DOTA CM mode lineup problem

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Release: 2024-01-16 15:36:27
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DOTA CM模式阵容问题

DOTA CM mode lineup issue

This is the team battle lineup, and it looks like it is ready for a positional battle. However, these heroes all have the possibility of being banned. Let me briefly analyze them.

Try to ban the heroes that have the most obvious restraints in team battles, such as Mavericks, Daniel, Bone Mage, PUCK, Gods, 51, Mystery, etc. Which one you want to ban depends on the situation.

2. Several battle rhythms you may encounter: 1. The opponent is also a group, and the group is against the group. The representative characters are the ones that were missed in the BAN selection just now, as well as those that you didn't select here, as well as Ice Girl, NEC, Lich, DP, Black Sage, Captain, etc. In this case, you must control the rhythm, take the initiative in your own hands, and force the other party to join with you, rather than letting the other party join with you. Therefore, ensuring good first-hand control is a key factor in winning. Murloc, Little Y, and Shadow Demon can jump with their swords and you are not far from victory. Second, choose the PUSH lineup on the opponent and push the T flow quickly. The representative characters are TS, Bone Mage, Spider (without Ox and Axe, Spider pushes T too fast, SF can’t keep up with Spider’s pace no matter how fast it clears troops, and others don’t have the ability to clear little spiders), Warlock, and Prophet etc. In this case, don't force the opponent to join you, because you are not strong in pushing T. The 4 people on the opposite side can definitely defend the T pushing of 5 of you. The remaining spiders lead the line to push T, and there is nothing you can do. So in this case, we should focus on defense, supplemented by offense, and delay the rhythm of the game. The specific method is to bring more TP and have at least 2 TP on you when you go out, just in case of emergency. As long as the opponent starts to push T, gather 4 people (Medusa does not need to come, as long as the level of FARM is high, try not to team fight in the first 20 minutes to avoid losses), use skills to quickly clear the troops, and use small Y to attack T. In the same way, if you push the other side, 5 people can't push it down and the 4-man defense can't be pushed. If they push you, 5 people can't push it down and the 4-man defense can't be pushed down. As long as they can't speed push, you win. Third, the opponent uses GANK to protect the core. If you play like this, you just have to work hard on operation and cooperation, because you can also make a gank guaranteed lineup, and the first hand control is not very stable (without Ice Girl, Lion, VS, and Wanderer, it is very difficult to control the rhythm of gank) , so you can only cooperate and operate. It is recommended to buy more eyes to see clearly how the opponent's support is. In addition, surrounding a point for reinforcements is also a very good choice. That is, a bunch of people surround the T, leaving one on the line, and the others hide, whoever comes to kill whom

3. The choice of being banned: SF is a pseudo-queen, whose role is to fight in teams, protect the core, and drive the rhythm. Therefore, NEC, Water Man, and Blue Cat are all good substitute heroes. Tide is a team control, because his ultimate move is too IMBA, and there are few heroes who can replace him. The captain can barely replace him (it requires very good operation, because the captain has too high a grasp of the prerequisites, but in terms of team battle effect, It is much bigger than Tide, as long as you can use it well, it is much stronger than Tide), and then there is Black Sage (although Tide cannot replace it, but in terms of its role in team battles, Black Sage is also good. It has continuous spellcasting on the opposite side) In the case of heroes, such as Sand King, Daniel, Source of Pain, TF, etc., Black Sage's effect is much greater than Tide. In addition, if Black Sage grasps the timing very well, his effect will be greater than Tide, such as Pull a certain hero from the opposite side to kill first, or pull the powerful hero from the opposite side out of the combat area, or pull all the opposite heroes together to use SF's continuous shadow pressure to ensure the output efficiency, etc. Although the control is insufficient, but The ability to disrupt the opponent's rhythm is more than sufficient). Others have been banned, such as cows, fans, etc., so I won’t mention them

It is very important to grasp the early stage of the battle. Since this lineup is for team play, it is easy to become the target of the opponent's GANK in the early stage. Once the opponent finds the rhythm of GANK, it will be difficult for you to reverse the situation. Therefore, don’t be stingy about buying eye positions in the early stages. Except for Medusa, other teammates should buy eyes if they have money. Areas that require special attention include: the two slopes in the middle lane, the river upslope in the advantage lane, the jungle ward in the inferior lane, and the ward behind the tower.

That’s all, I hope it can help you

DOTA CM lineup issue

In version 6.69, ST has experienced a relatively large weakening, which makes it easier to be short of mana when catching people. Therefore, I do not recommend using ST in mid-lane duels. Once the middle ST is GANKed by the enemy, the entire rhythm will be disrupted.

The biggest problem with your lineup is: crispy assist, double late stage [MED’s early crispy b], crispy GANk [ST]

It is recommended to replace MED with GA, because GA can play a better role than MED in mid-term team battles.

In addition, a more serious problem with this lineup is the lack of control. The only reliable first mover is ST's jumping E [LION's E can only be called the first mover before the jumping knife comes out. What do you say about WD's bottle GANK? Go behind and go first in team battle】

Okay, where is your team control?

Maybe a mystery is a better choice.

So my suggestion is

On the road: GA

Middle: ST[SF can be considered]

Bottom lane: MOR LION [or WD, to be honest, if LION is not solo, he will have to give the water man a knife on the wing, so the experience will not be as good as WD in the mid-term] Mystery

This lineup is more focused on team battles and advancement

It is unlikely that three people will be suppressed by other strong three-person combinations [at the same level]

Who can provide some 5V5 lineups and lineup analysis in DotA cm

I prefer the three-core dual-roaming strategy, is it mainstream?

In terms of lineup, let me tell you what I think. Captain top lane, Shadow Demon or Blue Cat mid laner, bottom lane Tide (Mammoth) LION CM grabs the first blood, CM and LION serve as double roamers and auxiliary point control team control They are all good enough. The only thing is the choice. The blue cat can effectively drive the rhythm of the game. The shadow demon has good AOE and the output slowdown of the ultimate move. You will not suffer in team battles

Let’s talk about positioning, captain, half meat and half output. If you choose Shadow Demon, it will be a pseudo late stage plus AOE, and the ultimate burst. If you choose Blue Cat, it will be the main GANKER plus pseudo late stage. I won’t say much about LION CM. As for auxiliary, as for As the core of the bottom lane, the reason why Godox ES was not chosen is because he cannot support the lane alone. Mammoth MAG is much better in this regard, and MAG can play a pseudo-late stage, but its anti-first ability is not as good as Tide. It depends on LZ's choice

The first batch of GANK peaks. Heroes from mid lane to level 6 and 7 cooperate with two auxiliary GANKers to effectively harvest and gain an advantage. LION CM has a total of four controls. The success rate should be very high. Pay attention to the vision and the control of the assistant

In terms of team battles, of course MAG jumps first, or Tide first, CM LION controls the opponent's core or group control, and the captain takes over. If it's SF, it's AOE. If it's blue cat, it's optimistic about the timing to cut in and harvest.

In terms of equipment, it should be the mainstream. The support can hold back Macon the best. The captain is still the phase mad battle BKB. Of course, the attack, the heart is better. SF, jump knife BKB flying shoes ice eye, blue cat plus Lincoln with Sheep Knife, MAG Jumping Knife with Artificial Leg, Attack the Heart, Tide TH, Attack with Artificial Leg

Well, I can see a shortcoming in the equipment. The lack of flying shoes may lead to poor line control in the later stage. It is indeed a flaw and I will consider it

Ideal situation: Haha, the mammoth grabs 5, the water drop ship catches up, SF jumps big, CM big...all kinds of kills...

Well, I hope LZ adopts it

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source:docexcel.net
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