In a capitalist world, which profession, besides auxiliary roles, has the worst earning power? (Part 3)

2025-12-25 12:30

In a capitalist world, which profession, besides auxiliary roles, has the worst earning power? (Part 3)


Pure tank warriors don't earn money easily, so they don't worry too much about the economy. They also have strong attribute bonuses. Their playstyle doesn't require fire-fighting heroes like Ma Chao or Kai. They stay in lane to farm and develop. Their skills are designed for team fights, allowing them to take on multiple opponents at once. Unlike Cheng Yaojin, who has endless healing, they are forced to play as lone wolves. They split into two lanes, manage the minion waves, and kite from a distance. There is no visual combat. They push down the turrets until they are almost completely destroyed before returning to team fights in the late game. They mindlessly tank damage and wear down the backline, hoping their teammates will follow up and deal damage together.

Xiang Yu's income comes almost entirely from supporting lanes and assisting in team fights. Even with low economy, he can cause trouble everywhere. Imagine how terrifying he would be if given more money, with a threat level comparable to a pure jungler. He would inevitably have to play support, where he would feel extremely safe.

Zhen Ji

With Xiang Yu as a representative of tanks, players are likely starting to have a better understanding of the development environment of heroes, mostly related to skill mechanics. If a mid-lane mage has too low an economy, does that indicate that the player's skill is lacking? According to data released by King of Glory Camp, Zhen Ji's average economy per minute is 600.14. After the update, she is no longer entirely a tool; playing her is no problem, and she also has water ball bouncing and her ultimate throws out a pool of water for continuous control.

Despite this, having a jungler help clear the lane in the early to mid-game was actually much more effective. Her own wave clear speed was too slow, and no one could explain the contradiction. Her area-of-effect attack and bouncing effect made her very effective in team fights. However, when she returned to the lane, her first and second skills couldn't even clear a wave of minions in the late game. It was impossible for her to release her most crucial ultimate skill, as the cooldown was too long and the risk was too high. Asking her to clear the lane was a waste of time. It would be better for her to trigger her passive more often in team fights, stack up layers, and cause a freezing effect.

Her low economy is due to being tied up by minion waves, constantly pacing between two lanes, either clearing minions or providing support. As a mage who also needs items, she doesn't have a huge appetite; she doesn't mind being taken down, as long as she doesn't lose towers while busy with team fights. It's expected that a utility-focused mage would have low economy, as she primarily focuses on debuffs and control. In contrast, the two tanks lack fast farming methods, have a slow power spike, and become very ineffective in the late game.


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