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If you are a cw novice, I recommend your team to choose Tide, VS, SF, a late remote core, a pseudo-control that can be single (Fengxing, Puck, CG, etc.), more protection SF in the early stage, reducing the armor flow is a thing of the past, if you want to reduce the armor, it is best to take some less dependent on the operation to reduce the armor, such as VS, alchemy, etc., the reduction of armor in a team is not too much, there are three will be fine, the output of point control to SF is the greatest help. On the ban side, if the opposite side is more aimed at SF, just ban the bat, which is easier to fight the shadow demon in solo and control your beastmaster in the later stage, even if there is black and yellow. High-end CW rarely uses shadow demons to play the main C position, and it needs to be protected in place.
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It's best to focus on meat shields and control heroes. Shadow Fiend is characterized by its high output, crispy, and good at killing stunned local units in seconds. Of course, you say that you have good skills, and I can also press accurately when moving, and I will not raise the bar with you.
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VS GA SG TH has control of armor reduction, strong online, team battles are not false, and can attack and defend. I'm afraid you won't be able to get it.
Looks like I'm the only one who came up with a lineup...Seek the best!
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Control or high output dps Shadow Fiend Full Soul is very powerful
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SF is characterized by high bursts in the early and middle stages, and also has a certain ability in the late stages. If you take SF as the core, your teammates need to have a certain amount of advancement, and the endurance of the team battle bias push lineup, push the tower in the early stage, let SF take out a certain amount of equipment in a short period of time in the early stage, advance in a group, and take away the opponent with SF's overwhelming equipment advantage. . . There's a contradiction in this.,If you push on the side in the early stage.,It's possible that the opponent will count.,Split a person to focus on SF.。。。
After all, for SF, a tower is only 200, which is a matter of a wave of soldiers. You can't always be alone under the tower.。。 Although SF is not afraid of being pressed, a few soldiers and a few guns will be pressed out of the equipment in the medium term. . .
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This refers to heroes whose abilities have armor reduction.
The typical representative is the Fishman, whose ultimate can reduce armor by 5 10 or 15 points, as well as VS E, SF's passive, Dark Shepherd's ultimate, Carl's Fire Man, Templar Assassin's Concealment, Ant's Locust Swarm, Little One's Torrent, Tide's Wave, Alchemist's Acid Mist, and Steelback's Snot.
In addition, there are Assault Armor, Medal of Courage, and Annihilation Blade are items that reduce armor.
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Core key heroes,Fishman,Dark herd,VS,Templar Assassin these 4,Others are casually matched,You can + reduce armor such as Gang Back,SF,Tide,Alchemist, etc.,Of course, it's not bad to change to a little black.,Muskets and the like are also good.。
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There are no specific heroes, but they are mainly heroes with armor reduction skills or aura.
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Tide (position four), VS (position five), SF (position two), Fisherman (position three), Xiao Hei (position one).
Tidal waves, vs roar, sf aura, fisherman lights up to lose nails.
vs with Black's aura to increase output.
In some strong attacks, the armor reduction props of the medal.
This lineup has group control, a little control, and output, the previous version of the armor reduction lineup (because of the slow pace, you can play money).
The current version is fast-paced, and the 1, 2, and 3 positions in front are too equipment-eating, and it is still okay to play in the middle and low-end rounds.
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Shadow Fiend, Shadow Warlock, Assault, Annihilation Gear, Little Naga.
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Heroes who have armor reduction skills or aura.
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SF midlaner,Fishman Xiao Y takes the advantage road,Rabbit ilon disadvantage road,Lion level 3 or level 1 in the early stage can swim and kill,Lion swims away control,Rabbit out of the meat outfit,Fishman smoothly and directly sacrifices are extinguished,The opposite side controls more black and yellow first,You can get out of the crazy mask in the early stage。
But there is a problem.,If Lion can't get a head in the early stage,As an auxiliary (I think Lion should be an assistant)It should be more tragic - -
Or the shadow demon flies the shoelace line, and the little Y takes the line to take the tower. There are a lot of ways to play, let's see how the captain wants to play.
In addition, there is no invincible lineup, only a lineup that is mutually restrained, and the photogenic rate of the small Y in general CW mode is relatively low, and it will be banned.
1 and a half years CW experience.
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It's a good combination, both offensive and defensive. But this kind of combination without brainless control field (such as big trees, tides, sacred cows, etc.) has relatively high requirements for cooperation, you should play gank in the early stage, then it is very important to grasp the rhythm, in short, this is a very good combination, but it is more difficult to turn the tables when there is a headwind or coordination problems.
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That's pretty good. It's just not resisting.。。
There is no big control either.
If encountered. Tide + Half-Man Mammoth + Anyone.
Your combination will be wiped out by these two heroes in an instant.
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The fishman is better executed by changing to the tide, the captain is not like the fishman who needs to jump the knife to have a good effect, SF and Xiao Crooked are responsible for pushing, after solving the outer tower, and then concentrate on breaking all the way, SF and the fisherman are still not very stable in the late stage after all, especially there is a big late stage such as ug on the opposite side, so early push is the king.
Or it's not bad to replace Lion with Dark Mu to reduce the armor stream, this kind of lineup is to play gank.
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The lineup is good....What do you want...It's just less battery life....Also, the double sheep is not ban, and it is also chosen....Your opponent won't let you choose.
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Push OK, but it's normal enough to choke, no meat and no control (the fishman is barely one), since this is not as good as the fishman for a dead ride or a spider, go and push it.
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gank line, team battles rely on character. The main thing is to see how the control is used, and everything is in vain without control. The control is not big, but the efficiency of control, which is the key to team battles.
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Yes, it's up to you guys.
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Clockwork, Ice Soul, Carl, Doomsday are generally also banned. In fact, there is no need to think about it in the later stage, because few can win Xiong De in the later stage.
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Classmates, I've seen a lot of games.
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Common lineups for armor reduction: VS, Shadow Fiend, Fishman, TA, Tide. To control and control, to gank to have gank, dps sufficient, aoe is not false.
Global streams are commonly used: TK, Prophet, Ghost, Elf, Dog (this thing hitchhikes on a Prophet or Elf). Zeus, Summoning Clockwork, and the Blue Horde Plane all have full-screen kill skills, and they barely make the cut.
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Ta, Tide, VS, Fishman, and Dark Pasture are the main options for nail reduction.
A global stream with Zeus, TK, Prophet, UG, Summoning as the main options.
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Armor Reduction Equipment: Assassination Assault Medal of Courage.
Hero Skills: 1 of the tide, vs 2, big fish man, dark herd big, bounty big, little naga 3
Global Stream: Zeus Big, TK Flying Everywhere, UG Big, Summoning Eee's Sky Fire, Dwarf Plane Blue Battle.
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Upstairs, the global stream also adds a ghost.
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Let me know what you think.
There is a lack of first-hand control.
You can take a look inside the CW as long as it is not banned
WL and tides are almost a must.
It is recommended to take one of these two, and if you don't take it, it is recommended to ban
A lineup personally feels too brittle, and the requirements for the sand king and lion are very demanding, in case they are controlled first, and if the opposite side explodes high, the first thing to hang up is two.
The second lineup feels okay, as long as SF is the core, everything is easy to do at his level, and the ban40 law three lineup is very unreasonable.
And you don't have an absolute late game for each lineup.
So you must ban your opponent in the late stage that he is good at.
If there is a master, it is no problem to take a rabbit, and it is not necessary to match the spider.
If you control your eyes on the other side, you should not be afraid of you if you take the fisherman and the horse dragon or the cow, in the end, the big control is the right way, and you must take it.
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64 or 3 cores are relatively stable, and the key is that it is too difficult to take like an electric baton and a necromantic dragon.
It's the same with the armor stream vs sp fishman It's hard to take sf This hero is too difficult to use well If it's a blue cat electric baton water man on the other side, this kind of 3 cores will be difficult for you to fight.
The third set is more suitable for boosting, and you can use the small Naga Enigma.
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It's quite formal, and there are a few masters ( o )zz
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The first one to wander should be good, watch the wandering in the early stage, try not to grab experience online and later, and open your horizons more.
The second is that if it's SK, the line is not enough, if it's COCO, the group can't, but it's very strong in the medium term.
The third rabbit don't follow the spider all the way, let the rabbit be wild, zz single.
Recommend a ganker: Fire Girl Sand King Wandering.
Wandering: White Tiger.
4 Bao 1 Bao: Silence.
In addition to the white tiger, the jumping knife can consider the person who can be banned: Xiaoqiang Ant If you choose the white tiger, the other party does not choose the pain, ban the pain, or you can also ban the back.
Among them, the ganker can be replaced with a bull's head hill, if there is no sand king, the other party does not have the first move, you can consider not to be silent to grab the ant just back, but it will basically be banned.
Wander away, the white tiger and the pain are two people, the other party does not ban, you do not ban, the other party chooses, you grab the other one.
If you are ban, you can consider a double-headed THD, unique eye-buying ability and a good AOE+ limit, which can cooperate with any person who is insured to take the head.
The basic play is as follows.
Fire Girl + SK is very popular now, go to the first line, wander + white tiger go down, silent solo If the other party suppresses not very fiercely on the lower road, the wandering is not easy to die, and the white tiger swims the river to take the eye, cooperate with the middle lane or the lower road to kill people, and is responsible for the eyes.
Silent Meken and Jumping Knife will be one of them, and their own blood is there.
Mid-term wandering sk lina all jumped out to gank The white tiger is responsible for lining up each other's eyes.
Gank's smooth silence equipment is basically yours in the early and late stages.
4 Bao 1 Bao can also be protected by Warlock Now it is more popular wl+ug
Another: ban candidates.
The other party chooses tinker ban ant.
Mammoth ban sf
Late bug:Just back the void ug (let's take the enemy law into account)==Adjust according to your own formation。
Elven dragons and the like, if you have a small lineup, you are afraid that the other party will ban it first.
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Number one. It's obvious. You don't have to fight for this control. Plus, your controls are all on the go. There is no rank.
The second one can. It is recommended to use a captain.
The third yo one hits the shortcomings. AOE is insufficient. You can change a spider or necromantic dragon to a puck
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The words in the class are more familiar.,CM mode is best to let the opposite side choose first.,You can leave a hero that the other party likes to grab is not ban.,Let the other party be the first to grab it.,And then it's a big cow.,Tide.,Mystery this kind of big control.,The other party will generally take out 1 control or finally take the control.,So that you can get more big bull calf tide maze sand king captain big tree Try to take these as much as possible.,All to 6 start to hold together.,Big investment in a good order.,Don't lose it all at once.,Anyway, there are few people who can stand down with a pass skill.。
Once, when we were fighting, we were the tide bull, the captain, the sand king, and the calf, and as soon as the skill went down, the opposite side was basically wiped out.
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Set 1: Pay attention to the wandering hero must kill people, and also protect the people who suffer, such as the water man electric baton (lightning ghost) encounters the shadow demon, you have to help him, and at the same time you have to find an opportunity to kill the shadow demon.
The first set: Captain and Sand King, I still choose the captain, and the anti-flow reduction is only for a certain lineup (such as the nurse to protect the ghost flow), if you play two and three (such as the lineup with the shadow demon as the core), you can't beat it. This lineup should also pay attention to early killing.
The first set: If the other party has a shadow demon, pay attention to suppressing him, because he is a great threat to the electric baton, note that spiders and rabbits are not recommended all the way, it is best to let the rabbit use the jungler to protect the level of the spider, and then the spider and lion are on the road, spiders (don't fight soldiers to kill people often when you reach level seven), let the axe king play money on the next road, and the sand king protects the axe king.
This is my suggestion, please forgive me if it is inappropriate.
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SF is now fixed in the regular bureau equipment, and the prosthetic leg bkb doppelganger butterfly Satan is in this order.
BKB is the core outfit for SF, because before BKB, SF can only be used as a team battle AOE releaser, and can only rely on the control of teammates and then output, especially afraid of being taken first. After getting out of BKB, SF can directly press the opposite formation, which is convenient for the release of its own formation and skills, and it can stand at the forefront to attract firepower to facilitate the play of the main C, at this time SF is very active, and SF's role is played.
The passerby bureau doesn't care so much, love out of the jumping knife out of the jumping knife, love out of the crazy out of the crazy, love out of the hidden knife out of the hidden knife, but no equipment can bring so many benefits to the team like bkb.
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The first one is, of course, a bottle (if you're going to wander around), but the first one can be a wand or a pair of shoes if you like.
Then go to kill, and after having a certain amount of money, you will directly fly the shoe handle or jump knife, but now it is also popular to have power shoes, and then bkb or yaksha too much and then turn the phantom axe, and then the butterfly, Satan's last cannon or other output or life-saving pretending to be their own.
There are several builds:
1 bottle: Flying Shoes, Yaksha, BKB, Phantom Axe, Satan, Butterfly, Dragon's Heart (Now that Dragon's Heart is weak, Ice Eye can be selected).
2 Bottle Power Lothar BKB Phantom Butterfly Satan 3 Bottle Power BKB Phantom Butterfly Annihilation Satan (or you can keep it to take the shield).
Out of the hidden knife wireless soul collection wins.
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