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The nightmare of the back row output - the Void Spirit City judges Zhong Kui to capture the soul!

author:Glory of Kings

I believe that most summoners are somewhat uncomfortable in the heart of zhong kui when they meet the opposite side, especially Zhong Kui, who plays well, he or his teammates are still here one second ago, and the next second there is no shadow, and he can't see Zhong Kui feel that there will be hooks popping out wherever he goes. Recently, Zhong Kui's playing rate has increased, probably because of the increase in the appearance rate of shooters, and Zhong Kui is indeed very restrained from the lack of displacement in the back row, such as Huang Zhong.

The nightmare of the back row output - the Void Spirit City judges Zhong Kui to capture the soul!

Zhong Kui's passivity is that taking more than 10% of the current health damage in a single time will cause an explosion, this effect has a cooldown of 2 seconds, and after Zhong Kui dies, it will also detonate itself to cause range damage again. Similar to being able to explode, 2 seconds of self-detonation can be triggered after receiving damage, although the explosion damage after death is still relatively high, but it is generally difficult to blow up people, and if you are lucky, you can also explode to blood.

One skill is to punch to cause range damage and slow down, is a soft control, skill CD is relatively short, can be used to clear the soldiers in the early stage, generally two skill hooks plus one skill to play consumption control.

The second skill is the core skill of Zhong Kui, stretching out the hook to pull the enemy over, not only a control skill, but also a high-damage skill, the late hook in the punch may be broken, <b>the hook hook in the enemy will mark the enemy, the marked enemy will be caused by</b> <b>0.5</b> <b>seconds of stun</b> each time when the big move is swallowed. <b>Zhong Kui can superimpose passive every kill or assist, each superposition layer will superimpose</b> <b>180 maximum life, up to 20</b> <b>layers</b>, you can think of how much health can be increased after stacking the passive Zhong Kui, completely enough for a defensive armor to add, so try to support the stacked passive.

The three skills are to swallow enemies, which can cause multiple devours, and Zhong Kui himself gets a shield, but only enemies marked by the 2 skill hooks will be swallowed stun. The three skills have a long forward shake, and there is a great chance of causing the enemy to escape, <b>so Zhong Kui generally flashes with flashes, and after opening the large, the flashes make up for the damage of the three skills</b>.

The nightmare of the back row output - the Void Spirit City judges Zhong Kui to capture the soul!

<b>Early out of a piece of evolution crystal</b>, can be a good help Zhong Kui in the line development, both to ensure the amount of blue and to ensure the amount of health, the cooldown time of 2 skills is relatively long in the early stage, out of the cool shoes is conducive to multiple release of skills, and then is the Echo Staff, the Echo Staff not only has a skill hit to cause explosion damage, but also has a speed bonus, followed by the Polymath's Anger and Pain Mask, these 3 spells are equipped with Zhong Kui's damage is already very high, and then you can synthesize the Prophecy of Time<b> Prophecy of Time will not only restore health and mana when leveling up, but will also add additional physical and spell defenses according to the strength of the spell, and</b> the last book of the Sages will increase the strength of the spell or the Blood Book or the Magic Stick, and can also produce life-saving suits such as the Moon of Radiance.

1. The <b>early stage is mainly online development</b>, a skill clearance is still very fast, pay attention to try not to be too consumed. There are also those who will add 2 skills when they go out, so you <b>can squat and hook the blue that is playing on the opposite side</b> to delay the rhythm of the opposite side.

After level <b>2.2</b><b>, you can play a set of consumption, 2 skill hook in the 1</b> <b>skill hammer, because the early damage is still relatively low, so after playing a set of suggestions to choose to retreat according to the situation</b>, if you can use 2 skills <b>to hook the enemy into the tower</b>, a skill to pound a slowdown, with the help of the damage of the tower may also complete the kill.

3. The core of Zhong Kui is the hook of 2 skills, <b>everyone looks at the hit rate of the hook, the simplest and most easy to use is the squat grass yin person</b>, next to the teammates are the best, so that the hook can greatly improve the kill rate. 2 skills do not be too anxious to put, that will be easier to empty, and teammates want to see you hooked, hook over will help you to kill together, in case the hook is empty, not only wait for cooling, more empty may also be disliked by <b>teammates, hook first prejudge the enemy's position, almost in front of the enemy position a little release, you can also put it later,</b> <b>2 skills can also be used with flash, but flash is mainly used to match the big move, so to see if the value is not worth using 2</b> <b>flash </b>。

4. The hook does not necessarily have to wait for the opposite output, as long as it is the core position of the team battle, it can be hooked. There will be no Zhong Kui who wants to hook big meat, but if the big meat is hooked to the point where it can disrupt the opposing team battle formation and expose the enemy c position, it is beneficial to our output or you can hook a hook, <b>but you must know if the hook value is not worth hooking</b>, such as the big Eastern Emperor, the ghost valley that opened the second skill. <b>The shield mountain holding the small biscuit can also be hooked, but the large shield mountain cannot be hooked, as well as the large Angela and Liu Bei, the lianpo who put the skill, and the mulan of the heavy sword</b>.

5. When the hook next to the teammate is very safe, basically hook to the person he is cold, Zhong Kui is best not to fall single, in case of being crouched first hand is very dangerous, <b>observe the enemy often go to the grass, as well as key grass</b>, such as red and blue buff grass, river grass, the grass on the edge of the defense tower, to ensure safety of the case to try to hook a hook may have unexpected gains.

6. When opening a big move to suck, because the big move has a forward shake, it may be empty, <b>the enemy in order to avoid the big of The Bell Kui, sometimes will shift to the back of the Bell Kui to jump</b>, if at this time itself does not flash, it is best to quickly adjust the position, do not be hit by the enemy behind a set. So it's best to play with your teammates and get more advantages.

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