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In Summoner Canyon, the firefighting class between players is not limited to opponents, even as teammates, there are times when there is a quarrel, disobeying Sarah has become a necessary mantra for players, do you disagree? Then come to Sarah! No, the all-star summoner showdown that unfolded in Los Angeles this year became the best teaching for solo.
There are big routines in Ban/pick

It is said that to defeat the enemy, pre-war preparation is indispensable, which must be worked on Ban/pick, through the statistics of the solo game ban selection of the All-Stars on the 11th, remove the heroes who have only banned once or twice, and get the following table.
From the second table, it is obvious that in solo, almost everyone uses ranged heroes, and the melee short hand has only appeared once, so the conclusion is obvious: ranged heroes have more advantages than melee heroes in solo.
The reason is also very simple: on a single line, the hand length can be better suppressed, mended, and the tower is pushed, after all, the rule of solo victory is one blood and one tower and one hundred knives.
The female police only had three no bans, except for the one inning in which Faker and Froggen chose each other's icebirds, the female policewoman's pick rate was 50%, and the contestant who chose the female police officer was Kira, and in that round, he played Dyrus as the opponent without any ability to fight back, which was enough to see the importance of the hero's choice of counter in the solo match.
At the same time, Quinn also has a BAN rate comparable to that of a beautiful policewoman, also excluding Faker and Froggen, the pick rate is also 50%, Ziv selected Quinn against KaSing's Lucian is also his hit without any ability to fight back, but Ziv mistakenly resisted the tower and was killed.
Is the high ban rate not because of their strength? If you want to outperform your opponent in Sarah, you can start preparing from the ban, considering that passers-by sala generally do not have a ban, so why not use these SOLO Bull X heroes?
Details: Talents, skills and resources
There's a talent you might not be able to hit a hundred times, and this cornerstone talent is called the Immortal Grip, and compared to the original hot Critical Strike Alliance Talent (War Lords' Bloodthirsty) and the hottest Thunder Alliance (Thunder Lord's Decree), the Immortal Alliance in solo matches appeared equally unexpectedly.
Since most of the heroes who appear in solo are ranged, the average health of the first level is 500 for calculation (the amount of health added by the rest of the rune talents is not calculated, and the opponent's magic resistance is not calculated, so the approximate value is still the same. )
Since it is remote, it is cut in half. 500 * 1.5% = 7.5, stealing the other party's 7.5 health points, giving themselves back 7.5 health points, the data actually earned 15 health points, compared to the first-level thunder or war enthusiasm, the gap in income is too obvious.
In solo matches, it's still easy for a ranged hero to point at an opponent, and the indelible CD is only 4 seconds long, so it's easy to trigger frequently.
In solo matches, the choice of summoner skills is also murderous, everywhere is a routine, unlike the regular game, the flash appearance rate is only 11%, three appearances, two of which are still Faker and Foggen naughty, and in this single-headed situation, flash is really not very useful (in the case of using a long-range shooter, what can a flash show?). Dodge A? )
Through the statistics of the data, it can be clearly found that weakness and ignition are the solo king, and even more than half of the players who bring out these two skills at the same time, weakness weakens the opponent's output ability, ignites to improve their own output ability, it is as simple as that, don't think too much, this is the necessary skill of your solo.
In the game, there is a detail that has been repeatedly mentioned by the commentary, that is, the recovery charm, who has more replies when the two sides have the same reply product may be the key to victory, if you are ahead, eating the opponent's recovery charm will make the opponent desperate, if you are temporarily behind, especially the amount of health, then the recovery charm is more urgent, so if you choose to fight with the opponent in the crying abyss, you must control the recovery charm!
As for the choice of equipment, since most of today's players use shooters, the outfit is more monotonous, and here I may wish to share two outfit routines:
1. This is what happened today, that is, to choose the corrupt potion to go out, so that you have sufficient recovery, and because the potion is passive, your ability to fight is not weak.
2. Because between ordinary players, Sarah will often be in the Summoner Canyon, the line is too long, it is inconvenient to go back and forth, the routine of cloth armor five red has a long history, the effect of 15 points of armor is still quite obvious, and five reds improve endurance.
brief summary
In fact, having said so much, the basis of everything is still based on the premise of personal strength, after all, even if Bronze takes advantage of more, it is estimated that he will not be able to win the king, but after learning so much in the All-Star, I believe that you can already win in the face of opponents who are not much stronger than you.
Solo's way of winning is one blood and one tower and a hundred knives, do you like to win by suppressing the knife, or do you win with a quick single kill and instant explosion like Rookie?
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