Joke Collection Website - Talk about mood - What made the desert emperor Adzir feel less depressed than before?
What made the desert emperor Adzir feel less depressed than before?
Disadvantages:
① Alignment ability: generally strong. Except for Ike, Zoe and men's guns, it's hard to line up. It is basically 50-50 for other heroes, and can even be suppressed in the face of many assassins. The previous understanding of heroes was relatively simple. Actually, vampires are easy to fight. )
Facing the following heroes: 1 1 before (1 1 after, the damage of sand soldiers to non-main targets will increase from 50% to 75%), and the loss of line rights is more serious (Mazaha, male gun, male knife, Jiao Yue, ice girl, Rambo, Tiamat's AD). ) Modify it here. For the line, except for the hero of Erqing Line, the mastery of the line rights of other heroes generally depends on the release position of your W or the suppression force caused by your proficiency. This is the essence of playing Azer well. If you play against any hero, you almost lose the line right or can't suppress it, which is equivalent to turning Adzir into a bastard, and it's easy to play the feeling of lying down and losing.
On the Internet, I collected a lot of feedback. Here, take a few heroes as examples to attract jade. (This sentence is still controversial. Generally speaking, it is difficult for Azeri to kill alone by grasping the details. )
Zeras: The line is cleared quickly, and the Q skill is really not easy to hide. The existence of passivity and returning to the blue book makes the whole trip a little uncomfortable. (Coping method: Get second-class shoes as soon as possible and even improve the moving speed by clicking magic shoes. Another way is to take advantage of Zelas' weakness that will be difficult to deal with in the face of sudden face change. If you don't flash, you will die easily, so you can call Dai Ye to fuck him. Generally speaking, it's not too difficult to fight. Zeras of the passers-by bureau basically belongs to mixed heroes. He doesn't cooperate well in playing wild and eats his teammates. It is suggested to find more opportunities to cooperate with the wild, otherwise you can only brush with him, which will be even worse. )
Male gun: I think most singles will encounter this kind of hemp skin. Playing with this thing is basically fun, especially if you are stupid, it is difficult to do it. First of all, he pushes the line too fast and basically has no line right. If he pushes the line and hits the wild, you are not as good as him in the early stage. Secondly, his beheading line is very high. WQ has a series of tricks and a set of veneers. From the early stage to the late stage, I was beaten half blood directly. Coping method: Ka W, poke him while he is making up the soldiers. Secondly, be very careful about the WQ move of the male gun. The first reaction to winning w is not to fight back, but to go back, or to pull us back and run, otherwise the second q will do great harm. Belongs to a hero who needs high proficiency to fight. Of course, the disadvantage of the men's gun lineup is short hands and then the kitchen knife team. As long as it is stable in the early stage, his heroic group battle is a fool.
Cassadine: This version suggests prohibition. Passivity and q exist, and your suppression of him before level 6 is very limited. It should be noted that casadine, who was electrocuted, was ignited in the hands of high-skilled players, and the beheading line of level 6 was quite high. I have seen some videos introducing the details of Casadin. Basically, wizards with blood below 85% can directly kill alone. Moreover, his R skill can predict big moves to avoid you, and the threat in the later stage is also great, and his ability is not weaker than yours. Anyway, it's hard. Coping method: train him in the wild, it is best to kill him once before level 6, or push his tower as soon as possible, which can directly break his development rhythm, which will make it easier to fight a lot.
Vampire: It is generally recognized that some heroes are easy to fight, and it may be difficult to suppress them when they go out with Dolan Shield. But now many iron fools or junior practitioners like to bring 350 rings and medicine bottles, and then they can die if they are skilled. If you keep a good distance in the first few levels, it will put a lot of pressure on the vampire, and he will completely lose the right to line. There is almost nothing to pay attention to, because vampires don't have long hands, and all their skills have obvious forward shaking. In a word, if you master the distance skillfully, the hero will be even more stupid in front of Adzir.
Coping method: focus on my thinking, the first few vampires have no initiative to go online, and it is not good to cooperate with the wild. I just hit a vampire yesterday. Tell me about my thinking about going online. The first wave of soldiers began to push the line slowly. At that time, I basically left nearly three mage soldiers on the first two lines, waiting for the third wave of artillery soldiers. When you get to the line, put W on the opposite side to limit the vampire position and push the line quickly. In this way, I sent nine complete soldiers and an artillery to the bottom of the tower (the pain of vampire mending the tower knife), which happened to be the peak period of wild river crabs, or the first wave of GANK. I have more than 30 seconds to choose whether to support wild areas or fight for river crabs. At this time, vampires will never come to support. Even if he comes, he will lose a lot of lines, and his low-level combat ability is not as good as ours.
Using this detail, I successfully obtained an off-road assistance. I got a river crab in the wild and went home to go online, only losing the experience of three melee soldiers. This idea is applicable to any hero who has no line rights before level 6, or a hero who is slow and stressed, especially when he has two rows of small partners, he can often get high returns.
Advantages:
Short-handed heroes have strong online suppression ability and good suppression ability against assassins.
Skills have a chasing mechanism, as well as big move protection, which can restrain the heroes who enter the market. The existence of two-stage displacement and shield makes Azer have strong harvesting ability in the middle and late stage. Generally, it is good to take out three sets of ghost books, Nash and French shoes.
Strong starting ability (double-edged sword, as a strong output of single tour, is very risky, and passers-by teammates will not catch up with Adzir in the first time, which is one of the main differences from professional competitions).
In the later stage, it has the ability to take over the competition and super tower-keeping ability.
(It should be one of the easiest five kills in the mage, because the gameplay is very similar to an adc. I have won nine times and five kills in 500 games. )
The alliance continues to export the highest mage.
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