Chapter 197: The Stars Fall
Correct.
Although it is difficult for Sun Wukong to take away the tank directly with three sticks, four sticks are enough.
Therefore, Sun Wukong can store a strengthened basic attack in advance.
As a matter of fact.
Even if there is no team battle, it is also extremely beneficial for Sun Wukong to store an extra enhanced flat A.
For example, if Sun Wukong encounters an ADC and an assist, it is difficult for the three sticks to take away the two of them, but it is much better to have one more stick.
The non-displacement ADC still has a "flash" to save life, and the displacement does not need to be talked about.
Sun Wukong casts the second skill "Fighting Charge" in advance, and stores a strengthened basic attack, because within five seconds, this enhancement effect is effective, therefore, when the skill is released for more than four seconds, a strengthened basic attack is played, and then Sun Wukong casts a skill "Talisman Spell" to play a strengthened flat A, as well as the enhanced flat A of the ultimate move "Ruyi Golden Hoop".
At this time.
Sun Wukong's second skill "Fighting Charge" has cooled down, so he can hit four strengthened flat A in a very short time! The damage is so high that even a tank can't carry it at all!
Sun Wukong's critical damage is obvious to players.
That's two or three thousand!
The damage of the four sticks plus the ultimate move is directly tens of thousands.
Not to mention that Sun Wukong will come out with the equipment of "Grandmaster's Power", which is only a 2-second CD.
Other words...... Among Sun Wukong's four enhancement flat A, there are two more that can produce a 1.8-fold increase.
The life value of the Six Gods Tank is tens of thousands, and it can't help Sun Wukong's fierce stick hit!
Li Guichen nodded and said, "I know." ”
Sima Yi can passively probe the vision of heroes who use skills within a range of 2000 yards, so if you don't use skills when approaching him, Sima Yi's passive is equivalent to ornamentation.
Sima Yi's role is more to detect the movement of the enemy's jungler.
For example, detect if ancient creatures such as the Shadow Lord and the Dark Tyrant are being attacked by enemies.
After all, when the Shadow Lord and the Dark Tyrant are attacked, the special effects can only show that they are being attacked, not who the enemy is.
The strategic importance is significant.
In fact, the enemy can also guess Sun Wukong's movements.
Sun Wukong swaggered away from the confrontation road.
Then it will definitely not appear in the development path at this moment.
Because it takes time to get on the road.
So where will he go?
The answer can only be – mid lane or wild.
And the wild area should have just been cleared...... Because it is impossible to only play buff stone statues in the jungle, it is very time-consuming to leave small wild monsters back and forth, and they are all farmed in order along a certain route to save time to the greatest extent.
That's all there is to the economy.
Without junglers, the Assassins have no economy, and if they can't equip them, they can't gank effectively, which will naturally lead to the situation getting out of control.
In the early stage, I can't see the specific impact.
In the mid-game, the efficiency of a jungler is very important.
The most intuitive reflection is ...... The enemy has four pieces of equipment for the jungler, and three and a half pieces for the own jungler.
Notice.
A small piece of equipment is much worse than a complete large piece of equipment in terms of attributes.
Not to mention that the assassins are mostly attacking.
A set of damage can sometimes be worse than a thousand, which is likely to cause the enemy hero to escape with residual blood.
Honor of Kings is in this game.
The hero's skill almost didn't touch the target, and the damage just didn't count.
Distance and damage are very important.
That's where the possibilities come from.
Player Yang Yuhuan said: "Mage, pay attention, Sun Wukong is likely to run to the middle to catch you." ”
Player Sima Yi said: "I know that he won't have so little time to travel, and now it should be not long after he arrived in the Dragon Pit, and I will go back to the defense tower." ”
Thereupon.
Sima Yi returned to the range of the defense tower in a dashing manner.
If Liu Chan was here, forcibly crossing the tower with "interference", Sima Yi would naturally not stay.
Many summoner abilities have been changed in S18.
"Berserk" has been changed from the previous massive attack speed increase to a 10% increase in damage, a 25% increase in tenacity, and a 30% increase in physical and spell lifesteal for 7 seconds.
Its 25% toughness combined with the 35% toughness of the "Boots of Resistance" adds up to 60% toughness.
Such as Yang Jian and Diao Chan are very compatible.
If there are enemy heroes around Yang Jian, his resistance will be increased.
Each enemy hero can increase Yang Jian's toughness by 10%, up to 30%, and with the addition of "Boots of Resistance" and "Berserk", it directly reaches 90% toughness...... It means that one second of control has only 0.1 seconds of effect on Yang Jian.
How horrible it is.
It's equivalent to being completely out of control.
After all, ordinary players don't even have a fast hand speed, and the time consumed when connecting is 0.1 seconds, which does not affect the smoothness of their operation at all.
Diao Chan did not carry the "purification" before, and the group was bound to be controlled to doubt life.
After all, players all know that Diao Chan has two skills with high flexibility, and if he lets him dance, it will be over, and he will try his best to control Diao Chan.
Now Diao Chan has one more choice - "Berserk".
"Boots of Resistance" and "Berserk" also have 60% toughness, and the half-fleshed Diao Chan can fully withstand it, and the second skill "Yuan: Heart Knot" has a very short cooldown time in the ultimate "Bloom Fenghua", constantly flashing to avoid damage, plus the increased lifestealing effect of "Berserk" is up to seven seconds, which is just in line with the duration of Diao Chan's ultimate.
"Interference" was previously only available to enemy agencies, but now it can now be applied to your own agencies.
Cast on enemy traps, silence them for 6 seconds.
When used on allied traps, it makes allied traps immune to all damage for 4 seconds and increases attack speed by 100%, but the stacking effect is only valid for 1 second for 60 seconds.
In fact, there won't be as many heroes carrying "distractions" in ranked matches.
Unless it's five Liu Chan in the clone race.
This is to prevent infinite tower crossing and affect the game experience.
If multiple "interferences" are at the same time, the towers and crystals will lose their original deterrent, and the very foundation of the game will be shaken.
This short period of reuse will greatly reduce the time limit, and it is also intended to maintain the game experience.
In the past, the "interference" downwind bureau and the balance of power bureau were quite useful, once the headwind, the "interference" that could not provide any control seemed useless, in fact, the only hero suitable for carrying "interference" was Liu Chan.
Because Liu Chan's own skills can also interfere with mechanisms.
Of course, other heroes can carry "interference", but there are other summoner skills that are more suitable.
The "Interference" headwind can now be used to protect towers or crystals.
Invincible for 4 seconds!
The critical moment can turn the tide.
For example, his teammates were wiped out, and only Liu Chan remained.
As soon as the enemy heroes rush up, their teammates will be revived for at least two or three seconds, but the enemy lane has already entered the crystal range, and the enemy ADC can completely point the tower.
If Liu Chan, who brought the previous version of "interference", could not do anything at all, he could only watch the crystal explode and the stars fall.
But after the S18 season, Liu Chan came up with a "interference" to put on his own crystal.
That guy.
Let you roll in the waves, and I will not move.
Your own crystal is absolutely invincible! No damage is ineffective.
Whether it's physical, magical, or real damage, it's all nullified!
And the crystal attack speed is increased by 100%, which means that the speed of the crystal hitting the enemy hero or the lane has increased dramatically, and the attack frequency has increased, and the total damage will naturally be higher than before.
When the time comes, as soon as your teammates are resurrected and rush straight up, won't the situation be better?
At the same time, the effect of "weakening" has also been changed.
Previously, it only reduced the enemy's percentage output.
Now it reduces the damage output of nearby enemies by 35% and increases the self's damage immunity by 20% for 5s.
For example, the old master himself has a very high injury avoidance, and with this "weakening", he rarely encounters opponents on the confrontation road.
Old Master's ultimate "Saint's Might" can reduce the output of enemy heroes tied to the lantern by 20%.
Old Master's second skill "Draw Inferences" can reduce the damage taken by up to 70%...... Plus "weakening", not to mention one dozen two, even if one dozen three, what is there to fear?
There is also Xiang Yu.
Xiang Yu's second skill, "Breaking the Cauldron and Sinking the Boat", reduces the damage of enemy heroes by up to 40%.
And its passive "Ambition to Fall into Battle" can reduce the damage taken by Xiang Yu by 40% when his health is less than 30%.
So is the high fade away.
High Fade Away's ultimate, "Magic Sound", causes him to continuously reduce the damage taken by 15% while playing, and will also reduce the damage taken by 5% for each additional enemy hero nearby.
Suppose there are five enemy heroes next to him.
Then the "magic sound piercing the ear" can bring a high gradient of 40% injury-free effect, and it is also a miracle effect with "weakening".
Gao Yuanli is not quite the same as the old master and Xiang Yu.
The old master and Xiang Yu are tanks, and their role is to open a group to resist damage, not to fight damage.
Gao gradually departed from the body as a close-range magic thorn, and the damage was extremely explosive.
It belongs to the kind of flash that opens a big entry, and it is not false to hit or five.
Previously, it was necessary to have a "Bright Moon" flash to enter the field, but now with "weakened", the summoner's skill does not have to choose "flash".
The high fade-off ultimate increases his movement speed by 70% for three seconds at the start of the performance, so he can still enter the arena quickly, not relying much on "flashes".
If you carry the "weakened", when fighting closely, Gao Yuanli will be more fearless.
All in all.
The changes to the summoner skills in the S18 season have a huge impact on some heroes, bringing more possibilities to the competitiveness of King's Canyon.
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