King: You are invincible when you read the lines
Chapter 233
Chapter 233
In the barrage, someone said that Wan'er and Daji are the same set of people, why do you think Wan'er is more beautiful than Daji?
Line right refers to the priority to clear the line.Line rights are more important at higher levels. Having line rights has the advantage of being faster than the opponent's support. In other roads or wild areas, you can create more opportunities to play less.
Wan'er's enhanced basic attack + a set of 21 pen and ink explosions can basically clear a wave of lines. Before Daji's fourth level, at least 2~3 first skills can clear a wave of lines. The rhythm is more dominant.
Is Daji's level four set of damage high?Not low, but definitely not as high as Wan'er.Wan'er is the only mid laner who poses a great threat to the side laners at level [-]. In a game with Wan'er, you dare not defend the tower with residual blood on the side lanes. She will kill you by jumping the second tower every minute.
On the contrary, although Daji's damage is not low, her strong period is mainly in the middle and late stages, and she relies on squatting on the grass to catch her by surprise. The overall style of play is relatively passive, and she needs to often find the opponent to make mistakes.
Wan'er's strong period is in the early and mid-term, and Daji's strong period is in the middle and late stages. The higher the level, the more attention is paid to the early stage. No one will foolishly let you drag it to the late stage.Wan'er's line-clearing and field-clearing speeds are very fast, coupled with her strong ability to jump towers in the early stage, she can quickly help the side lanes gain an advantage.
In addition to fast development, there is also the fact that Wan'er has a little recovery of her own. If she is half-healthed, she can basically recover her blood by colliding with two 21s.
Daji's self-protection only has one set of skills, and the opponent is completely predictable. Few assassins are stupid enough to take the initiative to cut Daji from being killed.Wan'er herself can use the big move to move, not to mention, there are many ways to combo, and it is not uncommon to counter-kill the assassin.
Daji in the national service can only deal 231 damage in an instant. The damage of her set of skills is fixed, and there is no other room for manipulation. When encountering a hero who has displacement and cannot be selected on the opposite side, it may also cause the problem of loss of damage. .
On the contrary, Wan'er's manipulation space is very large. In addition to the most basic 233133 combos interspersed with basic attacks, she can also step on people and brush big. 21 consecutive brushes are big. The big move is followed by a flash in the back row. You can't choose to avoid damage. Brush big and so on.He also has excellent pursuit ability when fighting in a group, and can accurately cut into the back row from the front, but Daji is scattered as soon as he reaches the big move in the group, and he can't beat anyone at all.
When I was caught by Daji, I would feel that I was not cautious enough, and when I was exposed by Wan'er, I would think that Wan'er is really strong.
Combos 231 and 321 are commonly used, as long as you have hands.
Daji's control is stable, and the big move hits a unit's body and explodes.Control is a unit, and so is damage.That is, the ability to grasp orders is strong.It doesn't matter whether you go up with a set or not cooperate with your teammates.What about tanks?Wan'er has no control over what you, a weak little girl, are talking about with those five big and three thick guys.
The disadvantage is that the legs are short first, and most mages don't have long legs, but Daji is fine.
Second, no displacement, yes, no displacement is a drawback and not a small one.There is no way to cross the wall without displacement (Master Luban said otherwise). What about team battles in the field? Your teammates are on one side of the wall and on the other side of the wall.At this time, the question arises. Daji has short legs, and it takes time to walk around the wall (in the training camp test, it takes three seconds for non-five-speed shoes to circle the blue zone wall). During the battle, Daji's teammates are fighting more with less, but teammates rarely realize this, because Daji is not far from the team battle position, (she is next to the wall) and even in the team battle from the small map.Teammates thought that Daji could fight when Daji came, but Daji couldn’t make it through
Without displacement, it is impossible to quickly find the c position in the team battle, and carry out second c activities.
In addition, the aoe damage is not high, and the damage sharing in the front row is not painful.
As for the set of Daji who knocked out most of the tank's blood, the economy is the same, even a mage will do.
Everything aside from the economy and talk about harm is involved.
The role of the mage is to abolish an equipment column on the opposite side
What waste? It must be spell output.
Clearing the line is slow. It takes 14 seconds to clear a wave of soldiers (without support). If there is support, it will be about 8 seconds, which is still slower than Wan'er. ps: In the case of level one
Slow line clearing means slow support. In order to support Daji, five-speed shoes are required for comparison. Let’s give some basic data.
The pawn line on the side line is ten seconds slower than the line in the middle line.
Usually it takes ten seconds for a mage with shoes to go from the river to the sidewalk.
The five-speed shoe Daji takes about seven seconds, and we have to consider the passive time for the shoes to leave the battle.
Wan'er clears the first wave of soldiers for about 6 seconds. If Wan'er steals pigs (stealing the two young ones), Wan'er is on the way back from arresting people when Daji clears the soldiers. If she doesn't steal, Wan'er has already returned. At that time, the second wave of troops had not arrived.
Wan'er: Agile, high damage, strong battery life, fast in seconds, fast line clearing, no control, can fight back, difficult.
Here I only consider Wan'er Daji who can play, otherwise a bronze Wan'er might not even be able to defeat the soldiers
The advantage is that clearing the line is fast, a wave of soldiers in 6 seconds at the first level, which can liberate the auxiliary to roam the wild area to do things.On the opposite side, if Daji is alone, he can lock Daji's position with the line of soldiers.
Daji on the opposite side can lock the two of them dead with assistance.Create opportunities and provide time for your own assistance to do things.
Secondly, the damage is high. The same economy 21a can knock out half of the mage's HP and at the same time take care of clearing soldiers. This is something Daji can't do. Daji 21 can knock out one-third of the HP and only 1 can clear soldiers.
Wan'er at the fourth level can be full of blood in seconds without the crispy skin of tough shoes, but Daji can't do it. (If you have tough shoes, just don’t buy shoes and buy three small books for 300 yuan for the same second)
The battery life is strong, Wan'er 21 can recover blood, Feida can recover blood and basically does not need to go home.Daji has no ability to recover, except for the bleeding book.
There is displacement and cannot be selected, very flexible.Flashing Wan'er can forcefully change the opponent's C position (1332 flashing 333, direct 23 will not touch the stroke and break the big can fly about the distance between the first tower and the second tower) and disable other crispy skins to create an output environment for teammates .After all, this is not a one-man game with teammates.
Strong small-scale team battles are also the reason for the high output.
The disadvantage is that there is no control and needs teammates to make up.The above-mentioned advantages basically rely on the big move except for line clearing, Wan'er and Daji who are not big can kill at will
Wan'er (You Da) has the advantage that Daji does not have, that is, she can counter-kill when encountering in the wild, and Daji is counter-attacking.When encountering in the wild, Daji can't control the distance, and Wan'er is not big, emmm is probably gone.
Comparing the comprehensive abilities of the two of them alone, in fact, Wan'er is almost the same as Daji.
But this is a team game. It is easier for Wan'er to help her teammates build an advantage. Daji can also but the conditions are harsh.
And Wan'er can play against mainstream shooters, but Daji is hard to say.Like Marco, Daji throws 2 and Marco runs away with 2, does Daji dodge?If you don’t dodge, Marco will run away; if you dodge, keep up with the output, Ma Ke will be stunned and killed by a backhanded big move if he has no vision and can’t use his big move. It’s easier for Ma Ke to purify
Gongsunli beats Daji emmm, save one hand and two to fight casually
Wan'er can brake, and it's useless to hand in Gongsun Lima's skills. If you don't hand in, you will die.
In this wave of shooter glory that determines the outcome of a team battle, one can forcefully cut into the second shooter regardless of the front row of the opponent, and the other can forcefully flash into the crowd and control the output according to the fate.
Wan'er was at her strongest when she was just promoted to the fourth level. At this time, I will talk about Feitian.Talk about two taboos.Taboo 1: Start with 2 skills from a distance, and when you reach the enemy hero, you can only use big moves to deal damage.Taboo 2: You can only rush in a straight line, and it is easy to miss with a big move. (About combos can be found everywhere on Douyin) I only talk about how to play.Then why not just kill the mage on the opposite side and choose to gank, because basically if you choose Wan'er, the opponent will choose against you, it is not easy to kill, and it is easy to be targeted by the opponent's jungler when landing, so mages are very taboo to place orders.Key point 3: Roam more to make up for damage, and think less about eating the opponent's full blood in the middle.The style of play after level four is actually an enhanced version before level four.
Inscription production equipment: I wear the hunting 88 method, and the production equipment is calm shoes.Big masks, hats, Dafa wear, hats, the last piece of resurrection armor or hot dominator. (The first five equipment are borrowed from the cat god.) Calmness and masks are mainly cooling stacks.The two hats and magic piercing in the back make it painful for you to hit anyone.
First of all, I don't recommend Huiyue. Those who need to watch the teaching don't need to force Huiyue to increase their operation difficulty.I can't use Huiyue very well even if I have 20 stars in the king.Get more brainless equipment.Key point 4: Don’t embarrass yourself when building outfits. This hero has a little bit of manipulation. There is no need to increase the difficulty for yourself. Use the heat and resurrection armor first.
Mid-term play style: In the early stage, as long as you roam well and make few mistakes in the sky, basically you are all in the SF game.Then in the mid-term, you can start spending more of the first and second skills in Angela mode.At this time, we still need to talk about the tricks
Early stage: (2 forwards, 1 forward, straight line) (2 forwards, 1 forward, controlled distance)
In the middle and late stages of the team, use 21 front and back, and directly beat the opponent's front row to tears.Don't think about cutting back in the later stage, unless the opponent has a very good chance.
The opposite side is densely positioned at close range (close range refers to the distance from the farthest end of the second skill to you) combo: 2133333, this is also a combo of squatting grass seconds, and it is the most damaging set in this position.
Combos at twice the close range or in between: 23321333.Commonly known as double pen, it has high damage and high blood recovery. It should be noted that to use this combo skillfully, you must be able to turn the pen, that is, the first second skill is played. After you draw a long distance, you can immediately move to other positions (except the rear) ) and swipe again, that is to say, you can adjust your body position. If you are facing backward, you need to wait for a while (about 0.5-1 second) before it will be broken.Very practical, one of the combos with the highest damage
There is no skill: 233333 has nothing to say, the only way to fly is to take off at a critical moment
Strange and scary combo: use the pawn line to draw twice and then take off directly at 21333. Most people on the opposite side must think that Wan'er's second skill is released before starting to fly. In fact, it is not the case. Sometimes it has miraculous effects, such as killing the opponent's c after the position test Or there are no two stages of the second skill for the time being and the damage must be made up.
By the way, it is very practical to use a predictive control mage such as Zhen Ji Xiao Qiao in the case of a crooked pen.
Because I usually use purification, I don’t use a lot of flash operations. Let me think about it:
23闪:二技能放出直接3技能点好闪现然后划2、3下再21333或1333秒c位,也是出其不意,就是有点危险,比如张良这种手摁在大上的进去就是送。
Wan'er's Summoner skill is recommended to be purified to prevent being accused of being broken.Go online as soon as possible at the first level to clear the troops, and upgrade to the second level to roam and grab the sidewalks.
In the early stage, you must clear the line of troops before roaming, and you must ensure the safety of the defensive tower.Before the fourth level, be a bit more wretched, pay more attention to both sides of the river, and see if the enemy jungler will squat you.Mid-lane economy is very important, try to control the crabs, the enemy's small wild monsters can steal one, if they can't steal it, withdraw, don't think that you can kill the enemy before level [-].Once you reach the fourth level, you can fly to kill or kill the opponent under the tower.
After the fourth level, if you can't kill the opponent solo in the lane, you can go to support the shooter's way. Under normal circumstances, you can cooperate with your teammates to kill the opponent under the tower.
Mid-term:
This stage is Shangguan Wan'er's strong stage, when the enemy has not made a witch's cloak.Shangguan Wan'er's ultimate move can produce explosive output.In the face of the enemy's crispy skin, the basic set can kill in seconds.
A Wan'er who can fly into the sky is not enough, the timing of entering the arena is the most important condition to verify a qualified Wan'er.Don't make a move if you are not fully sure, especially when the opponent has control skills, you can easily be charged with counter-killing before you finish five steps.Therefore, it is necessary to evaluate the enemy's skills, whether the blood volume can be taken away in one set, and whether the enemy has displacement skills.In the mid-term, you must think twice about tower jumping. Don’t think that you can kill people by jumping towers by flying into the sky. In many cases, you will die by jumping towers.The long-range side support must be decisive, especially when the shooters are on the line, many times it will become residual blood. Shangguan only needs to enter the field to harvest.
Later:
The later stage is a weak period for Shangguan Waner, because during this period, the enemy must have a witch's cloak.It is definitely impossible to fly to death with a set of skills.On the basis of leading the pawn line well, you can first use more basic attacks and one or two skill consumption. If you are not sure, don't fly around.If you fly well, you are a god, and if you fly poorly, you are sent away.Most of the Shangguan Wan'er will die miserably when they start a group in the later stage.
Unless your lineup is very explosive, for example, there are super explosive heroes like Sun Shangxiang or Nako Lulu.You can use Wan'er Feitian to sell a wave, press a wave of enemy bloodline, and then directly rely on high-explosive harvesting, otherwise don't do the thing of starting a group.Wait for your own tanks to fight to start a group, and then when the enemy surrenders their control skills, Shangguan Waner enters the field to harvest the remaining blood.And when playing in a group, the output damage of Shangguan's ultimate move is random, and you can't guarantee that all the damage will hit one person.Therefore, the timing of using the ultimate move is very important and needs to be cautious.It is best to enter the field from the side during team battles, so that Wan'er's ultimate move is not easy to be interrupted.When pressing high ground, Shangguan Wan'er can use her big move first to crush the enemy heroes, but don't rush forward.
There should be nothing else, it is impossible to explain all the tricks, just hit the point: touch the gesture to deal the highest damage!
Don't panic when you land!If someone chases you (melee hero), put the second skill in the direction of your escape, walk over and use the first skill to recover blood and strengthen the damage of normal attack!
Let’s talk about the style of play: Wan’er is a strong magic stab in the mid-term, and it can also cause damage in the late stage, but it is easy to be second and the opponent c may be unable to defend, so it is best to play in the mid-term.
In the early stage of normal line clearing, if there is a chance, you must take the small river crab, and see if the position on the opposite side of the two sides is close to the front and you can choose to catch it.
After the fourth level, it officially enters the rhythm, and after clearing the line, it will grab the side lanes. Of course, the enemy's middle laners who feel that their operations are enough to show Wan'er to death can also be accepted.By the way, if you see Wan'er, don't use Diao Chan, even Diao Chan in the national costume has to be careful when beating Wan'er.Why bother?
Then see if your jungler can do it. If you can, you can follow his rhythm. If you don’t, just grab the shooter. Remember what this game is called!In fact, in the early stage, you can only be a shooter with full blood in seconds under the tower. Normal fighters have a control to avoid injuries and so on.
When catching, pay attention to the position of the jungler on the opposite side, and don't get squatted when returning to the center.After grabbing and pushing the towers, and pushing both sides, try to end the battle as early as possible.
(End of this chapter)
In the barrage, someone said that Wan'er and Daji are the same set of people, why do you think Wan'er is more beautiful than Daji?
Line right refers to the priority to clear the line.Line rights are more important at higher levels. Having line rights has the advantage of being faster than the opponent's support. In other roads or wild areas, you can create more opportunities to play less.
Wan'er's enhanced basic attack + a set of 21 pen and ink explosions can basically clear a wave of lines. Before Daji's fourth level, at least 2~3 first skills can clear a wave of lines. The rhythm is more dominant.
Is Daji's level four set of damage high?Not low, but definitely not as high as Wan'er.Wan'er is the only mid laner who poses a great threat to the side laners at level [-]. In a game with Wan'er, you dare not defend the tower with residual blood on the side lanes. She will kill you by jumping the second tower every minute.
On the contrary, although Daji's damage is not low, her strong period is mainly in the middle and late stages, and she relies on squatting on the grass to catch her by surprise. The overall style of play is relatively passive, and she needs to often find the opponent to make mistakes.
Wan'er's strong period is in the early and mid-term, and Daji's strong period is in the middle and late stages. The higher the level, the more attention is paid to the early stage. No one will foolishly let you drag it to the late stage.Wan'er's line-clearing and field-clearing speeds are very fast, coupled with her strong ability to jump towers in the early stage, she can quickly help the side lanes gain an advantage.
In addition to fast development, there is also the fact that Wan'er has a little recovery of her own. If she is half-healthed, she can basically recover her blood by colliding with two 21s.
Daji's self-protection only has one set of skills, and the opponent is completely predictable. Few assassins are stupid enough to take the initiative to cut Daji from being killed.Wan'er herself can use the big move to move, not to mention, there are many ways to combo, and it is not uncommon to counter-kill the assassin.
Daji in the national service can only deal 231 damage in an instant. The damage of her set of skills is fixed, and there is no other room for manipulation. When encountering a hero who has displacement and cannot be selected on the opposite side, it may also cause the problem of loss of damage. .
On the contrary, Wan'er's manipulation space is very large. In addition to the most basic 233133 combos interspersed with basic attacks, she can also step on people and brush big. 21 consecutive brushes are big. The big move is followed by a flash in the back row. You can't choose to avoid damage. Brush big and so on.He also has excellent pursuit ability when fighting in a group, and can accurately cut into the back row from the front, but Daji is scattered as soon as he reaches the big move in the group, and he can't beat anyone at all.
When I was caught by Daji, I would feel that I was not cautious enough, and when I was exposed by Wan'er, I would think that Wan'er is really strong.
Combos 231 and 321 are commonly used, as long as you have hands.
Daji's control is stable, and the big move hits a unit's body and explodes.Control is a unit, and so is damage.That is, the ability to grasp orders is strong.It doesn't matter whether you go up with a set or not cooperate with your teammates.What about tanks?Wan'er has no control over what you, a weak little girl, are talking about with those five big and three thick guys.
The disadvantage is that the legs are short first, and most mages don't have long legs, but Daji is fine.
Second, no displacement, yes, no displacement is a drawback and not a small one.There is no way to cross the wall without displacement (Master Luban said otherwise). What about team battles in the field? Your teammates are on one side of the wall and on the other side of the wall.At this time, the question arises. Daji has short legs, and it takes time to walk around the wall (in the training camp test, it takes three seconds for non-five-speed shoes to circle the blue zone wall). During the battle, Daji's teammates are fighting more with less, but teammates rarely realize this, because Daji is not far from the team battle position, (she is next to the wall) and even in the team battle from the small map.Teammates thought that Daji could fight when Daji came, but Daji couldn’t make it through
Without displacement, it is impossible to quickly find the c position in the team battle, and carry out second c activities.
In addition, the aoe damage is not high, and the damage sharing in the front row is not painful.
As for the set of Daji who knocked out most of the tank's blood, the economy is the same, even a mage will do.
Everything aside from the economy and talk about harm is involved.
The role of the mage is to abolish an equipment column on the opposite side
What waste? It must be spell output.
Clearing the line is slow. It takes 14 seconds to clear a wave of soldiers (without support). If there is support, it will be about 8 seconds, which is still slower than Wan'er. ps: In the case of level one
Slow line clearing means slow support. In order to support Daji, five-speed shoes are required for comparison. Let’s give some basic data.
The pawn line on the side line is ten seconds slower than the line in the middle line.
Usually it takes ten seconds for a mage with shoes to go from the river to the sidewalk.
The five-speed shoe Daji takes about seven seconds, and we have to consider the passive time for the shoes to leave the battle.
Wan'er clears the first wave of soldiers for about 6 seconds. If Wan'er steals pigs (stealing the two young ones), Wan'er is on the way back from arresting people when Daji clears the soldiers. If she doesn't steal, Wan'er has already returned. At that time, the second wave of troops had not arrived.
Wan'er: Agile, high damage, strong battery life, fast in seconds, fast line clearing, no control, can fight back, difficult.
Here I only consider Wan'er Daji who can play, otherwise a bronze Wan'er might not even be able to defeat the soldiers
The advantage is that clearing the line is fast, a wave of soldiers in 6 seconds at the first level, which can liberate the auxiliary to roam the wild area to do things.On the opposite side, if Daji is alone, he can lock Daji's position with the line of soldiers.
Daji on the opposite side can lock the two of them dead with assistance.Create opportunities and provide time for your own assistance to do things.
Secondly, the damage is high. The same economy 21a can knock out half of the mage's HP and at the same time take care of clearing soldiers. This is something Daji can't do. Daji 21 can knock out one-third of the HP and only 1 can clear soldiers.
Wan'er at the fourth level can be full of blood in seconds without the crispy skin of tough shoes, but Daji can't do it. (If you have tough shoes, just don’t buy shoes and buy three small books for 300 yuan for the same second)
The battery life is strong, Wan'er 21 can recover blood, Feida can recover blood and basically does not need to go home.Daji has no ability to recover, except for the bleeding book.
There is displacement and cannot be selected, very flexible.Flashing Wan'er can forcefully change the opponent's C position (1332 flashing 333, direct 23 will not touch the stroke and break the big can fly about the distance between the first tower and the second tower) and disable other crispy skins to create an output environment for teammates .After all, this is not a one-man game with teammates.
Strong small-scale team battles are also the reason for the high output.
The disadvantage is that there is no control and needs teammates to make up.The above-mentioned advantages basically rely on the big move except for line clearing, Wan'er and Daji who are not big can kill at will
Wan'er (You Da) has the advantage that Daji does not have, that is, she can counter-kill when encountering in the wild, and Daji is counter-attacking.When encountering in the wild, Daji can't control the distance, and Wan'er is not big, emmm is probably gone.
Comparing the comprehensive abilities of the two of them alone, in fact, Wan'er is almost the same as Daji.
But this is a team game. It is easier for Wan'er to help her teammates build an advantage. Daji can also but the conditions are harsh.
And Wan'er can play against mainstream shooters, but Daji is hard to say.Like Marco, Daji throws 2 and Marco runs away with 2, does Daji dodge?If you don’t dodge, Marco will run away; if you dodge, keep up with the output, Ma Ke will be stunned and killed by a backhanded big move if he has no vision and can’t use his big move. It’s easier for Ma Ke to purify
Gongsunli beats Daji emmm, save one hand and two to fight casually
Wan'er can brake, and it's useless to hand in Gongsun Lima's skills. If you don't hand in, you will die.
In this wave of shooter glory that determines the outcome of a team battle, one can forcefully cut into the second shooter regardless of the front row of the opponent, and the other can forcefully flash into the crowd and control the output according to the fate.
Wan'er was at her strongest when she was just promoted to the fourth level. At this time, I will talk about Feitian.Talk about two taboos.Taboo 1: Start with 2 skills from a distance, and when you reach the enemy hero, you can only use big moves to deal damage.Taboo 2: You can only rush in a straight line, and it is easy to miss with a big move. (About combos can be found everywhere on Douyin) I only talk about how to play.Then why not just kill the mage on the opposite side and choose to gank, because basically if you choose Wan'er, the opponent will choose against you, it is not easy to kill, and it is easy to be targeted by the opponent's jungler when landing, so mages are very taboo to place orders.Key point 3: Roam more to make up for damage, and think less about eating the opponent's full blood in the middle.The style of play after level four is actually an enhanced version before level four.
Inscription production equipment: I wear the hunting 88 method, and the production equipment is calm shoes.Big masks, hats, Dafa wear, hats, the last piece of resurrection armor or hot dominator. (The first five equipment are borrowed from the cat god.) Calmness and masks are mainly cooling stacks.The two hats and magic piercing in the back make it painful for you to hit anyone.
First of all, I don't recommend Huiyue. Those who need to watch the teaching don't need to force Huiyue to increase their operation difficulty.I can't use Huiyue very well even if I have 20 stars in the king.Get more brainless equipment.Key point 4: Don’t embarrass yourself when building outfits. This hero has a little bit of manipulation. There is no need to increase the difficulty for yourself. Use the heat and resurrection armor first.
Mid-term play style: In the early stage, as long as you roam well and make few mistakes in the sky, basically you are all in the SF game.Then in the mid-term, you can start spending more of the first and second skills in Angela mode.At this time, we still need to talk about the tricks
Early stage: (2 forwards, 1 forward, straight line) (2 forwards, 1 forward, controlled distance)
In the middle and late stages of the team, use 21 front and back, and directly beat the opponent's front row to tears.Don't think about cutting back in the later stage, unless the opponent has a very good chance.
The opposite side is densely positioned at close range (close range refers to the distance from the farthest end of the second skill to you) combo: 2133333, this is also a combo of squatting grass seconds, and it is the most damaging set in this position.
Combos at twice the close range or in between: 23321333.Commonly known as double pen, it has high damage and high blood recovery. It should be noted that to use this combo skillfully, you must be able to turn the pen, that is, the first second skill is played. After you draw a long distance, you can immediately move to other positions (except the rear) ) and swipe again, that is to say, you can adjust your body position. If you are facing backward, you need to wait for a while (about 0.5-1 second) before it will be broken.Very practical, one of the combos with the highest damage
There is no skill: 233333 has nothing to say, the only way to fly is to take off at a critical moment
Strange and scary combo: use the pawn line to draw twice and then take off directly at 21333. Most people on the opposite side must think that Wan'er's second skill is released before starting to fly. In fact, it is not the case. Sometimes it has miraculous effects, such as killing the opponent's c after the position test Or there are no two stages of the second skill for the time being and the damage must be made up.
By the way, it is very practical to use a predictive control mage such as Zhen Ji Xiao Qiao in the case of a crooked pen.
Because I usually use purification, I don’t use a lot of flash operations. Let me think about it:
23闪:二技能放出直接3技能点好闪现然后划2、3下再21333或1333秒c位,也是出其不意,就是有点危险,比如张良这种手摁在大上的进去就是送。
Wan'er's Summoner skill is recommended to be purified to prevent being accused of being broken.Go online as soon as possible at the first level to clear the troops, and upgrade to the second level to roam and grab the sidewalks.
In the early stage, you must clear the line of troops before roaming, and you must ensure the safety of the defensive tower.Before the fourth level, be a bit more wretched, pay more attention to both sides of the river, and see if the enemy jungler will squat you.Mid-lane economy is very important, try to control the crabs, the enemy's small wild monsters can steal one, if they can't steal it, withdraw, don't think that you can kill the enemy before level [-].Once you reach the fourth level, you can fly to kill or kill the opponent under the tower.
After the fourth level, if you can't kill the opponent solo in the lane, you can go to support the shooter's way. Under normal circumstances, you can cooperate with your teammates to kill the opponent under the tower.
Mid-term:
This stage is Shangguan Wan'er's strong stage, when the enemy has not made a witch's cloak.Shangguan Wan'er's ultimate move can produce explosive output.In the face of the enemy's crispy skin, the basic set can kill in seconds.
A Wan'er who can fly into the sky is not enough, the timing of entering the arena is the most important condition to verify a qualified Wan'er.Don't make a move if you are not fully sure, especially when the opponent has control skills, you can easily be charged with counter-killing before you finish five steps.Therefore, it is necessary to evaluate the enemy's skills, whether the blood volume can be taken away in one set, and whether the enemy has displacement skills.In the mid-term, you must think twice about tower jumping. Don’t think that you can kill people by jumping towers by flying into the sky. In many cases, you will die by jumping towers.The long-range side support must be decisive, especially when the shooters are on the line, many times it will become residual blood. Shangguan only needs to enter the field to harvest.
Later:
The later stage is a weak period for Shangguan Waner, because during this period, the enemy must have a witch's cloak.It is definitely impossible to fly to death with a set of skills.On the basis of leading the pawn line well, you can first use more basic attacks and one or two skill consumption. If you are not sure, don't fly around.If you fly well, you are a god, and if you fly poorly, you are sent away.Most of the Shangguan Wan'er will die miserably when they start a group in the later stage.
Unless your lineup is very explosive, for example, there are super explosive heroes like Sun Shangxiang or Nako Lulu.You can use Wan'er Feitian to sell a wave, press a wave of enemy bloodline, and then directly rely on high-explosive harvesting, otherwise don't do the thing of starting a group.Wait for your own tanks to fight to start a group, and then when the enemy surrenders their control skills, Shangguan Waner enters the field to harvest the remaining blood.And when playing in a group, the output damage of Shangguan's ultimate move is random, and you can't guarantee that all the damage will hit one person.Therefore, the timing of using the ultimate move is very important and needs to be cautious.It is best to enter the field from the side during team battles, so that Wan'er's ultimate move is not easy to be interrupted.When pressing high ground, Shangguan Wan'er can use her big move first to crush the enemy heroes, but don't rush forward.
There should be nothing else, it is impossible to explain all the tricks, just hit the point: touch the gesture to deal the highest damage!
Don't panic when you land!If someone chases you (melee hero), put the second skill in the direction of your escape, walk over and use the first skill to recover blood and strengthen the damage of normal attack!
Let’s talk about the style of play: Wan’er is a strong magic stab in the mid-term, and it can also cause damage in the late stage, but it is easy to be second and the opponent c may be unable to defend, so it is best to play in the mid-term.
In the early stage of normal line clearing, if there is a chance, you must take the small river crab, and see if the position on the opposite side of the two sides is close to the front and you can choose to catch it.
After the fourth level, it officially enters the rhythm, and after clearing the line, it will grab the side lanes. Of course, the enemy's middle laners who feel that their operations are enough to show Wan'er to death can also be accepted.By the way, if you see Wan'er, don't use Diao Chan, even Diao Chan in the national costume has to be careful when beating Wan'er.Why bother?
Then see if your jungler can do it. If you can, you can follow his rhythm. If you don’t, just grab the shooter. Remember what this game is called!In fact, in the early stage, you can only be a shooter with full blood in seconds under the tower. Normal fighters have a control to avoid injuries and so on.
When catching, pay attention to the position of the jungler on the opposite side, and don't get squatted when returning to the center.After grabbing and pushing the towers, and pushing both sides, try to end the battle as early as possible.
(End of this chapter)
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