LOL Hero Skills Research steam robot flying Claw

Source: Internet
Author: User
Keywords LOL


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"Science and Technology" December 28 news, lol Hero steam robot Brits is a player to operate a higher demand for the hero. His ability to kill on the line is fierce, dizzy, flying skills and arresting ability will bring unexpected support to the team. Therefore, Brits is also considered to be the most powerful non-reply type auxiliary hero, but because of his skill, it is very rare to have a good performance on the stage. It is risky to choose him, but if used properly, Brits can also bring us surprises.

Brits's signature skills are naturally mechanical flying claws.

Mechanical Flying Claw [Q]

Brits launches his right hand and if it touches an enemy unit, it pulls it to his side, causing a stun effect and magical damage 80/135/190/245/300 (+ spell damage *1.0) points.

This is a necessary skill for Brits. I think it's the best single skill in the game. This skill is abnormal, of course, there are shortcomings, in case you missed the target, you are almost a cripple.

Let's take a look at what we should pay attention to when using the mechanical flying claw, and how to use it to improve the hit rate?

First points:

1. Do not choose Brits if you have no confidence in technology.

2. Do not use the skill path display, I would rather choose that large circle to indicate the effective range of the claws, especially if you intend to change the target during the paw flight.

3. Positioning is important. There must be no unauthorized between you and the target.

4. Paw position in the robot body on the right side of some, make good use of this, in the line when you can bypass the soldiers in front of arresting.

5. Do not use intelligent casting, it is obvious that I need to observe the claws of the range and the battlefield situation, rather than just the pursuit of a kill.

The smaller the space the other person can move, the greater the probability that the claws will be successful in arresting people. This is important when it comes to the line because you are very good at limiting the range of activities.

The so-called halfway between the target is, deliberately put claws on an enemy but suddenly turned to catch another person. This is a common situation on the way down, often giving each other a surprise.

Theoretically appropriate to catch (or kill) routine is, first with W+e even recruit each other to use the escape skills (such as Flash), after the arrests are much simpler.

If you force the enemy back to the turret, there is not much to choose from. Analyze them according to their skill categories:

Heroes with short-range mobile skills: Caitlin, Grefoss, Vera.

The difficulty of arresting under the tower: simple

Caitlin is in trouble for the 3 people, and her deceleration will bring you some trouble.

The point is not to put the claws directly on them, but to the direction of the soldier coming (in the middle of the line). A smart ad player will stop under the tower or run a little bit down, but you can let your ADC poke them a few minutes to see how they are going to take a bit.

Hero with medium distance mobile skills 1: Tristana, Cookie

The difficulty of arresting under the Tower: Medium

These two are a bit tough to deal with, but the principle is the same as the previous few. Ideally, you can anticipate the trajectory of their jumps and then catch them in midair. Note that the two-bit push is not strong, so you give them a little pressure to do, but do not push them back to the tower. Indeed, the line is deadlocked and beneficial to them, but it is also harder for them to dodge your claws. Watch out for the guards in the river, and let the Wild or middle heroes guard your security by guarding the Wraith. However, even if you can accurately predict the timing of these two opponents ' jumps, there is a bug: if your claws and their jumps are released at the same time, you can't catch them. So you're going to have to force them to jump and throw their paws.

Hero with medium distance mobile skills 2: Izerille

The difficulty of arresting under the tower: difficult

Incredible。 He's got the teleport skills, so you can't catch him halfway through his shift. Similarly, if the opponent is a veteran of using Izerille, it will make you feel very hurt, although you will not have so many opportunities to meet others with Izerille (he has no control skills, and the late effect is not small), this will give you a little relief. But if I see the other side and choose Izerille, I'm embarrassed. If he has Nunu or Alista or Rachel Fiona, you're going to have a hard time.

If you encounter a veteran who plays Izerille (especially in a team arrangement), I suggest you ban the hero.

Heroes without mobile skills: Ash, Korg, Miss Doom, Chiville, Tuchi, Ernie.

The difficulty of arresting under the tower: The simplest on the left, to the right gradually become difficult

It can be said that no escape skills/early weakness of the hero in front of you is simply a static statue, you can easily force them to turn off the skills of summoning. But a hero with far range (such as Miss Doom) or a very hard hero (Ernie), you still have to weigh whether you should put your paws on, or consider hitting their side of the aid (if their assistant happens to be a brittle skin, otherwise you have to go farm).

Add a point. I suggest you occasionally to a Q-blind, such as to get FB or in the Dragon, 8630.html "> Sometimes I am so white to earn a personal head, expand their own leading edge."

As for choosing the target area for the blind shot, I usually do so in the central Bush/Dalong/blue buff area. A thick wall in the middle of an enemy turret, or a thin wall on the side, I've had several blind shots on this side. I don't know why many people like to go to such places. Sometimes catch each other's tank is mighty, the other party is not too late to save. Maybe I'll have a short teaching video about this technique.

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