It has been nearly three months since the major version of DOTA2 7.23 was launched. Players have gradually become accustomed to the changes and changes in the new version, and have figured out many inherent routines and strong points-raising heroes. Fairy Dragon, also known as Parker, has almost become a non-banned hero in the game and by passers-by since the level 25 talent "Phase Shift Attack" enemies were moved to the level 10 talent position. The 10-speed electric hammer play has greatly improved Parker's money production speed and output ability, and the strengthening of the W skill has taken his already super mobility to a higher level. But DOTA2 has always had an update rule that must be cut if it becomes popular. No, in the latest 7.23F, Ice Frog drastically cut the physical flow of Parker.
Picture source "DOTA2" official website
Although the weakening is a fact, it does not affect the fact that this hero is still strong. Instead, Parker, who is good at both physical and mental skills, has more targeted equipment and play styles. Although Kirby Parker’s mmr is only 5200, he has been on the home page all year round. Major professional players have obtained many high-end gameplays through exchanges of tricks. Today I will bring you the latest and most complete Parker gameplay.
Parker's strength and defense are low, which almost destined him to be a squishy hero. However, due to the particularity of his skills, Parker is actually the most difficult type of hero to kill, as will be explained later.
Parker's body measurements have grown well, and his high intelligence growth is enough to support the mana cost of late team battles.
What is easy to overlook is that as a long-range hero, Parker's attack trajectory is very good. It is not like the obvious hand-raising trajectory of the Queen Blue Cat. During the laning phase, Parker can easily deceive the enemy by swaying forward to attack. .
Each level causes damage of 70/140/210/280, cooling time is 13/12/11/10, mana consumption is 80/100/120/140, and the maximum distance the ball can fly is 1950.
Skill analysis: After using the phantom ball, Parker will activate the triggering condition of the agile wings. Press E once, and Parker will be teleported to the current location of the phantom ball. Illusion Sphere is one of the sources of Parker's early spell output. When paired with W, it can produce a small burst of about 450 damage. If he is positioned as a mid laner, it is easy to hit someone with half of his health in the early stage. However, the growth of this skill is average. In the new version, it is generally not used as a main upgrade skill. The phantom sphere provides more of a cut-in and escape function.
Tips:
1. The maximum leap distance of the phantom magic ball is 1950, and the leap speed is 500/s (actual measurement). The color of the magic ball will become brighter after leaping 1500 distance. Therefore, how to judge the maximum leap distance can basically be done by changing the color of the magic ball. Press E when the count is nearly 1 second .
2. The only thing about the phantom ball is that it cannot be released when it is controlled, silenced or entangled, so the cheap life-saving prop of the blower is very suitable for Parker.
3. The phantom orb can be released by clicking on the mini-map, so when releasing skills toward the lower left side of the screen, be careful not to click on the mini-map.
Each level causes damage of 70/140/210/280, silence duration is 2/2.5/3/3.5, cooling time is 16/15/14/13, mana consumption is 100/110/120/130, and the scope of effect is centered on itself. of 400 range.
Skill analysis: One of the major enhancements to Parker in 7.23 is to add a 350-yard displacement effect to the W skill. Combined with the triple cut escape of R and jumping knife, Parker's original agility has been raised to another level. The damage of W itself is average, but the silence effect is very strong in both laning and support, and is generally used as the main upgrade skill in the early stage . It should be noted that after the W change, it is no longer a key release, but needs to select a landing point to release.
Tips:
1. The displacement of the W skill has the effect of crossing the terrain and will not destroy trees, which is very effective when escaping and squatting.
2. W cannot move while in the entangled state, but the skill can still be released, that is, it can be released in place with damage and silence.
Third skill: Phase transfer (shortcut key F)
The duration of each level of improvement is 0.75/1.5/2.25/3s, and the cooling time is 6s.
Skill analysis: Phase shift itself has no damage. Only with the level 15 talent can the effect of attacking each enemy character within the attack range be achieved once, so only level one is required in the initial stage. As long as the phase shift is released, the system determines that it is in an invincible state that cannot be selected. The skill description is that it is in the void. Therefore, this skill can be called the strongest defensive skill in Dota 2. The ultra-short CD and long duration make up for Parker's poor survivability after cutting in. The jumping knife-WRFE combo has almost become Parker's standard equipment.
Tips:
1. During the non-phase period of phase shift, you can avoid all long-range attack projectiles by using it. Therefore, when lining up with a long-range hero, you can consider using the first three levels to drain the opponent's health.
Looks like a ballistic hit, but no damage.
2. During the non-phase period of phase shift, even if you use it, you cannot avoid the skill projectiles of units (with vision), such as Wrath of Heaven's C.
Wrath of Heaven's C is a skill with unit vision.
The Queen's Poison Dart is a skill without unit vision.
3. Phase transfer cannot be used in the entangled state, which has just been changed in the new version.
4. Phase transfer still takes effect in the void ultimate move Time Barrier, but there is a turning speed setting in DOTA2, so when jumping out of the void during the phase process, you must face the direction of the phase for the jump knife to take effect.
Each level of damage causes 100/150/200, CD70/65/60s, mana consumption 100/150/200, winding time 6s, and range 600.
The damage of Broken Dreams is 300/400/500 per level, and the stun time is 1.8/2.4/3s.
Skill analysis: As Parker's first move to retain people, the ultimate move not only has a large range of action, but also has significant shattering damage and effects. Enemies who are framed often need to consider whether to walk out of the dreamland and experience a few seconds of dizziness and high damage in exchange for a 6-second entanglement. punish. Dream Remaining comes with a short stun of 0.5s when released, so it can be used to interrupt TP and continuous casting.
Tips:
1. In addition to magic immunity, any hero who escapes from the entanglement range through displacement will be damaged and affected by Dream Shatter. Even skills such as Blue Cat Roll or Fire Cat Flying Soul, which are invincible during casting, will still be hit after landing. .
2. Interpretation of the level 25 talent - Dream Entanglement Quick Attack: It should be noted that the condition for this talent to take effect is that the dream entangles the enemy, rather than being triggered at will. As long as it entangles the enemy, whether Parker is inside or outside the frame, he will be appended with rapid attack projectiles. The ballistic attack frequency is two attacks per second, independent of normal attacks, and will trigger attack special effects.
Level 10: The latest version of the physical system Parker has been greatly reduced. The original talent of +90 attack is only left with +30 attack. Therefore, it is recommended that the level 10 talent point +200 casting distance on the left. The main enhancements are the displacement effect of W and the release distance of props.
Level 15: Phase shift attack on the enemy on the left side is a great talent, but it requires the support of equipment. If Parker in position 2 can use the electric hammer to destroy MKB, the left side is recommended. The +15% skill enhancement on the right side is not weak either. It is mainly paired with the Void Spirit Root in the late stage of the legal Parker. It is relatively suitable for Parker who plays control and roundabout output in the third and fourth positions.
Level 20: Previous versions all clicked on the left side, which enhanced pursuit and escape capabilities. But the current version adds a displacement effect to the W skill. It is recommended to have a -9s W cooldown on the right, a 550 displacement skill in 4s, and an almost seamless and silent combo. Isn't it delicious?
Level 25: For pure physics department, it is recommended to click on the left side, which greatly enhances Parker's continuous output ability. Otherwise, click on the money printing machine talent, especially the expensive level 5 root. Generally, click on the right side of the magic system.
Parker can take either the physical output route or the legal burst route, but in the final analysis, it is inseparable from its efficient money-growing ability and excellent escape escape. Therefore, in the order of equipment, it is recommended to focus on expanding and strengthening advantages. Supplement targeted attack or defensive props when appropriate.
Ethereal pendant: It is very suitable for Parker's attributes, and the synthesis is smooth. When there is no shortage of supplies, priority is given to stacking two pendants to strengthen online capabilities to expand the advantage.
Magic Bottle: Parker is a rhythm hero in the early stage. The high mana consumption of skills 1 and 2 requires frequent use whether it is to reel in or roam, so the magic bottle is very suitable for battery life.
Prosthetic legs: The attributes of prosthetic legs are more suitable for Parker, and they can make up for the lack of attack speed. However, the production order of prosthetic legs is not high. It is usually recommended to consider dual pendant magic bottles.
Armor-reducing ball: Armor-reducing ball is more suitable for suppressing the enemy's big brother's equipment online at position 3/4. If the mid laner plans to switch to dark destruction, he can make up for it after making certain basic equipment.
Veil of Strife: The current version I feel is the best for Parker’s first big piece. Since the phase attack talent has been changed to level 15, Parker's output will rely more on the burst of skills 1 and 2, and strife is the most suitable weapon to improve the burst of spells.
Wind Staff: The wind is more defensive. In a disadvantageous situation, if there is Ziyuan on the opposite side, or the enemy lineup has many silence and entanglement skills, you can consider using the wind as the first item to save your life.
Small electric hammer: The small electric hammer still perfectly matches the level 15 phase attack talent. It not only greatly increases the speed of earning money and pushing the line, but also makes up for the lack of continuous output in team battles. However, when using the electric hammer, you must ensure that the talent on the left is level 15. If you are positioning as Parker at position 4, it is not recommended to use the electric hammer to grab the gold in the core position.
Push stick: A must-have prop for Parker at position 4. It can force the enemy out of the dream entangled area and cause secondary damage and dizziness. It can be said to be a bit of a rip-off in terms of play style.
Jumping Knife: Parker's core piece is a big one. It can cut in first and escape for a lifetime. Especially the legal system Parker relies heavily on the jumping knife for roundabout output. If the core Parker has money support, it is recommended to use the jumping knife as early as possible to set the rhythm.
Darkness: After the electric hammer, you can strengthen the output ability by supplementing Darkness. Especially when paired with the neutral item "Destruction Ball", which can reduce armor up to 11, it can be called a killer in the back row. Darkness is more powerful than MKB or cannon when dealing with low-armor lineups.
Picture source DOTA2 WIKI
As can be seen from the picture, the blue line is the armor efficiency (the impact of increasing or reducing x points of armor on effective HP). The more armor is reduced under negative armor, the worse the armor reduction effect. Reducing 0-6 points of armor is very cost-effective. high. Soy sauce's armor usually only has 5-10 points in the middle and late stages, and Dark Destruction's bonus to attack power is significantly improved. But relatively speaking, as there are more neutral items in the later stage and the more targeted the soy sauce is, the armor reduction effect will become worse and worse. Therefore, if you want to get out of Darkness, get out as soon as possible.
Cannon: The critical hit effect of the new version of the cannon has been slightly reduced, but the improvement in output is still stronger than that of MKB. Parker's attack speed is not high. On the contrary, the physical parker has more attack power attributes, so it is a natural fit with the cannon.
Big electric hammer: The magic output of the electric hammer is actually a bit scratchy in the later stage. Even if the small electric hammer is upgraded to a large electric hammer, it only increases the damage slightly and cannot be a qualitative change. The big electric hammer is more responsible for pushing the line, especially in disadvantageous situations. The active skill of the prop can be used to push two waves of lines on the minion.
The above are the recommended graduation attire for Parker from the Department of Physics. In addition to shoes, you can also wear jumping knives, hair dryers and other props in the 6 slots.
Ethereal Knife and Dagen: At the same time, this is because these two props are the core graduation equipment of the legal system Parker. The output of a set of 1,500 magic damage in 20s is very impressive. The only drawback is that it is too expensive. Generally speaking, it requires Parker to reach level 25 and have the money printing machine talent before it can be released.
Sheep Knife: "No matter how advanced your martial arts skills are, you are still afraid of the Sheep Knife." There is nothing wrong with using the Sheep Knife in any situation. With level 10 + 200 casting distance, it can achieve a super long-distance attack. The 3.5s control can make up for the lack of team control. Effectively targets the enemy's core position.
A Staff: A must-have artifact for Parker at position 3/4. It greatly enhances the stun and damage of the ultimate move Shatter, and is effective against skill immunity. The following Gif demonstrates the "Dream Shatter Starter" that can stun the ultimate move up to 4.5s. , which requires more hand speed.
Linglongxin: The outfit order is very low, usually as the last big item. Reducing the cooldown time by 25% greatly strengthens Parker, but the other attributes are very average and expensive, so it can be considered in the big picture.
Plate: Parker is a squishy player. If the opponent has a high burst and a strong first mover, you can consider adding a plate to handle the first wave of output.
Lincoln: To deal with single-target control artifacts, especially when the opponent has heroes such as Doomsday, Little Y, and Lion, but we lack the first movers to take out Lincoln as early as possible.
Ice armor: It is an artifact that opens up the field of vision and captures people. It is also a good equipment for dealing with physical output. If the enemy has a lineup that favors physics, you can consider adding an ice armor to the team.
Parker is very flexible in terms of equipment and positioning. In the current version of the ladder, you can still consider using Parker in the first two hands to create BP traps. The swing at positions 2-3-4 can make teammates more flexible in supplementing people.
The positioning of the mid laner determines that this kind of Parker can enjoy more resources, so when it comes to equipment, more consideration should be given to output and money production efficiency.
Starting equipment: Mainly based on attribute equipment. One jelly grass can deal with the residual health battle. One branch provides the recovery from eating tree seeds in the early stage. The high attack brought by attribute equipment is more advantageous in terms of last hit. In the current version, one person has one chicken. Supplies can be transported via chickens.
Due to the existence of three non-mana-consuming skills, Parker is very advantageous when lining up with long-range heroes. When lining up with advantages such as: Queen, Blue Cat, and DP, be careful to use F to dodge skills, especially when anticipating that the enemy wants to use skills to attack. Remember to evade the actions of long-range soldiers in advance, or use displacement silence to interrupt them. In advantageous laning, it is important to expand the advantage. Frequently hitting people consumes blood and consumes the enemy hero's supplies. If you are at half health, you can consider relying on WR for two consecutive kills plus ordinary kills. However, don't be fooled by the magic wand and grass jelly. Check the enemy in advance. Equipment on the body. When jumping over the tower to kill, remember to transfer the hatred of the defense tower through F , and judge the TP status of the enemy's auxiliary in advance.
The playing style of balanced and disadvantaged lanes is the same, focusing on development. Don’t pursue the initiative to face-attack and suppress others, and give priority to ensuring timely positive and negative compensation. If you are facing a high-cost character like Wrathful Zeus, you can transport more supplies. If you are facing a lane-pushing hero like Fire Cat Shadow Demon, you can consider RW’s counterattack. Push the line, remember that the casting direction of the phantom ball should be towards the talisman point to facilitate grabbing the talisman .
One of the major advantages of mid laner Parker is that he has a higher level. As long as he can control good F such as double acceleration, he can go to the wing to help open up the situation for his teammates. Parker is a rhythm hero in the early and mid-term. Don't rely too much on the lane and miss the strong period of high bursts of skills 1 and 2. When you have a laning advantage, you can give priority to using a jumping knife to play the lead, and often bring support to suppress the enemy jungle to expand your advantage.
After getting the electric hammer at level 15, enter the personal grinding rhythm as soon as possible and replenish core key equipment. Parker can rely on the three-stage displacement skill to efficiently brush lines and clear the wild. After clearing a wild area, he can move across the terrain with R or W to save some walking time.
In the later stage, whether it is a physical Parker or a legal Parker, he should mainly focus on cutting into the back row , and drop key cores or soy sauce in seconds to form a situation where more people are fighting less. However, during the entry process, you should pay attention to the enemy's counter-initiator in time, and only attack after seeing the enemy hero's key skills or control handed over. Parker does not have a fixed combo, but the core idea of roundabout output is still to cut in through any of the three stages of displacement (jumping knife/illusion ball/silence), retain people with his ultimate move, phase attack/ethereal root, and then jump out through displacement. The battlefield awaits the next round of skills.
Although positions 3 and 4 have different positioning, their playing styles are similar, focusing on control to provide an output environment for the dual cores.
It is recommended to match a King's Ring with the starting equipment to provide mana recovery. The first courier transportation is mainly for supplies.
Online play emphasizes the suppression of multiple players. Whether it is a mutually deprived play or a balanced laning, it is profitable. After all, you are laning against the opponent's core No. 1 position. Don't be stingy with your skills. When you see the enemy's big brother coming forward to hit him, cooperate with your teammates to hit him. Using blue for blood can also cause some psychological suppression to the opponent at the same time.
In the mid-term, you must not rely too much on the lane. Positions 3/4 belong to the team's rhythm point. The coordinated rhythm of 3, 4, and 5 in the mid-term should form a tide of suppression. Here are 4 eye positions recommended:
Night Dire Recipe:
1. Radiant Ueno's high platform eye: All three jungle areas are under your eyes, and you can also see in advance whether there is TP support at the pot position to judge whether to attack or not. It is the best position to invade the wild area in the early and mid-term and hit the previous tower.
2. The high platform eye in the lower jungle area of Tianhui: Overview of the entire lower jungle area, it can effectively target the enemy's big brother's activity range, and is a must-have eye for attacking the second tower.
Tianhui Fang:
1. The Dire ancient front sight as shown below: covers the three wild areas and is not easy to be countered. It can also see if the enemy has stacks of ancients in advance. When attacking the next and second towers, you can see the enemy in advance. Party hero support status.
2. Night Dire's high platform in the jungle: a new high platform added in the new version, which can see two jungle areas + a pot position. It is very useful whether it is to steal Roshan in the mid-term or suppress the enemy's big brother to control money.
It is not recommended to take the physical route for Parker at position 3/4. The equipment can be team-based or control-oriented. The first choice is the large item, the A-staff. The super-powerful first mover paired with the push can be fatal before the enemy's core position is up. .
In the later stage: Due to the low proportion of resources, Parker at position 3/4 plays more of a role in initiative and control. It is recommended to use the Sheep Knife first to catch people. It is recommended to use the big move first when fighting in a team. Use the jumping knife to cut in first, and use the phantom magic ball to increase the fault tolerance rate in team battles. Be sure to pay attention to the enemy's auxiliary position and skill release. Appropriate silence interruption allows our core position to have more output space.
In general, even though he has suffered some weakening, Parker is still a frequent player in professional and high-end games, and has a higher BP pick. Flexible equipment and positioning changes give this hero more possibilities. But what cannot be ignored is that Parker is a squishy hero. It is very important to make some defensive equipment appropriately. How to balance offense and defense depends more on personal judgment of the situation and the accuracy of skill release. Calm down and think more, I believe you can better master this hero after reading this guide.