The 2021 national champion abandoner said in the live broadcast: This version has two lineups, a wheel mother, a fight poison, and it is true that the average of 4 wheel mothers per game, the rest of the equipment is ready to swing the wheel mother, and the virus is not swinging to the end.
Then this issue will explain these two lineups in detail, and the cracking method of these two lineups.
First: Where is the wheel mother strong?
Many players are playing wheel mother, but some people will have such a feeling that "wheel mother is really a dog does not play", in fact, do not understand the wheel mother in the end where the strong.
Version 12.6 weakens the "gambling dog", so everyone is competing for the 4-fee lineup, but the embarrassing thing is that the same 4-fee main C, under the same lineup intensity, you can't beat the wheel mother. Therefore, the wheel mother will have so many people to compete, because unless the intensity is high, it is not enough to shake the wheel mother.
For example, the traditional lineup of bodyguards such as white devil snipers, werewolves, and black magic guns.
Focus: Wheel Mama strong in the middle.
To know where the wheel mother is strong, we must know that the strong period of the wheel mother is in the middle stage, that is, the stage after 4-1. With a wheel mother, the intensity can be instantly improved, and in the same economy, only the wheel mother can do this.
Many perennial king-of-thousand-point anchors also have this view, and they often abandon Hex in a lineup configuration such as 4 Strike + 4 Hex, and instead choose a more intense lineup such as geeks and even bodyguards. Because the 4 strong attacks are the key to the output of the wheel mother.
The reinforcement in the later stage and the later stage is the key to eating chicken.
Restrain the Wheel Mom: Lift the intensity
There are many ways to operate the wheel mother, because it is too strong, and the eight-level time rotation is not too much. The way we deal with the wheel mother is to increase the intensity, many wheel mother players like to sell X grab equipment in the early stage, and then level 7 rush a wheel mother by the way D out of the prototype of the lineup, so if we can play a streak in the early stage, we must let these players drop a lot of blood, or even no fault tolerance, so that once they can not get out of the wheel mother at level 7 D, then direct GG.
Many players only know the matchup on the lineup, but do not know the "blood in" at the rhythm point, the draft comes back to pull the strength, after playing the wild monster pull strength, in these rhythm points, we raise the strength, will take away the wheel mother player early.
Method two
Of course, even if you do this, you will still meet the wheel mother. So we must remember that it is useless to play the front row of the wheel mother, a blowing wind, a stationary vestment, and all said good when used.
The output method of the wheel mother bullet bullet makes you invincible, even if you rely on the position to make your main C protect from the attack of the wheel mother, other cards will also be killed, and the biggest threat to the corresponding lineup of the wheel mother is the wheel mother itself, other cards are basically accessories, so as long as the wheel mother is targeted, it will be half successful.
Second: Fight poison
Many players can't play poison well, ideally it must be a bounty to fight poison, but if there is no bounty, many players will not choose to fight poison, even if they choose to fight poison, they are very entangled in equipment. We must be clear that the strength of the fighting poison lineup is greater than the equipment.
The early losing streaks or streaks are just to feed the economy to go to the D lineup, so we simplify the losing streak and the streak into two words of operation, as long as it can be operated well, the lineup can be formed, and the strength after the molding can definitely compete with the wheel mother.
The method of fighting poison is the same as that of the wheel mother, stationary clothes and blowing wind, and reaping the greatest benefits in the way of the least cost.
Because these two lineups are the strongest, the corresponding excessive way is naturally three covenants and three bounties are the best, and it does not have much impact if they are not replaced by other lineups.
So this version is very simple, we can be used as three lineups, the first is the wheel mother, the second lineup is the fight poison, the third lineup is called other, the other lineups are casually played, unless Hu, or the cost performance is not as high as these two lineups.
To tell the truth, the 12.6 version has not yet had such a volume, and the first update of the 12.6 version directly removed all the gambling dogs, resulting in a serious situation in the inner volume, we can only find our own way out in the inner volume, this situation can only be solved with the next version of the update.