The most easily crafted formations by Hextech in the Truth Arena
The Hextech race that just appeared in the Truth Arena has upset the meta in the game. And it is imperative that players seem to have to change their meta-strategy to be able to play against the Hextech squad.
And there are also many tactical teams of gamers who have gone bankrupt when encountering the remedy of the Hextech clan and it is difficult to achieve success when it comes to execution. If you want to know which roster is easily overcome by the Hextech clan, see below this article.
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Some teams are easily overcome by the Hextech clan The Truth Arena
Guard Squad - Archers
The effects of the current Guardians are ineffective when the main Archers will be locked by Hextech and the damage will not be as expected. Also a Braum-like general doesn't have some equipment like Dragon Claw, Warmog Blood Armor is just a "builder" no less.
The squad that has Archers as the center will also be significantly reduced when the Hextech clan completely controls the Guardians. Since there is no rigid top-end support system, of course, the Archer will be easy to "evaporate".
In addition, the locked Archers will also significantly reduce the damage due to their reliance on them. So if you lose your equipment, tell them that the Archers will "take the fly to shoot".
Team of Magicians
This was the basic formation enjoyed by the majority of gamers in DTCL because the damage to the end of this squad was extremely strong if there were enough combos. And in order to gain maximum power, often the Wizards would have to cluster in a corner to avoid being assassinated by the Assassins and bully the weak Wizards. In addition, the Wizards also relied heavily on equipment as well as the star level of the generals.
And the appearance of the Hextech clan has repeatedly smashed the plan to promote the power of the Sorceress with equipment when the Hextech clan's way of overstating. By locking the equipment, the Hextech clan will completely make the Dharma Masters miserable.
Since the majority of Magician generals are in great need of equipment to quickly accumulate energy and can cast moves continuously. So now, the Wizards can only stand on the chessboard as a subsystem and serve other stronger teams.
The formation uses tactics to equip one general
Plotting for a major hero to carry a team is a very common tactic in previous versions. The main carry such as Rengar, Draven is very good for the game players for all the equipment and very effective at the end of the game. And often gamers are hard to deal with this tactic.
Scary combos like Rengar Armor Angel, Sword of Blood or Draven Bow Runaan has many players who lost quite a bit of blood when faced with this "thug" nature.
So now everything is different, the DTCL version 9.16, which the player still applies, will be locked by the Hextech clan. How much effort to put the page is considered to be tong.
However, you can still overcome this by wearing equipment that is not important to the generals to activate the Hextech clan's internal. And when Hextech noticed those generals, the main carry would still discharge normal damage. However, it must be based on your dignity, if many items are okay, few items must be told at the number.
Based on the above information, you can know how miserable the formation of the Hextech clan's internal effect is. Thanks to that, you can find a solution when you build your squad.
You should read it
- Guide to build Hextech squad for Truth Arena and how to effectively map
- Top 3 teams that combine Hextech Technology with the strongest Truth Arena 9.17
- Instructions for playing the Tech squad - Sword for the Arena
- Guide to build the Pirate Team - Hextech Arena
- Discover the life of tribes living by cobra hypnosis
- Scary hair with the scary carnivorous tribes in the world
- Top DTCL 9.5 lineup, strong DTCL lineup season 13.20B
- Mysterious island inhabited by the 'stranger-eating' tribe in the Indian Ocean
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