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First of all, according to the key combination instructions of Carl's skill, press the Q, W, and E buttons first, and then press the R key after pressing them.
If Carl wants to switch skills, he must reach level 3 before he can do it, and Carl's first skill is a combination of e, e, and e, which is the Skyfire skill. Later, as the level increases, Karl can use two skills at any time, and if the magic is enough, he can play ten combos in a row. If you're fast enough and have a refresh orb and plenty of mana.
Carl can play 20 skills at once.
Carl's Skill Set Table:
QQQ = Rapid Cooling.
qqw=Nether Walk.
qww = hurricane.
qwe = ultrasound.
ww = magnetic storm.
WWE = Agile and fast.
wee = meteorite.
eee = celestial fire.
EQQ = Ice Wall.
eeq = Burning Man.
Remember to press the R key at the end to get the combination.
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Summoner Carl presses the QWE button three times, and after any combination, he can generate a skill by pressing R.
E for the element of fire, Q for the element of ice, and W for the element of thunder. The summoned skills are changed according to the different combinations of these 3 elements.
Rapid Cooldown[qqq] [Y] freezes the target, causing them to take damage and take extra damage during freezing.
Ghost Walk[QQW] [v] Stealth and reduce the movement speed of yourself and nearby enemies.
Wall of Ice[qqe] [G] Creates an ice wall in front of it, slowing units inside the wall significantly.
Agility[www] [Z] infuses an allied unit with a surge of energy, increasing attack speed by 40% to 160%.
Hurricane[wwq] [x] Unleashes a tornado that moves forward, sending enemy units in its path into the air.
Electromagnetic Pulse [WWE] [C] Builds up electromagnetic energy at the target location, dealing damage and depleting mana for 4 to 2 seconds**.
Sun Blast[eee] [T] Summons energy to rain down from the sky, dealing damage after seconds. Cast range: full screen.
Forge Spirit[eeq] [f] Creates 2 Fire Elementals, which deal Orb Damage and reduces armor by 1 for each unit hit by Fire Elemental.
Chaos Meteorite[eew] [D] Summons a meteorite that rolls forward for a distance of 500 to 1550 to deal damage to enemies.
Super Sonic [QWE] [b] Inflicts a blow on everyone in a line, first reducing 280 HP and then backing off.
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1.Rapid Cooldown (Y) Skill Set: QQQ+R<>
2.Chaos Meteorite (D) Skill Set: EEW+R<>
3.Super Sonic (B) Skill Set: QWE+R<>
4.Hurricane (X) Skill Set: WWQ+R<>
5.Forge Wizard (F) Skill Set: EEQ+R<>
6.Ice Wall (G) Skill Set: QQE+R
7.EMP (c) Skill Set: www+r<>
8.Ghost Walk (V) Skill Set: QQW+R<>
9.Sun Shock (T) Skill Set: EEE+R<>
10.Agile (Z) Skill Set: WWE+R<>
Carl Skill Map:
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It is recommended to familiarize yourself with Carl first, so the cutting method of the skill: the early ice card, the commonly used qqqq, qww www, and the mid-stage qqe ice wall, qee little fire man, fight the boss and push the tower. QWE personally thinks it's a team battle very imba skill just learned in the early stage of the recommendation to go out with more attribute equipment Good replenishment and then prosthetic leg war drum magic wand (ashes, look at your own people have wood out of the wood out of the wood on your own) and then depending on the situation is support or blowing wind push push ((others push your tower you will c x 2 even blast demon ice wall control you push other people's tower suggestion blowing meteorite super god wave and blowing this kind of thing don't use it indiscriminately in the later stage)) There is also the late stage you lack dps can come out of the cannon bkb lack control sheep ice armor ..
Don't talk about anything else, you don't need it now.
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Now Carl is blowing the wind and frying blue. Cool down with someone quickly. In is to look at the view with a ghost walk.
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No, now Carl rarely blows the wind, and out is also the opposite side out of the silence what but the control is insufficient, and then make up a blow to relieve the silence. Generally, I will still consider BKB in the later stage (after all, there are still a few cases where there is silence and no control on the opposite side.,Occupy the grid.,It's not much use in the later stage.,And BKB is the output environment of team battles once and for all) Let's talk about a few commonly used combos.,In fact, I played hundreds of games of Carl.,There's actually no fixed combo in the back.,What you need to give in the team battle.,It's flexible when it's cooked.。 (The third needs to have a fight).
1.Blow the wind and magnetic storm, walk up the ice wall, use it to consume, keep people. Not to hurt it.
2.Migrant workers three companies: hanging heavenly fire and meteorites, out of a wind fight, the wind fight blows people up, calculate the second of the heavenly fire, the blowing time is, after blowing up for a second, the heavenly fire meteorite is put down, and the enemy will fall on your skills, at this time, you can take the QQQ rapid cooling or QWE blade, and then chase A, as long as it is not meat, it can generally be dropped in seconds.
Note that the damage of the Sky Fire will be evenly distributed by other units in the place, so you have to find a place where you can let him eat the full amount of damage, and if you stand in a small creep, you can't do it, the damage will not be enough).
3.The third is also the most classic, 4 even: cut wwq first, and then cut eew, hang these two skills, hang up the three balls on the body www thunderball, blow the wind when you start and press r to cut out the magnetic storm in an instant, calculate the landing time magnetic storm meteorite thrown out (first magnetic storm, because the delay is slower than the meteorite, the meteorite can be smashed down in 1 second), and finally cut the qwe blade, the whole set of damage is more than 2000 damage is not considered a general attack, crispy skin without bkb basically blow a few dead few.
The first is to have a blue battle ultimate, CD only has two seconds left, and the second is to pay attention to the different ice levels, the time to blow the wind and stay in the air is different, level 4 ice has two seconds, and the full level is seconds. Groping by yourself, anyway, the effect is basically blowing and positioning, and when you fall down and are smashed by skills, you can control them with one hand, so that local heroes can eat up their skills.
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1.Rapid Cooldown (Y) Skill Set: QQQ+R2
Chaos Meteorite (D) Skill Set: EEW+R3Super Sonic (b) Skill Set:
qwe+r4.Hurricane (X) Skill Set: WWQ+R5
Forge Wizard (F) Skill Set: EEQ+R6Ice Wall (G) Skill Set:
qqe+r7.EMP (c) Skill Set: www+r8
Ghost Walk (V) Skill Set: QQW+R9Sun Shock (t) Skill Set:
eee+r10.Agile and Swift (Z) Skill Set: WWE+R Karl Skill Map:
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Skill performance is shown on the crosses of the skills being learned.
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QQQ = Rapid Cooling.
qqw=Nether Walk.
qww = hurricane.
qwe = ultrasound.
www=Magnetic Storm.
WWE = Agile and fast.
wee = meteorite.
eee = celestial fire.
EQQ = Ice Wall.
eeq = Burning Man.
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Q: Ice element, add back blood, make you more meaty.
W: Thunder element, increase attack speed and movement speed, make you more floating.
E: Fire element, plus attack, makes you more fierce.
R: Skill Prayer, Love Plus or Not, I personally don't think it's powerful, the first three are enough, I still have 2,000 small black houses, do you want to take you?
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qqq rapid cooling y www thunderstorm c eee yang impact t qww ghost walk v qqw hurricane x qwe brain wave b
WWE Smart Swift Z WEE Meteorite D QQE Ice Wall G QEE Burning Man F
That's probably it.
Concrete this hero you can! See if there are any masters.
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I don't play much, but I can briefly tell you about it, the current mainstream genre, there are only two, the first kind of ice thunder card, suitable for all players, rookies, veterans, the main plus ice thunder, the line, gank just rely on a rapid cooling, there is output, there are restrictions, the magic is sufficient, and it is generally better to take a blow, the main thing is to blow the wind and thunderstorm first, and then shake two skills depending on the situation, the fireball is generally a little bit out after level 6, and the skills can be cut, and finally the point is full; The second is the fire card, suitable for veterans, requiring sharp operation, excellent consciousness, and to play strongly, igniting fireballs and increasing attack power, so the mending knife is not worth anyone, but also can spare time to point people, be sure to press the opposite side, fire card level 2 has a key skill, sky fire, full-screen damage, make it very sharp, if there are two reliable teammates, one blood is very easy, so that the fire card relies on attack, and the sky fire to get two advantages, and then when it comes to gank, meteorite, sky fire, Powerful attack is a nightmare on the opposite side.,This kind of Carl's style of play is just two words "strong".,In the middle of the game, there must be a small fire demon around you for a long time.,Push the tower.,Reduce defense.,A good B.。