Nuoshou is more popular in Super Smash Bros., but his winning rate is not optimistic. As a heavy-armed warrior, he can only hit the front in a big brawl but cannot get around the back, which obviously greatly limits Noshou's performance. Fortunately, the designer realized the embarrassment of Noshou in the Super Smash Bros., and provided certain buff support and numerical enhancements, so that Noshou's winning rate has increased in version 12.6, and he is no longer a mermaid!
Nuoshou Brawl has the buff of "damage taken -5%, healing effect +20%" .
The disadvantage of Nuoshou's Brawl is that it is easy to be kited without displacement skills, and its ability to start a group is poor, and blood recovery relies on the outer circle Q.
If the enemy controls the focused fire, it will be difficult to break out of the Bloodrage Harvest battle.
Therefore, the designers gave Nuoshou Brawl buffs to increase tankiness, in order to increase Nuoshou's lower limit for team fights.
Version 12.6 also enhanced the damage of Noshou's ultimate move.
It seems that the basic damage of level three is only increased by 75 points, but actually triggering blood rage can increase 150 points.
The fast-paced Brawl often ends before reaching level 16.
Noshou Brawl Rune Sharing
Main runes: Conqueror + Triumph + Resilience + Perseverance
Secondary runes: Wind of Regulation/Revival + Firmness
Rune analysis: As a heavily armored warrior, Nuoshou needs the continuous output capability of the Conqueror. Triggering Blood Rage and Conqueror's Nuoshou output is very terrifying.
Nuoshou is a must-have for harvesting warriors to triumph in team battles, ensuring continuous harvesting in team battles.
Resilience + Firmness increases the toughness of Nuo Shou to avoid being kited to death and being unable to deal face-to-face output when encountering a lineup with a lot of control in a big brawl.
After Nuo Shou triggers Blood Rage, his blood volume is often low. At this time, Perseverance can maximize the damage and increase the damage.
Adjustments have been made to increase double resistance and improve the smoothness of Nuo's hand.
Outfit: Power of the Three Phases + Dance of Death + Bloody Hand/Drinker of Demonic Knife + Power of Nature + Plate Armor of the Dead
Add points: main Q and deputy E, which is bigger.
Summoner Skills: Flash + Sprint
Equipment analysis: Although Sanxiang is not thirsty for blood in group fights, he is strong in advancement. But the three-phase A person increases his movement speed and can get closer to the enemy better. Moreover, the three phases make Noshou's basic attack feel better and the tower demolition speed is faster.
The strengthened Dance of Death is very suitable for Nuoshou. Nuoshou's passive increase in attack power allows Death Dance to restore more blood volume. With the addition of Triumph and buffs, the healing effect is improved. As long as one person is killed in the beginning, the subsequent harvesting rhythm will be unstoppable.
The opponent will suffer a lot of mixed damage and bleeding hands. If there are more than two AP outputs, it is recommended to use the Demon Drinking Knife.
The force of nature and plate armor increase Nuoshou's resistance and provide the movement speed Nuoshou needs most, allowing Nuoshou to approach the enemy faster.
The frankness of Nuoshou depends on the hit rate of Q in the outer circle. How to improve the hit rate of Q in the outer circle has become the key to playing Nuoshou well.
Q people are nothing more than Q's enemies with and without displacement.
Combo moves against enemies without displacement:
1.AWQAEAR. The starting combo when the movement speed is higher than Nuo's hand and Nuo's hand is close to his face.
2. AQAWAEAR. This combo is the most commonly used and stable combo when faced with heroes whose movement speed is lower than Nuo's. The premise is that you can go first with a basic attack, but in a big brawl few heroes will give you the chance to start with a basic attack, so E will often go first.
Combo moves against displaced enemies:
EAQAWAR. The control of E can stably hit the outer circle Q, then AW slows down the enemy, and finally AR kills.
Because most of the battles are team battles, there are few opportunities for one-on-one battles, so you only need to master the EQ skills.
The core idea of Nuoshou's team battle is: enter the battlefield with the backhand and kill with blood rage!
It is most comfortable if the team has the hero Noshou who starts the team first, and it is easy to play Bloodrage when the second player enters the field to take AWQA.
If you don't have a team player, you can backhand, use the enemy's non-displaceable front row to hit Blood Rage, and then use three-phase acceleration to get close to the back row's crispy Q and flash EAR to kill them in seconds.
If your own team has not started a group and is at a balance or disadvantage, Nuoshou can only use flash + sprint to catch the enemy formation and stand together and flash E to start a group.