The Moonlight Knight in "Marvel Contest" is a very powerful C position hero in the game. If you want to play well, you need to clearly understand the positioning and playing style of the Moonlight Knight. I think e must stay because of the characteristics of E, which makes it easy to deal damage, so if you play Moonlight Knight, you are always easily trapped in losing E and playing damage.
How to play Marvel Contest Moonlight Knight
I think e must stay. It is because of the characteristics of E that make it easy to deal damage. So when playing Moonlight Knight, you are always prone to falling into the situation of losing E and hitting damage. If you don’t have E, you will be paddling. In addition, Moonlight must not fall into the misunderstanding of standing on the front battlefield to deal damage. These two points are traps.
If you have E, you can play singles quickly. If E and Zuo Zuo are playing with no displacement or are stunned, you can almost instantly.
There is a limit on the number of ejections, and I didn't test it carefully, but it was almost 3-4 times, including the one that hits E, which means that the two bullet positions are the highest damage. (For example, if one shot is 20, if two people stand together, one shot is equivalent to 40 for one person and 20 for the other person. If you slap E, it is 20 for one person, which is equivalent to one third of the damage)
I played Moonlight for about 7 hours. When I was playing in the early stage, I felt that it was very good to forget people and throw E in the crowd without aiming, but I found a problem later. If I can't kill people, it's meaningless. Hawkeye Haila can quickly reduce staff on the front, and Moonlight looks very good on the front battlefield, but it is actually not helpful to the team. Especially after losing e, you keep hitting e, the total damage seems to be very high, but they are all meaningless and invalid outputs. The correct thing is that if you are on the front, you must accurately point the rear row and leave e. If you give pressure on the rear row, you dare not gather milk. After dividing the rear row and t, if you press the double t front, continue to leave e to hit the front row and e to hit the front row, and there is no chance of ejection and then throw e and hit the single click to kill. Including the rear row, the same is true. After consumption reaches a certain level, the rear row shrinks the bunker and throws the e-cats, the characters behind the bunker can also kill the back row from a long distance.
When there is no chance in the front or the other party is harassing the dog position, immediately change your mind and play as the dog position. Two-stage displacement and gliding can quickly approach the back side position, lose e in seconds, and try to maximize the damage caused by pointing the person to hit the catapult. Only when you have to or can you kill stably.
In addition, it is wrong to use jump when occupying a position. F must be used first when finding a position, because the second-stage jump is the most effective way to avoid dog positions and counterattack. f seems to be a fast displacement, but in fact, the hook is very slow and the conditions are harsh. In most cases, only the hook wall can be opened. The distance between the hook is meaningless to the dog position. Almost every dog position has a breakthrough, but almost every dog position has no air. The second-level jump can quickly kill e in the air. If it really doesn't work, the second-level jump can be used to jump into a safe position. It is also a way to escape from a long distance. Simply using F to escape is almost a waste of money.
In addition, if you encounter Iron Man Storm Girl or something, if you are not particularly confident in your own standards, just change to the instant ballistic spear, otherwise the effect will be very small.
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