Current location - Training Enrollment Network - Books and materials - How to play the dharma team; Detailed explanation of novice play in dharma team battle
How to play the dharma team; Detailed explanation of novice play in dharma team battle
Skill point explanation

Passive skills:

1, after the passive effect is full, you can increase physical defense by 240 points. In the early stage, Dharma was very fleshy, and a red-violet cloak can just increase physical defense by 240 points.

2. After a skill hits an enemy unit, it can greatly improve the damage and attack speed of ordinary attacks, so it is particularly necessary for Dharma to insert ordinary attacks between skill casting.

3. Improved normal attacks can restore health after hitting enemy units. This effect makes Dharma return to full blood after clearing the field.

A skill:

1, Dharma's first group control skill, which can chase and escape over the wall.

3. This skill can be used with flash to maximize the sprint distance.

Second, skills:

1. After the skill is upgraded, it can increase the basic damage of the skill, reduce the cooling time of the skill, and increase the armor-piercing effect on enemy heroes.

2. After casting this skill, you can hit five punches in a short time, and the damage of each punch is calculated independently (that is, it will be blocked by armored moves). After hitting an enemy hero in each boxing, the physical defense of the enemy hero can be reduced by 20-60 points (the effect will increase with the skill level), and the physical defense of the enemy hero can be reduced by 100-300 points after superposition for 5 seconds.

Three skills:

1, the second group of Dharma control skills, has two control effects, whether it is repelling or coma, it can be used to interrupt the continuous casting of enemy heroes and other actions.

2. The hidden effect of this skill is that as long as the enemy unit is within the effective indicator range of this skill, it can be repelled regardless of the direction.

3. This skill can also be used with flash.

4. The sequence of Dharma routine skills is: 1-3-2-3, interspersed with ordinary attacks according to the situation.

5. The mechanism that this skill triggers the second effect is equally effective for enemy soldiers and wild monsters. You can use this mechanism to give yourself more displacement skills, which is convenient for chasing or running away.

Installation inscription collocation

Upper unit load:

Play in the wild and load:

Single equipment analysis:

Boot of Resistance: Dharma needs to constantly look for opportunities to enter the group battle center to play group control, and the boot of resistance can help Dharma shorten the time of being controlled and prevent Dharma from being controlled all the time after entering the group battle center.

Shadow Tomahawk: Increase physical penetration (50+ Hero Level * 10) points and reduce the cooldown of 15%. A normal attack has a 30% chance to reduce the movement speed of enemy units by 20% for 2 seconds. Dharma needs to constantly use skills and ordinary attacks to deal with damage, so Shadow Tomahawk is the most suitable output equipment for Dharma.

Grip of Ice Mark: This equipment is both an output device and a defense device, and every attribute of ascension is extremely useful to Dharma. After using the skill, the next normal attack will cause 30% deceleration and (150+ hero level *20) physical damage. The cooling time is 3 seconds. Dharma needs to constantly use skills and ordinary attacks to deal with injuries, which can enhance Dharma's efficiency in clearing and fighting wild fields, as well as its ability to pursue and stick to people.

Pojun: Increase the attack power by 200 points, causing an additional 30% damage to enemy units with less than 50% health, which can greatly improve the skill damage of Dharma and make the harvest ability of Dharma qualitatively change.

Witch Cloak: The loading order of this equipment can be interchanged with Pojun to increase the maximum health and spell resistance of Dharma.

The passive effect of equipment is emphasized here: leaving the combat state means that you will not be affected by control skills, negative effects or any damage for 7 seconds (or 5 seconds) and will not attack any enemy units. The system defines detachment as 2 seconds after stopping the attack, so 5 seconds of detachment means 7 seconds after stopping the attack. Both numbers are correct.

Two ways to play:

Upper unit game:

Taking the main road is usually a way to resist pressure, because in most war situations, taking the main road means one enemy and two. But the most terrible thing is not to fight the enemy with one enemy and two, but to prevent the enemy from fighting the wild hero. If the enemy's wild hero chooses to fight against the enemy (the enemy's wild hero stands behind his little soldier, as long as you dare to show up, I will give you a set of skills, only to make up for the last knife of the little soldier, which will make our opponent miss the economy of many little soldiers), so we have to go out of the protection range of the defense tower to eat experience, and it is very likely that the enemy's wild hero crouches in the grass to cooperate with the online hero to kill and then lose defense.

If you want to play well in the company, unless you have the technology to crush the opposite side, you have to shrink the tower and develop. You must do your best to defend this defensive tower for the team. Otherwise, once the defensive tower on the road is breached, the enemy can invade our blue zone, so that our own field work and our own list will not be well developed.

When you have been shrinking the tower to replenish troops, enemy heroes will relax their vigilance and want to use the line of soldiers to enter the defensive tower and point out your defensive tower. At this time, you can summon your own wild hero to catch a wave, try to cooperate with your own wild hero to kill the enemy hero, and then look for opportunities to tear down the enemy's defense tower on the road.

After removing the enemy's defensive tower on the road, or our defensive tower on the road is unfortunately broken, we have to choose wandering support, because if we remove the enemy's defensive tower on the road, the enemy's red zone will become very easy to be invaded, and if our defensive tower on the road is unfortunately broken, our blue zone will become very easy to be invaded. At this time, it is time for the wild hero to cooperate with his teammates to start fighting for the rhythm point. In order to win the team, you must help.

Play on the court:

In the usual game, in order not to let your shooter hero rob your red buff, you'd better choose to summon shooters and assistants and start going to the enemy's wild area to fight against the blue buff. After the blue buff is over, hit the wild monster on the blue buff first, and then hit the wild monster on the right side of the blue buff to prevent the enemy from hitting the wild hero. Go back to your own wild area after fighting against the wild, hit the red buff first, and then hit other wild monsters.

After clearing a piece of Noda, we should start to observe the map and see our three routes. If the enemy hero pushes the line to the tower under his defensive tower, he has to give priority to help. If he can cooperate with his heroic tower guard, he can kill. If he can't be killed, he can also help his tower guard hero to guard the tower.

If you can successfully kill the enemy's tower-guarding hero, please be sure to summon your own hero on the road and tear down the enemy's defensive tower together. When the enemy's defensive tower on the road is removed, the enemy's red zone becomes easy to invade; When the enemy's defensive tower is dismantled, the enemy's blue zone becomes easy to invade; After the enemy's defensive tower in the middle road was demolished, the enemy's red zone and blue zone became easy to invade. The biggest advantage of invading wild areas is that you can control the red and blue buffs in enemy wild areas in a pinch of time, so that enemy heroes have no red and blue buffs to take, and you can also suppress heroes who are extremely dependent on buffs, such as the stories of Kelpolo and Deusim.

Similarly, if you can successfully kill the enemy wild hero, please be sure to ask your teammates to go to the enemy wild area to fight wild (give priority to the red and blue buff) to further suppress the economy of the enemy wild hero.

If you really don't know who to catch when playing in the wild, I'll teach you the simplest formula: whoever catches food well will catch the economy.

Determination of cut-in time

1. When arresting people: Is the enemy hero near the wall? Can you fix the enemy hero on the wall immediately after casting a skill, and use the skills of displacement or moving speed to play a whole set of control and damage to prevent the enemy hero from escaping?

2. When playing in a group: Did the enemy hero with control skills hand over his control skills, and will he be controlled immediately after entering the field? After successfully entering the stadium, can you immediately set up many enemy heroes' big moves on the wall, or set up the enemy's output position on the wall alone to play a whole set of control and damage?

First-hand and second-hand judgment

Under what circumstances can we start a group tour first:

1. Look at the location of the friendly hero: the friendly hero is not too far from your location. After you control it first, friendly heroes can keep up and carry out subsequent control or damage.

2. Look at the position of enemy heroes: Many enemy heroes or enemy output positions are on the wall, in the grass or have flash skills. You can directly cast a skill to control first, and then take a big move to fight a whole set of control and damage according to the situation.

When do you need a successful player to enter the arena?

1. If you start the alliance first, you can't control many enemy heroes and output.

2. The enemy's output is very developed, so you can only aim at it by yourself. If you start the alliance first, you can control many enemy heroes, but you will lose the threat to enemy output.

The glory of the king: Beginner's Guide, Witch's Memories, Abyss Man-Machine Automatic Auxiliary Artifact (that is, it is ready to use, no need to download, please open it with your mobile phone).