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What skills does DOTA Ice Girl have?

Frostnova (Frostnova)

Frost nova freezes and explodes the target and its surrounding units. The freezing effect slows down the enemy's movement and attack speed for 5 seconds.

Cooling time: 1 1 sec.

Range: 400

Projection distance: 600

Level 1: Strike enemy targets and their surrounding units with frost, causing 80 damage. The freezing effect slows down the enemy's movement and attack speed for 5 seconds. Casting cost: 100 mana.

Level 2: Strike enemy targets and nearby units with frost, causing 130 damage. The freezing effect slows down the enemy's movement and attack speed for 5 seconds. Casting cost: 120 mana.

Level 3: Strike enemy targets and nearby units with frost, causing 180 damage. The freezing effect slows down the enemy's movement and attack speed for 5 seconds. Casting cost: 140 mana.

Level 4: Strike enemy targets and nearby units with frost, causing 230 damage. The freezing effect slows down the enemy's movement and attack speed for 5 seconds. Casting cost: 160 mana.

(2) frostbite [E]

Lock the frozen forbidden target in the ice, and the target cannot move and attack (skills can be used). Deals 70 damage per second.

The casting distance is 500, and the cooling time is 10 second. Ordinary unit duration 10 second.

Level 1-Lock the target in the ice, and the target cannot move or attack (skills can be used). Deals 70 damage every second for 1.5( 10) seconds. Cost 1 15 mana.

Level 2-Lock the target in the ice, and the target cannot move or attack (you can use skills). Deals 70 damage every second for 2( 10) seconds. Cost 125 mana.

Level 3-Lock the target in the ice, and the target cannot move or attack (skills can be used). Deals 70 damage every second for 2.5( 10) seconds. Cost 140 mana.

Level 4-Lock the target in the ice, and the target cannot move or attack (skills can be used). Deals 70 damage every second for 3 (10) seconds. Cost 150 mana.

(3) Glorious aura [R]

Increases the magic recovery speed of friendly units in the map.

Brilliant aura

Level 1-Increases the magic recovery speed of friendly units in the whole picture by 0.5/ sec.

Level 2-Increases the magic recovery speed of friendly units in the whole map by 1.0/ sec.

Level 3-Increases the magic recovery speed of friendly units in the whole map by 1.5/ sec.

Level 4-Increases the magic recovery speed of friendly units in the whole picture by 2.0/ sec.

(4) Freeze field [Z]

Causing a random ice explosion around Rylai for four seconds. Extremely cold places (the values in brackets are when you have Agnim's staff)

Casting range: 635

Magic cost: 300/400/600 points

Need to keep casting spells.

Level 1-randomly causes an ice explosion around Rylai for 4 seconds. Each ice explosion causes 105 (170) damage. The cooling time is 150 seconds. Need to keep casting spells.

Level 2-randomly causes an ice explosion around Rylai for 4 seconds. Each ice explosion causes 170 (250) damage. The cooling time is 120 seconds. Need to keep casting spells.

Level 3-randomly causes an ice explosion around Rylai for 4 seconds. Each ice explosion causes 250 damage (3 10). The cooling time is 90 seconds. Need to keep casting spells.

Ice sheet:

Based on channel magic, the total time lasts for 4 seconds.

At the beginning of casting, record the "hero who cast this spell" (that is, the ice woman) and "skill level" (skill level+1 if wearing a wand).

Mark all non-friendly, ancient (except bears), non-building, non-corpse, non-dummy and non-tornado-rolled units within the range of 635. Put a virtual unit on the head of these units to give them the ability to slow down and let them cast deceleration on the units under their feet.

Next, an ice storm is randomly generated.

The formation of ice storms has a certain law, specifically, it is a cycle every 0.4 seconds.

Every 0.4 seconds, the system changes from 0-90,90-180,180-270,270-360 (for example, 67,153,224,3065433. In this way, with the ice girl as the origin and four groups of arrays of angles and distances, the system can determine the points of four ice storms.

The system creates105/170/250/365438+non-friendly, non-ancient (except bears), non-building, non-corpse and non-tornado units within the range of 190AoE for each ice storm point.

Well, I wonder how many people can understand it.

sum up the main points

The deceleration range is only 635, but the range hit by ice is 635+ 190=825!

There is something wrong with the argument in the first paragraph below, please skip it ~ ~ (sorry, I will correct it later.

The following part is more complicated, lazy man. Please look at the scarlet letter. ...

Where is the best place to stand?

If you want to run away, of course, stand as far away as possible, so that you can run fast.

If for some reason you are forced to stay in the range of big moves for four seconds. ...

Cm.jpg (16.96km)

2009- 1 1-26 10:55:30

(dark blue+light blue+white is the area that may be violently hit by ice, light blue+white is the area that will be slowed down, and light blue is the area where the ice storm point is selected)

Many people intuitively think that standing close to the ice girl will hurt more, but in fact it is just the opposite.

Let's talk about under what circumstances it will be hit by ice, that is, a point within the range of 190 from where you are standing is selected as the ice storm point. Now we call this circle with a radius of 190 a dangerous circle.

The range that can be selected as the ice storm point is the light blue part in the picture. In order to reduce the possibility of being hit, the overlapping area between this danger circle and the light blue part should be minimized.

Obviously, if you stand near the junction of white and light blue, the junction of light blue and dark blue just meets the requirements. Standing in the middle, you have the highest chance of being hit!

Conclusion 1: You can stick to the ice girl station, and don't stand in the middle position.

If you look at it from the expected point of view, it doesn't matter from the point of view of the ice girl station. But not in stability.

For example, the person who stood in the middle of the road was unlucky again and was hit 10 at most. But the one standing next to the ice girl, because he crossed two districts, may be beaten 20 times if RP breaks out. Obviously, this is not what we want.

Conclusion 2: Try to tilt the ice girl.