Version 12.3 has officially arrived, and some of the strong ADCs on the road have also become regulars on the Ban. They have a strong carry ability in the middle and late stages, let's take a look at the three high-ban ADCs of the current version of Hanbok
Desert Rose Samira
Rune collocation: Precision + Domination
The main rune selects the conqueror of the precision series, after triggering, part of the damage can be converted into a healing effect, with equipment to make Samira's continuous combat ability stronger, calmly participate in the killing to get mana recovery, to ensure that it can continue to release the skill to hit the output, bloodline to provide life stealing effect, fatal blow to make her harvesting ability stronger. The secondary runes choose the Greed Hunter and the Taste of Blood, and the two have a stronger endurance.
Skill Bonus: Main Q And Vice E
The Q skill is the key to her output, capable of replenishing a certain amount of damage. E skills can be used to displace teammates and enemies, making them more flexible.
Equipment selection
The Immortal Shield Bow is Samira's preferred mythological equipment, increasing damage, attack speed, critical hit and life stealing effects, and a shield will appear after passive triggering, making Samira's endurance stronger. The collector has an armor piercing effect, passively killing enemies with less than 5% health, and the Infinity Blade can provide a large degree of damage. Subsequent equipment can choose to drink blood sword + mortal reminder.
Gameplay introduction
In the early stage, the line can use the near and far effect of the Q skill to exchange blood with the enemy, after the level reaches the third level, the auxiliary control is the first hand, and then quickly forward, the Q skill is combined with the general attack to continuously create output, the W is used to resist the enemy's key skills, the E skill is again close to the face to cause the kill, and the sixth level has a big move trigger effect that is easier to cause the kill. The equipment in the middle and late stages has super ability to fight after the group, and triggers big moves to easily harvest.
Explorer Izeril
Rune collocation: precision + enlightenment
Conquerors can increase EZ's ability to continue to fight, calm and calm to ensure that the amount of blue is sufficient, blood is increased to suck blood, and fatal blows increase kill damage. Mana Flow Ties increase the amount of blue, and transcendence increases skill speed in all directions.
Q skills are still the main source of output for EZ, and E skills can make EZ more flexible.
Outfit recommendations
Due to the strengthening of the Divine Separators, the current EZ has begun to produce Divine Separators. While increasing the Q skill damage, there is also blood return, and the battery life is good. The Demon Sect is still a must, with enough blue-collar unleashing skills. Subsequently, you can choose the ice core, increase the amount of blue while also increasing the frankness, and the ice spear can hit the poke.
In the early stage of the alignment, EZ should improve the accuracy of Q skills to consume. If you perform a single kill during the line period, EZ must not be blocked by creeps, but when the line is almost gone. In team battles, EZ is to pay attention to the accuracy of Q skills and E skill displacement, big moves can be given in advance, and can also be used to clear lines. The strong period of EZ is made in the middle of the magic cut, so the early EZ should also be very careful.
Dramatist Embers
Rune Recommendation: Precision + Sorcery
Precision strengthens Ember's attacks and increases sustained damage, while Sorcery strengthens his skills. The quick footwork gives Ember better consumption and endurance when facing the line, and the subsequent movement speed makes him more flexible. A fatal blow allows him to deal more damage to heroes whose blood line is too low. Swiftness in witchcraft increases his movement speed, and storm gathering makes his late abilities stronger.
Skill Bonus Points: Main Q Vice W
Q is Ember's primary damage skill, and grenades not only have the AOE's ability to clear troops, but also provide a certain output during the vacuum period of bullet change. W skill has a long range, and more importantly, it can cooperate with teammates for fixed control, which is a good auxiliary skill.
Core equipment
The current version embers out of the wind force is more powerful, pushing forward to hit the explosion, can easily kill the crispy skin. The Collector has a strong ability to harvest, and the artillery can increase the range and output is safer.
Ember can use the high damage of the fourth general attack to consume when facing the line, and can also use the blood creeps to use the doubling damage of the Q skill to bounce and consume enemy heroes. In terms of coordination assistance, Ember's W skill can give good control, and the E skill's deceleration field also has a good slowdown and damage. In the team battle, the ember itself has no displacement, stands as far back as possible, and uses the advantage of hand length to find opportunities for output. Ember's W skill can be used with teammates to imprison enemies, and R skill can snipe enemies at a distance and cause slowdown. However, it should be noted that after the four bullets of the ember are used, they will enter the vacuum period of the general attack, at this time, we must pay attention to the position to prevent being seconds.
summary
The above is the current version of the ADC with high Ban rate, have the students learned?