009 Anti-Mage
There may be some debate about choosing the most ethereal hero among all 116 heroes in the entire Dota game, but if you put that number to five, then no matter how you arrange this list, there must be an anti-mage name among them.
The Anti-Mage has a very useful Blink ability that allows him to quickly cut into or out of the battlefield, and when maxed out and combined with the hero's unique talent tree, this Blink skill can cause the Anti-Mage to teleport 1550 points after a 4.5 second cooldown - almost the maximum map distance that a screen can fit vertically. This skill gives the Anti-Mage extraordinary flexibility, which plays an important role in both teamfights and farming.
In addition to this skill, which seems to be a bit abusive on any hero, the Anti-Mage is also true to its name, and has a skill set specifically designed to fight against Mages: a skill Mana Damage can passively cause his normal attacks to damage the enemy target's mana by a certain percentage of the enemy's maximum mana, and additionally deal damage equivalent to 50% of the damaged mana; Three-skill spell counter can passively increase the anti-mage's spell resistance by up to 45%, if the hero is at level 25 and chooses the talent on the right, this spell resistance bonus will reach 70% that silences the mage and tears, and it also has an active release effect, which can bounce all directional skills directed at the anti-mage back to the enemy who released the skill for a short period of time.
His ultimate, on the other hand, deals a proportionally high amount of AOE damage based on the amount of mana the target has already lost - if the opposing roster happens to have some mage heroes with extremely high mana costs, this skill can have an unforeseen effect.
Of course, such a powerful Mage Specialization skill set also has its price, and the embodiment of the anti-mage hero is his weak body due to the growth of his not very good attributes, which makes him a little weak in the later stage when competing head-to-head with other equipment-forming physical output carry heroes.
"30,000 enemy spells in one second" is a joke that this is the case, can't open a spell counter, or the anti-mage who is controlled by the unknown AOE is definitely not excellent in the face of mixed damage, and the slow growth of the blue volume and back to the blue also makes the rapid development of the anti-mage encounter certain problems, all in all, this is indeed a hero with a certain "difficulty fraud", if no one guides the novice who chooses this hero by mistake, the experience of the next whole game will not be very good.
But Lu Xinlei can't exactly say that she is a "novice with no guidance".
Ten players on both sides chose the hero without any delay, and the thigh pulled by Wu Leyi chose a mid-laner hero that matched the lineup at the last hand, and she volunteered to choose a crystal girl who is very popular among female players to assist Lu Xinlei in the advantageous lane:
"Let me assist you, the anti-mage hero is very particular."
The Crystal Girl she wields, generally referred to simply as the Ice Girl, is a very—objectively speaking, simple hero. Has a normal mage's skill set: one skill AOE damage slowdown, two skill monomer control, and the ultimate continuous cast continues to cause damage to the surrounding area, all in all, the ice girl who is not too suitable for the middle lane due to being limited by movement speed and attack speed is a relatively common support hero, which is also related to her three skills.
The Crystal Maiden's Triple Skill is a buff-type aura that works on all allied units across the map, increasing the mana regeneration of all allied units, allowing her to often find a place in the roster of strong men selected in some professional tournaments.
Strength-based strong men generally have no intelligence, and the magic ceiling and magic recovery are very problematic, and the anti-mage is not a strong man but also faces the same trouble, so there is nothing wrong with this support hero, and with the control of the ice girl, this version of the anti-mage can also find some feel when facing the line, and even slightly suppress the opponent's disadvantage combination of combat ability.
Dota's map is symmetrically centered, and if you draw an extension line from the middle line of the river from the top left to the bottom right as the axis, the lower lane tower of the guard side in the lower left corner is closer to the axis line, and the upper lane tower of the Scourge side in the upper right corner is closer.
Since this axis running through the map is also the natural intersection of the three lanes, the heroes of the three points on these two lanes are safer when they make up for the lane, so these two lanes have become the "advantageous lane" for both sides in Dota, and the opposing lane that docks with these two advantageous lanes has become a disadvantage.
The advantage lane is backed by a defense tower and has no fear, on the other hand, a tower on the disadvantage road has a long distance from the natural intersection of the lane, if the hero of the weak lane encounters gank, or simply can't beat the lane, it will be very uncomfortable - but generally the other way around, this kind of lane problem will be taken into account in the choice of heroes and the branch, most of the heroes who can stand on the disadvantage lane are heroes who are strong in the lane or at least have the ability to develop under high pressure, The heroes who are placed in the safe lane to protect are basically heroes who can only make up for the lane and have the ability to take over the game after they develop, and in this regard, players and professional esports practitioners rarely maintain the same opinion.
The Anti-Mage is one of the more typical of the latter, and although he is not only submissive to the lane period, and may not be able to take over the game once he develops, he is often the first to be remembered when players mention the "Dominant Lane No. 1 Hero".
Normally, this game should be like this, the anti-mage plays some basic equipment on the line, and then drills the field to brush out the wild battle axe, and then continues to drill the field to brush up the core equipment, and the next two waves of the team will take over the game if they play well and win all the way, and if they don't play well, they will manage the game to win or lose as they wish.
But in fact, there is a big deviation, although the girl who plays the anti-mage in this game has no previous experience in Dota's PVP, but in her mind stands a man who is legendary enough to name the hero of the anti-mage.
In order to restrain the anti-mage pointed out by Lu Xinlei for the first time, the control chain of this game is very complete, the wandering position support of the disadvantage road has two hands of hard control, and the carry of the dominant road also has a control skill, and the mid-laner dark brigade mage Leshrac and the hero of the third position of the disadvantage road also have an AOE hard control, and it should be difficult for the anti-mage to survive in such a multi-control environment.
As it should be.
"Eldest sister, can you click W on the second level, it's no problem to fight fiercely on the next road."
There were no waves in the confrontation of the first two waves of troops, and the enemy's No. 3 centaur would not upgrade and control at the first level, and the anti-mage who did not add points at the first level also made the demon wizard with two directional control skills a little afraid and did not dare to throw out his control skills.
It wasn't until the second wave of troops was about to be wiped out and the duo on both sides was about to be upgraded that Lu Xinlei suggested this.
In the QWER key, the shortcut for Ice Girl's second-ability monomer control is W, but in the traditional keyslot used by older Dota players, the shortcut for this skill is E. Although in fact QWER keys are more stable and fast than "traditional keys" that have no fixed rules, the habits of old players are difficult to change after all, and the men in that world were once one of these old-school players, but when he came here and played with this girl named Lu Xinlei, he decided to use QWER keys instead.
"We may not be able to beat after we are all promoted to two levels."
"They can't get to the second level," the girl blinked, "I made up a few of the first two waves, and the two groups of soldiers on the other side didn't make up." ”
Heroes in Dota can attack friendly minions that are less than half HP, and if they kill their own creeps, they will only get 25% experience.
In the case of two people sharing the experience in the lower lane, all the experience of the two waves of minions is enough for both of them to be promoted to level 2 at the same time, and the experience gap caused by these minions being denied is irreparable within ten seconds of the loss of the next wave of creeps.
After getting the confirmatory information, Wu Leyi was a little puzzled, she originally planned to learn passively in the second level to provide remote support for another teammate in the middle lane, but after hearing the suggestion, she still chose to follow the girl's advice and prepare to learn the second skill in the second level Frozen Ban.
"Immediately to two, how hard to grab a wave and how hard to fight."
Now that his carry has already given the order, and it doesn't sound like a problem, Wu Leyi is naturally happy to accept it.
Of course, the main reason is that she is indeed more able to listen to the people she likes.
After the other party's attempt to snatch the last creep to deny failed, with the upgraded light effect, the heroes handled by Lu Xinlei and Wu Leyi were upgraded to the second level at the same time, and Lu Xinlei only learned the first skill after getting the second skill point: a skill is passive, and the mana is damaged.
The opposing centaur warrior was not a hero who could easily knock out much health, so the girl simply nodded on the head of the demon wizard who was about to retreat.
"Fight this first."
In the game, the beautiful girl in the fur robe raised her staff and froze the ground under the demon wizard's feet, making it difficult for him to move, but he was not very worried about the ability of these two people to intercept him, he turned his face backwards and was ready to retreat at any time - but his inferior lone hero had simply fled towards the tower after seeing the opponent's move, which made the player who handled the demon wizard a little unhappy.
It's not a big deal. He calculated his own blood and equipment, and the opponent's Ice Girl pointed out two damage skills in the first two levels, and the Ice Girl was not a hero with a high amount of blue in the early stage, and without the three-skill aura of returning to the demon, the second-level Ice Girl could only release three skill magic at most, and it would be exhausted.
The recovery of health in Dota is much faster and easier than that of Blue, with a 75 gold mango only providing 130 mana, while a 110 gold healing ointment can restore 400 health to the hero in 8 seconds. And the opponent's Ice Girl only has a purification potion that slowly recovers 6 points of magic per second, which means that it is difficult to have the next wave of skills, and it is quite cost-effective to change the opponent's Ice Girl Sky Blue in this wave.
He thought so, but the anti-mage behind him was already standing beside him, brandishing his warblade and beginning to slash his health and mana one by one. Even so, the already experienced demon wizard players are not too flustered, the anti-mage has a total of two skill points, if the second level chooses to flicker, then there is no spell counter to resist their control, if they choose a spell counter, then there is no flicker to keep up with themselves, these two little short-legged heroes will beat themselves to half blood at most, and they may not even be able to use healing ointment......
The Demon Mage, who was scheming like this, suddenly found that his actions were still impaired after the control from the Ice Maiden was over.
The enemy brought the poison ball? He clicked on the anti-mage's equipment column, and was shocked to find that the anti-mage's out-of-house equipment turned out to be a poison ball mending knife axe and two mangoes.
"Isn't he afraid of consumption?" The player who controls the demon mage can't help but read out loud, the poison ball, that is, the poison bead will make the melee hero's ordinary attack slow down the target by 15%, because he does understand this game thoroughly, so he takes it for granted that the hero of the anti-mage will inevitably be full of supplies when he goes out, so he has not clicked on the opponent's hero to check the equipment, and now when he is moved, he realizes that his assumption has made him suffer a big loss.
So what to do? He couldn't calculate how much blood he had left after running back to the tower, and due to the slowdown of the poison ball, he couldn't outrun the anti-mage at all, and he couldn't escape the attack of the anti-mage, and the anti-mage and the ice girl could perform at least five or six rounds of ordinary attacks on him along the way, which was already unbearable for the small body of the demon wizard.
He hesitated a little when he put his finger on the skill button, he chose the Earth Splitting Spike skill at the first level, which can cause damage and stun all enemies in a straight line, Ice Girl is already empty and can't release the next skill, as long as he can stun this enemy mage himself, he can ensure escape.
However, the anti-mage's spell counter can reflect this skill, and he doesn't know what skill this anti-mage's second skill point chooses.
Bet on it, the somewhat flustered Demon Wizard made a decision, and the short and fierce Demon Wizard turned around and swung his staff to the ground - but he didn't release the skill, and his manipulator canceled it. Using the stop command when the skill is raised will stop the ability from being released, but the hero will still make a real forward swing of the ability, and he will try to deceive the opponent.
In order to keep him constantly walking A, the anti-mage is now very close to him, and the skills released at this distance should not be able to be dodged in this kind of game. But to be on the safe side, he still made a feint to try to trick the opponent's spell counter, or at least test the opponent's train of thought.
In his field of vision, the anti-mage suddenly retreated half a step back after seeing the demon wizard's cast forward: this was a sign that the manipulator subconsciously wanted to dodge the skill, and if the anti-mage's second skill point chose the spell counter, he didn't need to dodge at all.
After the demon wizard reached a definite conclusion, this time he didn't make any more fakes, and directly released the Earth-Splitting Spike at the anti-mage who was still extremely close, because the distance was indeed very close, the projectile was already close to the anti-mage after the skill was shot, and the delay was less than a third of a second......
And in the blink of an eye, the flashing purple shield on the anti-mage stunned him, and the demon wizard in the game was also poked up by the ground-splitting spikes that bounced off the same path and fell into dizziness, just as he wanted the antimage to suffer.
"I've been tricked." In fact, he could only accept his fate, the control and damage brought to him by the Earth Spike was enough for the opposing duo to complete the kill, and the demon wizard player who sent out a blood stared at the black and white screen, not knowing whether to spray the centaur to sell his teammates first or sigh at the other party's sharp operation.