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Don't be fooled by the illusion. Ceci advanced introduction.
HON enchanted witch thinking skills to add some recommended gameplay.

This time, I bring you a detailed analysis of the costume skills of the enchanted witch Sethi. I hope you will like it.

First, the background story:

"Sethi led them in, sat down on armchairs and stools, prepared drinks and mixed them with Plum Naya wine to make them forget their hometown."

-Odyssey, 800 BC

The enchanted witch Circe.

The power of the illusion of thinking lies in that she can really use the will of others to make everyone affected by the illusion make different judgments. Primary illusion can only imitate false sounds or create a visible and easy-to-see mirage. However, Ceci's years of special research have made her illusion no different from the real scene. This illusion can make sounds, visions and even smells contact with the body.

Second, the character attributes:

Main attribute: Intelligence strength: 18+ 1.8 Initial damage: 47

Agility: 17+ 1.6 attack distance: 500 intelligence: 22+2.4 attack speed: 0.69.

Life: 492 Mana: 286 Armor: 2.38 Magic Armor: 5.5

Moving speed: 300

Positioning: Remote Auxiliary Output

Third, skill introduction:

Trap magic bullet (q)

Magic cost: 90/100/10/120 mana. Sethi releases dark energy in the specified direction at the speed of 1500 to capture the enemy, causing 60/ 120/65438+ to the first enemy hero who enters the range of 70 yards. Then jump to the nearest enemy hero within 350 yards, causing the same effect. The energy ball provides a clear field of vision of 400 yards day and night, and lasts for 1.5 seconds after the end. If the target is hit, the field of view increases to 800 yards but still lasts 1.5 seconds.

Range: 70 Distance: 1000 Cooling: 14 second

This skill is similar to LOL Morgana's Q, but it can be passed on through Batman. And after hitting the target, it will provide a certain high-altitude view according to the constraint time. Have certain investigation ability.

It is important to know that at the end of the first bondage, this skill will cause another bondage to the units added by Honsethi near the target. Low-level Q can trigger the binding effect twice quickly and easily. But the high-level ones are a little hard to trigger.

It should be 3 seconds at most to balance the binding.

Foot-binding: as long as the enemy is tied so that he can't move and displace, he can use skills, props and peace A without interruption. Players should remember this.

Phantom reproduction (w)

Magic cost: 100/85/70/55 mana. Seeing a doppelganger is an ominous sign. Sisi causes illusion to the target, lasting 15/20/25/30 seconds, taking 350% damage and causing 33% damage. If the damage is applied to an enemy hero, it will cause an extra 20% slowdown for 2 seconds, and the illusion will automatically attack the hero.

Range:-Distance: 700 Cooling: 8 seconds

This skill mainly plays the role of jacking the tower in the early stage, which can absorb the damage of the tower at least twice, and can reduce a lot of damage when crossing the tower in the early stage. You can also use its deceleration effect and fantasy to get stuck. But to measure the two, the operation difficulty and benefit are that the top tower is greater than the control.

The duration of 30S and the cooling of 8S in the later period can allow Sethi to release multiple fantasies for investigation and seduction.

Bian Xiao used his teammates' fantasies many times to cheat his enemies of many skills.

In addition, in the later stage, this skill can copy the enemy's main force or increase the enemy's output. However, it is best to be a hero who has been equipped with attributes and ball effects, because the attributes of fantasy inheritance are only the attributes of characters and the passive effects of equipment. Extra attack power, blood volume and the like will not be inherited. Of course, this skill has a range of 700 and a short CD, and it also has a very good effect in breaking the volley ball.

It should be noted that the magic consumption of level 1 W is as high as 100, and the addition of 8S CD can easily make players ignore the former and use this skill frequently, resulting in a serious shortage of their own blue. Be sure to pay attention to blue control.

Be misled by hallucinations (e)

Magic cost: 70 mana. Seti dives into the shadow. After 0.05 second, he enters the stealth state for 4/6/8/ 10 second. He can cross the unit illusion for 4/6/8/ 10 second, taking 350% damage and causing 33% damage. Leave an illusion to seduce the enemy. The last command before the illusion is automatically executed. The damage taken 0.05 seconds before invisibility will be transferred to illusion, but it will not kill illusion.

Range:-Distance:-Cooling: 32/28/24/20 seconds

Similar to DOTA Monkey W, when this skill is released, the fantasy will move according to the path specified by your mouse before. Deception still has some effect. In addition, the stealth effect of this skill can also make Sisi quickly approach some special targets to release big moves.

The fantasy effect of this skill is the same as W's fantasy, which inherits 33% of the attributes.

Confusion and hallucination (r)

Magic cost: 100/ 150/200 mana. After casting the spell for 2 seconds, he summons his body, removes all negative states, and becomes a perfect target. He gets all the attributes, skills and props of the target in 15 seconds, and his health will be converted by percentage, and his magic will automatically increase to full capacity. But the attack can only cause 70/85/ 100% damage. When the transformation is released, the health will be converted according to the percentage ratio, and the magic will automatically return to the amount before the transformation. All permanent summoners will be released. If the distance from the target is greater than 1500 yards, the continuous casting will be interrupted and will not stop. If the target uses any transformation ability, Sisi can't get the effect, so he needs to use the relevant skills himself. If you become a rising sun god, you will be released automatically when you die. Anyway, if you release the transformation, you will enter the invincible state for 3 seconds and recover (10+ copy mana percentage)% of your life, up to 60%.

Range:-Distance: 700 Cooling: 120/ 100/80 seconds

The legendary trick of turning over against the wind?

You can completely copy everything from each other. If you don't add skill points, this skill will also be copied, and you can add some points. . .

And all the play of this hero is basically around this skill.

How to release this skill stably and which targets to choose for assistance all need players to think.

After this skill is copied, the percentage of health lost by the copying unit will be reduced by the same percentage according to Sisi's health. For example, you copied a 5000-blood one and lost 50% of your life. Then your body 1000 blood will also lose 50% of its health after the end.

And the death of the replication unit is also counted as the death of Sethi. During the copying period, all the equipment of Sethi had no effect, and it was calculated according to the copied hero.

Four, equipment selection:

Outgoing equipment

bandage

Strengthen the wrist guard

In the early days, Sethi mainly used Q skills to cooperate with teammates to kill units and crush people, and developed mainly. In the early days, Sethi's life was too low and his strength growth was not high. Wrist cuff can increase Sethi's viability to some extent.

transition period

Circular shield

sneaker

Carve a robe

At present, in addition to providing many full attributes, the cassock is the best piece of equipment for the mid-term transition between Cyprus and the West. At the end of the big move, Sethi can use the carved robe to restore some of the blood lost during the big move, or as a team to restore equipment when there is no big move. After level 6, when he was young, his own injury ability was almost zero, mainly a control type. Once q is empty, he is basically a low-level infantry. . Insufficient blood, not even an advanced infantry.

In terms of shoes, triathlon boots can provide Sisi with a certain amount of meat, but the price is too expensive, so priority is given to jogging boots.

The round shield mainly reduces the damage of the opponent's physical units slightly. The price is not high, Honsethi can also increase some income, and it can become a pioneer shield when it is rich.

Midgame

Circular shield

sneaker

Carve a robe

Magic immune guardian

The Magic Immune Guard is basically a necessary equipment for Sethi. With a boot time of 2S, the enemy has plenty of time to interrupt you. There is also a vacuum period of squatting in the corner and using the other party's control skills. However, it is easy for the other party to be alert after suffering losses. Magic Guarding is to make you copy the other party's unit almost arrogantly.

If you have money, you can turn the small round shield into a pioneer shield, which is a very cost-effective equipment. Suitable for everyone.

Late game

sneaker

Carve a robe

Magic immune guardian

Flash dagger

Kong Ling ordinary ball

Xianfeng shield

Challenge cloak

Basically, this set of equipment has been installed by a god, and the economic ability that can be given to Sethi can basically be given here. This equipment belongs to universal oil type.

Jumping knife is because some of the opponent's main outputs need to hide in some distant enemies, waiting for a good opportunity to cut into the battlefield. It's hard for you to rush over and copy, but jumping knife can aim at those people, get close to the target quickly, open magic immunity and copy forcibly.

Fly ball is mainly used to deal with some directional skills that can ignore magic immunity, such as Honsethi plus some big moves of death knights. You can also resist some directional damage skills and control skills without magic immunity.

Vanguard shield: used in physical units.

Challenge headscarf: for magic units.

What they have in common is to reduce the damage caused by the corresponding units. Improve viability, cost-effective. So the choice of the two depends on the situation.

Shenzhuang

Transfer flight boots

Magic immune guardian

Flash dagger

Kong Ling ordinary ball

Deformed sheep stick

Lingfeng prison

The magical Long Zhixin.

Staff officer Yang: One more hard control. It can also help improve the success rate of big moves.

Lingfeng Prison: It provides a large number of health points and other additional attributes, which greatly improves Sethi's viability and can also have certain attack ability.

Magic Long Zhixin: Simply providing a large number of health points may not be as good as Feng Ling Yan Prison, but the strong toughness of magic Long Zhixin is beyond the reach of Ling Feng, and toughness is also a very good attribute for Sethi.

So, again, it depends on the situation.

Five, play:

At present, the positioning of Sethi is still auxiliary, and the development speed of other positions in the fast-paced version is still too slow.

Auxiliary position

In the early stage, it was mainly to crush people. If possible, when choosing Sethi, let teammates choose more aggressive CARRY and Honsethi, such as the immortal god of war and the heart of the sea. In this way, we can easily suppress the enemy's inferior roads or even kill them by using multiple controls in the early stage. Moreover, the secondary trigger effect of Cecil Q skill can also play a very good control effect in the environment of 2V2. The disadvantage is that Celsi's own attack is strong, but the damage is not enough. This will lead to the tragedy of death of both sides in some special times, such as V2, when crossing the tower. And if Cecil's Q skill doesn't hit, then Cecil's threat ability is almost zero, so when he meets some strong and bad orders, Cecil is likely to be pursued by the other side.

Sethi's auxiliary position is slightly more demanding in terms of big moves. Because his output basically depends on playing well. Therefore, how to choose the target replication is a very serious problem for Sethi.

superhero

Bian Xiao's experience here is that in the early and middle period, controlling heroes is greater than exporting heroes. Single output hero is greater than AOE output hero. The output heroes of AOE in the later period are greater than the single output heroes and control heroes.

In the early and middle stages, controlling the hero's control and his own injuries can make the team and himself output a lot of injuries. At this time, the output hero's level and equipment are not enough, and copying can't do much harm.

It will be different in the later stage. The goal of both sides is to focus on the control hero of the other side. The goal of the team is to kill the control hero of the other side as soon as possible, instead of waiting for the control hero of the other side to play a game, and then you copy and play a wave. It's not that you, Cece, find the other person to control the hero's position and copy it alone. The hatred of this hero is similar to that of the other output unit in the later period. But the success rate of replication is higher. There is only one reason: equipment. Under the same hatred, the latter has a greater sense of life-saving than the former, and the former thinks I'm going to die. Honsethi added some skills and threw them all away. Your 2S startup time may be interrupted by the premature death of the target. The latter is thinking, I can't die, I want to save my life and find an opportunity to export. In this case, the chances of success of the big move are slightly higher.

In terms of exporting heroes

The explosive ability of a single hero is higher than that of AOE heroes in the early stage, and the output will become weaker and weaker in the later stage because of the station and skill characteristics. More importantly, the replication time of Sethi is only 15S. Throwing all skills out as soon as possible is the main purpose of Sethi. AOE skill has higher hit rate and output than single output.

Of course, the above is just an idea of Bian Xiao. When you really play, you also need players to be flexible. Maybe you copied a giant god or an evil god on the other side later, and the effect will be greater than copying those CARRY on the other side. It varies from person to person and from situation to situation. Don't be too limited to what others say.

superhero

VI. Add:

General: main Q auxiliary W level E level, a little bigger.

Death: if you want to get rid of bad orders, you can be the main Q and vice E, the first W, or even not. A little bigger. However, it is meaningless not to recommend bad orders.

The following items can be used during the release of Cecil's big move: hidden knife, magic immunity and ice armor. And will not cause interruption effect.

Q skills can penetrate soldiers, and Sethi can hide the track of Q skills with small soldiers.

When you have a high level W, you can copy two different units to appear on the mini-map, paralyzing and attracting local attention. Honsethi adds some points so that his teammates can engage in other yin activities.