The editor is now the second suburban diamond, the second natural hero of the vampire. The large version has a winning rate of 60 in 100 games, and the small version (gold and platinum) also has a winning rate of more than 70. I would like to share my experience with you here, and welcome all you masters. Guidance.
Main system: Phase Rush + Aura Cloak (Line Burst AP can bring nullification ball) + Transcendence + Storm Gathering, Secondary system: Astral Insight + Future Market (you can also consider stopwatch shoes that have been recently cut and are not recommended) Others The talent can be used to steal money (can be used to defeat Hanhan heroes) or electrocute Alley, but these are unconventional choices.
Top order: go out and equip two red crystals or Doran shields, go home and buy burning rubies + CD books. At this time, you have about 30 CDs with talents. After level 10, the CDs will be close to full. The first thing you choose is push stick. Then there are the magic wear shoes and the double wear of the ghost book, and then the hat and the magic wear stick. The last piece can be used to repair the banshee or golden body.
Mid laner: When going out, use Dolan Ring with two reds (Dolan Ring is more cost-effective than Killer Ring in this version). If you are under great pressure, use Dolan Shield. When you return home for the first time, use CD book, then CD shoes, and choose binding method for the first big item. Orb, and then the second direct hat. At this time, it has about 500 magic power and high damage. In the early 20 minutes, it can be one against three or even one against five. Later, according to the lineup, the ghost book golden banshee magic piercing stick will be added. , the murderous book can be published with great success.
The top laner flashes with tp, the middle laner flashes with ignition, main q and secondary e, point q at the first level, there is no other way to point.
There are fewer top laners, but ordinary warriors are difficult to beat. For example, Qinggang, Shadow, Riven, Crocodile, Norhand, Jace, Tahm and Sword Demon are at the grandpa level, and Weapon Sword Queen is easier to beat. The mid laner is difficult to play. 1. Enchantress Zoe: It’s useless to sleep or chain to W, you must predict in advance 2. Kassadin: It’s okay before level 6, but it’s difficult to fight after level 6, so try to find opportunities before level 6 Kill or call wild father.
3. Akali Ryze: It is recommended to ban. 4. For men who are good at playing swordsmanship, it is difficult to rob and compress, so you can consider arm guards first. 5. The long-handed mage Lux, Morgana, Xerath, and Syndra are very difficult to position, especially in the early stage when the blood-sucking amount of qCD is not high. If you consume too much, you have to go home, which is a big loss. . 6. Personally, I feel that the cards that are easier to play include the small method Grasshopper Big Eye Time. At the same level, you can pursue online solo kills. Even if you can't kill solo, you can still develop well.
1. When the jungler comes to grab, aqa or aq e triggers the phase in seconds to widen the distance. Wait until the opponent crosses the displacement and then w. Never w directly. 2. The level two kill line is about 330-350. The combo is E, Red Fury, Q, Ignite and a level A. However, there are very few opportunities for this kind of single kill. If the level one is so exhausted, I can only say that the opponent will not. Play.
3. Level 6 killing combos: e flash r red fury q ignite. It is recommended to complete it within 0.5 seconds. It requires a certain amount of practice. Platinum and below will most likely not be able to react. 4. If you are silver or above, you will know not to eat your Red Fury Q, so when the second Q starts to read, you can go up to the opposite side of A, and hit A two or three times. The Red Fury Q will accelerate when it comes out. At this time, Q again and exchange blood. It's definitely not a loss. If the phase is triggered, you can retreat or continue to pursue.
5. Try not to easily support the jungle in the early stage, because the CD of the vampire in the early stage is very long, and the push ability and damage are average. There is a high probability that he will go to fight later than the opponent's mid laner, and he may not be able to beat them. Those who invade the opponent's jungle without brains The jungler who is caught and blames you for not coming can be blocked. Remember that you are the hero who will exert power in the mid-to-late stage, and development is the most important.
6. Tower sword skills: Melee soldiers can hit the tower twice and you can level A once, but long-range soldiers have to be careful. If the tower hits you once and you hit it with one more sword, they can't be killed. Therefore, when three ranged soldiers enter the tower, the tower hits first. For a minion, you a once and then e to close it in seconds. At the same time, you have to e to the other two minions, and then the tower hits them again. If you keep up with the flat a, you can perfectly replenish the tower sword.
7. Before fighting in a group, you need to have a layer of passive Q, then rqew in, and then use a red angry Q, the damage is full, and the movement speed is very fast at this time (phase plus orb acceleration plus aura cloak) because after the fight Without W, you will definitely be the target of the enemy's fire, so you can first use your super high movement speed to exit the battlefield, and then continue to output or run away depending on the situation.
Blood Lord and Black Tide have the best special effects, and Baron of Souls is also good.
Douyu's left-hand vampire: (The strongest vampire at the top of the canyon, second in the canyon with 1500 points in the early S9, basically only playing the canyon king game) Huyayu Water: basically teaching the diamond game. Vampire-loving Pikachu (Betta): I haven’t seen much of it, and its popularity is average. It’s basically a torture game.
A vampire is a hero with a weak early laning and a long CD, but is extremely strong in the later stage. A vampire with a tailwind is almost impossible to lose, and a vampire with a headwind has a much higher chance of comeback than other heroes. A vampire with normal development can play better than other heroes. With high output, the lineup has a relatively high fault tolerance rate.