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Lol Twisted Fate game

Personal experience summary, own practice experiment, no reference, or advanced post, suitable for the reference of proficient people, if you want to get started, please see other card raiders.

The same hero, different students have different understanding angles and experiences, as well as different use methods and walking habits in practice, and the conclusions are definitely different. Please communicate with each other and don't spray.

Card is also my best single hero in ap. So far, s3 has used about 160 disks, of which 92 disks are ranked, and s2 has used about 100 disks.

As a senior post, the basic knowledge will be brushed aside as much as possible. If you have any questions, please ask downstairs, and the other two cards will definitely answer enthusiastically.

Rune aspect:

Unconditional 3X 1.5 movement speed 9X spell penetrates 9X armor 9X magic resistance.

In terms of talents:

2 1(-cd and replenishment +2 depend on their replenishment level) 0 9 (the speed of returning to the blue or withdrawing from the war depends on their habits)

Personally, I think 9 0 2 1 is definitely not recommended. Card as ap position and biased apc positioning damage must definitely be put in the first place. As for the 4.5-speed movement of runes and the advantage of wearing shoes and going out to take care of speed, no auxiliary talent of 2 1 is needed.

First, analyze the characteristics of heroes.

Advantages:

1: It has a certain poking force.

2. The yellow card control is stable, and it is easy (important) to cooperate with the wild play online.

3. The overall significance of the big move (important)

Disadvantages:

1: In the early stage, it relied more on sticks.

2. The equipment is relatively rigid.

3. Against the wind, the ability to turn over is not strong.

Let's talk about shortcomings first:

1: Compared with other heroes, the card needs a certain financial source to support the whole system in the early stage, and the purchase time of the stick will directly determine the online and support ability of the card. In the case of stick+Dolan +435, the second melee soldier with a red card can be cleared in the early stage, which makes it easier to support the map, and the weakness of short legs and less blood will become the target of the opponent's strong field battle.

2. The equipment is relatively fixed, which is actually related to the first point. In addition to the stick, the monster+hat has become the core of the core, both of which are indispensable, and the molding speed cannot be delayed. Many times, fishermen can't help but go home and jack up a 720 when they are faced with small methods and strong methods, which will seriously delay the rhythm of the whole equipment. Once you can't make a stick in the alignment period, you will directly enter the rhythm of holding a group.

3. Under the headwinds or coincidences of various reasons, if the card support can't give full play to its advantages or be left in the middle of the road for a long time, it can't effectively clear the soldiers (simply put, the equipment can't take shape and the economy can't lead), then the card will completely become a pure auxiliary role in the team battle. Q front row doesn't hurt, yellow card doesn't hurt, and there is no strong aoe outbreak ability. The only way to turn over is to cooperate with teammates to catch the order later, and the order caught is average. Therefore, in normal games, the turnover ability of the card is relatively poor.

Look at the advantages:

1: This is actually a relatively insignificant point. The ability to play poke when starting a group is actually beyond the scope of my explanation. This point is mainly about the long-distance consumption and the ability to replenish soldiers when the card is online, so that some heroes do not have a good way to get the card.

2. The reason why this is important is because it is the way to survive on the card line. Because of the existence of the yellow card fixed-point control, the card will not be targeted by most ad and ap assassins, because the middle road can summon the wild dad more frequently than the other two roads, so the stability on the card line is brought by the yellow card and the hidden wild dad. (The skills and application of this article will take some time to realize. )

3. Many students who have just come into contact with the card will think that the big trick of the card is to give teammates a support immediately to cause anti-killing. In fact, the card's big move should bring more global significance. (I will focus on this point later)

Next, from shallow to deep

Summoner skills:

Unconditional flash+ignition, other situations are basically ignored.

In terms of loading:

In most cases it is +*3. If it is the first time to go home, you can consider other ap explosions, such as Magic Snake, Cassiopeia, the daughter of darkness, Anne Fizz the Tidal Trickster Fizakali Akali, and choose Dolan's ring *2.

The others are 1 Dolan's rings, and there is a balance of 400+. After buying the blue crystal (eye and red are counted separately), the loading priority is useless stick-shining light-wizard's boots-bursting wand-lich disaster-the death hat of the exterminator is determined by the economy of returning home at that time. (In the early stage, if the online pressure is relatively high, you can consider 1 Dolan ring +2 burst wand, which can have the ability of clearing soldiers online for key support. )

In terms of lineup:

Cards have a stable trick to control yellow cards and small explosions. The real output depends on online teammates, and considering the displacement skills and summoner skills, it is recommended that teammates use heroes with certain control ability and certain explosion, and it is not recommended to push the line stream and cooperate with cards.

For example, when a teammate has a card, I don't recommend harassing and pushing a hero with metal, leopard girl, etc., because it is easy for the enemy to teleport or shift skills and can't kill. Compared with other combinations, I don't recommend the combination of policewoman Nunu, because the offline policewoman is strong enough, and the card is not very helpful to her. If you have a choice, you can also use other online stronger support heroes in the middle, while Nunu and policewoman lack control over the explosion and connection, and often run away with flashlights in their hands. Similarly, it is not recommended that the heroes who broke out in the middle and early stage are angels and barbarian king. When the opponent has a flashing big move to protect the road, it is very likely that he will not die, so try to choose a teammate who can stably cooperate with the big move of the card.

In the field of wild play, we still recommend all kinds of strong undeveloped wild play:

Li Qing, the blind monk of Wen Jia IV, Prince of Demassia, thundered. Elise, the spider queen of Volibear, badly needs the cooperation of wild animals in the overall situation. If you play wild, you will have a strong card, but if you play wild, you will not say it.

When the card needs sharpening most, it is divided into two pieces:

The first is alignment skills, and the second is big moves.

Coordination skills:

1: Maximize the attack distance, and find the opportunity to cut the card every second and consume blood. Good judgment and a good grasp of distance are needed. I wanted to explain this on the video. Later, because the recording and explanation of the video was too complicated for me, it ran aground. )

2. Make maximum use of the wild to ensure that they can safely pass through the early stage.

3. Find the right time to save the E flash w q lit kill.

4: Enough game disks can make the reaction fast enough to choose the first yellow card.

Because this piece is difficult to explain in words, enough game experience will bring you different feelings. In short, except for the fisherman and the snake lady, the cards before level 6 can basically guarantee the online quality. If they do well enough, it is common to force others to return to the city before level 5.

Team combat skills:

Team combat skills have to be seen according to the specific situation, but cards are more inclined to be a panacea for team combat ap. It has some ability, but it is not outstanding. It has a single output, aoe and control.

Many card 2' s fancy is excellent yellow card control time and short cd, which can effectively limit the opponent's front row and cooperate with adc to kill.

It is usually very difficult to meet an assassin lineup in a team battle. I remember a long time ago, when I was a widow, I met a single moon, played a wild widow, and then went to Akali. I led nearly 20 heads in the early stage. As soon as I started the team, I was beaten twice in the back row and turned over in the second round.

After thinking about it, in fact, the card's big move is quite flexible.

Under normal circumstances, the cards are put aside from the cards to the group. The first task of team battle must be to protect the front row of adc control output, but this degree must be grasped by ourselves. For example, after the other two people cut it, you must know to what extent you need help, whether it is a yellow card or two yellow cards. The meaning of help is not until you are killed, but to what extent. With assistance, Adc can handle these front rows by itself, and then I will make great efforts to support our front rows at the first time, which is very useful. In the regular ranking passers-by's game, if the opponent cuts the person in the back row, he will often find that the front row of the enemy and me are reversed, or the team's winning or losing depends entirely on which side stands longer. In fact, when the front rows of the two sides cut each other, when you reduce the adc pressure to a certain extent, when our front rows are still alive, it is often easy to fly to the big yellow card in the back row of the other side, which is actually quite easy to kill.

Secondly, when you meet the lineup of these sudden faces, as mentioned above, there is no need to stand in line before the group starts. Once you join the group, the other party will see that you are not there, and the other party's adc will be like a mad dog, while the other party's adc is unprepared. At this time, with our front row, the card will fly to the opposite adc. The result is that the adc has been switched, which is much better than that both you and adc have been switched.

In short, the big moves in team warfare are not only used to harvest skills, but also often used to make sudden moves at the right time, which will have unexpected effects.

After that, I will focus on my personal understanding of the big move and the advanced places for everyone.

Low-end cards are mostly used to put out fires or provide immediate support, kill people or save people. This point should be advanced in thought.

The strategic position of the early card is unparalleled, because when you use the card, you must know what each big move is for.

Let me talk about the routines I usually use (generally speaking, that is, normal and ideal situations):

The first big move: on the road, the middle road develops normally to 6, and the next road is double 4. At this time, the purple card is more favorable, because the blue buff is refreshed to 6, so you can get the blue at the first time and then use the big move (-20%cd, if the purple side has a good chance, fly first and then get the blue). I will consider putting the first big move on the road. If you meet gank or the line is in the middle, go the other way on the road. At this time, you can consider playing the middle line of the wild road, or writing an article on the other party's second refresh buff. It is not recommended to play wild, because three people may lead to four people stealing dragons, even if they are on the road opposite, playing wild is more than enough. The purpose of this big move is to help the order snowball, because generally speaking, most of the 6-level orders have just come home once, so that timely killing can make him go home again, and he can't replenish his equipment. However, if our order is in good condition, we can continue to go online, forming a rank and economic advantage, thus preventing the other party from needing to go back online on the road (if the other party comes back from the wild to make up the line, it is likely that the order will support the off-road, while the wild is on the road and off-road). The meaning here is: help get the kill at the first time when you are on the road. The sooner you get killed, the more obvious the snowball will roll, because the low-level equipment can't keep up with the easiest knife. Secondly, tell Daiye that you are going, and let Daiye help protect the line between Xiaolong and Zhonglu, and even steal the second buff on the other side (when the big move finds that the opponent's playing position is far from buff).

The second big move: when the second big move cd is completed, if there is a blue buff, the road is just double 6. Otherwise, the road should be almost level 7. At this time, it is guaranteed that all the big moves are in hand and the general control chain can be guaranteed. Then it's important to ask Ye to go with you. When both sides are 6, people often start to explode, and the opposite field may get off the road. If gank rashly moves off the road, he will be taken over by the rhythm instead of being hit by the opposite side, because the crispy card has no advantage over the early road 2v2 in the case of off the road 3v3, and it may be killed frequently. So, when you are ready to get off the road, please be sure to call Ye to keep up with gank under your tower. A wave of four people gank guarantees his status and success in killing. If there are few control chains, kill the auxiliary first and then disable the adc. Therefore, the significance of this wave of big moves lies in taking the little dragon. On occasion, it is the double 6 on the road, which has enough control to ensure the killing. On the situation, if the previous gank on the road is more successful, it can also contain the reverse order on the road, and naturally it is necessary to win Xiaolong.

The third big move: used to break the tower. This big move is generally about 15 minutes in the game, which is generally based on the situation at that time, but it must be aimed at the broken tower across the street. If you fly up, you will ask Daiye to break the tower together, and if you fly down, you will also ask Daiye to break the tower together, because a person flying up will kill the order on the opposite side in time, and the opposite side 1 person will guard the tower, so it is difficult for the two of us to do anything. Therefore, the purpose of breaking the tower is to call Daiye to ensure that you can quickly get the order on the liberation of the tower and fly off the road. If we know that the other side is not playing wild, we can go to the middle to make up the line, and so on.

So when you successfully combine these strategic meanings with your own big moves, the rhythm is naturally in our hands. Every big move actually needs the participation of wild hands, which is why I say that the cooperation between card-playing and wild-playing is very important. The first three big moves are also the strongest places for cards. Communicate with teammates more to make these routines easier to achieve. For example, remind them not to be too rude before upgrading to level 6. As long as they are stable to level 6, you can help them kill. Of course, if you want to meet those orders that have been killed twice before level 6, then the card is more helpless. Often fly on the road to face a 7-level and 8-level, and if you bring up, you will not die alone.

Of course, the above is the simplest routine method. Every game is ever changing. In short, it is necessary to judge the situation when using the card. One is to grasp the time (clearly know what you should do at this time), such as: 7 minutes, 15 seconds to get rid of blue dad, 10~ 12 minutes to prepare to support the next road to get rid of Xiaolong. 14 minutes to find the opportunity to win the 1 tower on the opposite road, 17 minutes to ensure that the big move is in hand, cooperate with the team to catch the single dragon, and so on. You don't have to hold the big move in your hand. When you are most afraid of catching fire, you will save people with big moves. You must always know what our team should do and can do now, and then take the initiative to create opportunities. Prompt teammates to find opportunities to catch orders. You use the support of big moves to let your teammates keep up with the killing, and take the initiative of your big moves to a strategic point of view. This is the most important advance of the card.

Ps: The following are all personal nonsense, and do not serve as any argument basis for the post. Please don't refute the following nonsense. I kneel to the audience.

One, actually this post is not very good compared with the last one. Many of my own things are not well expressed, and there are many places that may cause some differences in understanding in reading. In fact, when the forum debated Ritz and Ka for a long time, I thought about writing a card post. I have tried many times, but I still can't grasp it well. It's just that the card has to be cut now. If I don't take these things out, I guess I won't have a chance in the future.

Secondly, I actually said repeatedly in previous posts that the Lord God has different views, so you can write it in your reply for your reference. Don't use your personal opinion to judge that your own ideas are right and others' are wrong. Before Quinn wasn't buff, I told you not to play singles with E, because if you frequently use E for output, your escape skills will always be on the cd, so you can't beat wild gank, and then there will always be a spray in the reprinting of a game and the reply of individual gank3000 gods. Great gods, everyone has different considerations and different emphases. You can tell them calmly in your reply. I've argued with others before, Zach. Zach's comprehensive ability is really strong, so someone posted that if Zach doesn't cut it within a month, it will be XXXX. I have always insisted that if Zach is not badly hurt, he will be polished. In fact, Zach was polished by qwe. In theory, everyone has their own arguments and their own positions. In fact, as long as it is feasible, there is no right or wrong.

Third, the dispute between Liz and the card has been debated before. At this point, my argument and position are: under the condition of Summoner Canyon 5v5, high-end ritz with correct online talent runes can suppress high-end cards, so I will show my personal position, and I won't talk about the reasons. Now that the storm is over, don't start again.

Fourth, don't the competition clothes branch support video software? I tried several video softwares, but none of them seemed to succeed. A client problem that can only lock the game, the program of the competition suit is not in the game directory, and the file name is other. Other reasons are also piecemeal.

Fifth, my personal opinion on we and ig: If the wind is an undervalued level, then the cards are overvalued. In the ability to use heroes, Ruofeng's Jiao Yue and Ruiz are more powerful than his card in operation, and his card has the advantage of being a hero who can give full play to his powerful command ability (consciousness). However, in terms of online level and skills, his Kyauo Moon and Leeds are better than Kaka. In short, on the whole, he will not be reduced to two' realms' as some great gods say. Ig's smile here is a seriously underestimated aid. Seriously speaking, the most common mistake of smiling is being caught by the opposite side in the middle, mostly by the grass on both sides of the middle road and the middle road, which is actually related to the other two people in the team, or directly related to the team. On the online level, lovelin comes first, overall awareness, curly first, comprehensive level, you can still spell it out. In short, all-stars deserve it. Of course, Curly and lovelin are equally deserved if they are all-stars. Other pdd, commitment, smile, worthy of the name. Children, there are too many names for strawberries.