In the canyon, there are four heroes with similar playing styles, similar inscriptions, similar equipment, similar skills, and similar combos. They are all easy to use and suitable for novices. On the surface, they are different, but in fact, they "change the soup without changin

In the canyon, there are four heroes with similar playstyles, similar inscriptions, similar equipment, similar skills, and similar combos. They are all easy to use and suitable for novices. On the surface, they are different, but in fact they are "different." This article has the premise that it is in a single queue environment, except for professional or team environments. For example: Wang Zhaojun is used as a "tool man" in this kind of environment and is not within the scope of discussion.

Let me tell you the answer first. These four are Angela , Daji , Xiao Qiao , and Wang Zhaojun. You can expand the list, and Zhou Yu and Zhen Ji , the difference between the latter two is slightly larger, but it is also within a reasonable range; assuming that Zhen Ji’s skills 1 and 2 are swapped, the same can be said (1 is the control skill, which will not be repeated in the following pages); it can be said that if you use any one character well, you can almost master the others instantly. If you have any doubts, just listen to me.

There are also Zhou Yu and Zhen Ji

First of all, it is easy to understand the play style and equipment, because the team is positioned as a mid-lane mage with three skills. Naturally, the role in the team is the same, and they are all explosive. Type mages, that is to say, they can all kill people. You may have doubts about Wang Zhaojun, Zhen Ji, and Zhou Yu's ability to kill people. The reason is the equipment problem. Most of them blindly learn the master sets and professional player sets. They are all "tool man" ideas. Not all are suitable for solo queue, weak output, and emphasis on survival, so they cannot kill people.

From left to right are Angela, Wang Zhaojun, Xiao Qiao, Daji, Zhen Ji, Zhou Yu

In terms of inscriptions, these four or six characters can completely use the same set, 10 reconciliation + 10 mind + 10 nightmare. Here, "reconciliation" is replaced by "vampire" or "hunting", or "nightmare" is replaced by "saint", etc. There is no essential change. On the contrary, the saint is worse than a saint. Nightmare, penetration is the "not too much" attribute for burst heroes, mind's eye + nightmare are almost must-choose for burst mages, there is no objection; blue inscriptions are functional runes, supply recovery ability, choose 5 reincarnation + 5 reconciliation (I like to use it, less blood but more attack power), etc. How to choose depends on personal preference, each has its own preference. Naturally, 10 "reconciliation" focuses on preserving life, and 5+5 type is more balanced. Psychologically, it feels like it has both offense and defense. Note: What I mean is that it can be used universally, not that it must be the only solution. For example, using Daji to hunt to increase gank ability is also a way of playing, but it is not the only option. I feel that Daji is in solo queue at a medium level, and hunting is not very useful.

Wang Zhaojun's "Ice Staff" is a special positioning, it is not necessary, and it does not belong to the general category. The same goes for Nightmare Fang.

The outfit may be somewhat controversial. These characters can completely share the same outfit. I just want to prove how similar these heroes are (don't take it too seriously). The outfit logic behind it is the same. There is a basic principle in the battle, that is, these heroes only have three pieces (shoes + two big pieces) before they have the basic ability to kill in seconds. That is to say, before the three items are released, the main focus is to earn money and save lives, with support as a supplement, and less death or immortality is the best. Those who frequently support before three pieces can be regarded as not knowing how to play (analyzing this type of gameplay from another angle, the creeps in the middle will inevitably miss the brush). The official positioning of

is of reference significance. It can allocate the proportion of cooling and output.

is specifically equipped. The first three items are cooling or output? Is it 2 cooling + 1 output or the opposite? Or all three items can be cooled down, etc. I think it depends on how you want to play, and you can flexibly match it. However, if the cooldown attribute is full, it will lower the output and other issues (depending on experience and enemy lineup, the choice); Zhou Yu is the same, although the ultimate move has a short time, but the second skill also needs a cooldown. For example: (pictured above or below, late-stage type) In the early stage, it is necessary to focus on the cooling and money-spinning speed. In the middle and late stages, it is necessary to use the team battle gap period and use the ultimate move to farm money.

Balanced type, depending on your own and the enemy's lineup, if you have more support, use the main output; if your own side has more support in the later stage, shrink first and cool down more.

The more frequently the mage uses skills, the faster he earns money, and the faster his equipment will naturally be. Check whether there is a favorable wind in the game, and flexibly adjust the ratio of cooling to output (see the official positioning above). I won’t introduce the specific outfits one by one. It’s too long-winded. I’ll talk about it later when I have the opportunity. In addition, dying less or not dying is a necessary quality for playing a good mage.

The faster the skills are connected, the better

These are the basic principles and ideas of the mage. As long as the three skills are not complete, they will not move forward and shrink at the back. As much as possible, as long as the shot is taken, it will be "killed" or "crippled" (red blood is left for teammates), and it is the shooter's job to continue to output. Just click on which skill is good, it can be regarded as not knowing; of course, the specific purpose of taking action within seconds is to simply consume the target and use a single skill, so there is no need to discuss it. Another common feature is to retain the control skills (second skill), do not release them easily, and use them at critical moments such as being caught or arresting someone. The core idea: As long as you want to use it, you can use it.

Each hero has specific usage skills. The space is not complicated enough. Next time we will talk about

skills and combos. The basic moves are 2+3+1, which can be understood as the best mode. Some people have questions, can't 312, 213 or 321? Personal understanding is really not possible. The output logic of these people is so rigid. Whether they know it or not is one of the key points. For example, if you find that the order of a certain Angela's moves is 2+1+3, etc., you can easily judge that this person does not know how to use it. One of the reasons is that the output is slow. As long as the opponent uses resistance shoes, he can easily escape. The same goes for everything else.

The fastest connection for Xiao Qiao is 231. 213 can also be used, but it is not the best. It is best to develop the habit of 231

The second reason is that the damage of the ultimate move is weakened in disguise. The main purpose of starting with the second skill is to start with a low-damage control skill that does not affect the maximum output value and triggers the passive first, or better triggers the passive, without exception. During the cool-down period of the ultimate move, combos are 2+1. During the cool-down period of the second skill, except for harvesting targets with residual health, it is not recommended to waste the ultimate move. If you can't kill people in seconds, you might as well use it to brush a wave of soldiers. For example: Daji basically needs to use all three skills together, unless the remaining health target, 2+1 or 1 is harvested directly, otherwise he has to wait patiently for his ultimate skill to improve. This is actually one of the key skills to play these characters well.

It is almost inevitable to start with Daji’s second skill.

Zhou Yu may be a little more difficult. Others are basically suitable for novices or female players, but it is not easy to play well in a real sense. The reason is that I didn’t read this article [laughing and crying] (joke). The main reason is that 1 or 2 key control skills are not used well. After all, you need to predict the enemy’s position. Prediction is a comprehensive ability. You can only play more and there is no shortcut. Finally, a reminder, the mage is equivalent to the "sixth man" in basketball, not the C position (those who deliberately grab the C position will be deemed to be incompetent). Professional teams often use the mage as one of the tool players. This is when you really understand how to play the mage. However, playing in solo queue is extremely boring. After all, winning or losing for entertainment is not that important. -To be continued