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Werewolf on the list is my personal more recommended hero,Summoner skills with teleportation and flash,Go out Dolan ring out,This can improve our Q's damage and endurance,After all, werewolves have no attack skills on the list,Only Q one,Out of a Dolan can ensure that our blue is not empty,Don't fight in the early stage,Just develop steadily。 Due to the strong recovery of Q skills and passive skills, werewolves are not worth encountering any hero. Even if you meet Pan Sen, you may be pressed a little bit in the early stage, but when the level is up, it will be very powerful, basically no one can kill you, and then you will be consumed alive, and due to the existence of the ultimate, the werewolf is very strong when cooperating with the jungler.
In team battles, due to their own high blood sucking, they can directly find the opportunity to use their ultimates to suppress the enemy's key back-row heroes, and the E skill adds a lot of movement speed when the enemy has low HP, basically they have no way to escape after the HP is lowered by you. The output of the half-flesh werewolf is very high, and the team battle is like alchemy, it is a-stirring stick-like existence, and it is not easy to die. Add points to recommend the main Q and vice W, and point the E of level 1 in the early stage, which is used to hunt down the enemy's remnant blood units.
Outfit recommendation: Double Dolan + Sun Flame + Ice Fist + Wisdom Doomsday + Ruined + Ice Heart + Mercury Shoes.
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1. Werewolves should play a kind person more through their own disguises, keep a calm mind, make people believe that you are a 'good person', and can also use various routines, such as jumping, barbing, etc.
2. Although the hunters seem to be domineering, in fact, it is necessary to hide their identities and disguise themselves as civilians to avoid being discovered by the werewolves, and then jump out of their identities at a critical moment to stop the werewolves. In unexplained circumstances, I'd rather die a gun than shoot indiscriminately.
3. Although ordinary people don't have any skills for a character, they also need to observe more, drink less water, actively vote, and help other kind people find werewolves together.
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The flow of the whole game is based on the cycle of "night, day, night", until the werewolf camp or the good guy camp wins.
Nighttime werewolves can choose to kill any player, or they can choose to kill themselves (called self-knives); During the day, all players analyze what happened last night and finally vote on a player.
In terms of specific gameplay skills, werewolves should act more for good people through their own disguises, and their mentality should be calm, so that everyone believes that you are a "good person", and at the same time, they can use a variety of routines, such as jumps, barbs, etc.
Variation rule: When voting during the day, a different method is used. All living players stand up, the player to the left of the last dead player, a designated player on the field, and the designated player sits down.
Then in a clockwise direction, when it is the next player's turn, he also appoints a player, and the designated player sits down, and so on one by one, until there is only one player standing on the field, and this player is the player who was voted out during the day. When voting in this way, there can be a discussion.
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Mechanical Wolf Psychic Rules: The rules of this game are to slaughter the edges and kill all villagers or all priests.
Mechanical wolves and ordinary werewolves do not recognize each other, and the mechanical wolf is the first to open its eyes on the first day, and can learn any player's skills and obtain the identity of the other party, but cannot learn itself. After learning a skill, the mechanical wolf can immediately know who is learning, but it cannot use the skill that night, and the next night, it can use the learned skill. After all the ordinary werewolves are dead, the mechanical wolf has a wolf knife, and the mechanic cannot blow himself up.
The mechanical wolf was identified as a mechanical wolf by the psychic on the first night, and was later found to be a learning identity. Learn to be a psychic and check your true identity (like a true psychic, once a night). Learn to guard, you can guard the wolf knife and witch venom (like the real guard, once a day).
Learn to be a hunter, bring a gun, and shoot a player when you die. Learn to be a witch with poison, you have a bottle of poison that can poison a player. Learn the wolf, one more wolf knife (double knife wolf, and all the little wolves can bring double knives after death, only one double knife) to continue life, no skill (equivalent to skill scrap), but will be checked by the psychic as a civilian.
Relevant skills
The goal of the werewolf game is to pretend to be a good guy during the day to confuse the public, and at night to attack civilians and take over villages. One player can be attacked per night. Self-destruct:
At any time other than the last words and votes during the day, the werewolf can reveal his identity and go out, and the current day will immediately end and enter the night.
The goal of the witch's game is to use poison and antidote to drive all the werewolves out. Each night, you can choose to revive a player who has been attacked by a werewolf, or use poison to knock a player out. The witch can only choose one of the two bottles of antidote and poison to use each night.
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Werewolves can kill themselves or kill their own kind to trick witches into taking their medicine and gaining their trust.
The way werewolves protect their teammates is to pretend that they don't know their teammates, not to agree with their teammates frequently, and to dismiss accusations against teammates carefully, otherwise they will be suspicious. Of course, his teammates were voted for and were doomed to die, and he pretended to follow the VC. When he was accused, he had to show the indignation of civilians and scold them for not knowing the goods.
If the soothsayer is lucky, he will usually survive for more than two rounds, and as long as he successfully detects more than two werewolves, he can jump out of the identity. Of course, you have to make everyone believe in you.
Werewolves generally speak a lot of words (they are the most informative), and they think while talking, and it is easy to make logical problems. Of course, you should also pay attention to people who are silent and pass every time they speak. If there are players who are recognized as smarter and good at agitation, they must first find a way to prove their innocence or kill, otherwise the endgame may make or lose the game.
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As follows:
Identity: Werewolf*4, Villager*4, Prophet, Witch, Hunter, Guard.
Number of players: 12
Winner decision: 1. All villagers die.
2. Death of all clergy.
3. All werewolves die.
Rules: You can run for sheriff.
Witches are not allowed to save themselves at any time.
The witch's antidote and poison cannot be used overnight.
Hunters cannot activate skills when poisoned by a witch.
Guards can defend themselves.
Guards cannot guard the same person for two consecutive nights.
Saving one person at the same time by the guard and the witch will cause that person to die.
Werewolves can self-destruct.
Christmas Eve: The night when no players are out.
Fold Cards: Flip to the plate.
Front position: The player who is in the front position.
Rear position: The player who is lower in the speaking position.
Vote, Vote, Push, Out: Vote to knock a player out.
Ticket type: The situation of the vote.
Vote Submission: The player who spoke last summarized the vote of this round, and the player was free to choose whether to follow the vote.
Ticket Break: Transfer suspicion to another player after you or another player have been suspected.
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Werewolf's first skill attack regenerates health! The second skill tracks enemies with less than 30% HP and accelerates! The third skill accelerates yourself and your teammates! The ultimate forcibly suppresses the enemy for a few seconds and deals damage! I forgot the exact value!
Novices buy princes, and veterans buy werewolves.
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Observe calmly, be good at discovering, between true and false, true and false, true and false.