Fortune Telling Collection - Free divination - The glory of the king, why can't the other team beat you three times?
The glory of the king, why can't the other team beat you three times?
Depending on your development, lineup, equipment or operation,
There is a kind of hero who calls others' heroes. Get to know it.
After the adjustment of cd in the first two seasons, Mad Iron has actually made a qualitative leap in both lineup ability and team combat ability. It may be because the image was too unpopular (not strong enough when it first came out) and did not conform to the public aesthetic, which led to few people exploring this hero. If you are interested, you can look back at the adjustment history of Mad Iron. In my impression, in addition to the range of enhanced flying strike of 2 skills being reduced, whether it is passive energy saving, general attack and returning blood, or skill cd, it is actually constantly being optimized. You can compare the strength of Crazy Iron before and now, which is totally different.
Next, analyze the advantages and disadvantages of this hero, which is actually quite obvious. Compared with other warriors (such as Hua Mulan) who have difficulty in releasing skills, the operation space of Crazy Iron is not large, so the gap between the upper and lower limits will not be greatly widened. Generally speaking, it is mainly determined by a soldier's alignment details, early consciousness and team battle handling ability, and so is Mad Iron. We can dialectically see why some people think that crazy iron is strong from these three aspects, but more people have not found out where this hero is strong; Or why this hero is still insufficient.
Before discussing three points, we still have to start with the protagonist himself. The title of Crazy Iron is Chariot Will. In tarot cards, the chariot represents victory after overcoming obstacles, which is more in line with its background story. Similarly, the heroic qualities of Mad Iron also well reflect the word "chariot". One skill is highly recovered, and three skills are highly protected. Crazy Iron's ability to absorb damage in line and small-scale team battles has reached the extreme, which is why the crazy iron with leading economy in the early and middle period 1k can stand with three people in the opposite field but rarely fall behind. Crazy Iron is a rare warrior who can dominate the early rhythm and has a strong invasion ability. I will explain this in detail later.
The energy mechanism of crazy iron itself is the main contradiction in its evaluation of polarization. The advantages are obvious: the skill damage and self-endurance are doubled in the state of charging, and the numerical scrolling in the unconventional sense is realized in this way to achieve the effect of imba. In contrast, the disadvantage is obvious: energy loss mechanism. This is one of the most important reasons that I think affect the current heat of crazy iron. The influence of soldiers on the trend of the last game mainly focused on two points: support and alignment. The energy loss mechanism of crazy iron determines that it can only play its greatest role in online and wild areas in a short time, and its support ability will drop a lot. However, this problem has been diluted because of its damage and crushing at the initial stage of charging. In the middle and late stage, if you lack energy, you will not dare to join the group and output, and you will not play your due role. Generally speaking, the crazy iron in the charged state is really strong, but how to keep the charged state is a test of the operator's consciousness and details. Because of the existence of the loss mechanism, the grade difference of operators is distinguished in disguise, so the evaluation of it is very polarized.
There is another reason, born at the wrong time. This reason revolves around people's criticism of short hands. Before s 13, the winger was squeezed out by the soldiers. From Yao Xing to Happy Residence, it is basically a firm bilateral system, and all fighters have strong penetration, such as Mulan Dharma and Dian Wei. But what was the crazy iron like at that time? The skill cd is too long, and it has been in an embarrassing situation of "full of energy but no skills to put", which greatly reduces the damage ability and endurance (the outbreak of a set of crazy iron is not as direct as Mulan Dharma at that time). In that version, it should be the best time for crazy iron to play. The problem of short hands has been played down by both teams, but due to the skill cd, it can't play its due role. However, after the shooters collectively increased their range and some shooters' early injuries increased, Mulan Dharma, a hero with short hands and grass, was gradually eliminated by the version and replaced by a warrior with lower cutting cost until now. In this environment, crazy iron has been strengthened at an inappropriate time, which has solved the problem of injury and tolerance caused by the shortening of skill cd to some extent. However, the reform of canyon map and the return of wingers have amplified the shortage of manpower, so no matter which version of Crazy Iron is not fully adapted.
The incompatibility between the hero himself and the environment is a contradiction that cannot be ignored.
In fact, the answer to the question is almost here, but I still want to explain it from several different aspects (I am Shanghai 1 Crazy Railway).
So now let's go back to the three points mentioned before: alignment of details, premonition, and team battle handling ability.
Let's draw a conclusion first. Crazy Iron is a hero of t0 level in today's edition. This line hegemony ability is divided into two points: line suppression and counterpoint single kill. The energy-saving mechanism of crazy iron makes its general attack gain high, and the other side basically conforms to a crazy iron that keeps full charge, so it is very brainless to suppress the line of soldiers. And crazy iron is a single kill point at levels 2 and 4. When the opponent is level 2 and a half blood or below, and his own energy exceeds 60 points, 1 company A with 2 flashes can completely guarantee a single kill. This comes down to the handling of the thread in the first level, whether to collect the crab first or grab the thread directly to ensure that you can press the other side's blood line below half blood in the second level. This benevolent person has different opinions, and the wise see wisdom, so I won't go into details (personal experience first collects crabs). 2a 1a3 can guarantee single kill when the opponent has 2/3 blood and full level 4 energy. If the line reaches the shooter, the blood line can be raised a little (2 skill displacement path also has some damage and energy recovery, try to touch people). This is the advantage of Mad Iron, which has strong ability to exchange blood online in the early stage, the advantage of cable rights and the capital to kill alone, but it needs enough offline details to support it. But there is also a premise, it all depends on the opponent's not knowing how depressed you are. This is also the blind spot caused by "obviously strong but slightly unpopular" in the problem description.
However, this does not mean that the previous crazy iron has reached the point where it can't fight back. After all, the early suppression of crazy iron depends more on skill effect, so it is not difficult to get a good cd for consumption. Another point is the short hand mentioned above (so many crazy iron players, including me, are now engaged in professional confrontation such as offline and face-to-face play). In the case that the crazy iron doesn't flash, just keep yourself out of the damage range of the crazy iron. It's just that many wingers don't have this awareness, which makes the online advantage of Crazy Iron more distinct.
In addition, don't just save energy by dropping A, which will reduce your ability to grab the line a lot. You just need to make sure that you have at least one tube of energy at any time. Try to use 2 or 3 skills to strengthen skills first, and then use 1 skills to restore energy (the order of skill release is not fixed, depending on the actual situation). Crazy iron's big trick cd is only 12 seconds and the damage is considerable. Don't be stingy with your skills to clear the line.
A hint: the crazy iron has a very short delay at the critical point of 30 energy, that is, the critical point of not being able to turn to the charged state. So if the next flat A only makes the energy of Crazy Iron greater than 30 points, you can quickly cancel this flat A, shake 1 or 3 skills to collect energy. The skill released at this time is inactive, which is equivalent to being stuck with a time difference.
Back to what I said before, crazy iron is a rare warrior who can dominate the early rhythm. There is no problem in the early stage, so the early stage can do some tasks for it: the occupation of roadside vision and the invasion of wild areas. According to my own experience in playing in the third and fifth rows, getting off the road as a natural advantage road is much more convenient than getting on the road, whether entering the blue area or the Pojun line. This is also the invasion effect of crazy iron: I can go to the opposite blue area and fight alone with the opposite wild help in the early stage, and it can last for a long time, so as long as I am in a state, wild help will come to work with me. When the snowball rolls up, I can get entangled with the three people on the opposite side, and let Nosuke put pressure on the other line to open the situation. To put it simply, crazy iron is the skill gain obtained by using energy mechanism, and it can play an early effect that other wingers can't play. In addition, it will not lose too much energy from the side to the center line. In the final analysis, Crazy Railway still needs to join the league, instead of harassing heroes with secret letters and other lines, so we must do a good job of support after gaining the advantage of line rights in the early stage.
Accordingly, it is difficult to control the degree of madness. Pay attention to the crazy iron you have encountered, and whether the record tends to be polarized. It may end directly in six minutes, or it may be 0-8 or 0-9. There is nothing you can do about it. The skill mechanism determines that he just wants to get together and play. Maybe before, you saw three people across the street coming to catch him and escape. You played too much crazy iron, so you went straight back to play, won the jump, and broke the rhythm if you didn't play. This is mainly related to personal operation, how to control energy and how to get the highest return from counterattack, which are not learned by dozens of games.
First of all, Crazy Iron is still a soldier. Therefore, unlike Tanbian, Mad Iron still has to look for opportunities to aim at the enemy's C position, which is a job that all soldiers have to do: cut back. In the glory of the king, the proportion of skill damage gradually decreases with the increase of game time (the crit income is too high), so the intensity of heroes who prefer skill output but lack the harvesting ability is not as good as that in the previous period. But what remains unchanged is that we should make rational use of our energy during the group war. For example, if I need to break into the back row, then I must keep a tube of energy 2 to fly away; For example, when you turn off your computer, you must first charge it with three shields and then 1 battery life 2 leave the cd. Because the skills of crazy iron cool down quickly, you need to turn in the flash to open the CD when necessary. Don't stick to the flash of crazy iron. Only match 2 skills (1 flash can also be practiced more, which requires a certain hand speed support).
Post a video of my own 30-star flash pull-up five kills.
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