Chapter 526: How to Win the Game
Vision is the eye of the team, as long as people who truly understand the importance of vision, it is easier to win. The eye position is not only to prevent the opposite GANK, but also to effectively prevent the opposite side from reversing the field, invading the wild area, and huddling around the back. If you can light up the entire map and expose all the whereabouts of the opposite side under your nose, even if the situation is against the wind, the opposite side will not be able to push in and kill people. But this is not possible, because nowadays there is a limit to the number of plugs. Therefore, although we can't light up the entire map, we can also play the effect that the downwind game can easily and risk-free invade the enemy's jungle area, maximize the advantage of the opponent, and the headwind game can effectively slow down the rhythm of the opposing advance.
There is also this version of the support is greater than the sky, especially when encountering your own jungler aggressive, if you like to invade the opponent's wild area, as you play the line, you must go with the jungler as soon as possible, don't be slower than the support speed of the opposite person, if it's because you choose to lie on the line, or the support is a step slower than the opposite side, and the guide zhì jungler is killed by the opposite side, don't say anything "I sent a signal!" "If you don't run yourself, blame me" and other excuses, slow support is slow support, what do you mean I signal? Why don't you come? Do you want to win or not? Your jungler is obviously already in the opposite jungle, which means that he wants to invade the opposite jungle, is this belief that you can easily change with a signal? You can't change other people's minds, you can only change yourself, and you can't rely on it. It's better to follow the rhythm of your own jungle and invade the wild area together, so as to save yourself from being bored, your own waves of support are too slow, and the guide will eventually be overturned or crushed all the way to the end.
In this game, the sense of support is extremely important, and don't leak an innocent appearance that doesn't care about you, which will make you look low-end. Even if you don't think you should invade the opposite jungle at this time, if you are very determined to fight the jungle, you might as well go along. Maybe people have their own ideas?
Besides. The use of teleportation is also a key to winning the game. Teleportation is the most common scene in professional matches, and most of the top laners will be chosen after level 6. After teleporting around, the GAN is in the next wave. If you succeed, you can take the little dragon. What a rhythm! Most people will draw a scoop from a gourd, but in fact, the use of teleportation. It's much more than that. However, this is a bit tricky to explain, as it involves a deep understanding of the game, and depending on how each person understands the game, there are naturally a variety of ways to use teleportation. For example, if you are on the top line, and then you have a big advantage on the road, a large number of troops on your side enter the opposite tower, and the opposite side of the single line comes up to replenish the troops, and you are on the other road or just returned to the city. You can choose the way to teleport online, forcibly force the opposite side away, and prevent the opposite side from eating this wave of soldiers, so that the opposite side will lose a lot of economy and experience, and expand its advantages again.
For example, when opening a group, teleportation around the opposite side of the back seal retreat, which is actually not difficult, most of the slightly experienced top orders will, just like the principle of Pan Sen's big move to seal the position.
There are also some more quintessential ones, for example, when chasing people online, if you can't catch up, you can first teleport to the creeps in front of you, or to the eye, to force the opposite side to change direction, return the same way, and then after you see that it is almost over, then cancel the teleportation, and kill the enemy who walked back by himself stupidly.
Teleportation is a skill of great strategic significance, and there are various ways to use it, and those who can flexibly use teleportation have better points in RANK, and among professional players, the eldest brother's understanding of teleportation should be regarded as one of the best.
In addition, it is the timing and position of the group, which is the difference between most gold and diamonds. Many gold players who have played thousands of games are completely worthy of diamonds online, and they can even beat some diamond players, but when it comes to the later stage, they are often overturned. Why is that? The reason for this, in addition to the control of rhythm, is the gap in the hard power of the group. There will always be people who say that the hero of the big mouth is really rubbish, and the group is always seconds, no matter how smooth it is, but this is actually just a big mouth that you can't play, and the big mouth that can play, such as Deft, Namei, their big mouth, even if the 5 people on the opposite side are all protruding face + control, they can still output comfortably, there is no pressure at all, and they can basically survive to the end in team battles. This is also completely a matter of choosing the position of the team battle.,Experienced ADC,That is, most professional players,When playing a team, they will deliberately stand at the back of the team.,I'd rather play a little less output.,Don't dare to advance lightly.,When fighting in a team,It's always been a play style of going up A.,Take two steps back.,And then up A.,It's not to avoid skills.,But to prevent the opposite side from putting skills to attack yourself and subconsciously make a small move.。
Therefore, it is often seen that after a team battle, countless people have died on both sides and countless skills have been handed in, but the ADC on both sides is almost full of blood, not that these front rows do not cut the ADC, but that they are too obscene to cut at all! Therefore, ADC is also the best position to protect KDA in professional competitions, because in the professional game, everyone will deliberately protect ADC, unlike the passerby bureau team battles are so scattered, plus the professional ADC's team battle positions are handled well, so no matter whether it is good or bad, KDA can always be very high. In this regard, the smile is handled very well.
However, if you keep retreating like this, the damage output of the ADC in team battles will be reduced a lot, and even if you do, there is a high chance that you will be lost in seconds. But after all, doing so can increase the chances of survival a lot, remember that only by staying alive can you have output. Even if all the teammates are dead, as long as the ADC is still there, it will be difficult for the opposite side to push the ground or base, and it will be difficult to easily take out the dragon. But if you change to an upper laner to survive, the middle laner is a little better, or it is a support, it will be difficult to hold. Therefore, although this kind of instigation seems to be useless to ordinary people, in fact, it has a deep meaning.
In fact, for the front row, that is, the upper singles jungle auxiliary, it is very simple to play a group, cut the back row with the wind, and protect the back row against the wind. To put it simply, when the wind is downwind, it is just brainless to cut the opposite back row, anyway, there is an equipment advantage, it is just!! But when you're headwind, it's hard to cut the opposite back, but it's very easy to cut your back. So instead of continuing to cut the opposite back row meaninglessly, it is better to keep your own back row to play, that is, to play the front row, and whoever cuts the back row on their side will hit whoever they want. In short, I did everything I could to keep the back row alive. This is the right way to play a group.
As for the timing of the cut, for most assassin heroes, the gap between the master and the rookie lies in the timing of the cut in the team battle. The best time to cut in is naturally to stand in a farther and safer position after starting the group, and then cut in from the side when the skills on both sides are almost handed over, and even when the opposite side is basically bloodless, and then cut in from the side, hit the opposite side by surprise, and complete the harvest. Ideally, that's what it looks like. And if you cut in without a brain as soon as you open the group, it is not called cutting, but rushing in...... As you can imagine, unless your teammates are strong enough, or if the damage on both sides is too different, you will only be able to be hit by the opposite side for a second. After all, assassin heroes, especially those like Jace and Enchantress, are too afraid of control, and they are really too afraid of control, so it is particularly important to grasp the timing of the cut. And the same is true for ADCs with no displacement such as big mouths and mice, if you go up to A people when you start the group, it will be easy to be set on fire by the opposite side in seconds, it is better to wait for the opposite side to put a round of skills first, and then enter the field to output, this is the safest way to play. Never rush to output at the first opportunity, or you'll pay the price for your recklessness.
After that, let's talk about rhythm control, rhythm is actually very mysterious. There is no clear definition. To put it simply, it is to control the BUFF, control the vision, control the dragon, and control the CD. That is, calculate the next refresh time of the BUFF, and keep typing the time (for example: 15:05MB, that is, the meaning of refreshing the blue BUFF at 15:05, MB is myblue, 16:32TR, that is, 16:32 refresh their red meaning, TR is theirred, 17:02D, D is DRAGON, and sometimes DR will be used instead.) That is what Xiaolong means. BR is BARON, which means big dragon. ),BUFF monster refreshes once every 5 minutes,Small dragon is 6 minutes,Big dragon is 7 minutes,There's actually no difficulty in counting time.,That is, when you knock out the BUFF or dragon.,Look at the current time.,And then add 5.、6、7 to this number.,And then send it out in the chat box.,That's it.。 This way, everyone will know the effective spawn time of the buff or dragon. However, since the League of Legends now comes with a BUFF timing function, the significance of reporting the time is not much, but in the absence of the dragon's vision, suddenly I saw the dragon buff on the opposite person, and realized that the dragon was lost, or it felt that the opposite side went to get the dragon, in this case, the League of Legends' own timing function has no meaning, because there is no vision, but you can still estimate an approximate time by yourself, although it is not accurate, but at some point, In fact, it can also work wonders.
PS: Do you feel like you've deepened your understanding of the game? Let's try it out for ranking. Maybe you didn't realize it yourself, but your handling of some details has improved. (To be continued......)