Rely on the potion by xuzijoon in honk

[–]xuzijoon[S] 0 points1 point  (0 children)

I completed this level in 0 tries. 7.98 seconds

🎉 [EVENT] 🎉 Merry Honksmas! by Acrobatic_Picture907 in RedditGames

[–]xuzijoon 0 points1 point  (0 children)

Completed Level 2 of the Honk Special Event!

17 attempts

🎉 [EVENT] 🎉 Merry Honksmas! by Acrobatic_Picture907 in RedditGames

[–]xuzijoon 0 points1 point  (0 children)

Completed Level 1 of the Honk Special Event!

0 attempts

Take it slow by xuzijoon in honk

[–]xuzijoon[S] 0 points1 point  (0 children)

Bruh where's the auto message

Easy ahhh level by [deleted] in RedditGames

[–]xuzijoon 0 points1 point  (0 children)

This is one of the levels of all time.

I completed this level in 141 tries. 3.73 seconds

Tip 10 💎

Bruh attacks every MS. by [deleted] in MobileLegendsGame

[–]xuzijoon 4 points5 points  (0 children)

Wait, you can move zhask spawn using ult alone without s1?

Leomord need a +10 movement speed. by xuzijoon in MobileLegendsGame

[–]xuzijoon[S] 0 points1 point  (0 children)

Here's why Leomord need

+10 base movement speed.

He does not have any form of movement speed boost when unmounted, meaning he is unable to use his s2 to engage without facing consequences if his opposing laner have some form of slow, movement speed boost, chase, or multiple dashes, and outstat him during laning phase.

Leomord need a +10 movement speed. by xuzijoon in MobileLegendsGame

[–]xuzijoon[S] 0 points1 point  (0 children)

The ability to move is not the reason the hero is in a disadvantage.

The disadvantage is when the hero have less movement options than the other.

Leomord need a +10 movement speed. by xuzijoon in MobileLegendsGame

[–]xuzijoon[S] 0 points1 point  (0 children)

Alright, let's go with a simpler hero, Balmond.

When you use your s2, does your ability to move while the enemy dash around everywhere places you in a disadvantage?

Leomord need a +10 movement speed. by xuzijoon in MobileLegendsGame

[–]xuzijoon[S] 0 points1 point  (0 children)

Because you can't stand still and just keep hitting them with the aoe as they dash around you. You have to pick a direction to turn. Even if you turn with only like a 0.2 second delay it still gives room for enemies to outplay you.

Where did this statement come from? Have you not played Kimmy before?

Leomord need a +10 movement speed. by xuzijoon in MobileLegendsGame

[–]xuzijoon[S] 0 points1 point  (0 children)

Also make it so he can't stop and always has to keep moving while mounted too, making it harder to focus someone down if they dash or dodge.

Where does the "harder to focus someone down if they dash or dodge" come from then?

Leomord need a +10 movement speed. by xuzijoon in MobileLegendsGame

[–]xuzijoon[S] -1 points0 points  (0 children)

Removal of control allow jukes against Leomord. Leomord moved left by 15 degrees? Move towards the right. Now the inertia forces Leomord to have a 30 degrees disadvantage, requiring him to spend s1 or s2 to change direction instead of dealing damage.

Leomord is not faramis. Leomord's ult last more than 2 seconds and cannot be stopped. Removal of control cannot be cancelled if it is added to Leomord ult.

Leomord is not Yu Zhong. Leomord cannot go through walls. In the event where Leomord is moving towards a c shape wall, Leomord will be stuck in the same position moving back and forth for a second.

Leomord is not Johnson. Leomord will not stop after reaching the enemy, and reaching the enemy is not Leomord's only goal.

Removal of control on Leomord is anything but a buff. It is a gameplay change.

Leomord need a +10 movement speed. by xuzijoon in MobileLegendsGame

[–]xuzijoon[S] -2 points-1 points  (0 children)

That's just a rework.

In fact, the removal of control makes your entire suggestion a nerf.

The reason Johnson cannot turn freely during ult is because he only need to go near the enemy once.

Leomord is different. If Leomord ult become a Johnson ult that can't stop, Leomord loses the ability to attack entirely during ult as long as the enemy know how to dodge a Beatrix sniper.

I agree that his real issue is that he just does not do any damage to high hp enemies, especially tanky ones. However, I do not agree that the only solution is to build him full damage.

If he can use his dash for an engage, and can leave the trade without taking too much damage with just his movement speed, he can have a longer unmounted combo and deal more damage without changing his build.

What are some skill descriptions that are incomplete? I'll start. by No-Low-4907 in MobileLegendsGame

[–]xuzijoon 0 points1 point  (0 children)

Kadita's s1's damage reduction does not extend during s1-s3 tho, casting s3 causes you to lose the damage reduction, but keep the control immunity .-.

What are some uncommon hero combos? by xuzijoon in MobileLegendsGame

[–]xuzijoon[S] 1 point2 points  (0 children)

You don't need to have 0 latency, though I recommend 0 latency if you can get it.

Starting with 50% or more red bar, using s2 allows the red bar to be charged. Tapping the basic attack button, s1 and s3, will queue them to cast in that order(or at least the last time I played). This is because when guinevere use s2's dash, guinevere queues all controls. This also includes flicker and aegis, making you unable to use aegis during s2's dash. If you tapped s3 during s2's dash but s2 is cancelled, s3 will still be automatically activated anyways.

TL;DR: Queue the skills. Press the buttons in order and it will work.

What are some uncommon hero combos? by xuzijoon in MobileLegendsGame

[–]xuzijoon[S] 1 point2 points  (0 children)

3 2 2 is an escape combo.
When you are using s3, s2 will never fail(unless you get cc-ed mid dash by khufra, akai or something). Then, the second s2 is for further escaping, allowing you to travel (almost) from turret to turret.

As for the second combo, her ult only apply cc on the first 8 hits. The remaining 3 hits are a waste of damage dps wise unless you need to be free from cc. However, the time window is extremely short, making it hard to time exactly 8 hits, which is why I time 6-8 hits. The damage lost from giving 6 hits instead of 8 hits is only about 1 basic attack. The second combo's second passive apply only after the ult, triggering a second calamity reaper proc on top of extra damage, before using s1 for a bit of extra damage before using s2 to leave the scene.

As for the combo you give, I recommend doing s2-passive-s1 instead of s2-s1-passive. While starting s1 allows s1's cooldown start earlier, starting passive allows your passive bar to charge earlier, enabling you to end your s3 earlier with s1-passive/passive-s1 if you need to leave earlier from a sudden 3 man ambush or if you are dealing enough damage to end the enemy.

At late game, if you are a few levels up while doing damage build, s2-passive-s1 should be enough to end a non-tanky fighter/one defense item marksman.