So a temple is enough.
In the early stage, it is recommended to fill the flares first.
Level 1 can be supplemented.
As for the second case, I will not consider it for the time being. Fill up first.
3 and after the big to consider the second technique flare mainly purpose.
Magic is needed. CD fast.
Grinding blood. Killing people is the best skill.
As long as it is used well.
Red blood basically can't run home.
Level 4 flares deal 200 damage.
But think about its scope.
Then you will find that the flares are very powerful.
While grinding blood.
As long as it's well controlled.
You can also replenish troops together.
The function of the covered potato 2 blue is:
The reply after the 3rd skill is used up, although the 2nd skill is Guanren, it looks very easy to use.
But it's based on the first technique.
Personally, I think the most bt skill of Clockwork is flares.
Grinding blood kills. Red Blood Ends.
So my suggestion is to clump lead.
Flares are the mainstay.
It's more troublesome to equip it.
I've been playing for so long, and I don't know what equipment is best for clockwork, but I've figured out some ways to play it now.
With the clockwork method, you can use the red cane.
Ice Armor Physical Route.
Crazy Stand or Shine.
Shield. Phased shoes.
Strong system. The answer is supplemented.
I'm sorry, but none of the three goblins in Dota can become DPSWork Clockwork is a power-type gank, and Clockwork exists to kill people.
DPS is too far away for clockwork.
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The first is the attribute equipment of the repentance elimination door, the second is the recovery equipment of going out, the third is the Zhongbi Zhi period outfit, and the last bridge is the god outfit.
There you go. **Find heroes in the hero simulator.
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At present, the Clockwork King skill is 3 that all-map missile, which is fully upgraded at the first time.
1 As a skill of the river king, but it's too slow, the same 1600 damage, the old deer takes 8 seconds, and the clockwork takes 15 seconds. You know, the result of 15 seconds of following people in a higher-level game is to be counter-killed... But you still need it.
The damage of the 2 skill is not big, and the gank period is used as the first control, and the team battle disrupts the rhythm, and the first level should be enough.
The ultimate speed is 6000.,Extremely fast start.,But be careful to put yourself in the crowd.。。 If there is, you can order it.
Clockwork is generally strong in 3 skills and gank strength, more gank, more look at the map is king.
Gank, you will catch people first, open 2 to surround, open 1, and then follow, and finally make up a missile.
In terms of equipment, in fact, it's okay to scatter the night, but some people don't like it, the scattering night + Yaksha (three knives) is more powerful in 53, and it is a good choice.
Resilience in terms of recovery Sanctuary bottles, but at least get one early on.
Flying Shoes prosthetic legs.
Don't give up on making meat, heart or anything.
Given that this hero is a melee mage (such as Lao Niu, Xiaoxiao, and all-powerful), but he doesn't use many magic skills, the secret method is basically abandoned.
40 books, depending on the situation, but 40 books are beneficial, see the Beastmaster side.
The disturbance effect of the 2 skill is the best in team battles, and the hook can be the first to hit, but be careful to send it.
Now it seems that this intention is more useful, and the rest remains to be studied.
I've played a lot of clockwork in GG.
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Mao should be the first meter method You can be a mage first and use it to play money and fast This hero lacks blue Killing blue is very important Then the flying shoes are very fast and there is a big hook to catch people and can't run away There is an auxiliary first skill Continuous damage Keep up and die It mainly depends on which type you finish You can be a dps mage out of a sheep Control is okay (and trapped and hook Don't forget).
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The new heroes are coordinated.
Personally, I think that the skills are mainly to practice fire, to practice a level of thunder, to get out of the equipment, to buy 3 short sticks first, and to get out of the empty name (3).
The fire increases, and the attack is also high, and the attack speed is also high.
Heroes have little blood in this province and are not resistant to fighting, and they must cooperate with each other.
Making money is fast.
These are a matter of proficiency, first of all, you have to understand the skills of your heroes, the skills of the opposite hero, whether you will be stunned in the past, whether you can kill, whether you can control, whether you can come back alive. That is to say, before you rush, you have to know a little bit about the consequences of rushing over, and you have nothing to say when you kill halfway. Knowing how much damage you can do and how much help you can give your teammates is a matter of how good you are at the game. >>>More
When was it wrong?
It's so interesting, in the beginning, in the development, or in the result? >>>More
Must be released by December 31, 2011.
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t+0 refers to the case of **. Sell part at a relatively high level, and make up for it at a relatively low price on the same day. Or, if you still have funds on hand, continue at the low** and sell at the high of the day. >>>More
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