先手是英雄在开战前发起的用于削弱一群敌人以获得优势的能力。在Dota任何一场游戏的中后期,一次成功的先手是至关重要的,通过这种方式来展开一场团战可以在开始前就去的优势。如果团队中没有英雄能够胜任这个任务,那么每一场团战都会是混乱无序的,又或者总是先遭受攻击。
先手的方法[]
英雄[]
先手英雄是驱动团战走向胜利的最重要的一环,大多数先手英雄有一个或多个范围技能,而这些技能能够重创或控制多个敌方英雄,先手英雄通常也同时扮演着肉盾,辅助,或者游走的角色,有一些先手英雄能直接秒掉一个单体目标,而这个目标通常是敌方的核心。
想要成为一个先手,你需要的不只是勇气,还需要团队的理解和信任,一旦有人先手了,整个队伍就必须跟上。
以先手作为首要功能的英雄有 潮汐猎人
斧王 | 蝙蝠骑士 | 兽王 | 酒仙 | |
发条技师 | 水晶室女 | 龙骑士 | 撼地者 | |
谜团 | 虚空假面 | 哈斯卡 | 祈求者 | |
昆卡 | 马格纳斯 | 殁境神蚀者 | 凤凰 | |
帕克 | 沙王 | 影魔 | 沉默术士 | |
斯拉达 | 裂魂人 | 斯温 | 潮汐猎人 | |
小小 | 树精卫士 | 复仇之魂 | 剧毒术士 | |
术士 | 冥魂大帝 |
物品[]
取决于先手英雄的类型,物品的选择也会有所不同,如果他们的先手技能需要靠近对方,比如撼地者的回音击和潮汐猎人的毁灭,就很需要像闪烁匕首,原力法杖,甚至或者影刃这样的物品了。
而如果他们的先手技能需要他们不被打断,比如沙王的地震或水晶室女的极寒领域,那么黑皇杖就可以使他们顺利使用这些技能,来让他们能做的事最大化,如果敌人是通过简单的攻击来达到控制效果的话,尤其是重击,那么幽魂权杖就很适合那些纯粹使用技能的英雄,比如水晶室女。
先手英雄同样需要同时控制大多数敌人,那么Eul的神圣法杖和邪恶镰刀就是一些很好的物品,范围debuff物品比如希瓦的守护和强袭胸甲(同时会增加你的护甲)也会有一定帮助。
先手英雄也可以带上那些区域辅助物品,比如梅肯斯姆和洞察烟斗,这样他们就可以帮助你和你的队友在这场团战中存活下来,特定英雄也可以带上增加个人生存能力的物品,比如恐鳌之心和刃甲,如果使用的是一个只有很少生命值的先手辅助英雄,记住,增加自己的生存能力最好的不是增加生命值,而是尽可能对战场造成混乱,你造成的控制和伤害越多,敌人可以击杀你的可能性就越低,因为你的队友已经先将他们击杀了,基于这个原因,购买希瓦的守护或纷争面纱就可以对你的敌人造成更多的伤害和控制,比简单购买护甲和生命值要更加合适,如果你还是没有信心,那么购买一个梅肯斯姆吧,既能帮助到你自己,也能帮助到你的团队。许多辅助的先手技能冷却非常长,如果你将你的技能全部施放出去,那么在剩下的团战中,你的作用就会变小,一旦你的生命值降到很低,那么尽快使用你的团战技能和物品,然后有序撤退。
奥术鞋 (1300 ) | 强袭胸甲 (5125 ) | 黑皇杖 (4050 ) | 刃甲 (2125 ) |
闪烁匕首 (2250 ) | 韧鼓 (1650 ) | Eul的神圣法杖 (2725 ) | 原力法杖 (2200 ) |
幽魂权杖 (1500 ) | 恐鳌之心 (5100 ) | {Item cost link|挑战头巾}} | 勇气勋章 (1025 ) |
梅肯斯姆 (1875 ) | 洞察烟斗 (3475 ) | 阿托斯之棍 (2750 ) | 邪恶镰刀 (5675 ) |
影刃 (3000 ) | 希瓦的守护 (4850 ) | 先锋盾 (1825 ) | 纷争面纱 (1525 ) |
先手的秘诀[]
有很多很多方法来打一个好的先手,最常见的,一个带闪烁匕首的英雄,这个英雄有一个改变战局的范围控制技能,一个插满守卫的地图,和对地图的大局观和意识。有几个先手方法:在他们一部分处于一个不利位置时抓住他们,而你的队友必须准备好。你也可以隔断他们逐一击破。
先手的代价是要吸收团队仇恨的,但是,有些被贴上先手标签的英雄(沙王,撼地者,谜团)在团战一开始就决定了他们的生死,因为他们能造成非常巨大的范围伤害,而敌人也会因此而害怕站在一起,一旦时机一过,或者时机未到,那么整场团战就注定失败了,反之,如果时机恰好正确,那么结果也是显而易见的。
Essentially, initiation is about disabling as much of the enemy as possible so that they cannot escape when your team starts assaulting the enemy. To achieve this easier, it is recommended that you have the means to catch the enemy by surprise by appearing in their midst unexpectedly. This allows you to land your AOE disable, since the enemy will have hardly any time to react. To surprise the enemy, oftentimes a Blink Dagger is used so that they have as little time to react as possible. If not, a 影刃 or an Rune of Invisibility can be used, but as this can be countered with a 真视宝石 it is not as good. Alternatively, if you have an ability that can stun a large area from afar, such as 小小's Avalanche, 术士's Chaotic Offering, or 拉席克's Split Earth, you can consider simply charging at your opponent and launching your stun, but beware that the opponent will have stunners too, and that a fraction of a second's slowness in casting could mean you getting stunned and them pulling off a successful initiation. In Dota, teamfights can be won in mere seconds, so one misstep could cost you a lot.
Heroes that can deal high AOE damage can also be considered initiators, because they force the enemy to scatter, and in some rare cases, flee (for example a well-used Echo Slam could slash a whole team's HP in half). In this case, the enemy will try to escape, and that is a prime opportunity or your team to charge in and massacre them all.
It is best to initiate at a place where the enemy cannot spread out. The goal of a teamfight is to eliminate as many of the opponent Heroes as possible, and so if you were to initiate in an open area, you could have many heroes going in many different directions. This limits the effectiveness of your follow-up Nukers' spells and makes it harder to wipe-out the enemy team (the most desired outcome of any teamfight).
Also, as mentioned at the start of this section, GOOD WARDING is imperative. Without detailed vision of the map, it becomes hard to know if that lone hero is merely bait for a teamfight you will not initiate. It becomes hard to know where exactly you should set your trap, and whether you can rush there in time to set up (the initiators' back-ups' positioning is vital).
"Strike when your enemy is most vulnerable." This is the basic principle that initiation will fulfill: your AOE disable will make the enemy vulnerable, and what's left is to have fun mopping up the foe.
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