Version time: 8.21
1. Many mainstream wilderness fighting has weakened, seemingly, while the mainstream wilderness fighting as a restraint of scarecrows has only been strengthened by the emperor and mantis, while their early “forced gank ability” is far inferior to the scarecrows, and the promotion of the Scarecrows is reasonable.
2. No matter upper, middle or lower, the current version is relatively strong physical heroes, with strong rhythm ability, whether it is the single Sword Magic Egart, the middle-way Swordsman and the AD-bit Aso Obama, it is easy to cause the situation of the vegetable knife team to lead to very weak in the middle and later stages. The choice of straw man in the field can completely make up for this question. topic
Passive skills: fear comes, static 1.5 seconds, and 1.5 seconds.
Skill details: where are scarecrows stronger than other fields? This is the “forced gank” ability mentioned above. Scarecrow’s playfulness often has a death list. When his teammates have an unstable or stable control, Scarecrow can ignore the other party’s eye position or something, flashing Q to kill his opponent forcibly, while passive acceleration of 1.5 seconds can be convenient. The scarecrow is close enough to catch up with a flash.
Q skills: fear, directed fear, an opponent.
Skills Detailed: Level 1 can control up to 1.25 seconds of point control, which is extremely rare in the entire heroic alliance. With the current version of the Dao Mei in the fire, or the highly harmful crocodile sword Magic Jays, you can suddenly flash Q blood and force Gank to die. Note that whenever your feared opponent escapes. Yours is a slow escape from your back. So a lot of times flashing Q is like an E flash in a barrel. It also makes him retreat a certain distance from the safe defense tower.
W skills: learn from life, choose a target and continue to suck blood.
Skills Detailed: As the only no-operation and no-injury hero, W can ensure that when he has enough blue, he runs around the wilderness for a period of time. Note that a hero completely opposite to the Scarecrow is a horse. The Scarecrow can hardly handle the developed horse, but the early Scarecrow can squat in many wilderness areas. Do the opposite field.
E skills: dark winds, launching a raven for up to 6 times of ejection and silence.
Skills Detailed: This is the only difference between high-play and low-play Scarecrow skills judgment. If your Scarecrow is skilled enough, it can be anti-wild. The key place of anti-wild is this E. Six ejections can also be understood as only one wild monster around can cause three times damage to heroic units. Harm, including clams, big buf, where you can squat, you can squat in the opponent blue BUF scanning, waiting for the opponent to hit the toad, directly flash E, and then flat A two times to connect QW, because the silence time is 1.2 seconds, enough for your next connection Q, of course, this requires proficiency, beginners A once can be because of sink. The fear stage of silent Q can not use any skills, with the outbreak of electrocution, can directly kill half the blood of the field, recommend three E after the main Q, W basic injury growth is not much.
R Skill: Crow Storm, singing for 1.5 seconds and then blinking near the target, causing high damage for up to 5 seconds.
Skills Detailed: There is no doubt that Scarecrow’s signboard skills, other small skills control convergence can completely determine how much damage your Scarecrow level 6 has.
There are three situations.
1. Squatter: You have your opponent’s vision, and the opponent may want to go to your position, but you can’t be sure that one set can kill him in seconds.
AEA Walks Forward QW: Because you are in the grass, unless you have to squat in the hands of Galeno Revan Mundo heroes, otherwise, A will often cause 39-42 injuries, two additional A for you can not only quicker electrocution, but also can use a good passive close, fear Q, than the drafting of conventional grass direct EQW injuries. Not to mention, it can also make the opponent more difficult to run, and once you find someone else, you can also directly change the number of Q straight run.
2. around and over Tower: you can kill your opponent with your teammates.
Displacement: R landed or flashed directly after QA walk, adjust station position, wait for about 0.6 seconds to E, ensure that the control of Q and E does not overlap, more convenient for teammates to follow up to complement the output, but also facilitate their own detachment.
No displacement: direct EW wait for him to walk away. After one second, Q turn around and leave.
3. Force gank: No matter how much blood your opponent has, as long as your teammates are not smart, you can have a stable control.
Teammate control has a pointing control: flash QW, wait for teammate to make up control, teammate to make up a little wait for E, to ensure that the opponent has no displacement.
Teammates with unstable control but enough damage (I mean you Jays and Swordsman) flashing QA, then walking down the tower EW, is a hammering death, especially control enough to perfect with Swordsman W.
This is a rune written by TGP. It is no doubt that it is not suitable for wild fields, but it is convenient to wander.
This set of strong runes recommended by Azel, the Scarecrow has a stable and continuous output, but it is not very necessary to fight wild.
Electrocution: the problem of insufficient complementation.
Blink: the flashing damage increases can also affect hex technology.
Eye Collector: Azel personally recommends ghost drag to improve wilderness control, but most players will always forget this, or brush in their wilderness, normal busyness, eyeballs are more recommended to novices.
Ultimate Hunter: The big move CD is lowered, no doubt, if you want to advance, don’t consider other things, novice can consider greedy hunter to increase the ability to fight.
Hicks Technological Flash: This is the core skill of Scarecrow’s promotion. Compared with other heroes Gank, Scarecrow’s Flash Q almost every time. The problem is, why can’t others bring it? Because the scathing technology of scarecrow hex technology Q and ordinary flash Q basically no difference!!! And the cooling is only 20 seconds! I can flash grab, flash grab, flash grab, jump over the tower grab. Do you have four eyes in a single outdoor or four eyes in a single outdoor? Or if you don’t bother with the line, you can only experience it.
Star insight: 5% CD, let Hax flash to 18.5 seconds, make you more nauseous, make opponents more unlucky, but also reduce the big trick CD, very practical.
Detailed explanation of equipment
This is the necessary equipment that I met all the Scarecrow Fighters in the high section. When you choose such equipment, you probably want to go on a hunger strike. Often you choose the target to catch that person’s anguished curse. Don’t ask why, if you want to find a line bully to catch it, you will have no brains to play. The tower is OK. I will fight the death of the tower without giving any chance to change. After three times, the whole situation of this man is rubbish.
There is no doubt that you have played an advantage, then the killing Book pig farming is over, after the CD resistance clothing, turn to wear a stick, a good group, a wave.
As for why there is no upwind clothing, you can’t choose a straw man to fight against the wind, either actively grab opponents or busily brush the field, because the straw man is not really fast than brushing the field, brushing three wolves and stones as much as possible in the early stage, because a lot of experience, a speed, only clams and blue BUFF brush together. When brushing, do a good job in early vision, abandon all river crabs, with scanning to catch people, this is the core idea.
Garbage: 0 heroes that can be beaten.
Ai Weng: no big garbage hero can be bullied.
Nunu: Nunu W comes here and throws an EQ at the end of the day. He can’t even trigger aftershocks. If he continues to play, W will be finished.
Blind monk: Blind monk’s injury is very embarrassing. Both of them are full of blood at the same time. Blind monk will be sucked by W all the time and have to run away. But the outbreak of blind monk is higher, keep good blood line and don’t use skills indiscriminately. This popular fight against Scarecrow has no advantage.
Joker: Your identity is playing E for me. Your Q will be tracked by me. If you are invisible, my W will always show your position. Besides the excavator, the last day of the prophase should be the most clown.
Mouse: brittle, terrible, electrocution a kill, the wild area can take the initiative to grasp.
Jiansheng: In the early days, no matter the teammates of Jiansheng or Jiansheng, Jiansheng had no temper, but if he gave meat, he would follow the regiment more, and the regiment of Jiansheng who showed his devil and resisted many others was not strong.
Renma: You can also take the initiative. He brushes the field very badly. And when he tries hard to get you, he’ll be foolish if you have a Q.
Look at Operations: If you hide from his core skills, you can fight and kill, and you can’t avoid direct brutal killing.
Camille: you and he are too crisp, hiding from E and directly fighting against death.
Mumu: Q has been hiding and has been smoking.
Rock bird: hide W, teach her what output, direct QR two company.
Spiders: hide from her E, you are not afraid of spelling, because he has a little spider that can play E for you. Direct W sucked her into pain.
Leopard female: hide Q, your blood is many hard to rush to hit you, she is also very crisp.
Prince: EQ is hiding, and all the princes EQ is empty. Then the death is fast. QREW will kill it.
Daddy: You don’t move these hanging heroes at all, and they have more meat than you, unless you are equipped with a level of suppression, you can’t fight most of the time.
Zach: a meat + one control, strong you, you do not flash hard to go, R can ignore your Q.
Dragon turtle: Oh… When he comes out of the mercury shoes, you go around. There’s no way out. You can hammer him in the early stages.
Dragon Girl: Especially the fast-paced dragon girl that I said before, when punished by blue, she is basically gone. Your blood sucking is far less harmful than her.
Everlasting Daddy: As long as the other party can control your movements, you can’t do anything, and you will continue to die.
Troll: Your forever dad in all senses.
Olaf: Your forever dad in all senses, including the early arrests.
Nightmare: the edge of a night is your forever father.
Mantis: after your disadvantage, your forever dad.
Poodle: catch your father forever after failure.
Werewolf: you can’t squatting down to him, your eternal father in the field.
Former Ban Rank: You can only ban him, because you have a stronger team ability than others, and he can let you have time to join a group, and you will be destroyed.
Zhao Xin: He is faster than you grasp people, more invincible when fighting a regiment. He can only run when he sees you in the early days. But remember, when he comes up to you in E, if he rushes with phase, he will leave you quickly after triggering Q. This is also the reason why T1 is playing wild gradually at the end of the day.
Gun: There’s nothing he can do against you. You can’t fight him. His smoke bombs you early. You can’t release QWER, but the basic attack is weakened. His anti-field speed is not so fast.
Scarecrow, as one of the unique heroes in the current version, is undoubtedly a good choice to get to know him.