Foreword: The mid laner's spell, once the most popular position among players, has become an existence that mid lane players avoid talking about in this version. It's not because the magic stab hero doesn't do enough damage, but because as far as the current version is concerned, high damage and control are not as important as line power and control.
Mai Shiranui, a mid lane magic stab hero who has been "conferred as a god" a long time ago. Because of its high damage and control, and the fact that it does not require mana consumption, it has become a must-choice hero for many mid lane players. But in this version, Mai Shiranui has basically become a version trap.
The winning rate is 47.75% and the appearance rate is 5.20%. This data is already very telling. You must know that for other mages, even if their appearance rate is low, at least their winning rate is still very impressive. This also shows that Mai Shiranui is indeed not suitable for the current version. Let’s talk to you in detail below.
For Mai Shiranui, the development of Jinchan is the main factor that completely makes her a trap in the version. Basically, friends who know a little bit about the hero restraint system know that if the opponent has Mai Shiranui, then one's side will use Jin Chan to counterattack, and vice versa.
But in this version, it's not just the hero Jinchan who can restrain Mai Shiranui. Because of Mai Shiranui's skill mechanism, her single-target burst damage is very high, but the completion of this burst damage requires a prerequisite. As long as this prerequisite is curbed, Mai Shiranui will not be able to deal damage.
Similarly, as long as all of Mai Shiranui's skills are in a state where there is no way to release them, her effectiveness will be directly reduced. Therefore, the normal hero restraint makes it impossible for Mai Shiranui to play, let alone deal high damage.
In fact, in terms of skill mechanism alone, Mai Shiranui is definitely the easiest to deal damage among all magic stab heroes. But this hero has a drawback, that is, there is no way to fight against the headwind unless the lineup is matched to give Mai Shiranui enough room to play.
The source of Mai Shiranui's damage is the starting gesture of the second skill, because after this skill hits the target, it can not only cause extremely high magic damage and slow down, but also reduce the target's magic defense. This is absolutely fatal for backline heroes.
But for Mai Shiranui in the headwind game, this second skill can only be used to clear the line more often, and the speed of clearing the line is very slow. This leaves Mai Shiranui with no way to deal damage. Of course, if teammates can find opportunities for Mai Shiranui, then Mai Shiranui can also create miracles.
To be honest, the hero Mai Shiranui has a comprehensive mechanism. A large part of the reason is that her control ability is accompanied by high damage. I believe everyone knows her basic combo, but the effect of this combo is really not as good as that of a hero who quickly grabs the line.
Mai Shiranui's skill is her single target control skill. For many back-row heroes, Mai Shiranui has the ability to kill after level 2. The second skill hits the target, and the first skill plus passive continuous damage can directly kill the target.
But it's really not very realistic to be able to kill the enemy's back row with the second skill. Because Mai Shiranui's line clearing ability is really low, if the first wave of soldiers does not have auxiliary help, it will easily be blocked by the opponent, which will easily cause Mai Shiranui's development to be slow.
It is said that Mai Shiranui's first strong period was at level 4, because Mai Shiranui's ultimate move can bring extremely high damage benefits. In particular, there is a setting in which every time a target is hit, 25 points of energy are restored, and the target hit will have its physical attack power reduced by 20%.
This setting is simply aimed at shooter heroes, and combined with other skills, it can kill the target instantly. But the prerequisite for all this is that the second skill must hit the target, and the subsequent first and third skills must be able to complete control and damage. Moreover, the demand for equipment becomes greater in the later stages.
As we all know, there is a style of play in this version that was used by many players in the beginning, but rarely appears now. This style of play redeems assassins by replacing shooters, one for one. But for Mai Shiranui, this style of play is a way of only losing money but not making any profit.
First of all, all of Mai Shiranui's outfits are to improve her own magic power. Because it does not require mana consumption, the skill is basically used unscrupulously, so the choice of equipment is to deal as much damage as possible.
As for the Echoing Staff in the early stage, it is a must-have equipment for Mai Shiranui. Especially for the damage of the second skill, it can get a very high burst damage. However, this also has a drawback, that is, small pieces of magic resistance equipment can directly restrain it.
There is another unstable factor for Mai Shiranui right now, which is whether she chooses magic power in the later stage, and she still says it. To put it simply, spell strength is to obtain direct burst damage, while spell penetration is to adapt to the version and pose a threat to the front row.
Therefore, this unstable factor must be stabilized in order to increase the intensity of Mai Shiranui. But what needs to be noted here is that all the prerequisites are that Mai Shiranui has the line rights to achieve it. Therefore, this kind of equipment combination is a one-for-one exchange at most, which is not cost-effective for Mai Shiranui.
To sum up, Mai Shiranui has become a trap in the middle in this version. In fact, the core reason is that she has no line rights. If you want to give full play to her abilities, you can only increase your line power. This is the core.
Okay, that’s it for today. Here is Bugs Bunny talking about games. Follow me and I will bring you different content.