The Time Staff not only returned in the S13 preseason, but was also enhanced in version 13.1. Previously, we introduced Ryze, who is suitable for playing time, and his winning rate has skyrocketed. So besides Ryze, who else is the most suitable for playing time? Of course it's alchemy. As a melee tank, Alchemy has been unable to find its place due to the deletion of the Time Staff in the mythical version. Now that the Time Staff is back, Alchemy's winning rate will also increase!
[Hero Analysis]
Alchemy Brawl has the debuff "damage output -10%, damage received +5%" .
Previously, when Alchemy didn't have the debuff, it was too painful to hit someone with two masks, so the designer couldn't stand it and gave it a buff that reduced the output, and also gave him an extra damage-bearing buff so that Alchemy wouldn't run around so arrogantly when he wasn't strong enough.
Now that the Time Staff has returned, alchemists no longer have to worry about not having enough mana.
Time also provides a movement speed bonus that lasts for 3 seconds, which is very suitable for the Alchemy Running Game.
Moreover, Alchemy's passive movement speed bonus and CD have been strengthened as early as version 12.15. With the addition of Alchemy's W ground binding and Brawl's unique snowball skills, there is no one who can't catch up with Alchemy.
This is also the reason why Alchemy's winning rate can rise rapidly with the return of time.
【Rune】
Alchemy Brawl runes sharing
Main runes: Conqueror + Triumph + Resilience + Perseverance
Secondary Rune: Taste of Blood + Treasure Hunter
Rune analysis: Alchemy is still suitable to bring Conqueror in the chaos. Conqueror matches the continuous damage of Alchemy’s Q skill. The blood return after full stack effectively improves Alchemy’s continuous combat ability.
After getting out of the lunch box, you will not be short of mana for alchemy. Clicking Triumph can increase the fault tolerance rate of alchemy team battles.
The toughness is improved and the alchemy is fault-tolerant, so you won't be controlled to the point where you can't run.
Perseverance increases the damage when remaining in health.
Taste of Blood improves alchemical blood recovery ability.
Treasure Hunter ensures alchemy is made quickly.
[Equipment and points addition]
Equipment: Staff of Time + Ice Staff + Demon's Embrace + Power of Nature + Plate of the Dead
Add points: main Q and deputy E, which is bigger.
Summoner skills: Flash + Snowball (passive acceleration is enough for alchemy running)
Equipment production analysis: If your own team lacks the ability to retain people for alchemy, you can first use the ice staff to ensure the ability to stir up trouble in team battles and stick to people to fight.
In other cases, it is best to use the first item to ensure that you can quickly stack up and obtain a large number of attributes.
The third item, Devil's Embrace, increases alchemy damage and is not afraid of poison and cannot move the front row.
The last two items are both defensive equipment that increases movement speed. If the opponent's main damage is high, the defensive equipment with corresponding resistance should be used first.
Introduction to gameplay
Alchemy itself is not difficult to operate, and there are no special combo skills.
The difficulty lies in grasping the timing of skill casting, controlling damage, and testing the operator's positioning.
In the big brawl, snowballs help to enter the field, which greatly alleviates the embarrassment of Alchemy having to run into the field. After the snowball hits the target, you can find nearby teammates to apply a few layers of passive, and then the second snowball enters the field to continue to accelerate the enemy. In this way, Alchemy's movement The speed is very explosive, and you are not afraid of not being able to carry the target that Alchemy wants to carry.
But there is one question that needs to be considered before entering the field, which is whether the opponent's set of damage can defeat Alchemy.
Because alchemy has a debuff, if you enter the battlefield without a big move, you will easily be controlled and killed instantly. Therefore, the difficulty in alchemy lies in judging the amount of damage caused by the enemy's burst. This is also the reason why many players frequently die suddenly when playing alchemy in a brawl - - Don't look at the situation and think about it.
Only after the level is increased and the health equipment is obtained, Alchemy can rely on his frankness to forcefully enter the field and start a group fight.
In team battles, in addition to the key goal of Alchemy, the most important thing is positioning!
After all, alchemy does not increase health when turned on, only attributes such as dual resistance and blood recovery speed are added. The body is still puffy and fat, and one can only rely on passive acceleration, crazy movement, hiding skills and control.
When the blood volume drops too fast, you must retreat decisively, let your teammates attract firepower, stand at the extreme distance and pull, use W from a distance to help your teammates, and then wait for an opportunity to enter the field.
Note that since the Alchemy Rune brings Conqueror, it is important to max out Conqueror quickly. Among them, EA is an essential skill for alchemy. Hold E behind someone and press A wildly to bring out A. This way you can instantly stack 4 layers of conquerors.
There is also the W skill that can be reserved for heroes with flexible movement, so that teammates can focus their fire to kill.
What do you think of Time Alchemy? Welcome to communicate~!