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DOTA hero selection
Yin people, you'd better choose Kardel Sharpeye. Later min ying.

Kardel Sharpeye-Kardel Sharpeye

Kardel Sharpeye-Kardel Sharpeye

Last update: 6.34 | Introduction of error hero:

Kader is a sniper expert of the Guards. He always does great harm to the enemy at the farthest distance, which keeps him in a safe position.

Kader is a sniper expert of the sentinel. With the longest attack, Kader is best at causing great damage and staying away from it.

Initial range: 550 | Initial attack time: 1.7.

Initial moving speed (basic moving speed): 290 | Initial defense (basic armor): 3.0.

Main attributes: Agility | Basic damage: 43-49.

Initial strength: 16 | initial agility: 28 | initial intelligence: 12.

Strength growth coefficient: 1.70 | Agility growth coefficient: 2.40 | Intelligence growth coefficient: 2.60.

Note that musket is an agile hero, but its intelligence growth of 2.6 is even higher than its main attribute agile growth value of 2.4, which is also an important factor leading to the changeable play of musket.

Lens [c]

Fire a grenade into the air and randomly scatter explosive shrapnel (range 200) to the target area, each shrapnel causes 10-35 physical damage.

The casting distance is 900, the cost is 120 magic points, and the cooling time is 13 seconds.

A ball full of shrapnel was fired into the air. It exploded rapidly, causing 10-35 physical damage in the range of 200.

Level 1-Fire a grenade into the air and randomly scatter 8 explosive shrapnel (range 200) to the target area, each shrapnel causes 10-35 physical damage.

Level 2-Fire a grenade into the air and randomly scatter 12 explosive shrapnel (range 200) to the target area, each shrapnel causes 10-35 physical damage.

Level 3-Fire a grenade into the air and randomly scatter 16 explosive shrapnel (range 200) to the target area, each shrapnel causes 10-35 physical damage.

Level 4-Fire a Grenade into the air and randomly scatter 20 explosive shrapnel (range 200) to the target area, each shrapnel causes 10-35 physical damage.

Level 1-Fire a shrapnel ball into the air above the sniper. The shrapnel quickly explodes into eight small balls, which are randomly sprayed at points in the target area, causing 10-35 physical damage within a range of 200.

Level 2-Fire a shrapnel at the sniper's head, and the shrapnel quickly explodes into 12 balls, which are randomly scattered in the target area, causing 10-35 physical damage to targets within 200 range.

Level 3-Fire a shrapnel into the sniper's air, and the shrapnel quickly explodes into a ball of 16, which is randomly sprayed at points in the target area, causing 10-35 physical damage to targets within 200 range.

Level 4-Fire a shrapnel into the sniper's air, and the shrapnel quickly explodes into 20 small balls, randomly causing 10-35 physical damage within 200 range in the target area.

Comments: It is a very practical skill for Qing soldiers to take money. If the middle level 4 is full, the soldiers with yellow blood will definitely be taken away, and even some soldiers with full blood will directly become money. Long casting distance, short CD time and low magic consumption are excellent skills for Qing soldiers to make money with muskets.

Head shot [o]

One shot to the head causes extra damage and dizziness for a short time.

One shot to the head causes additional damage and stuns for a short time.

Level 1-There is a 25% chance to blow your head, causing 30 additional damage. Stunned by 0.0 1 sec.

Level 2-There is a 30% chance to blow your head, causing 30 additional damage. Stunned by 0. 1 sec.

Level 3-There is a 35% chance to blow your head, causing 40 additional damage. Passed out for 0.2 seconds.

Level 4-40% chance to blow your head, causing 50 additional damage. Passed out for 0.2 seconds.

At level 65438 +0-25%, the rifleman deals 30 extra damage.

Level 2-30% chance to blow your head, causing 30 additional damage and stunning for 0.65438 seconds.

Level 3-35% chance to blow your head, causing 40 additional damage and stunning for 0.2 seconds.

Level 4-40% chance to blow your head, causing 50 additional damage and stunning for 0.2 seconds.

Comment: This should be the passive coma skill with the highest probability. Whether it's a hero who presses people in the early stage, supplements soldiers, offsets them or interrupts them in the late stage to continue casting spells, it's very easy to use.

aim at

Passively increase the range of the sniper rifle.

Passively increase the range of Kader rifle.

Level 1-passively increases the range of the sniper's rifle by 55.

Level 2-passively increases the range of the sniper rifle 1 10.

Level 3-passively increases the range of the sniper rifle 165.

Level 4-passively increases the range of sniper rifle 220.

Level 1-passively increases the range of the sniper's rifle 55.

Level 2-passively increases the range of the sniper's rifle 1 10.

Level 3-passively increases the range of the sniper's rifle 165.

Level 4-passively increases the range of sniper's rifle 220.

Comments: The most famous skill of musket, the so-called obscene, the so-called "always doing great harm to the enemy at the farthest distance" is undoubtedly reflected here. The range of level 4 770 allows muskets to knock down any tower without hurting a point.

assassinate

Taking a certain amount of time to aim will do great harm to a very long-distance target.

Temporarily gain sight of the target unit, causing dizziness of 0.0 1 sec.

Take the time to draw a bead, and then do a lot of damage to the target in a huge range.

Level 1-After aiming at 1.7 seconds, it deals 355 damage to the target.

Range 1500, cooling time 30 seconds.

Cost 175 mana.

Level 2-After aiming at 1.65 seconds, it deals 505 damage to the target.

Range 2000, cooling time 15 seconds.

Consumes 275 mana.

Level 3-After aiming at 1.5 seconds, it deals 655 damage to the target.

Range 2500, cooling time 10 second.

Consumes 375 mana.

Level 1-After spending time drawing a bead, it will cause 355 damage within the range of 1500.

Level 2-Draw a bead and deal 505 damage within 2000 range.

Level 3-Draw a bead and deal 655 damage within 2500 range.

Comments: ultra-short CD, ultra-long range, it hurts. It is said that when I saw you, you were already dead. . What do fleeing heroes fear most? First, there was a loud thunder, and second, there was a dark muzzle in the status bar. . . The only drawback is that the continuous release of CD is too broken and consumes more magic. Of course, otherwise it is not invincible. .

Version History (Change Log):

6. 17

The initial agility increased from 2 1 to 26, and the initial intelligence decreased from 16 to 12.

The vertigo time of head shot increased from 0.01/0.05/0.07/0.1to 0.01/0.2/0.25 seconds.

6.20

Agile increased from 26+ 1.9 to 28+2.4.

The damage of each shell decreased from 14-40 to 10-35.

6.28

The initial agility dropped from 28 to 2 1.

The duration of level 4 head shot vertigo decreased from 0.25 seconds to 0.2 seconds.

6.3 1

Head shots are no longer valid for friendly troops.

The cooldown of third-level assassination has been increased from 5 seconds to 10 second.

63 1 doubles the cooling time of level 3 assassination, and finally no one will buy five hair dryers to hide behind and make a big fire. -

-I'm a gorgeous dividing line.

Summary: Basically, the ultimate goal of musket play can be summarized as one word, money. Yes, muskets are generally not early heroes. Without the support of necessary equipment, it is difficult to have an advantage in Group P or one-on-one combat. Look at its skills, there is no control and escape skills, that is to say, muskets will be doomed to failure in wild encounters or deliberate sneak attacks. So when using muskets, you must remember that whenever you die, safety comes first. Unless you can change your opponent's life, don't appear in the forefront of the battlefield. As for saving people, most of the people who can basically be saved with muskets can run away-

-I'm a gorgeous dividing line.

Point sequence: For muskets, there are at least two point sequences, one is the early intellectual route (2115155555xxxx), and the other is the main head shot and range (233234322555555xxxx), and the money can be quickly obtained by mending the knife. But in any case, for muskets, when they finally get rich, they will always turn to the direction of the shooter as a DPS provider. If they are just soldiers, shooting a few shots, then the role of muskets is too small.

Then tell me about my previous play. Go out and return to the ring, because in most cases, muskets will definitely crush people and will inevitably hit soldiers. This is necessary. If it comes at random, buy another chicken. As for the rest of the money, I always put it in my pocket, and some people like to buy branches. However, I personally think it is a waste. The extra +2 will not have any great influence on recruitment or anti-recruitment, and the blood volume and magic can be ignored. As long as it is obscene, if you choose a musket that resolutely does not cross the river halfway, it is difficult to die at an early age, so it is not necessary to spend all the money when going out. Every penny is precious to muskets and can be saved.

Why do muskets choose the middle road? Because the middle road is the safest-although going up and down the hill will have some influence on the soldiers, the lack of vision from downhill to uphill and the surrounding terrain make the muskets here the most difficult to be gank. I said I wanted to be dirty. Of course, if you have a powerful hero like 5 1 who needs to fly solo in the middle, you have to give way, so try to be close to one side of your tower, with natural disasters above and guards below. Forget why. -it's hard to be killed by gank.

No matter whether the lens is added or not in the early stage, because there is too little magic, the main money still depends on mending the knife. There are many posts about the importance and experience of cylinder mending knives, so I won't say much. The musket greatly reduces the possibility of compensation for opponents because of its ultra-short shooting animation and high probability of head shots. Then the next step is to make up for it yourself. Since 63 1 starts to blow his head, it will be invalid for himself, which requires comrades who use muskets to practice more. . Don't call yourself a genius. It is impossible for him to master the rhythm of mending knives without using muskets.

In terms of oppression, basically a melee hero will have a headache opposite. Ultra-long distance sometimes doesn't even attract the hatred of soldiers because of the hero of the other side, especially for melee heroes. Basically, he has to recruit a soldier, and he will be shot at least twice. If it's a ranged hero, just remember that if people don't attack me, I won't attack, just make up for it silently. The success rate of muskets at the same level will be much higher, and then opponents will start to get angry when they see the money gap, or they will fight with you. -or start desperately holding down alt and make up for it wholeheartedly. The first situation is not much to say-. -range advantage will make him very depressed. At most, it is to put a skill and go a little further in advance; In the second case. . Send a small map signal secretly. . Teammates came to set him free. . He didn't remember it until he died. Oh, I didn't notice the little map. I just saw the blood bar. . I really met an expert. I have nothing to say. Be honest. Level 6, two shots, send him back to the hot spring. Friendly reminder, breaking the law is the most difficult person to deal with muskets in my early stage. Why? At two o'clock, 1, his first skill was disgusting. If you are determined to break the law, honestly upgrade the shotgun to 4. . Because both 1-4 are 120 mana cost =_= 2, his ball attack is smooth and will not attract hatred. Have a good rest, the soldier can't see it when he hits you. . . I can't beat him, but I'm depressed because I'm too far away, inexperienced and without money. . Never think that breaking the law is smart.

Well, it shouldn't be difficult to get 2000 yuan if you fly solo to level 7 or so. At this point, the equipment selection will begin to change.

If you are on the sidelines, I suggest paying some gold first. Gold is not for small soldiers, but for creep in the forest (lv5 men and polar bears, lv4 bears must not be spared, at least 200, equivalent to the money of a group of soldiers). If you have money, buy an eye and stick it in a battleground. . On the one hand, observe the creep to decide whether it is too much, on the other hand, prevent being ambushed. (Be careful not to put your eyes too close, or you won't be able to brush out the monster. Of course, if the other person has a dog. . Here's a trick: draw a small reptile close to your own soldier's route from time to time and let the soldiers kill it. Brush it a few times, and you will definitely make a man and a bear.

If you walk in the middle, it is not recommended to pay some money. If you only rely on one soldier, 1650 ocean is not worth spending. It is suggested to add some money to fly shoes directly. With flying shoes, the speed of brushing money will be much faster and it will be safer to run fast. When flying back and forth, you must always pay attention to the small map. Once the other person is missing more than one person, don't hesitate to leave, don't be greedy, dying once will only make you lose more. Bringing a back to the city and flying shoes can keep you flying (635 cases failed, the CD of both is the same). As for whether to crush the other side's tower, it depends on the specific situation. Generally speaking, muskets will rely on the later stage. Getting off the tower too early will lead our soldiers to move forward. If you want to make money, you must go deep behind enemy lines, and the risk of being gank is greatly increased. Therefore, it is generally best not to press the tower. If you do this, you must make sure that you get the money.

What should I buy if I make money? mkb? Cannon? Butterfly? Sword and shield? No, personally, if you want to contribute to the team, you should have an ice eye after flying shoes. Why? Some people may say that the ice eye is missing DPS, which is good, but I can't imagine what the ice eye looks like. You can take any one before the level of 16. What about the circumference of the musket at this time? Poor life limit 1000. Even if you buy two wristbands to support blood, it will not reach 1500, and the attack speed is even more problematic. You don't have to do magic a few times if you want to do it. In the event of a battle, there is a great possibility of death. Whether it's vs (vengeful spirit), Butcher, SK (Sand King), Sven (Rogue Knight), Fire Woman (demon witch) or any hero with a jump knife, it will pose a great threat to you. Your range is 770, and you can jump 1000 when jumping with a knife. Once you fly over, there may be no chance to struggle. What about after the ice eye? Life is only 2000, and mana is nearly 1500. Shotguns can be released whenever they want, and snipers alone can send a smart or agile person home before the war. Freezing attacks and head shots will cause any enemy who wants to move on the battlefield to stumble. As long as you exist on the battlefield, enemies who don't want to die have to go home early-the third-level sniper rifle that hurts nearly 500 will always be the sword of Damocles hanging over their heads.

I'm going to go a little deeper here. People who use muskets often form two extremes. One is a stand-alone hero who brushes his own money and cares nothing. The other is to care too much about teammates and always participate in PK, which is easy to die and stunted. Obviously, neither is desirable. The characteristics of musket position it in the middle and late stage, and it is difficult to make a difference in the early stage, so it is not necessary for PK to try not to participate. Of course, if you are nearby, at least contribute a sniper. Everyone who brushes money should understand that when he brushes money, he actually limits the development of his teammates to a certain extent. On the one hand, he may not be able to steal your money and have to change his way. On the other hand, he may have to defend himself to make up for the loophole in the defense caused by your absence. So when you brush money, you should also consider the situation of your teammates in advance. Don't say I'm out of ice, I'm out of mkb, I'm out of sword and shield, and my six squares are full. I am satisfied, so even if the base is still there, your teammates will be hurt. DOTA will never be a one-person game. Even with guns and guns, it is ugly without the flesh and blood comrades who fought in front. Think more about your teammates during the game, especially when you are not the only one on the team who needs to spend money to develop.

As for the musket behind the ice eye? That is casually, artillery, swords and shields and other messy things are casually. Generally speaking, if the musket can get an ice hole at the level of 16, the back will be smooth, and basically you can have whatever you want. Of course, the strength of the later period is determined by the development of the earlier period. If you die every five minutes, everything will be fine. . So again, obscene, buy eyes and bring them back to the city-

-I'm a gorgeous dividing line.

In addition, I recently tried to play with muskets before and during the competition [em 13], and there is a set of equipment routes, so I will mention them here. If it is not perfect, please correct me. (If none of my teammates can cooperate in the early stage, forget it. . This route must gain a big advantage in the middle and early stage, otherwise it will be powerless in the later stage)

How to match muskets in junior high school? Obviously, he has no control skills, so he must have some kind of equipment to assist him. So what are the things that can be obtained in the early stage and have good auxiliary effects? This is the blade of loss.

Blade of Joy (Hina, jewelry dealer)+1000+

Mage's robe (Hina, jeweler) +450+

Lost Blade Scroll 1550 = 3000

10 agility, +6 intelligence,

Orb effect: feedback (every attack removes any unit 18 magic, causing equal damage),

After activation (18 times, cooling time 12 seconds): Purge (eliminate all magical effects on the target, such as acting on enemy units, reduce its movement speed to 1/5 or directly destroy summoned creatures for 4 {15 seconds, and the casting distance is 600).

Haha, the price is cheap. It can also be used to purify people and eliminate magical effects. Isn't this a good choice for ultra-long-range muskets [em 13] Sven will cry when he sees you. .

At first, I went out with the Second Ring Road. I want to buy two branches here. Why? Because it is necessary to supplement the shield [em 13], two branches are only used as raw materials. If you have money, you will have shoes first, and then you will have a funeral. Remember that purification can be used to kill and escape, and people with mental retardation will be very unhappy if you hit them [em 13]. Then there is the shield supplement, for the safety of yourself and your teammates (measurements and armor plus 5), and then there is the artificial leg, so the auxiliary route for the poor does not cost money or fly shoes [em 13]. At this time, if you are in the middle of the road, you will make the opposite person very unhappy. Even every shot of Smart 18 is disgusting and blood-consuming. Remember to protect your wrist with two forces and support your blood, because your disgusting attack makes you the most enemy and the person you want to kill. What happened afterwards? Buy a hag, it's all cheap and easy to get. Remember never to buy sanhua, because it conflicts with dissipation, so you won't attract demons if you buy someone. ) We don't want DPS, we want to attack speed, but we want a powerful hero to come with demons and go back empty-handed [em 13].

What if I don't shoot it down? Sweat, so we have to break the jar. I can borrow spear equipment. Yes, this phantom axe is composed of the lost blade and the ball of vitality.

+18 agility, +6 intelligence, +250 life limit,

Orb effect: feedback (each attack removes 36 magic from any unit and causes equal damage),

After activation (165 mana cost, cooling time 70 seconds): make 2 phantoms for 20 seconds, with 40% attack power and 300% damage.

Thanks for correcting me. The avatar axe can only kill the illusion of remote heroes, and animation has no effect. However, if 10 purification is used up, it is better to synthesize this. At least, the killing effect is more obvious, and two body double can provide 80% additional attack power.