Joke Collection Website - Mood Talk - The glory of the king's Ideas and Skills of Playing Wild What are the glory of the king's Ideas and Skills of Playing Wild?

The glory of the king's Ideas and Skills of Playing Wild What are the glory of the king's Ideas and Skills of Playing Wild?

1, self-protection or invasion

The question about invasion is relatively simple. The most important thing is to look at the lineup. Bilateral and auxiliary forces can boldly choose to invade, plunder and squeeze the economy of the opposite field in the early stage to delay the development of the opposite field. Playing red and blue mainly depends on what the hero in the opposite field needs. If luna plays wild, there is no doubt that he will play blue. The current version of the first-class defense ability is not much better than Pei catching tigers. The hero had to play in the wild area in the early stage and control the audience's rhythm through anti-wild. Pay attention to the priority route, especially the middle road, and delay the support speed of the opposite middle road before the field defense area.

2. What if the enemy punishes the sideline and opposes the wild?

It is not uncommon to punish Li Xin, Pangu and even Cao Cao and Ukyo Tachibana for watching. Take Ukyo Tachibana as an example. I believe all the friends who watched Teacher Meng's live broadcast know that when he rushed to Ukyo Tachibana's national costume, he repeatedly showed the way to punish Ukyo Tachibana, and summed up the core of the game in one word, "malicious". So how to counter it? First of all, it can make the auxiliary station have a good view. It is suggested that there should be more support in the middle and side roads, and you can choose to change the field with the opposite side without losing money. If the other team is strong, it is very likely that they will come to play wild. You can let your teammates squat in buff and be caught off guard.

3. How to create advantages and even expand them?

In the early stage, gank arrested people, looked for opportunities to take his teammates to level 4, never killed anyone with a tower, and never ate his own wild area when he had the opportunity to fight wild areas. This is a way to create an advantage by playing wild. Gank can create advantages for teammates by arresting people and criting, and the anti-wild area can squeeze the opposite economy and give its own resources to teammates. As for pushing the tower, it goes without saying that this is a game of pushing the tower, which is more important than breaking three relative heights. To expand the advantage is not to fight meaningless group battles, to create group battles with more and less, to harvest the resources in the opposite wild area in time, to attack more mages, to put the rhythm of pushing the tower first, and then to kill people.

4. What about the headwind bureau?

The headwind is also a problem that we must face. There is no skill or method to ensure that we have a good wind every time. It is not uncommon to turn over against the wind. The first is to stabilize our mentality. The wild field can't be saved, and the assassin's wild field itself has a larger displacement and stronger life-saving ability. We can choose to go out with a belt to delay time, or even steal the opposite highland to disrupt the opposite rhythm. An explosive wild hero can lie in the grass with his teammates. Think about it, when the wind is against the wind, there is the possibility of a shooter or mage coming to the waves. Seize a wave of opportunities and maybe make a comeback. Of course, we must also understand that headwinds are definitely more losses and less wins, so just accept them calmly.