Today we bring the specific gameplay of Hero Power EZ. Draven’s hot supplement has been launched, and the foreign server is 4 days ahead of us. Judging from the data list, EZ has become the Disillusionment Cup of S-level Hero Power these two days. Even when Draven was banned, the players unanimously chose EZ, which shows how strong EZ is after the hot patch.
Introduction to EZ Hero Power
2-1 strengthen
Treasure treasure I
In the next 2 rounds (including this round), you will get 1 random basic equipment and 1 gold coin at the beginning.
Treasure Treasure II
In the next 3 rounds (including this round), you will get 1 random basic equipment and 1 gold coin at the beginning.
Treasure Treasure III
For the next 5 rounds (including this round), you will receive 1 random basic equipment and 1 gold coin at the beginning.
3-2 Strengthening
Mini treasure bag
Get 1 random basic equipment, 8 gold coins and 1 [Equipment Disassembler]
Big treasure bag
Obtain 2 pieces of random basic equipment, 12 gold coins and 1 [Equipment Recaster]
Huge treasure bag
Obtain 3 pieces of random basic equipment, 15 gold coins and 1 [Secondary Hero Replicator]
4-2 Strengthening
Deserve to enjoy I
Your players gain health equal to 60x the number of equipment they carry.
Deserve to Enjoy II
Your players gain health equal to 111x the number of equipment they carry.
Deserve to enjoy III
Your players gain health equal to 120x the number of equipment they carry.
Each piece of equipment provides an attack speed of 8% x the number of carried equipment.
Core idea
1. Use EZ enhancements from 2-1 and 3-2, and find team gain enhancements with higher combat power at 4-2.
2. Rely on treasured equipment and economic suppression to achieve a high winning streak
3. Use a multi-C system to maximize equipment digestion
Equipment
The first two Hex enhancements of EZ will provide a large amount of equipment. In many cases, everyone will choose the lineup based on the equipment, resulting in a situation where cards and equipment are played differently.
How to avoid this situation as much as possible? Abei recommends that when you have a large amount of equipment, you should give priority to synthesizing general-purpose equipment. After starting at level 7, choose what lineup to play based on the D card situation.
General equipment: Back row: Sheep knife, defense breaking, justice, giant kill. Front row: blood drinker, ice armor, plate armor, fanatic. These equipments are almost universal to the entire lineup and have sufficient strength. In the early stage, everyone can use them without any equipment. The brains are combined, and there is no need to worry about equipment and lineups being different.
Remaining parts later:
Tears/Armor: Continue to make the Ice Armor Stick: It is not recommended to make the bird shield if it is slashed. If there is no serious injury, you can consider filling the ghost book. The main C of the magic system can make the explosion magic resistance/Belt: Spirit Wind, a later artifact, can it be used? To win a team battle or even win the chicken, Lingfeng can play a key role. Big Sword: You can consider making a flag to provide the main C with startup attack speed, or a blood-drinking sword to provide tankiness to the front row fighters. Gloves: The best equipment in the later stage is the robe. When there are many rows and few equipment, you can consider sneaking them to the front row.
Early winning streak construction
Abei, who built a winning streak in the early stage, was used once in the Draven chapter, but basically there are no changes.
Strong bonds in the early stage: 3 Noxus, 3 Ionia, 3 Void, 2 Overlord, 2 Barrier, 2 Fighter
Strong single cards in the early stage: Samira, Sword Girl, Jhin, Snake Girl, Werewolf, Sett, Crow, Kled, Kassadin
Recommended build
1. Samira + Sword Girl + Snake Girl + Crow/Kled
The combination of powerful single card + powerful bond is the highest priority transition method. 2-star Sword Girl + 2-star Samira can be said to be the combination with the highest combat power in the second stage. If you create a bond around these two cards, there is a high probability that you can get a winning streak. If you don’t want to take 4 charges, you can also bet on Darius directly.
2. Jhin+Sword Girl+Werewolf+Seti
It is also a combination of powerful single card + powerful bond. Compared with the structure of 3 Noxus, Jhin's output may be slower and relies more on the tankiness provided by 2-star Sword Girl.
3. Malzahar + Big Bug + Kassadin + Crocodile/Clockwork
The single card of 3 Void may not be strong, but Sheng has an extra summon in the second stage, which provides control and tankiness.
4. Big tree + Bobby + Foyego + 2 stars in any back row
The bonds of the three cards Big Tree, Poppy, and Foego fit perfectly. The individual cards are not strong, but the bond provides good frankness, so it is a good transition method when there is a 2-star back row.
Three-fee cards are often dealt out in the wild monster stage. Among them, Akshan, Skateboard Shoes, Noshou, Ekko, and Jace are all good winning streak cards in the early stage. You can also create bonds around these three-fee cards.