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Your outfit is too abusive.,SK's biggest role is that piercing.,E is SK's core skill.,The ultimate is not.,Frankly speaking,40 minutes later,If SK is still entangled in putting a complete ultimate.,That's a sign of the beginning of the group annihilation.。
SK's outfit is actually very simple, no need for a account and no need to refresh, early secret shoes + urn, not very smooth to make up a bracer, and then start to jump the knife, out of the jump knife to actively participate in the battle, not only to try to kill the opposite side, but also to lead your teammates to get rich. After all, SK is just a rhythm hero.,Not a hero who can pretend to be a god in the later stage.,Although he can come out with a 1v5 of abuse dishes such as Radiant Furious Battle Attack.,But that's an extreme abuse game.,I won't discuss it here.。 If the team's flute Macon war drums are not yet there, you have to make up the flute Macon war drums, if you have them, you have to go up flexibly, push the green staff or something, Siwa is also a good choice, these are all equipment that can increase the survivability of the SK, ensure that the SK team battle can survive better and help teammates.
Your A account is refreshed, it looks luxurious, 2 ultimaries, and the gods are destroyed, but think about it, how many chances can I put you in full 2 ultimates? As you said, none of them came out and died. Outfits should not only consider the situation of their perfect skill release, but also consider the situation when they are passive, that is, the error tolerance rate.
I can say that the fault tolerance rate of Xiwa push is very high, but the fault tolerance rate of your A account refresh is almost 0, and any mistake will lose all the games.
As for how to cut into the battlefield, in fact, what SK has to do in team battles is very simple, jump to the best position, this position should be able to pierce 2 or more people, or key people, and then push yourself away from the battlefield or bury the sand and immediately leave to make the other party hesitate, calmly leave the core of the battlefield, wait for the puncture CD, and contribute to the next puncture. If you find a remnant blood hero after being pierced, it is estimated that you can harvest it or go to A, but you must pay attention to calculating the opponent's skills and your own prop CD, leaving it possible for you to escape. The SK of team fights is not about how much you output, the output is the main carry's business, all you are responsible for is to control more enemies, protect your teammates' output, and provide more piercing.
Of course, it's also good to have a chance to jump big or pierce + ultimate, but you must not be entangled in releasing a complete ultimate. The ultimate must be eaten by the crispy mage on the opposite side, like the situation where there is a formed ghost on the opposite side, you must kill the mage and control in the back row on the opposite side first, and give them the ultimate, the ghost is not afraid of your ultimate.
In short, SK is not a hero who can be 1v5 in the later stage of the god outfit, and the outfit and rhythm must be matched with the team, and the team must be the main one in order to win, which is also the core idea of the current version of DOTA.
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Sand King's important role in the current Dota rhythm lies in the early ultimate output and the control of short CDs.
In the later stage, the positioning of the Sand King is the main control of the team, and when the teammates have such a big Void, the SK first move is always more tragic, because the later stage of the first move is only to shake the big jump knife to cut in, and in the face of the late equipment, the opponent can completely resist the big Sand King and kill him.
The timing of the cut into the battlefield in the late stage of the SK is more important, because it is more crispy, if you have to be the first to go, you should jump the knife into it, don't shake the big E out, and avoid the main force input on the opposite side as much as possible.
When the team battle is opened, find an opportunity to shake it up, at this time the opponent's attention on the SK will be less, and it will be easier to play a team.
In the later stage, it is mainly meat, similar to flutes and war drums, these team outfits can support meat, which should be said to be a good choice, not too crispy.
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This is because the coordination is not good, SK is controlled in team battles, and the ultimate damage is the main thing, like you said you have ghosts, you can completely shake the ghost directly into it to avoid you becoming the target of the fire. If you refresh it, it's not recommended to go out without an environment.,There's that money out of a frenzy.,And the 3rd skill.,The damage is still considerable.。
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SK is shaking big, jumping, piercing, burying sand and other skills CD Because SK's piercing CD is longer, try to prick a few more.
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Play Han Xin to hide in the grass Find the right opportunity: 1 skill starts to fly, and then picks up the ultimate, and then 2 skills retreat and catch flat A, and then see if the situation goes back with 1 skill.
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Li Bai's second and big moves can dodge skills, why let them hit, obviously you can't play Li Bai.
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Are you talking about the Beastmaster? Is it Chenghai or?
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I have been in the general branch of the Youth League for two years, and I personally believe that we should do the following: 1. Lead by example in our daily study and life. 2. Actively cooperate with the team members to complete the tasks of the secretary of the Youth League Committee, 3. Do things with a sense of the overall situation.
4. Be able to know some basic document formatting and typesetting methods. 5. Actively contact the party committee. 6. Mingle with your classmates.
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The sand came out of the jumping knife, chasing, killing, supporting, and escaping, and the regiment leader all had an obvious effect.
How to use the group first? It's the big jump of the sand king: start a group, find a place where the enemy's vision is out of reach (highlands of various terrains, woods), find a good position and distance range (range:
The minimum range is not to let the other side see your distance, it may be enough at night, it may be enough to be 600 on the high ground, as long as it is not interrupted: the maximum is the distance of a jump knife 1000, plus a distance of E 700, which is about 1500-1700), and then shake the big c, while holding shift, click on the jump knife, point to the position you want to jump, if the distance I just said, relatively close, then that's it, After jumping over, pierce e and bury sand r: If the distance is relatively far away (1500-1700), then while holding shift, you have to do two things, the first point is to open the jump knife, choose a position (advance 1000), and second, click on e to select another position (forward 500-700), you can e the key enemy you want to insert.
In a word, first find the big jump position, then shake it up, press shift, point the jump position, insert it, bury the sand, and complete it in 2 seconds. Then don't come out A, wait for E or jump knife CD to be ready, come out E or jump away, it's fine.
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You can shake it out of the battlefield and then shift the knife to jump into the middle of the battlefield. Jump in and bury the sand directly. Your plug can be reserved for chasing.
It is best to be able to use the blue rod to strengthen the ultimate.
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Hide next to it and shake it up when shifting the landing point of the jump knife point, jump over and instantly plug in the opposite hero, shift+r when inserting....It hurts perfectly.
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Tidehunter general positioning. Mainly for control and meat.
A lot of people go out of the frenzy, I suggest that you can play in the passerby bureau and the tailwind bureau!
For example, the tenacity ball can be played in an extremely tailwind situation.
Generally lookingdog, I like to have prosthetic legs, and 2 bracers are basically not lacking in magic.
And support blood, support sensitivity, support demons!
If the equipment of personal preference is mainly meat + medium DPS: prosthetic legs, bracers, challenges, black and yellow, jumping knives, plate armor, double knives!
Words of control: Tenacity to refresh, shoes, wrist guards.
Overall positioning: single fire kills the initiator group control and first move against the first move in the early stage of the wandering gank].
Plagiarism plays a big role.
1. Be the first to put it.
Guaranteeing that the more people the better, is often as simple as possible, with a minimum of two people, and one person or even no one is much more embarrassing.
But when it comes to saving people before a team battle, you can't be stingy.
2. The second one is put in the second move.
When or after the opponent's field control skill is thrown, it will be taken first and be decisively amplified, interrupting the enemy's combos and moves.
After stunning, the hero who can prepare the enemy to come up and connect with the follow-up skill is great.
In general team battles, they get the first move in team control, and they often immediately move up to the front to lose their skills, give full play to the characteristics of the first move, and the move will inevitably come forward, and the vast majority of the tide's ability to resist hits can release the big one, resulting in the failure of the opposite first move or not going to the due effect.
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1: Large control of the field.
2: In the team battle, you must ensure that you can zoom in on the first or second hand Look at the specific situation of the team battle, and the main hero who can control the most is the opponent.
3: If there is time to come out with some basic equipment, you can play late.
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In the early stage, you can catch people, grank, after all, the equipment requirements are not as strong as in the later stage, a skill slows down and reduces defense, the early effect is very obvious, and if there is a big one, you can quickly turn into a team battle.
Team battles are the first, the reverse is the first, the equipment is mainly meat, and it can rush into the enemy's pile.
If you want to fight in the late stage, you will fight wildly, add blood, and attack, but the later stage is not very strong.
It's a better time, this can't be the same in every game, you can only rely on will and experience, but you still have to stun the control of the opposite side as the first choice.
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The tide is basically already lungs, but it still depends on your own level If you hit a passerby, you can buy a frenzy to fight the attack flow If you are with friends, you can consider jumping knives to refresh However, it is more difficult to open him to play the late stage, which is not comparable to the real late stage.
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Control Meat is the first thing to control.
The second is meat. So it's better to refresh.
Tidal DPS is also OK Berserk Onslaught and then Heap Berserk.
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Group control, it's a big control, it's generally a backhand in a team battle, for example, the opponent's cow jumps big enough, or the sand king comes to poke, that is, when his family and enemies are around, he will zoom in, and he can fight in the later stage, and he is equipped with it, and it becomes meat, and the damage has also gone up, who has fought, and the meat will die.
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Tide is a team control in Dota.,It's generally a support.,It's not impossible if you want to play the late game.,It's just that he's weaker than the real late stage.。 and frenzied, strong attack He also has a good dps ability.
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Very strong, big control. It is recommended to show the vanguard shield and prosthetic legs, and then come to the frenzied battle, strong attack, and the magic dragon == can be used as the late stage.
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I think Tide is still mainly in the position of meat + big control in the later stage.
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Playing with a master, the sand king first uses e to pass, and then zooms it out, which is basically impossible to release, unless the other party has no control skills. Because the time of e-control is less than the time that Sand King needs to amplify and sing. So you can zoom in next to the present and then go over or jump to jump over, so that if you do it well, then you will only lose one wave.
Of course, the specific situation has to be analyzed specifically, for example, if the other party does not control the technique, then you can amplify as much as you want. Play more by yourself and experience it slowly.
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You need to cooperate with the jumping knife, zoom in in the woods and calculate the time to jump in and use the sandstorm after the time has passed.
Arrange the troop line according to the lineup:
Many people play the glory of kings, and they have a default idea, such as the military line, I feel that the mage should go to the middle lane, in fact, it depends on how the other party goes, if the other party takes the middle lane with an adc, or the lower lane is changed to the middle lane, we also have to actively change the line. >>>More
- Standing problems, such as after the cow jumps, they generally stand quite backward and obscene, and sometimes there is a hidden knife = = >>>More
You're asking about the data in the three columns of B1, C1, and D1 that are automatically sent back after entering A1. >>>More
1.Be prepared, dress up, interview questions, etc. 2. Be true and sincere, don't pretend to be 3. Memorize 10 key words before the interview, and you can talk about it. 4 There are a lot of interviewers, stare into the eyes of someone you have a sense of security in, and keep talking.
Oh, don't struggle or anything, just believe that everything will be fine, there is nothing about falling out of love, it's like a cold, it's very uncomfortable at first, it's okay, it's going to get better. Be strong.