Introduction: Fitz has received a relatively large change in the 11.18 version. The W skill for Fitz's flat cut damage has increased a lot. Therefore, a set of "version-limited" Fitz styles based on Indestructible Grip and Divine Separators began to rise in version 11.18. Player Sword of the high-segment GRF team in Hanbok also began to try this novel style of play. Let’s take a look at how to play this routine with Xiaofan today!
Fitz routine analysis
(11.18 version Fitz changes)
is not only weakened in the 11.18 version of Fitz In view of the basic damage, the law imposing bonus has also been greatly weakened. This makes Fitz a set of skills' explosive ability has been cut a lot. And Fitz’s passive and W skills have been greatly enhanced in the 11.18 version. The attack collateral damage of the W skill has been nearly doubled, allowing Fizz to increase the damage of the basic attack after opening the W. Since the damage of the skill panel has been weakened and the output ability of the flat cut has been improved, Fitz can "strengthen his strengths and avoid weaknesses", and use the effect of the "curse blade" of the Divine Separator to match the W skill to achieve a good output effect. On the road, it can still play a good confrontational effect.
(Holy Separator)
Screenshot of the record.
Fitz's basic configuration
Rune interpretation
Fitz's rune recommendation points: main system resolute, sub system enlightenment, attribute fragment 1 attack speed + 1 adaptability +1 magic resistance.
Indestructible Grip has more unit points in the gameplay. Because most of the heroes of the upper unit are warrior heroes, Fizz is a disadvantage in theory when hitting the road, so in terms of runes, the Indestructible + Resolute system can increase Fizz's frank confrontation ability. And the immortality also has the effect of strengthening the flat cut, and it is very easy to use with Fitz's W skill. Blasting can help Fitz eat the coating when aligning, which is more practical. The follow-up rune points are mainly to increase Fiz's frankness ability.
The rune point enlightenment system of the secondary system, cookie delivery, time warping tonic, can increase Fizz's battery life.
production recommendation
(Sword single Fitz production route)
home installation:
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Corruption potion has a wide range of applications. The upper unit itself needs hand-to-hand combat in the early stage. Bringing the corruption potion can increase Fitz's battery life, and when the corruption potion is turned on, it can also increase the additional damage bonus.
Mid-term core:
Shoes are not a set of choices. If you pursue damage, you can wear shoes and increase Fitz's output ability. The myth is equipped with a magic point, and the curse blade effect of the magic point can effectively cooperate with Fitz’s W skill to deal extra damage.The degree of fit is relatively high. Fitz is a cut-in type hero, and if you get out of the golden body as soon as possible, you can increase Fitz's fault tolerance rate. In the mid-term, you can have a better self-protection ability.
late stage magic equipment:
The selection of follow-up equipment can drive out of the astral world, increase the high amount of skill haste, and make Fitz's skills turn faster. Ghost books and hats can increase Fizz's extra output ability, and the whole set of equipment allows Fizz to play better. Of course, if your mid laner and AD position have enough output ability, in order to better cooperate with the immortality, you can consider adding some meat equipment after the astral drive:
meat equipment mainly depends on the opponent's lineup Is AD strong or AP strong to make up, so Fitz himself will be more fleshy when entering the field, and opponents can't easily take Fitz away with a set of fire.
add some analysis
Q: Fitz’s core rush skills, generally using Q and E cooperation can play a double rush effect;
W: in the 11.18 version for Fitz’s W With the changes, it is the main promotion skill point for the top single Fitz;
E: Fitz's output skill is also the ability to avoid damage, which can not be selected, generally used with Q;
Fitz's bonus point Main W and vice E, there is R point R.
Full analysis of Fitz's gameplay
Early alignment ideas
Fitz mainly adjusts his playing style according to the opponent's differences. If you are playing a normal crisp top laner, Fitz can play a little more rigidly, because Fitz has two bursts and uses E to evade the opponent's skills in close coordination with AWA to fight a set of Q chase or Q pawn retreat.You can also start with Q to pick up AWA and then evade skills with E. Depending on the sequence of moves, it is better to fight Crispy Mage Fitz who has E and cannot be selected. If you are fighting AD fighters, you have to be a little more careful. AD fighters generally have higher HP in the early stage. The damage of A is not negligible. If you easily use E to get close, it is easy to be beaten back by your opponent. Therefore, when fighting in close combat, Fitz can mainly make up the knife, and it is the safest way to wait for the opponent to expose the flaws or his own jungler to support and then fight a set in close combat. As an assassin, Fitz tries not to be pressed by opponents in the early laning. If the mid-term pawn line is pinned down, it will be difficult to handle, and the rhythm will not be able to bring it up. At least control to the mid-line, so that it will be easier to push the line and find opportunities in the mid-term. Go to support your teammates, so that the opponent can only be trapped on the road to solve the pawn line first. (Support to lose pawn lines)
Mid-term support play
The top lane mid-term coverage is mainly supported by the mid-lane fisherman . However, the top lane Fitz inherited the flexibility of the mid lane play, so you can choose the combination without flash and TP+Ignite when laning, so that it is possible to single kill by igniting lanes. (Of course, if you are not confident, you can consider the combination of flash + TP) If the active area of the mid-jungler is often in the upper half, Fitz can consider to follow the jungle to enter the jungle after pushing the line or go around and grab it. middle. Fitz shouldn't expose his vision too early. When catching people, he can start with R and let the shark bite the people. If he rushes in first, his opponent can easily avoid the follow-up skills. In the mid-term, a person who can be killed 1 or 2 times can easily capture the rhythm point. Another point is that if the opponent is playing around the bottom lane, the early TP is also there, and the mid-term vision is mostly on the bottom lane, looking for opportunities to use teleportation to support the bottom lane to take the dragon to build an advantage. Choose more play directions, and get rhythm points relatively faster.
late teamfighting skills
Fitz, the immortal god, plays in teamfights very different from the general mid-unit play.The top laner Fitz is relatively meatier. When playing a group, it usually acts as the opening position, and the position is biased towards the front end of the team. The mid laner Fitz is mainly for output and cut-in, targeting the opponent's crispy back row. The cut direction of the top laner Fitz tries to find opportunities on the side at the front end. The common cut way is to use Q to start, use the opponent's front row as a springboard, and then cooperate with E skills to enter the opponent's back row. You can also directly use the R skill to keep people when the opponent's formation is loose, and you can also play a short-term control after hitting. This is very helpful for subsequent damage connection and team entry. After the 11.18 version of Fitz’s W skill was changed, the current Fitz’s gameplay is more like a "version limited", and there may be changes later, but learning this dark routine can experience a different kind of fun in 11.18.
The 11.18 version of Fitz’s gameplay is mainly because of the changes made to Fitz’s W in this version, which can be regarded as "version limited." I believe it will be easier for the brothers who have never experienced this kind of play to learn to go to the branch.
The above is all the content of this issue of "ranking black technology". If you have interesting hanbok high-segment upper-segment routines, black technology, low-segment happy gameplay, Sao routines, or a guide for this issue If you have any opinions or suggestions, you can put forward your opinions in the comment area!
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