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Speed scrolls increase movement speed to the maximum, ignoring all slow effects, and have no attack speed bonus.
The Boots of Speed increase movement speed by 60, and multiple pairs of shoes do not stack.
Gloves increase attack speed by 15%, and it has nothing to do with movement, multiple gloves can be stacked, 2 is 30%, etc.
Level 3 Durability Aura increases attack speed by 15% and movement speed by 30%.
Bloodlust increases attack speed by 25% and movement speed by 40%.
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This question. It's not really moot, and there's not a bounty yet.
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If you turn on the accelerometer, your movement speed will become the fastest.
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The speed limit of ordinary units is 420, the Storm Raven is 522, and the fastest stack in terms of movement is 420 no matter what, and the attack speed increased by Bloodlust plus a level 3 aura increases.
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The movement speed is the fastest because the accelerator is full, and the attack speed is different for each person, which is very fast.
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This one... Sweat... It's a little difficult,,, and besides, you know it's not very useful Normally, you can't use it Stone Crab is only 40 seconds It's absolutely impossible to add it to each unit Magic is not allowed Basically, it's fast enough to use a level 3 aura and then use acceleration Heroes plus boots should be a little faster Adding gloves doesn't work I remember gloves are adding attack speed.
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There is an upper limit to the movement speed.,Beyond that upper limit, you can't increase the speed.,The maximum speed is the speed after using the god speed charm.,That is, the things you said add up to the speed that the accelerator increases.。
If you don't have a glove online, you will add 15%, and the level 3 aura will also add 15% to your attack speed.
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Tactical analysis: Mainly to kill the peasants, the peasants are gone, and a few towers naturally have little effect.
First of all, the order of BA, BM, and BR is still the same, and when they see 3 farmers arriving at the base, they immediately change their strategy, 4WISP gold mining, 2WISP wood mining, and then 5WISP gold mining, so that there can be enough wood to build the second BR. If the other party lures the monster to hit the br, don't say much, pull out the wisp in the gold mine cover and lead it back, the speed must be fast, otherwise the br will be gone. Then the second moon well is not built, according to the origin of the spawn point, the spawn point is on the left, BR is built on the left side of the base near the gold mine cover and near the left woods, and the right side of the spawn point is the same, the purpose of the tree is to build this convenient tree.
The first BR makes AC, immediately build the second moon well, the first AC comes out to kill the farmers, it is estimated that you can click a few farmers, the tower is good, after the DH comes out, raise the miss, kill the farmers in turn, generally can kill 2 farmers, and then retreat, because at this time you have not much blood, then immediately put down the third moon well, to ensure that DH has enough water to drink, and at the same time build the third AC, DH drink the water and cooperate with the newly built BR tower, BR stands up and eats a few trees and then goes to the tower to hit the tower or farmers, 3-4 wisp repair, be sure to pay attention to ensure that there is wisp to pick enough wood, so as not to have no wood to repair the tree, at this time if the tree bursts you can play gg, at the same time dh at the same time with three ac rushed to the tower point tower. If the other party hits your DH, look at the amount of blood and pull back to drink well water, at this time the second wave of farmers of the other party is also coming, pay attention to the state of the militia do not fight, if you are lucky, you can take it down in a wave, if you can't take it, the opponent's nage or am will come out is not very good to fight, this tactic is more practical, after many actual combat tests, as long as the operation is in place, it can definitely resist. The tower is finished, hum generally will not retreat because the disadvantage is not big, you can also play, it is recommended that at this time tr--hum, the winning rate is still relatively large, you can also choose to play the late stage, depending on how you choose.
For buying FL and DR streams, you can also ** down.
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This kind of basic is called death, the beginning of the family early to make up the root of the magic tower, no need for two farmers to knock on the altar, or a single farmer but the first MK, build a lumber yard early, make up two or three arrow towers, but of course this is to make sure that the other party starts like this. If you don't know in advance, the lumber yard will be built to let the hero cooperate with the militia to resist, and when the first arrow tower comes out, the other party's death stream will end here, this is the infantry can completely practice some monsters in the field on two lines, pay attention to the infantry in the barracks do not stop, the infantry in the field is almost pulled back, don't practice too red.
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Use defensive play to upgrade the ultimate city defense, and produce a large number of arrow towers, but it is really impossible to get out of turrets.
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Use the Minotaur Hero Aura to increase the farmer's mining speed, and then defend the turret with more troops, because the turret is high and attack the secondary mine.
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If the building is set up well, the other party can't kill your peasant, and the holy tower can be defended.
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The opponent brought the militia to kill your peasants?
Then you won't kill his peasants?
The defenders also have a geographical advantage.
And he brought the militia.
The militia time is much shorter than your militia time.
If you can't beat such a big advantage.
It can only be said that you operate too dish.
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Don't make an altar with three peasant names.
Because when he came out, the hero.
You're out too.
Double barracks are proposed.
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And he spent waiting for his militia to become peasants.
Hum and kill. Obviously, the opponent's style of play is regardless of the late stage.
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