Normal Skill Order: R > Q > W > E
推薦出裝
裝備 / 勝率 / 登場率
出裝配置
26.9核心裝備
- 總價
- 2,750
- 價格
- 450
100 魔法攻擊 600 魔力 10 技能加速 回音 傷害性技能會射出6發回音,對目標和鄰近敵軍造成額外魔法傷害。剩餘回音皆射向主要目標,造成20%傷害。
- 總價
- 1,100
- 價格
- 800
12 魔法穿透 45 跑速
- 總價
- 2,800
- 價格
- 800
90 魔法攻擊 15 魔法穿透 6% 跑速 暴風突襲者 在2.5秒內對英雄造成等同於其最大生命25%的傷害會對其附加暴風。 暴風 2秒後,造成魔法傷害。若目標在暴風觸發前死亡,則會對鄰近敵軍造成傷害。
可選裝備前 12
- 總價
- 2,750
- 價格
- 450
100 魔法攻擊 600 魔力 10 技能加速 回音 傷害性技能會射出6發回音,對目標和鄰近敵軍造成額外魔法傷害。剩餘回音皆射向主要目標,造成20%傷害。
50.93%- 總價
- 2,800
- 價格
- 800
90 魔法攻擊 15 魔法穿透 6% 跑速 暴風突襲者 在2.5秒內對英雄造成等同於其最大生命25%的傷害會對其附加暴風。 暴風 2秒後,造成魔法傷害。若目標在暴風觸發前死亡,則會對鄰近敵軍造成傷害。
50.67%- 總價
- 2,700
- 價格
- 650
90 魔法攻擊 600 魔力 15 技能加速 輕藐 增加20大絕技能加速。 仇恨酸霧 大絕對英雄造成傷害時可燃燒地面3秒,每秒造成魔法傷害,並降低其魔法防禦。
50.83%起始裝備
最佳海克斯符文
海克斯符文推薦 / 組合價值
| 名稱 | 稀有度 | 梯隊 | 登場率 | 場次 | |
|---|---|---|---|---|---|
當 任務:烏莉特的法帽 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 57.47% | 5.18% | 1,312 |
當 質變:稜鏡 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 57.02% | 7.15% | 1,810 |
當 虛空裂縫 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 56.48% | 7.37% | 1,866 |
當 超強大腦 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 55.84% | 5.34% | 1,352 |
當 痛打一頓 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 55.61% | 5.14% | 1,302 |
當 縮小引擎 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 55.45% | 6.16% | 1,560 |
當 巨人殺手 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 54.91% | 5.75% | 1,457 |
當 火狐 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 54.78% | 8.51% | 2,156 |
當 靈光一閃 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 54.73% | 10.11% | 2,560 |
當 飲血 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 54.43% | 4.19% | 1,060 |
當 女巫思維 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 54.25% | 9.02% | 2,284 |
當 寶石手套 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 54.05% | 11.49% | 2,910 |
當 循環利用 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 54.02% | 4.71% | 1,194 |
當 溢流 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 53.84% | 4.88% | 1,237 |
當 極度邪惡 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 53.45% | 14.01% | 3,547 |
當 普羅能量炮 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 53.44% | 6.14% | 1,555 |
當 自始至終 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 53.36% | 7.11% | 1,801 |
當 阿嬤的辣油 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 53.07% | 10.87% | 2,753 |
當 射手法師 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 52.84% | 5.00% | 1,266 |
當 煉獄使者 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 52.77% | 5.77% | 1,461 |
當 靈活轉換 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 52.19% | 6.13% | 1,552 |
當 處刑者 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 51.90% | 12.86% | 3,256 |
當 吸血迷資 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 51.89% | 5.63% | 1,426 |
當 重磅爆發 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 51.65% | 6.23% | 1,578 |
當 雙響炮 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 51.50% | 4.49% | 1,136 |
當 殺戮時間 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 51.07% | 6.12% | 1,549 |
當 魔法導彈 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 50.68% | 17.34% | 4,392 |
當 帽上加帽 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 50.68% | 4.92% | 1,245 |
當 符文術士 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 50.21% | 6.69% | 1,693 |
當 極限衝鋒 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 50.18% | 4.35% | 1,102 |
當 穿針引線 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 49.18% | 9.17% | 2,322 |
當 衝鋒 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 49.14% | 5.05% | 1,280 |
當 海洋之魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 60.59% | 1.75% | 444 |
當 能力值堆起來! 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 59.64% | 3.48% | 882 |
當 能力值! 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 58.22% | 2.26% | 572 |
當 質變:金級 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 58.03% | 3.29% | 834 |
當 因心成體 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 58.02% | 2.59% | 655 |
當 紅包 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 57.37% | 3.24% | 821 |
當 增益麻吉 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 55.32% | 2.26% | 573 |
當 無限循環 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 54.38% | 2.21% | 559 |
當 作弊 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 54.30% | 1.88% | 477 |
當 封我為王 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 54.08% | 1.69% | 429 |
當 升級中婭沙漏 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 53.89% | 3.55% | 900 |
當 小丑學院 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 53.78% | 1.83% | 463 |
當 質變:大混亂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 53.73% | 2.28% | 577 |
當 食魂者 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 53.54% | 2.51% | 635 |
當 雪球升級 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 53.27% | 2.65% | 672 |
當 土司和起司 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 53.09% | 3.64% | 921 |
當 巨無霸雪球 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 52.95% | 1.87% | 474 |
當 土司和奶油 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 52.63% | 3.98% | 1,007 |
當 鬥內 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 52.59% | 2.82% | 713 |
當 煽動群眾 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 52.33% | 3.14% | 795 |
當 土司和果醬 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 52.21% | 1.61% | 408 |
當 不祥契約 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 52.16% | 1.83% | 464 |
當 又快又穩 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 51.83% | 2.91% | 737 |
當 俠盜恆毅 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 51.22% | 1.93% | 490 |
當 靈魂淨化 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 51.14% | 3.13% | 792 |
當 刃下狂風 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 50.87% | 2.72% | 688 |
當 暗夜潛行 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 50.69% | 3.71% | 939 |
當 飛影跑法 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 50.61% | 3.24% | 820 |
當 殘忍 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 49.90% | 2.00% | 507 |
當 收頭好手 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 49.89% | 1.74% | 441 |
當 雪球輪盤 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 49.02% | 2.21% | 559 |
當 暴擊沖天炮 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 48.66% | 3.99% | 1,011 |
當 彈珠台 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 48.21% | 2.20% | 558 |
當 大絕覺醒 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 47.14% | 1.66% | 420 |
當 大地覺醒 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 46.76% | 1.65% | 417 |
當 守護面紗 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 57.51% | 0.92% | 233 |
當 逃跑計畫 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 57.48% | 0.85% | 214 |
當 能力值堆堆堆起來! 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 55.84% | 1.22% | 308 |
當 海克斯科技龍魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 55.46% | 1.41% | 357 |
當 潘朵拉的寶盒 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 55.39% | 1.58% | 399 |
當 腿部訓練日 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 54.00% | 0.99% | 250 |
當 痛恨一擊 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 53.14% | 0.94% | 239 |
當 終城快車 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 53.07% | 1.29% | 326 |
當 無敵大絕 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 52.47% | 1.44% | 364 |
當 一轉就贏 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 52.41% | 0.74% | 187 |
當 灼熱黎明 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 52.16% | 0.92% | 232 |
當 溫泉加速 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 51.84% | 1.07% | 272 |
當 狂躁! 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 51.68% | 1.18% | 298 |
當 小心杯子蛋糕! 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 51.67% | 0.83% | 209 |
當 神聖雪球 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 50.48% | 0.83% | 210 |
當 終極革新 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 50.40% | 0.98% | 248 |
當 腳程加速 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 50.34% | 1.15% | 292 |
當 亮起來! 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 50.31% | 1.27% | 322 |
當 強化攻擊 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 50.23% | 0.85% | 215 |
當 見縫插針 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 50.14% | 1.46% | 369 |
當 狂戰士 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 49.82% | 1.07% | 271 |
當 回復不休 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 49.80% | 0.97% | 245 |
當 聖光顯靈 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 49.66% | 1.17% | 296 |
當 煉獄惡靈 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 49.62% | 1.56% | 395 |
當 棒棒回力鏢 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 49.60% | 1.00% | 252 |
當 黃金撕裂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 49.55% | 0.87% | 220 |
當 頂尖發明家 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 49.36% | 1.23% | 312 |
當 輕舞飛揚 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 49.33% | 0.88% | 223 |
當 全能之魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 49.22% | 0.76% | 193 |
當 妖精魔法 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 48.85% | 1.03% | 260 |
當 閃光俠 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 48.57% | 0.83% | 210 |
當 巨大盾牌 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 48.50% | 1.05% | 266 |
當 老練狙擊手 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 48.26% | 1.59% | 402 |
當 玻璃大砲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 48.24% | 1.01% | 255 |
當 幻影武器 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 45.67% | 0.82% | 208 |
當 靈魂虹吸 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 45.45% | 0.91% | 231 |
當 自我毀滅 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 45.41% | 0.90% | 229 |
當 無法掌握 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 44.91% | 1.13% | 285 |
當 別眨眼 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 60.23% | 0.35% | 88 |
當 死亡循環 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 58.16% | 0.39% | 98 |
當 暴擊和施法 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 57.14% | 0.33% | 84 |
當 侵蝕裝甲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 56.25% | 0.69% | 176 |
當 暴擊治療 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 54.10% | 0.48% | 122 |
當 毫髮無傷 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 53.23% | 0.49% | 124 |
當 瘋狂科學家 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 52.85% | 0.49% | 123 |
當 黎明使者之決意 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 52.56% | 0.31% | 78 |
當 剛毅 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 50.96% | 0.41% | 104 |
當 奪命飛踢 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 50.00% | 0.58% | 146 |
當 烈焰折磨 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 50.00% | 0.51% | 130 |
當 空降水豚 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 50.00% | 0.44% | 112 |
當 ??? 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 50.00% | 0.33% | 84 |
當 意志堅定 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 49.02% | 0.60% | 153 |
當 自爆炸彈客 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 48.80% | 0.66% | 166 |
當 純粹 - 法師 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 48.80% | 0.66% | 166 |
當 急遽成長 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 48.57% | 0.55% | 140 |
當 任務:阿福英雄 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 48.51% | 0.53% | 134 |
當 寒霜幽魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 48.21% | 0.44% | 112 |
當 燒起來吧 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 48.10% | 0.31% | 79 |
當 雪地踱步 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 48.05% | 0.61% | 154 |
當 坦克引擎 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 47.71% | 0.60% | 153 |
當 普羅王跳跳 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 47.13% | 0.34% | 87 |
當 煽風點火 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 46.98% | 0.59% | 149 |
當 劍舞之心 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 46.21% | 0.57% | 145 |
當 任務:鋼鐵雄心 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 46.15% | 0.31% | 78 |
當 量子計算 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 45.93% | 0.53% | 135 |
當 巨人 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 45.19% | 0.53% | 135 |
當 雙重命中 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 41.67% | 0.33% | 84 |
當 彈幕神童 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 41.56% | 0.30% | 77 |
當 反重力裝置 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 40.00% | 0.36% | 90 |
當 不可通行 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T5 | 55.56% | 0.28% | 72 |
當 急救箱 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T5 | 53.23% | 0.24% | 62 |
當 裂地龍魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T5 | 53.13% | 0.25% | 64 |
當 祕術拳擊 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T5 | 53.13% | 0.25% | 64 |
當 搗蛋鬼 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T5 | 50.70% | 0.28% | 71 |
當 小惡魔在低語 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T5 | 46.77% | 0.24% | 62 |
當 惡趣味 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T5 | 46.38% | 0.27% | 69 |
當 神聖之火 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T5 | 45.59% | 0.27% | 68 |
當 觸發地獄火狂襲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T5 | 43.75% | 0.25% | 64 |
當 天界之身 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T5 | 43.55% | 0.24% | 62 |
當 超狙武器 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T5 | 42.86% | 0.28% | 70 |
當 雷射治療 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T5 | 41.67% | 0.24% | 60 |
阿璃 Skill Combos
Extracted from the skill order guide
If your augments heavily reward crowd control, picks, or damage after landing E: use R > Q > E > W.
Max Q first in most games.
阿璃 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Fight Tempo | Ahri can stand behind her frontline and patiently wait for a clean Charm angle to open a pick. | Waiting is punished by faster engages and burst builds; Ahri must hover near threat range and interact earlier. | Play proactively near the edge of range rather than waiting for perfect openings. |
| Charm Usage | Missing Charm is bad but often recoverable if both teams are primarily poking each other. | Missing Charm immediately invites Snowball engage, dash chains, or hard all-ins from the enemy team. | Hold Charm against divers fishing for you; only throw when targets are committed. |
| Spirit Rush Priority | Ahri can sometimes ult forward aggressively to force a Charm opportunity onto enemies. | Ult forward into unknown augments or unspent enemy crowd control is a common way to die quickly. | Use dashes to dodge, create angles, and keep an escape path rather than chasing. |
| Orb of Deception | Used freely as a main wave and poke tool whenever it is available off cooldown. | Throwing it blindly leaves you with no pressure against fast engage; use it only when targets are lined up or controlled. | Do not throw Orb just because it is available; track enemy engage threats first. |
| Augment Influence | Runes offer standard stat optimization but do not fundamentally change her playstyle pattern. | Augments change Ahri more than runes; players must adjust their job based on burst versus mobility setup. | Adjust your play pattern to match your actual augment package and enemy defensive tools. |
| Teamfight Spacing | Spacing often means standing safely behind the minion wave and fishing for Charm hits. | Spacing is active; Ahri wants a diagonal pocket close enough to punish carries but safe from bruisers. | Maintain a diagonal position that lets you threaten carries without being instantly traded onto. |
Champion Analysis
定位 / 目前表現
Ahri the Nine-Tailed Fox serves as a ranged mage-assassin in Hextech Mayhem, combining extraordinary mobility with impressive burst damage to create a deadly battlefield dancer. Her primary role revolves around poking from range, locking down key targets with precise crowd control, and using three dashes to chase, dodge, or disengage as the situation demands. Ahri’s passive, Vastayan Grace, restores health whenever her abilities hit enemy champions, giving her excellent sustainability in extended ARAM skirmishes and allowing her to remain aggressive without constant recalls. Her Q, Orb of Deception, is her main poke tool — it launches a magical orb that damages enemies on the way out and deals true damage on the return, enabling Ahri to both soften opponents from a distance and secure executes on low-health targets. Her W, Fox-Fire, releases three homing projectiles that automatically track nearby enemies, providing supplementary damage and extra passive healing procs. Her E, Charm, represents her most powerful crowd control ability by charming an enemy to walk helplessly toward her; this point-and-click CC is extremely valuable in the confined Hextech Mayhem map for locking down priority targets, interrupting engages, or setting up kills. Her ultimate, Spirit Rush, gives Ahri three independently directed dashes, each making her untargetable during the dash, which grants exceptional mobility for dodging skillshots, weaving through enemy lines, escaping dangerous situations, or chasing down fleeing foes. Positioning is critical: Ahri must stay at the edges of fights to poke safely with Q and build passive healing stacks, then use Spirit Rush and Charm to assassinate high-value targets when they are mispositioned. Her combination of ranged poke, true damage execution, point-and-click crowd control, and multi-dash untargetability makes her a versatile threat that can both soften enemy teams from afar and delete squishy champions up close. The risk lies in overcommitting with her dashes, as she becomes vulnerable once her ultimate is used. Practical strategic value centers on exploiting Charm picks in ARAM’s narrow lane, chaining passive healing to stay healthy, and knowing when to use Spirit Rush aggressively versus defensively. Ahri’s elegant dance between poke, charm, and burst defines her identity as a mobile mage-assassin who thrives when players read the flow of battle and commit decisively.
核心技巧
長文技巧 / 玩法模式
Ahri plays best as a pick mage who can start fights, punish bad spacing, and leave before the enemy team collapses. Do not treat her like a front-to-back artillery champion. Work in short windows: step up, threaten Charm, land damage, then use movement to reset the angle. Standing still in the center lane trading into tanks loses value fast. Look for Charm when an enemy has used their dodge tool, dash, shield, or Snowball—throwing into five ready players gets blocked or punished. Start fights from the side of the lane to force the carry to respect both your Charm line and your team’s poke. Use minion wave thinning as a timing tool when opponents move up to clear. Never spend your main mobility to begin a low-confidence fight; save at least one movement option unless your team is committing with you. For counter-engage, hold Charm for assassins, bruisers, or Snowball users who commit, then Charm their landing path. Peel when your carry is threatened rather than chasing a low-health enemy. If multiple hard engage tools threaten your team, play one step behind your frontline to let the tank absorb the first spell. When Charm is down, back up, clear the wave, and avoid clumping near carries. Escape diagonally toward brush, wall edges, or your turret side to make follow-up harder. Use mobility after the enemy commits, not before they aim. When low, stop fishing for hero Charms from the front; play behind the wave and only step up when an enemy is locked. If you miss Charm in a dangerous spot, change your angle or retreat immediately. In narrow-lane spacing, respect body-blocking from tanks and summoned units. Stand just off-center to let your Orb and Charm threaten different paths, and do not stack directly with other carries so one crowd control spell does not catch everyone. Enter brush with discipline; leave before the enemy collapses. Target priority should be the high-damage champion who steps past their protection—Charm into burst removes or forces out a carry. Against assassins, hold damage until they reveal their path, then Charm and burst during recovery. Against heavy sustain teams, focus the same target your team can actually finish, and bait cleanse-like safety before committing everything. For Snowball, use it as a follow-up after landing Charm rather than as a starter. Do not take the second cast if your mobility is not ready. Use Snowball defensively to reposition when needed. Augment trigger windows require tailoring your play: if your augment rewards crowd control, wait for a carry or diver; if it rewards repeated spell hits, play around minion waves and grouped enemies; if it gives movement or shields, use the active to take sharper angles; if it improves burst after a setup condition, hold your full combo until ready. Push when your team has health and spells ready; pull back when Charm or mobility is down. After a winning trade, sometimes the best play is to shove the wave and take space rather than chase. Dive only after the enemy frontline is displaced or dead, and enter after your tank or engager starts the fight. If you miss Charm under enemy structure, stop diving and wait for a second attempt. When behind, stop trying to one-shot carries through protection; instead, Charm overextended divers, clear waves, and punish whoever attacks your strongest teammate. Use your health bar as a limited resource, take guaranteed damage over flashy angles, and wait for enemy impatience.
Read full guide玩法指南
玩法 / 隊伍結構
Ahri the Nine-Tailed Fox seeks space, angles, and patience in ARAM: Mayhem, operating just behind the first engager or beside the main wave-clear champion. She lands repeated small wins by poking, forcing defensive movement, then finishing with Spirit Rush or Snowball only when safe. Early game from levels 1 to 6, Ahri positions slightly off-center near controlled brush or health pack paths for diagonal Charm and Orb poke, staying one body behind her tank against hard engage. Her trading rhythm is short: wait for minions to thin, throw Orb through wave and enemy, then step back. She does not spam Charm into a full minion wave unless an ally has crowd control. Early Snowball serves as a threat on low-health or immobile targets, taken only if her team moves in. Augments prioritize safety or reliability. She pushes when her team has stronger wave-clear, stalls when frontline is low or vision lost. Ahead, she clears waves and threatens health packs with Charm; behind, she stands behind turret, trims waves with Orb, and saves Charm for divers. Mid game from levels 7 to 11 is her strongest roaming phase. She holds a side angle close enough to follow engage but far enough to avoid tank start. Pressure is two-step: Orb forces sidesteps, then Charm hits predictable targets. A landed Charm commits the team; a miss means backing off. Snowball becomes a finishing tool after a carry uses mobility, with recast conditional on team follow and escape. Augments amplify burst, repeated hits, or durability, but she never becomes the first champion seen. She pushes after winning trades or picks, stalls when key spells are down. Ahead, she controls lane center and hides Charm angle; behind, she peels with defensive Spirit Rush and re-enters after enemy crowd control is spent. Late game from level 12 onward, Ahri avoids giving first death, stays near strongest ally with escape path, using Charm as bodyguard against point-and-click lockdown. Poke matters but missed spells hurt more; she saves Charm for a carry stepping forward or a diver committing. Snowball is selective, following tank engage or punishing isolated carries, letting mark expire if fight state changes. Augments define bravery, but discipline wins. She pushes only after a pick or won fight, stalls when enemy engage tools are ready. Ahead, she plays closer, threatening first defender and repositioning after kills. Behind, her win condition is one bad enemy step: clear wave to avoid structure loss, hold Charm for overconfident diver, then chase if catch succeeds or retreat if it fails. Ahri starts fights only when target is exposed, wave controlled, and she has a way out, embodying measured aggression through angles, catches, and fast resets.
Read full guide優劣勢處理
優勢 / 弱點
Ahri the Nine-Tailed Fox’s strengths and weaknesses revolve around her ability to control space with Charm and Spirit Rush, but her effectiveness shifts dramatically based on whether her team is ahead or behind. When ahead, Ahri must resist the temptation to fish from max range; instead, she steps into the space her team has earned, threatening Charm from the side of the minion wave to force the enemy carry into a losing choice between giving up the wave or risking a pick. She uses fog and angles rather than front-to-back poke, moving with one ally to hold a side angle and waiting until a squishy target walks forward before throwing Charm from an unexpected line. Landing it while ahead leads to a kill, retreat, or major defensive cooldown, but missing Charm from a greedy angle without Spirit Rush ready can get her collapsed on. Converting one pick into space is critical: she pushes the wave, claims the health relic area, and makes the enemy fight through her team’s skillshots rather than diving past the next turret into five respawning players. Charm priority changes when winning; she does not Charm the tank just because it is closest but holds it for the enemy diver, enchanter, mage, or marksman. Using Orb and Fox-Fire to maintain pressure without donating shutdowns requires casting from just outside reliable engage range and stepping back before cooldowns return. Augment selection should protect her lead rather than only inflate damage—mobility, reset, shield, healing, or haste options often make the lead harder to throw, especially when one mistake into crowd control would hand over a shutdown. She tracks enemy comeback tools before starting a dive and avoids splitting damage across too many targets, instead focusing one target to turn a health advantage into a numbers advantage. When behind, Ahri stops playing like an assassin first. Her job becomes wave control, Charm peel, and finding one punish window where the enemy overreaches. She clears safely from range and gives up bad angles, because dying while behind gives the enemy time to hit structures and take relic control. She Charms the champion who commits rather than the one she wishes she could kill—typically a tank or diver who has already used their engage, so the team can focus them while they are locked down. She looks for punish windows after the enemy misses a key ability, stepping forward to threaten Charm alongside her team, then retreating after the combo. Spirit Rush is used defensively until the game stabilizes, saved to dodge engage or reposition instead of as a flank tool. Augment choices fix the reason she is losing: defensive options if getting burst before moving, mobility or range if she cannot reach targets safely, or damage only if she can live long enough to cast. She does not take isolated flank routes unless the wave is pushed, her team is close, and the enemy cannot instantly lock her down. Trading health for wave is acceptable only to prevent a worse fight, and she recovers through small wins like forcing a flash, stopping a dive, or pushing out a low-health carry. The behind-state rule is clear: deny the enemy’s clean engage by keeping Charm for the champion who can end the fight, using Spirit Rush to survive first, and letting augments patch the weakness that is killing her, because Ahri can come back if she stops giving the enemy the one fast fight they are trying to force.
Read full guide英雄背景
背景 / 身份 / 文本塊
Ahri the Nine-Tailed Fox is a mobile artillery mage in ARAM: Mayhem who lives and dies by landing her charm. Her entire identity revolves around hitting that critical skillshot: when she lands charm, she amplifies her damage, locks down a target, and triggers a chain of resets that lets her dive deeper or escape cleanly. When she misses charm, she becomes a sitting duck with long cooldowns and zero kill pressure. The risk-reward of that single ability defines every decision she makes on the Howling Abyss. Her passive, Essence Theft, gives her significant spell vamp that scales into the mid and late game. This sustain is real in Mayhem; she can tag champions with her orb, heal up, and force the enemy to burn mana or cooldowns trying to poke her off the bridge. It is a secondary sustain layer that lets her survive the next fight, not win the current one, but it is crucial for bullying immobile mages and melees before they pick up defensive augments. Grievous Wounds items or augments shut this sustain down hard, forcing Ahri to play for one-shot picks instead of drawn-out trades. Her primary weapon is Orb of Deception, a fast long-range skillshot that deals magic damage on the outward path and true damage on the return. In Mayhem its speed and damage are tuned to be oppressive, making it her go-to tool for poke, wave clear, bush checking, and softening targets before a charm combo. Good players angle the return path by moving during the travel time, forcing the orb to curve back through enemies. Her fox-fire ability is a point-and-click finisher and movement speed steroid; it locks onto nearby champions and adds burst without requiring aim, making it ideal for use during her ultimate dashes or when an assassin jumps on her. The short range means popping it too early lets enemies dash away and waste the cooldown. Her ultimate, Spirit Rush, gives her three dashes that fire essence bolts at nearest champions. In Mayhem, kills or assists often reset the cooldown or add stacks, turning her into a dive bomber who can bypass the frontline, assassinate a carry, and escape safely. Each dash also serves as a dodge tool to sidestep hooks and stuns, but hard crowd control stops the dash mid-animation, so she must wait for the enemy to burn cc before diving. The punishment for wasting any ability is severe: missing Q after landing charm drops kill pressure, whiffing W wastes significant burst damage, missing E invites immediate all-ins from assassins and divers, and engaging with R without a follow-up plan leaves her stranded. Ahri must always have a plan before pressing R, and she must treat charm as both her kill button and her survival tool.
Read full guide避免常見錯誤
常見錯誤 / 風險控制
Ahri wins in ARAM: Mayhem by making fights awkward for the enemy, not by forcing engagements. The most common mechanical mistake is using Charm as random long-range poke, which removes your best pick tool and lets the enemy step forward. Instead, hold Charm until the target is already slowed, focused, or forced into a narrow path. If the spell misses, back off and switch to safer poke; do not edge forward to make the spell worth it. Another frequent error is dashing in with Spirit Rush as a pure engage button when the enemy still has crowd control and burst ready, leading to immediate deletion. Use the dash to dodge key spells, finish low targets, or change your angle after creating a threat with Charm or poke. If you commit poorly, stop chasing damage and use your remaining mobility to break line of fire and reset. Rushing your full combo without checking if the target can react or sidestep wastes damage. Watch enemy movement first—commit spells only when they are stuck in animation, slowed, or boxed in. If the combo is rushed and misses, reset spacing and wait for a clean target. Avoid using Fox-Fire and Orb-style poke on minions or tanks just to do something; you burn mana and give up pressure. Aim damage at the backline when exposed or at the closest target only if it opens a better path. If you spend spells on the wrong body, disengage and wait for the enemy backline to step up. Decision mistakes include fighting front-to-back forever without looking for a side angle, letting enemy carries stand safely behind the melee line. Shift your angle whenever the enemy formation is tight, even if you only step a few body lengths from center. If already locked into a straight lane fight, hold your dash for a better entry or exit rather than raw spam. Using Snowball just because it is available often lands you alone and dead; Snowball should reach a target already vulnerable or facing pressure, with your team able to follow. If you throw it into a bad setup, do not follow blindly—let the enemy waste attention and look for a safer punish. Ignoring team comp and playing as the sole threat leads to overlapping roles and messy fights. Match your job to the team: if someone else starts the fight, use mobility to follow and finish; if your team has poke, stay patient and punish after they answer the first wave. Overchasing a low health target too deep pulls you out of the main fight and turns the enemy collapse. Only chase when you can keep vision, range, and an exit path; if you already overchased, stop committing to the low target and re-enter from a safer angle. Staying in the center of every fight after your first rotation, especially when spells are down and crowd control is active, makes you a fragile mage ready to be deleted. Step out after your opening cycle and force the enemy to retarget. If you stayed too long, cut your losses immediately and wait for the next window. Finally, saving everything for a perfect highlight play while your team stabilizes leaves you with full cooldowns as the enemy takes control. Use your tools to solve the current problem—peel for your carry, tag a diver, or take a safe kill instead of waiting for a dream engage. If you miss the ideal moment, take the next best target and help your team reset.
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阿璃
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最新攻略指南
