1 When controlling your hero, pay attention to the frequency at which the other side attacks your hero.
If you find that your opponent is mainly a hero who attacks you, you can pull the hero back and go to attack force.
This will allow the other person to enter your army for plastic surgery because of a hero.
2. Don't treat heroes as superman:) For example, if your DH disturbs other Chilean heroes, you can play a few more times and find that the other side has a certain number of troops, and the other hero has been around the troops. Then your DH only needs to draw the magic in the past, and then look back at the opposite hero from a distance before drawing. If it is a power hero DK, because DK is not easy to be hurt by you, you only need to draw magic.
These are all early days.
Pay special attention to your hero because the mid-term engagement is large. Since you feel that you can't cope with the operation, buy an invincible one, so remember, if it is DH, it is mainly to absorb the magic of your opponent. The output of the engagement attack does not depend on DH, but on your troops. You can use DH to lure the other side to attack your hero, causing great damage to the troops.
Look at your own understanding, the same BM and DH are more vulnerable, but the damage per second is the absolute main force, so pay more attention to protection. Generally speaking, your BM doesn't attack the bloodiest meat shield units, but mostly mage troops and fragile Chilean heroes. In fact, it is not recommended for girls to use BM, and the operation requirements are a bit high, but I hope LZ can be mastered through practice.
Question 2=. =
The skill of a hero depends on your collocation. If DH is mentioned, his mana burning is mainly the Chilean hero who harassed the other side in the early stage. =. = Mid-term is mainly the second hero of the other side.
For example, human MK NE, lich orc SH Naga UD means to attract heroes from each other's main magic attacks. Of course, if you find that a hero of the other side has a lot of red blood but has mana, you can draw him to death with DH, or draw him when you see a certain unit of the other side (such as human mage troops and orc white cattle) with excessive blood. It all depends on your operation and choice.
Watch yourself.
Then the problem of your magic collocation = = This is a huge problem.
Let me talk about it.
1 human MK is an absolute hammer. When the hammer comes out of the army, it will come up and hit you. Human magical cooperation is very rare. In fact, the most is to fight UD until the hammer+light+nothingness (nothingness rarely appears). Generally, most human beings rely on MK's hammer to hit others to achieve the spike effect, so magic is not much but very practical! Therefore, it is important to limit the hammer and grade of MK.
The interruption of 2 NE heroes is rare, only KOG's entanglement. The general magic is DH's drawing magic. A few people use the warden's poison mark magic to cooperate, but you should pay attention to your heroic blood.
Orcs mainly include Prophet+Tauren (lightning chain and shock wave), which is a powerful magic for your small army, but when your hero is red blood, this cooperation is enough to kill your hero. Be careful.
BM+SH (wind+transformation) This is mainly a physical output. Be careful when your hero's blood volume is yellow. LV 1 changes and accelerates with the troops +LV3 BM can kill your yellow blood DH! So try to control the mana of SH. As I said in your question 1, it's not bad to use DH to control the magic of the second hero well or concentrate on killing SH first.
4 UD=。 = There are too many magic combo in this race, but the most common ones are DK+ Lich shit and NOVA, which have high damage and slow speed. Moreover, the lich has a corrosive ball, and you die quickly after losing your hero's armor. I have seen the DK of LV5+ and the Lich, and the panda of LV3 can be defeated in seconds with one ball. ...
So you must not let Lech's level be too high or try to control DK's magic and Lech's magic. Does not necessarily mean that your DH is the control method. You can also let DK throw stools and add blood through some troops of A instead of killing you. That's also called control.
It is suggested that if you are afraid of being killed by seconds in the later stage, you can buy props in your own NE store to offset the magic damage, which is more cost-effective than Xiao Invincible in both effect and price. Then other magical cooperation of UD is mainly based on DK and Lich, such as adding a piercing Xiao Qiang or hypnotizing DL, mainly relying on DK and Lich.
Then let's look at question 3= =
I said in 1 that maybe when you were a hero, the other side didn't call you foolishly, but introduced your troops into his formation by moving, which made your troops lose a lot, so you would feel invalid. The next time you are a hero, you should pay attention to whether the formation can make the other hero retreat or walk away easily, and try to prevent the other hero from hitting you with control skills (for example, the net MK of the orc wolf riding comes from NA) the ice sword of GA and the deer of Novane of the Lich can also slow down) to meet the above conditions. 1 The opposing hero is not good at retreating and walking. You have your own troops or skills that can make your opponent pause or slow down. You can consider the hero who mainly attacks your opponent.
At the same time, these also tell you why your hero died so quickly. It is a good way to exercise yourself by always paying attention to the position of your hero and the concentration of your opponent's firepower. If you find that the other hero has been beaten by you, you can't hide or run. Look at each other's hero's treasure. Maybe it's because there are invincible blood bottles and things like that. He beat you with his own troops, which will cause your consumption. In the end, you kill his hero, he eats invincible or blood bottle, and your troops are all finished. I'm afraid you won't cry. )
So you should learn the right choice, and observe the formation timing and arm assistance.
=. = Tired, tired, tired question 4
2V2, it's important to learn to join hands.
Never let the soldiers of 1 fight two soldiers, but let their own two soldiers fight each other. 1 Soldiers should try not to be too far away from their ally MF, or you will lose a lot if you are harassed by the other two soldiers. If you find each other attacking a family together, you must go back together with TP, or when you two fight each other and find that you have lost a lot, you must tell your ally TP, otherwise you will lose a lot.
Tactical cooperation actually depends on the other arms.
Huntress and ZZ are the best halo arms of NE+UD White Tiger +DK, but this cooperation is mainly used to deal with melee opponents such as NE orcs or human NE. As long as the opponent has melee arms (such as ORC+NE), then this tactic can be considered.
There is nothing wrong with other tactics. It is better to have a NE or UD, because UD has a good car and NE has a good supply in the middle. Most 2V2 tactics are a bit like 1V 1.
However, the essence of 2V2 is to join forces with powerful forces. Don't climb too much technology, because 2V2 is dominated by violent soldiers. However, if you encounter a reasonable map or because of the previous harassment, you can also consider letting your technology climb quickly. Everything depends on the situation.
-
I'm exhausted. I hope LZ finds it helpful.