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DOTA popsicle use details
In terms of skills, it is certain that the main skill is12,3, which is too magic-consuming. The first three levels are very expensive, and it will be very effective to add them to the whole team later. In terms of big moves, it is mainly necessary to have a perceptual grasp of the speed and distance of heroes. After t, it is generally about 600 times in front of the hero path. After about two seconds, the bomb will reach the position and basically hit the hero.

As for the equipment, because Popsicle 2 skill cooling is very short, the effect is very good, and it needs to be put frequently, so it is necessary to return the bottle to the magic equipment in the early stage. Popsicles are too fragile to withstand two hammers. You can support some blood by changing the strength of your legs, and putting a few pendants is also a good choice. The popsicle has a good feel and trajectory, and can come several times after freezing. There are too many things that can be done later. I prefer Zi Yuan, because the popsicle is really aggressive and the effect is great! Sheep knife and Shiva, it depends.

Emphasize the use of freezing. This skill is skillfully used because people who know popsicles basically know how to retreat. You can choose to use it in chaos, or when there is a hammer to help, or when local heroes are stuck by small soldiers. In a word, we should seize the opportunity.

You have to experience the feeling of big move yourself. After the second T, the bomb usually arrives in less than two seconds. This is very important. The 6.66BAI version has been released. Play computer more. Can improve perceptual knowledge. Computers don't hide from popsicles.

Last but not least. Popsicles are too brittle to be killed by GANK. So playing popsicles requires pressure. You can't be led by the nose!

Frost Foot [C]: As long as the target is within the influence range of Frost Mantra 740, it will continue to take damage. It will freeze after 4 seconds, and the freezing effect is similar to dizziness. Advantages: As long as the target is within the range of action, it will take 75*4 damage. After 4 seconds, it can freeze the target for 3.5 seconds, which is a super cost-effective skill. Disadvantages: It's too difficult for heroes with flash skills. As long as these heroes leave the range of action quickly with flashes, it is equivalent to wasting a skill. On the other hand, it is to mobilize the enemy.

The target is invisible within the spell range and is also damaged and frozen.

It's really beautiful to exchange 120 mana cost for 300 single damage and 3.5 seconds single control. Unfortunately, without the help of teammates, it is difficult to play its full power. Facing some heroes with displacement skills and even some chickens to help, the advantages outweigh the disadvantages.

Frost Vortex [E]: The casting distance of1500 is 12 seconds, and the duration of 6-second CD is very good. The range of 275 seems very small, and the duration of 6 seconds CD and 12 can completely expel skills twice, which means that the actual range of action can reach two ranges of 275. The field of vision is very small, as small as 100.

Touch of Ice [G]: Most novices can't use this skill well, so it is completely wrong to think that it is useless. A full-length CD of 38 seconds, a duration of 40 seconds or attacking enemy heroes five times almost determines its strength. Plus 70 magic attacks are awesome! Its advantage is that the more allies, the more obvious it is, and the enemy's attack speed decreases 15% which can be ignored. For example, if there is only one hero, it is 70*5 magic attack power, and if there are two hero units, it is 70 * 5 * 2.

A simple example: level 7 tramp and Iceman GANK, a hero without flash skills. If the ice touch [G] is filled first, and the ice touch [G] and the frost foot [C] are cast together with a hammer in advance, it is almost impossible for the target to get out of the influence range of the frost foot [C]. Suppose the wanderer can hit A to 4 times and the Iceman can hit A to 5 times. I wonder how many injuries these injuries can resist.

Let's talk about the big move in detail

Ice crystal detonation [T]: One of the most NB tricks in DOTA. Good range damage and preventing the target from returning to blood are enough. In fact, there is a target that explodes directly when the blood volume of the target is below a certain amount. Note that when the ice crystal explodes [T] for the first time, it will fly out of a magic circle. After this magic circle flies near the target, press T again. After 2 seconds, it will cause damage to the target area. The casting is not continuous. Iceman can walk around at will and even use it to return to the city.

There are three most powerful reasons.

1) damage

The damage [T] caused by ice crystal explosion is divided into three stages, the first stage is initial damage, the second stage is curse, and the third stage is to kill low-life targets.

About the calculation of injury:

0.25 is the initial magic resistance of all heroes, and some heroes who have learned magic resistance skills or bought magic resistance equipment cannot be calculated according to this formula.

1 order of magnitude: (1-0.25)(250+ 10*7)

Grade ii: (1-0.25)(350+ 15*8)

Level 3: (1-0.25)(450+20*9)

Because of the special effect of ice crystal explosion [T] damage, the above calculation is that the blood volume of the target after being injured is higher than the minimum blood volume.

If the target's blood volume after injury is just below the minimum blood volume, then the total damage will increase with the increase of the target's blood volume.

1 grade: the target assumes 700 blood, 1000.

As long as the HP at 700 life is lower than (1-0.25) (250+10 * 7)+700 *10% = 310, you can go home. Of course, the target can still return blood before injury, so the target's life is set below 280 HP.

As long as the blood volume at 1000 life is lower than (1-0.25) (250+10 * 7)+1000 *10% = 340, it can be seen from the comparison of two different lives that there are more.

Grade 2 is large: target assumed blood volume 1000, 1500.

Calculation of 1000 life: (1-0.25) (350+15 * 8)+1000 *1%.

Calculation of 1500 life: (1-0.25) (350+15 * 8)+1500 *1%.

Level 3 is large: the target assumes a blood volume of 2000,3000.

Life calculation in 2000: (1-0.25) (450+20 * 9)+2000 *12% = 712.5.

Calculation of 3000-year life: (1-0.25) (450+20 * 9)+3000 *12% = 832.5.

The above calculation is the damage suffered by the target when it has magic resistance. Next, the hero's initial magic resistance will be offset by the full frost vortex [E], which means what the target's magic resistance will look like when it is 0.

1 class 700 blood: (250+10 * 7)+700 *10% = 390, and half blood is mostly from birth to death.

1 grade is1000hp: (250+10 * 7)+1000 *10% = 420, which also reduces the damage of magic resistance.

Level 3 is 2000 HP: (450+20 * 9)+2000 *12% = 870, which increases the damage by 157.5 compared with the above magic resistance.

Grade III: 3000 blood: (450+20*9)+3000* 12%=990.

The damage is very NB, but the casting is more NB, which is one of the most difficult skills in DOTA.

Note: the magic resistance reduction is calculated as the limit damage, and the target cannot be within the magic resistance range for 9 seconds.

2) The influence of the curse

Explanation of preventing blood from returning: All blood-adding skills can't return blood to the cursed target, and blood-returning equipment such as McCann, Vanguard Shield and Challenge can't return blood to the target. Domination, madness and other blood-sucking equipment can not return blood.

Directly kill units with health below a certain percentage: the ancients can stop the damage of the curse by defending the back of LOA, but they can't remove the diminishing state of the curse. Shadow priest SP's thin burial can't stop the curse spike (6.66 thin burial can't spike the target).

The curse range [T] of ice crystal explosion is divided into two kinds of calculations. The first is the range of hail flying out after determining the damage range, and the second is the damage range of hail explosion.

Before the hail explosion, the curse range was 275, and it took 2 seconds to fly to the magic circle. As the picture shows, the curse range is a moving range.

Do the first and second curses overlap?

The damage of two curses does not stack. How much blood should be lost per second? After two curses, the same blood will still be lost every second. Curse time recalculated. Curse after the first time. Curse time recalculated.

The meaning of curse: its actual damage is not high, but the latent damage is the highest, so the characteristics of spike need not be said more; In the process of team fighting or small-scale fighting, there will always be wonderful scenes in which various props are used to reply and finally achieve anti-killing; Now that there is a curse, it can be said that these counter-kills are all 88, because nothing can achieve blood return within the cursed time.

3) Damage range, casting range, casting, cooling time and magic consumption.

Damage range: the damage range [T] of ice crystal detonation is 250+50* flight time, and the upper limit is 1025. That is, the magic circle increases the damage range by 50 per second in the air, and the maximum damage range is 1025. Simply put, the farther away from the target, the greater the damage range.

Scope of casting: flying speed of magic circle 1500, with a bird's eye view of 500. Look at the small map after the ultra-long-range target puts the skill, and then press T. You don't need to look at the target or the map after the close-up skill, just count the time and distance, because the close-up skill can't react, so you can hit the target better by pressing T after counting the time.

Spellcasting: After the Iceman throws something out of the magic circle according to the ice crystal explosion [T], he always makes a throwing action. If this action is not cancelled, it will stop until the end of the skill. This time depends on the flying time of the magic circle. This action is completely unnecessary. Take the hero away and you can cancel. Of course, you can also go out directly by going back to the city or flying shoes.

Cooling time: the cooling time of 44 seconds in the middle period is just right. Imagine that the Iceman throws a magic circle from one direction to any of the other two directions, and it is more perfect to cooperate with teammate GANK without delaying the alignment. If your teammates are strong online. The only drawback: it is too difficult to cast spells.

The cooling time of 20 seconds is shorter than many small skills, even shorter than the CD of Iceman's own three skills [G]. I suggest you use it when you have time.

Magic consumption: low magic consumption and low CD time determine that the first equipment that Iceman needs is to return to magic costume.