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Advantages:

Phoenix has strong field control ability;

Skill and passivity lead to a relatively high generation rate of alignment period;

You can give the team a rest;

The attack distance is far, and the team battle will not be ineffective because of its long position;

Strong ability of clearing soldiers;

Disadvantages:

Slow moving speed;

Less blood;

Low skill fault tolerance rate (often killing teammates by mistake);

Order of skill addition: R>E>Q>w or R>E>W>.

The first is to output the play to maximize the damage of your skills;

The second type adds a little auxiliary flavor to maximize the width of the wall.

There is another one that I thought of myself, but never used: one is level 6, and then EQW is full, and R is completely used as an aid to other skills.

Ice bath rebirth: after being fatally injured, the ice crystal phoenix will become an egg. If this egg can survive for 6 seconds, then she will be reborn.

Evaluation: With this skill, Phoenix basically has two lives. The eggs in the early stage are hard and not so easy to be killed. In the later team battle, if you meet an inexperienced opponent, it will be difficult for him to choose between your teammates and your eggs. If you play coquettish, when the other person is not confident enough to kill you before your resurrection, he will be afraid of you after rebirth and choose to run away.

Flash ice (default shortcut key Q): A large piece of ice flies to the target area, causing damage to the enemies it touches in flight, reducing the moving speed by 20% and freezing for 3 seconds. When it reaches the finish line or the ice bird activates the magic again, the ice will burst, causing damage to enemies in a small area and stun for 0.75 seconds.

Evaluation: interrupt DPS output, interrupt persistence skills, save teammates, and break magic skills. Moreover, the AP is high and the output is considerable. Self-magic damage increased to 0.5, but once when passing through the enemy and once when exploding behind the enemy, a total of ***2 times. Skill AP bonus is equivalent to 1.0.

Crystallization (default shortcut w): Ice Crystal Phoenix summons an ice wall to block any action. The wall will melt in five seconds.

Evaluation: One of Phoenix's magic skills, when fighting in the wild, it can prevent the troops behind the opponent from entering the battlefield, and it can also trap the escape route of the opponent's DPS. If the ice wall is placed in the right position, the enemy hero will involuntarily retreat, and there is another phenomenon, such as being stuck by the ice wall for 0: 00 seconds, and then starting to leave (the speed is slow at first), and then detouring to leave.

Frost: the ice crystal phoenix shoots a biting strong wind at her target, causing damage. If the target has a freezing effect, it needs twice as much damage as this skill.

Evaluation: Phoenix's main output skill (skill rule system plus 0.5, double case is equal to 1.0), and it can cooperate with R and E to grind blood with each other at level 6. Unless you are a tank, few DPS can support you to grind blood with R+E. The freezing effect can be triggered by Ash's ice arrow, Nunu's ice hockey and your own Q and R skills. Popsicle, ice hammer can't be triggered.

Glacier Storm-On: Ice Crystal Phoenix summons rain clouds mixed with ice and hail, which will cause damage to his enemies every second, reduce the attack and movement speed by 20%, and have a freezing effect for 2.5 seconds.

Evaluation: R's skills can be used with E and Q, E is double, which can improve the hit rate of Q, and in many cases R can help one's own personnel and themselves escape and kill each other by slowing down.

Timing of skill use

Q can be used when the other side makes a mistake, and can predict the next position of the other side. Two injuries and your own e can do considerable damage.

W is used for team battles, chasing and running, and running for your life. In the group battle, the local follow-up troops were blocked and could not keep up. When chasing, the other side's retreat was blocked. When you run for your life, your opponent's route to kill you can be blocked in a narrow place. When there is a hero like MF or PANTh in the team, you can use W to pile each other up, so that the big moves of heroes like MF and PANTH can maximize the damage caused by big moves.

E can cooperate with its own r and q to form double damage. Under the condition of ensuring its own safety, E can be thrown on the opponent's DPS as much as possible, which can destroy nearly half of the blood volume of the opponent's DPS at one time.

R is used in conjunction with all three skills of Phoenix, double damage of E, hit rate of Q, and speed of the opponent bypassing the ice wall when W is blocking the wall.

Analysis on the Advantages and Disadvantages of Summoner's Skills to Phoenix

Blink: After grinding blood, you can suddenly blink up and successfully get a head; When hunting, sometimes it is that distance that makes you successfully stop people; It's easy to escape.

Ignition: Many times you can successfully get the head with your own skills, especially in the early stage. Maybe the injury you just ignited can make the other party escape from anemia.

Ghost step: It's similar to flash, but not as sudden as flash. The success rate of sneak attack (sneak attack here refers to going up suddenly and then beheading) is not as high as flash, but it is better in persistence.

Hui Lan: I saw many people's phoenixes with this. Personally, I feel that this skill is just to give Phoenix a little more blue to use when aligning, so it is useless for him to put it on several times. A good phoenix must learn to control its own blue BUFF and make sure it is useful at any important moment. So I feel that this skill is quite tasteless.

Teleport: This summoner skill is actually quite useless to Phoenix. Take it to the tower. When the other party pushes you, you die alone, saying that a group war broke out. Pass it on. Phoenix usually doesn't follow the team. What are you doing? Only by following the team can Phoenix give full play to its skills.

Purification: so fragile, without escape skills, purification is also a dead end.

Tired: It may be useful for the other physics department to suddenly come in, but you are at the back of the line, which is a great surprise. ...

Needless to say, other tower defenses, insights, blood return, resurrection, stimulation, and heavy blows.

Rune selection

Red rune: French clothing

Yellow rune: grow back to blue

Blue rune: grow AP or -CD

Big rune: blood rune

There is no doubt that it is wearing red. I feel that wearing is the most profitable part of the red part.

Yellow runes change back to blue when they are aligned early. As long as you use it less and grow back to blue, blue is still completely enough.

The blue rune CD needs no explanation. As for increasing AP, it means maximizing output.

In addition, runes can also be all AP, and the skill of meeting phoenix is particularly painful, but it will be brittle. You can make up some in the equipment.

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Outgoing equipment:

Sapphire+1 blood bottle

or

Dolan ring

The first kind of outdoor clothes, blue is relatively more, and I brought back blue runes myself, so the Q+E from time to time can still be completely consumed.

The second kind of outdoor clothing pays more attention to Dolan Ring's HP of 120, more for blood volume than AP of 10.

Going home for the first time:

If sapphire goes out, the money is enough to buy a lunch box and a pair of sandals, and I can also buy an eye mask.

Mid-term:

Combine straw sandals into French shoes or 3-speed shoes. If you are confident, you can make a killer.

Wearing shoes is the biggest gain of attack and injury. Three-speed shoes are for moving speed (this is decisive nonsense). Killing books is the fastest way to stack AP, of course, provided that you have a head or an assistant, and the mortality rate is extremely low.

In the middle and late stage, there are two situations:

1. I feel that my survival is not a problem, and the blue BUFF is also well controlled, so I can pursue the output.

Buy a useless stick (if you find it difficult to save 1600 yuan to buy a useless stick, you can consider hurting the stick first, and even if you encounter headwind, you can cooperate with the lunch box to convert it into a time scepter).

2. If you feel that you don't have enough blood and blue, you can synthesize the lunch box into a scepter of time or a banshee (banshee is produced when the other party has more control skills and you are always accused. )

Mid-term can also start taking blue drugs (just 300 yuan can upgrade his own attributes to a higher level, so why not).

Later period:

At that time, there should be: lunch boxes, French shoes, a certain number of layered books, Central Asia.

By this time, the fighting was generally over. If the battle is not over, equipment can be provided according to the battlefield situation.

Archangels make your AP hurt more and have more blue.

Wear a stick: Ignoring 40% magic resistance can also do a lot of damage to tanks.

(Note: The above equipment suits me. Everyone has their own clothes. Just choose what suits you. Don't force yourself to use it if you don't adapt. It is best to find the one that suits you best. )

Phoenix recommends taking the solo line, which can quickly upgrade to level 6 and replenish the army. It is much more convenient for one person. If you walk by, the wave of soldiers from your own family comes, but the opposite one hasn't come yet. You know that the other person is in the grass. You can put a W in the grass, and the soldier will attack him, and then get the head with his own skills. Early Batman's injury can't be ignored.

Level 6 is Phoenix's little prime time. Because of the big move, you can cooperate with E to grind a lot of enemy blood. If the enemy is bled a lot, but he doesn't go back, it will cause him to play very carefully and won't let go, so you will gradually gain the upper hand. When the other person makes a mistake, your flash can flash in front of him. Do not hesitate. Direct r, e seconds killed him. At this time, the speed of pressing skills must be fast. Don't let your R press E, which won't double your E skill damage and let the enemy escape.

When you are in gank, you can try to go to Gank as long as the opponent's platoon is too far ahead and you push the middle platoon forward. As long as the other person has no escape skills, he will generally die (spit LB, you jumped, the big move jumped once, dodged once, and the ghost stepped away once, what should I do).

Phoenix is big, be sure to ask your teammates to help you get a blue BUFF. Although you can barely finish it, it will inevitably be slow, and it is easy for the enemy to know and find a teammate to kill you. In addition, when the line is opposite, the other party can also take the opportunity to push the tower for a series of obscene activities. Blue BUFF is very important to Phoenix, otherwise the blue of Phoenix is not enough. If the other person spends a little time on it, your blue will be gone. When fighting broke out between the two sides, you didn't have blue, so you were embarrassed there. No blue phoenix, no threat. When the blue BUFF goes online in the early stage, your skills can be close to infinity, and the other party will be gradually suppressed by you.

In the team battle, Phoenix's Q threw himself into the enemy's DPS as much as possible. In the team battle, Q is more difficult to take away. Then, under the condition of ensuring their own safety, R can be supplemented and E can be supplemented. R can limit the enemy's actions and let his teammates fly kites, while his goal is to be frozen, which can trigger his double damage and the accuracy of Q. When the team runs away, the more you realize the role of your phoenix break. Q is dizzy. The other side has control skills and is chasing your teammate's hero. W is to block the narrow road, R is to slow down and let his teammates escape, and his own E can also collect the opponent's residual blood properly and hunt for the head. The longer the battle lasts, the more you can understand your blue BUFF.

When all your skills are full and your equipment is up, then the ice wall of Phoenix can stop the river, and a set of tricks can easily drop the opponent's DPS (ahem, the other party has no equipment). However, it is not a problem to stay in the company one more time.

The second person and the second person are all instantaneous, and the phoenix skin is crisp. The position should be as obscene as possible so that the other party can't rush in and kill you. When the other party rushes in, don't panic and don't leave your skills lying around. Remember that your own ice wall can keep the enemy out of a wall, and Q's dizziness can make teammates or kill him themselves. If you meet Olaf, the role and obscene status of your teammates will be reflected at this time. Or let his teammates make him peel off a layer of skin and wear off his size when he comes in. Or, after you output a certain amount, you can drive China.

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If you just start practicing Phoenix, you must be patient. Compared with other heroes, this hero is a bit difficult to get started. Moreover, you need anticipation and experience to make your skills hit each other, and you need to practice slowly. Moreover, the skills are interlocking, and they are all active skills, which must be used in conjunction with other skills. It may be a bit tragic at first, but if you stick to it, you can destroy their hearts with a good phoenix. Of course, if you really can't practice well, give up. Everyone has a hero for everyone. Don't give up your strengths to play a hero who doesn't suit you.