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I don't think it's necessary to divide it in such detail, if the lane is pushed near the opponent's tower, and the hero of the opponent's tower does not have the skill of slicing damage, you can take BB to push the tower; If the opponent's hero is equal in strength to your own hero, then you can go to the jungle with peace of mind and give your online experience to your allies; If you can control a good BB, such as Centaurs, Big Bears, etc., you can assist allies to gank.
The fawn's control BB time is too short, and it is generally used to gank or jungle, and her ability to push the tower is not very strong, but it is strong in gank ability and survivability.
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The fawn's jungler is not to demolish the tower, but to 6, and when it reaches 6, the fawn can kill people like crazy, except for a few people who can restrain the fawn, the rest of the people will die miserably. The reasons for this have already been explained.
In the early stage of the Holy Knight, you can rely on BB to push the tower, and you can also kill people, and the four stuns are also very terrifying. And the BB of the Holy Knight, if the Holy Knight doesn't let you kill, you basically can't kill it. In addition, the effect of exorcism has a limited effect on the BB of the Paladin, as they have a lot of health.
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Theoretically, yes, Fawn's BB doesn't have Paladin's Cow.
But it's easy to mix up in the early stage.
But the blood of the fawn is better than that of the paladin.
Therefore, it is not recommended to go upfront.
Because you need a big control and you go in the early stage.
It depends.
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The summoning of the fawn obviously doesn't have to be on Chen's call.,Chen's summoning has a bonus.,And you can add blood to BB.,You can recall.。。。 The main thing is that the fawn is DPS, and suppressing and killing people is his more priority task.
Personal humble opinion, don't spray, thank you
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The summoned units of the path have a time limit, and it is not long, so it is not very good to grasp the timing of the demolition of the tower. But the nickname of the path is that you can't die, the attack is very high, his magic ball is very bt, you are out of the meat equipment, how easy to play, not like the paladin, weak in the later stage, so don't rush to push
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To add to the upstairs point, exorcism doesn't work for Chen's babies (not burning).
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When is the blood of the fawn better than that of Lao Chen.
The fawn's strength growth is already the lowest in Dota.
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In order to bring out the best in Chen's abilities, you need to at least:
Know how to tell when to go to gank
Keep your neutral creeps under control in teamfights.
Always keep an eye on the minimap and be ready to play at all times.
As well as understanding: it's ridiculous to let Chen do DPS. There is no need to publish a villain book.
1 Divine persuasion.
2 3 Repentance.
4 5 - Divine persuasion.
6 The Hand of God.
7 - Divine persuasion.
8 9 - Confession.
10 A Test of Loyalty.
11 - The Hand of God.
12 14 - A test of loyalty.
15 yellow dots.
16 - The Hand of God.
If you want to use teleportation, you can use it by upgrading to Confession one level earlier in the day. The early items are very important, chickens, a wristguard, a shoe, a temple ring, Macon, and a return trip. It's better to control the wild monsters with skills.,It's better to talk about the stun of people.,There's a shockwave.,And a net.,I don't remember the specific name.,But you know I'm talking about that.。
It's best to gank more with your teammates. Push the tower.
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1 Divine persuasion.
2 3 Repentance.
4 5 - Divine persuasion.
6 The Hand of God.
7 - Divine persuasion.
8 9 - Confession.
10 A Test of Loyalty.
11 - The Hand of God.
12 14 - A test of loyalty.
15 yellow dots.
16 - The Hand of God.
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Light first. Can replenish the HP of the troops.
When practicing monsters, you can replenish blood.
Level 2 is invincible. It is possible to avoid death.
Fight with the immortals, you can learn the Holy Light again at level 3. You can blame it twice and kill the monk.
Can grind opponents to death. Teams can level up in two lanes.!!
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First apm to three hundred, and then one is to beat the stream But the premise is that your own group control is strong enough Skill 2 1 to point One is the three escort flow Skill 3 1 to the point There is a big rise and a big equipment 5 pendant or Huwan There is money out of mek Mainly responsible for buying eye bags and chickens Three escort each other to practice wild heroes Finally, it is a violent push line flow The first Xuan Ming Shield + sacrificial grace Others are not explained.
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The 3rd floor is the correct solution, chen is a violent push tower + auxiliary control.
Novices, don't use chen, otherwise you will be scolded by your teammates Practice chen's words and play the AI version by yourself.
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Here are detailed strategies, skill upgrades, equipment, and jungler routes.
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The positioning of the paladin can only be milk, and the general recruitment is the bear to make meat, and the starting point is 1 2, and the early pressure is very good if the operation is good. The villain book looks at personal hobbies, and it is recommended that novices do not need it, because they can't be operated. When you fight in the jungle, you find wild animals to help you fight, and pay attention to use a lot of blood regeneration.
You can add this group 5957383, character first. There was a nice atmosphere inside.
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Of course, the ascension of the Lord is divine persuasion, and the test of loyalty can be promoted to one level in the early stage, and the rest of the confessions are a little bigger.
In terms of equipment, the Macon Sanctuary is definitely the first choice...
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Dude, rush up with a horde of wild monsters.
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When a creep dies and the corpse disappears, and there is no specific unit vision on both Scourge Guards, it will refresh on the hour. That is, if you stand on the opposite side of the jungle, on the hour, the place will not spawn creeps. Of course, this kind of thing is usually done by sentry guards.
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It is to prevent the wild monsters in the opponent's wild area from being refreshed, and the opponent's development space is blocked, and the simple way to seal the field is to insert real or false eyes in the wild point.
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The monsters in the jungle are brushed once a minute, and the monsters in a jungle are killed in one minute and given a vision of 5 monster points in a jungle area, and they will not be farmed when they are refreshed in the second minute, and this jungle will not be able to be jungled, which is the sealing of the wild. (This is just a personal understanding).
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If the jungle is not refreshed once in 30 seconds, if the eye field is inserted in the jungle, it will not be brushed out, and the opponent will not be able to jungle.
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Sealing the wild is not to let the wild monsters brush out.,As long as there is a vision in that place at the moment when the wild monster is generated.,Generally buy an eye to seal the wild.。
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Insert an eye (or have vision) in the monster in his home's jungle spot. The monsters don't appear
Because the premise of the appearance of wild monsters is that both the enemy and the enemy are not out of the strange point of vision.
xiexie
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Hello lz
Sealing the field is to make this wild monster point not farm wild monsters, so that the other party can not fight or pull wild The method is to insert an eye near the wild monster to make this wild monster point exposed to the field of vision. Monsters refresh every 1 minute, which means that the monsters of a certain jungle point are cleared, then the jungle will spawn a new wave of monsters at the beginning of the next minute, but if the jungle is within the visual range when the new minute starts, then the jungle will not refresh the monsters, which is called sealing the wild. Of course, after the eye fails, the wild spot will still be brushed
The role of sealing the field is mainly to prevent the other party from pulling the field and fighting the jungler in the early stage, and it can also achieve the role of opening the horizon So it should be understood
I wish the landlord a happy play
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It's about fighting junglers and not letting others fight junglers.
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Generally speaking, paladins have three routes: 1 is a violent single kill. Equip the red staff quickly, and give up summon points in the early stage of the skill to atone for sins and loyalty tests.
Kill with Atonement's 32% movement speed slow, and 28% bonus damage, combined with Red Rod and Trial's Holy Damage. Relatively high-end usage. The disadvantage is that the transformation is difficult, and the requirements for mending and RP are high.
2 is the baby homicidal type. This route is the main ascension to the call, and the auxiliary to the atonement. It is also to use the slow and damage increase of Atonement to kill the opponent with the summoned level 5 centaurs, level 5 bear warriors, and level 5 black trolls.
This kind of gameplay has relatively high requirements for micro-operation. Skills between each baby should be put in place. The advantage is that the transformation is easy.
Once the killing fails, you can turn the boost. Equip Macon, a vampire sacrifice. The disadvantage is fatigue in the later stage.
3.Baby Assistive Type. The skill bonus is the same as the baby killer type.
In the early stage, recruit level 5 centaurs, bear battles, trolls, and beasts. With the aura of the level 3 wolf king, the level 6 set, and the level 3 dog head. Boost in the early stage, assist in the later stage.
Advantages: easy to operate. Shortcoming.
It is relatively brittle, and the baby is restrained by a point of gold. Equip the same baby as the killer**. Extra aura items.
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The positioning of the paladin is support, because it is a summoning system, so the first Mackensham, the younger brother charges during the team battle, outflanks from the flank, puts limited skills, and never rushes in front by yourself.
The follow-up equipment is still added to all attributes as much as possible, he not only wants magic, but also blood, so Lincoln is recommended!
Pick the head, Vanguard Shield can also watch the development of the situation by itself
There is no fixed way to play equipment, and you should adapt to the situation according to the development of the situation!
PS: Practice is the only criterion for testing truth. What makes perfect!
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Bao eye Bao Chicken three escort each other in the later stage En is finished Others do not explain Equip a board shoe enough to have money to produce a few pendants.
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Of course, heroes who can charm and recruit BB skills have the potential and ability to jungle, and it can't be said that they can only jungle, junglers are to give teammates more opportunities to solo, improve money and experience, and help suppress the heroes on the opposite line from the side. Play a little more of a harassing role. Ronin and Bear Wars can't be considered professional junglers, they fight because they are forced to do so, and the online pressure is too high or they are caught too fiercely, so the jungler can improve money and experience, and the combination of online FRAM and jungler is the fastest to make money.
The money and experience on the line in the first 30 minutes are basically the same as those of the jungler, and the effect is not as good as the online after 30, generally speaking).
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It should be said that it is possible to summon creatures or control wild monsters, and basically have the capital to go out to fight the jungle. Jungler also has jungler requirements. At least when the solo hero reaches level 6, you must be at least at the same level as the side hero.
When the wandering solo hero reaches 11 you almost get 11....Jungler has the benefits of jungler. You can get a relatively high income with peace of mind (provided that no one comes to harass)...
Although the experience points are not as high as online, they are relatively safer, and you can quickly gain experience and money by pulling wilds. The best thing about junglers is that it can give you a solo route. This will have a higher overall experience value.
You can also support online ganks from the jungle. However, if you are always harassed and the jungler efficiency is not high, or the hero of solo 1v2 is killed many times, the gain outweighs the loss.
Common Jungler Heroes: Fawn, Paladin (Summoning Wild Streams)...Spiders, werewolves, and bears are summoned.
In fact, the most professional jungler should be the rice ball. Transform directly to kill the wild monster and conjure up a little brother, killing two birds with one stone. Generally, 6 8 minutes core equipment jump knife can be started.
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The paladin is actually not a jungler, but a group of BB who are called to destroy the tower in the early stage.
Most of the time, the fawn jungler is to give teammates a chance to solo and let teammates level up more.
Werewolves, Bear Warriors, and Druid junglers are because they need to produce equipment, and the junglers are relatively fast, and at the same time shoulder the responsibility of rising in the late stage.
Any hero can be jungled, depending on the situation. Mix the line when the downwind is in the downwind game, and the jungler in the upwind game is obscene and jungler, and control the line while the jungler.
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Werewolf Bear Warrior counts as a jungler.
The other two are not.
The fawn is now weakened and basically useless, with too little blood.
Paladin's mixed line is good, but let the line to his teammates to eat experience, and he will mix in the wild area for a while to summon a few babies to come out and gank and dismantle the tower.
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。。。There is no absolute jungler... No matter how fast the jungler is, it's not as good as the mixed line...
Whoever goes to the jungler in any situation where they can mix lines... The question is moot.
Reasons for jungler:1. It's not easy to mix online, and the opposite side is too strong.
2.Your teammates need a level to kill...
3.The helpless choice of the late line that can't be crossed...
4.Insert the eyes, see the charm piggybacking and hit...
But in Dota there are some junglers that are a little faster, or have an advantage... For example: deer, paladin, father, etc...
Werewolf,It's not bad for the bear to fight the jungle.,But it's still that sentence.,Who can mix the line to fight the jungle.。。。
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Now the fawn is a complete tragedy Can be mixed up The ultimate T can be said to be a magic skill Paladin is a very good and difficult hero, like the World Series team must have a team that can play the Paladin You can fight the jungler in the early stage and control the wild monster to gank (catch) on the opposite side This little path is the same Game Paladin (Chen) will not have too much money Basic Cover Eyes If there is a lot of money per Ken A staff It is equivalent to abolishing the opposite AOE regiment when a big one per Ken basic blood is half of the blood again Hit the big again.
Paladins also have the role of pushing.
Werewolf passers-by, I still recommend the jungler to go out of the temple 2 small purification online big 2 level semi-mixed wild to hit the small field to 3, and then the level 2 wolf to fight again Pay attention to knock the purification and don't break the monster Then equip the boots first Sacrifice Artificial legs, and then equip the back at will BKB Waiting Stick Shadan (64 years ago) Ice Eye (who knows who uses this).
In fact, werewolves pay attention to the operation of junglers are much better than mixed lanes.
Bear Warrior Not much jungle Equipment sacrifice Round shield Level 8 can go to fight the boss Bear The important thing is that the explosion of those seconds can hit more than 10+a in 2-3 seconds Therefore, the jump knife or hidden knife is the core equipment of the bear Find a good position c v big aaaa kill the opposite method.
That's all.
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