Chapter 633: And Also

"That's my personal feeling!"

Li Changsheng spoke.

"Okay, then let's thank you Li Changsheng for bringing us the outfit of the auxiliary AP prince!, and we are also looking forward to your next game!" the host said with a smile.

"Hmm!"

Li Changsheng nodded, then turned around and left.

On the other side, the KDA girl group was already happily celebrating in the training room.

"This time we were able to win, and we really have to thank the coach!"

Kaisha looked at Li Changsheng with emotion and said.

"You're welcome!

Li Changsheng waved his hand.

"Coach, do you have any other interesting lineups? We want to take advantage of this opportunity to study and study!"

Ahri also spoke.

"Okay, then I'll tell you about it. ”

Li Changsheng nodded.

"The Warden of the Single Soul Lock - Hammer Stone, this routine is also very good, first of all, his ability to cooperate with the jungler and defend under the tower is too strong. Take a closer look at his ability, Passive, Infernal Curse: Hammerstone collects the souls of dead enemies as it walks past them. Souls permanently increase his armor and spell power. Heroes and large creeps always drop a harvestable soul. Creeps will only drop one soul at times, and epic creeps will drop two souls.

Q Skill Death Verdict: Actively drag an enemy, then pull them towards you, or make you jump towards them. Recognise his scythe, deal eighty, one hundred and twenty, one hundred and sixty, two hundred, two hundred and forty (plus 0.5 magic damage bonus) magic damage to the first enemy hit, and pull them towards him for one and a half seconds.

When Death Judgment hits an enemy, its cooldown is reduced by three seconds.

Activating this skill again will pull the hammerstone towards the bound enemy.

Distance: one thousand and seventy-five

Cooldowns: Twenty, eighteen, sixteen, fourteen, twelve.

Cost: Seventy mana for all levels.

W Skill: Soul Guiding Lamp

Throws a lantern at the target location. If an ally near the lantern clicks on the lantern, he will pick it up, and Hammerstone will pull the ally back to the side along with the lantern.

In addition, the lantern provides hammerstone and an ally close to the lantern with a shield that lasts for four seconds and absorbs up to sixty, hundred, one hundred and forty, one hundred and eighty, and two hundred and twenty (plus a 0.4 magic damage bonus). The shield's health increases with the number of souls collected by the hammerstone.

Distance: Nine hundred and fifty.

Cooldowns: Twenty-two, nineteen-five, seventeen, fourteen-five, twelve.

Cost: Fifty, fifty-five, sixty, sixty-five, seventy mana

E Skill Doom Pendulum:

Passive: Each attack deals extra damage, which gradually increases while non-attacking.

This value is equivalent to the number of souls collected by Hammerstone, plus up to 100%, 125%, 150%, 175%, and 200% attack power. This percentage is based on how long it has been since he last attacked.

Active: Depending on your choice, shoot nearby enemies in different directions.

Deals sixty-five, ninety-five, one hundred twenty-five, one hundred fifty-five, one hundred and eighty-five (plus a 0.4 magic damage bonus) magic damage in a straight line from behind to in front of you. Enemies hit are pushed in the direction of the swing and then slowed by twenty percent, twenty-five percent, thirty percent, thirty-five percent, forty percent, hold ***,

Casting spells on the enemy pushes them away, and casting spells on the enemy's back closer.

Distance: five hundred

Cooldown: 9 seconds for all levels

Cost: Sixty, sixty-five, seventy, seventy-five, eighty mana.

R Skill Ghost Prison:

Trapping enemies in walls, the shot deals damage and slows when broken.

Create a ghost prison that surrounds you. The first enemy hero to pass through a wall takes 250, 400, 550 (plus 1 0 percent magic damage bonus) magic damage and is slowed by 99% for 2 seconds, while breaking the wall.

Once a wall is broken, the remaining walls do no damage and the duration of the slow is halved. While the ability is active, an enemy will not be affected by multiple walls at the same time.

Distance: Four hundred and fifty.

Cooldowns: 140, 120, 100 seconds

Cost: 100 mana for all levels.

Runes, I personally feel that they can be tied with a strong tie, providing durability and control.

Because of your control, you can bring [Aftershock]: After immobilizing an enemy hero, increase your current armor and magic resistance by 70% for 2.5 seconds. Subsequently, after 2.5 seconds, deal magic damage to nearby enemies.

Damage: 10 to 120 (plus 3% of your max health) (plus 50% bonus to bonus attack damage) (10% bonus to spell power), cooldown: 35 seconds.

When fighting against strong heroes, you can replace it with a bone plating instead of blasting, and the next three damage or attacks from heroes you take will deal 15 to 40 less damage after taking damage from an enemy hero.

Duration: 3 seconds

Cooldown: Forty-five seconds.

If you're playing a good advantage, you can bring a blast: when within 600 yards of a tower, it will continuously charge a powerful attack against the tower for four seconds. Charged attacks deal 175 (plus 30% of your maximum health) extra damage.

Next up is the Wind of Resurrection: after you take damage from an enemy hero, you will continuously regenerate health for 10 seconds, for a total of 4% of your lost health plus 6.

Finally, you can choose to bring steadfastness: after casting a summoner skill, gain 15% Tenacity and 15% Slow Block for 10 seconds. In addition, every time you have a summoner skill that has not yet been cooled down, your Tenacity and Slow Resistance will increase by 10%.

Vice, I will choose to bring precision.

First of all, it boosts attacks and damage over time, making it easier to replenish hammerstones.

Similarly, there are two ways to bring it, one is Legendary: Toughness, which grants 5% toughness, and in addition, each stack of legendary effects provides an additional 1.5% toughness [Max Stacks: 10]. You can earn Legendary Stacks progression by participating in Hero Kills, Killing Large Creeps, and Killing Creeps.

The rest of the runes can be taken with you, preferably with Triumph: Participating in the kill restores 12% of your health and provides an additional 20 gold. ”

(End of chapter)