Game within game of online games

Chapter 983 Karl’s Skills

Of course, many times, the opponent's hero will not appear in your field of vision while escaping, because you cannot have a field of view across the entire map. In this case, one's prediction needs to be tested. Ability and understanding of the hero's movement speed the! You need to predict where the opponent's hero will run, and after you predict his escape path, you also need to calculate when and how far he ran based on his movement speed. Then, you Then release the sky fire in front of him in advance, because the sky fire has a 17-second casting delay. After you release the sky fire, it will not take effect until 17 seconds later. This requires your ability to control the target's movement speed! Not only do you need to calculate where the target is now, you also have to calculate how far he can run in 17 seconds, and then release the sky fire at this position in advance!

The range of Sky Fire is as high as 175. This distance can probably accommodate the next two heroes. In other words, this skill is not very useful in frontal combat, because there are likely to be other units around the target. Skyfire's damage is shared equally by all units in the target area. If there is another person next to him, the damage will be half of that person, making it difficult to kill someone!

The next skill is ghost walking qq.

The ghost walking supplicant manipulates the power of ice and thunder to surround itself and make itself invisible. The combination of elements will cause nearby enemies to slow down. The deceleration effect depends on the level of the ice element and slows down the supplicant's own movement speed. The deceleration effect is consistent with the level of the thunder element. Inversely proportional.

Range of effect 400 Duration 100s Cooling time 45s Mana consumption 200??

Self-deceleration 1510505101520

Enemy slowdown 2025303540455055

Ghost Walk, to be honest, this is an escape skill, or a detection skill, because it can become invisible. If the target does not have anti-invisibility means, then can't you detect it? You can check out where the opponent's heroes are!

Although this ghost walk will reduce the movement speed of surrounding enemy units, you can stay away from them. The deceleration range of ghost walk is 400 yards. You can stay 400 yards away from the target and observe the target from the side!

If there is a team battle and the opponent is unable to defeat you and wants to retreat, you can also use this ghost walk as a control, because ghost walk can reduce the target's movement speed by up to 55, and this movement speed is directly halved. Can the other side still run?

During the ghost walk, although Carl himself will also slow down, this slowdown has a limit. At first, when the level of Carl's thunder attribute ball is low, Carl will indeed slow down, but when the level of Carl's thunder attribute ball becomes high, Then it is no longer deceleration, but acceleration, which can increase Karl's movement speed by up to 20. If this is used to escape, it is definitely a leverage!

Next, let’s talk about one of Karl’s great control skills!

Wall of Ice qqe creates a wall of ice directly in front of the supplicant. The duration of the wall of ice depends on the level of Karl's own ice attribute ball. The ice energy emitted by the wall of ice will kill the enemy. Causes slowing and damage to square units, and the damage per second depends on the level of the fire element.

Mana cost 175 Cooldown 25

Slow down effect ice 20406080100120140160

Slowdown duration ice 345675910512135

damage fire 612182430364248

This is a magical skill that can slow down the target's movement speed until it cannot run. Although it is not a stability control that can cause dizziness, after this deceleration skill is reduced to the extreme, it will soon reach stability control!

Its deceleration effect depends on the level of the ice attribute ball. The higher the level of the ice attribute ball, the better the deceleration effect. As long as this skill is fully learned with ice attribute balls, the opponent's hero will really not be able to run. If you If Carl can put this wall of ice on the target, it would be great, because the opponent will not be able to escape at all! And if you don't have this opportunity, it doesn't matter. This ice wall can still be used as an obstacle to restrict the target's movement. This ice wall has the same purpose as the Divine Ox's ravine. Although the Divine Ox's ravine is a physical partition, Make the target impassable, and the ice wall has a virtual magic effect before the hero can pass. However, when anyone sees the ice wall, they will not go up and break through, because everyone knows that this can reduce their power a lot. Moving speed, isn’t this also equivalent to a ravine?

In addition, there is damage inside this ice wall. This damage depends on the skill level of Karl's fire attribute ball. The higher the level of the fire attribute ball, the higher the damage. It can cause up to 48 damage per second. This damage is also That's okay, because now that you have entered this range, you will not be able to get out in a short period of time. After accumulation, the damage will still be very considerable!

Next is e Smart and Swift.

The agile and swift invoker infuses powerful energy into friendly units, increasing their attack speed and attack power. The increase in attack speed depends on the level of the thunder attribute ball, and the increase in attack power depends on the level of the fire attribute ball.

This skill is awesome!

Regarding Karl, in fact, his playing styles are divided into many types, because he has many skills, and some skills can be combined to form a systematic routine, such as ice card. The core skill of ice card is rapid cooling, because of rapid cooling The duration and trigger interval depend on the level of the ice attribute ball!

The core skills of Reka are magnetic storm + blowing wind, and the core skills of fire card are meteorite falling from the sky + sky fire + agility and agility + super shock sound wave + burning man!

Needless to say, the damage of sky fire depends on the level of Carl's fire attribute ball. The damage of meteorite falling from the sky will be introduced later, and its damage also depends on the level of fire attribute ball. The damage of fire and super shock sound wave also depends on the fire attribute. The levels of the ball will be introduced later. Now let’s talk about the skill of agility and agility. Why is this skill suitable for fire cards?

Duration 9s Cooldown 15s Mana consumption 45

Attack speed increased by 1022344658708294

Attack power increased by 1022344658708294

This is a magical skill that can attack power and attack speed. What are the three major elements that constitute the later output? The hero’s own output + output environment + entry means! Isn't this agility and agility a skill that can increase the hero's own output? And why is Agility and Swiftness suitable for Fire cards but not Ice and Thunder cards? Because the fire card has the highest attack power, the fire card must be the main fire attribute ball, and the fire attribute ball adds a lot of attack power to Carl, and this agility and quickness can once again greatly increase Carl's attack power. The fire attribute ball After the points are full, it can increase Karl's attack power by 94 points. This is definitely a substantial attack power! In addition, the 94 attack speed brought by agility and agility is also the attack speed of a large item. In other words, one agility and agility can bring two large items to Karl, which is terrifying. , even if Karl has no equipment, the attributes brought by this agility and quickness alone are already the attributes of two large items!

Let’s take a look at its duration and cooling time. It lasts for 9 seconds and cools down for 15 seconds. What is the concept? After a team battle, Karl can use his agility more than once. Even when he is in the jungle or pushing the line of troops or pushing the tower, this is an extremely powerful help!

The most important thing is that the target of this agility and agility is not just Karl himself. You must know that agility and agility can be used on other targets. If you feel that you are untenable, or there is no output environment, then you do not have to do it. To add this state to yourself, you can use it for the late-stage heroes in your camp, such as Wei Bin’s Void. The output of Void in the late-stage is already very high. If you add such a

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Skill, wouldn’t the output be even more incredible? Karl can decide who to use this skill based on the actual situation!

Next, let’s talk about the skill that is highly compatible with this agility and speed—qee furnace elf.

The Forge Elf supplicant can fuse the scorching heat of fire and the fortitude of ice to create the summoned Forge Elf. The Forge Elf's attack power, magic value, and armor depend on the level of Karl's fire attribute ball, and the attack distance, health, and duration depend on it. At the level of Cal's Ice Attribute Ball, the Forge Spirit's searing attack can melt the armor of enemy heroes.

Mana cost 75, cooldown 30

Attack power 2232425262728292

Attack distance 755

Magic value 100150200250300350400450

HP 3004005006007008009001000

Duration2030405060708090

First of all, you need to know why the Furnace Elf has a relatively high degree of coordination with Agility and Swiftness. This is because the Furnace Elf has an automatically released skill, Searing Attack. This skill has no cooling time. Its effect is that each time it attacks the target, it can reduce the target's armor by 1 point. , don’t underestimate this bit of armor. This is just the armor reduced by attacking once. What if it’s attacked twice? What about three times? Wouldn’t it be higher when added together?

Furthermore, the number of furnace elves can not only be summoned by one. As the level of the ice attribute ball increases, the number of the furnace elves will also increase to two. One furnace elf attacks once and can reduce the target's armor by 1 point. What about the two forge elves? Does that mean that one volley can reduce the armor by two points? Five volleys equals ten points of armor? Armor can offset physical damage. If the armor is low, the physical attacks received will be greatly increased. Isn't this the cooperation between the furnace elves and agility?

The fire card uses physical output, and then cooperates with the furnace elf's armor reduction to cause a lot of physical damage!

Let’s take a look at the output of the Forge Elf itself. The attack power of the Forge Elf can reach up to 92. To be honest, this attack is not low. The attack power of a max-level hero without equipment is only a hundred or so points!

Let’s take a look at the attack distance of the Furnace Elf. The attack distance of the Furnace Elf is as high as 755, which is farther than the attack distance of all heroes. In other words, its own survival rate is very high, and the output environment is also very good. So Who can't be hit by a long attack distance?

Let's take a look at its health value. Its health value can reach up to 1000. It can be said that it is not much lower than the health value of those intelligence heroes and agility heroes!

As for its magic value, this is actually an insignificant attribute. What does the furnace elf rely on to consume mana? The Furnace Elf only has one armor-reducing skill. This skill has no cooling time and can be released automatically. Each time it is released, it consumes ten magic points. Its magic value is used for this! Why is the magic value of the Forge Elf not very useful? Because he simply can't use so much magic. After a team battle, how many attacks can he make? A dozen attacks are enough to break the sky!

Next, let’s take a look at Huo Ka’s other two core skills, ee meteorite falling from the sky and qe super shock sound wave.

Meteorite Falling ee petitioner summons a burning meteor from outer space to hit the designated location. After the meteor lands, it will roll forward for a certain distance and continue to cause damage according to the level of Karl's fire attribute ball. The distance the meteor rolls forward depends on The level of Carl's fire attribute ball. Units affected by the effect will be ignited and receive continuous damage. The continuous damage depends on the level of Carl's fire attribute ball. The interval between each enemy unit being damaged is 05 seconds, followed by smaller burns. The damage lasts for 3 seconds. The meteorite moves at a speed of 300.

Effectiveness delay 13 Area of ​​effect 275 Damage interval 05s Burning time 3s Cooling time 55s Mana consumption 200

Rolling distance 4656157809301095124514101575

Damage527190109128147166185

Burning damage per second1014182226303438

This is one of the main output skills of the fire card, and it is also one of Karl's skills with the highest burst damage. This is a group attack skill. After Karl releases the skill of meteorite falling from the sky, it will not fall immediately, but after 13 seconds. It will take a few seconds to land. After all, this is a meteorite summoned from outer space. Even if he flies, he has to fly for a while, right? After landing, the width of this meteorite is 275, which is the size of the three heroes. It can be said to be very wide. In addition, it will keep rolling forward, and the maximum rolling distance can reach 1575 yards. This is What distance?

Let’s take a look at its damage. This meteorite can cause damage to the target more than once. Even if you jump away with flashing skills as soon as the meteorite lands, you will still suffer subsequent burning damage. This burning state It lasts for three seconds and can cause up to 38 points of damage per second. In other words, if you are hit by Karl's meteorite, you will suffer at least 185+383299 damage, because the damage of meteorites falling from the sky is the same as that of sky fire. Holy damage, you can take as much damage as the panel damage, and even if you just jump away the first time you are hit by the Karl meteorite, you will still suffer 299 damage! This is the power of meteorites falling from the sky!

But in fact, no one can react that fast. Even if you react and jump away immediately, it will still take a second. In other words, you will have to be hurt by multiple meteorites falling from the sky, and Since the damage interval of meteorites falling from the sky is every 05 seconds, even if you jump away after 05 seconds, you will still suffer 185 damage again, so the total damage will be 484. If you jump away after one second, Then you have to take another 185 damage, which is a total damage of 484+185669. This is very scary. This is just one of Karl's skills. It can cause five to six hundred damage casually, which is almost Catch up with other people’s ultimate moves!

And is this the end? No! It's far from over yet. What if Carl has a way to keep you running with the meteorite? Does that mean that you will always receive this 185 damage every 05 seconds? If so, how high is the damage?

And Karl does have such means! All this is due to his next skill!

Super Shock Sonic QE Prayer releases powerful ultrasonic waves, which will cause damage to the affected enemy units according to the level of Karl's fire attribute ball. The pure and absolute impact of the sound waves will push the affected units backward. According to the ice attribute The level of the ball is continuously pushed for a certain period of time, and then, according to the level of the thunder attribute ball, they lose the ability to attack for a certain period of time.

Attack range 1000 Cooldown 40 seconds Mana consumption 200 points

Push duration ice 020406081121416 s

Disarm duration mine 125227535425557565

Damage fire 2060100140180220260300

This is a bit scary! This thing can push people and run! How to use this skill? Isn't it obvious? Release the meteorite first, and after the meteorite hits the ground, use this super-seismic sound wave to push the target back. Since the meteorite is also moving in this direction, the target will always move with the meteorite and will always be affected by the shock once every 05 seconds. 185 damage!

If these two skills work well together, then you can count silently in your mind: one 185, two 185, three 185

Who has 185 health? This is 185 damage every 05 seconds. During the time when the ultrasonic wave is pushed, it will suffer at least three 185 damage. If the target's initial reaction time is included, it can cause five 185 damage. This It's just a guarantee. Normally, it's very possible to receive 6 185 damage!

And this is only the number of meteorites hit by players with flickering jumping skills. What if there are no flickering skills? The meteorite's range of action is 275. No matter how you run, it will take at least a second to get out of this range, right? This is another two times of 185 damage, 18581480, which is already nearly 1500 damage. If you include the continuous burning damage, you stayed in the meteorite for a total of 4 seconds, received continuous damage for four seconds, and then returned To receive continuous damage for three seconds, here and there is 7 seconds of continuous damage, which is 387266 damage, 266+14801746, which is more than 1700 damage! And this is only the damage caused by a meteor falling from the sky, not counting the damage caused by the super-shock sound waves! Super shock sound wave also has 300 damage, which adds up to more than 2,000 damage. Even in the later stage, there are many intelligence heroes and agility heroes with blood volume of less than 2,000. In other words, this is a second Human skills! In fact, this is indeed the case. Carl's set of skills can indeed kill people in seconds!

Don’t forget, this is just skill damage. Doesn’t Karl himself have physical output? Does Carl have no other skills?

And this is the damage of this super-shock sound wave. In addition to damage, super-shock sound waves also have a very important role, which is to disarm. The so-called disarm means that the target loses the ability to physically attack. This super-shock sound wave It's obviously the nemesis of late-stage physical heroes. Just disarm it for 65 seconds? You might as well kill me!

The above are all of Karl's skills. It can be said that these ten skills are worthy of Karl's selection of the rough and the fine. There is no useless skill among these ten skills. They are all unique and perfect skills. Ten such powerful skills are gathered together. In one suit, how powerful should Karl be?

So the question is, since Karl is so powerful, why are there so few people using him? Why does Karl only appear in the passerby game? In high-end games and competition games, Karl seems to be extinct?

The reason is very simple, the operation is too difficult!

Karl is indeed very powerful. Each of his skills is no weaker than other heroes who only have four skills, but he has ten such powerful skills! The reason why few people play Carl is because his operation is too difficult, and it is difficult for ordinary people to control Carl!

Why does Karl only appear in the passer-by game, and is almost never seen in high-end games and competitive games? Because in the passerby game, the level gap between the players is very big, there will always be some masters who will abuse the weak, and even if these masters use Karl, no matter how mediocre it is, they can still play better than those novices. And if Karl plays well, he will be very elegant and enjoy himself. Therefore, sometimes you will see Karl appear in the passerby game, and Karl appears just to torture!

But it's different in the game. The gap between the players is very small. You can't achieve the purpose of beating the opponent by using Karl. On the contrary, you will lose the game because you can't control Karl! In the game, everyone is rushing for the prize money. Who wouldn’t take the heroes and lineup that they are sure of? If you want to enjoy the pleasure of Karl's abuse, you can enjoy it in the passerby game. Why risk being eliminated in the game game to play with Karl?

Of course, in the final analysis, it is because Karl is too demanding on operations. If a top player's operations are really good and he can really operate Karl, then what's the problem even if he uses Karl in the game? If you really play well, then one Karl can be used as two people. After all, he has ten skills!

But the key is that Karl is difficult to play. He is too difficult to operate. This is the key!

So, where does Carl's difficulty in playing come from?

Mainly reflected in the following two aspects!

First, the speed of cutting skills!

As mentioned before, Karl himself has no skills. His skills are only balls with three attributes: ice, fire and thunder, which are combined with his ultimate move! All of Karl's skills are achieved by fusing these three elements. Different combinations of elements can fuse different skills. For example, when you want to use sky fire, you have to release the fire attribute ball three times first, and then Click Fusion, then Sky Fire will come out, and then you can use Sky Fire. If you want to use rapid cooling, then you need to release the ice attribute ball three times first, and then fuse it, so that it can come out for rapid cooling, and then you can use rapid cooling. cool down!

Is this an invisible extra step? This is four more operations than other heroes using skills, three operations to release elements and one operation to fuse! Each of Karl's skills requires four more operations than other heroes. There is no doubt about the operating pressure! Players need to memorize the elements of each skill and fuse them at an extremely fast speed. If your operation is too slow, others will almost finish the fight before you can develop your skills, which will delay the opportunity to fight. ? For example, when you see your teammate being arrested, you have already come to support you. You plan to use super-shock sound waves to push the opponent away and disarm him, but because your operation is too poor and too slow, you All your teammates are already dead before you use the skills. Wouldn't that delay things?

For another example, Karl's skills require combos. For example, the fire card has a routine, which is to use a blowing equipment. The blowing equipment can blow up the opponent, just like Karl's hurricane. After blowing up, Karl Then you can catch the sky fire. Carl will release the sky fire at the target's feet based on the target's hover time in the air and the delay time of the sky fire. At the same time, he will release the sky fire at the target's feet based on the hover time of the blowing wind and the delay time of the meteorite falling from the sky. Meteors fall from the sky! In this way, when the target falls from the sky, it will be hit by your sky fire and meteorite falling from the sky at the first time, and it will not be able to run away, because time is in your hands. For example, the wind can blow the target 25 Seconds, and since the sky fire is delayed by 17 seconds and the meteorite falling from the sky is delayed by 13 seconds, you can just count the countdown silently in your mind. Release the sky fire when there are 17 or 16 seconds left in the blowing countdown, and release the sky fire when there are 13 or 12 seconds left. To release the meteorite from the sky, it should be noted here that you must wait until the hover time of the blowing wind is less than the delay time of your skyfire and meteorite from the sky before releasing the skyfire and meteorite from the sky, because you have to ensure that after the target falls, you Your skills can only take effect. If the target hasn't fallen down yet, your sky fire and meteorite falling from the sky will take effect, so what's the point?

Just like this, as long as you lock the release time of the skill, can the target be hit by Karl's sky fire and meteorites as soon as it falls? I understand the damage of these two skills! To be on the safe side, under normal circumstances, Karl would have to add another super-sound wave move, because many times the sky fire and meteorites falling from the sky would not kill the opponent at all, because the opponent would run away, and he would not follow the meteorite. To withstand secondary damage or even third damage, wouldn't the combination of meteorites falling from the sky + super-shock sound waves come in handy at this time? In order to kill people, you must not be greedy for skills. Don't say that I, Karl, can also attack normally, so even if I don't use super-shock sound waves, I can still kill the target. Don't have this idea. You must make sure to kill the target. Don't Be greedy for skills, because once you fail to kill the target, the consequences will be very serious. Firstly, you will waste the blowing skill + sky fire + meteorite falling from the sky. Secondly, the opponent will run away and even kill you. So as long as you can kill someone, you must not Spare your skills!

If ultrasonic sound waves are added, then

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Is it a sure win? As long as the target falls from the sky, it will release supershock sound waves. In this way, the supershock sound waves will push the target and the meteorite to move in the same direction, and then be damaged by the meteorite twice or even three times. The target will definitely die. Got it!

Then there is the fusion skill. You must know that the fusion ultimate move itself also has a cooling time. If there is no cooling time, then Karl must be crazy? Why not release all ten skills at the same time? Wouldn't the difficulty of skill connection be greatly reduced? However, the fusion skill itself has a cooling time, which means that you cannot release too many skills in a row. You can only release three skills in a row at most, because Karl can retain two skills at the same time, such as the above set. In the third company, before Karl uses it, he must first take out the Sky Fire and the Meteor Drop and keep them, because these two skills need to be released first. Which skill is released first will definitely be used first. After releasing these two skills, Karl goes to use the super-shock sound wave. During this period, be sure to make sure that the fusion skill is usable before using it. If the fusion is still cooling down, then your first two skills will not be used. It's thrown out and the fusion hasn't cooled down yet, so how can you use the ultrasonic wave? This is another point to pay attention to during skill transition!

But this operation is not something that just anyone can perform perfectly, because it requires precise control of time. This tests the player's ability to connect skills. If you don't connect well, then you still have to do it. What are you playing Carl? Heroes with the Flash skill can only take damage from one of your Sky Fire and Meteorite moves, and then they can jump away, but what if you can perfectly connect with Super Shock Sound Wave? At least the other party can't jump while being pushed by the super-shock sound waves!

To sum up, if you want to play Carl well, you first need your own operation ability. This operation ability includes the hand speed of integrating elements and the ability to connect skills!

Second, and most importantly, to be honest, although the player's operational ability is also very important, it is not the most important. At least among the top ten players in the world, there is no problem with their operational ability! But why don't they play Karl? Because what they lack is not the operational ability, but the ability to control the situation. This is the most important thing!

What is the ability to control the situation? Combined with Karl's own situation, when should he enter the battlefield and where should he enter? When to use which skill!

This is the most difficult thing!

When does Carl need to enter the battlefield? You know, Karl is a mage, and he is very fragile. If he cannot find a suitable entry point, Karl will be lying down almost instantly, because the opponent knows that your skills are powerful, and they will definitely focus on you first, so , when to cut in is a problem that troubles most players. The timing of Karl's cut in must be grasped well, so that his skills can be used perfectly!

For example, when the opponent and your side are fighting inseparably, you, Karl, suddenly enter the battlefield and release a magnetic storm in the enemy group. Will the opponent be in a dilemma at this time? It doesn’t matter if they stay and continue fighting, or it doesn’t matter if they turn around and leave to avoid the magnetic storm! If he stayed and continued fighting, the blue would definitely be gone. But what if he turned around and left to avoid the magnetic storm? Then he will be chased by the opponent's hero! ! This is where it comes in!

As for the entry point, where should you stand to release your skills? First of all, you have to choose a relatively safe place, and secondly, you have to make sure that this location is conducive to the display of your skills!

For example, during a team battle, if you want to use Meteor Drop + Super Shock Wave, your positioning is very important. You have to make sure that your Meteor Drop and Super Shock Wave can hit more enemies. Only heroes can do it. This one can maximize the effect of your skills. This is the entry point!

And when to use what skills, this point is bothering many people. It can be said that this is the most difficult, this is more difficult than finding the opportunity and entry point!

You know, Karl's skills are all kinds of, including skills in all aspects, including magic damage skills, such as sky fire, meteorites falling from the sky, etc., as well as skills that can increase physical output, such as agility, agility, and summons. There are also a set of consumption skills such as blowing wind + magnetic storm, as well as control skills such as rapid cooling, super-shock sound waves, and ice wall, as well as ghost walking stealth skills. These skills need to be released in different situations on different occasions. , and what skills should be used in which situations is the most difficult, because the battlefield is ever-changing. During a team battle, when the opponent's heroes are more concentrated, is it definitely cost-effective to use meteorites + super-shock sound waves? That's not necessarily true, right? In most cases, this style of play is okay, but in some scenarios, this style of play is not necessarily good. For example, in this team battle, the opponent has the advantage, and one's own side has the advantage. Given the disadvantage, even after you use Meteor Drop + Super Shock Sound Wave, it is difficult to turn the tide of the battle. Is there any point in releasing Meteor Drop and Super Shock Sound Wave again? Even if it makes sense, it must not be released in the traditional way. You cannot use Meteorite Skyfall and Super Shock Sound Wave in the same place, trying to use these two skills to deal damage, because at this time, you and your team What you should be thinking about is how to escape and then look for a fighting opportunity, rather than how much damage you can inflict. What you need is to save your teammates, not to kill them! In comparison, it is better to release Blowing Wind + Magnetic Storm at this time, or in other words, add a wall of ice. During the release period, these skills must not be used according to the conventional release routine. Blowing Wind + Magnetic Storm cannot be used. One point, because the purpose at this time is not to consume the opponent, but to rescue teammates. In this case, your blow + magnetic storm should be released as separately as possible. The blow will blow a few people, and then the magnetic storm will block your retreat. On the only way, the opponent will have some concerns when chasing your teammates, and then achieve the purpose of rescuing your teammates! In this way, doesn't it mean that all the opponents' heroes are restricted at the same time? If you use a hair dryer and a magnetic storm in one place, can your hair dryer blow up five people at the same time? Unless the other party is a fool, the five of them stand together or in a line, but is this possible?

After the wind + magnetic storm, if you add a wall of ice, wouldn't that completely block the opponent's pursuit? This is what a master Karl should do during such a team battle!

When playing Carl, you must be adaptable. If your super-shock sound wave + meteorite fall from the sky for the purpose of killing people, you will indeed kill two people in the end, but what will happen in the end? Your teammates are wiped out, but the opponent still has three heroes left. So what's the use of killing two of the opponent's heroes? Can you still hit three?

For example, with Karl's agility and agility, even if you are a fire card and your output is very high, do you have to add this status to yourself? Maybe not? If you have a perfect output environment, then you can add it to yourself, but if you don't have such an environment, then why not leave it to the void? Void has a big move, isn't his output environment better than yours? Add agility and agility to the void to give the void higher attack power and attack speed. This is the way to go! This is where Carl adapts to circumstances!

For another example, during the start of the team, Void used a big move to cover the core hero on the opposite side, but the captain escaped because he was positioned far back. At this time, you should deal with the hero who was covered by Void. Core hero, or what should we do?

According to common sense, it is indeed what you should do to help Void kill the opponent's core hero who is covered. However, it depends on the situation. You have to react according to the actual situation, because there are still people standing outside. As for a captain, if you don't control the other party's captain, then the captain will directly destroy the ship. Even the two of you may not be able to kill the opponent's hero in the state of ship oil!

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