Main max: Q first.
推薦出裝
裝備 / 勝率 / 登場率
出裝配置
26.9核心裝備
- 總價
- 3,000
- 價格
- 525
50 物理攻擊 10物理致命 25% 暴擊率 死亡 你造成的傷害會處決生命低於5%的英雄。 賦稅 擊殺英雄可額外獲得25金錢。
- 總價
- 1,100
- 價格
- 300
25% 攻擊速度 45 跑速
- 總價
- 3,500
- 價格
- 725
75 物理攻擊 25% 暴擊率 30%暴擊傷害
可選裝備前 12
- 總價
- 3,200
- 價格
- 725
40 物理攻擊 25% 攻擊速度 10% 普攻吸血 迷霧之刃 普攻可造成等同於敵軍當前生命一定比例的額外物理傷害命中效果。 暗影抓撓 對英雄連續普攻三次可造成30%緩速效果,持續1秒。
55.68%- 總價
- 3,300
- 價格
- 550
35 物理攻擊 35% 物理穿透 25% 暴擊率 巨人殺手 對擁有額外生命的敵方英雄造成15%額外傷害。會在對方額外生命達到1500時造成最大傷害。
59.82%- 總價
- 3,000
- 價格
- 500
40 物理攻擊 20% 攻擊速度 450 生命 海克斯充能 增加30大絕技能加速。 能量過載 施放大絕後,增加50%攻速和20%跑速,持續8秒。
60.39%核心裝備
- 總價
- 3,000
- 價格
- 525
50 物理攻擊 10物理致命 25% 暴擊率 死亡 你造成的傷害會處決生命低於5%的英雄。 賦稅 擊殺英雄可額外獲得25金錢。
- 總價
- 1,100
- 價格
- 300
25% 攻擊速度 45 跑速
- 總價
- 3,200
- 價格
- 725
40 物理攻擊 25% 攻擊速度 10% 普攻吸血 迷霧之刃 普攻可造成等同於敵軍當前生命一定比例的額外物理傷害命中效果。 暗影抓撓 對英雄連續普攻三次可造成30%緩速效果,持續1秒。
可選裝備前 12
- 總價
- 3,200
- 價格
- 725
40 物理攻擊 25% 攻擊速度 10% 普攻吸血 迷霧之刃 普攻可造成等同於敵軍當前生命一定比例的額外物理傷害命中效果。 暗影抓撓 對英雄連續普攻三次可造成30%緩速效果,持續1秒。
53.86%- 總價
- 3,300
- 價格
- 275
60 物理攻擊 50 物理防禦 15 技能加速 無視痛苦 所受傷害的一定比例改為持續3秒的流血傷害。 違抗 若敵方英雄受到傷害後在3秒內死亡,則淨化無視痛苦的剩餘傷害,並在2秒內回復生命。
51.22%- 總價
- 3,000
- 價格
- 500
40 物理攻擊 20% 攻擊速度 450 生命 海克斯充能 增加30大絕技能加速。 能量過載 施放大絕後,增加50%攻速和20%跑速,持續8秒。
56.28%核心裝備
- 總價
- 3,000
- 價格
- 525
50 物理攻擊 10物理致命 25% 暴擊率 死亡 你造成的傷害會處決生命低於5%的英雄。 賦稅 擊殺英雄可額外獲得25金錢。
- 總價
- 1,100
- 價格
- 300
25% 攻擊速度 45 跑速
- 總價
- 3,200
- 價格
- 725
40 物理攻擊 25% 攻擊速度 10% 普攻吸血 迷霧之刃 普攻可造成等同於敵軍當前生命一定比例的額外物理傷害命中效果。 暗影抓撓 對英雄連續普攻三次可造成30%緩速效果,持續1秒。
可選裝備前 12
- 總價
- 3,200
- 價格
- 725
40 物理攻擊 25% 攻擊速度 10% 普攻吸血 迷霧之刃 普攻可造成等同於敵軍當前生命一定比例的額外物理傷害命中效果。 暗影抓撓 對英雄連續普攻三次可造成30%緩速效果,持續1秒。
55.53%- 總價
- 3,300
- 價格
- 275
60 物理攻擊 50 物理防禦 15 技能加速 無視痛苦 所受傷害的一定比例改為持續3秒的流血傷害。 違抗 若敵方英雄受到傷害後在3秒內死亡,則淨化無視痛苦的剩餘傷害,並在2秒內回復生命。
62.40%- 總價
- 3,300
- 價格
- 550
35 物理攻擊 35% 物理穿透 25% 暴擊率 巨人殺手 對擁有額外生命的敵方英雄造成15%額外傷害。會在對方額外生命達到1500時造成最大傷害。
54.35%核心裝備
- 總價
- 3,000
- 價格
- 525
50 物理攻擊 10物理致命 25% 暴擊率 死亡 你造成的傷害會處決生命低於5%的英雄。 賦稅 擊殺英雄可額外獲得25金錢。
- 總價
- 1,100
- 價格
- 300
25% 攻擊速度 45 跑速
- 總價
- 3,200
- 價格
- 725
40 物理攻擊 25% 攻擊速度 10% 普攻吸血 迷霧之刃 普攻可造成等同於敵軍當前生命一定比例的額外物理傷害命中效果。 暗影抓撓 對英雄連續普攻三次可造成30%緩速效果,持續1秒。
可選裝備前 12
- 總價
- 3,200
- 價格
- 725
40 物理攻擊 25% 攻擊速度 10% 普攻吸血 迷霧之刃 普攻可造成等同於敵軍當前生命一定比例的額外物理傷害命中效果。 暗影抓撓 對英雄連續普攻三次可造成30%緩速效果,持續1秒。
53.94%- 總價
- 3,000
- 價格
- 1,025
30 物理攻擊 30 魔法攻擊 25% 攻擊速度 怒沖沖 普攻造成30額外魔法傷害命中效果。 沸騰打擊 普攻可提升8%攻速,持續3秒(最多累加4層)。 滿層時,每三下普攻會附加命中效果效果兩次。
54.48%- 總價
- 3,300
- 價格
- 275
60 物理攻擊 50 物理防禦 15 技能加速 無視痛苦 所受傷害的一定比例改為持續3秒的流血傷害。 違抗 若敵方英雄受到傷害後在3秒內死亡,則淨化無視痛苦的剩餘傷害,並在2秒內回復生命。
57.19%- 總價
- 3,000
- 價格
- 500
40 物理攻擊 20% 攻擊速度 450 生命 海克斯充能 增加30大絕技能加速。 能量過載 施放大絕後,增加50%攻速和20%跑速,持續8秒。
54.82%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 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 | T1 | 65.27% | 6.06% | 1,261 |
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 | 61.13% | 6.19% | 1,289 |
當 雙刀流 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 | 稜彩 | T1 | 60.53% | 7.10% | 1,477 |
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 | T1 | 57.23% | 4.95% | 1,031 |
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 | 56.54% | 7.05% | 1,468 |
當 最終型態 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 | 56.54% | 5.22% | 1,086 |
當 頂狙武器 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 | 稜彩 | T1 | 56.35% | 4.24% | 882 |
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 | 56.34% | 11.63% | 2,421 |
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 | T1 | 55.96% | 6.81% | 1,417 |
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 | T1 | 55.62% | 9.49% | 1,976 |
當 電光石火 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 | T1 | 55.60% | 15.66% | 3,259 |
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 | T1 | 55.56% | 11.58% | 2,410 |
當 颱風 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 | T1 | 54.73% | 6.56% | 1,365 |
當 手腳麻利 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 | 54.58% | 11.74% | 2,444 |
當 升級收藏家 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 | 白銀 | T1 | 54.41% | 7.02% | 1,461 |
當 升級無盡之刃 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 | 54.08% | 5.78% | 1,202 |
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 | 54.02% | 4.31% | 896 |
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 | T1 | 53.63% | 5.04% | 1,048 |
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 | T1 | 53.54% | 5.71% | 1,188 |
當 戰爭交響曲 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 | 53.43% | 4.34% | 904 |
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 | 52.90% | 13.18% | 2,743 |
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 | T1 | 52.28% | 4.74% | 987 |
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 | T1 | 52.25% | 11.23% | 2,337 |
當 二次三次 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 | 52.15% | 13.86% | 2,884 |
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 | T1 | 51.62% | 8.13% | 1,693 |
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 | 51.26% | 5.15% | 1,071 |
當 射程強化改造 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 | 50.47% | 4.63% | 963 |
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 | T1 | 50.18% | 5.43% | 1,130 |
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 | T1 | 49.68% | 6.01% | 1,250 |
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 | 49.66% | 4.97% | 1,035 |
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 | 48.94% | 6.14% | 1,277 |
當 升級傲慢 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 | 48.43% | 7.98% | 1,660 |
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 | 63.33% | 2.11% | 439 |
當 旋風鎚 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 | 63.11% | 2.25% | 469 |
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 | 63.07% | 3.66% | 761 |
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 | 61.13% | 1.79% | 373 |
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 | 59.73% | 2.10% | 437 |
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 | T2 | 57.10% | 1.62% | 338 |
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 | 56.93% | 2.95% | 613 |
當 蠻力重擊 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 | T2 | 56.54% | 2.28% | 474 |
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 | 56.45% | 3.28% | 682 |
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 | 55.61% | 1.93% | 401 |
當 深割 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 | 55.01% | 3.55% | 738 |
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 | T2 | 54.31% | 3.85% | 801 |
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 | T2 | 54.06% | 1.89% | 394 |
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 | 53.77% | 2.04% | 424 |
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 | T2 | 53.76% | 2.49% | 519 |
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 | T2 | 53.65% | 2.96% | 617 |
當 兇殘之柄 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 | 52.86% | 3.62% | 753 |
當 不死魔舞 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 | 52.61% | 2.76% | 574 |
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 | T2 | 52.33% | 2.27% | 472 |
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 | 52.31% | 2.19% | 455 |
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 | T2 | 51.84% | 2.09% | 434 |
當 轉換惡作劇 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 | 51.42% | 2.54% | 529 |
當 縮小光線 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 | T2 | 50.48% | 3.52% | 733 |
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 | T2 | 50.43% | 2.24% | 466 |
當 地獄三頭犬 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 | 50.37% | 3.23% | 673 |
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 | T2 | 50.26% | 2.81% | 585 |
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 | T2 | 49.91% | 2.53% | 527 |
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 | T2 | 49.90% | 2.46% | 513 |
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 | 49.64% | 2.66% | 554 |
當 升級閃耀劍 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 | 49.54% | 2.09% | 436 |
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 | 47.74% | 2.23% | 465 |
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 | T2 | 46.97% | 1.98% | 413 |
當 雙修大師 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 | 稜彩 | T2 | 45.45% | 1.80% | 374 |
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 | T3 | 62.93% | 1.24% | 259 |
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 | T3 | 61.88% | 0.97% | 202 |
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 | 61.71% | 1.29% | 269 |
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 | 61.26% | 1.07% | 222 |
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 | 61.09% | 1.49% | 311 |
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 | T3 | 59.48% | 1.47% | 306 |
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 | T3 | 58.68% | 1.52% | 317 |
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 | T3 | 57.51% | 0.93% | 193 |
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 | T3 | 56.92% | 0.94% | 195 |
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 | T3 | 54.71% | 0.82% | 170 |
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 | T3 | 54.50% | 0.91% | 189 |
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 | T3 | 54.49% | 0.86% | 178 |
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 | 54.26% | 1.07% | 223 |
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 | T3 | 53.97% | 0.91% | 189 |
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 | T3 | 53.91% | 1.23% | 256 |
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 | T3 | 53.50% | 1.58% | 329 |
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 | T3 | 53.44% | 1.47% | 305 |
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 | T3 | 52.61% | 1.11% | 230 |
當 重型打手 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 | T3 | 51.95% | 0.74% | 154 |
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 | 51.19% | 1.21% | 252 |
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 | T3 | 50.67% | 1.44% | 300 |
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 | T3 | 50.00% | 1.21% | 252 |
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 | 49.74% | 0.93% | 193 |
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 | 49.63% | 1.31% | 272 |
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 | 49.57% | 1.12% | 234 |
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 | T3 | 49.19% | 1.19% | 248 |
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 | T3 | 48.70% | 1.11% | 230 |
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 | T3 | 48.66% | 0.90% | 187 |
當 升級破曉綻放之劍 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 | 48.57% | 0.84% | 175 |
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 | T3 | 48.45% | 0.93% | 194 |
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 | T3 | 47.97% | 1.42% | 296 |
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 | T3 | 47.83% | 0.88% | 184 |
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 | T3 | 47.68% | 0.73% | 151 |
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 | T3 | 45.24% | 1.21% | 252 |
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 | 45.14% | 0.84% | 175 |
當 穩紮穩打 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 | 41.48% | 1.10% | 229 |
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 | T4 | 67.31% | 0.25% | 52 |
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 | 65.45% | 0.26% | 55 |
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 | 62.96% | 0.26% | 54 |
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 | 58.21% | 0.32% | 67 |
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 | T4 | 58.02% | 0.39% | 81 |
當 舞會皇後 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 | 57.69% | 0.62% | 130 |
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 | 57.14% | 0.40% | 84 |
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 | 56.20% | 0.58% | 121 |
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 | T4 | 55.75% | 0.54% | 113 |
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 | T4 | 53.85% | 0.25% | 52 |
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 | 52.81% | 0.43% | 89 |
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 | T4 | 51.72% | 0.56% | 116 |
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 | T4 | 51.67% | 0.29% | 60 |
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 | 50.56% | 0.43% | 89 |
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 | T4 | 50.00% | 0.40% | 84 |
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 | T4 | 50.00% | 0.32% | 66 |
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 | T4 | 49.41% | 0.41% | 85 |
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 | T4 | 49.37% | 0.38% | 79 |
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 | 49.11% | 0.54% | 112 |
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 | T4 | 48.67% | 0.54% | 113 |
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 | T4 | 48.55% | 0.66% | 138 |
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 | T4 | 47.50% | 0.38% | 80 |
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 | T4 | 47.22% | 0.35% | 72 |
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 | T4 | 46.77% | 0.30% | 62 |
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 | T4 | 46.67% | 0.43% | 90 |
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 | T4 | 46.15% | 0.37% | 78 |
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 | T4 | 45.88% | 0.41% | 85 |
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 | T4 | 45.79% | 0.51% | 107 |
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 | 45.61% | 0.27% | 57 |
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 | T4 | 43.48% | 0.33% | 69 |
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 | T4 | 41.67% | 0.29% | 60 |
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 | T4 | 41.54% | 0.62% | 130 |
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 | T4 | 40.96% | 0.40% | 83 |
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 | T4 | 40.28% | 0.35% | 72 |
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 | T4 | 40.00% | 0.65% | 135 |
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 | T4 | 38.24% | 0.49% | 102 |
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 | 49.02% | 0.25% | 51 |
易大師 Skill Combos
Extracted from the skill order guide
易大師 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Yi plays as a patient clean-up champion, waiting for enemy mistakes, dropped peel, and low health bars before entering to chain takedowns. | He becomes a conditional carry threat who must evaluate enemy augments and burst patterns, entering only when key enemy control tools are down. | Patience still wins, but you must track enemy augments before committing. |
| Alpha Strike Usage | Used casually for light wave control, last-hitting, or dodging one obvious spell without major punishment risk. | Treat as a critical entry, dodge, and reset connector. Casual use on minions invites severe punishment while the tool is down. | Never waste Alpha Strike on waves when enemy engage or burst is ready. |
| Snowball Discipline | A major tool for bypassing poke and terrain, with recasts often taken freely to start engage pressure. | Use the mark as pressure first, recasting only when frontline enters, targets are damaged, or key crowd control is spent. | A landed mark is a threat, not a contract to engage immediately. |
| Build Flexibility | Builds often lean into damage, attack speed, and reset snowballing, with greedier damage curves often succeeding. | Requires stricter survivability discipline; glass-cannon builds fail against layered crowd control and augmented burst punish windows. | Build for the actual lobby problems, not the dream damage fight. |
| Teamfight Spacing | Positions behind or beside frontline, close enough to follow engage but avoiding free poke damage. | Must stand outside easy contact range due to stronger engage tools, then collapse instantly when enemies spend key cooldowns. | Hover wider, then commit the moment enemy answers are gone. |
Champion Analysis
定位 / 目前表現
In Hextech Mayhem, Master Yi the Wuju Bladesman is a melee fighter-assassin defined by extraordinary attack speed and devastating cleanup potential. His passive ability, Double Strike, makes every few basic attacks trigger a double strike that deals bonus damage, providing excellent sustained output. Master Yi’s core ability is Alpha Strike, which performs rapid strikes against up to four targets and renders him untargetable during the animation. This dual-purpose tool both damages enemies and allows him to dodge critical enemy abilities, making his engage and escape highly situational. Meditate serves as his primary survival mechanism; while channeling for several seconds, he becomes untargetable and restores massive amounts of health, enabling him to survive extended fights. Wuju Style passively grants bonus attack damage, and when activated, his basic attacks deal additional true damage—a key answer to tanky champions who rely on armor. His ultimate, Highlander, grants massive bonuses to attack speed and movement speed, with each kill extending the duration. Once Highlander is active and Master Yi begins cleaning up, he becomes a whirlwind of death, cutting through enemies one after another. Master Yi’s positioning in team fights is that of a late-game cleanup king. He excels at entering after initial enemy cooldowns are used, using Alpha Strike to evade dangerous abilities while dealing damage. Meditate allows him to survive burst or buy time for his team, while Highlander ensures he can chase down and eliminate multiple enemies in quick succession. His damage pattern mixes rapid physical attacks, periodic double strikes, and true damage from Wuju Style, giving him effectiveness against both squishy and tanky targets. The practical strategic value lies in his ability to single-handedly win team fights once he gets a kill with Highlander active, as the duration extension snowballs into a rampage. However, Master Yi is vulnerable to crowd control and burst before he can start his streak, so careful timing of his untargetability tools is essential. He is the undisputed cleanup king of late-game Hextech Mayhem team fights, rewarding players who master the flow of entering, dodging, and eliminating enemies in rapid succession.
核心技巧
長文技巧 / 玩法模式
Master Yi wins Mayhem fights by entering late, not by starting fair fights. Treat the first few seconds of every brawl as scouting time. Let your frontline, poke, or Snowball user force enemy crowd control first, then move in when a target has already spent their stun, knockup, silence, fear, or exhaust-style answer. If you run in while every enemy is staring at you, Alpha Strike only delays the punishment; it does not make the follow-up safe. Start fights from a side angle when possible. Stand near the brush edge, behind your minion wave, or slightly off the main line, then enter when a low-health target steps forward to clear or poke. Use Alpha Strike to dodge something, not just to arrive. If the enemy has a key projectile, snare, hook, or burst spell ready, wait until it is aimed at you or your engage partner, then Alpha Strike through the danger. Do not be the first visible melee champion unless your team can immediately follow. If your team is still clearing minions or walking back from fountain, hold your engage. In counter-engage situations, Yi is often better as the second wave. When the enemy bruiser or assassin dives your carries, hit that diver first if they are isolated. Killing the diver opens a clean path into the backline. Save Alpha Strike for the enemy’s committed burst window. If a mage or marksman is about to unload damage into your team, entering with Alpha can break their targeting and force them to waste part of their combo. Meditate is your emergency brake, not your main defense plan. Use it when you are being focused and your next action matters: waiting for an ally shield, buying time for Alpha Strike to become available, or absorbing damage while the enemy oversteps. Keep one exit in mind before you enter. That exit can be a minion wave for Alpha Strike, a low-health target for a reset chain, Snowball back onto a safer enemy, or your team’s control zone. When a fight fails, stop chasing immediately after the first missed reset. Turn back through your minions, use Meditate to reduce incoming punishment if you must, and let your team re-form. Do not escape through the enemy backline unless they are already broken. Cut sideways or back toward your team once the first kill attempt fails. Respect the center choke. Stay just behind the front line until the enemy spends waveclear or crowd control, then step into threat range. Use minions as both cover and targets. A live wave gives you more Alpha Strike options and makes skillshots harder to aim. Avoid stacking directly with your carry. First target should be killable, not prestigious. Do not tunnel the fed backliner if a low-health bruiser is standing closer with no escape. Hit tanks only when they are isolated or your team is already burning them. After one kill, reassess instead of auto-chasing the nearest champion. Snowball is best as a threat before it is a dash. Do not always take the second cast. Take Snowball when it follows enemy cooldowns, not when it starts them. Snowball into Alpha Strike when you need to dodge the landing punish. If your augment rewards takedowns, play for the first clean kill above all else. If your augment rewards repeated attacks, choose longer fights around one trapped target. When ahead, push waves but do not stand under enemy tower first. When even, pull the fight back toward your side after failed poke trades. When behind, clear safely and farm takedown chances.
Read full guide玩法指南
玩法 / 隊伍結構
Master Yi the Wuju Bladesman approaches ARAM: Mayhem fights with a patient, opportunistic playstyle that evolves through the early, mid, and late stages. In the early game, he stays a step behind his front line and takes short trades only when an enemy oversteps or wastes crowd control. Snowball is used as a commit button on vulnerable targets, not as a random engage. If it misses, he resets and waits for a better wave. Augments should help him survive lane and reach his first real fight pattern. He prefers to stall when the enemy is stronger at range, letting them push into his team to create messy fights. When ahead, he keeps pressure controlled without sprinting into the backline, waiting for the first enemy spell commit. When behind, he stops forcing first contact, clears waves, and only enters after his team absorbs the first round of damage, acting as a finisher rather than a starter. After each skirmish, he looks for the healthiest enemy without an escape path and turns the lane into a cleanup fight. In the mid game, his positioning shifts to the side lane, outside the main projectile path, ready to cut in once the enemy turns attention elsewhere. He lets his team trade first and answers with a fast entry when key crowd control is down or health bars drop. Snowball is held for low-health backliners, isolated mages, or targets that have used defensive tools. Augments now reward repeated attacks, reset-style cleanup, or damage that ramps once he is inside. He pushes when ahead or the enemy has weak engage, forcing them to answer his threat in cramped space. When behind, he waits for the enemy to commit to someone else before entering from the edge, punishing overchase and finishing wounded targets. After each mid-game fight, he decides whether to keep pushing or reset for another pick. In the late game, Master Yi plays like a closer, staying hidden on the edge of vision and entering only when the enemy has already committed spells into someone else. He stops looking for fair trades, waiting for a clean opening to convert instantly. Snowball becomes his real entry tool, used on the easiest target to isolate, not always the highest damage. Augments help him survive the first collapse or snowball the first takedown. With a lead, he pushes hard and forces the enemy to walk into a bad angle, holding his entry until peel is used. When behind, his only win condition is a clean cleanup: he lets the enemy burn spells and enters after health bars are reduced, knowing that one patient fight is worth more than desperate dives. After each late fight, he quickly decides whether to end the game, take position for the next wave, or back off and defend, converting small advantages into the next objective while making the enemy guess where he will appear next.
Read full guide優劣勢處理
優勢 / 弱點
When ahead, Master Yi should never be the first to engage. He plays as a finisher, entering only after the enemy has committed their main crowd control, stun, or peel on the front line. His trigger to go in is when that first layer of danger is gone. Using Snowball or a side angle to reach the back line, not the center, avoids pre-aimed crowd control that would waste his lead. The strength of an ahead Master Yi is chaining kills: once he gets one takedown, the enemy cannot stabilize. He should finish each kill and immediately look for the next safe angle instead of tunneling on one target. His lead should deny enemy counterplay, not dive blind. If the enemy carry is isolated or forced to step forward, punish that space immediately. If they stay grouped with layered peel, wait for them to break formation or for the team to create crossfire. The punish window appears when the enemy turns to save one target and exposes another. Augments that add durability, sticking power, or help survive burst are more valuable than pure damage when already winning; they cover the biggest weakness of being ahead: overconfidence that leads to dying before cleanup. Hidden approach via Snowball from behind the enemy line or fog of war is a key reward for being ahead. Master Yi should not trade his life for the first carry unless it ends the fight. A small pause before re-entering is better than handing over shutdown value. If the team has reliable engage, let them start the brawl and hold entry until crowd control lands, forcing the enemy to spend escape tools on the first wave. When behind, Master Yi must stop treating every fight as a dive angle. His trigger becomes waiting until both teams are committed and health bars are thin, then entering only when he sees a near-dead target, a missed key spell, or a gap in peel. Playing for cleanup, not hero plays, is essential. His damage pattern is still dangerous, but his margin for error is gone. One bad entry can make the game unrecoverable, especially against multiple crowd control sources. Snowball should be used as a test, not a promise: if it connects but the target still has peel behind them, cancel the fantasy and wait. Augments should patch survival before chasing greed; defensive or utility augments that help live through the first burst, move cleanly, or stay relevant without a perfect opening are more impactful than damage-only augments when behind. Master Yi must not front-load his resources into a low-value target like a healthy tank. He must pick fights around enemy mistakes—an overstepped carry, a missed peel spell, or a team knock-up—not around his own cooldowns. Patience is part of his kit when behind. Keeping death timer value in mind, if the team is low and the enemy can end off one lost fight, it is sometimes correct to show presence and threaten a flank instead of diving fully. Never burn every escape and engage tool at once unless the fight will end there; holding one layer of entry allows disengage or re-entry after the first exchange. The bottom line is that Master Yi’s entire game is about timing his entry. When ahead, he forces the enemy to panic and then punishes the crack in their formation. When behind, he slows down, waits for chaos, and only cleans up after the enemy has spent the tools that kill him. Entering too early throws the fight; entering on the right pause can still flip it.
Read full guide英雄背景
背景 / 身份 / 文本塊
Master Yi in ARAM: Mayhem is a cleanup carry, not a front-line starter. He wins when someone else burns the first wave of crowd control, then he enters with Alpha Strike, true-damage autos, and Highlander to chain takedowns. If he spends Q or R before the enemy is committed, he gives the other team a clean punish window. Play him like a blade held back until the fight is already messy. His passive, Double Strike, periodically delivers two quick basic attacks after enough attacks. It is strongest after Q places him near a target or after R lets him stick, and he should activate Wuju Style before committing to an extended auto sequence so the extra strike contributes to a kill rather than being wasted into a tank. Early on, Yi should look for short trades into isolated melee champions, then back away before the enemy backline layers crowd control. Once a fight breaks open, passive autos help him convert one damaged champion into the next, but he must avoid overcommitting extra attacks into a corpse and instead move toward the next threat. Alpha Strike is his most valuable button, serving as his main engage, dodge tool, and reset enabler. In a crowded Mayhem lane, it can dodge key projectiles or area burst, but using it only for damage often gets him killed when he reappears in the middle of five champions with no escape left. The clean pattern is to let allies start, wait for crowd control to be used, then Q onto a damaged carry, activate E for the auto follow-up, and use Highlander if the chase will continue. Q can also be held after Highlander starts so he dodges the first peel spell. Early on, it secures safe damage and avoids retaliation; in full fights, it is both his entry and life insurance. Enemies punish Q by spreading out, holding crowd control for his reappearance, and baiting him onto durable targets. Meditate is a defensive channel that helps Yi survive burst and recover health while he stops attacking, but it does not replace good entry timing. It fits between failed access and re-entry, best used after the enemy has spent their first rotation to blunt retaliation while his team follows. Early, Meditate absorbs poke, but channeling too far forward gives the enemy a free engage angle. In teamfights, it is a recovery plan, not a main plan, and sitting in it too long loses momentum. Enemies beat Meditate by interrupting it or zoning him out. Wuju Style empowers his basic attacks with extra true damage for a short combat window, and in Mayhem fights, Yi must activate it only when he is actually about to attack a champion repeatedly. Pressing it while walking in, being kited, or waiting for Q wastes its strongest damage window. It should come after Q commits him or just before the first auto if already in range, and during Highlander it turns his chase into real threat. Early, he uses it for short all-ins on enemies already controlled by allies; in teamfights, it lines up with the kill attempt. Enemies counter it by denying autos with kiting, stasis, blinds, shields, or disengage. Highlander gives Yi the speed and attack pace he needs to chase and snowball through a fight, with takedowns extending the threat window. He must not use it as a permission slip to sprint in first; instead, he activates it when a fight has already started, a target is low enough to threaten, or the enemy’s main peel has been forced.
Read full guide避免常見錯誤
常見錯誤 / 風險控制
Master Yi wins Mayhem fights when he enters late, dodges the one spell that would stop him, and keeps moving through targets instead of standing in the middle asking to be focused. Most bad Yi games come from two problems: using Alpha Strike as damage instead of protection, and starting fights before the enemy has spent their answers. Mechanically, opening every fight with Alpha Strike the moment an enemy is in range appears directly in front of a team that still has crowd control, burst, shields, and displacement ready, leaving Yi without his primary dodge tool. The correct action is to walk, Snowball, or wait behind the frontline first, then use Alpha Strike after the enemy commits an important spell or when the target is already low enough to finish. Meditate should not be treated as a panic button used only when one hit from dying; it is best activated before the heaviest damage connects, especially when expecting a spell combo or focused fire. Canceling the damage rhythm by spamming movement commands too far from the target loses uptime, so staying close enough to keep attacking while making small sidesteps is key. Hitting a full-health tank with Alpha Strike because they are the nearest champion lands Yi beside the hardest target while enemy carries get a free window; hit the frontline only when it is already being burned down or when no backline angle exists. Following every Snowball without checking whether the team can follow delivers Yi into exhaust effects, knockups, roots, and layered burst; Snowball should be used as a threat and gap-closer only when the marked target is isolated, low, or after the enemy has used their peel. Holding Highlander until after the first kill misses the speed and chase pressure needed to reach the reset fight, so activate it when truly committing to a fight where at least one target is likely to fall soon. Alpha Striking into untargetable, invulnerable, or heavily protected targets wastes damage and lands Yi in danger; track shields, stasis effects, and peel cooldowns before committing. Standing still after Alpha Strike ends allows experienced players to punish the landing area, so buffer movement or an instant attack should follow. On the decision.
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易大師
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最新攻略指南
