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There are no tricks. Only by making your skills as good as possible to attack the opponent without missing the opponent can you ensure that the energy is restored quickly; If you want to play a set, whether it is in the early, late or middle stages, it is directly empty energy.
First of all, the total energy heroes are all 200. There is an adder in the talent with a total of 3 mana.,If you're an energy hero, increase 4 energy per point.,The third point increases 3 energy and then says runes.,Fu Wen seems to have an increase in energy on the line.。 The recovery can only be a blue buff, and the recovery energy without the blue buff is 5 seconds to recover 50 energy, and the recovery energy with the blue buff is 5 seconds to recover 80 energy.
Bright flames, I don't know the fire dance.
Skill Breaking News 1Passive Skill [Ninja Bee]: After using the third basic attack or skill, Shiranui Dance can roll a certain distance at the end and increase her movement speed; At the same time, the basic attack can be the third stage in a row.
Basic attack cancels the displacement effect: 1 skill: use 70 energy consumption, hit the enemy to restore 25 energy; 2 Skills:
Consumes 40 energy to use, and restores 25 energy to enemies hit. 3 Skill: Use to consume 110 energy, hit the enemy to restore 25 energy; Regenerates 10 points per second, capped at 200 points.
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Yes First of all, the total amount of energy heroes are all 200 This is unchanged In the talent, there is an adder with the total amount of mana (3 points full) If you are an energy hero, you will increase 4 energy per point The third point increases 3 energy, and then the rune Fu Wen seems to have increased The energy is on the line I can't remember clearly As for the reply, it can only be a blue buff Without a blue buff, the recovery energy is 5 seconds to recover 50 points of energy With the blue buff recovery energy is 5 seconds to recover 80 points of energy.
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Make the skill as close as possible to the opponent (enemy hero or enemy creep) to ensure that the energy is restored quickly. If you want to play a set, whether it is in the early, late or middle stages, it is directly empty energy.
Glory of Kings Ignorant Fire Dance Skill Introduction:
Passive: [Ninja Bee], the basic attack duration of Shiranui Dance will not be affected by attack speed. After using the skill, it is able to roll a certain distance and increase movement speed at the end.
Flying Dragon Flame Array], Shiranui Dance flies upwards and kicks into the air, dealing spell damage and a short knock effect to enemies within the area; Skill hits regenerate 25 energy.
Flower Butterfly Fan]: Shiranui throws a fan, dealing spell damage and a short slow effect to the first target hit; Skill hits regenerate 25 energy.
Special Kill: Ninja Bee]: Shiranui dashes forward, dealing high spell damage and knockback to enemies hit; and reduces their attack damage for seconds; Skill hits regenerate 25 energy.
Glory of Kings does not know the fire dance operation skills:
1. The passive knockback effect and the knock-off of 1 skill can complete a good combo, the specific operation is: first carry out 2 basic attacks, and then directly seize the opportunity to release 1 skill to knock the opponent away, and then use the 3rd basic attack to knock the opponent back. When used correctly, it can knock the opponent back under your own towers.
2. Shiranui Dance's passivity gives her infinite possibilities for combos, 2 skills cause slowdowns to the enemy, rolls close to the opponent, and then releases 1 skill to knock away. Achieve ultra-long-distance pursuit!
3. The knockback effect of Shiranui Dance not only causes a mandatory displacement to the enemy, but also causes a short stun effect when you carefully observe the effect of skill release. When facing some heroes who need to cast a pre-swing, it can be a good way to interrupt the release of skills.
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There are no tricks. Only by making your skills as good as possible to attack the opponent without missing the opponent can you ensure that the energy is restored quickly; If you want to play a set, whether it is in the early, late or middle stages, it is directly empty energy.
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Shiranui Dance has two passive skills, one is that it can roll after using the skill, and increase its speed by 50%, which can get rid of the enemy's pursuit well. The second is that the first basic attack every 5 seconds will release the ninja bee and knock back the enemy. Fire Dance has been weakened last time and has a slower energy regeneration.
If you say that the fire dance skills are all handed over to the wild monsters, I'm afraid that the energy can't keep up when the team fights, so I personally don't recommend the fire dance jungler, of course, the low-end game can also try to try the fire dance is a hybrid hero, the assassin's dash and burst, the warrior's small group control and body, and a strong gank ability. The connection between the passive displacement effect and the skill displacement can advance and retreat, making her assassin instinct extremely exerted.
<> deal an additional 100 (+100% spell bonus) spell damage and knock enemies back. Shiranui can roll a certain distance after using her skill. and increases movement speed by 50% for seconds.
Normal attacks that hit an enemy will restore 25 energy. Because there is a small tumbling displacement after the end of each skill of Fire Dance, you can use the combination of two skills and passive to constantly adjust the position to consume the enemy, Fire Dance in the gank, you don't need to hit the damage with your face, it's more about slowing down to retain the enemy and consuming, playing a hero must first be clear about his positioning, so that you can target the skill plus points and outfit selection. And Shiranui Dance is positioned as a mage-type assassin.
Finally, depending on the situation, the output of the big hat or the headwind situation is synthesized to devour the god out of the blazing dominator, I said that the situation is that the fire dance is more familiar with the situation, if the novice player, even the energy and cd are not good, it is better to practice more, the damage of Ping A is very low, and the jungler needs to be very fast to brush the wild, suitable for assassins or warrior type heroes who have damage to the skill Ping A, so Fire Dance is not suitable for jungle, and the economy of the jungler will be a lot lower than her online development, and the early battery life is a big problem, After brushing your own wild monsters, you can upgrade to level 4, and your state is very poor, and you basically have to go home to replenish your blood, which affects the rhythm of your side, and you can't catch people before you are a jungler level 4, and you've basically lost half of it.
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This will make this hero's playstyle have some effect, causing the player to not be in a better state to participate in team fights.
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It will have a big impact, as this hero mainly advances through the second skill, and it will also make the damage in teamfights very low.
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It will make Shiranui dance unable to carry it. Makes this character very brittle. There is no good recovery. You need to keep going home to regain your health.
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Red Nightmare: Spell Attack + Spell Penetration +
Blue Greed: Spell Lifesteal+
Green Sacrifice: Spell Attack + Cooldown Reduction +
Total Stats Bonus: Spell Attack +66 Spell Penetration +24 Spell Lifesteal +16% Cooldown Reduction +7%.
Skill plus points: the main two and the deputy one, there is a big point and a big point.
The basic combo is: two skills, one skill, basic attack, ultimate, and two skills, Shiranui Dance must first use the second skill to consume and control the enemy during the battle, and then use the first skill to rush, cooperate with the passive to cause the second stage control, and finally use the ultimate and the second skill to kill the enemy.
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For this kind of hero, I personally think that the main reason why the system exchanges their mana for an energy bar is to suppress them, otherwise why should they be changed? I'm also a big fan of using Shiranui in the game, and if you change the Shiranui energy bar to mana power, it will become very strong, so you don't have to worry about running out of energy.
Let's illustrate with an example in the battle, although Shiranui Dance's energy bar recovers quickly, but the cooldown time of its own skills is also very short, and when using active skills, if you hit an enemy hero, you can immediately recover more than half of your energy, and if you don't hit, you can't recover it. In the battle, if Shiranui Dance has an empty ultimate, it means that this hero basically has no role in this team battle, and Shiranui Dance who has no energy to use means that he has no skills. If it's a change of power value, you can release your skills casually after taking Papa Blue, and you don't have to worry about whether it will be empty.
If the energy value of the ignorant fire dance is replaced with a blue bar, then the jungler will become very popular, maybe players only know one Luna when applying the mage jungler, although the ignorant fire dance can jungle but the effect is not very good, if the system revises its own blue bar problem, then the damage of the ignorant fire dance will instantly increase a notch, and when there is no blood volume in the later stage, you only need to continuously release skills to hit creeps and wild monsters to continuously suck blood, and use mana in exchange for blood.
In general, if the system converts these heroes with energy value into mana power points, it will be a certain enhancement for themselves, so the system will naturally not do this, otherwise the entire canyon will be completely changed. Although Shiranui is not as strong as the old version, he is still a very strong mage in the mid lane, and although we face different mages in the battle game, Shiranui has always had a place in the high-end game because of its own characteristics.
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