Normal order: Q > E > W, with R taken whenever it is available.
推薦出裝
裝備 / 勝率 / 登場率
出裝配置
26.9核心裝備
- 總價
- 2,600
- 價格
- 450
45 魔法攻擊 350 生命 500 魔力 雋永 此道具每60秒自動累加一層,最多10層。每層增加10生命、30魔力以及3魔法攻擊。累加至滿層後,獲得1等級。 永續之力 受到來自英雄的傷害時,回復等同於10%傷害的魔力。 施放技能可回復所消耗魔力的25%。
- 總價
- 1,100
- 價格
- 800
12 魔法穿透 45 跑速
- 總價
- 2,900
- 價格
- 450
70 魔法攻擊 600 魔力 25 技能加速 威嚇 增加相當於1%額外魔力的魔法攻擊。 魔力之流 (8秒,最多5次充能) 技能命中將賦予5最大魔力(對英雄加倍)。 達到360最大魔力時進化成熾天使的擁抱。
- 總價
- 2,600
- 價格
- 450
45 魔法攻擊 350 生命 500 魔力 雋永 此道具每60秒自動累加一層,最多10層。每層增加10生命、30魔力以及3魔法攻擊。累加至滿層後,獲得1等級。 永續之力 受到來自英雄的傷害時,回復等同於10%傷害的魔力。 施放技能可回復所消耗魔力的25%。
- 總價
- 2,900
- 價格
- 450
70 魔法攻擊 600 魔力 25 技能加速 威嚇 增加相當於1%額外魔力的魔法攻擊。 魔力之流 (8秒,最多5次充能) 技能命中將賦予5最大魔力(對英雄加倍)。 達到360最大魔力時進化成熾天使的擁抱。
- 總價
- 1,100
- 價格
- 800
12 魔法穿透 45 跑速
- 總價
- 2,600
- 價格
- 450
45 魔法攻擊 350 生命 500 魔力 雋永 此道具每60秒自動累加一層,最多10層。每層增加10生命、30魔力以及3魔法攻擊。累加至滿層後,獲得1等級。 永續之力 受到來自英雄的傷害時,回復等同於10%傷害的魔力。 施放技能可回復所消耗魔力的25%。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 2,900
- 價格
- 450
70 魔法攻擊 600 魔力 25 技能加速 威嚇 增加相當於1%額外魔力的魔法攻擊。 魔力之流 (8秒,最多5次充能) 技能命中將賦予5最大魔力(對英雄加倍)。 達到360最大魔力時進化成熾天使的擁抱。
可選裝備前 12
- 總價
- 2,900
- 價格
- 450
70 魔法攻擊 600 魔力 25 技能加速 威嚇 增加相當於1%額外魔力的魔法攻擊。 魔力之流 (8秒,最多5次充能) 技能命中將賦予5最大魔力(對英雄加倍)。 達到360最大魔力時進化成熾天使的擁抱。
49.41%- 總價
- 2,600
- 價格
- 450
45 魔法攻擊 350 生命 500 魔力 雋永 此道具每60秒自動累加一層,最多10層。每層增加10生命、30魔力以及3魔法攻擊。累加至滿層後,獲得1等級。 永續之力 受到來自英雄的傷害時,回復等同於10%傷害的魔力。 施放技能可回復所消耗魔力的25%。
49.19%- 總價
- 2,800
- 價格
- 750
90 魔法攻擊 300 魔力 10 技能加速 魔力具現 (0秒) 在8秒內,魔力獲得強化。強化期間,召喚師技能耗費的魔力增加100%,你增加0技能傷害、護盾和治療量,且基礎技能冷卻加快30%。
49.84%起始裝備
核心裝備
- 總價
- 2,600
- 價格
- 450
45 魔法攻擊 350 生命 500 魔力 雋永 此道具每60秒自動累加一層,最多10層。每層增加10生命、30魔力以及3魔法攻擊。累加至滿層後,獲得1等級。 永續之力 受到來自英雄的傷害時,回復等同於10%傷害的魔力。 施放技能可回復所消耗魔力的25%。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 2,900
- 價格
- 450
70 魔法攻擊 600 魔力 25 技能加速 威嚇 增加相當於1%額外魔力的魔法攻擊。 魔力之流 (8秒,最多5次充能) 技能命中將賦予5最大魔力(對英雄加倍)。 達到360最大魔力時進化成熾天使的擁抱。
- 總價
- 2,600
- 價格
- 450
45 魔法攻擊 350 生命 500 魔力 雋永 此道具每60秒自動累加一層,最多10層。每層增加10生命、30魔力以及3魔法攻擊。累加至滿層後,獲得1等級。 永續之力 受到來自英雄的傷害時,回復等同於10%傷害的魔力。 施放技能可回復所消耗魔力的25%。
- 總價
- 2,900
- 價格
- 450
70 魔法攻擊 600 魔力 25 技能加速 威嚇 增加相當於1%額外魔力的魔法攻擊。 魔力之流 (8秒,最多5次充能) 技能命中將賦予5最大魔力(對英雄加倍)。 達到360最大魔力時進化成熾天使的擁抱。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 2,600
- 價格
- 450
45 魔法攻擊 350 生命 500 魔力 雋永 此道具每60秒自動累加一層,最多10層。每層增加10生命、30魔力以及3魔法攻擊。累加至滿層後,獲得1等級。 永續之力 受到來自英雄的傷害時,回復等同於10%傷害的魔力。 施放技能可回復所消耗魔力的25%。
- 總價
- 1,100
- 價格
- 800
12 魔法穿透 45 跑速
- 總價
- 2,900
- 價格
- 450
70 魔法攻擊 600 魔力 25 技能加速 威嚇 增加相當於1%額外魔力的魔法攻擊。 魔力之流 (8秒,最多5次充能) 技能命中將賦予5最大魔力(對英雄加倍)。 達到360最大魔力時進化成熾天使的擁抱。
可選裝備前 12
- 總價
- 2,600
- 價格
- 450
45 魔法攻擊 350 生命 500 魔力 雋永 此道具每60秒自動累加一層,最多10層。每層增加10生命、30魔力以及3魔法攻擊。累加至滿層後,獲得1等級。 永續之力 受到來自英雄的傷害時,回復等同於10%傷害的魔力。 施放技能可回復所消耗魔力的25%。
51.25%- 總價
- 2,900
- 價格
- 450
70 魔法攻擊 600 魔力 25 技能加速 威嚇 增加相當於1%額外魔力的魔法攻擊。 魔力之流 (8秒,最多5次充能) 技能命中將賦予5最大魔力(對英雄加倍)。 達到360最大魔力時進化成熾天使的擁抱。
52.56%- 總價
- 2,400
- 價格
- 300
550 生命 500 魔力 15 技能加速 威嚇 增加0生命。 魔力之流 (8秒,最多4次充能) 普攻和技能命中將賦予3最大魔力(對英雄時數值加倍)。 達到360最大魔力時,轉化為芬布爾之冬。
54.61%- 總價
- 3,100
- 價格
- 950
70 魔法攻擊 350 生命 15 技能加速 虛空腐化 與敵方英雄戰鬥時,每秒額外造成2%傷害,上限為8%。達到最大效果時,獲得全能吸血。 虛空注入 增加等同於2%額外生命的魔法攻擊。
50.23%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 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 | T1 | 58.65% | 20.72% | 4,747 |
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 | 57.12% | 33.89% | 7,765 |
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 | 56.54% | 14.78% | 3,387 |
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 | 53.81% | 15.25% | 3,494 |
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 | 53.67% | 7.31% | 1,675 |
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 | 51.93% | 15.83% | 3,628 |
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 | 51.85% | 6.71% | 1,537 |
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 | T1 | 51.72% | 13.05% | 2,991 |
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 | 51.24% | 6.88% | 1,577 |
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 | 50.73% | 8.64% | 1,979 |
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 | 50.33% | 5.30% | 1,214 |
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 | 50.30% | 18.04% | 4,133 |
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 | 50.23% | 4.74% | 1,087 |
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 | 49.32% | 13.46% | 3,084 |
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 | 49.29% | 5.84% | 1,339 |
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 | 49.24% | 5.20% | 1,192 |
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 | 48.87% | 8.29% | 1,899 |
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 | 48.62% | 6.48% | 1,485 |
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 | 48.56% | 5.76% | 1,320 |
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 | 48.53% | 4.75% | 1,088 |
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 | 48.47% | 7.12% | 1,632 |
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 | 47.93% | 13.99% | 3,205 |
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 | 47.76% | 7.51% | 1,721 |
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 | 47.71% | 4.58% | 1,050 |
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 | 47.48% | 7.61% | 1,744 |
當 基本功夫 的效果契合英雄輸出方式、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 | 59.92% | 3.43% | 786 |
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 | 55.74% | 3.69% | 845 |
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 | T2 | 55.52% | 3.00% | 688 |
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 | 54.91% | 2.93% | 672 |
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 | 54.69% | 2.47% | 565 |
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 | 54.05% | 3.50% | 803 |
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 | 52.95% | 3.40% | 780 |
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 | 52.66% | 1.48% | 338 |
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 | 52.25% | 2.81% | 645 |
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 | T2 | 52.02% | 1.40% | 321 |
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 | T2 | 51.64% | 2.26% | 519 |
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 | 50.09% | 2.48% | 569 |
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 | T2 | 49.93% | 3.22% | 739 |
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 | 49.54% | 3.82% | 876 |
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 | 49.29% | 2.16% | 495 |
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 | T2 | 49.18% | 2.91% | 667 |
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 | 48.95% | 1.66% | 380 |
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 | T2 | 48.60% | 2.49% | 570 |
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 | T2 | 48.47% | 1.57% | 359 |
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 | T2 | 48.25% | 2.49% | 570 |
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 | 48.16% | 2.01% | 461 |
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 | T2 | 48.14% | 3.87% | 887 |
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 | T2 | 47.80% | 1.49% | 341 |
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 | 47.44% | 2.04% | 468 |
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 | 47.38% | 3.33% | 764 |
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 | T2 | 46.88% | 3.21% | 736 |
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 | 45.44% | 2.44% | 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 | 44.68% | 2.71% | 620 |
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 | 41.95% | 3.44% | 789 |
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 | 41.94% | 1.57% | 360 |
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 | 41.86% | 2.12% | 485 |
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 | T3 | 59.46% | 0.48% | 111 |
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 | 55.27% | 1.20% | 275 |
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 | 55.22% | 0.58% | 134 |
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 | 53.48% | 0.82% | 187 |
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 | T3 | 53.13% | 0.70% | 160 |
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 | 52.88% | 0.83% | 191 |
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 | 52.58% | 0.93% | 213 |
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 | 52.34% | 0.56% | 128 |
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 | 50.79% | 0.82% | 189 |
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 | 50.71% | 1.22% | 280 |
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 | 50.33% | 0.67% | 153 |
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 | T3 | 50.18% | 1.24% | 285 |
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 | 49.33% | 0.65% | 150 |
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 | T3 | 48.57% | 0.61% | 140 |
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 | T3 | 48.54% | 1.35% | 309 |
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 | 48.36% | 1.06% | 244 |
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 | 47.83% | 0.70% | 161 |
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 | 47.79% | 0.49% | 113 |
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 | 47.62% | 0.64% | 147 |
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 | 47.46% | 0.51% | 118 |
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 | 47.26% | 1.27% | 292 |
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 | 47.17% | 1.16% | 265 |
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 | 47.02% | 0.66% | 151 |
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 | 46.61% | 0.51% | 118 |
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 | 45.83% | 0.73% | 168 |
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 | T3 | 45.79% | 0.47% | 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 | T3 | 45.58% | 0.64% | 147 |
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 | T3 | 44.97% | 0.65% | 149 |
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 | 44.79% | 1.26% | 288 |
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 | 44.68% | 1.03% | 235 |
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 | 44.34% | 0.93% | 212 |
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 | 44.12% | 0.59% | 136 |
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 | 42.31% | 0.68% | 156 |
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 | 42.11% | 0.75% | 171 |
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 | 41.84% | 0.62% | 141 |
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 | T3 | 41.27% | 0.55% | 126 |
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 | T3 | 41.04% | 0.93% | 212 |
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 | 40.65% | 0.93% | 214 |
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 | 38.53% | 0.48% | 109 |
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 | T3 | 38.49% | 1.21% | 278 |
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 | T4 | 62.69% | 0.29% | 67 |
當 巴龍之爪 的效果契合英雄輸出方式、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 | 60.32% | 0.27% | 63 |
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 | 58.76% | 0.42% | 97 |
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 | 53.06% | 0.43% | 98 |
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 | T4 | 52.69% | 0.41% | 93 |
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 | 51.76% | 0.37% | 85 |
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 | T4 | 50.00% | 0.38% | 86 |
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 | 49.37% | 0.34% | 79 |
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 | T4 | 49.12% | 0.25% | 57 |
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 | 48.61% | 0.31% | 72 |
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 | 47.37% | 0.25% | 57 |
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 | 46.15% | 0.40% | 91 |
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 | T4 | 44.93% | 0.30% | 69 |
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 | 44.34% | 0.46% | 106 |
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 | T4 | 42.86% | 0.27% | 63 |
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 | T4 | 42.57% | 0.44% | 101 |
當 巨像之勇氣 的效果契合英雄輸出方式、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 | 41.11% | 0.39% | 90 |
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 | 39.13% | 0.30% | 69 |
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 | 38.18% | 0.24% | 55 |
雷茲 Skill Combos
Extracted from the skill order guide
Level Q first and max Q first.
雷茲 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Ryze sits behind the frontline and plays around repeated spell rotations, wanting enemies to enter his range while he scales safely toward item breakpoints. | He becomes a controlled skirmisher who steps forward during passive movement and shields or ally crowd control, then exits before augmented enemy burst returns. | Shift from passive scaling backliner to active skirmisher who picks precise engage moments. |
| Rune Prison Usage | Ryze often uses W automatically on the first target who enters range, punishing enemies who step too close during extended front-to-back fights. | He must hold W for high-value divers or assassins who enter after the first trade, since wasting it leaves no reliable peel for backline protection. | Save W for the real threat rather than automatically rooting the first available target. |
| Tempo and Pacing | Ryze enjoys a clean curve of safe farming, resource stacking, and hitting item breakpoints before taking over extended teamfights at his own pace. | The curve compresses significantly; he must clear waves, threaten during enemy cooldowns, and reset position after one or two rotations to avoid punishment. | Clear, threaten, reset position—staying in range after control spells down throws trades. |
| Realm Warp Decisions | Map plays are already limited, but bad portals are somewhat recoverable due to slower fight tempo and more predictable engage patterns. | Bad portals are far more punishing; use for short repositioning, collapsing on isolated targets, or saving the team from overextensions, never just because available. | Use Realm Warp for coordinated repositioning, never cast it just because it is ready. |
| Build Flexibility | Ryze can lean into scaling mana and ability power builds because the lane is predictable and fights are easier to read over time. | Greedy builds get punished harder; defensive components or durability items become essential when facing burst, dive, or heavy crowd control compositions. | Prioritize surviving first engage over pure damage when facing dive or burst comps. |
| Snowball Integration | Ryze can sometimes ignore Snowball entirely and play purely around his spell range during extended fights and wave control. | Snowball has more value for repositioning, but he should never use it to engage first into five enemies without W ready or team follow-up. | Use Snowball to follow engage or finish isolated targets, never to start fights alone. |
Champion Analysis
定位 / 目前表現
Ryze the Rune Mage functions as a ranged mage in Hextech Mayhem (ARAM), offering powerful sustained damage and excellent mobility. His passive, Arcane Mastery, generates Arcane Charges with each spell cast, and at full charges, his next spell becomes empowered with bonus effects and mana refund. This mechanic provides Ryze with excellent mana sustainability, allowing him to maintain pressure throughout extended fights in the single-lane environment. His Q, Overload, serves as his primary damage source, firing runic energy that deals magic damage with bonus damage against marked targets. Ryze's W, Rune Prison, provides extremely valuable point-and-click crowd control by rooting a target for a substantial duration, giving him reliable utility for locking down priority targets. His E, Spell Flux, represents his core mechanic by applying a spell flux mark that causes Q to bounce to nearby enemies when hitting marked targets. This bounce mechanic enables Ryze to poke multiple enemies simultaneously, making him particularly effective in the clustered teamfights characteristic of Hextech Mayhem. Ryze's ultimate, Realm Warp, allows him to teleport himself and nearby allies to a target location after a brief channel. While this ability is noted as less impactful in Hextech Mayhem's single lane compared to other modes, it retains strategic value for repositioning the team during key moments. Ryze's combination of spell-flux combos and mobility establishes him as one of the most dynamic mages in Hextech Mayhem, capable of weaving sustained damage output with crowd control and team utility. His kit rewards players who can effectively manage Arcane Charges and coordinate ability sequences to maximize damage across multiple targets. The synergy between his spell-flux marking mechanic and Overload's bounce effect defines his damage pattern, while his point-and-click root provides consistent crowd control that does not rely on skill shots. Ryze the Rune Mage delivers a well-rounded profile of sustained magic damage, reliable crowd control, mana sustainability, and team repositioning utility that makes him a versatile pick in Hextech Mayhem.
核心技巧
長文技巧 / 玩法模式
Ryze wins Mayhem fights by controlling distance first, then spending his rotation on targets that cannot leave. Do not open every fight by walking straight at the enemy front line. Start by touching the wave, spreading pressure through minions, and forcing someone to step forward to clear. When that player commits, move up with your team and lock your first spell cycle onto them. Casting into five healthy enemies with no crowd control already landed usually gives them the clean engage they wanted. Engage when the enemy has already used a key dodge, dash, shield, or cleanse tool. Ryze is strongest when the target has to eat the full follow-up instead of breaking line of sight after the first spell. Use Snowball as a second engage, not a blind first engage. Taking Snowball alone usually drops you into exhausts, traps, knockups, and burst. Throw Snowball during allied crowd control, after an enemy has been displaced, or when your frontline is already entering. If your team has no reliable engage, play for shove into pinch by pushing the wave hard enough that the enemy must clear under pressure, then stand slightly off-center so your spells threaten the champion clearing minions. Save your point-and-click control for the first diver that actually commits. If a bruiser only walks forward to bait, do not panic-spend your defensive spell. Let them cross the line where retreat becomes awkward, then root or slow them while your team turns. Against assassins, cast defensively before chasing low health targets. Hold your control spell, stand near an ally with peel, and force the assassin to enter your spell range first. When the enemy dive chain starts, move backward between casts. Ryze players lose fights by standing still to finish a rotation. Use lane walls to shorten enemy chase angles. Drift toward a wall, break the angle, and force enemies to stack if they want to keep chasing. Do not Realm Warp or long reposition as a panic button into unknown space. Use it when your team can arrive together or when the destination is already safe. If you get chunked before the fight, stop contesting the front minions and play only for defensive control until your health is playable again. Stand one step behind your frontline and one step to the side of your carries. If you stack directly on your backline, one engage hits both of you. Use minion waves as temporary shields, not permanent safety. When the enemy has heavy poke or large zone spells, clear quickly and move away from the dying wave. Hit the closest killable target unless a carry is already trapped. Do not tunnel the backline through three bodies. Respect anti-burst and cleanse effects by baiting those tools before committing everything. Throw Snowball after the enemy wave thins, and take Snowball only when your next two actions are clear. Push hard after winning trades, then pull back before the enemy respawn wave crashes. When behind, stop perma-pushing into their engage range and punish oversteps instead. Good Ryze play in Mayhem is controlled aggression: push when your spells and team position let you punish, and pull when your control is down or the enemy has the cleaner engage.
Read full guide玩法指南
玩法 / 隊伍結構
Ryze the Rune Mage thrives on controlled chaos rather than random brawling in Mayhem. His core game plan centers on keeping the wave playable, punishing enemies who enter spell range, and saving his point-and-click root for high-value targets. He performs best when enemies must walk through minions or chokes to reach him, and struggles when he wastes abilities on frontliners then gets caught without root, Snowball answer, or kiting space. During early levels, Ryze should position behind his first melee champion or beside his main poke champion, avoiding the front line. His early range demands respect, so he must stand where he can hit the wave and nearest enemy without becoming the primary target for hooks, hard engage, or Snowball follow-up. Trading rhythm involves repeated short trades when enemies step up for last hits or wave clearing, tagging the wave to spread pressure through minions before damaging safe targets. Against outranging opponents, he should thin the wave first rather than forcing champion trades. Early Snowball serves defensive purposes or guaranteed cleanup, never as a random engage tool. When marked by enemy Snowball, Ryze should hold his root for the diver's arrival rather than panic-casting. Mid game represents Ryze's primary working phase. He positions just behind his engage line and slightly off-center, able to hit fight entrants while avoiding poke alignment. His rhythm shifts to wave pressure into champion pressure, clearing enough minions to create paths before stepping forward for short combos. When root is unavailable, he must respect punish windows by backing up and avoiding Snowball range. Mid game Snowball can initiate fights but only with clear landing plans, ideally marking targets already controlled or who wasted their dash. Augment choices should now define fight patterns, with cast-speed tools enabling longer fights and burst tools held for damaged targets. Late game demands Ryze respect burst over ego. He positions close enough to punish engage but far enough that one misstep costs the fight, ideally behind his tank and near his highest-damage ally. Late trades focus on forcing fights on his terms rather than chip damage, targeting carries who step too close or divers who use mobility early. Late Snowball carries high risk and should finish fights, punish separated champions, or dodge lethal skillshots rather than serving as blind engage. Push decisions should follow any kill due to late death timers and Mayhem damage patterns converting single picks into game endings. When ahead, Ryze should trap enemies between his wave and their turret, making the lane feel suffocating with minions under enemy turret, contested health relics, and disciplined roots. When behind, his win condition becomes one trapped carry or failed enemy dive, requiring him to clear, retreat, and force enemies to walk into his range near turrets or chokes. Before each late fight, he must choose one job: peel for the fed ally, lock the diver, or follow his engager. Attempting all three results in arriving late to crucial moments. Ryze wins late Mayhem fights through decisive root usage, disciplined Snowball decisions, and rapid conversion of won fights into structure damage.
Read full guide優劣勢處理
優勢 / 弱點
Ryze the Rune Mage excels as a pressure engine who converts leads through sustained casting rather than desperate all-ins. When ahead, his strength lies in forcing enemies to walk backward while he chains spells from behind his frontline. He should clear waves with Flux spread before pressuring champions, as skipping the wave to chase creates punish windows for assassins and long-range crowd control. His empowered Rune Prison threat alone can force enemies off the wave without committing to a full engage. Realm Warp should only move the team to safe destinations or undefended structures, never into enemy area damage or crowd control. Ryze takes space in short steps, stepping forward one screen at a time before resetting formation. Snowball should serve as a follow-up tool after enemies burn peel, not as an engage button that drops him into focus range. Augment choices should prioritize durability and movement against dive compositions, while ability haste and mana options shine against short-range enemies. When behind, Ryze must stop contesting every inch of the lane and instead make enemies start fights under worse conditions. He clears waves from off-center angles to avoid hooks and dive threats, stepping back rather than standing still to finish rotations. Empowered Rune Prison becomes more valuable as peel against divers than as a catch tool at max range. He should let enemies overextend into his short range before punishing, giving ground until they step past their minions or under his turret. Recovery augments should address the actual problem, whether that means defensive options for dying too quickly, movement for reaching targets, or mana support for wave pressure. Realm Warp serves as an escape or repositioning tool rather than a blind engage. Ryze must respect poke damage and give up minions if necessary to avoid defending at low health. He fights front to back, hitting targets his team can actually damage rather than running past tanks to reach backline carries. Avoiding stagger deaths preserves synchronized respawns and keeps the comeback path open. His recovery plan centers on waveclear, peel, short punish windows, and augments that buy enough time to cast, turning fights when enemies dive too far or waste mobility.
Read full guide英雄背景
背景 / 身份 / 文本塊
Ryze the Rune Mage transforms into a late-game machine in Mayhem ARAM if he can survive the early chaos. The mode's accelerated gold and experience allow him to reach power spikes faster than on Summoner's Rift, but the constant fighting exposes his weak early laning phase. Players choose Ryze to stack mana, fish for roots, and shred frontlines with bouncing Spell Flux, but missing combos leaves him vulnerable with no mobility and mediocre range. Arcane Mastery serves as the engine that keeps Ryze fighting. Casting spells generates stacks, and at maximum stacks, the next ability triggers an Overload cooldown reset and a mana-based shield. The constant poke in Mayhem means Ryze is always trading, and the shield helps him survive burst windows that would normally kill a squishy mage. Early on, the shield is thin, so players should not greed for the passive proc if it means walking into a hook or stun. In teamfights, starting with passive ready buys time to execute the first Flux combo before enemy divers arrive. Enemies can see passive stacks, and smart assassins will wait for Ryze to waste a spell before engaging. Overload functions as the primary damage tool, firing a linear bolt that deals mana-based damage. The lower cooldowns in Mayhem make this feel like a machine gun once items come online. Early Q damage is weak, so using it to proc Spell Flux spreads on the minion wave is more reliable than trying to poke enemy tanks directly. Missing Q in a duel is devastating, leaving Ryze with no damage and no passive reset while the ability goes on cooldown. Rune Prison provides a targeted root that serves as Ryze's best defense against divers. The instant point-and-click nature stops engages cold in a mode where gap-closers are everywhere. Saving W for self-peel early is critical, as wasting it on a tank leaves no answer when an assassin flashes in. The root duration increases on targets with Spell Flux, making E-W-Q a potent catch combo. Spell Flux is the wave-clear and multi-target shredder that thrives in Mayhem's messy, clumped fights. Using E on the front minion and following with Q spreads flux to the wave and nearby champions, providing safe early poke. In teamfights, fluxing two or three enemies allows a single Q to hit all of them, turning a duel into a team-wipe potential. Realm Warp offers team-wide repositioning that can bypass enemy frontlines or escape bad engages. The channel can be interrupted by crowd control, and enemies can run out of the circle before teleportation completes. A cancelled R leaves the team stranded and wastes the cooldown, so players must avoid channeling when about to eat a stun or silence.
Read full guide避免常見錯誤
常見錯誤 / 風險控制
Ryze punishes sloppy hands and sloppy planning in ARAM: Mayhem, where fights can flip quickly and the biggest trap is trying to play him like a simple front-to-back mage. Success requires clean spell order, safe spacing, and a plan for when enemies dive through the wave. Mechanical mistakes often begin with walking forward to cast before your frontline or crowd control has created space. Ryze gets tagged by poke, burns defensive tools early, or dies before his damage matters because his effective range is not forgiving. The correct habit is holding just behind your nearest sturdy ally and stepping up only when enemies have used key engage, dash, hook, or stun. Cast from the fight's edge, then reset your position. Another critical error is spamming spells without setting up Spell Flux targets first, causing damage to land on wrong targets and waveclear to become messy. Mark priority targets or grouped minions with Flux before committing your damage pattern. Using Rune Prison as a poke button on the first enemy in range loses your most reliable peel tool, and divers can punish the short window where you cannot stop them. Save Rune Prison for enemies entering kill range, channeling engage, chasing your carry, or escaping after overextending. A held root is often stronger than a thrown one. Standing still to complete a perfect damage rotation lets skillshots, Snowball follow-ups, and layered crowd control hit you for free. Weave short sidesteps between casts, angling sideways instead of retreating predictably. Realm Warping into fog, behind the enemy team, or onto low-health targets without checking who can follow delivers you and possibly teammates into a collapse with no guaranteed kill or escape. Use Realm Warp only when the landing zone is visible, the team is ready, and the move solves a clear problem. Treating Snowball as a guaranteed engage tool puts you in melee range before your rotation is ready, often into tanks or bruisers who want you close. Use Snowball mostly as a punish or reposition tool. Tunnel-casting into tanks while an assassin or bruiser waits off-angle wastes spells on the hardest target while the real threat enters after your options are strained. Decision mistakes include picking fights when your team has no wave and no space to move, forcing Ryze to walk into poke or engage just to reach targets. Clear or thin the wave first unless your team has already caught someone. Building only for damage when enemies have reliable dive may win the damage chart briefly but loses every real fight because one engage removes you. Value survivability, movement, shielding, or control-enhancing options alongside damage. Chasing low-health enemies past lane center after a won trade enters the enemy's respawn path and turns a good poke win into a shutdown. Using Realm Warp as flashy engage when your team composition wants slow front-to-back fights drags allies out of formation or starts fights before poke, shields, and control zones have done their work. Match Realm Warp to your team's win condition. Ignoring enemy item and augment spikes means taking the same trades after enemies gain new burst, range, sustain, or engage tools, and suddenly trades that were fine become losing fights. Test enemy threat range carefully after each buy phase. Trying to solo-carry every fight by entering first makes Ryze the easiest target and costs your team its consistent mid-fight damage. Let tanks, supports, or higher-range allies draw the first response, then step in once enemy control is aimed elsewhere.
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雷茲
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Read full guide最新指南
最新攻略指南
