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First, make sure you're stronger than the G on the opposite side (G is usually single). There's no reason for that, if you don't have that confidence to be stronger than the middle on the other side, then don't be single. If you can't lose half of the single!
Second, 6-7 minutes is your time to play money, and make up your gank equipment while suppressing the opposite side, which is generally straw sandals + bottle + 1 small piece like a big magic wand is OK. Third, if you don't kill someone when you gank, at least if you make a move, you must let him die, and ensure that you are in a sub-health state, and make sure that you can restore yourself to a healthy state through bottles or other auxiliary recovery items, so that you can continue to kill instead of going home! Fourth, control F, generally when it is about 50 seconds to the even moment, you must move to point F, so that even if you don't have eyes, you can control F without being snatched by the opponent.
Once you can't control F, and you don't have a state, then don't hesitate, just go home and tp out. Many people can't control f, and then they go to the online reinforcement, thinking that it is a clever choice, but in fact, it is the most chun! If you think about it with your thighs, you know that you are playing money, and people are also playing money, do you think that a UG of 875 is easy to catch or a person of Vanguard Shield is easy to catch?
Fifth, gank is not just about catching people in the later stages. At 6 minutes, it is easy to kill the late stage of the murderer, but you must know that after killing someone, they still have to continue to play money when they come out, and it basically doesn't play any role, but you still have to wander away. Therefore, killing people should be divided into time periods, 6-20 minutes, try to kill the middle and early heroes of the family.
For example, Lion, VS, CM, Ox, Fire Girl, etc., these heroes can be very active in the middle with basic equipment, and then after 20 minutes, they will be thinking about the late stage of the killer.
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The No. 3 position is mainly based on gank, and at the same time, it also needs certain economic conditions, and it needs to drive the gank rhythm of the whole team together with the No. 2 position, so it needs to be more conscious, and in the case of ensuring that the No. 1 position has money, find opportunities to farm, strengthen their strength, and strive for more time and space for the output of the main force during team battles. Auxiliary still has to be played in the 4 and 5 positions.
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Position 3?
The No. 1 main carry the No. 2 main gank
.Then you play a good auxiliary package, let the money make up for some people.
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Then you have to see if the line is pressed, if the line is pressed, you have to go down the road, so that the enemy does not run behind the tower, you also understand the opposite.
Pay attention to a little yin people who will hide well, many times there is no yin to leak the face, embarrassing.
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Personally, I think that the low-end game of 1000 points should choose the No. 1 hero who can brush money with rhythm in the early stage, has strong single killing ability and has escape skills, and it is obviously suitable for us to be a werewolf, which mainly depends on how well you play the two wolves.
Personally, the Dragon Knight thinks it's also good, with strong online pressure resistance and can cooperate with teammates in team battles in the early stage.
It's easy to get up and then be kneeled by the other party in the late stage, and the monkey can fight the late stage but the formation is too slow, and if the teammates can't do it, it's hard to get up.
Actually, the water people and the little Naga are also very good, I see you didn't mention it.
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Dragoon, can fight in the early stage, is less likely to die than meat, and can better protect teammates. A single road has a strong propulsion capacity. Ghosts, monkeys, these two are hard to play, but in the low end of the game you come out for 20 minutes and the opposite side of the radiance will mess with itself.
Gods, the more you encounter someone who can't fight, the more cool it will be. The little fishman will play all kinds of kills in low-level houses, because there are not many low-level counter-concealments, and he will only buy powder, and he will not be willing to buy gems.
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The enemy law is too loveless.,To protect in the early stage.,In the middle stage, you have to let the resources.,,Play with sf.,Silence.,Heroes like small fish.。。。
Anyone with equipment is in the No. 1 position.
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Little fishman, the little fish is only afraid of real eyes and gems and Zeus.
Because the mark of the bounty (BH) and the mark of the big fishman can be c, and the true eye of the low score is generally not so in place.
Just be careful with the line.
The grade of the small fish is important.
The white bull is reluctant, but you must learn to seize the opportunity, you can't rush when you huddle on the opposite side, but you can't not rush.
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Passers-by actually play with monkeys if they play c.,It's better to have a life-saving one.,Teammates are generally protected.,The opposite side won't be caught with powder.,It's still better than other late stages.。
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The No. 1 position should be in the C position, you can say anything, the key depends on the speed of playing money, you can't blindly play money, but also help teammates gank, play money to get heads, and you will be in the No. 1 position after you get up. Hope to adopt.
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1000 points of the bureau personal feeling preferred monthly riding can kill, can brush money, can carry
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If the enemy law is targeted, there is really no way to fight It feels like ug is slightly better Team battles can create a little chaos Out of a poor ghost phase war drum, and if you are brittle, you can also fight with a vanguard.
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SF Shadow Pressure Closing Line is fast, the early attack power is high, if the jump knife is out of the tailwind, the hidden knife is out of the wind, and the SF plays the first position, which is absolutely good.
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Small fish, white bull, these heroes who have the ability to fight and have certain late-stage abilities are easier to carry
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It's still Roshan who plays the No. 1 position.
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The panda's own jungler ability is not strong, and the efficiency is not high, so you should pay more attention to the basic skills - mending the knife, and the time to pull the wild, and at the same time as a hero with limited ability, naturally there is no need to gank, pandas generally have no chance to go in the middle, so when gank, they often have to travel long distances between the upper and lower roads, which may cause the level to lag, so, after confirming the conditions, help gank, or simply let friends come to your online to catch people, sometimes gank needs to use tp, not much to say. The gank when playing C is not the same as the gank of the auxiliary, and too high the frequency is not necessarily a good thing. In the early stage, the power shoes and the ** ring will be brought out first, because their survivability is okay, so they can come out of the tenacious ball first and don't need to rush to the vanguard, the significance of jumping knives or something is not extraordinary, because:
1, you are not a centaur or an old cow, there is still an essential difference between the C you jumped over and the F of the centaur and the C of the old cow, you can only slow down, you can't be dizzy, so it is easy to be turned into a target by the opponent's concentrated output. 2, Panda is a power hero, and the skill is quite blue-consuming, not every jump can be connected to a C. I said a lot of miscellaneous things, look at the places that I think are useful, and block the places that I think are useless.
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As a Dota die-hard player. The general auxiliary position is No. 4 or No. 5, which is not a big difference, and there is no need to assist too much in the early stage when LZ plays the passerby bureau, because the equipment of the passerby bureau itself is also more important.
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If no one opens the black, it is recommended that passers-by do not play assisted, most passers-by are selfish, and often play a big brother to really regard themselves as big brothers, and the level is uncertain, and they often try to help in the later stage Looking forward to the return but can only get a squirt.
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In fact, your mentality is the No. 4 position, the technique may be the No. 5 position, try to play 30 Ice Girls in a row, if the winning rate is 60%, then you are a qualified No. 5 position, if not, play the No. 4 position!
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Position 4 is more suitable for you. In the support, you don't miss a chance to kill. Don't buy too often.
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You're going to give it to me, anyway, I'm too lazy to register a new number, give me a number that is not easy to go up and call slowly, and it will be 1400 after a while.
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My brother has a number, more than 2,000 sets, 1,200, more than 20 kills, and the super god MVP breaks the army and makes up for the rich, plus 1 point.
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I've been playing for two years on the 11th table, and it's still more than 1100 points, which is too difficult to play!
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It's very simple to 1400, and then if you want to go up, you can only open a new number, if you play too many sets of this number, it will not go up.
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How many rounds have you played? If you have a thousand eight hundred, you can practice a new one, it's not easy to play the ladder by yourself, I usually play less than 1800 and rebuild, I can't play at all.
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It depends on where you are good and what the team is missing.
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Start with auxiliary training, plug in the eye, buy chicken, and return to the city.
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