Garo, a hero, is a typical late-stage invincible hero, and this hero is too polarizing. is weak to explosive in the early stage, and fierce to invincible in the later stage (not to say that he is not afraid of cutting, no matter how ruthless he is, he is afraid of being cut). Jia Luo's shortcomings are too prominent, that is, her attack speed is slow and her mobility is too poor. Garo's advantage is that the longbow has a slightly longer attack distance, but this main advantage is that it is convenient for pursuit and teamfight output, and opening the longbow when hitting towers and dragons can speed up the speed of pointing.
The advantage is not too obvious when playing 1v 1 against people, and the longbow consumes blue too quickly, so the sustainability is poor. Galo's damage output mainly relies on the high critical strike rate of basic attacks and her passive shield breaking effect, and you will feel that every time she shoots an arrow with a metallic sound effect representing a critical hit, making the opponent's health bar fall down, which often causes strong psychological pressure on those who are shot by Galo.
Garo has no displacement, no self-protection skills, no control skills, no ranged and group skills, slow walking in the early stage, slow attack speed, and the damage of each arrow is so low that it is negligible (really scraping), so if you come close to Garo, Garo will be gone immediately, especially easy to be killed by multiple people on the other side who cross the tower and enter the tower. Jia Luo 1 v 1 pressure resistance other shooters can still support it, but I feel very disadvantaged against Baili Shou Covenant, because the early damage of Bai Li Shou Covenant is high and the hand is long, resulting in Jia Luo not being able to touch Baili.
After the attack speed and damage of Garo in the later stage, one arrow can reach more than 2000 damage, and it is quite invincible at this time. Of course, it still takes at least three people from the front and back to protect Garo with all their might, in order to play an invincible effect, and Garo is easy to get more kills, because the damage output of the basic attack is ** and the pursuit ability is strong.
Generally speaking, I think this turning point is probably from level 13 to level 14, 15 equipment is formed, there is attack speed, critical hits, vampire and range, and Garo is basically invincible. Garo may often lose his record in the early stage, and it feels like a head-giveaway, and only when he is hurt in the later stage does he start harvesting heads. Invincible just means that no one can hold up in front of Garo for a few seconds, and it will be evaporated quickly, including big meat, tanks, not to mention crispy, especially half-blooded, remnant-blooded heroes are Garo's favorite to harvest.
But Garo is always afraid of being cut on the head by the assassin and controlled by the mage, both of which can be second to Garo or pose a serious threat to Garo, so Garo is a typical hero who must have three guarantees or even four guarantees and one, and his teammates must revolve around Garo as the core. Generally speaking, it is not enough to only assist Bao Jialuo, an auxiliary usually cannot be kept, and it is necessary to support, warriors, and mages to protect Jia Luo and prevent Jia Luo from being cut to death by the opponent at close range. This way, as long as you wait until Garo develops to level 14, you will be invincible in basic teamfights.
For example, when I play Donghuang, I follow Jia Luo, and I will bite whoever gets close to Jia Luo with the ultimate move. But I was a little greedy and dealt with the side line to leave Garo for a while, and Garo was killed by the other side.
After a game is played, although Jia Luo is a shooter, the proportion of damage output is usually not high (except for god-level players who are strong from beginning to end), because Jia Luo needs self-protection in the early stage, needs to develop obscenely, avoids war as much as possible, and is not suitable to go out to fight with others. The resulting damage output is not too high.
Galo needs to go out of the mountain at level 14 and level 15 (early stage of single-minded development, stealth and no fighting), at this time you need teammates to be aware that they need to protect Galo, but unfortunately, most people don't have this awareness, resulting in you electing Galo, teammates don't hug you, although you are already invincible, but you are always cut to death by the opposite jungler and assassins at will, resulting in the effect equivalent to one less person on your side, at this time it is the most helpless.
So everyone must know that when Garo is elected, he must let Garo develop with peace of mind, and when Garo starts to join the group, everyone will do whatever it takes to protect Garo alive, and stand in the position of Garo as a bodyguard, others can have no output, and Garo alone is enough to output, in this case, basically whoever dares to approach Garo will die, it is invincible. If your teammates don't have the awareness of Bao Jialuo, then your selection of Jia Luo is basically a pit, and it is easy to be reported and sent to the head after the game.
In the same way, if Galo is selected on the opposite side, then the assassins on this side, the jungler, and the auxiliary must pay attention to Galo, limit Galo's development as much as possible, end the battle in the middle as much as possible, and avoid dragging Galo to develop in the later stage, then it will be difficult to fight.
After understanding the characteristics of Galo, it is the movement technique when playing Galo, and it feels quite difficult. Because when Garo shoots arrows, she will stop and pull the bow to shoot arrows, at this time she will stand still and not move, she can't shoot while walking, so you need to judge whether to go or shoot, between output and escape and pursuit, it is not easy to make good decisions, this is the difficulty of playing Garo, so whether Garo plays well depends largely on your position and self-preservation ability.
The ability to play as much damage as possible while keeping yourself is still very rare to do a good job, so it's not easy to play Jia Luo well, if you don't play well, it's a pit, if you play well, it's a big C, and your teammates will definitely be willing to protect you. In addition, Galo tries not to wander alone, if your teammates don't follow you, then you choose a stronger teammate who is not easy to die, you can follow behind his ass to make up for the damage, at this time it is similar to an auxiliary, and you can also properly rub the economy of your teammates for your own development, don't always be fixed all the way. It's also best to have teammates around you when you're chasing.