The king's honor does not know the fire dance how to play does not know the fire dance playing method teaching

In the glory of the king, a new hero out if the operation difficulty is too high, many players will think that this hero is very weak, just like the previous Li Bai, a come out is simply a variety of players spit, but now it has become one of the heroes of the god of war. So when a hero's gameplay is completely developed, this hero will also prevail in the battlefield of the King of Glory, the following small make-up will bring you the analysis of the playing method of the Fireless Dance, I hope you like it.

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Glory of Kings Fire Dance playing method analysis:

Hero advantage, skill point analysis

Fire Dance is the most annoying is her passive displacement (do not wear a wall) skills, its every use of a skill can be rolled once in any direction, which makes Fire Dance no matter whether it is in the escape or pursuit of the accompanied by an advantage. Combined with the slowdown and attack distance of the second skill, it can very well suppress some sudden shooters and a few assassin heroes. The burst damage of the big move can instantly change the situation, forming the blood pressure. So the flexible use of fire dance skills can be very easy to use passive flash away from the enemy's skill attack, but its attack skill displacement for the novice, if the control is not appropriate, it is easy to lose control (passive is the same). So playing Fire Dance still need some seniority.

Skills Analysis

A skill accompanied by displacement and control, can be used as a skill chain of the last closing skills, but also can be the main rise in the first skill as an attack skill, the second skill as a control skill to assist the fire dance for pursuit. Second skill damage and a skill is not much difference, but only effective on a single target, in addition to the above kind of use, you can also use the staff of echo to assist as the main attack skills, its remote output control heroes have a lot of suppression power. The big move of the burst damage is very strong, can be used as the final head of the skill, if our side has control assassin, can be used directly as a consuming skills, reduce the ability to attack in the group battle is very useful.

Skill points

This time the recommended skill points is the main two auxiliary one, why so points, this is to be different from the assassin, we will be one or two skills to compare.

It is not difficult to find, in fact, one or two skills damage is not much difference, but the two skills of the attack range is close to the full frequency, which even a lot of shooter mage does not have, coupled with a short cooldown time, you can be in the pre-single very good suppression of heroes. However, the weakness is that it can only cause damage to a target, but we can still use equipment to assist. The specific equipment will be said later. Utilizing this advantage, we can first use the second skill to consume, followed by one or three skill moves to take away the enemy. Why can't the main one? In the early stage, the fire dance damage is not high, coupled with the melee burst is not strong, melee is the most easy to die, and remote use of the second skill, not only can limit the development of the single hero, but also to ensure their own survival, lest some assassins directly drill out of the grass to give you a fatal blow.

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Summoner Skills

Summoner skills are recommended to bring protection or purification, as long as there is a purification of the uncontrolled, Fire Dance can be passive skills and the enemy quickly pull away from the danger. The protection can be used in conjunction with the group battle skills written below, which can have a high chance of destroying the enemy.

Suppressing heroes

1, suppressing the fire dance heroes

Fire dance is also afraid of control, mainly to be able to no delay, and can cause a very long time stun control skills, which makes her have no chance to escape. For example, Zhong Wuyan's petrification ability, Sun Bin's time bomb. However, when faced with a delayed freezing skill like Wang Zhaojun, as long as the experienced Fire Dancer is able to dodge it well. But between its second skill can suppress remote output heroes, can suppress the fire dance heroes are mainly accompanied by the control of the tank and assassin. Didn't I say earlier that Fire Dance can suppress the attack of assassins? There is a certain amount of suppression, but only if you are in an active position, if the heroes like Hua Mulan Gongben jump jump to you instantly next to control you, you can not run away. In short, this type of hero sneak attack first control you over. But if you find him in advance, you can put him to fight.

2, by the fire dance suppression of heroes

The main two skills of the warrior fire dance, two skills can be suppressed at a distance from the enemy, as long as the enemy can not get close to grab control of you or the enemy is too thick, your one or two skills can not be directly killed. This fire dance can be very good suppression of the enemy's rear heroes, so that they can not output control of our camp. Specifically, it can suppress Lu Bu, Dian Wei, a class of unstable control, stand and hit type tanks. Most of the shooters and a small part of the displacement shooters, such as Liu Bei, Sun Shangxiang, Li Yuanfang, Hou Yi because of the big move control is stable, so the fire dance can not be suppressed.

3, and fire dance with the hero

Fire dance in the match can act as two roles, can be the main output, can also be auxiliary. When the output is because of its big move explosive damage and one or two skills of high damage. The secondary is

Outfit additions

(order from top to bottom)

[Staff of Echoes]: a secondary second skill that enables it to deal ranged damage and strengthens Fire Dance's long-range output. It is also the backbone of Fire Dance's spell damage.

[Staff of Ice]: aids skill one and move, strengthens the slowing effect of skill two. In the late stage when the second skill cd is low, you can use the second skill to kite to death those heroes without displacement. And increase the fire dance life cap.

[Boots of Secret]: spell penetration and movement speed.

[Book of Blood]: late stage line-resistant spells, specific use of group battle ideas explained.

[Wrath of the Learned]: increase attack power

[Sage's Shelter]: resurrection ability

The first two two pieces of core equipment, so that the second skill has a stronger output. The equipment applies to the whole map, the opposite side of the assassin is more, you can directly with the summoner skill protection. This is the line development outfit. It is also the recommended outfit.

Laying field outfits

[Rune Greatsword]: the standard playing field weapon.

[Wrath of the Learned], [Staff of Ice], [Staff of Echoes], [Book of Blood]: boosts mana and attack power.

[Book of the Sage]: boosts its blood cap as well as its attack power.

Using this outfit can make Fire Dance's attack power high. However, when playing, you should be careful to take a step backward every time you use a Pulse Attack, otherwise it's easy to run away. You can also use the passive to roll backwards.

Inscription Attributes

The Fire Dance inscription mainly provides spell attack, spell penetration, cooldown reduction, and movement speed. The red inscription saint can add 5.3 each attack for Fire Dance, the blue inscription reincarnation not only provides the attack power, but also the ability to absorb blood, so that Fire Dance is more resistant to the line, and online can also quickly restore the life value; green inscription mercy, reduces the cooldown time of the skill, so that Fire Dance online consumption ability to enhance.

Skill use skills

1, blocking

Use the Pulse displacement to approach the hero, use the second skill to roll back and leave by passive displacement, can be used to consume the line.

2, break

Two skills to attack the hero, pummel once, a skill to burst into the control, in the use of two skills displacement to the enemy in front of the use of the big move, two pummel to push it to the teammates, can prevent the enemy to escape.

Team battle skills

When the blood is full, you can first use the second skill to break in, use the paragraph after the skill attack, the enemy into a ball to facilitate the output. If the blood is not enough, you can use the second skill in the rear output back to blood, and then this cycle. This is the line of play, you can also cut directly into the side, cut into before dumping a general attack, and then throw the fan to use the passive close to the enemy, and then two general attacks plus the move to the enemy toward our camp direction to advance. After that, you can flank them with your passive. In order to ensure that the whole process is not set on fire, so so use attack enemy back row try to choose to protect this summoner skill. Of course, the first skill with stun displacement effect can also be used as a final finishing skill, stun the enemy after stacking the second skill directly to our camp. Remember to

Judge the enemy position, quickly burst into the rear to use the move to reduce the attack and movement speed, directly to the enemy package death. When the blood is not dominant use the staff of echo for rear output. Big move and a skill as a fire dance to collect the head of the bottom card, try to use when the enemy blood is not enough. Because their skills are accompanied by knockback, using them improperly is helping the enemy escape. In the fight Fire Dance can be in the middle or behind the use of the second skill to consume and control, when the enemy reaches the harvest can be harvested, and then attack up. If you fight in the wild area, when we have assassins, you can directly hand over the first skill and big move, and then use the second skill to consume to assist in preventing the enemy from escaping.

Practical battle ideas

[Pre]

Fire Dance can choose any line, including the field line. In the early stage, Fire Dance's second skill can be very good at suppressing other heroes, and for the surrounding raid grabs, Fire Dance can also utilize its passive to avoid it very well. So in the early stage, Fire Dance can develop well without teammates stealing experience. Because of its second skill in the early only a single target attack, so the use of "blocking" method of playing the main consumption of heroes, let the heroes retreat and patiently consume minions, wait until the minions into the tower in the attack, in general, safety first.

[Mid]

In the mid-term, you don't have to develop on the line anymore, you can roam around with the assassin heroes to catch people. There should be at least one assassin hero or roaming tank (e.g. Liu Bang) around to catch people roaming together. Or goon point to continue clearing the troop lines on all three roads and suppressing the enemy's troop lines.

[Late]

Late in the game, if you don't have a group, you can look for a single hero, and use the advantage of the second skill to slow down and the CD is less to kite the opposite side to death.

Fire Dance can't fight hard when encountering enemies, but utilize good displacement to play guerrilla.