Hello everyone, today I will bring you the runes of Noshou in Brawl. In version 12.4, Noshou has improved the healing efficiency of Brawl and enhanced the damage of his ultimate move in the previous version. The strength is quite good. Let’s take a look at his equipment first. Brawl win rate performance.
National server brawl hero winning rate
Ranking of foreign server hero winning rates (statistics of platinum and platinum players and above)
Nuoshou ranks in the top ⅓ in winning rate in both the Chinese and foreign servers. As a heavy-armed warrior, he is quite good. Now Nuoshou's hand-to-hand combat ability has been greatly improved compared to before the enhanced treatment efficiency, but the shortcoming of being afraid of being kited from a distance still exists, and it is still not easy to use when the lineup lacks control.
Version 12.6:
R – Noxian Guillotine
Minimum true damage: 100/200/300 (+75% bonus attack power) → 125/250/375 (+75% bonus attack power)
(Level 3 has 75 more damage than before, and a hero with full R bleeding will do 150 damage, which is still a pretty good enhancement)
balance gain
Version 12.4 adds a 120% healing efficiency buff to Noshou in the Brawl, making Noshou especially difficult to die when facing a lineup with insufficient burst damage.
flash snowball
The skill combinations suitable for Nuoshou include Flash Snowball, Flash Sprint and Sprint Snowball. The advantage of sprinting is that it can provide a continuous movement speed bonus in team battles, making it less likely to be kited. When teammates can start a group or have control to retain people, they can choose sprinting snowball or flash sprinting. Sprinting is not so useful when teammates lack control. Bringing Flash Snowball can be more proactive in seizing opportunities to save people.
Mythical outfit winning rate
After increasing the treatment efficiency in the Smash Bros. Nuoshou, there are many choices for mythical equipment. Except for the choice of curtain blade output equipment, the winning rate of the remaining mythical equipment has reached more than 50%. Choose the suitable mythical equipment according to the lineup of both sides.
Thirst for blood is very close
Thirsty Blood and Closer can cope with most lineups. Thirsty Blood can enjoy a 20% healing bonus, which is very suitable for Nuoshou. The more bulky melee heroes on the opposite side, the more suitable it is for Thirsty Blood to ensure the intensity of one's own melee combat and advance maneuverability. It is more powerful and is more suitable when there are not many opponents in the front row or the front row is more flexible.
It is recommended to add a ruby to the guardian's horn as a starting outfit. This will give you a particularly high level of tankiness in the early stage. With the talent's blood regeneration, you will not be afraid of the opponent's poke. Personally, I feel it is better than a starting horn, shoes, and 150 medicine. Nuoshou usually chooses Death Dance as his second ready-made outfit. Death Dance's injury-mitigating effect makes Nuoshou less likely to be killed. The healing effect of participating in the kill is combined with Nuoshou's Blood Fury's attack power bonus and 120% healing. The efficiency is also quite good (if the opponent has more AD, you can also use anti-armor or Langton first). If the opponent has ADAP damage, the third item is a magic resistance item. The options for magic resistance items include Force of Nature, Green Armor, and Demon-Drinking Knife. The Demon-Drinking Knife is very powerful in the current version, but as a heavily armored warrior, Nuo Shou has to be in the front row to take damage most of the time. If the third Demon-Drinking Knife is used, the overall health volume is relatively low, and it will be very difficult to be focused. It's easy to be defeated. If there are not many people in the front row of the team and the pressure of taking injuries is very small, the third item is still green armor or force of nature, which is more suitable for Nuo Shou. If you still need magic resistance, the Demon Drinking Knife is the fourth or fifth item. It will be more useful if you make it. The last two pieces of equipment are selected according to the situation, such as Black Cut, Langton, Demon-Drinking Knife, Fanatic, Gargoyle Plate, etc.
The second ice armor build in the picture above I have tried several times recently. It is easier to use in games where the opponent has a lot of melee combat and there is not much front row. The health volume is very high and the shield can be easily triggered by Nuoshou. When the opponent has a lot of melee combat, Myth is thirsty for blood. You can use it this way if you are very close or have divine focus. The third piece is to make green armor, which provides shield and healing bonuses, especially suitable for Nuoshou who uses ice armor.
Add skill points to the main Q and deputy E. Upgrading the e skill will increase armor penetration. Noshou has almost no other points.
God is divided into three parts
Divine points and thirst for blood are equally suitable against lineups with a lot of melee combat. Divine points are more useful than thirst for blood when the opponent has many tanks. The three items are relatively comprehensive, with a little bit of mobility and damage.
Sun Flame Alchemy Pot
Sunfire and Alchemy Jar are generally all-tank items. When playing as a tool player, they are mainly used when they are in the back row and have no control, and when the opponent has many long-range heroes. In this kind of lineup, the Nuo player will be very boring to play, and it is not that easy to win. Therefore, when selecting four uncontrollable back rows, it is best not to choose the Nuo player. If the opponent's kiting ability is stronger, the Nuo player will be better. There is no gaming experience anymore.
This set of equipment is basically based on whatever meat you have. Only when you have enough meat can you draw people easily. Finally, you can add Black Cut or Death Dance to increase the damage.
conqueror
Even if Nuo Shou doesn't have Calm and Calm, there won't be many situations where he lacks blue. With Triumph, the income will be more stable. The secondary system usually selects the green system. The double recovery method allows Nuoshou to have a particularly strong recovery ability in the early stage. He is not afraid of the opponent's poke hero. It can also be replaced by adjustment, firmness, or overgrowth.
As the previous top order quality inspector, Nuoshou is relatively simple and crude. There are no particularly complicated operations. Just pay attention to the continuity of the operations. Aw can reset the basic attack, and the Q skill can cancel the back shake of W. Use If you are skilled at it, it will look smooth.
Nuoshou can dodge, which is very useful when stacking Blood Fury to sneak attack on the back row during team fights.
Finally, I wish everyone a happy brawl and a winning streak.