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Physical immunity. Guardian Angel (g) Makes nearby allied units immune to physical attacks (increases armor by 1000) and increases health regeneration by 25 seconds. AoE: 1000
Level 1: Lasts 5 seconds. Cast Time: 150 seconds Cast Cost: 125 mana.
Level 2: Lasts 7 seconds. Cast Time: 150 seconds Cast Cost: 175 mana.
Level 3: Lasts 9 seconds. Cast Time: 150 seconds Cast Cost: 250 mana.
As before, it hasn't changed.
The upstairs is the limit case, unless you attack a unit that is enveloped by a large one, and the unit only has one drop of blood, which has this limit situation, and the 25 second health regeneration is added for a large duration, so the above situation happens, you can say that you see God.
If you are not attacked for a large duration, you can heal blood from level 1, 5*, 7*, and 9*25 at level 3.
The blood return is self-tested.
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The almighty big thing is physical immunity and has a certain blood recovery effect. The whole is very protective, and it has a great role in team battles, tower takes, encounters, and escapes. You can just use him as a short-term invincible skill, and it can be roughly understood in this way, that is, to protect the big guy.
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I don't remember having this effect.
There is definitely a +1000 armor effect.
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Simply put, it is to protect the people around you from physical attacks. But you can still fight with magic. Plus the second trick is very useful.
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Add 1000 defense, 25 seconds of health regeneration, definitely added.
The 1000 defense is almost immune to physical attacks, but not to spell attacks.
At the same time as giving g, bring an e.,Physics、Magic is exempt.,It's very domineering.。
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Physical Attack Immunity Suitable for tower-rushing killing.
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Guardian Angel shortcut: G
Makes nearby allied units immune to physical attacks (increases armor by 1000) and increases health regeneration by 25 seconds.
AoE: 1000
Mana cost: 125 175 250 points.
Level 1: Lasts 5 seconds.
Level 2: Lasts 7 seconds.
Level 3: Lasts 9 seconds.
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Classmates, it seems that you don't know much about the definition of the later stage, and whoever loses with the god costume is high, but the all-round even if there is a god costume is not as good as the hero in the later stage. There are three types of Orthodox late heroes:
Great late stage: It has a strong range of transmission ability, it is not easy to die after forming, it does not worry about the loss environment, and it has the ability to defy the sky. Representative Heroes: Ghost, Monkey, Great Naga, Mask of the Void.
Late Traditional: There are good DPS bonus skills or attribute growth is relatively high, and the formation is relatively fast, but it is demanding on the delivery environment. Representative heroes: Blackie, Musket, Water Man, Dragoon, Puppy, Phantom Thorn, Blackbird, Werewolf, Troll and other late physical stages.
Pseudo-late stage: There are many such heroes, and most of them grow very averagely, but either the money is very fast or the early fight is very fierce, in short, the money level is faster than the pure late stage, and it can play a role in the late stage when the equipment is ahead of the opponent. Representative Heroes:
Shadow Demon, Ant, White Bull, ***, Prophet, Windwalk, Little Fishman...There are too many, and the rookies and the more popular ones recently are wanderers and small.
After reading them and then looking at the almighty, you will find that the almighty has neither damage multiplication ability nor attack speed growth skills, and the growth is also very mediocre, his aura is only 300 range, it is too simple to get rid of this range, and the real late-stage heroes will not chase a person at all after they are formed, they are all soy sauce in the second of meeting, and the rhythm of a few dead meat shields. The speed of all-round farming is not fast, and even if you use the first skill to farm, it is far inferior to large brushes like Lumberjack, Necromancy, and Prophet.
The real strength of the Almighty lies in his defensive ability, he is the strongest shield that no equipment can compare to in team fights, as long as it is enough to protect his teammates.
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In fact, another meaning of "omnipotent" is "omnipotent".
Compare meat in the later stage - compared to just being compared? AOE Skills – How Many Ranges Are There? Magic Immunity - a purification waste. Exemption - If you don't play in a group, who is afraid of you if you are an all-powerful driver? Sticky aura - this is the most copycat of the slowdown skills?
Playing DPS, the same equipment, for the puppy, the void, the troll, the monkey, the little black and even the little fish, the shadow demon - which is not higher than the omnipotence?
Out of the mage outfit, the Necronomicon Ice Armor - compared to 40, Dark Dog, and Arclight, you can feel that his output is very high?
The real reason why he is allowed to play support is that his strongest point is not in singles, but in the fact that his skills are all directional skills, all of which can be added to teammates, and can be used to help the most important hero in his team at that time - the advantage of magic immunity is not that he saves 4,000 yuan, but that he can make half a cannon more in the later stage of the team; The object is not used for its own meat, but can be abolished on the opposite side of the DPS set fire to kill; Adding blood is not to make some money, but to disrupt the rhythm of the opponent's attack; The aura is not to chase a person with a hammer, but to go up and destroy the opponent's formation, so that some of them are in front and some are behind, and there is no way to concentrate firepower.
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As a DPS Almighty's attack speed and attack power are hard injuries Although the aura slows down, but its own ability to cut into the battlefield and get out is very poor, Almighty's various defense skills are designed to be used by allies, basically giving him a definition of playing support positions, giving skills to teammates, so that their output is much more reliable than their own output Almighty does not need BKB, but what is more valuable is that it can save a BKB for your own DPS
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Originally, if I play all-round, if my teammates don't give it to me, it's all according to the later stage, but it depends on who uses it, no matter how awesome the hero is in the hands of a pig, it's also a waste, so the hero's potential and growth are not the standard for whether to fight or not, depending on the battlefield situation and teammates.
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As a late stage, his attack speed, cutting ability and explosiveness are shortcomings, his skills and growth, as a support is more suitable and reliable than the late stage, of course, if you don't have a late stage or the late stage is unreliable, and you are more smooth, you can appropriately put out some dps outfits.
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The role of team battles is far greater than that of a late-stage harvest, and the strength of the skill makes the all-round not have much demand for equipment, and there is no need to occupy resources and drag down the development time of the real late stage, and it is very disgusting to use the skill well.
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If you have the ability, you can play in the No. 1 position, and you can play as much as you like.
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I think it's all about helping around. And there is nothing late in the current Dota, as long as you are fat, you can win (of course, don't make too many mistakes).
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..It's gone on the opposite side of the 30 set.,If you're sticky, you have to be able to go up.,And there's a lot of silence in Dota.,There's no skill to play C all-round physical dps.,There's no chance to play in the late stage of the tradition.。
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As the name suggests, the all-round knight is of course all-round, and he can play as many positions as he wants. It's up to you how you use it. The landlord's analysis also makes sense, and the knights are good at playing the number.
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It's melee, with a high demand for magic in the early and middle stages, no point control or team control skills, can't take the lead, and lacks mobility.
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Every hero relies on development, and if you think you can, you can try to change other people's perceptions.
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In order to better protect your teammates when you are omnipotent, after all, 360's blood is divine damage, and if your teammates don't give you strength, then you have to go to the top But the growth of almighty attributes is destined to be a big one.
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If his skill is changed to only release it on himself, then he is in the late stage... So, teenager, forget about his teammates in the late game.
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In fact, the main thing is the technical gap, even if you use Bomberman, and the person you fight is very different from you, you will also torture him to death.
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In the early stage, the amount of blue consumes a lot.
It's useless for you to have a human flesh.
Skill: The mage you inflict on your own dps or to yourself.
You've opened the Demon Immunity so that no one will pay attention to you.
Slash at the back row.
In the end, you're the only one left, and there's a hairy use.
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A lot of support is powerful in the late game, but it is generally necessary to crush the equipment to play the effect. It's not that there is no solution, or it is to play auxiliary stability.
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Totally agree, it is strong in the late stages.
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I think he's a guy who relies on teamfights.
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Melee combat, no control skills, want to grind the opposite side in a team fight?
Auxiliary is more appropriate.
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The deceleration aura platform is disgusting.
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I don't think it's okay for you to play a game and see.
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It can indeed be hit, I've seen one, it's out of the double knife, big electricity, strong attack.
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No control, no outbreaks, easy to be kited should be a good 3 or 4 position (if everyone is at the same level).
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The all-round can be used as the No. 3 position to play, the meat shield is sticky, it is very easy to use, and it can also milk.
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With the almighty solo, if it's 4000 out, the Lost Blade will come out, prop effect: purification, for the all-round knight, in addition to reducing his movement speed, if at the same time he also casts (e) magic immunity (d) ultimate, it will also be removed! The ultimate 999 defense and magic immunity, it only takes a handful of scatters to make it lose its effect, at this time, the all-powerful is the same as a high-level creep.
At most, it's useless to put an r, and the movement speed is slower than half the movement speed of the chick.
If you go out for 600, the hero picks the choice: 1A source of pain. 2.Doomsday Messenger 3Bloodseeker. 4.Kobold 5Ghoul.
These are all very good all-rounders, and they are all single-kill. Because now that the almighty has a soul ring, the aoe is still very sufficient, and it is still very restrained against the push type.
If it's 5v5, ignore the group energy, he will avoid anyone, if he is not purified, don't hit anyone, a few seconds of other people, a group he can also add 1 2 times, can't save a few people, seconds of others, he's useless.
To sum up: To fight Almighty, to kill Almighty, the convenience of killing Almighty Knight can be increased by 80% by using the Lost Blade Purification Knife
If the almighty uses the wedding ring, silence him.
Fight all-powerful,Unless it's a mage who is particularly strong in an instant or controlled to death,It's best to use late DPS.,It's better to be long-ranged.,He set the magic immunity also means that he can't add blood to himself.,He can't be big at any time.。
As the saying goes, the most hateful criminals start out with good cops, you can find some all-round strategies, and then play a few games by yourself to see what the all-round is afraid of, and then come up with something to restrain yourself.
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It's not impossible to kill him.
She has CD in her blood
And you can't add blood to the magic immunity (you can die during the period).
But what is annoying is his aura, which is really not easy to kill.
Heroes who are restrained (such as DF Mana Absorber, Doomsday Ultimate and Dog Booster Aura, Summoning Wind Blowing Combo Skills, Naga Ignoring Demon Immunity Nets, etc.) are not considered
If you want to kill the omnipotence, you should start with the outfit.,Scatter is a must-have.,Because Scatter 1 can absorb magic 2 can eliminate its magic immunity effect (but not lose black and yellow)3.It is possible to slow down.
And that Ancestral Drum (I don't remember the name, the one that can be used 4 times to accelerate the aura), which can increase the movement speed in a large area, and has a certain relieving effect on his aura.
There are also shoes, if you really have a big grudge against him, you will come out with a pair of shoes (phase flying shoes).
But it's not necessary, because a disgusting hero is not enough to make the whole team sick, as long as you put more pressure on others, he still can't get up.
And if your person's skills are connected properly, the almighty will also be seconds, after all, his skills need time to raise his hand.
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According to incomplete statistics from a foreign country, Almighty Knight is the hero with the fewest average kills and deaths per game in Dota.
I've found that a lot of people have serious misunderstandings about OK.
Why do you have to play support when you are OK? Especially after strengthening, the range of the degraded aura is greatly increased, and the effect of reducing attack speed is added, and then it grows according to the attributes of OK: strength, agility, intelligence, and higher initial armor.
Obviously, it is positioned as a meat shield type of mid-range powerful gank, which belongs to the type that can be killed alone and pursued deeply.
OK is one of the 5 heroes I'm best at using, considering the average usage level of others. OK should be on the second line of dotacw heroes.
Scatter this prop Although in theory it is very restrained OK. However, there is a huge loophole in the actual use of the limited number of uses, and the molding is much slower than the formation of the equipment of the OK itself (whether the equipment with the core of OK Walk or the equipment with the core of Macon is much faster than the dispersion of the opponent), it is not effective at all.
A push stick should be used. In the case of heroes, the anti-mage can be considered, but the anti-mage itself has a low playability and a small application range. The best choice is still the Mountain Giant (both for the rescue of teammates and for the OK itself, which is very effective), and with the push stick, it can be disgusting and all-round to the greatest extent.
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You can kill it as much as you want, and the more prominent way is to get out of the scatter, because the lost essence effect can be slowed down (ignoring his slowing aura), and you can also go to his ultimate and magic free set.
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I don't think it's necessary to divide it in such detail, if the lane is pushed near the opponent's tower, and the hero of the opponent's tower does not have the skill of slicing damage, you can take BB to push the tower; If the opponent's hero is equal in strength to your own hero, then you can go to the jungle with peace of mind and give your online experience to your allies; If you can control a good BB, such as Centaurs, Big Bears, etc., you can assist allies to gank. >>>More
**If it is written that the serving effect cannot be stacked, it cannot be stacked.
For the two heroes of BAT and TS. Bat is a hero of power with a lot of blood. TS intelligence blood is less, solo you have to pay attention to whether the other party has a magic wand, there is no magic wand level 3 when there is a level 2 sticky oil burning, stacked 3 times can be killed. >>>More