The reworked mutant Erin has been online for 4 days.
After this period of continuous development, she also took off as she wished, jumping directly from T3 to T1 echelon, and even T0 in a specific lineupThe strength of 5 belongs to the final season scoring code.
Let's take a look at Erin's current stats first.
In the pinnacle game, Erin's win rate on the first day after the rework was 45%, and by the third day, she had managed to break through 51%, which is equivalent to a daily increase of 3%, and now it is maintained at 5113%, and the appearance rate is as high as 168%, which is a bit outrageous.
The above is Erin's full segment data, with a win rate of nearly 53%, rushing directly from the bottom to third place, second only to Goya and Huang Zhong, which is really much better than before the redo.
It can be seen that Erin's mutation is successful, although it is still not as excessive as Dharma and Cao Cao, but it can already be played, especially at present, most players are not familiar with Erin, take her to score, and the advantage of poor information is indeed more fragrant.
That's the problem.
What are the advantages of Mutant Erin to support such data?
I've been testing Erin's new outfit and style of play for the past few days, and I've finally come up with two key strengths.
Dual cultivation of material law
Mutant Erin canceled the mechanism of AP to increase the critical strike rate, and instead, added AD benefits to skills and basic attacks, and at the same time, her basic attacks have also become physical injuries, and as for skills, they are still magic injuries.
The advantage of the dual cultivation of the material law is that it is difficult to be limited in the middle stage, after all, in most cases, the enemy will rarely pile up magic resistance too early, even if it is out of the witch cloak, Erin can also stabilize the output through basic attacks.
It is worth mentioning that Erin's basic attack bonus is 100%AD+20%AP, and the enhanced basic attack is as high as 120%AD+30%AP, which is naturally a little more numerical gain than other shooters.
The most important thing is that after Erin's mutation, she can automatically stack a layer of energy when she plays a strengthened basic attack, which makes her continuous damage qualitatively changed, and in the later stage, there will be no more gua sha, and the speed of dealing with the front row is at least two gears stronger than before.
To put it bluntly, the previous Irene, because it was a pure French output, was more afraid of the witch cloak + resistance boots, and she was also afraid of her teammates taking a multi-law lineup, but after the mutation, these problems do not exist, and the playing style is obviously more autonomous.
Super high damage per second
Mutant Erin can enjoy both physical and magical lifesteal and penetration, but only the maximum value will be taken.
The benefit of this mechanic is that it makes Erin's equipment more optional, for example, in the past, you had to use Erudito's Wrath to increase the AP, but now you can save a slot and get an extra piece of life-saving equipment.
On top of that, in the current version, the equipment with the highest output benefit is the Infinity Blade, which can provide 50% more critical damage, which is equivalent to giving you 50% more output when critical hits.
And Erin can not only produce the Endless Blade, but also use the extra 50% output on the ultimate, reaching the terrifying value.
After Erin's mutation, her ultimate can still crit and vampire).
It is worth mentioning that many players have asked in private messages recently.
Isn't Irene only able to enjoy the maximum value of penetration and blood sucking?
Then why can I still see Erin with 10x heart eyes and then dawn?
Isn't this pure waste?
In fact, there is a misunderstanding here, that is, the 64-point method provided by 10x Heart Eye is calculated independently of the 40% of the material provided by Daybreak, the former is a fixed value, and the latter is a percentage value.
As shown in the picture above, Erin, who only has physical equipment, has a basic critical attack damage of 1528 when she is fully equipped at the full level.
Subsequently, if you change your shoes to Arcane Boots (Law Wear Shoes), you can get 130 points of fixed magic wear, and at this time, the damage of basic attack critical hits will be increased to 1678.
It can be seen that the fixed value and the percentage value are calculated separately, unless you bring 10x Eagle Eye and wear shoes in a way, then the fixed value of penetration will be wasted a lot.
With this algorithm, Erin's mid-to-late output becomes exaggerated.
After all, other shooters can only bring Eagle Eye and Wind Chaser or Shadow Battle Ax to improve fixed penetration, while Erin only needs one way to wear shoes, and can save a grid again.
The most important thing is that in the new season of S34 next week, the French shoes will also be strengthened, and the penetration will be changed from the original 50 120 points to a fixed 100 points, and the value will be directly doubled, which will further improve Erin's early damage and make it easier to develop.
On the whole, the biggest highlight of Mutant Erin is that in the middle and late stages, she can crit and suck blood through her skills, coupled with the advantage of high AD income, so that after the equipment is formed, she can be used every second, not to mention crispy, even half-flesh warriors may not be able to bear it.
As shown in the picture above, my Erin first stuck Marco Polo with the deceleration of basic attack + red buff, and then directly opened the ultimate move + rage, even if Marco Polo has a witch, it is still difficult to escape death, and my Erin is fighting more and more blood.
The bonus to the ultimate is 60+45%AD+35%AP, and the value is still very high.
At Erin's full level and full equipment, Laurel Leaf has 400 damage points, multiplied by 18 to get 7200 points, plus Infinity Blade's 250% critical damage, and in an ideal world, the total damage is as high as 18w, enough for two and a half Marco Polo in seconds.
Next, I would like to recommend a new outfit to you.
Inscriptions: 7 x Scourge, 3 x Red Moon, 10 x Heart Eye, 7 x Predator, 3 x Hunt
Erin is relatively weak in the early stage, especially at level 1, and the basic attack feel is still unusually constipated, so I like to bring a little attack speed inscription to ensure development.
However, it should be noted that since the full-level two skills can provide 40% attack speed, it is not appropriate to bring too many attack speed inscriptions, and it is best to get stuck in 2 4, and how much to bring can be determined according to your habits.
In this piece of outfit, although the shoes are really fragrant, they are not suitable for all lineups, especially players with lower segments, and it is quite easy to collapse when teammates don't care about themselves.
Because of this, I recommend the foot of the shadow ninja to start, and when everyone is completely familiar with Erin and has a certain sense of pulling, it's not too late to change to wearing shoes.
Then, like other shooters, the Shadow Blade + Endless Blade is standard, which can maximize the attack speed and damage, and then, it is the Dawn + Weeping Blood Blade to ensure endurance and penetration.
As for the last piece of equipment, give preference to the pure sky, which can make Erin very comfortable to enter the field with her ultimate, and directly pull up the damage.
In addition, in addition to providing damage immunity and high AD, Pure Sky can also slow by 30% after a skill hit, and Irene's ultimate can be triggered normally, making her more comfortable when harvesting crispy skins around the back.
Of course, depending on the situation, you can also replace it with the Violent Armor, the Bow of the Sun, or the Witch's Cloak, anyway, just make sure that you don't melt in an instant.
Seeing this, there will definitely be many players who will be puzzled, after all, the values of the Void Staff (Magic Piercing Staff) and the Book of Devourers (Vampire Book) are much higher in comparison.
Why don't you take the double cultivation route?
The answer is very simple, this is because the AD bonus of mutant Erin is really too much, the ratio of AD to AP of basic attack is 10 to 2, and the ultimate is 45 to 35. Obviously, the benefits of physical equipment are much higher.
Finally, a few more suggestions on how to play.
The first point is that Mutant Erin is very weak in the early stage, even if the value is higher than before, but because the correlation between the enhanced basic attack and the attack speed is too great, she must wait for the Shadow Blade + Endless Blade to be in her hands before she can ensure the efficiency of stacking energy.
Therefore, don't always think about fighting hard in the early stage, just make up the troops in the back.
Of course, when you reach level 2 and 4, you can also grab blood once through rage, as shown in the picture above, as long as you can dodge the skill by sliding, then Erin can still fight.
Drawing the key points, and making reasonable use of sliding steps and two skills to avoid damage and adjust the position, are the basic skills of playing Erin well.
By the way, Erin can't beat Huang Zhong at all, after all, after the latter opens up, he can have a high double resistance blessing, plus the advantage of long range, he is the nemesis of double cultivation heroes.
So, if you want to use Erin to score points, you either choose later or ban Huang Zhong.
Second, Erin is best equipped with hard auxiliaries, such as Bull Demon, Zhang Fei and Liu Chan, rush forward directly, so that the opposite side has no empty tube in the back row, at this time, Erin can comfortably use the penetrating damage of the enhanced basic attack to steal the output, and when the opposite side is half blooded, then open a big harvest.
If teammates have to choose soft support, it is also recommended to be Cai Wenji or Da Qiao, such a strong lane hero, on the contrary, if it is Sun Bin or Doria, then the early stage is basically bound to collapse.
The third, Mutant Erin is mainly fierce in the late stage, with higher values and mobility, which can give her a lot of opportunities to turn around, so even if the economy is backward in the early stage, don't panic, let the auxiliary and mid lane assist you in changing lanes, and slowly drag your development.
Fourth, the summoner's skill prioritizes rage, and if there is too much rush on the opposite side, it can also be with flash, however, with flash, it is best to match the inscription with 10x to ensure the endurance.