So for some ADC heroes who have no displacement, it's really hard to encounter the nightmare of staring at themselves.
This paper will analyze this problem from two parts: the comprehensive analysis of nightmare and how to deal with the hero of displacement-free ADC.
First of all, a comprehensive analysis of nightmares. The strength of the nightmare hero lies in shielding the enemy's vision after opening the big move and using his own skills to make a fixed-point spike effect. There are mainly the following aspects:
1, r skill effect.
Nightmare's R skills are all ghosts. After activation, the effect is to block the vision of enemy heroes, so that enemy friendly forces lose the vision of the other side after exceeding a certain range, that is, one can't see the other, commonly known as "blindness."
This is one, and the second point is that nightmares can use R skills to rush to the target hero, causing certain physical damage after rushing.
Relying on R skills, nightmares can accurately rush to the enemy's lonely heroes. At this time, the protagonist can only rely on his own life-saving means, or fight back or escape. Teammates can't provide support beyond a certain range, even if they are cautious, it won't work.
With the improvement of nightmare R skill level, this map rises in a straight line at close range, and this distance is very considerable after reaching 16 level.
2, w skills, anti-control skills.
W skills-dark cover, passive attack speed, active activation and a shield can resist a skill, including skill damage, skill effect and so on. The most important thing is some control skills, such as R skills of Bing Bing and editing of Jin Kesi. The control effect of these skills will be effectively resisted by W skills.
The scariest thing about this skill is the high attack speed bonus obtained after using the shield to offset the enemy's skill. After the nightmare is matched with the deadly rhythm rune and the passivity of W skill, the attack speed bonus can be more than doubled after the first general attack. This high attack speed, in front of the ADC hero without displacement, is simply a god-like slaughter effect.
3, e skill control ability.
Nightmare's e skill silences fear and passively gains movement speed. Active casting will cause continuous damage for 2 seconds. After 2 seconds, if the enemy doesn't escape from the E skill range, he will get a certain degree of fear effect, similar to the Scarecrow's Q skill. The enemy will slowly escape from the nightmare, and the moving speed will be greatly reduced.
Therefore, E skill is the main control skill of nightmare in gank. Although the effect of fear has no confinement and dizziness, the advantage that the opponent can't fight back when he is afraid greatly enhances the fighting ability of nightmare.
Finally, the effect of increasing the movement speed of Q skill to make it ignore the influence of enemy unit volume on the path is not much to say, and it can play an excellent auxiliary role when used with any of the above skills.
In general,
Every skill of nightmare has a very strong attack attribute. When he combines practical skills and uses them together, his overall combat capability will be qualitatively improved! For example, RQAEA's tricks, when nightmare equipment is better, RQ damage can destroy more than half of ADC's blood.
In addition, Nightmare can cast Q skill in the flight of R skill, and Tiamat series equipment can also be used. The game of "second kill on the ground" is easy to play after proficiency.
Second, how should a displacement-free ADC deal with nightmares? After being taken care of by nightmares, ADC heroes without displacement need to enhance their life-saving ability first!
Stopwatch props can effectively defend against nightmare killings.
The function of stopwatch is to make the user immune to any damage within 2.5 seconds, which is a natural enemy for the nightmare that relies on the skill explosion killing effect! But the stopwatch also has a disadvantage, that is, the stopwatch can only be used once in the whole game! Even if you keep buying, you can only get a broken stopwatch, and you won't need this stagnant effect.
Therefore, when ADC heroes are constantly being attacked by the R skills of local nightmares, you can upgrade the stopwatch to the Central Asian hourglass.
Because this equipment can provide 75 spell strength and 10% minus CD, it has always been a high-frequency use prop of Master Zhong Dan. However, since these versions, the situation of ADC heroes and the overall game atmosphere have changed, and more and more ADC players have begun to pay attention to this equipment.
The activity effect of the Central Asian hourglass is the same as that of a stopwatch, but the advantage is that the hourglass can be used continuously. 120 second cooling time is about the CD duration of two nightmare tricks. In addition, the Central Asian hourglass can also provide 45 points of armor, which is a good defense for an AD assassin hero like Nightmare. So generally speaking, when the nightmare continues to be targeted, a Central Asian hourglass can defend him well. The existence of the hourglass makes the nightmare more fearful when R goes to find himself, which plays a certain deterrent role.
Secondly, when the enemy camp has a nightmare, and the nightmare has been aimed at ADC, as ADC, you should walk with the team to avoid being alone and finding opportunities by nightmares.
Many times, as long as the auxiliary hero is around, the only shield countermeasure skill of nightmare can't play a key role. Nightmares, although they have outstanding damage ability, are also afraid of control, especially heroes with strong serial control ability, such as Japanese women and tauren. One control skill is resisted, how can other holding skills be blocked?
Finally, I want to say how we, as ADC, should use our own operation to fight for the chance of survival under the condition of being constantly stared at by nightmares.
The first point is to learn to calculate the duration of nightmare W skill shield and fight bravely. Don't let the nightmare shield offset our control skills, especially the R skill of the soldiers, a key control skill of a long CD.
Nightmare's W skill shield duration 1.5 seconds. When Nightmare turns on R skill and flies to you, don't cast your control skill first, carefully observe whether he turns on W skill, and then try to cheat Nightmare's W skill with general attack and other skills.
Once the nightmare's W skill is empty, we can use our control skills to limit him and achieve the goal of escape.
Second, the choice of equipment, green fork equipment, because of the existence of the passive savior blade, can effectively resist the killing damage of nightmares. Increase your attack speed and crit chance, and also have certain life-saving ability, which can effectively target nightmares.
Subsequent equipment selection can refer to physical resistance, such as armor shoes, blue shield, Bingxin and other equipment that provide high armor and protect blood volume, which can effectively defend against nightmare killing.
The third point is the use of flash. The R skill mechanism of nightmare is to fly to the target hero. If you see a nightmare flying to yourself, it is impossible to escape this skill. The nightmare will still follow up to where it flashed. The best time to use it is to use flash after the nightmare falls to the ground. You can flash into the tower, the wall, your own crowd and so on.
The above is my answer, I hope it will be useful to everyone! Thanks for reading ~
If there is a flash, you can choose a place with good feng shui to die. If there is no flash, dig a hole, and then the teammates will fill the soil back.
Nightmare's skill burst is very high, so we must give priority to targeted ADC defense equipment, otherwise it will have a great impact on our mentality and development every time! 1: Equipment defense
ADC can't live for 3 seconds after being hit by a fat nightmare. In order to ensure your own survival, you should choose equipment that has both physical defense and resurrection effect!
If necessary, you should give up an export suit and buy armor suits such as Langton and plate armor to reduce the harm of nightmares to you, and then cooperate with your teammates to kill him!
2. Teammate protection
Nightmare has a strong second ability, but his defense is low, for fear that his teammates will limit him with control skills when he is on the court. Collecting fire is easy to kill him!
With defensive equipment and the protection of teammates, if the nightmare develops in fat, there is nothing you can do!
You can never walk alone when you are targeted by nightmares. It's safest to follow your teammates. You must change your equipment and output less. It is the first thing to ensure your survival! Know yourself and know yourself, and you will win every battle. -Understand the mechanism of nightmare II crispy skin.
Don't put your hands on the keyboard when flying, so as to avoid unnecessary operations affecting your mentality.
Nightmare staring at ADC mainly depends on his big trick-ghost secret, eliminating the enemy's vision (commonly known as turning off the lights) and the long-distance dash that has certain harm.
Either don't play abc, or be a student. Ensuring eternal life is the first task. It's better not to make mistakes than to carry them.
Hello! For your question, we can divide it into two parts: 1. What are the displacement-free ADCs? How does the second nightmare skill restrain brittle ADC? We combine the two to answer.
There are two kinds of displacement-free ADC: A and B.
A hero (1-7): Possess control or immunity skills.
Class B hero (8- 13): Uh-huh, nothing.
Nocturnal skills have become a magic weapon to restrain ADC. Passive Skill: Blade of Dark Shadow
Every few seconds, Morten's next attack will cause additional physical damage to nearby enemies and heal itself. The normal attack of Magic Teng will reduce the cooldown of this skill.
Q skills: the road to nightmares
Magic Teng throws the blade of dark shadow, causing damage to the enemy and leaving a ghost path, and leaving a ghost path for the injured enemy hero. Shadow Road, Morten ignores any collision volume, and the movement speed and attack power will also be improved.
W skill: dark shelter
Magic Teng strengthens his blade and passively increases his attack speed. Active activation of this skill will blend the magic Teng into the shadow and produce a magic shield that can resist the enemy's single skill. If the resistance is successful, the passive attack speed bonus effect doubles.
E skill: wordless fear
Magic Teng implants nightmares into the target's brain, causing continuous damage to the target. And if the target does not leave the skill range after the skill duration, then the target will be feared.
R skill: ghost.
Magic Teng narrows the vision of all enemy heroes, and removes the vision of enemy heroes and friendly forces in the process. Magic Teng can take this opportunity to make a dash for nearby enemy heroes.
Supplement: The sequence of nightmare continuous strokes can be operated according to the number of opponents and the equipment of both sides. Suggest a resurrection armor, a visionary guard.
How do A-level and B-level heroes deal with A-level heroes in the face of nightmares?
1 Sivir. Use the e-skill spell shield (create a spell barrier to block the enemy's single skill once. ) and r skill hunting (providing explosive movement speed bonus for a period of time. When the nightmare comes, open the e skill block, and then make a big move, which is especially easy to distance yourself from the nightmare, and the advantage of ADC's long hand comes out.
2 ice cubes. The most important thing is the big arrow. To make good use of it reasonably, first use W skill to finish all the arrows at one time (gray shooting 9 arrows to slow down in front of the cone). Break the shield of nightmare W skill, and then use the big move accurately. Furthermore, when the nightmare turns off the lights, you can tentatively predict its position with E skills.
3 Vayne. Start the big move first, so that you can't see it in front of the nightmare. He can't find the north behind you. The most important question here is how to use Vayne's E-skill Demon Trial (Vayne will repel the target and cause damage. If the target collides with the terrain, the target will be penetrated, causing additional damage and stun effect), and the Q skill will pull away.
Willows, like ice, e skill breaks the nightmare shield and then binds it with big moves. And then run.
5 Draven. Clear the road with e skills and sharpen the axe (Levin throws the axe and drives them aside. The hit target will be slowed down) The nightmare shield will be broken. Then use the acceleration of W skills to open the distance and avoid being scared.
6 Jin Kesi. When the nightmare turns off the lights, immediately put the e chewing Grenade under your feet (throw a string of trap grenades. The Grenade will explode in 5 seconds, and it will attack the passing enemy heroes and bind them in place. ) you can change the release order of nightmare skills around e skills, so that Jinx has time to buffer and escape.
7 chardonnay. A great way to immunize against all nightmare injuries.
Class b hero
There are only two ways for us ADC. God closes the door and closes the window. First, we go with the assistant anytime, anywhere. One can't beat, and two at least make the nightmare a little worried. The second is to use equipment protection, such as resurrecting A and Central Asia. It is suggested that all ADC's should be revived except Kasha's coming out of Central Asia. If you can survive with your superb operation without hurting enemy heroes, you might as well die in the hands of nightmares. After all, if you don't die in the hands of the enemy, you will be drowned by the saliva of friendly forces.
To sum up, when nightmares start to make big moves and fly to your side, the most important thing is to distance yourself and use the advantage of long hands to fight back or escape. Nightmares are not terrible. What's terrible is that you don't have a deep understanding of the hero's proficiency, position and team consciousness.
For example, Bing Bing, a hero who has no displacement, should provide some relatively resistant equipment, such as a night blade, a resurrection armor, a small stopwatch, or a mercury machete to turn off the lights, and try to go to some grass without a nightmare vision so that the nightmare can't lose its vision. If the nightmare flies, don't panic. Try to let him fly over to match the strings, flash off the nightmare's E skill, so that he can't keep up with the ping A behind him. If he still wants to hit you, then you can knock the nightmare out with a WR backhand.
A typical sudden shot, if you can't shoot an advertisement without displacement together, then why play with this hero?
First use the big golden body, then use the small golden body, the curtain blade to block a skill, and then resist the cloak to block a skill. Resurrection armor is resurrected, angels give it, gems give it, time gives it, wolves and sheep give it to teenagers, and the planet guards the old man to give it to the golden body. In this way, Daikin's health is good again. Go ahead. . .
I said that the acceleration of auxiliary time can open the distance between nightmares and big moves. A bunch of people spray me as a cloud player's big move and directly call me the second person. He can't attack you when he comes up? Can't charm you? Great moving speed and distance are more useful than any displacement. I can't run out of nightmares with a small gun, but speeding up the time can really save my hand.