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People with DOTA 1800 points talk about their experience in playing DOTA. . ?

This summary comes from actual combat and is constantly updated. Last time I wrote a log, I don't know why it was blocked by Tencent.

1, mountain giant

The outbreak of VT, the extreme development of inferior penetration, the secret method of balancing power and jumping to catch people moving forward, and the war drums and hidden knives in the dominant stage.

2. Prophet

In the wild, the disadvantage can be inserted into the development limit, the strength balance can be inserted into the eye belt rhythm to the fastest, and the advantage can promote development.

3. Hidden thorns

Green shoes ashes route, level 6 with TP, can support and actively cooperate with teammates, find chicken ribs and suppress their solitude. Inferior games follow the group, balance the development of the game, find a balance between catching people, and superior games cover up the blade of BKB abyss crazily.

4. Magina

Choose the overall trend from the pressure of knife repair: the inferior pioneer shield sacrificial belt, balance the extreme development of leg prosthesis, and the superior belt TP support development to find a balance. The bonus points are as follows: the disadvantage is positioned as a meat shield, draw a magic level, jump against magic, and the opponent will be upgraded to one level if he lacks a mage. The balance of power is defined as extreme development, bonus points, first-level demon-killing, first-level anti-magic (opponents don't need to learn when they catch people), opponents don't need to learn when they catch people quickly, or they don't need to learn when they GANK themselves, so they can jump two or three levels, and the remaining yellow spots and slow moves can also learn one level. Advantage positioning can be based on the situation, full cut magic, full jump, magic resistance level, the rest of the yellow point big move. In the early stage, I used artificial legs to attack speed, cut demons and hit small explosions.

5. Blue Cat

Single mixed 6, open black teammates can also occupy the road to fill the knife. After level 6, if there is blue, fight for the head, birds send small blue, control F, and birds send bottles. If F can't be controlled, passers-by will change without waiting for teammates to change birds. The more blue cats drink magic bottles, the better they play in the early and middle stages. Pay attention to cut off the artificial leg when drinking the bottle, and then cut back the intelligence after drinking it. The blue cat in the inferior game easily cheated his father first. Although he can kill, his teammates' successors will die miserably, and the blue cat in the inferior game will wait for the opportunity. In the balance of power, the blue cat reaches the limit of GANK, grabs the opponent and holds the group, and then the blue cat develops to the limit, waiting for the rhythm to ease and looking for a single opponent. The dominant blue cat can be a bloodstone red sticker. No matter what the situation is, Blue Cat should consider his teammates' successors. Form a circle, save money to buy a job, and consider whether TP has a CD before buying a job.

6. The Queen of Pain

The passers-by office is walking. It can be similar to the style of blue cat drinking magic bottle. Every big move in the early stage will pay off, and it should not be because only one opponent is unwilling to enlarge. The dominant game limits the farm, inserting back-hand support. The balance of power is fast-paced, so choose equipment according to the needs of the situation. QOP, the dominant bureau, leads the team forward and tries not to delay as much as possible.

7, the shadow devil

The disadvantage is extremely developed, and it is possible to take risks to absorb hatred. Necessary props for extreme development of balance of power, such as BKB's hidden knife. The selectivity of leading shadow demons is very diverse.

8, Carl

Carl, the main fire ice, and Carl, the second fire, took the initiative to join the group and fight in teams to release the necessary skills, ice walls, shock waves, meteorites, quick freezing, and two fire men. These five skills contribute the most to the team. Balance Carl developed the staff of the wind, which lasted for four seconds+skyfire+meteorite+shock wave. In the middle and late stage, after hitting the A-stick, turn to push or BOSS, and all kinds of skills consume opponents. The dominant Carl, after clicking on the Golden Wind Staff route, has various choices. His opponent has flash skills or strong control skills, but Zi Yuan is a sheep knife. If the opponent's lineup is weak, Carl will extinguish the gun and turn it into a turret pile output.

9, dark sage

Wild is not as good as single. Passers-by have a good effect of local melee knife repair. If the opponent is greedy for knife repair, he has a chance to kill. DS, which is at a disadvantage, is extremely developed, and the team battle is positioned as meat. It takes the initiative to rush up to absorb the hatred of opponents, and then moves to lure opponents to reduce the damage absorbed by teammates. Pay attention to protecting the survival of our eldest brother, and the choice of equipment is mostly to protect important teammates. Balance strength DS or flesh+face, protect teammates. When the teammate is alive, DS is strong, but when the teammate is dead, DS is weak. The leading bureau DS can be a bloodstone red stick, a single explosion, or a shining ice armor and a small AOE. You can also refresh the A staff and create confusion. DS is also very fast in comics, so accelerating the level 3 Little Blue Man can well limit heroes like Little Fish Man.

10, bat

You can play in the middle field, mix 6, strive for every big move, and pay attention to your teammates when jumping. In the inferior position, bats mainly consider the cooperation with teammates and successors, and the inferior position is positioned as a meat shield, which fuels the team battle. In the balance of power, bats should pay attention to the rhythm of jumping, limit their development when there are few opportunities, and take the initiative to pull the wild for about 50 seconds. After the jump, GANK opportunities are everywhere. The dominant bat can reach 16 at the earliest, jump, push and catch one. The choice of equipment is also diverse.

1 1, duron

The VP of passers-by bureau only suppresses the balance of power between the middle road and the middle road, and the advantage can occupy the line and get the middle tower. If you swim back to catch people, you must turn forward. Balancing VP requires manual operation to reflect its value in the mid-term encounter, so it is very difficult to fight. It is most important to seek the key props similar to the hidden knife BKB, which can be positioned as meat in the middle and late stage, which can limit the opponent's certain crispy skin. The inferior dragon works hard and strives to catch the opponent's late mistakes in extreme development.

12, electric arc dog

Xiaojin comics flow, simple and rude. Follow the group when you go down the arc, and the golden hand will be cultivated at the limit. The positioning in the middle and late stage is very flexible, and props are made according to the needs of the team. Balance the arc limit and develop picture books, and actively promote them. The operation is tedious and tiring, but the winning rate is high. The choice of leading bureau is diverse and arbitrary. Rotatable agile DPS. The electric hammer is in two places at once, and the propulsion is very sharp.

13, Druid

The disadvantage is extremely developed, and it is a principle to keep the highland unbroken. The main bear of power balance has a green shoe wand, and the bear is equipped with a phase poison ball as needed. Druids with a balance of power can join a group or exist independently. Druids and Tu Annatar in the dominant game advanced to the first place. If you break the outer tower, it's hard to get to the high ground, boss. Then infinitely grind the opponent's highland tower blood. The winning percentage is very stable.

14, corpse king

The main tombstone of inferior bureau, supported by TP, is effective against hammers such as VS Sven, and the effect of level 4 tombstone is good. The balance of power can be the main tombstone or the main D and R levels. The leading game R can be divided into two levels, but the main game D, tombstone is temporarily divided into one level, and the position is selected to upgrade the level. After the checkpoint is in place, follow the group. In the late stage of the inferior game, the corpse king is positioned as meat+face flushing, and the tombstone release position should be obscene, that is, adding blood with R to pull opponents to create space for teammates. The balance of power positions the corpse king as meat+wet nurse. Macon +R, basically let a teammate who was set on fire live, and the opponent's ability to set fire is really strong. The corpse king can push and push, and he has a strong ability to save people. There are many choices for the dominant corpse king, which can be meat armor, accused armor or comics.

Tang Sheng 15

Inferior games make good use of the trap, reducing the opponent's GANK success rate to the maximum extent, the equipment selection is still hidden, and the positioning of inferior games is still single output. Pay attention to finding the balance between GANK and development. In the early stage, GANK relied heavily on the cooperation between Charming Ji and her teammates, and tried to actively find the target after jumping the knife. The idea in the early and middle stages is to move forward by turning to GANK. If the rhythm of the balance of power is stable, the darkness will die quickly. Even if there is a deadlock, the speed and support ability of playing money are very strong, such as the speed of BKB or the golden hoop of artillery, and the later ability is strong. Advantage bureau, temple and regiment move forward.

16, Shadow Shaman

Inferiority is the next step, develop BKB, strive for a change and a BKB pull, and strive for a round of skill output for opponents. Push, push, help. The small y big move of balance of power strives for the greatest benefit, without closing the tower. This big move may have to make people reluctant to let go, similar to QOP. Slowly accumulate advantages and then advance, the opponent is still hard to prevent. Give full play to the advantages of Xiao Y, improve the promotion ability, and refresh the A staff +3 picture book. Push your opponent away.

17, Viper

In the inferior position, insert a snake stick in the eye to reduce the opponent's success rate. The inferior main snake stick is busy, which may reduce the opponent's propulsion rhythm to the greatest extent, so that we have an outer tower and support quickly. Vino is watching the situation in the balance of power. If meat is eaten with the group, it will actively promote the group to move forward. In the deadlock, snake sticks can be inserted to fight the wild, and the equipment selection is diverse. A-pillar can output 16 speed, and the output of passers-by bureau is very powerful. Vino, the dominant player, can poison GANK, and the effect is good, and then the snake stick is promoted.

18, Axe King

Disadvantages follow the group, those with good lighting effect will cooperate with teammates to light up, and those with poor lighting effect will develop actively and passively. Pioneer shield is resistant to meat making. The balance of power, the axe king, suppressed the opponent's melee effectively. The mainstream idea is to kill at a speed of 16, and push as soon as possible, but not to push extreme development to improve meat energy. The dominant game, Axe King, still improves the second person's ability to light up and kill one or two opponents.

19, variant elf

At a disadvantage, take risks with the thread, completely let go of the shoelace thread, pay attention to low-key with the thread, do not show wealth, let the opponent think that the water man is poor and reduce the hatred of the audience. When the equipment is mature, find a chance to play a few more times, or just keep it with you and take your opponent away. In the balance of power, the water man's magic bottle leg pays attention to the overall situation, and the line is still the main reason for keeping the magic and TP. When water players have no advantage, don't focus on the frontal battlefield. Unless he has DPS equipment and living money, the rest of his energy is mainly on the line (copying one near his teammates can save himself or help him quickly). Superiority bureau water man

Can play head-on, excellent first hand, high attack and turn strength when in danger. Limited to the dominant position, because the development of people who participate in the group water is greatly affected.

20, ants

The next game is wired, and TP is the back-hand support. According to the needs of the situation, develop equipment that can be output in the frontal battlefield. The balance of power is to find the opponent's fragile skin, and R+C has the ability of small explosion, making some people in the opponent poorer and poorer. Try to let it die later. The rest of the time, ants pay attention to their own development. The extreme development of ants in the dominant position makes opponents unable to understand the equipment (13 minutes brilliant or something). Dominant ants can also join the group, but there are risks. If the opponent defends a few waves, it will be difficult for ants to develop again. Therefore, the ants in the dominant position had better crush their opponents with equipment, and they really need support. They can fly shoes with belts and braces.

2 1, clockwork

In the game of passers-by, the confidence of single kill can dominate E, and the confidence of missile can dominate R, so that everyone can gain something. When observing the opponent's development pressure during the main R, give him the missile CD when you are ready. He is miserable, eating missiles indefinitely, and basically has no future. The main e is active, bringing the rhythm to the fastest. Because if the clockwork is stuck with e, the people supported by the opponent are basically on their way. Clockwork has three other active skills, all of which are very useful in a fast pace. The disadvantage of clockwork is that teammates are not strong, that is to say, clockwork has a first hand and teammates have no second hand. In this way, clockwork only catches orders. If your opponent supports you quickly, don't be obsessed with it. If you really can't catch anyone, and your teammates are still waiting in line to send them away, then don't catch anyone, just wait for your opponent to go first and tighten his hand. The position of the backhand clockwork at the disadvantage is meat+assistance. Protect some teammates we can play and limit each other's output. The balance spring of power has a keen sense of the rhythm of the audience. Strive for any advantage you can win, and don't be afraid of death. The faster the rhythm, the tighter the clockwork. The dominant place is basically a rolling rhythm.

22, blade master

The inferior game takes risks with the belt line, and the speed is 16. Only for the steel front of the halo hammer butterfly. The balance of power can be developed and promoted by participating in groups. There are many choices in the dominant position, and the main idea is to make big moves first and then improvise.

23, popular

The popular position of disadvantage is remote blood deduction+assistance. Macon pushed E to save lives, but there was no later stage, so the extreme development came later. Keep close contact with reliable teammates. Balance popularity, development and support. See if there is a reliable later stage. If the later stage is not reliable, it is best to prepare for the later stage. The advantage bureau is popular and promotes the group.

24. Mammoth

The inferior mammoth can play first-hand or second-hand with the rhythm of the team. Insert your eyes to understand your opponent's movements, from group control to auxiliary+meat. A balanced mammoth has a better rhythm, and everyone will gain a lot. Feel whether the opponent's overall position is alert to mammoths. If you are more alert, the mammoth can show his face and stay big, and then jump big when the situation is chaotic. Mammoth can push in the dominant game, but find a balance between support and development in the difficulty of pushing. If the jumping effect is good, it will be refreshed. If the jumping effect is good, you will generally go crazy on the DPS route (mammoth makes money very quickly).

25 years old, butcher.

Inferior butcher saves lives, meat+auxiliary positioning. If necessary, BKB can bite the key person of the opponent. The inferior butcher is arrogant like a grandson, but you must have confidence and have a TOP 10 hook. It is very important to balance the butcher's ability to detect the opponent's movements. The accuracy of 100% is not required, which is similar to the R of White Tiger. The more you use, the more you gain. If it is not big all the time, it will gradually change to the position of inferior butcher. If the harvest is good, you can choose equipment and routes according to the situation. The advantage bureau butcher flies shoes and hides knives, which is very powerful.

26.monkeys

If you really can't make the monkeys in the inferior game shine, and the rhythm of teammates' collapse has been revealed, you can consider turning to a game similar to bounty. W will appear in the general attack +T after stealth. Because this kind of monkey is rare, it will have a good effect in actual combat. After the rhythm is relaxed, choose the equipment route. Monkeys in the balance of power, personal habits are still glory+material shield flow, each illusion receives a wild line, and the speed of playing money is amazing. The advantage of the game monkey is still fast and brilliant, and the equipment route is soul ring, brilliance, material shield, flying shoes and dissipation. After the glory, every w, every t and CD is used when it is ready. Magic used up all the springs before the illusion was pulled out. Walking can also manipulate the illusion that freshmen make money.

27, great care for teachers

Calculate the opponent's skills that can be stolen and how to use them best after stealing them. The inferior magic guide is used as the assistant of the follow-up hand to cooperate with the teammates. The balance of power is very fast. The dominant team is advancing.

28. Helicopter

Aircraft can be divided into GANK positioning and CARRY positioning. In the passerby's office, you can play GANK first, and then change to C if the effect is not good. C's idea is: the F gun sputtered from a distance is AOE, and the AOE explosion is big, and the R explosion is big. So the position of the C-plane is very important. It is very important to predict the location of the encounter for the aircraft at a disadvantage. In the early stage, R+ big move was taken as the output point. In the middle and late stage, the cooperation between F and his teammates is the output point. The C-plane is different from the traditional French sailors in the later period, so it is very important to cooperate with the teammates' positions.

29, the shadow devil

The passers-by office is walking. Disadvantages are auxiliary, D saves lives and keeps people, and W gives vision. The balance of power is fast-paced, and its usage is similar to the blue cat QOP. The amount of magic is important. The more W is released, the greater the damage. Strive for everyone to gain something. The advantage of the bureau is to advance in teams.

30 years old, Tinker.

The inferior position has a belt line, and the positioning can be random. The inferior TK with iron blood and blade armor has amazing benefits. TK can jump the knife in the balance board, the red stick emphasizes single output, and TK can also run the line in two places. Meat +AOE can also be chilled. The advantage bureau TK jumps the knife, and the red stick sheep knife flows. TK belongs to pure operation hero, and one operation mistake may lead to the overall situation and eat a hero who is laborious to operate.

Appendix: 1500 Use heroes with caution in the following games: (This kind of hero requires to establish an advantage in the early stage, otherwise it will be weak in the middle stage, but it is too radical in the early stage, and the opponent is likely to quit the game before 10 minutes).

1, mountain giant

5. Blue Cat

6. The Queen of Pain

7, the shadow devil

1 1, duron

12, electric arc dog

2 1, clockwork

25 years old, butcher.

29, the shadow devil

30 years old, Tinker.