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裝備 / 勝率 / 登場率
出裝配置
26.9核心裝備
- 總價
- 3,000
- 價格
- 625
40 物理攻擊 45 魔法攻擊 30% 攻擊速度 4% 跑速 電光 你的充能普攻會觸發連鎖閃電,最多對個目標附加命中效果並造成魔法傷害。 電擊 普攻會獲得額外充能堆層。
- 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。
50.59%- 總價
- 3,000
- 價格
- 625
40 物理攻擊 45 魔法攻擊 30% 攻擊速度 4% 跑速 電光 你的充能普攻會觸發連鎖閃電,最多對個目標附加命中效果並造成魔法傷害。 電擊 普攻會獲得額外充能堆層。
50.10%核心裝備
- 總價
- 3,000
- 價格
- 625
40 物理攻擊 45 魔法攻擊 30% 攻擊速度 4% 跑速 電光 你的充能普攻會觸發連鎖閃電,最多對個目標附加命中效果並造成魔法傷害。 電擊 普攻會獲得額外充能堆層。
- 總價
- 1,100
- 價格
- 300
25% 攻擊速度 45 跑速
- 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。
可選裝備前 12
- 總價
- 3,000
- 價格
- 625
40 物理攻擊 45 魔法攻擊 30% 攻擊速度 4% 跑速 電光 你的充能普攻會觸發連鎖閃電,最多對個目標附加命中效果並造成魔法傷害。 電擊 普攻會獲得額外充能堆層。
51.40%- 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。
52.29%- 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。
51.93%起始裝備
核心裝備
- 總價
- 3,000
- 價格
- 625
40 物理攻擊 45 魔法攻擊 30% 攻擊速度 4% 跑速 電光 你的充能普攻會觸發連鎖閃電,最多對個目標附加命中效果並造成魔法傷害。 電擊 普攻會獲得額外充能堆層。
- 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
- 3,000
- 價格
- 625
40 物理攻擊 45 魔法攻擊 30% 攻擊速度 4% 跑速 電光 你的充能普攻會觸發連鎖閃電,最多對個目標附加命中效果並造成魔法傷害。 電擊 普攻會獲得額外充能堆層。
48.81%- 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。
49.37%- 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。
54.12%起始裝備
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
- 3,000
- 價格
- 963
55 物理攻擊 10物理致命 10 技能加速 激勵軍心 技能傷害敵方英雄時,若充能完畢,將立即觸發。 蒼穹 你的充能普攻會造成目標當前生命%的額外物理傷害,並賦予你額外物理致命,持續4秒。
可選裝備前 12
- 總價
- 3,000
- 價格
- 963
55 物理攻擊 10物理致命 10 技能加速 激勵軍心 技能傷害敵方英雄時,若充能完畢,將立即觸發。 蒼穹 你的充能普攻會造成目標當前生命%的額外物理傷害,並賦予你額外物理致命,持續4秒。
52.26%- 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。
54.12%- 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。
52.01%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 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 | 53.83% | 5.56% | 496 |
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 | 53.30% | 7.83% | 698 |
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 | 52.80% | 10.03% | 894 |
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 | 52.56% | 11.16% | 995 |
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 | 51.71% | 12.10% | 1,079 |
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 | T1 | 50.79% | 26.35% | 2,349 |
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 | 50.51% | 8.73% | 778 |
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 | T1 | 50.39% | 12.80% | 1,141 |
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 | 50.36% | 4.65% | 415 |
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 | T1 | 50.00% | 4.64% | 414 |
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 | 49.80% | 8.31% | 741 |
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 | 49.37% | 15.17% | 1,353 |
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 | 49.08% | 6.72% | 599 |
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 | 48.86% | 8.38% | 747 |
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 | 48.64% | 14.41% | 1,285 |
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 | 48.44% | 6.46% | 576 |
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 | 48.31% | 4.99% | 445 |
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 | 48.17% | 13.76% | 1,227 |
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 | 47.84% | 15.33% | 1,367 |
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 | 47.81% | 16.61% | 1,481 |
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 | 47.21% | 7.44% | 663 |
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 | 46.64% | 9.52% | 849 |
當 暴擊節奏 的效果契合英雄輸出方式、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 | 46.51% | 18.66% | 1,664 |
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 | 45.67% | 6.73% | 600 |
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 | 44.57% | 6.92% | 617 |
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 | 42.84% | 9.32% | 831 |
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 | T2 | 57.84% | 1.14% | 102 |
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 | T2 | 57.60% | 1.40% | 125 |
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 | 56.78% | 1.32% | 118 |
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 | 56.73% | 1.17% | 104 |
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 | T2 | 54.10% | 1.37% | 122 |
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 | 53.29% | 1.70% | 152 |
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 | 53.27% | 2.40% | 214 |
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 | 51.80% | 2.49% | 222 |
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 | T2 | 51.69% | 1.32% | 118 |
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 | T2 | 51.11% | 1.01% | 90 |
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 | T2 | 51.06% | 1.05% | 94 |
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 | 50.90% | 3.11% | 277 |
當 拔劍吧 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 | T2 | 50.21% | 2.70% | 241 |
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 | 49.81% | 2.90% | 259 |
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 | T2 | 49.68% | 1.76% | 157 |
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 | 48.84% | 4.34% | 387 |
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 | 48.60% | 2.40% | 214 |
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 | 48.35% | 2.04% | 182 |
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 | 47.87% | 2.37% | 211 |
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 | 47.25% | 1.02% | 91 |
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 | 46.48% | 1.59% | 142 |
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 | T2 | 46.35% | 3.99% | 356 |
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 | 46.29% | 1.96% | 175 |
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 | T2 | 45.97% | 2.37% | 211 |
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 | T2 | 45.88% | 2.86% | 255 |
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 | 44.90% | 1.10% | 98 |
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 | T2 | 44.35% | 1.39% | 124 |
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 | T2 | 43.40% | 3.23% | 288 |
當 活力補給 的效果契合英雄輸出方式、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 | 42.82% | 4.22% | 376 |
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 | 41.76% | 1.02% | 91 |
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 | 41.44% | 2.95% | 263 |
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 | T2 | 36.94% | 1.76% | 157 |
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 | 36.08% | 1.09% | 97 |
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 | 66.67% | 0.64% | 57 |
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 | 59.46% | 0.83% | 74 |
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 | 59.15% | 0.80% | 71 |
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 | T3 | 57.89% | 0.64% | 57 |
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 | 57.35% | 0.76% | 68 |
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 | 56.79% | 0.91% | 81 |
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 | 52.73% | 0.62% | 55 |
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 | 52.24% | 0.75% | 67 |
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 | 51.67% | 0.67% | 60 |
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 | 51.19% | 0.94% | 84 |
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 | 50.00% | 0.67% | 60 |
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 | 47.89% | 0.80% | 71 |
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 | 47.27% | 0.62% | 55 |
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 | T3 | 46.55% | 0.65% | 58 |
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 | 46.15% | 0.73% | 65 |
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 | 45.95% | 0.83% | 74 |
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 | T3 | 44.26% | 0.68% | 61 |
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 | 43.66% | 0.80% | 71 |
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 | 43.48% | 0.77% | 69 |
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 | 43.28% | 0.75% | 67 |
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 | 43.06% | 0.81% | 72 |
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 | 42.42% | 0.74% | 66 |
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 | 39.24% | 0.89% | 79 |
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 | T3 | 38.71% | 0.70% | 62 |
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 | T3 | 38.18% | 0.62% | 55 |
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 | T3 | 37.31% | 0.75% | 67 |
葵恩 Skill Combos
Extracted from the skill order guide
R > E > Q > W (Condition: You roll an augment that transforms Vault into a primary nuke or grants heavy CDR on ability cast)
R > Q > W > E (Condition: You roll an augment that converts you into a pure auto-attack crit build or grants massive attack speed on-hit effects)
葵恩 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Quinn is forced into a kiting marksman role, standing near frontline to poke with Q and auto-attack whoever is in range, playing reactively. | Augments transform Quinn into a lethal assassin who dives the backline, kills priority targets, creates picks, and ends fights before enemies stabilize. | Shift from passive poke marksman to aggressive assassin who initiates chaos. |
| Ultimate Usage | R is mostly a speed boost for repositioning after respawning or returning to lane, rarely used as a combat tool during teamfights. | R becomes a combat tool to open fights, close gaps, dump combos, and disengage or chase, especially with CDR from augments or items. | Stop saving R for travel; use it to start fights and create kill pressure. |
| Skill Priorities | Max Blinding Assault first for poke and wave control, with Vault used for slows and mark procs rather than as a reset mechanism. | Vault increases in value as augments turn E into a reset mechanism, making E-Q-auto combos on isolated targets the priority over spamming Q. | Fish for isolated targets with E combos rather than spamming Q into clumps. |
| Teamfight Spacing | Quinn stays on the edge of fights, kiting backwards and only committing when enemies are low and isolated to avoid getting caught. | Position aggressively to dive the moment you see an angle, hovering outside engage range then diving with R and E before enemies respond. | Position to kill, not survive; look like you're kiting but set up assassinations. |
| Build Philosophy | Build for sustained teamfights with lethality into sustain options, using runes like Dark Harvest, Taste of Blood, and Ravenous Hunter. | Augments dictate playstyle more than items; damage augments enable burst builds while defensive augments allow bruiser-style extended fights. | Match your build and playstyle to your augment choices or waste your potential. |
Champion Analysis
定位 / 目前表現
Quinn Demacia's Wings functions as a ranged marksman and assassin-type ADC in ARAM: Mayhem, distinguished by her exceptional mobility and precision burst damage. Her primary strategic value lies in eliminating priority targets through focused single-target damage, making her an effective pick for players who can capitalize on her mobility and targeting mechanics. Quinn's core identity centers on her passive ability, Harrier, which marks enemies for bonus damage from Valor's attacks. This marking mechanic forms the foundation of her gameplay pattern, rewarding players who consistently identify and attack marked priority targets. Her Q ability, Blinding Assault, provides area-of-effect blind utility that directly counters enemy ADCs by preventing their auto-attacks, giving Quinn meaningful utility beyond raw damage output. Her W ability, Heightened Senses, grants vision utility that reinforces her reconnaissance theme. Her E ability, Vault, serves dual purposes as both an engagement tool for approaching enemies and a disengage option for escaping dangerous situations, providing the flexibility that defines her playstyle. Quinn's ultimate ability, Behind Enemy Lines, allows her to ride Valor for high-speed movement, though this ability has limited utility in the ARAM: Mayhem format compared to other game modes. The single-lane nature of ARAM reduces the roaming potential that makes this ability powerful elsewhere, meaning players should not rely heavily on this aspect of her kit when evaluating her strategic value. Quinn's strengths include high passive mark damage, flexible E mobility, practical Q blind utility, and strong single-target burst capability. These attributes make her effective at picking off isolated targets and disrupting enemy marksmen through well-timed blinds. However, she has notable weaknesses that players must consider. She is fragile and vulnerable to burst damage herself. Her lack of area-of-effect damage limits her teamfight contribution compared to other marksmen. Her ultimate has reduced value in ARAM's confined space. Additionally, Quinn requires mechanical skill to maximize her potential, as improper use of Vault can leave her stranded in dangerous positions, and failing to capitalize on passive marks reduces her damage output significantly. Quinn Demacia's Wings offers a specialized playstyle suited for players who value precision, mobility, and target selection over area damage and sustained teamfight presence.
核心技巧
長文技巧 / 玩法模式
Quinn Demacia's Wings thrives on the edges of fights rather than in the center of the action. Position near the side brushes or just outside the enemy frontline's threat range to land Harrier marks on approaching melees, trigger the passive damage, and retreat before they can respond. Standing in the center of the wave invites AoE poke and random skillshots, so use side angles to create vision gaps for Valor. Blinding Assault serves as the primary defensive tool through its nearsight effect. Hold this ability for enemy engage attempts rather than firing it randomly for damage. Wait for the visual cue of a dash or Snowball, then drop the blind on their landing spot to neutralize diving assassins or fighters. Against auto-attack reliant divers like Master Yi or Tryndamere, time the blind to hit the moment they exit their immunity or untargetable state. Snowball functions as a gap-closer for picks, not a primary engage for full team fights. Look for marks on squishy targets that have burned their major escape or Flash. Land the Snowball, fly in, immediately auto-attack to trigger Harrier, and follow with Vault to create distance while proccing another mark. Save Tag Team for cleanup or flanks rather than activating it when a fight starts. Circle around the side of the fight and wait until the enemy team commits their crowd control to the frontline before flying past tanks to execute low-health backline targets. Vault serves as a safety net when enemies dive the backline. Kick the diver away to break their momentum and create space for the team to collapse. If the diver has a gap-closer, wait for them to use it before Vaulting, as kicking too early often results in them dashing again to close the gap. When caught in the open, immediately Vault the closest enemy to create a slow field and run toward the tower or side brush. Target priority shifts based on game state. In the early and mid-game, focus on proccing Harrier on the enemy frontline, as the percent health damage wears down tanks quickly. Shift focus to enemy carries only when a clear path exists, looking for overextended or isolated targets. Valor's execute damage in Tag Team excels at finishing targets the team has already chunked down. Quinn excels at pushing waves and pressuring towers. Use Harrier and basic attacks to clear ranged minions quickly, then either poke enemies under their tower using long-range auto-attacks or back off to reset. Avoid overextending without vision, as getting caught by a hook or binding under the enemy tower often results in quick death. When behind, stop looking for risky flanks and shift priority to peeling for carries and picking up stray kills. Use Blinding Assault defensively to protect teammates from divers and use Vault to slow enemies chasing teammates. Do not force engages with Snowball when lacking the damage to secure kills. Instead, play the poke game until stable. Many of Quinn's best augments scale with attack speed, critical strikes, or ability usage. Trigger these windows by weaving abilities between auto-attacks. If an augment provides bonus damage on isolated targets, wait for the enemy team to spread out and use Valor's speed to identify and engage the isolated enemy. The edges of the fight are where Quinn finds her value.
Read full guide玩法指南
玩法 / 隊伍結構
Quinn Demacia's Wings begins the game on the front line without face-checking the first brush, using passive marks to trigger Harrier and following immediately with Vault for vulnerability damage as the primary trade pattern. Against hard engage enemies, hold Vault and poke only with Aerial Ace until gap-closers are burned. Position near side edges of the bridge to force enemies into choosing between dodging Aerial Ace or stepping into team crowd control. Landing a blind on a key auto-attacker creates zoning opportunities, while missing Aerial Ace requires immediate retreat due to cooldown vulnerability. Snowball checks brushes or sets up engage on low enemies, flying in to finish targets under 40% health while holding marks to zone healthy opponents. Pushing hard works well since Quinn excels when enemies struggle under tower, with Aerial Ace clearing back casters quickly and the blind making last-hitting miserable. When ahead, deep ward the side brush and poke under tower while looking for Snowball engages when support cooldowns are wasted. When behind, give up the front wave, stay in experience range, and use Aerial Ace solely to prevent dives without risking death for passive marks. Hitting level 6 first unlocks Behind Enemy Lines for rotations or deep flanks. Mid game shifts Quinn into a skirmisher and catch artist role with global pressure most ARAM champions lack. Behind Enemy Lines enables flanks from side brushes or fountain returns after healing and buying, with speed burst allowing rejoining fights before enemies reset positioning. The trading rhythm becomes more lethal with Q-E-auto combos on isolated targets, with augment types determining whether to force extended trades on squishies or play as a disruptor blinding enemy carries and peeling for backline. Snowball becomes a kill-confirm tool, marking low-HP targets for team damage before flying in for cleanup, or escaping collapses during flanks by dashing to distant minions or champions then using Behind Enemy Lines out. Controlled aggression replaces mindless shoving against strong waveclear, instead poking enemies down, forcing recalls, then using Behind Enemy Lines to pressure towers or catch stragglers rotating back. When ahead, camp side brushes and force 1v1s on carries while using Behind Enemy Lines to cut off retreat paths. When behind, play closer to tower, use Aerial Ace for waveclear and blinding divers, save Vault strictly for disengage, and look for picks only on greedy overextends. Coordinate with team engage rather than starting fights unless a guaranteed catch appears. Late game focuses on teamfighting from flanks or behind frontline, never as a frontliner due to high damage but low durability where one crowd control spell can be fatal. Use Aerial Ace to blind enemy ADCs or auto-reliant bruisers at fight start, neutering their damage for a critical window. Vault repositions or finishes low targets but never into the enemy team center unless cleaning up. Behind Enemy Lines use becomes situational, never engaging full teamfights head-on but flanking from unexpected angles, chasing runners, or returning after resets. During sieges, apply side lane pressure or cut off enemy rotations while communicating to prevent 4v5 fights. Augments granting execute damage, armor penetration, or movement speed serve as power spikes to play around. When ahead, force picks using Behind Enemy Lines and Snowball to delete carries before enemies react, then turn 5v4 advantages into tower pushes. When behind, peel for your own carry by blinding and vaulting divers while looking for turnaround picks on overcommits. End the game using every pick to take inhibitors or the Nexus without recalling for small items, pushing advantage until the game concludes.
Read full guide優劣勢處理
優勢 / 弱點
Quinn Demacia's Wings wins hard and throws harder in Mayhem, making understanding her ahead and behind states critical to avoiding costly mistakes. When ahead, Quinn transitions from a poke-oriented playstyle into an assassin role. Trigger conditions for an ahead state include securing an early double or triple kill, gaining a turret advantage that opens side brush flanking routes, or rolling strong damage augments like Leapstrike or Executioner while enemies lack matching burst options. In this state, Quinn should stop playing the poke game entirely. Instead, she uses movement speed to hover at the edge of enemy vision range, waiting for squishy targets to step up for farm before engaging with Harrier into Vault. In Mayhem's reduced cooldown environment, chunking a target to half health effectively creates a kill threshold since abilities return in seconds. Fighting in side brushes favors Quinn because Vault creates distance even against gap-closer champions, breaking enemy engage rhythms and leaving them stranded in her team's damage zone. Her ultimate, Behind Enemy Lines, creates unmatched pressure by enabling flanks from behind enemy turrets, forcing opponents into a lose-lose scenario where they either turn to deal with Quinn and die to her team, or ignore her and die to her burst. Quinn's main weakness when ahead is getting collapsed on after Vault is down. Damage augments cover this by ensuring targets die before retaliation, while mobility augments enable aggressive angles that would normally be suicide. The classic Quinn throw is over-diving for low-health targets while the enemy team remains alive. In Mayhem, death timers are long enough that one greedy chase can cost a turret and the lead. If a target escapes with flash or dash, Quinn should not chase past their turret line without her ultimate and a clear exit path. Another common throw is wasting the ultimate for speed when the team is already winning front-to-back, or using it to run into a 1v5. When behind, Quinn loses the assassin angle but retains vision control and disengage utility. Trigger conditions include early deaths without kills, turret disadvantage with enemies sieging the inhibitor turret before ten minutes, or bad augment rolls that do not synergize with her build or game state. Behind Quinn should stop trying to assassinate and instead play the vision and peel game. Harrier marks help allies target the right enemy, and Vault should be used exclusively to peel divers off the team's carry. The ultimate becomes a scouting tool rather than a flanking mechanism, and Aerial Mastery provides critical vision to prevent ambushes. Building for utility and survival allows Quinn to live long enough to use Vault twice in fights. Defensive or utility augments should be leaned into for shields, healing, or movement speed that help survive burst. The fastest way to lose from behind is forcing desperate all-ins or vaulting into 1v5 scenarios. Quinn must hold E for enemy engages, avoid chasing kills, and reset immediately after picks rather than exposing herself to counter-engage.
Read full guide英雄背景
背景 / 身份 / 文本塊
Quinn Demacia's Wings functions as a bursty skirmisher and short-lived assassin in Mayhem ARAM, a role shaped by the mode's unique constraints. The accelerated gold and experience curve allows her to reach item spikes faster than on Summoner's Rift, but the single-lane layout removes traditional flanking options. Victory comes from punishing mispositions with burst and maintaining vision control rather than split-pushing. Every ability must contribute to securing a pick or enabling a disengage, as wasted cooldowns in Mayhem typically result in getting run down by the enemy team. Harrier, her passive, periodically marks enemy champions as Vulnerable. Basic attacks against marked targets deal bonus percent health damage, giving Quinn surprising dueling power against bruisers who attempt to facetank her. The mark prioritizes the nearest enemy champion or a recently attacked target, meaning positioning dictates who gets marked rather than manual control. In chaotic teamfights, the mark helps shred frontline tanks or squishies depending on proximity, and players should take guaranteed damage on the nearest threat rather than diving past the enemy team to find a marked carry. Enemies can break line of sight or dash away to prevent mark consumption. Blinding Assault serves as the primary trading tool and disengage button. The near-sight effect devastates auto-attack reliant champions common in Mayhem ARAM, forcing them to retreat or waste attacks. The projectile travels out and returns, making it easier to land at close range or against slowed targets. Missing this ability leaves Quinn vulnerable, as enemy auto-attackers can run her down during the cooldown window. Heightened Senses provides passive attack speed when attacking Vulnerable targets, while the active reveals a large area and highlights nearby enemy champions. The active serves as a powerful scouting tool against brush traps and Snowball ambushes. However, it does not provide true sight, so it reveals enemy champions but not traps like Teemo mushrooms or Shaco boxes directly. Vault functions as the primary gap-closer and peel tool. The flip interrupts dashes and channels, making it a strong counter to engage attempts while also applying the passive mark. Using Vault into a grouped enemy team is extremely dangerous, as the flip-back distance is often insufficient to escape follow-up crowd control. The ability should be saved for peeling divers or used offensively only on isolated or low-health targets. Behind Enemy Lines provides massive movement speed while mounted, with basic attacks replaced by an execute dash. In the single-lane format, the roaming power is less relevant, but the speed enables quick returns to lane after dying or repositioning for flanks if fights spread out. Any damage or crowd control interrupts the channel, and dismounting puts Quinn in melee range, which is dangerous if enemies have cooldowns ready. The ultimate functions best as a repositioning and cleanup tool rather than a primary engage.
Read full guide避免常見錯誤
常見錯誤 / 風險控制
Quinn in ARAM: Mayhem lives and dies by her ability to control vision and reposition, and the mode's accelerated pace means a single misstep with Vault or her ultimate often results in instant death. Mechanical errors plague Quinn players who waste Vault on targets with dashes available. When Quinn goes in for an execute or mark proc and the enemy dashes sideways or backwards, she ends up stuck in the middle of their team with no escape, usually resulting in instant death since she has no other disengage. Players should check enemy dash cooldowns first, and if caught after burning Vault, flash immediately if near friendly tower or accept the trade and wait for respawn to reset positioning. Another critical mechanical mistake is canceling the Ultimate cast by issuing a move command too early. Players try to roam or reposition with Behind Enemy Lines but right-click or cast a spell a split second after pressing R, putting the ability on partial cooldown and losing the movement speed. Players should let the cast bar finish, and if accidentally canceled, back off until the cooldown returns rather than walking into the enemy team without the speed boost. Players also frequently break Harrier marks by auto-attacking immediately after casting, spamming right-click during animation and losing the bonus damage and attack speed steroid. Wait for the visual flair of the mark popping before continuing to kite. Using Skystrike when enemies are out of range represents another costly error. Panic-pressing R2 to finish a kill when the target flashed or walked out of the circle leaves Quinn as a melee-range ADC in a team fight. Always check the range indicator before landing, and if the landing whiffs, use Q to blind nearby threats and E away from the biggest danger immediately. Decision mistakes include using the Ultimate to engage into five enemies. Seeing a low-health target and flying in to execute typically results in the enemy team collapsing the moment Quinn lands, killing her before she can Skystrike. In Mayhem's high burst damage environment, flying into a cluster is a death sentence. Use R to flank from the side or clean up after teammates land major crowd control. Ignoring the Blind against auto-attack heavy compositions also proves fatal. Holding Q for damage or wave clear instead of peeling divers like Master Yi or Jax leads to getting run down with no defensive tool available. Prioritize the blind on the champion most reliant on auto-attacks. Standing in the front line during the poke phase exposes Quinn to free poke and crowd control while trying to proc passive on enemy tanks. Quinn is squishy and Mayhem amplifies poke damage, so staying on flanks or behind frontline is essential. Refusing to buy defensive items or sustain when behind keeps Quinn exploding on contact without outputting damage. Players should buy Guardian Angel, Maw of Malmortius, or a shield augment to survive initial burst, and switch to utility or survival builds when struggling. Using Vault to finish a kill when the target is already doomed wastes the cooldown and creates vulnerability to counter-engage. Quinn is a momentum champion, and players who make mechanical errors and die should not tilt and force plays immediately upon respawn. Use the ultimate to return to the wave quickly, but do not fight until major cooldowns are ready. Reset tempo, check enemy dash status, and look for the flank, as one good blind and Vault chain can turn a bad game around.
Read full guideFAQ
葵恩
蒂瑪西亞之翼 葵恩在海克斯大亂鬥中推薦哪些增益裝置? 蒂瑪西亞之翼 葵恩推薦的海克斯強化:吸血迷信、巨人殺手、雙刀流。詳細勝率和選取率請查看本頁面。 蒂瑪西亞之翼 葵恩在海克斯大亂鬥中怎麼出裝? 蒂瑪西亞之翼 葵恩的最佳海克斯大亂鬥出裝結合了高勝率增益裝置和推薦核心裝備。查看本頁面了解每日更新的出裝和強化組合。 蒂瑪西亞之翼 葵恩在海克斯大亂鬥中是什麼段位? 蒂瑪西亞之翼 葵恩目前的海克斯大亂鬥段位和排名基於每日對戰數據的勝率和選取率。在本頁面查看詳細段位和表現趨勢。
Read full guide最新指南
最新攻略指南
