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裝備 / 勝率 / 登場率
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26.9核心裝備
- 總價
- 3,000
- 價格
- 400
900 生命 100% 基礎生命回復 龐然巨噬每個目標的冷卻時間為(0秒) 若有敵方英雄位於附近數秒,對其進行的下一次普攻可造成70加上最大生命6%的額外物理傷害,並增加最大生命,增加量為傷害量的8%。 巨人 每有1000最大生命,體型變大3%,上限為30%。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 2,800
- 價格
- 550
50% 攻擊速度 45 魔法防禦 20% 韌性 耗損 普攻造成額外魔法傷害命中效果。
- 總價
- 3,000
- 價格
- 400
900 生命 100% 基礎生命回復 龐然巨噬每個目標的冷卻時間為(0秒) 若有敵方英雄位於附近數秒,對其進行的下一次普攻可造成70加上最大生命6%的額外物理傷害,並增加最大生命,增加量為傷害量的8%。 巨人 每有1000最大生命,體型變大3%,上限為30%。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 3,100
- 價格
- 500
1000 生命 100% 基礎生命回復 好戰之心 擁有2000額外生命時,若在8秒內沒有受到任何傷害,則每秒回復0生命。 好戰活力 獲得相當於12%道具生命(0)的額外生命。
- 總價
- 3,000
- 價格
- 400
900 生命 100% 基礎生命回復 龐然巨噬每個目標的冷卻時間為(0秒) 若有敵方英雄位於附近數秒,對其進行的下一次普攻可造成70加上最大生命6%的額外物理傷害,並增加最大生命,增加量為傷害量的8%。 巨人 每有1000最大生命,體型變大3%,上限為30%。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 3,333
- 價格
- 133
36 物理攻擊 30% 攻擊速度 333 生命 15 技能加速 魔法彎刀 使用技能後,下一次普攻造成額外物理傷害命中效果。 加速 普攻可增加20跑速,持續2秒。
可選裝備前 12
- 總價
- 3,000
- 價格
- 400
900 生命 100% 基礎生命回復 龐然巨噬每個目標的冷卻時間為(0秒) 若有敵方英雄位於附近數秒,對其進行的下一次普攻可造成70加上最大生命6%的額外物理傷害,並增加最大生命,增加量為傷害量的8%。 巨人 每有1000最大生命,體型變大3%,上限為30%。
52.77%- 總價
- 3,100
- 價格
- 500
1000 生命 100% 基礎生命回復 好戰之心 擁有2000額外生命時,若在8秒內沒有受到任何傷害,則每秒回復0生命。 好戰活力 獲得相當於12%道具生命(0)的額外生命。
53.01%- 總價
- 3,333
- 價格
- 133
36 物理攻擊 30% 攻擊速度 333 生命 15 技能加速 魔法彎刀 使用技能後,下一次普攻造成額外物理傷害命中效果。 加速 普攻可增加20跑速,持續2秒。
48.01%核心裝備
- 總價
- 3,333
- 價格
- 133
36 物理攻擊 30% 攻擊速度 333 生命 15 技能加速 魔法彎刀 使用技能後,下一次普攻造成額外物理傷害命中效果。 加速 普攻可增加20跑速,持續2秒。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 3,000
- 價格
- 225
40 物理攻擊 400 生命 20 技能加速 切割 對敵方英雄造成物理傷害時,會使其物防降低6%,持續6秒(最多可累加5層)。 狂熱 造成物理傷害會提升20跑速,持續2秒。
可選裝備前 12
- 總價
- 3,333
- 價格
- 133
36 物理攻擊 30% 攻擊速度 333 生命 15 技能加速 魔法彎刀 使用技能後,下一次普攻造成額外物理傷害命中效果。 加速 普攻可增加20跑速,持續2秒。
53.58%- 總價
- 3,000
- 價格
- 225
40 物理攻擊 400 生命 20 技能加速 切割 對敵方英雄造成物理傷害時,會使其物防降低6%,持續6秒(最多可累加5層)。 狂熱 造成物理傷害會提升20跑速,持續2秒。
52.71%- 總價
- 3,200
- 價格
- 775
400 生命 20% 韌性 狂暴利爪 增加額外物攻。 命脈 若承受的傷害會使你的生命低於30%,則獲得一個可吸收傷害的護盾,此護盾會在4.5秒內衰減至零。
53.79%- 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。
52.62%核心裝備
- 總價
- 3,000
- 價格
- 400
900 生命 100% 基礎生命回復 龐然巨噬每個目標的冷卻時間為(0秒) 若有敵方英雄位於附近數秒,對其進行的下一次普攻可造成70加上最大生命6%的額外物理傷害,並增加最大生命,增加量為傷害量的8%。 巨人 每有1000最大生命,體型變大3%,上限為30%。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 2,800
- 價格
- 550
50% 攻擊速度 45 魔法防禦 20% 韌性 耗損 普攻造成額外魔法傷害命中效果。
可選裝備前 12
- 總價
- 3,000
- 價格
- 400
900 生命 100% 基礎生命回復 龐然巨噬每個目標的冷卻時間為(0秒) 若有敵方英雄位於附近數秒,對其進行的下一次普攻可造成70加上最大生命6%的額外物理傷害,並增加最大生命,增加量為傷害量的8%。 巨人 每有1000最大生命,體型變大3%,上限為30%。
54.36%- 總價
- 3,333
- 價格
- 133
36 物理攻擊 30% 攻擊速度 333 生命 15 技能加速 魔法彎刀 使用技能後,下一次普攻造成額外物理傷害命中效果。 加速 普攻可增加20跑速,持續2秒。
54.01%- 總價
- 3,000
- 價格
- 225
40 物理攻擊 400 生命 20 技能加速 切割 對敵方英雄造成物理傷害時,會使其物防降低6%,持續6秒(最多可累加5層)。 狂熱 造成物理傷害會提升20跑速,持續2秒。
49.62%核心裝備
- 總價
- 3,000
- 價格
- 400
900 生命 100% 基礎生命回復 龐然巨噬每個目標的冷卻時間為(0秒) 若有敵方英雄位於附近數秒,對其進行的下一次普攻可造成70加上最大生命6%的額外物理傷害,並增加最大生命,增加量為傷害量的8%。 巨人 每有1000最大生命,體型變大3%,上限為30%。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 3,333
- 價格
- 133
36 物理攻擊 30% 攻擊速度 333 生命 15 技能加速 魔法彎刀 使用技能後,下一次普攻造成額外物理傷害命中效果。 加速 普攻可增加20跑速,持續2秒。
- 總價
- 3,000
- 價格
- 400
900 生命 100% 基礎生命回復 龐然巨噬每個目標的冷卻時間為(0秒) 若有敵方英雄位於附近數秒,對其進行的下一次普攻可造成70加上最大生命6%的額外物理傷害,並增加最大生命,增加量為傷害量的8%。 巨人 每有1000最大生命,體型變大3%,上限為30%。
- 總價
- 1,200
- 價格
- 600
25 物理防禦 45 跑速 護甲 承受的普攻傷害降低10%。
- 總價
- 3,333
- 價格
- 133
36 物理攻擊 30% 攻擊速度 333 生命 15 技能加速 魔法彎刀 使用技能後,下一次普攻造成額外物理傷害命中效果。 加速 普攻可增加20跑速,持續2秒。
- 總價
- 3,000
- 價格
- 400
900 生命 100% 基礎生命回復 龐然巨噬每個目標的冷卻時間為(0秒) 若有敵方英雄位於附近數秒,對其進行的下一次普攻可造成70加上最大生命6%的額外物理傷害,並增加最大生命,增加量為傷害量的8%。 巨人 每有1000最大生命,體型變大3%,上限為30%。
- 總價
- 3,333
- 價格
- 133
36 物理攻擊 30% 攻擊速度 333 生命 15 技能加速 魔法彎刀 使用技能後,下一次普攻造成額外物理傷害命中效果。 加速 普攻可增加20跑速,持續2秒。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
可選裝備前 12
- 總價
- 3,000
- 價格
- 400
900 生命 100% 基礎生命回復 龐然巨噬每個目標的冷卻時間為(0秒) 若有敵方英雄位於附近數秒,對其進行的下一次普攻可造成70加上最大生命6%的額外物理傷害,並增加最大生命,增加量為傷害量的8%。 巨人 每有1000最大生命,體型變大3%,上限為30%。
48.52%- 總價
- 3,333
- 價格
- 133
36 物理攻擊 30% 攻擊速度 333 生命 15 技能加速 魔法彎刀 使用技能後,下一次普攻造成額外物理傷害命中效果。 加速 普攻可增加20跑速,持續2秒。
45.41%- 總價
- 3,000
- 價格
- 225
40 物理攻擊 400 生命 20 技能加速 切割 對敵方英雄造成物理傷害時,會使其物防降低6%,持續6秒(最多可累加5層)。 狂熱 造成物理傷害會提升20跑速,持續2秒。
43.16%- 總價
- 3,200
- 價格
- 775
400 生命 20% 韌性 狂暴利爪 增加額外物攻。 命脈 若承受的傷害會使你的生命低於30%,則獲得一個可吸收傷害的護盾,此護盾會在4.5秒內衰減至零。
48.41%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 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 | T1 | 48.71% | 6.86% | 661 |
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 | 48.53% | 5.28% | 509 |
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 | T1 | 47.83% | 7.89% | 761 |
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 | T1 | 47.82% | 10.70% | 1,031 |
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 | T1 | 47.62% | 5.45% | 525 |
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 | 47.34% | 6.84% | 659 |
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 | 46.65% | 5.43% | 523 |
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 | T1 | 46.46% | 6.59% | 635 |
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 | T1 | 46.22% | 9.07% | 874 |
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 | 45.95% | 8.33% | 803 |
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 | T1 | 45.81% | 8.29% | 799 |
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 | 45.76% | 5.87% | 566 |
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 | 45.68% | 4.93% | 475 |
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 | 45.58% | 5.87% | 566 |
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 | T1 | 45.38% | 6.74% | 650 |
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 | 45.26% | 5.80% | 559 |
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 | 44.80% | 9.68% | 933 |
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 | 44.76% | 7.23% | 697 |
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 | 44.04% | 5.75% | 554 |
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 | 43.97% | 6.02% | 580 |
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 | 43.85% | 4.05% | 390 |
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 | 43.74% | 9.44% | 910 |
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 | 43.19% | 4.88% | 470 |
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 | 43.11% | 4.07% | 392 |
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 | 42.98% | 4.88% | 470 |
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 | 42.75% | 7.16% | 690 |
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 | 41.64% | 6.58% | 634 |
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 | 40.81% | 4.63% | 446 |
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 | T1 | 40.44% | 5.70% | 549 |
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 | 39.29% | 5.28% | 509 |
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 | 38.48% | 4.77% | 460 |
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 | 52.94% | 2.47% | 238 |
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 | 51.20% | 2.17% | 209 |
當 巨無霸雪球 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 50.25% | 2.04% | 197 |
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 | T2 | 50.23% | 2.27% | 219 |
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 | 48.92% | 2.88% | 278 |
當 雪球輪盤 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 48.84% | 3.14% | 303 |
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 | T2 | 48.79% | 3.00% | 289 |
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 | 48.58% | 4.01% | 387 |
當 雪球升級 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 47.96% | 3.05% | 294 |
當 彈珠台 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 47.86% | 2.67% | 257 |
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 | 47.56% | 3.40% | 328 |
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 | T2 | 47.38% | 3.57% | 344 |
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 | 47.33% | 3.11% | 300 |
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 | 47.02% | 3.49% | 336 |
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 | T2 | 46.84% | 2.79% | 269 |
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 | T2 | 46.64% | 2.62% | 253 |
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 | 46.36% | 2.28% | 220 |
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 | 46.15% | 3.51% | 338 |
當 煽動群眾 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 45.56% | 2.57% | 248 |
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 | 45.31% | 1.99% | 192 |
當 裂地龍魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 44.96% | 2.47% | 238 |
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 | 44.81% | 3.20% | 308 |
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 | T2 | 44.67% | 3.02% | 291 |
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 | 44.37% | 3.13% | 302 |
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 | T2 | 44.32% | 1.83% | 176 |
當 細煮慢燉 的效果契合英雄輸出方式、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 | 44.12% | 2.12% | 204 |
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 | T2 | 44.00% | 2.07% | 200 |
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 | 43.08% | 2.02% | 195 |
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 | 41.94% | 3.54% | 341 |
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 | 41.57% | 1.85% | 178 |
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 | 40.76% | 2.19% | 211 |
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 | 40.32% | 2.62% | 253 |
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 | 40.21% | 1.96% | 189 |
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 | 39.53% | 2.23% | 215 |
當 不可通行 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 39.49% | 2.02% | 195 |
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 | 36.53% | 3.46% | 334 |
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 | 35.27% | 2.15% | 207 |
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 | 53.91% | 1.33% | 128 |
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 | T3 | 51.97% | 1.58% | 152 |
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 | 51.39% | 1.49% | 144 |
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 | 51.02% | 1.02% | 98 |
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 | 50.34% | 1.55% | 149 |
當 劍舞之心 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 50.00% | 1.14% | 110 |
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 | 49.17% | 1.24% | 120 |
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 | 48.77% | 1.68% | 162 |
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 | 48.57% | 1.09% | 105 |
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 | 48.36% | 1.27% | 122 |
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 | T3 | 48.15% | 1.40% | 135 |
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 | 47.83% | 1.67% | 161 |
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 | 47.06% | 1.23% | 119 |
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 | T3 | 47.00% | 1.04% | 100 |
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 | T3 | 46.30% | 1.12% | 108 |
當 棒棒回力鏢 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 46.21% | 1.50% | 145 |
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 | 46.20% | 1.64% | 158 |
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 | T3 | 46.10% | 1.46% | 141 |
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 | T3 | 45.00% | 1.45% | 140 |
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 | 44.83% | 1.50% | 145 |
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 | T3 | 44.59% | 1.63% | 157 |
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 | T3 | 44.07% | 1.22% | 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 | T3 | 43.67% | 1.64% | 158 |
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 | 42.75% | 1.36% | 131 |
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 | 42.55% | 0.98% | 94 |
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 | 42.41% | 1.64% | 158 |
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 | 42.11% | 1.18% | 114 |
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 | 41.86% | 1.78% | 172 |
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 | T3 | 39.67% | 1.26% | 121 |
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 | 38.69% | 1.42% | 137 |
當 終極革新 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 38.53% | 1.13% | 109 |
當 觸發地獄火狂襲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 38.46% | 1.62% | 156 |
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 | 37.89% | 0.99% | 95 |
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 | T3 | 37.61% | 1.13% | 109 |
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 | 36.92% | 1.35% | 130 |
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 | 36.63% | 1.78% | 172 |
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 | 36.08% | 1.01% | 97 |
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 | 35.58% | 1.08% | 104 |
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 | T3 | 32.14% | 1.74% | 168 |
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 | T3 | 31.86% | 1.17% | 113 |
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 | 62.75% | 0.53% | 51 |
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 | T4 | 56.90% | 0.60% | 58 |
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 | 56.06% | 0.68% | 66 |
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 | 52.46% | 0.63% | 61 |
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 | 51.92% | 0.54% | 52 |
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 | 50.88% | 0.59% | 57 |
當 毫髮無傷 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 47.37% | 0.79% | 76 |
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 | 47.27% | 0.57% | 55 |
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 | 46.43% | 0.87% | 84 |
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 | 45.45% | 0.80% | 77 |
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 | 44.74% | 0.79% | 76 |
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 | T4 | 44.19% | 0.89% | 86 |
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 | T4 | 43.75% | 0.66% | 64 |
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 | 42.50% | 0.83% | 80 |
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 | 42.05% | 0.91% | 88 |
當 雷射治療 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 40.91% | 0.68% | 66 |
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 | 40.38% | 0.54% | 52 |
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 | T4 | 40.00% | 0.57% | 55 |
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 | T4 | 38.46% | 0.67% | 65 |
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 | T4 | 38.10% | 0.87% | 84 |
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 | 37.74% | 0.55% | 53 |
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 | 37.14% | 0.73% | 70 |
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 | T4 | 37.10% | 0.64% | 62 |
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 | 36.84% | 0.59% | 57 |
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 | 34.78% | 0.72% | 69 |
吶兒 Skill Combos
Extracted from the skill order guide
R > W > Q > E (Condition: High Attack Speed or On-Hit Augments)
R > E > Q > W (Condition: Heavy Engage or Reset Augments)
You prioritize Q for poke and catch potential, then W for the sustained damage and movement speed, leaving E for last.
吶兒 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Form Priority | Mini form is the default state used for poking with Q and kiting, while Mega Gnar is a patient payoff for waiting until the team clusters together. | Mega form is the primary state due to accelerated Rage generation, making Mini form a brief transition used to set up frequent engages and brawls. | Play as a brawler who transforms constantly, not a patient kiter waiting for one perfect moment. |
| Skill Usage | Missing Mini Q is painful because of long cooldowns in constant teamfights, so you must conserve abilities and wait for guaranteed hits. | Abilities return quickly, allowing you to fish for catches liberally; use Mega skills immediately rather than holding R for a perfect five-man stun. | Do not hold Mega R for perfection; a two- or three-man stun is often enough to win skirmishes. |
| Skill Order | You usually max Q for poke and catch potential, as the damage and cooldown reduction on the boomerang define your laning phase. | Maxing W or splitting points is often better because attack speed and percent health damage trigger constantly in sped-up brawls rather than sieges. | Prioritize W for raw DPS in brawls over Q poke when fights become constant melees. |
| Snowball Usage | Snowball is a tool used to close distance or set up Mega R setups on high-value targets who think they are safe. | Snowball becomes your primary engage tool to create pressure frequently; you can engage even on tanks because your cooldowns and augment power threaten everyone. | Never Snowball in while Mini with low Rage; you will die without the transformation safety net. |
| Build Logic | Builds focus on sustain and poke with items like Blade of the Ruined King, taking runes like Grasp or Fleet Footwork for long-term dueling. | Sustain is less valuable; prioritize burst resistance, ability haste, and raw damage to survive Mega form engages and cycle skills faster. | Build for burst, survivability, and haste rather than lifesteal or long-term dueling. |
| Teamfight Spacing | Mini Gnar stays at max range kiting back and forth, while Mega Gnar carefully looks for walls to slam enemies into during deliberate fights. | Gap-closers and dash augments compress space, forcing you to play tighter to your team; your R serves as zone-control rather than just an engage tool. | Use Mega R to peel divers off your carry or hit clumped enemies rather than diving the backline. |
Champion Analysis
定位 / 目前表現
Gnar the Missing Link is a versatile fighter in ARAM: Mayhem whose core identity revolves around size switching and crowd control. The mode's dramatically reduced cooldowns allow Gnar to switch between Mini Gnar and Mega Gnar with unprecedented frequency, making him one of the most flexible champions available. His dual nature creates a unique gameplay pattern where players must manage his rage meter to time transformations strategically. In Mini Gnar form, Gnar functions as a ranged poke champion with sustained damage output. His Q ability, Boomerang Throw, provides frequent ranged harassment. His W ability, Hyper, serves as his primary damage tool, dealing bonus damage and granting movement speed after three consecutive attacks. The reduced cooldowns in Mayhem allow these attacks to trigger Hyper rapidly. His E ability, Hop, enables flexible repositioning with a dash that can bounce off enemies for a second jump, giving him strong mobility for engaging or escaping. When his rage meter fills, Gnar transforms into Mega Gnar, shifting from a mobile poke champion into a powerful crowd control anchor. His Q becomes Boulder Toss, damaging and slowing enemies in an area. His W, Wallop, emerges as his core crowd control tool, slamming the ground for AoE damage and a stun that almost always hits multiple enemies in the chaotic Mayhem environment. His E, Crush, creates a slow zone upon landing. His ultimate, GNAR!, represents his signature teamfight contribution, throwing enemies into the air and slamming them in a target direction. In Mayhem's clustered fights, this ability almost always hits multiple enemies, making it the ultimate teamfight control tool. Gnar's strategic value lies in his ability to fill multiple roles within a single game. He provides sustained ranged damage and mobility in Mini form while offering devastating crowd control and zone control in Mega form. The frequent transformations in Mayhem mean players can cycle through both identities repeatedly during extended fights, adapting to the flow of battle. His core role as "fighter plus size switching plus crowd control" makes him valuable for teams needing both damage and engage potential. Success with Gnar requires understanding when to embrace his curious, mobile Mini form for poke and kiting, and when to unleash his furious Mega form for devastating crowd control chains that can turn teamfights.
核心技巧
長文技巧 / 玩法模式
Gnar lives and dies by his Rage bar in Mayhem. The accelerated pace means transformations happen faster, but Mega form burns through quickly. Never force a fight just because transformation is imminent—if the team is resetting or enemies are under their tower, let the bar decay or poke quickly. The worst mistake is going Mega with no targets nearby, then getting caught in Mini form with zero cooldowns when enemies engage. Track the passive timer, which gives roughly four seconds of Mega Gnar before shrinking. Engaging with only two seconds left causes a mid-fight transformation back to Mini form, losing the health pool and crowd control, which usually results in death. Plan all-ins so transformation happens on landing, or use remaining time to disengage with the extra durability. Mini Gnar functions as a lane bully who should space at maximum Q range. Boomerang hits multiple targets in clustered fights, and return damage accumulates quickly. Catch the return to lower the cooldown; if missed, play back since damage output drops significantly without the reset. Keep moving constantly—standing still makes Gnar an easy skill-shot target. Bait enemy abilities by edging forward, then stepping back. When enemies whiff key stuns or burst spells, punish with auto-attack into Q. The W passive deals percent health damage, so consistent kiting melts both tanks and squishy targets. Respect enemy engage range, as gap-closers and global ults are everywhere in Mayhem. Against divers like Zed or Fizz with cooldowns ready, hug the lane side with an escape route. Save E hop for disengage rather than damage—using it offensively in Mini form leaves Gnar with zero mobility for several seconds, a death sentence against hard engage. Snowball is the primary engage tool in Mega form and should never be used to poke. Land Snowball on a priority target—ideally a squishy backliner or key playmaker—then dash in and immediately cast R to shove them into the wall or their own teammates. A four- or five-man GNAR! wins teamfights instantly; even a two-man stun creates a massive opening. Time transformation before committing. At 90 Rage, throw Q and auto-attack to push over the edge, then Snowball in while transforming for the full Mega duration. Snowballing in at 50 Rage means fighting as a slow melee champion with no crowd control until transformation finishes, and enemies will kite or kill. The stun duration on R scales with distance traveled, so look for walls and angles that maximize knockback distance or cluster enemies together. Mega Gnar excels at counter-engage. If enemies dive the backline, turn and R them into the tower or team rather than chasing carries. This turns enemy engage into a death trap. If the team has a dedicated engage tank, save R to layer crowd control after their initiation. In Mini form, peel is limited to Q slows and kiting—throw Q to slow assassins, auto to proc W, and reposition without trying to melee them down. Mini Gnar's E is a double hop if landing on a unit, and constant minion waves in Mayhem make this escape almost always available. Mega Gnar's E hops and slams, useful for jumping walls or creating distance with the landing slow. If about to turn back to Mini mid-fight, save E for escape—shrinking mid-air preserves the hop distance as Mini Gnar. In Mini form, hit whatever is closest since W passive shreds tanks and Q poke softens the entire enemy team. Never dive past frontline to hit the ADC, as this leads to getting caught and killed.
Read full guide玩法指南
玩法 / 隊伍結構
Gnar the Missing Link requires careful Rage management and positioning across all stages of Mayhem, where amplified damage and short death timers punish mistakes severely. The champion operates on a transformation cycle that dictates engagement windows, defensive options, and teamfight contribution. During the early game, Mini Gnar is fragile and cannot afford bad trades. Position near the front line but do not commit to the first wave collision. Use the Q boomerang to last-hit ranged minions while chipping the enemy frontliner, but avoid spamming abilities on cooldown since Rage management is critical. If hitting level 2 first with Rage below 50%, look for a quick E hop onto a low target. Hold Snowball as an escape or last-hit tool rather than an engage option, as Mini Gnar dies too fast to justify frontal engages into healthy enemies. Push the first wave for level 2, then slow push to build a crash wave around level 6 for a Mega Gnar transformation while enemies are under their tower. If behind, give up the first tower health relic if necessary, last-hit with Q from experience range, and wait for Mega Gnar to defend. In the mid game, positioning shifts based on the Rage bar. When Mini, play as a ranged poke champion staying back and landing Qs while using E to reposition or dodge major skill shots. At 80% Rage, start walking forward to force a fight or dive right as transformation occurs. Poke with Q until enemies reach around 60% health, then use Snowball to close the gap near full Rage, hop in with E, and unleash Mega Gnar abilities. Chain W stun after Q slow to lock targets down. Save the ultimate to pin enemies against walls or your tower rather than using it for raw damage. Push with Mega Gnar since wave clear improves significantly, but clear carefully as Mini to avoid enemy Snowballs. Late game demands flawless positioning since one mistake ends the game. Play entirely around Rage bar status. As Mini, kite at max range with Q slows and use E to hop over terrain or away from divers, never getting caught by Snowball or hard crowd control. Look for one decisive fight, poking to soften the front line but not committing until Rage is nearly full. A perfect GNAR! ultimate onto three or more enemies against a wall usually wins immediately. Use Snowball as a flash engage on back-line targets, transforming mid-flight or on arrival to surprise them with Mega Gnar's bulk and crowd control. Push only with your team and never face-check bushes or overextend for side wave experience due to punishing death timers. When behind, camp your own inhibitor tower and let enemies dive, then ult them into your tower or team for a turnaround opportunity. After a successful defense or pick, immediately counter-push without recalling to end the game while enemies are dead.
Read full guide優劣勢處理
優勢 / 弱點
Gnar the Missing Link excels as a lane bully who transitions into a powerful teamfight initiator when ahead, but his effectiveness depends heavily on managing his Rage transformation and understanding when to play aggressively versus defensively. When Gnar wins early skirmishes or obtains strong augments like Castle or Speed Demon, he becomes an unstoppable force. The key trigger conditions for playing from ahead involve hitting level six first or securing a gold lead that allows completion of Iceborn Gauntlet or Black Cleaver before the enemy frontline finishes their first item. Mini Gnar's range allows him to poke enemies off their tower and control health relics, while his high damage output makes chasing him costly for opponents. The critical kill window opens when the Rage bar nears completion. At 80% Rage, walking forward forces enemies to choose between getting stunned against terrain or burning their flash to escape. Mega Gnar's ultimate can secure multi-man stuns that teammates can follow up on for teamfight wins. Augments like Castle enable indefinite sieging, while Executioner transforms Mega Gnar's burst into lethal diving potential. The most common throw pattern for an ahead Gnar is engaging with zero Rage. Mini Gnar is squishy and immobile without Hop available, making him vulnerable to crowd control chains from champions like Morgana or Veigar. Players must check their Rage bar before walking past their frontline, playing like an ADC when Rage is empty and like a tank when full. Chasing kills deep into the enemy base without teammates creates 4v5 windows that can cost inhibitors. When behind, Gnar must shift from initiator to counter-engage specialist. Losing tower health first, falling behind in levels, or dying before transforming in key fights signals this state. Gnar becomes too squishy to dive and lacks damage to burst tanks, so the priority becomes staying inside minion waves for gold and using Q to check bushes or slow approaching enemies rather than harassing. The optimal play is waiting for enemies to dive the backline, then transforming defensively to push attackers away from carries with Mega Gnar's ultimate. Recovery comes through stalling for tank items like Spirit Visage or Randuin's Omen, which restore viability as a frontline. Forcing bad fights to catch up accelerates defeat. The game becomes unrecoverable if Gnar gets caught in long crowd control chains while in Mini form during sieges. Against hard engage champions like Malphite or Yasuo, standing to the side rather than with the team forces enemies to choose between engaging on teammates where Gnar can flank with Mega Gnar ult, or engaging on Gnar who can Hop away and waste their time.
Read full guide英雄背景
背景 / 身份 / 文本塊
Gnar the Missing Link operates on a transformation cycle that defines his entire play pattern in ARAM: Mayhem. His passive, Rage Gene, causes him to build Rage through auto-attacks and abilities, eventually forcing a transformation into Mega Gnar. This transformation cannot be stopped once the bar is full, making timing and positioning critical. In Mini form, Gnar excels at kiting and wearing enemies down from a distance. When the Rage bar nears capacity, players must stop attacking briefly to delay the transformation until a better moment, ideally right as a teamfight breaks out or when the bonus health and resistances are needed to survive burst damage. Transforming too early while chasing leaves Gnar as a slow melee target without mobility, vulnerable to enemies simply walking away or turning on him. Enemies can see the Rage bar and will often disengage when transformation is imminent, wasting Mega duration, or dump cooldowns the instant Gnar transforms to burn through bonus health. The boomerang in Mini form serves as the primary poke and setup tool, with the slow being crucial for follow-up damage or escaping dives. Catching the return boomerang significantly reduces cooldowns, making it even more valuable in Mayhem's accelerated environment. Missing the catch leaves Gnar without his main trading tool for an extended window. In Mega form, the boulder becomes a strong burst tool used to slow targets before the ultimate. Mini Gnar's W passive grants movement speed after three attacks, making him slippery against skill-shots. The active hop serves as a gap-closer or dodge tool but carries a long cooldown for a small jump, requiring careful use. In Mega form, Wallop delivers a frontal stun that sets up the ultimate perfectly. The E ability functions as both escape and engage, with Mini form featuring a bounce mechanic that can hop off minions or enemies for extended mobility. The classic engage combo involves filling Rage, using Mini E to bounce onto a target, transforming mid-air, and landing as Mega Gnar with immediate W stun into R slam. The ultimate, GNAR!, defines teamfight impact by slamming nearby enemies in a cursor-directed area. Hitting a wall increases damage and stuns, while missing the wall only slows. The narrow ARAM lane provides walls everywhere, making the stun condition achievable, but manual aiming is required. A poorly aimed R can save enemies by throwing them to safety. Players must position with walls behind targets and use R immediately after Mega W stun for guaranteed wall slams. Enemies will attempt to flank or stand in open lanes to avoid walls, and may save knockbacks or dashes to escape upon transformation. Hesitating until Mega form expires loses the ability entirely, leaving Gnar in Mini form without burst for the ongoing fight.
Read full guide避免常見錯誤
常見錯誤 / 風險控制
Gnar the Missing Link players in ARAM: Mayhem commonly undermine their effectiveness through mechanical errors and poor decision-making around rage management and form transitions. The most critical mechanical mistakes center on rage bar awareness. Engaging as Mini Gnar with an empty or white rage bar results in reduced damage output and no crowd control, often leading to death before transformation or transformation in an unfavorable position. Players should instead poke with Q and auto-attacks to build rage, only committing when the bar is yellow and near full. Conversely, wasting the E hop to engage when rage is already at 95% or higher burns a critical mobility tool right before transformation, leaving Mega Gnar unable to reposition or chase. The correct approach is to walk up or use Snowball while saving E for repositioning after transforming. Mega Gnar's ultimate defines teamfight impact in Mayhem, making proper R positioning essential. Panicked transformations in open ground push enemies away without stunning them, wasting massive swing potential. Players should position between enemies and walls or retreat paths before transformation, ensuring R slams targets into terrain for the stun duration. Fighting in the bridge's open center reduces R to a slow, which fails against mobile or healing-heavy compositions. Mini Gnar's Q returns are equally important to execute properly. Missing the catch significantly drops damage output due to the unreduced cooldown and removes the speed buff, making Gnar an easier target. Decision mistakes often stem from misunderstanding Mega Gnar's value in Mayhem. Intentionally stalling transformation to remain as Mini Gnar denies the team a massive AOE stun and frontline presence. In Mayhem's frequent, chaotic fights, Mega Gnar's crowd control and durability typically outweigh Mini Gnar's kiting and poke. Building full damage items for Mini Gnar W procs leaves Mega Gnar too squishy to survive long enough to land R, turning the form into a gold-feeding target. Hybrid bruiser builds with items like Black Cleaver or Sterak's Gage followed by tank items provide the survivability needed to execute engages. Snowball usage requires rage awareness. Dashing in as Mini Gnar places a squishy ranged unit in the enemy backline, leading to instant deletion. Players should use Snowball marks to build rage with autos, only dashing in when transformation is imminent. Tower siege timing also demands attention to the transformation timer. Engaging a tower dive with seconds left on Mega Gnar causes a mid-dive transformation into Mini Gnar, who cannot tank tower shots. Players should back off and reset rage, engaging with poke as Mini Gnar before diving with a fresh Mega transformation ready. Recovery from mistakes involves immediate disengagement using E or flash, accepting wasted cooldowns, and playing safe until health and rage stabilize.
Read full guideFAQ
吶兒
失落之子 吶兒在海克斯大亂鬥中推薦哪些增益裝置? 失落之子 吶兒推薦的海克斯強化:剛毅、重型打手、飲血。詳細勝率和選取率請查看本頁面。 失落之子 吶兒在海克斯大亂鬥中怎麼出裝? 失落之子 吶兒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。 失落之子 吶兒在海克斯大亂鬥中是什麼段位? 失落之子 吶兒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
