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Replenish the troops, and then the cannon should hit accurately, and the effect of the cannon is that circle.
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The basic skills are demanding, and you can practice slowly.
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Medium single,Bottle shoes,And then bkb,The output of the doppelganger axe or something,That's basically it,
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It's hard to say about equipping this, but replenishing troops and gank have to practice, single v go out with prosthetic legs to dominate, and go home directly to the yaksha.
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Dragonheart, Lincoln, butterfly, prosthetic leg, black and yellow staff, tomahawk.
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To play Shadow Fiend, you only need to know two things, the sense of distance and the sense of direction.
Playing Shadow Fiend, you just have to remember two sentences, although I kill and be killed only in a split second, please don't try to kill me when I turn around (because you are about to be counter-killed. )
There is also a verse that I use my soul to play an elegy for you (a poem for the dead when they are over), and the moment you see me shake, you should know that you are already a dead man.
As a player who is experiencing a 1-room game in VS, I just want to say one thing to you, playing Shadow Fiend, you have to be completely domineering. If you can't be domineering, don't play Shadow Fiend. vs id wy_xiaomao
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Because of the low initial attack power, the skill of replenishing the knife is very demanding. The requirements for skills and reasons for growth are also very high. The simple point is to have a high level of operation.
Accurate judgment of triple pressure, judgment of timing and position of shaking up.
And then there's the teammates. Teammates who don't have STUN skills can easily get crooked - this is a requirement for beginners.
To be clear, Shadow Fiend is very brittle, and if you die, you will lose the effect you should have.
Shadow Fiend can play late game, but not the main late game. If you can't open a large equipment gap with the opposite late-stage, it is difficult to dominate the direction of a team battle.
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I won't talk about the outfit, a sharp shadow demon should remember a few points, first, whether the first wave of soldiers is good or not is very important! In the absence of eyes, if the first wave goes to the opposite high ground, the second wave will be very obscene, unless a teammate squats on you. Second, not only BKB can solve all problems, when BKB is useless, try clones, hidden knives, and ethereal spirits.
Third, there must be the idea of counter-killing whenever and wherever you are. The fourth and most important thing is that you have to learn to use the shadows, learn to control the distance between you and the other person, the distance between life and death, and the level of the a, because the moment you a, it will be the last death. Fifth, you can go out of your shoes to brush money to play the late stream, and lead the line in three ways, but most of the team battles and small-scale encounters in the early stage must be present, but you must not be the first to show up, you can press at least 3 people and two guns for the team battle, just do it.
As for forest pressure, high ground pressure, and reflexive pressure, you have to practice more by yourself.
I don't have much to say here.,When solo.,If you successfully suppress the opponent from the beginning of your first soul.,And the opposite side doesn't wander around.,It's recommended to give priority to 5 souls to level 3.。
SF has three routes for you to choose from, and these routes are a shoe, flying shoes flow three-way brushing money to play in the late stage, with the jumping knife Lothar, which belongs to the high operation flow, chasing and escaping and breaking out are not a problem, Lothar overlaps and shakes big, you know. Don't use all the escape items together, and remember, make sure to leave yourself a way out! Lothar must keep the jumping knife!
The second prosthetic leg BKB + jumping knife flow belongs to the mediocre type, but it has been developed for a long time, and it has been targeted the most, which belongs to positional warfare.
Third,That's what I'm often out of now.,Phase war drum flow,With the jumping knife doppelganger axe,Open the phase to reach the limit of the moving speed of the SF,No one can catch up.,Can't hit.,Chase and kill is not a problem.,Support the blood,Add the movement speed.,The early phase is out of the fear that the acceleration can not be controlled.,And the synthesis is smooth.,Phase 1400 + war drums 1725=3125,Flying shoes = 2700,Although it is expensive 400,But it supports three measurements.,Raise the amount of blood, The movement speed of War Drums and Phase is also close to 500+, so it's your choice here!
In addition, the level 5 SF, when controlling the rapid F and stealth F, you must think about gank.
If you want to come up with Lothar, don't bring accessories with you, in case the opposite side is directly targeted, then it will be useless, often the first Lothar is in the opposite defenseless team battle, and directly kills the opposite core control in seconds, which can affect the situation.
If you want to play a good sf, then it's not good to be the first hand sf of the day, this is a hero who pays special attention to the feel, and it is recommended to listen to some heavy metal when playing**, I generally listen to the symphonic version of the Requiem of Dreams, and the mixed version is also good.
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First of all, play SF well, you have to pay more attention to details than other heroes, such as the position of the middle J, the rhythm of the card pawn, and the first knife is very important to improve your feel and self-confidence. Then it is necessary to be stable, SF is prone to headwinds, and an SF that can't hit headwinds is not a good SF. What headwind has to do is to take the tp to brush up decisively, and then use tp to support your teammates at any time, upwind sf don't take the initiative to gank you should make your equipment form as soon as possible.
Then there's the suff output of SF that is very important - BKB Phantom Axe Vampire Untenable DPS is not a good DPS. The most important thing is to understand the hierarchical advantages of SF. The 3rd, 5th, and 7th levels of SF at the same level are unmatched.
These three levels are the flashpoints of the initial SF, so you have to seize these three levels and fight each other! In the end, fight more, practice more, be abused more, and there is no shortcut! good luck!
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The early stage of the shadow demon is mainly to mend the knife, the knife is well repaired, basically no one can suppress it, and you have to cultivate a good sense and move, because the shadow demon is very crispy, how to bring the rhythm is also very important, the rhythm is brought up, and victory is not far away. When I play Shadow Fiend, I have more control on the opposite side and bkb if I have less control, and I jump with a knife, and the damage of a big jump is also considerable. It's useless to talk more, you have to practice on your own.
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Hello Dear Landlord.
SF (Shadow Fiend) is one of the more difficult heroes to play.
The hero positioning is pseudo-nucleus. The branch road is generally the middle road (there is also a preferential return comic road to be insured), and the early stage of going out is as much as possible to support the attributes. This is because Shadow Fiend's initial attack is very low.
And the first wave is very crucial for Shadow Fiends.
Mid-range charms wander and are easy to play to the advantage with level and high damage.
In the later stage, through the super speed of playing money, one or two large pieces of the opposite carry (later stage) are suppressed.
This makes it easier to win.
Shadow Demon plus points recommend 1 2 to point 1 level up to 2, and then increase it when all the points are full.
Shadow Fiend's outfit fluctuates greatly according to the opposite lineup, and you can choose to switch to physical DPS in the late stage such as Jump Knife, Black and Yellow Staff, and Hidden Knife.
Many novice Shadow Demons are not good at using Shadow Demons because they do not have a sense of distance in the game, which can easily lead to crooked shadow pressure.
Here it is recommended that novices first take a look to estimate the distance. If you press it again, it will be accurate thanks to the world key.
Pure hand-to-hand, looking at the owner of the tower.
Happy game.
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In the early stage, the attribute of the support point, a lot of mending knives, ZXC three guns are practiced, and every time you press it perfectly, if you have a phase chasing weapon with the tailwind, the headwind will be powered, and the recovery shoes are also good! In the middle term, out of the hidden knife, push, jump knife, or something frank and chaotic, you can also accompany the vertical! In the later stage, it will be a standard DPS god outfit.
There is also more control on the opposite side of the shed, BKB must come out!
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From the landlord's narrative, the landlord should have played well in Dota.,SF, the hero of the high explosion is also very brittle at the same time.,I'm more afraid of rushing in the face.。 Generally, SF is in the single, to attack more macro trapped point attribute equipment, convenient to make up for the knife, level 1 and level 2 are very critical to the key, the first point to dominate the necromancy, a soldier plus 2 attacks, make up for more to the absolute respect, and you won't be able to suppress you. Generally, the sf group shadow pressure should be accurate, and then the position should be good, and you must not be thrown by the opposite skill, and you should be cowardly when you should be cowardly, and you should step back in the row.
Out of the bkb the tiger is going to be a tiger, play sf to have confidence, momentum, out of the suggestion of the magic bottle at will, phase big magic wand jumping knife bkb doppelganger butterfly, headwind first bkb, someone chasing you don't be nervous, reflexive a z plus your high attack is easy to counterkill, I wish the landlord to become an SF god as soon as possible.
Out of the hidden knife wireless soul collection wins.
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