For a long time, the winning rate of men's sword fights has been at a mid-to-low level. The main reason is that the users are not proficient enough and the hero positioning is not clear. The male swordsman is positioned as an assassin in Summoner's Rift, but in the Brawl map, his style of play is more like a warrior. He uses his W skill to continuously clear the line and consume it. When the team fights, he waits for the opportunity to enter the field to kill the crispy skin in seconds and then challenge the front row in a one-on-one battle.
Men's Swordsman Brawl has the buffs of "damage output +5%, damage received -5%, toughness +20" .
With the brawl buff and the invisibility of the ultimate move, it is difficult for the male swordsman to be killed by one set, and he can also find opportunities to kill the fragile ones.
Although the removal of the ruins of defense towers in version 13.5 had an impact on the flexibility of male swordsmen, the subsequent version 13.6 slightly strengthened a wave of male swordsmen, which increased the winning rate of male swordsmen.
With the base mana increased and W mana consumption reduced, the Demonic Sect Blue will definitely be enough and there will be no shortage of mana.
The passive damage and bonus have been increased, and the male sword's single-target burst damage has been increased. At least with the same equipment, a hero that can drink blood/time can be produced in seconds after playing a set.
Men's Swordsman Brawl Rune Sharing
Secondary runes: Eyeball Collector + Treasure Hunter
Rune analysis: No matter what rune a man's sword uses, he can hit the crispy skin in seconds, but if the "assassin" wants to arm-wrestle with the warrior, he can only click on the conqueror. Snowball WRQA can stack up all the conquerors in an instant, and it is very comfortable to duel with warriors after the crispy skin is finished in seconds.
There is no shortage of mana in the Demon Sect. Pointing Triumph can better improve the harvesting ability in team battles.
Toughness + brawl buff toughness is not afraid of being attacked.
Fortitude increases endgame damage.
Eye Collector improves early and mid-range output.
The treasure hunter can quickly create mythical costumes to ensure that key figures can be eliminated in team battles in seconds.
[Equipment and points addition]
Add points: main W and deputy Q, which is bigger.
Equipment analysis: Greedy Hydra increases AOE damage, and can be used with the W skill to quickly clear the line. A large number of skills, haste and life stealing make male sword fighting more comfortable.
Since Dusk Blade increased its skill damage, the male sword's set of skill damage is higher than that of Star Eclipse when attacking squishy skin. In addition, Dusk Blade provides skill haste and cannot be selected for 1.5 seconds, giving the male sword the opportunity to use an additional set of skills, so Dusk Blade is better than Star Eclipse.
The Collector improves the kill line of the male sword to ensure that it is dropped in seconds
Cerelda's Resentment gives the first W a slowdown and increases the hit rate of the second W.
The Axiom Arc effectively reduces the CD of the ultimate move, making it easy to use two ultimate moves in a team fight in the later stage.
Most of the above-mentioned equipment provide skill haste, which makes the skill CD of the male sword very short, and the battle with the conqueror is very strong. That is why I say that the positioning of the male sword in the brawl is more like a warrior than an assassin.
Introduction to gameplay
When going out, equip "Guardian's Blade + Tears", and the tears can be sold later. Learn one level of Q and two levels of W. Don't just click one level of QWE at the same time.
The reason for the low winning rate of men's swordsmen in Smash Bros. is not only insufficient proficiency, but also a lack of ability to grasp the timing of entering the field.
Many novice male swordsmen rush to attack when someone reaches the skill range, regardless of whether they have a big move or the position of their teammates.
This leads to a sudden death without even dealing passive damage if you rush up to fight.
If you die several times in a row and your equipment can't keep up, you can't drop people for a second, and you can't do any damage to the team, you will naturally lose the game.
Brawl is not like Summoner's Rift. After a set, there is a wall next to it for you to climb over.
If the male swordsman enters the battlefield and can't drop anyone in seconds, he will be the one who is killed suddenly, and the key to killing him in seconds is to deal passive damage.
Therefore, the best strategy for novices to judge when to enter the field to play a set of output is to see if the target has been hit by both of your W stages.
When the enemy is scratched by the two-stage W of the male sword, the passive damage can be triggered as long as the QA is connected later. If the enemy is focused and turned on, the R will become invisible. It depends on the situation whether to pursue or retreat.
Of course, not every wave can hit the enemy in two stages with W, so the back row combo is: Snowball WQRA.
If the enemy's lineup is very solid and cannot reach the back row, the male swordsman should not force his way into the field to cut. The Conqueror's Men's Sword is a warrior style of play. Hit whoever you can hit at this time. As long as the target being hit triggers the passive damage of the Men's Sword, your teammates can deal with it by adding a little more damage.
In short, if you have nothing to do, just hide in the grass and throw W. While clearing the troops, see if you can hit someone with both Ws. If you hit someone, look for opportunities to QA and deal passive damage. If you can't hit, just help the team push the lane and take the initiative. .