Eternal life is a creature that can absorb the soul around the body. Although he is a demon from the Burning Legion, he hates being with his own kind.
Crawling like a devil, so he disguised himself again. When a shadow demon participates in a battle, it can enhance its strength by absorbing souls.
Quantity, you can also use his soul to strengthen attacks and powerful spiritual impact to defeat opponents. In the hearts of the few survivors who have seen him
Shadow devil is the most horrible opponent, and only those who have been brutally killed by him have seen what is the most despicable means of killing in the world.
initial attribute
Hp 435/435 attacks 35-4 1 attack speed 1.42 +20%
Mp 234/234 Range: 500 Movement Speed: 300 Armor 1.9 Agility 20(+2.4) (Main Attribute) Strength 15(+2) Intelligence 18.
(+2)
Attribute evaluation: the level of waste wood in Yuanying is basically the same as that in CM, except that the hand movements barely pass, others are very bad, DotA.
It is balanced. While giving SF powerful skills, he deprived him of all his attributes. It has powerful explosive force and ultra-low circumference.
The agile growth of Min Ying's main attribute 2.4 can only ensure that you don't know the bottom. If you want DPS, you still have to rely on item skills and low initial attack power.
And the initial blood volume caused SF to be perfectly suppressed by any hero when going out. How to get through the first three levels without skill support is a problem that every SFer must face.
The problem to be considered is that the intelligence of 18+2 is barely acceptable under the condition of low skill blue consumption, and the magic bottle and wand temple can still have the best and moderate.
Range and moving speed determine that you can only rely on skills!
Shadow of destruction (z)
The Shadow Devil can use his power to pollute the area at different distances in front of him.
Level 1- deals 75 damage to the area in front.
Level 2-deals 150 damage to the front area.
Level 3-deals 225 damage to the area in front of you.
Level 4-deals 300 damage to the area in front of you.
Level 1: Magic cost 75 points, casting interval 10 second.
Level 2: Magic cost 75 points, casting interval 10 second.
Level 3: Magic cost 75 points, casting interval 10 second.
Level 4: Magic cost 75 points, casting interval 10 second.
Precautions:
2
SF shadow pressure is 275 (radius) per gun.
three
The distance from the center of SF Third Artillery to SF itself is 200,450,700;
four
The casting point of shadow pressure is 0.67s, which means it takes at least 0.67s to cause damage. Before 0.67s, s can cancel the dislocation shadow pressure.
five
0.4s after shadow pressure casting, you can use S, move and use skills &; The item is cancelled after shaking, but it should be noted that it must be within 0.67s s.
Shake before casting is completed, and shake again after casting can be cancelled.
In 1969, the effect of SF was changed, and friends who are not used to it can modify the model themselves and change it back. There is no essential difference.
six
Master necromancer (n)
Whenever the shadow demon kills a creature, he stores the poor soul in his body. Each soul will provide him with 2 additional attack power. no
But when he dies, half his soul will escape.
Level 1- Increase attack power at most 16.
Level 2-Increases attack power by 30 points.
Level 3-Increases attack power by 46 points.
Level 4-Increases attack power by 60 points.
(69 has added -soul's instruction to check the number of souls. Personally, I think this is IF to take care of most European and American dotaer who fail math.
By the way, the measures taken have increased the special effect of collecting souls. For SF, this move is somewhat superfluous, so that opponents can see it clearly.
Which knife you made up and which knife you didn't make up, there is a process for the soul to fly to SF. Although the time is short, it makes people want to vomit. )
seven
Demon arrival (p)
The appearance of this terrible creature frightened enemy units within a range of 550 nearby and lowered their armor. Ignoring magic immunity
Level 1- Reduces the armor of enemy units within 550 nearby by 2 points.
Level 2-reduces the armor of enemy units within a range of 550 by 3 points.
Level 3-reduces the armor of enemy units by 4 points within a range of 550.
Level 4-reduces the armor of enemy units within a range of 550 by 5 points.
With so many versions, the only skill that SF has been modified is it. The range and hypothyroidism effect have changed slightly, in general.
Said, little impact, but from the initial 1 reduced to 2, 1 luoshan's lineup also appeared the shadow of SF)
eight
Elegy of the soul (r)
nine
Summon evil spirits to shoot around from a unified angle to cause damage, and nearby units will naturally be hit by more evil spirits at the same time, reducing enemy units.
Attack power and movement speed, lasting 5 seconds. The ratio of the number of evil spirits to the number of previously stored souls is 1: 2. Casting time: 1 sec
10
Level 1- Each evil spirit deals 80 damage to enemy units on the line 1, reducing the movement speed of enemy units within 700 range 15%.
1 1
Level 2-Each evil spirit deals 1 20 damage to enemy units along the1line, reducing the movement speed of enemy units within 700 range by 20%.
12
Level 3-Each evil spirit deals 1 60 damage to enemy units along the1line, reducing the movement speed of enemy units within 700 range by 25%.
13
Level 1: mana cost 150 points, casting interval 120 seconds.
14
Level 2: mana cost 175 points, casting interval 1 10 second.
15
Level 3: Magic cost 200 points, casting interval 100 second.
16
The most gorgeous trick of all dota, and one of the big tricks that all dota can instantly reverse the war situation, AOE has strong damage and good deceleration effect.
Fruit is the reason why SF has become the highest-level main force and the strongest reaper in group warfare.
end
Recommend adding some points
SF, a hero, has gone through a long period of change, and the adding point has been completely fixed. Except for a few fat pigs, they are basically classics.
routine
2 1 12 12 12434333+4+++++++++
There's really nothing to argue about. When you go out, you can collect the mending knife of necromancer to improve your attack power. If it is crushed, WS will be suppressed with level 2 shadow at level 3.
Ice-grind blood, improve attack power, and then suppress the opponent by mending the knife, first reaching 1, then reaching level 2 and level 9, and finally replenishing yellow.
When the wind is downwind, you can upgrade your skills to 2 first. If your mending knife is really smooth and the line control is very good, the opposite person will not dare to order you, excellent.
First full 2 skills to save the soul &; Perfect knife patching will have a good suppression effect, but this is only limited to solo with people who are inferior to themselves, generally.
In this case, SF without high-level shadow pressure is always at a disadvantage.
In APOM, there may be 23 possibilities for a specific hero, but I really don't want to discuss it. . .
SF's Soul Skill-Destroying Shadow (Shadow Pressure)
The shadow of destruction, also known as shadow pressure, is the cheapest and most explosive in dota. 75 mana brings 300 magic damage, CD.
Only 10, the scariest thing is that you can call three times in a row in 2s! What is the only thing that can limit it? Yes, it is distance! each
Every SFer needs to perfectly grasp the distance between you and the enemy. It is very common to be thousands of miles away!
Here I have to talk about the G point of SF, which is the so-called 3-gun convergence point. I guess everyone has heard of this thing, and I'm simple.
Just to list, the pictures are reproduced. I really can't find the address of the original post. I hope the author is Han Hai.
As mentioned earlier, the range of SF shadow pressure per gun is 275 (radius), and the distance from the center of the third SF gun to SF itself is 200,450,700.
So the farthest point of Z gun from SF is 475, and the nearest point of C gun from SF is 425. They overlap, and the overlapping part is a long and narrow olive shape, with the front.
The constant hero's touch volume is 24 (radius). 425-475, this is a very, very important number for SF, and everyone wants to play well.
SFer of SF must memorize it. When you go to gank, how to get to this position behind the enemy will be the most important thing you need to grasp, the distance.
Feelings are really important.
SF can only go to the enemy's place, and pressing the Z gun can't kill people! If you happen to be a with the enemy, you'd better move forward a little! As far as the above strategy is concerned, it is more convenient, that is, there is no cerebral flow, whether it is continuous pressure or reflex pressure, it is a method.
four
Really playing SF, touch, time and distance are essential! High ground pressure, forest pressure and river pressure are all necessary basic skills. You must do two things.
1. Every mouse click moves within 300 yards in front of you. Never click on the destination by leaps and bounds to save trouble. Remember H &;; R, when shadow pressure can kill the enemy, remember to walk close to the enemy's position, not follow the enemy! What you need to shorten is the distance, not the distance! !
It is necessary to predict the enemy's position. As an SFer, only if you can master the shadow can you become a demon! Anyone who tries to compete with SF in the shadow will learn the lesson of blood! At any time, you should remember that your strongest place is not lofty attacks or powerful attributes, but your shadow pressure and elegy that can ignore the shadow!
end
Master necromancer &; Devil arrival
These two are purely for improving DPS skills, so I won't say more. The only thing to note is that
Death is a terrible thing for SF. It's almost useless to buy a live SF after death. Whether it is the early development or the late big move, halving the soul after death is a devastating blow to SF.
Finally, the elegy of the soul
I think this skill is impeccable from name to effect. The reason why SF is domineering is all because of him, perhaps because of the shadow pressure on SF's soul, but only elegy is the reason why SF has become the king of demons!
What needs to be discussed here is:
The big overlap is also the reason for quite a few SFer dark knives.
Many people simply read the instructions and think:
Full-level Elegy releases 30 evil spirits, and each evil spirit causes 160 damage to people in a straight line. That is to say, in theory, when full SF is overlapped, it can cause 160X30X75% (magic resistance) =3600 damage to the enemy.
Really? That's not true! Yes, SF releases 30 evil spirits, but it doesn't mean there are 30 evil spirits. 180 damage!
Accurately speaking, each evil spirit adds 2 attack points, and 2 evil spirits cause 1 evil spirit damage!
2
Driving has no soul, no harm, and has the effect of slowing down and reducing attack.
three
In the case of 1 soul, the only evil spirit line will shoot at 3 o'clock, causing 1 damage corresponding to the big move level. After the soul is added, it is arranged horizontally, with three equidistant lines, four vertical and horizontal lines dividing the screen equally, and five, six, seven, eight and so on. 1 soul, every even number of souls will create souls. Generally speaking, close jumping can only cause half of the damage, that is, the larger the unit collision volume with a full level of about 900, the easier it is to overlap perfectly, and heroes like TC Sagittarius are vulnerable to the perfect damage of 1800. On the contrary, it is difficult for little Naga to be perfect. It should be noted that SF has the ability to have an instantaneous collision amount, and the big move has a certain chance of causing damage judgment.
nine
Just like the push wave of the method of light, at the moment when SF moves spread, if you use the skills that produce displacement (tiger jump, various B's), you may be hurt by the second stage of SF moves, in short, you will lose blood twice, so both QOP and Pom should pay attention. If an SF hidden knife gives you a hard blow, don't jump when it's big. It really didn't die at first, and the perfect overlap is +2. (Here is not the picture! )
Virtual spirit is invincible. If the hidden knife is the strangest for SF, then the virtual spirit must be the most domineering for SF! Perfect superposition of BKB and Virtual Knife, Ether Impact, BKB, Jump, ZXC! Ah, hahaha, that's cool, I won't explain! The dual state of material immunity+magic immunity can't be hurt even if it is interrupted by skills that ignore magic immunity. For some teams that use BM to constrain SF, SF is not so empty. Even if they jump over and get yelled at, they won't die in seconds! Wait until the dizziness time is over, and then start the big harvest. Why can't you stand me? Core equipment
1
So what is the correct loading capacity? What kind of SF is the SF that best conforms to the current rhythm?
2
Flying shoes VS artificial leg
The contest between mobility and measurement! !
There must be a lot of people here who will jump out and say that prosthetic legs are more important than anything else, because great gods are prosthetic legs! Science fiction without prosthetic legs BKB is not science fiction!
It is true that the high cost performance of the prosthetic leg and its special effects of changing attributes definitely make it very valuable to the hungry men in SF. Even if the properties of the prosthetic leg were adjusted in 69IF, the prosthetic leg still firmly occupied the first position of equipment selection in SF with its powerful properties.
Personally, I feel that when I first started using SF, my dependence on flying shoes was almost blind. I basically use SF as TK, and I can't leave without brushing my flying shoes. With the speed of flying shoes and the support of fixed-point TP, SF's ability to brush money and AOE's support will be brought into full play, and there will be basically no situation where someone runs in front of you but can't crush anyone. High-speed SF is a nightmare for all people with short legs and brittle legs.
╮ (╯ ▽ ╰) ╭ However, the trust in flying shoes existed for a while, until the level of the players I contacted became higher and higher, and the pace of dota became faster and faster. Later, the era of spending money to fight passed. In the national gank era, the initial investment was 2200 yuan, but the TP point was a little farther, a little bit. Finally, I came to the conclusion that it was not the flying shoes that were wrong, but me who used flying shoes at the wrong time. With the wind, I lack Carry and heroes with lines. In the early stage, I was a strong hero except SF, and SF already had enough economic benefits in solo, so flying shoes is still ok. It can make you develop into a main soldier with equipment ahead of the other side in the shortest time, and it can also make it easier for you to cut into the battlefield in group warfare.
However, the role of flying shoes in the early stage is limited to this!
Don't make flying shoes against the wind or with other luggage. If your teammates can't be strong and control first in the previous team battle, then you'd better fight with artificial legs! There's no such thing as a backhand cutting into the battlefield! As a hero with the highest explosive power, if your teammate is not a strong hero in the early stage, the team battle will definitely be one-sided without you, and someone on the opposite side will definitely leave you with stun skills! Hold the attribute honestly, and ensure that you will not be killed, so that you will have a chance to break out!
So, don't blindly rely on any equipment! Rational choice is king!
three
Hidden knife VS jumping knife
Stealth and flicker, who is the king of cutting in!
As soon as I see the Tibetan Dao, many people will tell me what happened to my eyes and powder.
Hidden knife black is as painful as fierce fighting black.
I have to declare here that powder can't restrain the hidden knife! The hidden knife can only exert its powerful power when it is used for attack!
Simply put, when there is a restricted skill that can ignore magic immunity, it is necessary to consider giving up jumping knife. A Bain, axe, EM, BM, VS, DOOM can basically give up SF, jump five times and break his wings into shit.
As long as the dark knife succeeds, the opposite side is basically destroyed, which is more destructive than jumping, because you jump over to cast spells, giving the opposite person time to reflect, a little farther from the center of your big move, but the dark knife is different. As long as it succeeds, it will be in the highest harm. After all, people can move, and the enemy can't know you're here without real sight, except MH. . . . . Drive a Tibetan knife where the enemy can't see it. Only gems can break it. There can't be real eyes everywhere, can there You can't be under the tower when you move forward.
Real eyes, right? Not to mention the perfect overlap, as long as it is close enough, the damage of the big move is enough to kill the crispy skin.
Again, don't blindly believe that equipment, lineup and situation are all key factors, but it's best not to bring accessories when making concealed knives. The wave that just came out of the dark knife is likely to turn the situation around or ensure victory ~
four
BKB
Everyone recognizes SF's core equipment, countless first-half pieces of SFer, of course, for that magic immunity! No one can doubt its importance to SF, and no one can underestimate the influence of BKB SF on the war situation. Even many people think that only BKB SF has the right to speak in the mid-term team battle!
I totally agree with SF's dependence on BKB, but I am firmly opposed to completely blindly following BKB SF. You know, when a genre is recognized as the only way out, it is basically the time for this genre to decline, and countless targeted plays appear immediately. In the version of 69, all kinds of powerful solo heroes and powerful carry have been weakened, and SF has basically reached the non-forbidden position of CW. So how can it be strong if it is not immune to magic, but stronger if it is ignored? In the 30-minute team battle, there are control skills that ignore magic immunity. Can the routine of jumping knife BKB really release big moves? The simplest method: BM+WR, two people's big move output, SF of jumping knife BKB basically has no possibility of survival after vertigo time! BKB has no attribute bonus, just like jumping knife. Even if I made an axe, I think there is still no possibility of survival in SF after jumping in, unless BM is blind to the phantom!
Therefore, trying to question the jump, trying to ensure the release of the big move in other ways, avoiding the fire, invisibility, distraction and virtual spirit will all be issues that SF needs to consider!
five
There is no unique equipment route in dota, the only way, and it will never be a living way!
end
General equipment selection
1
Outgoing equipment
Agile casual shoes+branches X3+ eating trees 1 group
If teammates don't buy chickens (especially passers-by), buy them themselves (if you ask for help before buying, you will buy them yourself if you don't reply, and you won't enjoy them), leaving the money magic bottle. If the opponent has a list of Zeus heroes, you can consider buying a wand, and if you are crushed, you can buy a big jar.
Do not advocate 3-branch fast bottle, go out sensitive shoes are very important to SF, or every attribute of going out is very important to SF.
2
Initial installation
Artificial leg, lace, magic wand, magic bottle, TP, strength axe
Generally, it can be completed in 12- 15 minutes, and jump out of BKB with+10 force. Naked jumping is not recommended, especially.
Jumping knives, flying shoes, magic bottles and wands have no attributes at all and basically belong to death. Don't worry about being turned over when you abuse vegetables!
If you jump out and fly early, you must be cautious! ! ! ! Definitely not both naked!
three
Mid-loading
Leg-BKB-Jump-Magic Bottle-Wand-TP is now the most stable jump knife BKB stream.
Artificial leg-hidden knife-magic bottle-double axe-hidden knife double stream aimed at magic wand
Flying shoes-magic bottle-wand-lace-temple-double axe, Qing soldiers, playing with a belt at night.
Artificial leg-magic bottle-wand-BKB-dimming-a wave of floor violence-TP
four
After installation
As far as the current version (69) is concerned, although the avatar axe has been weakened, the later creation of output space is still an artifact. As a remote sensor, there can be no BKB and Lincoln in the later period, but there must be no magical axe!
Choose between butterfly and virtual spirit knife. The former is Min Ying's output artifact, and the latter is a high-skilled and SF artifact, which is much cheaper.
Dark extinction and Satan, 2 choose 1, but the former is more inclined to expand its victory in the early stage (pay attention to victory, the advantages and disadvantages of dark extinction basically belong to giving the opposite side a chance to pinch you)
Lincoln with a dragon heart and an ice eye & Storm is used to increase survivability, among which ice eye and SF have the highest fit, and other general conditions are not considered. The storm of Godson belongs to the subsequent loading of blackout.
MKB & amp; Lost is a very targeted costume, the former can dodge, and the latter can specific hero specific skills.
Rapier-cannon, the last set of DPS equipment, is also the last big one. Rapier is highly recommended. Cannon is not enough for the later DPS upgrade. Only the rapier can continue to maintain the high output of SF.
Broken bones, refreshing wind sticks, electric hammers and other equipment that make me laugh, please return, thank you.
Dagen & Crazy War, if you want to be overturned, or want to abuse spring, you can consider it.
Sheep knife & blade armor, a very targeted equipment, should be considered when you urgently need single control or the other party can kill you at the first time!
Pioneer and challenge are feasible, but in general, it is BKB who is afraid of death!
five
Well, if you just want to know about the hero SF, that's enough. If you want to see some mirror marks about SF, please read on.
I'm too lazy to say more about routine things. I must mention something specific.
SF is not a good hero to fight criminals.
This is painful, but it can vividly express SF's embarrassing position in the passers-by bureau. SF's hero relies heavily on the support of his teammates. With good teammates, SF's strength can be brought into play. It is absolutely impossible to go it alone. Different from strong passers-by heroes like BS, NS, DOOM and BM, SF can go to the road of super-god (or tacit cooperation) without the cooperation of teammates.
In other words, if SF is used to crack down on gangsters, teammates will fight at will, lack control, and go out without a chicken. In this case, in the face of a black shop with eyes and birds across the street, SF can only fold.
Many people can't deeply understand the weakness of SF in the early stage, which is also related to everyone's situation. The quality of demolition is less, or a passer-by is missing. With the full help of teammates, it is really difficult to recognize the weakness of SF. I always feel that I am finished online, and the rhythm of 10 minutes is omnipotent. Without real failure, I didn't realize my own shortcomings.
In short, the early SF is synonymous with fragility.
How fragile is it? To put it simply, CM went out and finished pressing = =
end
on-line
1
Card soldier
Card soldiers are very important to SF, and the quality of cards directly affects the whole game. When discussing the pros and cons of heroes, I generally like to use the so-called level contrast. Therefore, when the two sides have the same card soldiers' abilities, the lines are in the middle of the river, and they are all masters, the probability of SF soldiers' first wave of mending the knife is very low, and the initial attack power can no longer be described as poor. If the opponent is a melee like bad luck BM BS, not to mention, the second wave of soldiers went directly to the opposite highland, because he could be at ease with Qiang A's own half-blood soldiers. Under the absolute advantage of attack power, the control line is inevitable.
2
Good state of mind
Generally speaking, the second wave of soldiers is the key period for SF to deal with black and CW. Usually people on the other side will wander around SF at this time. Whether to give up the second wave of soldiers depends on SF's observation and consciousness.
If the second wave of soldiers is hell, then the third wave is heaven. Reaching level 3 is a qualitative change for SF. The shadow pressure of level 2 is enough for you to collect at least 5 soldiers in 20 seconds, directly collect the soul of level 1, and then make up the knife. SF won't shrug at all. With the existence of AOE, the wire control will become simple, and the explosive power of the No.3 gun is enough to deter most opponents. Level 3 is also the easiest time for SF teammates to help. As an opponent of SF, you should be nervous.
Many people are pressing SF hard when they go out, and they collapse at 3 o'clock, which has a lot to do with their mentality. Don't rush for success. You can't stop the retreat, but don't let him take it away! His eagerness to collect souls is definitely worse than your mending knife! You should be patient and walk carefully. It doesn't matter if you are short of mending knives. It takes time to reply when it is ground by artillery!
three
Occupation and accurate calculation
When it comes to the danger of the recovery process, we should discuss it from the perspective of SF. Most SFer know that level 3 shadow pressure is a retreat, but they don't understand the significance of pressure even for people with troops. Why crush people? Why is it so important to grind blood with a C gun, just to consume the recovered products on the other side?
Someone asked me what career SF is like, and I have been thinking about it. At first, I thought SF was a fierce fighter with high attack power, dps flow and 87-year-old shape, which made me think SF was a fierce swordsman.
Later, I felt that SF was more inclined to explode magic output, just like a bomb, and suddenly burst into powerful damage. He was a magician.
I don't think these are all. SF's real occupation is a doctor. Yes, the doctor in charge of surgery in the operating room is responsible for accurately separating himself from the enemy, carefully and thoroughly, and accurately. Every move, counterattack and skill of the enemy is under consideration. His CD, position, blood volume and blue volume are all calculated.
Generally speaking, I don't think SF's level depends on the so-called knife patching, nor on the so-called blind pressure and high shadow pressure, but on his calculation mistakes, when to turn back decisively when his blood is boiling, when to give up decisively when his blood is boiling, and when to cut into enemy positions under what conditions.
The shadow pressure of the shadow demon is the knife in the doctor's hand, and the significance of C cannon grinding blood is to help you reduce the gap between you and the enemy in combat attributes. Most heroes have higher attributes than SF. Even if you are full of blood, even if you shoot three times, SF is likely to be unable to carry it, because the opposite side is also skilled! The short CD and low blue consumption of shadow pressure can only be reflected on the basis of grinding blood with C gun. No one can be like SF, while maintaining explosive power, but also has a cost-effective grinding blood. Nobody!
Three shots? Don't! We need four guns!
Wandering before the extremely strong and weak, break out, break out, the most powerful break out, cover up, raid and turn the situation around!
end
summary
Many people think that SF is a hero who is not suitable for playing against the wind, or that he can't go against the wind. Most SF controllers can surpass the gods and lead the team to victory as the strongest under the advantage of solo Middle Road. However, in the headwind, they fall to the end, and it is difficult to turn over or just make a difference. This is the final evaluation given by most SF, and many people don't like it or feel it.
Yes, without equipment and grade SF, what can I do besides being an ATM? All kinds of single killings need to be explained? Without escape skills and control skills, a team battle will die, hehe, what do you want? When you make BKB, you can already be killed by the opposite person in 3 seconds. Does anyone really care about that big move? It's still a long way. . . .
If you really think so, then I will say to you:
You're all wet!
SF can not only play against the wind, but also create miracles in the wind!
Once again: Shadow devil, there is a shadow for the devil!
There is nothing wrong, only shadow can bring SF miracle! ! When you are suppressed in solo, when you can't make a prosthetic leg in 15 minutes, when you are targeted by gank, all you need to think about is the shadow! !
Shadow pressure and elegy are both skills that can exert the greatest power in shadow. Many people only see the damage of shadow pressure and the high attack output brought by 23 skills, but ignore the greatest value of shadow magic skills themselves.
Small-scale gank, field battle, being chased in the middle, when you can't defeat the enemy head-on, then it is the shadow that can bring you opportunities! As an SFer, you should ignore the terrain and shadows, and you should pay attention to the distance, the distance between life and death!
What you need to pay attention to when using visual counterattack is: always leave the general attack at the end, and the moment A takes the shot, it is already the moment of death!
You have the courage to resist killing at any time and have precise distance control anywhere. If you do this, you will be a very shrewd detective. The last thing to pay attention to is the use of items and quick response (the network is better! ) for everyone's skill CD grasp (including teammates), empty blood? No problem! No equipment? This is not a problem! As long as your heart is calm, as long as you can dissect the enemy's every move with the doctor's calm analysis and judgment, then miracles will happen!
Tremble! Before destroying the shadow of everything! !