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Let me tell you a little bit, to deal with the wolf riding the sea, out of the puppy and fear is the best, one around and one kill, very quickly, with the vampire aura, and he hits you and does not add to the attack, so it is better to choose the dog, now there is basically no zz flow in the orc, because the zz flow is too powerful by the orc, people have Kodo, there are wolf rides, and there is war trampling.
In the later stage, you can produce 5-6 destructions, a wave of scrapping ORC, or 2-3 spiders, 3 heroes and berserk dogs, depending on which tactic you prefer.
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The most popular UD vs. ORC play at the moment: Ice Armor Spider Flow. You can start DK and send Lich, Lich will upgrade the ice armor first, and it will be better if it is a narrow map, such as TR
As soon as the spider is beaten, add ice armor, and then pull back, any "sea" tactic is a disadvantage, the wolf riding the sea is low output for zz, as long as you can get stuck in a good position, you will find that the opponent's wolf riding a lot can not be effective at all. For the wolf riding the sea, what UD is most afraid of is not a head-on battle, but the other party's forced demolition of the base, the importance of the main base of UD is self-evident, without the main base will basically be destroyed, so the placement must be in place, the conventional placement is definitely not good, to protect the main base with some irrelevant buildings, and even make a few sacrifice abysses to block the front. In the later stage, you can have less abomination, mainly destruction, and you can attack when the first wave of destruction has demons, and dismantle the hole.
In fact, the other party's real wolf rides the sea, you don't have to use zz to deal with it, you can completely double bc violent dogs, a large number of dogs let him wolf ride the net to go, even if he hasn't fought, and then turn to the sea of skulls in the later stage.
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Lich is better, and you have to pay attention to ORC to play moving with you.
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Personally, I feel terrified because you can kill the wolf ride with a sleeping spot, haha.
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Lich good.
It's all long-range, mainly to improve long-range explosiveness.
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Horror ...
Skull Sea is too demanding for micro-manipulation, so it is recommended that it be on the seventh floor.
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The ice armor zz flow is okay, but if you want to win, you must have a high-level class.
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Spider flow of UD? The start is Graveyard - Barracks - Altar - Population. If it's a 2g start, there's a zz that can go out to explore, and if it's a 3g start, there's no exploration.
ZZ Stream gave up the harassment of DK and chose MF, ZZ's high attack can be a very easy MF, Skeleton ensures that its troops do not consume any HP and MP, 2 After the completion of this book, train Lich, and the statue of the slaughterhouse, after accumulating 7 or 8 ZZ, you can attack the opponent's base. Due to the continuous weakening of the ZZ flow, the masters are constantly exploring new ways to win or lose.
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Avoid the enemy's main force (throw away with speed) and hit the enemy's empty house.
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Most of the wolf rides are obscene, and it doesn't matter if it's not obscene, it's much the same!
ne For the tactics of running wolf riding, there are the following points:
1 Be prepared to fight a protracted battle when fighting obscene tactics, and don't expect a quick victory! Be steady, don't be impatient!
2 Don't open a mine too early, otherwise you will be beaten at both ends, and you will not be able to stand it! But keep an eye on him, don't let him open a mine (you have soldiers in the early stage, he doesn't have soldiers, as long as the reconnaissance is in place, you can prevent him from opening mines)!
3 Don't make Ancient Guardians, it's useless, build more Ancient Trees of War!
4 The tactics of running wolf riding require awareness and operation (you think it's easy, but it's not easy), and breaking the wolf riding requires awareness and operation!
You can play like this:
1 I don't care what hero you start, the obscene tactics of the beast clan generally don't have a barracks, so level up as soon as you can! Have 3-4 bows and arrows!
2 2 shots of heroes must be out of the Jungle Guardian!
3 Climb three books as soon as possible! Draw 2 fawns to slow and dispel (speed up scrolls can be dispelled)! And then the bear is out! There are 2-3 bears, standing is fine, you can go out and continue the MF!
4 If you think he's old enough to tear him down, leave the Jungle Keeper and the Bow and Arrow Deer at home! Squat! If he comes to dismantle, you will entangled a wolf and ride it to fight!
A building for a wolf ride you don't lose! In your house, his wolf rider can't beat your ranged soldiers! If he fights hard, your MF troops outside will come back to help, and it's no problem!
This is a test of your double-line skills!
There are a few things to note:
1 The ancient tree of knowledge of the moon well and the second book should be placed as much as possible inside to prevent it from being demolished! Blessings of nature!
2. If the economy allows, build a few War Ancient Trees at home to help defend them! Big trees can be moved, so put them in a better position!
3 Ranged soldiers should defend between big trees at home, and when they come, they will use the Jungle Guardian to entangle (the running wolf ride is generally a double beast pen and is not dispersed)!
4 Get out of the bear as soon as possible, lie down as soon as possible! About 6 of them! Don't be afraid of wolves!
5 Don't let him open a mine! Pokemon are wound around key locations for scouting! You may die, but you can know the enemy's movements in advance! 60 bucks is worth it to break up an enemy attack!
6 Then come up with whatever you want. You can come out with one or two birds, no need to blow, put the fire of the elves, and have a vision! Then let's get out of the Chimera and out of the siege engine!
7 Pay attention to the scouting and see if he has any tendency to transform! There must be a corresponding change!
8 When you are preparing for the decisive battle, when you are leaving, pull the elf to open a mine!
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Put 2 bps at home, and then quickly rise to 3 DH and follow the other party's BM practice Harassment to 3 copies of Storm Bear 2 heroes out of Panda.
Bear beating wolf riding is very cool At home, panda wine mist slowing down and flame breathing are very harmful to wolf riding.
If the opponent's wolf rides to demolish your house, you will make a war ancient tree, build him 7 or 8, it will be useless for him to ride the wolf between the trees, and build a close point between the trees, and the wolf will ride over and hit you, and your big tree will beat him wolf ride, and it is best to build it on the periphery of the base, so that he can't rush in, and can only hit your big tree first.
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Haha, I will, take out the elf's claw druid, combine it with blood recovery, it's not difficult to fight wolves and ride!
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With the wind of the bird de (bird of prey druid), make a few more bird virtues and blow one by one, and after coming down, the panda will be on fire. Repeat.
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Calm down, drag the elves to the various intersections, hide the shops inside, enclose the other buildings, and upgrade the natural blessings. After that, I asked him to run away and ride the wolf with no future
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out of the unit that can slow down, because at this time he is basically harassing, hit your building and add money, and then as soon as you return he will accelerate and run, so.
There must be a deceleration unit, it is recommended to go out of a jungle with winding, and at the same time, the hero must not fall behind, otherwise it is easy to die.
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If you run on the opposite side of the wolf ride.。。 Just blow the wind.
Every time I go out, I leave two winds at home, and the wolf rides and blows two. On the other side, there is only a hit or TP.
If you hit the pure wolf ride face to face, you will blow up a few wolf rides. Heroes are blowing. It's good to play.
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Blowing the wind and fighting the wolf to ride, Naga + DH with multiple groups of anti-group supplements, and basically win if you defend it!
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In fact, it is very simple to fight orc and run wolf riding, make up for the war ancient tree in all your own mines, to be 3 ancient guardians, you must promote natural blessings, you must not let orc's mines more than your own mines, put more elves in places where the other party may open mines, and the hero buys a single pass, so that if you open a mine, you can pass it in time to force the other party to cancel. In terms of heroes, you must play KOG, bring a Venom Ball, the class should be out of the bear deer, there are more deer and fewer bears, the attack and defense are raised, the population is pressed at 50 (because the collection efficiency is 100% at this time), and the Qimera is out. It must be messy mining, and the advantage of ne is messy mining.
Fighting in the dark is to mess up the mine and impend the other party to death.
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You're referring to the wolf-riding pirate building, right? In fact, it is very difficult to prevent, but a little experience, it can be regarded as another fresh concept! It's the messy mine that explodes the elves, the elves can be sent out to make mines as much as possible in the base, and the second floor is stuck in the key position in the base to catch the wolf ride, even if the wolf rides and cuts the building, you can also use the elf group to repair, so that there is time to return!
I've relied on this a few times, and the wolf riding the injured building has a dead experience, and his wolf rides a clearing to hit the elves, and the building elves card it, and it has to go around! The well is also given to the elves early without learning, and the ecological buildings supply each other.
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Me vs 13+ id 70s you add me and I'll teach you.
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If one each, the tiger wins.
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It's not the same, and there are all kinds of seeds in it.
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With the same number, the tiger is a little more likely to win.
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What you see is a stupid mastiff, not a purebred or caged bad.
Dogs are divided into Hu dogs and wolf dogs, and the vast majority of dogs belong to Hu dogs, with a docile personality, obedient to people, and easy to change their loyalty. The common big wolf dog is also a bearded dog, but it is more ferocious.
China is the homeland of wolfdogs, fierce and hardly changes the object of loyalty. The Tibetan mastiff is the closest breed of dogs to the primitive wolfdog, also known as the dog ancestor.
The Tibetan mastiff is the only canine that is not afraid of bears, and wolves, jackals, etc. are afraid of bears.
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Some people deliberately hype the Tibetan mastiff so that God sells the Tibetan mastiff in his hand for a good price, otherwise how can it be sold for millions? But many ignorant people will also follow the fried, hehe, so the more they fry, the higher the higher. It can only be said that the hype of the dog dealer is very successful!
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The Tibetan mastiff is not so powerful, if you want to be able to deal with several wolves, you dare to raise it, they are spending their own money, just do everything, I can't say when to say that their Tibetan mastiff can bite the dinosaur to death, but I didn't find the dinosaur to try!
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The Tibetan mastiff is a myth, and it is a dog to die.
If you put it in the grassland or forest, you will die if you can't even last 5 days.
If you run into tigers, lions, wolves, hunting dogs, leopards, etc., what does it mean to blow a dog one day???
I guess the Tibetan mastiff can't even beat the male wolf leader.
1 to 1 has to be bitten to death by it.
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Build** is basically not much worse than zz, one is 215 gold coins, 30 wood, hunters can be less, but in the case of the same number, zz with dk is still very nb, of course, if the number is small, ne still has an advantage, ne starters, demons, watchmen, 4 + heroes can kill a zzdk in seconds, even if it is entangled, it may not be able to be saved! Attack zz can be high but move slowly and is easy to be killed, hunters are easy to escape, if the opponent's hero is careless to take the picture, press h+shift stealth to shift the effect lz should know, the team cut out, t bleeding less unit early to see who makes mistakes, master players will not attack the opponent's hero when level 1, basically take the siege of ordinary units, specific detailed operations, just look at the micro drill to learn, hehe, there is no shortcut key to master how to consciousness and speed!
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First of all, life: Long live DK!!
Dart slip? Huntress bar......
Darts are more dominant.
Needless to say, huntress is cheap.
The time has not been calculated, it should be about the same.
Darts are best started to watch and use poison darts to knock DK away (poor boss......DK can't add blood in time, but also to save life, less operation on ZZ.
The movement speed of the huntress is fast, and with the ejection, the advantage is too great.
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To correct it, the huntress is armorless, the spider is medium-armored, the spider piercing is unarmored, and the huntress is ordinary medium-armored. However, huntress attacks can't compare to spiders. Although the maneuverability of the huntress is much better than that of the spider, it is under the guarantee of operation.
With low or no operation, it is impossible for a huntress to defeat a spider. But from a purely theoretical point of view, in the early classes, the hunting women still have an advantage in general, but the hunting women are really cannon fodder in the later stage.
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zz flow, the later people come out to the fat boy and the frost, you point to fight.
And spiders have webs.
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The spider is fierce, and the attack mode is a huntress.
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Dart stream? Could it be a deer? The landlord made it clear that he had never heard of darts flowing.
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One, scatter, can't let the bat range damage that 150 hurt the rest of you who were not directly blown up.
Two, at least 2 defenses, destroy 2 defenses, 2 bats can't be blown up, and black blood can survive, and then you have enough time to c, if 3 come to blow you up, he will definitely lose financially. 3 bats are about 500 money, and you destroy 300 for one, if you are all a mine, you will lose experience and economy, at least not at a disadvantage.
Three, spider web, it's good to have some spiders raise the web, 2 or 3 spiders can reduce your loss by half.
Fourth, it's enough to destroy two, now that the playing style is formed, the effect of destruction is to suck the soul chain, click on the big g white cow, just one or two, and the car on the ground will rise again after being blown up.
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1 For example, after you float up 3 pieces and destroy them, the first action before the battle is not to go to the opponent or absorb magic, but to quickly pull away to reduce the splash damage of the bat.
2 Spider manual web bats can web one is one net and then pull the formation.
3 There are resources to upgrade two defenses.
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...Destruction is behind · Spider web front top·· And to spread out... Guaranteed first time net bats.
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Destruction requires operation, and it feels like a good support unit that doesn't die when it is destroyed.
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Dealing with bats out of spiders, dealing with wolves with NC combos, destruction pay attention to pulling, destruction when full of demons is the most powerful, and the troops of the beast clan who have sucked the soul chain are very brittle, and they can't fight when there is no demon.
The beasts can't be killed, and the most important thing is a wave of 50 people in the middle period. Because the blood of the orc soldiers is thick, the mid-term big g, white bull, wolf ride, and 50 population of the army can't be stopped by not dying only by zz and coffins. So the Ice Armor Spider Flow was launched without dying, and the damage of the Ice Armor to the Orc melee troops was too great, but then the Orc players also worked out countermeasures. >>>More
Of course, it's the happy elf pull, and the Pleasant Goat is bored to watch too much. You can also go to Xiaoling's other works, note: Happy Elf is written by her.
Home team: The Timberwolves have been in some ups and downs recently, losing to the Grizzlies and Hawks since the start of this month, and the state is extremely sluggish, and there is no continuation of the previous momentum, although the interior performance is stronger under the leadership of the main Lefou, and the combination with Pekevic is very strong, but at present, it only relies on the inside to score, the outside attack is very unstable, Martin's hand is hot and cold, and the team lacks bench strength, and there is very little to be able to take on the role, which makes the Wolves' physical strength greatly reduced. The Timberwolves are currently in 11th place in the West. >>>More