Nimor is the king of the oceans, and he really shows it with the ability to dominate matches and close some roles Miracle competitors Completely
How should you play Nimor?
A straightforward and powerful character that confronts many unpleasant characters can be incredibly unpleasant as its own. Its strength is in high and permanent damage to its trio -throw and Monster Spin.

Monster Spoon add two octopy (although in many people Opponent The community mistakenly call them “Squad” on the battlefield, which constantly damages close enemies. Since ciphalopads are independently targeted, the nimor can deal with the damage to two or three different targets at the same time.
Throw a Monster -spin on high walls where riot heroes can’t target them, and keep them too far away from each other (Both make more angles cover and destroy both of them together for enemies) Then throw the Trinity on Flyers, Flinkers, Divers and Strategies. IronmanFor, for, for,. psyLOCKEFor, for, for,. SpiderAnd Rocket To get rid of them and win the house.
Whenever you listen to an enemy they make their final activation (MagnitoIron Man, etc.), use your bubble – and once you get used to using it like this, you can also use it to completely block the shot and save your fellow colleagues.
Also, if your octopy is already attacking a high priority target, but their group is created and you can be deprived and targeted by another target, (which causes the Squads to change the goals to meet you) Squad is waiting for them to end their attack.
What are the capabilities of the Namar?

Protes of Harn (Ultimat): A powerful, a hit ultimat that causes gigagneto, the great whale, to the top of the enemy, causing massive damage in the central circle and huge damage to the large circle. When rocket ultimat, damaging the Montess, or damaged by Luna Ultimate, it can ultimately kill enemies trapped in the middle circle, whether they stand in their strategy ultimate. Cambus with Grot Ultimett, who can collect enemies at the same point, ensures that they will be in the middle of the ultraviolet for maximum loss.
Trident of Neptune (Primary Attack): The hit scan throws a hit with a very mild throw arc. When targeting enemies, the aquatic dummins (Monster Spin) reduce the Coldown, and increases the speed of the Monster Spoon attack while receiving critical hit films. Always throw them towards the enemies. People will run away.
Blessings of deep: Mold yourself into the water of water and wildlife, flying in the air. Can be used to reach high areas, avoid the enemy’s ultimate capabilities or negate them. Use it when you are in danger and use the opportunity to survey the battlefield and plan your next move.
Equatic Dominine: Throwing the eggs of Monster, the great octops, slipping into a small spoon that will target the nearest enemy and attack automatically. Throw it whenever it is available, and place it on the high -look high walls all over the war, so that the most successful.
Falling tide (disable): Make a jump to fall slowly. Use with a deep blessing to roam the high regions and to eliminate enemies or to go to good places in the battlefield.
Seven oceans anger: A procedure that deals with the damage to the moderate area, and this causes all Monster Spons to attack the enemy affected by the attack. By increasing the speed of their attack, they cause them to enter Barisk.
Gamma Monstro (Team Up Eligibility – Bruce Banner): Throw a monster spin empowered through Gamma Energy. Although its old luna snow is not as powerful as ice scale, the gamma spoon deals with a solid stream of damage through a green beam, and has a small cold clodone, causing it to remain more active. Whenever it is available, throw it on the high wall.
Now get out and punish the breath of all these fools. Except for the Susan Storm.