《神之浩劫2》

《神之浩劫2》

《神之浩劫2》

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英雄之王已然降临——他将带来一场激战。 吉尔伽美什带着独特的成长系统加入《神之浩劫2》,该系统将改变你在对战中的玩法。完成与技能相关的游戏内任务,即可解锁强力升级、获得额外金币,并在战斗进行中扩大你的优势。每一场战斗都让你离下一次力量爆发更近——前提是你能迎接挑战。 他的技能组合为统治战场而生: - 将敌人踢向墙壁或其他神明,以触发毁灭性的连招 - 用沙马什之风控制区域,将敌人困在致命的领域中 - 凭借持续的压制力和机动性进行跳跃、追击和干扰 而随着沙马什之形(3月27日推出)的到来,吉尔伽美什将进一步进化——将他的终极技能转变为一个常规技能。《神之浩劫2》更新内容 1. 新的风墙技能可通过其他三个技能强化,分别变为燃烧的火焰墙、无法通行的岩石墙或带有上升气流的发射台。 2. 物品系统进化 开启全新的出装策略时代。本次更新引入全新的物品属性和机制,重塑你的出装和游戏方式: - 镀层:减轻受到的普通攻击伤害 - 缓冲:减轻受到的技能伤害 - 回响:技能暴击 - 寻路:脱战时移动速度 - 韧性:控制效果减免 全新物品与重做经典物品的加入,让出装多样性达到前所未有的深度,每一个选择都至关重要。光辉壁垒 - 部署一面墙壁,与你身后的盟友共享你的防御 束缚双生 - 与一名盟友链接,将其受到的伤害转移到自己身上 动能胸甲 - 承受持续攻击后释放冲击波 龙鳞皮甲 - 针对正在对抗的目标,逐渐提升阻尼效果 炼金术士外套 - 生成免费消耗品,并在使用时获得加成 墨丘利之靴 - 储存移动能量,大幅强化你的下一个技能 坚毅披风 - 受到控制效果后获得叠加的韧性和回复效果 复仇裹尸布 - 对控制效果进行反击,释放一道造成伤害的冲击波 达玛鲁 - 将暴击和技能编织在一起,获得叠加的额外伤害 预兆战鼓 - 将你的部分技能伤害反弹给所有被标记的敌人 更好的战场:防退出机制2.《神之浩劫2》更新内容 1. 竞技公平性迈出重要一步。本次更新推出反离开系统2.0的第一阶段,旨在减少比赛干扰并奖励坚持战斗的玩家: - 离开积分将记录跨比赛的退出和放弃行为 - 低优先级队列惩罚会随重复违规行为而升级 - 改进了AFK检测和执行机制 - 清晰的游戏内提示和责任追究系统 这只是开始,未来更新将继续完善该系统。 2. 新旅人及奖励 通过流浪市场扩展你的收藏,新增旅人: - 恶魔猎人阿尔忒弥斯与月读 - 沃伦伯恩阿耳忒弥斯 参与正在进行的大恶魔统治活动,可获得 cosmetics、棱镜及其他奖励。《神之浩劫2》吉尔伽美什更新内容 1. 塔楼目标锁定响应性提升 2. 竞技场与突袭模式节奏调整 3. 新增 bots 及 AI 优化 4. 全英雄列表的主要漏洞修复与平衡性更新 铸就你的传奇。完成试炼。成为英雄之王。 立即体验吉尔伽美什更新。

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《SMITE》Last God Standing成就新手获取指南 方法一:决斗 非常简单——达到15级解锁排位1v1决斗模式,通过击杀对手一次来满足“成为地图上唯一存活神明”的条件。 此方法有几个潜在缺点,主要是: - 排队时间,尤其是在低人口地区。例如,我在OCE服务器等待20多分钟都没能匹配到一场比赛。 - 必须达到15级才能进入该游戏模式。 - 依赖你在PvP中实际获得击杀。 方法二:角斗 可以轻松通过 bots 完成: 1. 开始一场3v3角斗模式比赛,选择中等难度AI。 简单难度的 bots 太笨了,而要达成这个成就,你需要敌人也能击杀你的队友 bots。 2.(可选)选择一个能快速击杀神明的角色。 随着比赛时间的延长,重生计时器会变长,所以你其实可以用任何攻击型角色来完成。我个人是用默认出装的哈迪斯,带闪现,在大约7分钟内完成的。 3. 要贪婪且自私。 以牺牲团队为代价让自己变强。一开始就专注刷小兵,尽快出到前几件装备。当你去打野怪时,敌人会把兵线推到你的塔下。所以除非你的队伍阵容真的很倒霉,否则你的电脑队友在2打3的情况下会处于劣势,不会有太大反抗。 4. 寻找合适的时机,当敌方三个神明聚集起来推塔并击杀你的两个电脑队友时。对我来说,这恰好发生在他们摧毁我的第一座防御塔之后。一旦防御塔被摧毁,根据比赛进行的时长,你大约会有20-30秒的时间来歼灭敌方队伍。 如果你选择了冥王哈迪斯,使用闪现技能进入敌方队伍中央。中等难度的电脑AI依然比较笨拙且行动迟缓,所以你会有充足的时间找到合适的位置释放你的4技能,希望能将敌方三个神明都吸入漩涡中。在漩涡持续期间释放3技能触发爆炸,然后使用1技能追击任何幸存者。

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New player suggestions, from a long time Hercules enjoyer. 1. Ability usage Simple and effective combo: Pull, basic attack, push, basic attack, 3, basic attack, ult Pull: Limit test the max edge range of the ability. You can pull from farther away than you may think. If you time it right you can hit a basic attack before they land on the ground. Learn to adjust your positioning as they are mid air in order to push them to a desirable location (in your tower, exposed position for your carries to attack). This ability when combined with his 1 is hercs bread and butter for setting up kills and peeling for his teammates. Dash: Be cautious about dashing in as this is your only escape mechanism. This ability does great damage and stuns. The legendary 3: Cast this ability right before you are about to take damage or fight. If you aren't antihealed it will grant you great sustain as well as reducing damage with the high protections it gives. Remember it gives attack speed, swing away. Hercs passive grants him lots of free power when taking damage, so learning to use this ability properly is what makes him shine. Ultimate: This ability has 100 percent power scaling and can hit an enemy multiple times if bounced off walls. It offers cc immunity when timed correctly and can now displace close targets, useful for self peeling if you don't have beads or they are down. I typically full level the 2 last. In conquest I prefer the 1 for wave clear, it does more damage and has higher scaling than the 2. Pull the full wave to group and 1 the fully grouped wave. There are situations in other lanes or modes where I max the 3 first, as the tankiness it provides is unmatched. If damage is not an issue, maxing the 3 is never a bad idea. Full tank vs Full Damage vs Hybrid builds will adjust how and when you use his abilities. He has high one shot potential in a full damage build, but full tank you might want to hold the ult instead of full comboing, as you may get more value by saving it for a low health target. It may be desirable to clear a wave with ult, or attempt to secure an objective with it. Itemization The simple Combo shown to start, included basics between each ability. Hercules love Hydras. Hercules love Bumbas. Now Hydras is almost never a bad item to build on him, but Bumbas is more of a for fun item if you aren't jungling. You can make Bumbas work with great success in solo if you possess the proper skill, but more often than not it will be more reasonable to go with bluestone or axe. Hercules LOVE Regrowth. The item might objectively benefit Herc more than anyone else in the game. It synergizes so very well with his kit, and he loves movement speed to close the gap on enemies properly spacing to avoid getting pulled. There is not as much movement speed in the game as in Smite 1, but its not a bad idea choosing items like Tekko in the jungle or Warflags in the support role. Improving his gap close ability to get pulls can and will win games. Its also fun to go fast. Not to mention, as busted as his 3 is, you will not be that tanky as a late game jungler, and the movement of tekko may keep you alive, especially if you just used your 1 to output damage. That being said, I do not build the item every game, only situationally. Hercs 3 now scales off built protections, so bruiser builds are more effective than ever, considering the free power he is granted from his passive. Items like Brawlers and Shifters are super effective in Solo or Jungle. You can also utilize this scaling in support or solo to finish a tank build off with a hydras or Titans bane. Herc uses Runeforge really well as a single damage item, however I'm not fully convinced that its a better choice than hydras. It does decent damage at full build, offers a lot of health and hp5, and hercules is better than most at reducing its passive cooldown. Its a good complimentary item to a axe + prophetic + freya's build that lacks health. Herc is very strong early game, and if you are fighting a lot you will run through your mana very quickly. For this reason and his built in health sustain I often prefer to get a mana item online within the first 2 items. Being OOM is never fun. Intelligent gamers may not find this necessary, my intelligence is questionable. Given that Herc gets a lot of free power from his passive, and proc items scale off power, items like Crusher, Heartseeker, and Barbed Carver will always be good choices in the jungle. Not building a good bit of cooldown on him is pretty troll, less pulls, less heals, less ults. There are games where I need situational items, and I can get by with 25 percent CDR, but anything less than that feels like I'm severely limiting his effectiveness. Typically I'm in the 30-40% range. Lastly, if you are an anti meta builder like myself, attack speed herc is quite effective. His basics slam hard, and his 3 gives him a nice AS boost. A deaths embrace, berserkers, shoguns, hastened build will always offer you a good time. I would like to save you some trouble by saying do build at least one CDR item. Boxing queen Bellona can't handle big boy Herc when he's swinging as fast as her. Results are subject to vary. Nuances Competent opponents will know how to space and dodge your pull. Think of the classic Ares straightlining it towards the enemies, "Gee, I wonder what Ares is about to do?" Movement speed is one way to close the gap, but unpredictability and deceptive tactics will allow you to get more pulls against higher awareness opponents. Hitting minions while looking away from your opponent may cause them to drop their guard, allowing a flick pull that they might not otherwise step into. Feinting a retreat into a 180 pull is another effective tactic. If your opponent is hot on your tail whilst retreating to your tower, a "hesi" might allow you to take a backstep and push them into your tower with your 1. Too many times an overconfident player does not respect the pull or push, and ends up under my tower with an Ult on their head. Its a truly satisfying feeling. I agree with the statement that you miss 100% of the shots you don't take, but I implore you to be wise about when you go for pulls and pushes. Herc's effectiveness is very dependent on hitting these abilities, so using them wisely over spamming can lead to more long term success. If you get a push into a wall, don't feel obligated to hit them with a free 2 for the hydras proc, saving the 2 to pull them back as they run away might be the thing that secures you the kill. After becoming quite proficient at hitting my pulls, I have learned the hard way that its not always useful to pull an enemy to your teams backline. Most of the time its a free kill, so you may feel inclined to push anyone you pull right to your damage dealers. However, if its a full health Chaac with his ulti up, your hunter and mage may soon be dead :( Picking targets wisely and recognizing who and when to pull and push will make a big difference in outcomes. Look to pull defenseless squishies, or out of position supports who aren't much threat to your backline. Hercs Ult cooldown is quite short, so I send it quite frequently. Whether its the full combo on a squishy, clearing a wave, or contesting an objective. That being said, his build does make a difference. Full damage jungle, it might be overkill and worth saving. In Support it might simply just not be effective enough, and worth saving for a more opportune moment. It has a surprisingly long range so if their hunter has seemingly escaped at one HP, you might be able to snipe them from long range. Blink is very good on Herc, although beads may be preferable with his limited mobility. For a unique game interaction, hit your pull on an enemy, and while its casting hit a 180 blink. Watch them fly like you've never seen before. Closing I've attempted to become proficient at almost every God in smite, but Hercules is by and large my most played. He is my favorite to play and in my humble opinion he is one of the most oppressive in the game when played effectively. HOPE YOU HAVE FUN LEARNING HIM GRAND SLAM

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在《神之浩劫2》中,控制效果的数量是否有所增加,还是开发者只是为游戏内效果添加了更清晰的描述?现在,尽管过程有些复杂,但我们至少能够理解各个技能施加的效果以及它们属于强控还是弱控类别。我通过一件物品测试了《神之浩劫2》中所有现有的效果,并将它们分为强控和弱控两类。强控制效果:沉默、恐惧、击退(位移)、眩晕、击退(击飞)、嘲讽、定身、变形效果(克尔努恩的终极技能)、拉拽、抓取(挑起)(芬里尔的终极技能)、缴械、催眠 弱控制效果:麻痹(使麻痹)、减速、旋风效果、震颤、致盲、中毒-巴克斯的终极技能

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寒霜已然消融,战场焕发生机!欢迎来到《神之浩劫2》春季特惠活动。无论你是想入手创始人版、寻找心仪的稀有棱镜,还是为我们下一次大型更新做准备,这个季节总有适合你的内容。 ⚡ 双倍崇拜者,双倍乐趣 即刻行动!从现在起至3月24日(周二)美国东部时间清晨,所有对战均可获得2倍崇拜者。这个周末你打算将哪位神明升至钻石段位?趁加成结束前,赶紧加入游戏加速提升你的飞升通行证等级吧。 稀有棱镜回归——现已开放直接购买! 为战场增添一抹全新色彩!备受期待的稀有棱镜宝箱荣耀归来。但这还不是全部——这些棱镜首次支持直接购买。你可以精准获取想要的物品,按自己的方式定制喜爱的神明! 《神之浩劫2》吉尔伽美什重磅登场 乌鲁克之王已准备好加入战斗!请做好准备,吉尔伽美什及《神之浩劫2》全新更新将于3月24日(周二)上午9点(东部时间)正式上线。赶紧完成你的信仰者等级提升,及时体验所有新内容。 ⚔️ 创始人版享35%折扣 准备好开启战场的未来了吗?有史以来首次,所有创始人版均享35%折扣! 创始人版:永久解锁《神之浩劫2》全部神明。《神之浩劫2》终极创始人版:极致体验,包含所有神明、全部飞升通行证、堕落宙斯T5皮肤及更多内容!游戏内支持版本升级! 游戏内享受25%及以上折扣!为你喜爱的神明换上全新春日装扮,所有皮肤、宝箱及漫游集市均享至少25%折扣! 重要日期: - 2倍崇拜值:即日起至3月24日(美国东部时间清晨) - 吉尔伽美什及全新更新:3月24日(美国东部时间上午9点) - Steam与游戏内大型促销:即日起至4月2日 立即加入《神之浩劫2》,投身春日激战。战场上见!

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Fundamental tank counter-play. FUNDAMENTAL COUNTER-PLAY If there is a skill gap between you and your opponents, you can typically build whatever items you desire. However, if your opponents are as competent at the game as you, build choices can make all the difference in a game. Failing to build percentage penetration and health based damage items against competent tanks can and will cause your damage output to suffer, and may very well result in losses that might otherwise turn out differently with the appropriate build choices. Improper building not only affects your personal damage output, but negatively affects your teammates ability to execute as well. Your frontline will suffer, your assassins will suffer, and your teams overall ability to finish enemies will suffer. Another perhaps more advanced tactic of fighting tanks is knowing the enemies kits and when is a good and bad time to burst them with damage. For example, Odin shield, Hercules 3, Nemesis shield, etc. A personal lesson I have learned is that the better I know an opponents Gods kit, the better my odds are of defeating them. This of course requires a lot of time and is not always feasible, but I encourage you at the very least to read through the kits of any Gods you have faced and are not familiar with. This guide will be reserved for itemization, which will be fairly simple. Paying attention to the enemies builds is of the utmost importance and will be explained later. ITEMIZATION Intelligence Tank Damage items: Obsidian Shard (percentage penetration) Totem of Death (stacking percentage penetration) Soul Reaver (health based damage - Scales with built intelligence) Strength Tank Damage items: Titans Bane (percentage penetration) Avenging Blade (stacking percentage penetration) Heartseeker (health based damage - Scales with built strength) True Damage Items: Sundering Axe (bruiser item) Bumba's Hammer (jungle item typically) Phoenix Feather (defensive item) Shield Splitter (bruiser item) Other notables: Void Stone (percentage penetration) Void Shield (percentage penetration) Qin's Blade (health based damage) The Executioner (stacking percentage penetration) I do not know all the Gods that offer tank damage built in their kits, but here are some I do know. Janus and Izanami offer percentage penetration in their kits. The Morrigan offers health based damage with her passive, Ra and Geb with their ults. Khepri, Nut, Sylvanus, and Baron offer a percentage protection reduction of enemies. WHEN TO BUILD WHAT Paying attention to enemy build paths is a very necessary aspect of itemizing correctly. For example, the enemy tanks are both stacking high health items. Rushing Obsidian Shard will not offer as much value as rushing a Soul Reaver. If the tanks are both stacking prophetic cloaks, into Freya's Tears, Soul Reaver will offer very little value vs a Totem of Death and Obsidian Shard. Paying attention to this as the game progresses can make or break a crucial teamfight. Against higher skilled opponents, they may be watching you too. If you are a hunter, and you build Qin's blade 2nd item, they may no longer stack any health the rest of the game, building only protections. If you fail to build Executioner or Titans Bane, or both, you may suffer tremendously with your damage output in the late game. Building items like Soul Reaver and Qin's Blade, they scale off of the Maximum Health DIFFERENCE between you and enemy. This means building any personal health will reduce your damage output. Blood Soaked Shroud, Bluestone Brooch, Death's Embrace, and Bumba's Hammer are all upgraded starters that grant you health. If the enemies are stacking enough health, building these items can still be OK, however its worth noting and doing some basic math when considering building any of these items. Soul Reaver, Heartseeker, and Qin's are VERY STRONG items into high health opponents. Stacking Percentage Penetration: Totem of Death, Avenging Blade, and the Executioner all reduce the enemies protections based off how many instances of damage you deal. THIS REDUCTION IS USEFUL TO YOUR WHOLE TEAM. Void Shield and Stone protection reductions also benefit the entire team. If an enemy or both enemy tanks are particularly fed, items like these will enable your team to shut down the otherwise unkillable raid boss. CLOSING THOUGHTS Why not build every tank damage item, every game? There are some instances I would encourage you as a mage to build Totem, Obsidian Shard, and Soul reaver. These include triple tank compositions, or games where the enemy tanks are fed, seemingly unkillable raid bosses and shutting them down is the win condition. An assassin building Titans Bane, Heartseeker, and Avenging Blade would also apply to these conditions. However, each match presents different build path opportunities. Paying attention to the tempo of the game, and of each opponent, will ultimately determine what items will be optimal to build. In games with a single tank on the enemy line, you may not need any tank damage items at all to succeed. If their one tank is Thanos, you might be foolish to avoid itemizing to take him down. Each game is situational and its your responsibility to stay in tune with it. Knowing your enemies kits, their strengths and weaknesses, and proper spacing are all essential to counter-play. You can build all the right items and fail to space correctly, and Hercules will continue to pull you and do most if not all of your health bar. My final comment to reiterate the importance of proper itemization, is that again you affect your teammates experience through your build choices. If you are on the backline and unable to output sufficient damage, your entire team is going to have a lot less fun. Have fun and do lots of damage.

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INTRODUCTION Smite 2 is currently in an Beta version, so in the future devs could add new achievements, i will try to keep the guide updated if this happens. Current ones are bugged (in a good way), so they should pop before the tasks are done, and those all can be unlocked vs bots. ACHIEVEMENTS KILLING MINIONS - Minion Killer (Kill 500 minions) - Minion Slayer (Kill 1000 minions) - Minion Dominator (Kill 5000 minions) Just kill minions, achievements should pop together before reaching the amount of 5000 minions (you will get those playing for the rest of achievements, don't worry) TASTE OF VICTORY - Taste of Victory (Reach level 20 in a match and win) As easy as it sounds, highly recomended doing this into Arena mode due to leveling up is faster SOLO LANE - Solo Lane Novice (Win 1 Game in the Solo Role) - Solo Lane Expert (Win 5 Games in the Solo Role) - Solo Lane God (Win 10 Games in the Solo Role) Just pick Solo role into Conquest vs IA, and after the first win all the achievements should pop The fastest play is to push as much as possible into your lane and then rotate to destroy all the towers as fast as possible Some picks I recomend: Mordred and Odin MID LANE - Mid Lane Novice (Win 1 Game in the Mid Role) - Mid Lane Expert (Win 5 Games in the Mid Role) - Mid Lane God (Win 10 Games in the Mid Role) Just pick Mid role into Conquest vs IA, and after the first win all the achievements should pop The fastest play is to push as much as possible into your lane and then rotate to destroy all the towers as fast as possible Some picks I recomend: Agni, Baron Samedi, Kukulkan and Ra JUNGLE LANE - Jungle Lane Novice (Win 1 Game in the Jungle Role) - Jungle Lane Expert (Win 5 Games in the Jungle Role) - Jungle Lane God (Win 10 Games in the Jungle Role) Just pick Jungle role into Conquest vs IA, and after the first win all the achievements should pop The fastest play is to push as much as possible into your lane and then rotate to destroy all the towers as fast as possible Some picks I recomend: Tanatos and Mordred CARRY LANE - Carry Lane Novice (Win 1 Game in the Carry Role) - Carry Lane Expert (Win 5 Games in the Carry Role) - Carry Lane God (Win 10 Games in the Carry Role) Just pick Carry role into Conquest vs IA, and after the first win all the achievements should pop The fastest play is to push as much as possible into your lane and then rotate to destroy all the towers as fast as possible Some picks I recomend: Cupid, Izanami and Medusa SUPPORT LANE - Support Lane Novice (Win 1 Game in the Support Role) - Support Lane Expert (Win 5 Games in the Support Role) - Support Lane God (Win 10 Games in the Support Role) Just pick Support role into Conquest vs IA, and after the first win all the achievements should pop The fastest play is to push as much as possible into your lane and then rotate to destroy all the towers as fast as possible Some picks I recomend: Ymir and Baron Samedi JUNGLE MONSTERS - Fire Giant Killer (Kill the Fire Giant during a match) - Fire Giant Slayer (Kill the Fire Giant 2 times during a match) - Fire Giant Dominator (Kill the Fire Giant 10 Times across matches) - Gold Fury Killer (Kill the Gold Fury during a match) - Gold Fury Slayer (Kill the Gold Fury 2 times during a match) - Gold Fury Dominator (Kill the Gold Fury 10 Times across matches) UPDATE - YOU MUST LAST HIT THE JUNGLE BOSS FOR THE ACHIEVEMENT Just kill one of each one time and it should be done, i recomend to do it in the jungle match, because those champs are thought to being able to clean the jungle faster. I used Thanatos and a build of lifesteal+penetration, and as far as this champ as lifesteal by his kit, it was the most safe play from my point of view FINISHING MATCHES - Titan Killer (Got the killing blow on an enemy Titan) This will come to your trophy case without even searching it, is really common that you are the one who has to finish the matches as far as the bots are kinda useless LAST GOD STANDING - Last god standing (During a match be the only God still alive on the map) Oh! We finally reached to the achievement that makes a lot of people not having this 100% into their profile showcases, because its true that it looks hard to make it with the bots, but, there is an easy way, a really easy way. DUEL MODE! In this mode you have to play a match 1v1, so, what would happen if you kill your rival? YES! You guessed it, this achievement should pop, as far as you are the only god alive in the map! The strategy i used was, picking a Carry god (In my case Cupid because i feel confortable with him) and try to kill the rival as soon as possible, once you defeat the rival and the achievement appears, you can surrender or go afk if you don't want to play the match, and... CONGRATS!!! You have a Smite 2 100%! How to get Smite 2 100% Achievements

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Mobas are complicated. I've played Smite 1 quite a bit but mostly arena and without knowing anything. In this guide I'll gather every infos i've learned about Smite 2 Conquest. Feel free to join me in the learning with the goal to not get flamed every game :d Some general stuff and glossary First and foremost: I won't cover the other game modes and will focus on Conquest. Conquest is the main (?) MOBA mode of Smite with the familiar "5v5 push minions, destroy towers and the enemies base" gameplay. Some terms used in the guide explained: Bruiser - Not as "tanky" as Tanks but just as much in the front lines. These are your fighters. Imagine a gym mommy with sword and shield or a hammer. Still tough and can hurt. Ganking - Trying to kill an enemy laner through numbers advantage (literally ganking up on them). Jungle - Area between lanes on either side is the jungle. Jungle Camps - The colored baubles you see on the mini map. Just some camps of neutral enemies in the jungle area. Last hit - If you land the very last hit that kills something you get the "Last hit" which comes with extra gold, exp, etc. Lane - The maps consist of 3 lanes and a Jungle. The lanes according to voice comms are: Left, Mid, Right. I often also call them Solo (On the side of the red Fire Giant), Mid, Duo (On the side of the yellow Gold Fury). Objective - An objective is a thing on the map that when claimed provides an advantage for your team. Objective examples: Enemy Towers, Phoenixes and the Titan, Gold Fury, Fire Giant, Naga Queen, etc. Pushing - Killing enemy minions so that your own minions can push forward towards the enemies base. Recalling - Going back to your base to heal and/or buy items. Roaming - Moving to another lane to gank an enemy. Tank - Tanks are the super hard to kill Gods that inhabit the front lines. They have a lot of protection, health (aka they are "tanky") and often disrupting abilities to protect their team. But they often lack damage and/or mobility. Imagine a beefy dude with 2 shields in hand. Maybe doesn't hurt as much but tough as nails. Ward - A consumable item. You can have up to 2 of the normal wards. They can be placed on the floor where they go invisible and provide vision. Super important to always see where enemies are. Place them on objectives. Sentry Ward - Works the same as a Ward but can also detect other Wards! Awesome to clear enemy wards and limit their vision on you. Wave - A group of minions is called a wave (of minions). Summary of all roles Here are the 5 main roles and I will type up each one in their own sections: Solo - If you know League of Legends, this is your Top laner. A lot of trading with the opponent and a focus on farming. Doesn't seem to roam often. Solo starts on the side where the red volcano thingy is (the Fire Giant :P). The game actually pings where your lane is in the beginning unless turned off. Mid - The classic Mid Laner. Often ranged, often mages. Loads of farming and helps the jungler secure camps. Can roam easily to other lanes Carry - In League this would be your ADC. Often rangedi and needs a TON of gold to destroy everything late game. In Dota I think this is called Position 1. They are accompanied by a Support to help them farm. Support - Often Tanks and Enchanters (Healing, Shielding, Buffing type Gods). Helps the Carry get TONS of gold. I think support tries not to last hit minions but helps getting the minions low enough to last hit. Also helps with jungle camps in the same way. Jungler - League players know this one but If you're coming from Dota this might be different. This role roams around between the lanes taking the colorful jungle camps, helps other lanes push or try to kill enemies on every lane. Solo Lane The solo laner starts on the side the Fire Giant is. Thats the big red area on the map. You can also check the jungle camps. Solo Laners start where the blue camp is. So if you see the yellow Gold Fury area or the purple buff next to you, you are wrong :P The Lane consists of the usual minion path as well as a War Horn and 5 camps on the edge of the map and the jungle with some camps on the other side. There are also 2 Portals on the edge that can teleport you across the entire map to the corresponding Portal on the Gold Fury Side (and vice versa) Solo Lane Gods are often tanky fighters or full tanks. But any God with a bit of wave clearing potential can work well. TL;DR Solo Lane: Push fast, Poke enemies, get as many camps as possible, get blue camp everytime it's up. If ahead try to steal enemies camps or kill them. War Horn is nice especially later in the game. Portals are nice for a quick gank on duo lane. Plan your recall timers The current start in Open Beta Patch 2Most Solo Lane Gods start at their own blue camp and clear it, grabbing the little buff that pops out of the big neutral enemy. To grab it press the shown button (Default: Space Bar) Gods with really bad clear sometimes opt to just start on the minion wave instead. Early GameThe main goal is to get as much EXP and Gold as possible. That is true throughout the game tbh but early game feels super fast in that regard. The first God to hit Level 2 often immediately has an advantage and can look to poke or even kill the opposing God. After pushing one or two waves of minions, the Solo Laners often pivot to the adjacent camps. Not sure about Warding but from what I've seen most Junglers start on the other side of the map, then chill mid lane and take middle camp. So you are safe for the first few levels. Latest at Level 5 i get paranoid since they can destroy me with 2 ultimates. RecallingI try to only recall if I have way too much gold or when there is nothing more to grab i.e. all camps are dead, war horn gone and my minions have pushed into enemies tower. If you recall and your enemy can still do things without you being able to interrupt them, you will lose a LOT of gold and experience. The Base Portal can help to recall and quickly return but always check your cooldown above your HP Bar before considering. Mid GameI have not yet figured out what the Mid Game priorities on the map are or when Mid Game begins tbh. Often its just a free for all with ganks and the same gold farming as in the early game. I try to be more aware of the map and place some wards. If my Base Portal is available, I look to gank the duo lane using the 2 Portals next to the solo lane that teleports you to the same Portal on the other side of the map. Can be very sneaky and often leads to easy kills! Late GameSame as Mid Game not sure when this starts. But I am now starting to group up to take objectives or, if Im too late or my team has things handled, I keep pushing my lane and grab more gold and exp. My noob ass is mostly running around like a chicken though.. Mid Lane Sorry I have yet to play a single game of mid lane :x But some observations: After your own jungler clears their first two camps, the often want to push the next minion wave alongside you. Push it fast and then follow your jungler to the camp adjacent to your lane (the "middle camp") and take that with your jungler. Then go back to pushing and grabbing nearby camps. Watch the map closely and maybe grab a few wards to see enemy jungle ganks coming. Carry The Carry starts on the side, where the yellow Gold Fury area is. If you check the jungle camps on the map, you want to start on the side where the purple camp is. The Lane, much like Solo Lane, has 5 camps on the edge of the map. Most duo laners seem to start at their purple jungle camp and clear it. The carry grabs the buff and both move back to lane. If the enemy doesn't to that and instead pushes your minions first, it can often feel suffocating trying to last hit minions under tower. Im not fully sure what to do here but i assume with buff you are much stronger and might be able to just destroy the enemy instead of going for minions? Main Goals: Get all the gold to get all the items and destroy all the enemies. To to that, push minions like crazy, grab all the 5 camps on the side and if available grab nearby jungle camps. When fighting in lane try to kill the enemy carry first. That way, even if you also die in the exchange, at least the enemy carry can't farm while you are respawning. Be nice to your support! Being so close together can be difficult like with a roommate. But remember that you need each other and everyone is always learning! Without knowing what every God does this lane can feel super punishing. Because coordinating with your support you can unleash absolute mayhem on the enemy from early levels. Watch for ganks! Both junglers are very close in the beginning and could pop out of the bushes any time. Support I have not yet played as support. Like the carry you start at the side of the yellow Gold Fury. Looking at jungle camps you start where the purple camp is. Most duo laners start at the purple camp and clear it. If you attack the camp first, the camp enemies attack you which can be good to keep your carry as healthy as possible for upcoming fights (Especially if you play a tank). Try not to last hit the jungle enemies cause they also give gold to your carry. But its important to still clear the camp fast. From what I understand you do not last hit minions but can shoot them to get them low enough for your carry to last hit them. Help your carry as much as possible to get money and experience. At level 2 there seem to often be openings to attack the enemy. Either shooting them from afar to whittle down their health of fully going nuts on them to try to kill them. Keep in mind that your carry usually wants to get minions and farm first. So if you engage while a full minion wave is on your side, you 1.) can lose HP to those minions making the fight more difficult 2.) lose gold from those minions 3.) if you lose the fight the enemy can easily push and get a huge advantage. So be aware! As with carry role be nice to each other. We are all here to learn. Jungler Alright. The Jungler probably needs the most explaining. Definitely check out some Videos on the Smite 2 Jungle for general information on camps and such! But for some reason most of these Videos just show their gameplay and in the beginning I had to look for multiple sources to understand everything.. Some general things I've learned so far: CampsHonestly just watch this Video from LemTM and make sure to show him some love with likes and such:

The startYou can see the Start in the above video! His recommended path at the end is similar to what I've been seeing although there is a variation shown in other videos: After the first two camps I've seen junglers either directly gank mid if possible or push the minion wave in the middle to take the mid jungle camp together with your mid laner. The Mid laner then often follows you to your red jungle camp and they take the buff after its dead. From here it's a bit fuzzy to me. I usually run around and try to nuke every camps (and the harpies that spawn between the camps) as quickly as I can and look for possible ganks on every lane. If I know where the enemy jungler is I often chill on their side of the Jungle and grab camps they haven't gotten yet. But make sure to press Tab to bring up the score board and see the levels and gold amounts of everyone. Ganking a lane thats level 10 while you chill at level 7 can be dangerous. After a gank and if I have enough gold for an item (or at least a tier 2 component) I recall and repeat the above. Traditionally in MOBAs, the Jungler often gets a lot of hate from everyone because they either think they know everything in general and jungling in particular better than you or think they've lost their lane because you didn't help (kinda the same thing). Ignore them. Honestly just ignore every communication thats not immediately helpful. Bring up the score board, click the hater and block and/or mute their comms. Its not worth it to listen to them! Carry on, keep learning and have fun. Items Boy oh boy! This is a big and important one. First of all if you are still learning the controls just keep Auto-Buy for now but note that auto-buy is bad if you wanna win! As in every MOBA there are a ton of items to learn and I advice going into practice mode or vs. AI games to check out the shop thoroughly. Item basics RunesRunes are your "F" key Ability if you will. Read through them and picks whats nice. Blink Rune is picked A LOT and functions similar to "Flash" from League of Legends. You can just teleport quickly even in combat. So nice! In Duo Lane the Phantom Shell Relic can be super annoying to deal with! Starter ItemEveryone takes one starter item which you keep throughout the whole game. Some of these help with jungle camps, others focus on hitting enemies. No idea how to choose these yet. I see most of them picked up so none of them seem super useless. Bumbas Cudgel in particular seems extremely valuable tho since it helps with jungle camps and everyone needs those anyway. At level 20 you can upgrade your started item! So they keep relevant throughout. ConsumablesI usually pick up at least a health potion in the beginning but not at the later stages. Throughout the game you want to buy Vision Wards and after filling all item slots you can spend remaining gold on elixirs of strength / intelligence to permanently gain stats. In solo line I like a cheeky Health Chalice to help with trading. Strength and IntelligenceEvery ability from Gods have stats they "scale" with (aka "become stronger with"). Sometimes its purely with Strenght or Intelligence, other times they have both. If you bring up your abilities with CTRL (or press ALT to show cursor and hover over them) you can often see the scaling in brackets. Check out this graphic from the Smite Subreddit to learn more (still seems to be up to date): https://www.reddit.com/r/Smite/comments/1fdl8t1/smite_2ldr_gods/ Shredding and Anti-HealDONT SLEEP ON THESE Trying to kill tanks without "Shredding" items is like melting a block of cheese instead of shredding or slicing it first. Takes forever. Consider items that either give you Shredding outright or reduce the enemies protections to also buff your teams damage! Dont sleep on this! Some awesome Items I see often for Shred: Titan's Bane for big Shred and big Strength Boost Void Shield and Void Stone for a nice mix of tankyness and shred for the team. Often seen on fighters / beefy solo laners. Dominance Similar to Titans Bane. Bit of attack speed for carries probably? The Executioner is awesome for carries or Gods that attack a lot. Heartseeker and Soul Reaver are less shred but deal more dmg to high hp targets with STR and INT respectively. Qin's Blade is similar to the above but with added attack speed. All basic-attack carries seem to buy this Oath-Sworn Spear shreds through your abilities. Awesome for more spell heavy gods. Stone of Binding is a fantastic item for CC heavy Gods. Side-Note: Demonic Grip seems to see no play at all. Not even on Poseidon? Maybe if Chronos comes to Smite 2 :D Im probably forgetting some but just look through the shop honestly! Similarly, if the enemy just keeps healing you can get anti healing items! Brawlers Ruin is the strength option Divine Ruin is the intelligence option Lernaean Bow gets the job done with some attack speed and poison! Nice for carries Ruinous Ankh for aoe anti heal and tankyness. Great for fighters and tanks. Side note: VulcanIf you play Vulcan you can buy Modules at the shop at certain Level thresholds. No idea whats good here tbh! But don't forget about them ;P ItemizationBuying the correct items is essential to win games and to me it requires the most amount of learning. There are not too many guides up yet for smite 2 gods and builds so I highly recommend checking out each item first, trying to remember what does what and then slowly get into how itemization works. Some match-ups simply are (or at least feel) completely unwinnable without the correct items or are just much easier when you buy correctly. My favorite example as of recent was playing against Ares but forgetting to buy the purification bead relic. His ultimate chains all enemies around him and makes him immune to crowd control. He then pull in all chained enemies which is often certain death. Purification Beads break the chain but if you forget it in the beginning and by for example the blink rune, you are screwed. BUT: The Item "Talisman of Purification" can save your little beginner butt. It's an active item that removes CC (Crowd Control, see glossary) from you AND your surrounding team! Absolute life saver. But honestly im still learning here and can't give much tips on itemization yet :x So maybe here are some quick infos instead. Quick tips and infos I heard that "Screeching Gargoyle" is super OP and every tank should get it. EDIT: It has been nerfed by 1 second silence time. Still seems very good though "Qin's Blade" is super strong on Carries. "Soul Gem" seems bonkers OP? "Stampede" is an awesome ultility item to engage with your team. Similar to Leagues Shureliyas but more tanky!. "Hussar's Wings" is so cool if enemies slow you a lot. Straight up makes you immune to slow! "Helm of Darkness" can be nice if you don't have the Blink Rune. If you're looking for League of Legends Thornmail or Dotas Blade Mail => "Hide of the Nemean Lion" is similar! "Pharaoh's Curse" and "Spectral Armor" seem to be anti-auto-attack (anti-carry) items (similar to League's Frozen Heart)

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3月10日,冥河迎来新主。 卡戎降临《神之浩劫2》,带来战场上史无前例的独特辅助玩法。收集阵亡小兵与野怪掉落的硬币以叠加灵魂层数(获得无限成长的生命值),驾驶幽灵船载着盟友穿梭于地图各处,并释放冥河的力量。 用【沉默之涌】控制战局,通过【末日宣告】暴露敌人并强化盟友,凭借【迅捷航行】划桨冲入战场,召唤【冥河之怒】掀起巨大潮汐,在震慑敌人的同时强化浪潮后方的盟友。 3月13日,卡戎的【收费者形态】将上线,使其玩法转变为成长型输出核心。硬币会自动向你汇聚,提升你的力量。《神之浩劫2》更新内容 1.【诅咒】技能会留下一个环绕的头骨,攻击被标记的敌人,并且你的技能会触发后续的连击浪潮。但相应的代价是:不再具有沉默或护盾效果。 2.无论是将盟友运送到战场,还是控制灵魂之河,卡戎都为团队辅助带来了全新的方式。 3.【大规模基础属性调整】 本次更新带来了《神之浩劫2》迄今为止最大的游戏玩法变动之一。 为了重塑更鲜明的神明特性并打造更有意义的出装,我们正对全神明进行全面的基础属性重平衡。 每位神明现在都拥有一项突出的基础属性,以强化其特性和玩法风格。 这也极大地改变了早期对线: 全神明的法力回复均被降低,使得法力管理变得更为重要。《神之浩劫2》更新内容 1. 法力物品和法力回复机制重新变得重要。 2. 单人路图腾争夺的价值提升,因为法力续航能力将决定前期的压制力。 3. 近战战士和坦克英雄获得更多攻击力加成,这有助于他们与远程法师和治疗辅助英雄进行对抗。 4. 这些调整将带来一个更注重出装选择、对局差异更明显的战场,神明也将重新拥有更鲜明的特色。 【匹配增益道具上线】 一种加速进度的新方式加入《神之浩劫2》。 匹配增益道具可为双方队伍提供一场比赛2倍的经验值和信仰值加成,每方各有一名玩家可激活该道具。 使用它们可以更快提升神明等级,助力团队成长,让每场比赛都更具价值。《神之浩劫2》更新内容 1. 突袭模式改进 突袭模式迎来一系列围绕节奏与团队战斗的体验优化: - 防御塔附近的兵线拓宽 - 比赛开始速度加快 - 小兵生成及成长频率提高 - 团队助攻范围扩大 - 地图边缘的镜头碰撞问题优化 - 自定义大厅现在支持全英雄选择突袭模式 2. 新增漫游集市旅人 魔王统治活动新增两位旅人: - 洛基的魅力——洛基 一款魔术师主题皮肤,包含多种棱镜样式及外观道具。 - 华丽表演者——索尔 一位耀眼的舞台表演者,拥有精美的棱镜皮肤和主题奖励。 两位旅人都能提供 wyrm 印记,助力魔王活动进度。 3. 其他更多内容 新增设置:使用即时施法时,在预施法窗口显示技能指示器。《神之浩劫2》更新内容 1. 全面平衡性调整:对神明、装备及初始升级进行调整。 2. 征服模式优化:对【灵感(紫色增益)】叠加机制等内容进行更新。 3. 竞技场改进:更新了群体音效混合效果并调整了节奏。 4. 便利性更新:购买弹窗现在会显示你的货币总额,以便更清晰地做出消费决策。 5. 游戏性修复:解决了控制效果指示器问题、技能行为漏洞以及交互不一致的问题。 6. 漏洞修复:修复了须佐之男技能问题、后羿效果持续存在等问题。 摆渡人已等候。 登船启程,见证战场的全新变化。 立即游玩《神之浩劫2》。

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《神之浩劫2》成就列表 目录 击杀小兵 品尝胜利 按角色成就 野区怪物 泰坦杀手 最后存活的神明 按模式策略 --- 击杀小兵 小兵杀手—击杀500个小兵 小兵终结者—击杀1000个小兵 小兵主宰者—击杀5000个小兵 方法:推进你的兵线,补刀兵线。这三个成就通常会随着游戏进程一起解锁。 --- 品尝胜利 达到20级并获得胜利 方法:在竞技场模式中快速获取经验来达成。 --- 按角色成就 ( solo / mid / jungle / carry / support ) 等级:每个角色1/5/10场胜利。方法:选择角色进行征服模式人机对战→推进/清线/转线→获胜。 --- 野区怪物 火巨人与黄金 Fury:你需要造成最后一击才能解锁成就(last hit)。 方法:选择能快速清野的英雄。 --- 泰坦杀手 对敌方泰坦造成致命一击,通常在人机对战中会自动完成。 --- 最后的存活神明 成为地图上唯一存活的神明。 技巧:进行1v1决斗模式并击杀对手→解锁成就。 --- 各模式策略 征服模式人机对战:获取角色、小兵、泰坦相关成就的最全面方法。 竞技场:获取经验值的最佳模式(Goût de la Victoire)。 决斗:最适合完成【最后的存活神明】成就。

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I did spend thousand hour already on the Dota 2, this game really draw my attention, but since this feeling a new game to me, so personal gotta spend some times and spend effort to written down this guide, no a Esport player but would did mine best. Intro= I did spend thousand hour already on the Dota 2, this game really draw my attention, but since this feeling a new game to me, so personal gotta spend some times and spend effort to written down this guide, no a Esport player but would did mine best. common knowledge = The starting relic choice your favor starting relic, this not force you but suggestion, like list below 1.Purification beads-->immune CC for 2 sec, best for the tank character that need to stand front lane to tank down damage, this item would boosted you survived ability. 2.Blink rune--> teleport a range, for most of the mid range attack hero need this to get in and out of the battle, you could dash out hazard or deep chasing the enemy. 3.Aegis of Acceleration-->invulnerable you for 1.5 sec, for the assassin hero you could enable this items, when activate while effect you still could deal damage to enemy, which the key to kill the frigle target like enemy mage. 4.Phantom shell-->shield and teammates whit range which best for the support unit like the healer that boosted the whole teammates survivability. 5.Sundering Arc-->deal a percentage damage to jungle monster or deal damage to enemy hero, best for assassin hero like Loki the jangle hero to quick sweep the jangle zone. 6. Agility relic --> jump to a side The consumables For the consumables, is same that you should choice the it as you like, personal say the hp potion x3 is most of need for sure, common thing I would list below. HP-->recover hp, could carry up to three. MP-->recover mp, could carry up to three. Multi potion--> recover hp and mp. Vision ward-->show a vision at location Sentry ward-->show a vision and reveal cloak enemy Health chalice-->store 3 charges when in foundation, heal back your hp. Elixir of intelligence--> give you permanently intelligence buff, grab up if all your inventory is full Elixir of Strength--> give you permanently strength buff, grab up if all your inventory is full The hero type Carry-->would deal massive damage and own powerful in late if build up the items, kind of weak in early stage Middle-->would dashing out huge damage by normal or by ability damage, most are range attack hero, most of them kind of fragile to attack though. Jangle-->go in and out battle well, going though the jangle area and kill creep then take buff, jangle hero known how to deal burst damage that could one shot kill lower hp hero, but most jangle hp are really lower. Support-->give the buff or heal back friend teammates, support also known how to keeping you and your team alive, but most support damage are really low. Solo-->own the ability to tank down damage, most solo hero had nothing weak part but also not much damage too. The huge list of heroes guide (01~10)= personal gonna go thought the whole list of heroes in this game, maybe you think I was crazy but had to say I enjoy it and didn't feeling stress or painful while written those tips and knowledge down, did comment down anything if you found some error or newly updated from developer. would keeping update in future while in my spread times, farewell everyone. empty column hero name (Passive ability) spell name, (Ability 1) spell name, (Ability 2) spell name, (Ability 3) spell name, (Ultimate ability) spell name, Ymir 10 A huge guys that block enemy movement, also know how to disable enemy. (Passive ability) Frostbite, deal more damage and lower enemy damage with the skill land on enemy. (Ability 1) Ice wall, create wall block enemy movement, would knock back the enemy in wall area. (Ability 2) Glacial strike, smash you front then slow enemy on hit. (Ability 3) Frost breath, blow a wind that freeze enemy on hit. (Ultimate ability) Shards of ice, channel then deal huge damage and slow to enemy within the area, you are CC immune in process. Fenrir 09 A giant wolf, pretty skillful to kill him foe (Passive ability) Unbound runes, gain runes when basic attack or using spell, you could deal more powerful effect while used the stack. (Ability 1) Unchained , jump then stun enemy on area. (Ability 2) Seething howl, enhance your strength and attack speed and life-steal then gain two runes. (Ability 3) Brutalize, jump to area then sweep several hit. (Ultimate ability) Ragnarok, grow bigger then running, you could grab a enemy you first hit. Anhur 08 A lion known how to throw a spear. (Passive ability) Enfeeble , lower enemy physical protection on hit. (Ability 1) Shifting sands, summon a obelisk that slow all enemy within the area. (Ability 2) Impale, Throw a spear that push back enemy on hit. (Ability 3) Disperse, Leap then push back enemy on land area. (Ultimate ability) Desert Fury, Shoot out burst fire of spear, gain CC immune on process. Zeus 07 a powerful mage that using light power. (Passive ability) Overcharge, gain charge when hit enemy with basic attack, maximum are three charge. (Ability 1) Chain lighting, bounce between enemy and hit. (Ability 2) Thunderclap, deal Aoe damage around you and gain movement. speed. (Ability 3) Detonate charge, Deal damage to enemy on charge stack. (Ultimate ability) Lightning storm, repeatedly and land thunder on Aoe that deal damage to enemy in area. Bellona 06 a skillful fighter that deal and disarm enemy, she known a lot of different weapons knowledge. (Passive ability) Master of war, gain different buff with three weapons, sword and scourge or hammer. (Ability 1) Shield bash, dash and slow enemy on hit. (Ability 2) Bludgeon, spin then slam a hit. (Ability 3) Scourage, lash out and disarm enemy on hit. (Ultimate ability) Eagle's rally, leap then stun enemy on hit, provide several buff to teammates in range(Strength, intelligence, protect) 05 Loki The assassin that deal massive damage while hit be-hide enemy. (Passive ability) Behind you, attack enemy back got bonus damage (Ability 1) Vanish, disappear and enter cloak, first attack deal bonus damage, got a kill would reset the cold-down timer. (Ability 2) Agonizing visions,summon a clone that damage and blind the enemy within the area. (Ability 3) Flurry strike, sweep several hit in front and slowing enemy. (Ultimate ability) Assassinate,strike two hit on enemy, first hit is Aoe the second stun the target. Anubis 04 A powerful mage that deal Aoe damage and freeze enemy movement. (Passive ability) The scales, Gain Life-steal, physical protection, magical protection when lower hp. (Ability 1) Plague of locusts, deal a Aoe damage in front your, channel it when using this skill. (Ability 2) Mummify, shot a project that freeze target, you could only hit hero. (Ability 3) Grasping hands, create a Aoe area the deal concussive damage enemy in area and slow them. (Ultimate ability) Death Gaze,deal a longer lane that deal damage to all enemy inside the lane, channel when using and immune to CC. Neith 03 A nice archer that known how to dash out damage to enemy. (Passive ability) Broken weave create point that deal damage to enemy while stand on it. (Ability 1) Spirit arrow shoot a arrow that pierce thought all thing and root. (Ability 2) Unravel, deal a Aoe damage to target. (Ability 3) Back Flip , jump back and deal a Aoe damage to front area. (Ultimate ability) World weaver, charge then shot a arrow that stun them, you could trigger early to shoot lower damage arrow. Chaac(02) A tank hero that tank down enemy and deal damage back at same times, Purification beads which let you even stronger and evade tons of damage. (Passive ability) Overflow, 5 basic attack trigger a free spell that heal back your hp (Ability 1) Thunder, throw thunder axe that deal damage to a area, you could consulate the route of enemy lane while enemy flee. (Ability 2) Torrent sweep then deal Aoe damage around your, deploy Thunder then use Torrent would dash into the axe location (Ability 3) Rain dance, heal you hp and slow enemy in range, trigger addition storm on axe location. (Ultimate ability) Storm Call, Charge then deal a massive damage in Aoe, knocking up enemy then silence them. Bacchus(01) a tank and support hero which block damage, suggestion that carry Phantom shell to protect teammates. (Passive ability) drunk, give more buff to strength and intelligent when more drunk (Ability 1) Chug, heal and provide more buff to yourself (Ability 2) Belly Flop, channel and slam into a area that damage enemy, need to count a little since the channel need some times (Ability 3)Belch of the gods, damage you front for while, best on clear out creep since you normal attack is really weak. (Ultimate ability) Intoxicate, deal a Aoe massive damage and give them debuff. heroes guide(11~20)_= 11 Cernunnos a ranger who change him tactical buff in battle (Passive ability) Heavy glaive, deal bonus damage to enemy in melee range. (Ability 1) Shifter of seasons, choice a buff to the normal attack, self heal(green), bonus damage(yellow), protection reduce(orange), slow(blue) (Ability 2) Bramble blast, root and cripple target in aoe (Ability 3) Horn charge, Dash and deal damage enemy in lane (Ultimate ability) The wild hunt, Polymorph all enemy in range 12 Athena a game changer who could support teammate rapid, you could change ultimate to lock enemy instead. (Passive ability) Reach, give you next attack to became range attack (Ability 1) Preemptive strike, charge then dash and slow enemy in lane, you may want to charge it early to launch you attack on time. (Ability 2) Confound, Taunt enemy on hit (Ability 3) Shield wall, strike enemy in area and slow them (Ultimate ability) Defender of Olympus, channel then teleport to teammate, you could change it target to enemy. 13 Odin a tough warrior who locking enemy, would snow ball by increase the strength buff gain by ultimate skill. (Passive ability) Path to Valhalla, when a teammate die you gain a temporary buff(speed, Strength, intelligence) (Ability 1) Lunge, jump and deal damage to enemy on land area (Ability 2) Raven shout,gain a shield, would explode if full hp and deal surround enemy damage. (Ability 3) Gungnir's might, charge and deal damage to surround area then throw spear and stun enemy in lane. (Ultimate ability) Ring of spears, locking all enemy in range, any enemy killed in area gain permanent Strength buff to Odin 14 Thanatos A deadly assassin seek victim and execute them. (Passive ability) Harvester of souls, see enemy who low hp on map, killing enemy reduce skill cold-down or gain heal, you cost hp to cast spell instead of mp. (Ability 1) Death scythe, slow enemy on hit and heal you (Ability 2) Scent of death, became slow immune and gaining movement speed. (Ability 3) Soul Reap, silencing enemy on hit. (Ultimate ability) Hovering death, fly into sky then dive in a area, stunning enemy or executed them instead. 15 Kukulkan (Passive ability) Power of the wind jewel, item provide mana give addition intelligence too. (Ability 1) Zephyr, fire project that slow enemy on hit. (Ability 2) Slipstream, became slow immune and gain movement speed, would dash instead if whirlwind in range. (Ability 3) Whirlwind, summon a aoe wind damage enemy in range. (Ultimate ability) Spirit of the nine winds, summon wind blow back enemy in area and push them back. 16 Nemesis a warrior that go in and out battle easy. (Passive ability) Scale of fate, steal enemy strength and intelligence when hit them. (Ability 1) Swift vengeance, dash and deal damage in lane, you could dash twice. (Ability 2) Slice and dice, slash you front and slow enemy in area. (Ability 3) Retribution, gain a shield for while, you would reflect the damage back to enemy. (Ultimate ability) Divine judgement, damage and lower their damage output then slow them, you steal protection and movement from enemy. 17 RA a bird god that heal ally and deal massive damage to enemy. (Passive ability) Speed of light, increase movement speed while used skill (Ability 1) Celestial beam , deal damage to enemy in lane (Ability 2) Divine light, slow enemy in surround channel up then deal damage to enemy in area. (Ability 3) Solar blessing, heal ally and damage enemy in area. (Ultimate ability) Searing pain, launch a massive damage beam in lane. 18 Hercules (Passive ability) Apotheosis, gain stack and enhance the strength, stack more than 4 stack would lower skill cold-down time and addition strength protection. (Ability 1) Driving strike, dash and push enemy on lane (Ability 2) Earth-breaker, pulled enemy back to you, only pull the enemy on end area. (Ability 3) Mitigate wound, heal you and gain attack speed buff (Ultimate ability) Excavate , throw a rock that damage enemy in area. 19 Artemis A forest ranger who taka down foe by rapidly fire. (Passive ability) Still target, 15% more normal dmg more to enemy heroes, 30% more normal dmg on creep (Ability 1) Transgerssor's fate, plant mine that trap enemy (Ability 2) Vengeful assault, enhance movement and attack speed (Ability 3) Suppress the insolent, shoot volley and slow them (Ultimate ability) Calydonian boar, send out a rage boar which hut and stun enemy on hit, you got 1.5 sec of CC immune. 20 Amaterasu A female samurai which tank down and dash out damage. (Passive ability) Illuminating strike, strike which give enemy receive more damage from all source. (Ability 1) Divine presence, heal yourself for 4 sec. (Ability 2) Heavenly reflection, charge and decease all damage on hit, could reactive to throw the mirror out to enemy. (Ability 3) Glorious charge, dash and silence enemy on hit for 1 sec (Ultimate ability) Dazzling offensive, into CC immune and swipe out three huge blade slice heroes guide(21~30)_~ 22 Guan yu a tank which buff and heal the team. (Passive ability) Battle fervor, gain attack speed when attack or attacked. (Ability 1) Conviction, heal all teammates in area. (Ability 2) Warrior's will, dash and slowing target. (Ability 3) Taolu assault, swipe and dealing damage (Ultimate ability) Cavalry charge, ride on horse and deal damage. 21 Jing wei a ranger which go in and out battle fast. (Passive ability) Rapid reincarnation, when out fountain fly up sky for while (Ability 1) Persistent gust, deal damage on a area (Ability 2) Explosive bolts, boosted next normal attack damage, this skill could store two charge (Ability 3) Agility, Dash and gain strength buff (Ultimate ability) Air strike, bombard a large area, you could end it early and land.

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О том, чего ждать при посещении зоопарка и как выйти оттуда победителем 1. Мартышки Попадаются раз в пару игр. Люди, не понимающие важности и смысла ролей. Это те самые джанглеры, которые будут стоять вместе с мидером на линии. Это те самые саппорты, которые пикнут Кукулькана, соберутся в атаку и будут стиллить крипов, баффы, киллы у своего керри. Каким-то чудом они все-таки понимают, где их линия, а вот наxyй они там находятся - это другой вопрос. На самом деле они почти всегда знают как нужно играть, но их это не волнует. 1 раз говорим, что им нужно делать, после кидаем репорт. 2. Малыши Сыночки, которые хотят играть в легкую игру. Такой будет почти в каждой команде. Когда игровое время дойдет до 10 минут, он наденет монокль на анус и взглядом эксперта оценит ситуацию. И если он придет к выводу, что шансы на победу меньше 50%, нажмет капитуляцию и будет ее жать дальше всю игру. Иногда встают афк. Разговаривать бесполезно да и незачем, обычно это самый слабый игрок в команде. Играем дальше 4 на 5, ждем пока свой импакт внесет такой же сыночек во вражеской команде и выигрываем. 3. Обиженные Встречаются раз в несколько игр. Те игроки, которые подгорят с того, что их поймали на вражеской территории и им никто не помог. Либо с того, что кто-то им сообщил, что они что-то делают неправильно. Иногда довольно успешные в матче ребята. Обиженными их делает то, что при ответе им сразу начнут угрожать, что с тимой играть больше не будут или встанут афк. Склонны продолжать играть, но в одиночку, то есть играть в игру они не против, мешает только гордость. Если победа важна, можно их поддержать, начав с извинений. Не важно за что, сначала извинения, потом игра. Игнор тоже работает неплохо. 4. Ссыкуны - фотографы Те самые игроки, которые всегда будут идти позади в режиме 2 шага вперед - 1 назад. Настоящая беда это когда ссыкун - танк, а такие встречаются не менее часто, ведь дело совсем не в роли. Такой найдется в каждой второй игре. Если придете к нему на линию сделать гарантированный фраг - он продаст вас бесплатно, отойдя подальше на всякий случай и даже не попытавшись нанести какой-то урон. Если такой игрок - дамагер, больше никогда на него не расчитывайте, это игра 4 в 5. Можете попробовать отправить его дефать крипов, их он не так сильно боится. Если это танк - напомните ему об этом. 5. Залупоглазые окуни Это твой керри, которому и в стоящую мишень пристреливаться нужно. Из потенциальных 1500 дпс будут выдавать 500, если повезет. Часто еще и наполовину ссыкуны. То же относится к мидерам, каждому герою и скиллу, которым можно промазать. Ульта Вулкана в упор? Да, они промажут. Делать с ними абсолютно нечего, просто слабый игрок в команде. 6. Изгои общества Они пришли лишь для того, чтобы доказать всем, что они лучше других. Встречаются почти в каждой команде, но имеют разную степень проявленности. Проявленные обменяли свой последний шанс лишиться девственности на тайные знания о том, какую имбу пикнуть и как именно собрать, чтобы испортить игру всем. Непроявленные изгои не заходят дальше пика имбы и посредственной ее реализации. Обычно начинают игру за джанглера или мартышку - саппорта. Проявленные изгои собирают самые сломанные билды, имеют самое высокое чсв и очень слабый пердак, и при этом самый лучший счет. Как только узнаете противника такого типа - начинайте давить на его слабости. Раскачиваем его спамом смеха в любой удобной ситуации в течение всей игры. Главная наша цель - 1 раз поймать его и запинать командой. Сложность этого действия напрямую зависит от проявленности изгоя, а результативность - от его счета. В случае с проявленным придется сесть в киберспортивную позу, но каждое следующее его убийство будет в 2 раза проще предыдущего, а спустя несколько он ливнет или откажется играть. В этом случае не забудьте напомнить всем кинуть ему репорт и отправить на отдых. Если так случилось, что изгой затащил вашу команду, то категорически запрещено его хвалить, иначе он решит, что все сделал правильно. Пока все лайк подписка колокольчик. А если есть свои дополнения - жду в комментарии)

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