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First of all, it's only related to the environment.,Environmental buff stake.,Physical DPS is strong.,Environmental buff control.,Powerful if you have the ability to cut in and survive.。 Environmental buff gank,The brush is strong when you live happily for a long time.,Even some versions directly change the skills.。 In the face of different versions, the positioning of whether Skeletron is strong in the late stage is changing, so Skeletron is a pretty good physical output, with 3 passive skills on its own, and the attack order is very perfect, so it is considered a late stage.
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In my opinion, the hero of Skeletron is not only very strong in the late stage, but also simple to operate, of course, it can be considered the late stage.
After upgrading the Vampiric Aura and Critical Hit, Skeletron's jungler efficiency is top-notch, the harmless jungler economy has grown sharply, and the GDP has reached the forefront of the world. Skeletron can give strong support to his teammates, whether he has a large stun hammer, a large electric hammer, a large hidden knife, a blue staff, or a strong attack aura. And with the 60-second resurrection passive and the Dragon's Heart Vampire Aura, Skeletron is almost impossible to kill in the late game, and truly reaches the state of immortality.
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Skeletron in the later stage is indeed not strong, but this hero is very meaty, and in the later team battle, a very fleshy warrior is also essential.
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Dota Skeletron has one skill, but it has three passive skills. For most heroes, the combat power and team support capabilities that can be provided at 30,000 economy are not as good as Skeletron's, and GPM greater than or equal to 500 is not an exaggeration at all.
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Skeletron, because this character is very easy to operate, and his HP is also very good, so we can play well in the later stages.
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Because Skeletron's other skills are very strong in passivity, there are bloodsucking, critical hits, and resurrections, and with the single control of the previous skill, it is very powerful in the late heads-up.
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Personally, I think the soul ring scroll attribute supply set. Mix to the Soul Ring, and then jungle. Prosthetic legs. Armband. In the later stage, you can choose the Orb of Annihilation.
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Skeletron can go out to mend the knife and axe, small round shield, 2, 3 skills to the point of the jungle, and the main hammer to the line. In the later stage, there will be a strong attack, armbands, flying shoes, dragon hearts, and then something else mainly depends on the opposite lineup.
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Honestly play money, and the line is not good to mix and go to the jungle. Online recommended hammer yellow point-to-point. Level 7 plus others.
In this way, you can throw two more hammers to control the money. Jungler is the Hammer Aura to the point. Multi-support online.
Equip the armband with a prosthetic leg, and fight wildly to attack the Dark Dragon Heart. You can also try the Battle Bone Armband Great Thunder Hammer Strike. There are more small pieces against the wind.
So be it.
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Go out on the dominant road, take a group to eat and drink, two gloves, two branches. If you don't have pressure to follow your teammates to kill, then focus on control skills and critical hits. If the pressure is high, focus on bloodsucking.
After reaching the sixth level, you have to keep MP every time there is a battle.,Try not to be unable to resurrect.。 In the early stage, you should wander less, make up more knives, and go to the chaos if the line is not good or the pressure of replenishing knives is high. Take out the armband early, and then the big tailwind will be hy, the control will be more bkb, the dps will be more dragon's heart, and the magic attack will be challenged.
Don't hold back large items when the wind is headwind, you can change to wrist guards or some smooth equipment.
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The Ring of the Soul, if the landlord compares the vanguard, you can also consider it, after all, the early resurrection is slow, the mid-term armband, the frenzied battle, and the later equipment are almost the same. I usually bring a mending knife and axe when I appear, you can consider wearing gloves to weigh strength, and I usually bring branches to make it easier to close the magic wand.
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Go out with a mending knife and axe, first with a power prosthetic leg and an armband, in order to top the blood and attack speed. If you have more control on the opposite side, consider BKB, if you feel that the blue is not enough, you can make a mad tomahawk, which can hit the back and flow out broken bones, attack, and annihilation.
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1: Wraith Critical Strike.
Shortcut: T throws a magic hammer at the target, dealing damage and stunning them for 2 seconds. Cast Range: 525
Level 1 deals 100 damage and stuns for 2 seconds.
Level 2 deals 150 damage and stuns for 2 seconds.
Level 3 deals 200 damage and stuns for 2 seconds.
Level 4 deals 250 damage and stuns for 2 seconds.
Rank 1: Mana cost of 140 points, 8 seconds between casts.
Rank 2: Mana cost of 140 with 8 second cast intervals.
Rank 3: Mana cost of 140 and 8 second cast intervals.
Rank 4: Mana cost of 140 points, 8 seconds between casts.
Vampire aura with a circle.
Shortcut: Melee allied units near v can drain a certain amount of life from damage when attacking. Radius: 300.
Melee allied units within a 300 radius near level 1 can drain 5% of the damage dealt while attacking.
Melee allied units within 300 radius of Stupid Cover near level 2 can drain 10% of the damage dealt when attacking.
Melee allied units within a 300 radius near level 3 can drain 15% of the damage dealt while attacking.
Melee allied units within a 300 radius near level 4 can drain 20% of the damage dealt while attacking.
Critical Blow. Shortcut: C
Has a chance to deal additional damage.
Level 115% chance to deal a critical blow with multiple damage.
Level 215% chance to deal a critical blow with multiple damage.
Level 315% chance to deal a critical blow with multiple damage.
Level 415% chance to deal a critical blow with multiple damage.
4: Rebirth. Shortcut: R
Skeletron automatically resurrects upon death, gaining full health and mana muffle.
Level 1 has a cooldown of 300 seconds and requires 100 mana.
Level 2 has a cooldown of 220 seconds and requires 150 mana.
Level 3 has a cooldown of 140 seconds and requires 200 mana.
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