The Dota legend cheats given by Lin Haifeng

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I never thought I couldn't hold hands with you anymore.

When you open the book, you've already started playing DOTA, so if you like the game, don't give it up.

I never thought I couldn't hold hands with you anymore.

Treat every hero in Dota, just like your lover, due to the continuous update of the Dota version, changes to various heroes, new heroes, and endless layers of new items, if you want to play a good game, you must first understand it, in this article, it tells how to quickly remember the way to some equipment, and the skills of heroes.

Until then, you have to learn to cherish and cherish all the heroes and items in the current version. Also, cherish the friends you play with, maybe tomorrow, you will be separated.

There are many ways to divide the heroes in Dota, which can be seen on many websites, which is the basic, and you must know it by heart, or even understand it thoroughly. Here, my method is to divide all the heroes into only 4 types, which can be the first to strike; It is not recommended to start first; can be sold; And can not be sold.

Why is it so divided, the heroes in Dota are very different from the heroes in ordinary Warcraft, whether a hero is enough meat or not, and what role it plays in the team, not only depends on its skills, but also on its attribute growth.

The so-called attribute growth is the strength, agility, and intelligence points added to it every level up, and these attribute growth determines the position of a hero from the early to the late stage.

When you play DOTA, with the change of version, the change of heroes, and the change of equipment, you have to distinguish which heroes can resist in team battles in front; which ones cannot be resisted in the front and need to be output in the rear; Which heroes are able to get the first shot

Target; Which heroes will be better to take the skills later, what is said here is that it is not recommended to take the lead, not that you can't take the lead, but to combine the actual situation; Under what circumstances can you sell and absorb damage; Under what circumstances can not rush too violently, these need to be summarized and summarized by themselves, and combined with the actual situation, maybe a crispy hero at the beginning, under special circumstances and special equipment, can also be at the forefront.

Here's a quick summary:

Power-type heroes, generally have a lot of blood, and most of them are melee, power-type ranged heroes, very few. Suitable for gank, there are a few that can be used as late.

Agile Heroes, with high armor and ranged melee combat, generally serve as the core of the team. Most of them can be used as late-game heroes.

Intelligence-based heroes, characterized by more magic, as opposed to power-based heroes, are mostly ranged, and the most important thing for them is the use and matching of skills, suitable for gank, of course, there are some late-game heroes, but there are relatively few.

Next up are the skills of the heroes.

All skills can be divided into two categories: active and passive.

Passive skills do not need to be actively cast, and are often aura classes, with a certain chance to trigger classes. Auras can cover nearby units and heroes, and some can also work on local units, so be careful about how wide the aura is. The passive skills that also trigger the class are relatively simple, there are dodges, critical hits, etc., which are triggered according to a certain chance, and sometimes, luck is also part of the strength.

Action skills can be divided into single class, range class, continuous cast class, blink and untargeted class, and orb according to the different casting methods.

Some of the individual classes are control skills, some are damage skills, some are cast on enemies, some can be cast on teammates, there are skills that apply immediately, and some skills have a continuous effect, but the common denominator of these skills is that they can only be cast on a single target.

Depending on the size of the range, the range class may be circular, arc-shaped, forward, around, and so on, and the effect will be different.

Channeling cannot be moved when it needs to be cast. Blink skills such as flashing, jumping, etc., can quickly enter or leave the battlefield, and most of the non-target classes such as clones, transformations, etc., are skills that are used by themselves, and there are also skills such as Tidal Ultimate, which do not need to specify a target to nearby enemy units.

As for the orb, it is to make normal attacks have a variety of different effects, such as slowing, poisoning, lifestealing, armor reduction, and direct damage such as rockets. It's worth noting that many orbs can't stack, including item orbs.

In short, there are many kinds of skills, the key is different applications, in different situations, any unexpected skills may have a special effect, and the first step in learning Dota is to memorize them firmly and understand them.

rhythm

1. The concept of rhythm

The so-called rhythm is a mysterious and mysterious thing, and few people can explain this thing clearly. According to me

Rhythm is actually the means taken to achieve victory. In a specific point, it is called turning disadvantages into advantages, will

The approach taken to convert an advantage into a winning advantage.

2. Rhythmic comprehension

Rhythm is definitely not something that one person can bring, and one of the easiest concepts to form among passers-by is the one that is solo

People with rhythm. This is definitely not a correct understanding. The rhythm of the two sides of the battle is definitely a trade-off situation, absolutely

There is no possibility of peaceful coexistence and common prosperity, at most, each side can grasp part of the rhythm. If we say dota

If it's a 5-player game, then the pace is 10-player game. There are two specific ways of expression of rhythm, 1. Self-centered and self-centered. 2. Focus on the opponent and disrupt the opponent's rhythm. In fact, these are the two extremes, and the real process of implementing the operation is often in the middle of the two extremes. Maybe it's to disrupt the opponent's rhythm while also disrupting the opponent's rhythm, or maybe it's to disrupt the opponent's rhythm and take care of your own rhythm. If you are talking about a specific point, for example, C on my side is AM and C on the other side is SPE, then if I choose to keep AM paying, then I choose to focus on my own rhythm. 2. If I choose to suppress and suppress the ug to play money, then it is the latter who chooses to disrupt the opponent's rhythm. There is no distinction between good and bad rhythms, and the actual situation must be taken into account in terms of how they are. The situation played by the former-based style tends to be hot-blooded, domineering and bloody, while the latter-based style of play tends to play a situation that is calm and cautious.

3 concretization of rhythm

Rhythm is actually the specific implementation of tactics. In order to make this thing clear for so long, it is necessary to understand the current situation

Tactics employed by Dota. There are several reasonable tactics in current DOTA.

Gank class 4 Bao 1, Push class 4 Bao 1, Suppression Class Push (Push Class 3 core), Defense Class 4 Bao 1 and Carry

Tri-core.

gank class 4 guarantee 1: This is actually the most common tactic, the implementation is simple, everyone understands, 4 heroes catch together

people, 1 late to play money

Push class 4 guarantee 1: Roughly the same as the above one, but the focus is different, the former is mainly killing, then the latter

The one is mainly to push the tower

Suppression push: high-end tactics, in the current version is likely to become more and more popular, in short, the suppression push is to suppress the opponent's level and economy as a means, to push the main style of play.

Defensive class 4 guarantee 1: passers-by and CW common tactics, mainly control + AOE to form a 4-person combat team, in to

As a combat team, the core of the whole strategy lies in high growth, and the stability of the late team battle as an opportunity

Tactics. This tactic can also be called a teamfight move, and its essence is to force the opponent to fight in a teamfight with yourself.

Carry three-core: high-end tactics, CW's most mainstream tactics. The core of the tactics of the three cores is to cut the entire battlefield

It is a tactic that takes the concept of small-scale operations to the extreme. The core of the three cores is to occupy the stable line and use the online station

The accumulated advantage slowly drains the opponent to death.

There are about 5 current reasonable tactics, and as for those pure gank lineups or pure late lineups, they can be classified as brain-dead lineups, so I won't say much here.

Many players know that many times you can know the winner or loser just by looking at the lineup, and this sentence is absolutely true and has a certain amount of truth.

Defensive class 4 to 1 is to restrain gank class 4 to protect 1, in a word, gank is in need of space, when others are huddled

Wait, gank became a joke. Defensive 4 Bao 1 is a combat legion composed of large control + AOE, and its team combat effectiveness is much stronger than that of small control + nuker as a combat legion.

Defensive class 4 protection 1 restraint push class 4 protection 1, simply put, the anti-push class 4 protection 1 4-person corps is often a team battle type based on control + aoe, this kind of combat corps is extremely suitable for fighting a war of attrition, and the push combat corps and the anti-push combat corps once the war is in a stalemate, the push corps will fall into a disadvantage, because the anti-push combat corps is more growth-oriented and once the war falls into a stalemate, If you can't push, it's easy to be hit by the opponent's C detour to play a 5-on-4 volley, and once the frontal battlefield is defeated, it will be difficult to organize a threatening attack.

Suppression push restraint carry class three cores, suppression class push can actually be said to be a variant of three cores, the reason

Restrain the three cores, the reason is very simple, no matter which way you get an advantage, you can smoothly take the tower to gain an economic advantage, like this

The other ways will be able to gain an advantage and continue to push the tower, and then step by step, and then everyone understands.

gank class 4 bao 1 restraint suppression class push, the reason is very simple, to suppress you must push t, and to push t you must put

If the line is pressed, it will be easy to give the opponent a lot of gank opportunities.

Push class 4 guarantee 1 restraint suppression class push, this problem is not difficult to explain, suppression class push can actually be said to be

The difference between the pure push lineup and the push class 4 and 1 is that there is no 1 real C in the suppression class. Therefore, the push class 4 and 1 only need to be exchanged with the suppression class push to strive for the space for later growth, which is the so-called time in my favor, not in favor of the enemy.

Carry three-core restraint defense class 4 guarantee 1: the three-line collapse will collapse completely. This sentence is definitely not unfamiliar to everyone, even deep

There is a feeling. The defensive class is 4 to 1, and the most fearful thing is that the enemy will not engage me on a large scale. And the carry class three cores is a tactic that develops this small-scale combat concept to the extreme. It is conceivable that the 4-man army has just won a battle on the top lane, and the middle and bottom lanes are in a hurry, running to the middle lane to win a battle, the upper and lower lanes are in a hurry again, and running to the bottom road and the middle lane are in a hurry. What does that feel like? In a word, wipe out the enemy in endless rush and depression.

Having said all that, do you have any feelings? Maybe you're a general, not a handsome, maybe you

It doesn't matter if you prefer to use your actions to break the so-called tactical concept, because you have understood a more important way

Rationality is flexibility.

The lineup is dead, but the tactics are alive. Any lineup can have several tactical implementations. To give you a simple example

For example, a lineup based on LION, AA, VS, CM, and FV can be implemented with gank-shaped 4-1 and carry 3-core 2 tactics. Suppose the opposing lineup is a lineup dominated by UG, ES, KEAL, LICH, WR. So if the former implements the tactics of gank shape 4 guarantee 1, then it can basically be concluded that the game has been lost, and the reason you know I know everyone understands. The latter is a typical defensive class 4 to 1, any time if the gank intention is detected by the opponent, whether it is Keal's thunderstorm or es a beautiful F or lich1 perfect ultimate, it will lead to the destruction of your own team, so blind gank is equal to looking for death. But if you implement it with three cores, it will be a different story. Lion with yellow dot + E is not afraid of any opponent on the line, AA's online ability is very strong, and if the FV is protected for 5 minutes, then it is difficult for the enemy to suppress it, then it is a different situation. Regardless of whether it is Kealliches or UG, if you don't play a group, you will never be able to play to your strengths. And LionaAFV are heroes with strong individual combat ability, and it is easy to defeat opponents online with CM+VS.

The above examples just show that the lineup is dead, but the way the tactics are implemented can be flexible. The efficiency of the tactical implementation method is absolutely related to the addition of points and loadouts. Here I will tell you about my experience, Pioneer Challenge and other items are suitable for the use of three-core mixed lines, one plus blood and two plus recovery ability, a typical online artifact. Bracers, straps, intelligence pendants, and other attribute equipment are suitable for gank use, and if you plan to go the gank route, then you should get these things out first, and these things will give you an absolute advantage in the opponent's fight for too long. Items such as secret method mek are suitable for group use, and the price ratio of these items is not very high, but once they are in the team, the price ratio of these items is comparable to a large item. Take the tide as an example, if I am a pioneer, then I have to be the core, I have to be the line. If I play the bracers, then I am going to go gank class 4 1 and need to fight the opponent head-on. If I want to come up with a secret method, then it is to serve the team and fight a protracted battle. Therefore, the hero's outfit determines the efficiency of tactical implementation, for example, if you want to take the gank route when you come out of the arcane shoes, then the role of the arcane shoes is infinitely equal to 0 and the vanguard has to take the huddle route, then the price ratio of the vanguard is only equivalent to 2 bracers. The development of any hero can be multi-directional, but it is definitely not all-round, just like Lion can be used as a ganker or as a support player, but it is absolutely impossible to play as a pusher. AM can be used as a C hit, it can be played as a ganker, but it is absolutely impossible to be used as an auxiliary hit.

Under the conditions of the increasing maturity of Dota technology, all kinds of players have solid basic skills, exquisite alignment skills and exquisite coordination. How to sublimate our tactical thinking and tactical concepts, and improve our overall view can be something we need more.

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