Chapter 382: Line Authority

Basically, as long as you are a player who can play this game, you will understand the importance of a line right online.

What does the right to line stand for?

Line power means that you have more choices than the opponent's midlaner, such as choosing to do vision, such as choosing to support, such as going home to update equipment, and even you can stand in a daze under your own tower.

At the same time, because the line has the right to line, it also has the initiative in support, and its radiation range is also very wide.

On their own line, the anti-GINK ability is also a level higher, and many people think that pushing the line is easy to be caught, which is confusing the pressing line and pushing the line.

Pushing the line can almost refer to the legendary Bomberman, the kind of play that only sees the bomb and does not see the person, which completely pushes the line into the local tower, and the person is in a relatively safe position.

The line is more about suppression, pushing the line into the local tower, relying on the opponent to deal with the knife and at the same time you also need to deal with your consumption, playing the advantage of the bleeding line, and even directly hitting the opponent home, this style of play is called the line.

Although they also have the right to the line, their fundamental choices are different, one is the purest suppression of the alignment, and the other is to do other things for development, or to push the line.

The beauty of this game is that when you take the initiative, you can create endless possibilities; When you lose the initiative, you are likely to be able to work miracles in a desperate situation.

It's all about the details, it's all about calculations.

That kind of desperate performance may sound more exciting, but as a player, or as a player, no one wants to play a brainless downwind forever.

Many people don't know what the most correct choice to make after obtaining the line right, so that the line power in their own hands not only can not become an advantage, but has become their own breakthrough, which makes people speechless.

Some of these heroes are aligned to illustrate a lot, such as the Enchantress, who has a very strong deterrent power in a single lane at the beginning of the game, but her shortcomings are also obvious.

The Enchantress is a very difficult hero to deal with, to be precise, I can't think of any other hero who is very comfortable fighting the Enchantress, some people may say Malzaha, Morgana.

The reason why there are these two choices is that many people think that it is a problem with the skill mechanism, Marzaha has an ultimate suppression, but this ultimate is limited to cooperating with the jungler, if there is the help of the jungler, Malzaha is easy to fight anyone, but if there is no jungler help, this hero is not easy to fight to be precise.

Not to mention Morgana, who is very weak against the Enchantress in today's version.

Morgana is a support-oriented midlaner, and if you just think that Q can restrain the enchantress, and E skills can resist a certain amount of damage, then you're completely wrong.

Today's Morgana is long gone, even if Morgana has a shield on her body, even if the enchantress eats all Q, Morgana is at a disadvantage.

Morgana's only remaining advantage over the line Enchantress is also the push line, but Morgana's spell vampire back then can ensure that Morgana can have a certain endurance when pushing the line in the face of the consumption of the Enchantress.

But not now, now it's almost a matter of going back and forth with Morgana against the enchantress, and if you don't pay attention to it, you will be taken away directly.

Therefore, there is also an experience summed up by the predecessors at the earliest, when facing the enchantress, the most brainless way to play is to push the line without brains.

In the face of the Enchantress, you can choose to push the line hero, even if you take a Yasuo, if you don't trust yourself, you can make an electric knife, the purpose is to push the line, force the Enchantress to use skills to make up for the knife, make his blue amount unhealthy, and at the same time limit his wandering.

In this way, the position of the two sides can be reversed, and the Enchantress is a hero with very suppressive power on the line, and his line power is basically a natural push over the advantage of the blood line, but if you can work hard from the line, then you can counter.

This is the advantage brought by the line power.,In fact, many of the so-called heroes who are powerful in the early stage of the line have three points.,One is to have a very high damage.,For example, the enchantress.,In the early stage of the fight, you don't have a way to take him at all.,Level 3 Eat an E and don't cross flashes are basically equal to a gray screen.。

So there's a cliché trick when you match the enchantress, which is to dodge her dog chain, as long as you can dodge, many situations can at least ensure that you won't be eaten alone, but if you don't dodge, you almost have to explain there.

Then there is the male knife, the assassin hero of the robbery, of which the male knife has a very high burst damage, the ability of the robbery will be slightly weaker, and the hit rate of the skill will be compared, but the EQ of the robbery is combined with electric punishment, and that set will also make people very uncomfortable.

The second type is some heroes that will undergo qualitative changes after level six.,This kind of hero.,This kind of robbery、Male sword、Cards and many other heroes.,Once you reach level six.,The image of this hero will be completely rewritten.。

The third type is naturally the heroes who will inevitably be able to get the line right, including heroes such as Big Head, Bomberman, and Marzaha who push the line play.

Taken together, these heroes are all heroes who can obtain line power through the extreme of their own heroes, whether it is their own skill mechanism that can support him to quickly push the line, or their own damage has a very suppressive power, and they can naturally push the line, these three points are combined, and their goal seems to always be line power.

These are limited to the middle and high segments, because only players in this segment will understand a truth, or a state, that is, no matter what hero is played against what hero in the lane, there is enough understanding of the opponent's hero.

Only after having a certain understanding, they may play the kind of situation where they will be eaten alone unless they make two mistakes or other people interfere, and they have the factor of ignoring the suppression of the hero itself, and it is as simple as losing the right to the line if they stand up to the sky.

Among them, the hero counterpoint is unilaterally suppressed, such as cards facing the Enchantress, cards facing the Little Fishman, vampires facing the Enchantress, vampires facing clockwork, and vampires facing the Sword Demon.

But in these examples, if the weaker side can get the right of the line, then it can basically be said to be an advantage on the line.

Many people have more or less misunderstandings about line rights, and many people who do not have misunderstandings never fight for line rights, the former is a natural melon skin, and the latter is obviously an obvious bastard.

Lin Chaofeng is not mistaken, when he was exchanging his mid-laner experience with Dafeng Mantian, he said that everything he did online revolved around the right of the line, maybe it was explicit, or maybe he was hidden.

(End of chapter)