Normal order: R > Q > E > W.
推薦出裝
裝備 / 勝率 / 登場率
出裝配置
26.9核心裝備
- 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。
- 總價
- 3,000
- 價格
- 825
55 物理攻擊 25% 暴擊率 命脈 受到將使自身生命低於30%的傷害時,獲得護盾,持續3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。
51.93%- 總價
- 3,200
- 價格
- 650
350 生命 45 物理防禦 45 魔法防禦 虛空抗壓 與英雄進行戰鬥5秒後,增加30%額外物理防禦與魔法防禦,持續到戰鬥結束。
50.06%起始裝備
核心裝備
- 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。
- 總價
- 3,000
- 價格
- 825
55 物理攻擊 25% 暴擊率 命脈 受到將使自身生命低於30%的傷害時,獲得護盾,持續3秒。
可選裝備前 12
起始裝備
核心裝備
- 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。
- 總價
- 3,000
- 價格
- 825
55 物理攻擊 25% 暴擊率 命脈 受到將使自身生命低於30%的傷害時,獲得護盾,持續3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。
56.71%- 總價
- 3,100
- 價格
- 850
50 物理攻擊 40% 攻擊速度 0% 暴擊率 熟能致命 使用普攻時,永久獲得暴擊率,最高可達25%。 無雙亂舞 對敵方英雄使用普攻時,獲得30%攻擊速度,持續6秒(冷卻時間30秒)。 使用普攻會減少此冷卻時間1秒,暴擊時減免增至2秒。
54.51%- 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。
58.35%起始裝備
核心裝備
- 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。
- 總價
- 3,000
- 價格
- 825
55 物理攻擊 25% 暴擊率 命脈 受到將使自身生命低於30%的傷害時,獲得護盾,持續3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。
51.90%- 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。
49.44%- 總價
- 3,200
- 價格
- 650
350 生命 45 物理防禦 45 魔法防禦 虛空抗壓 與英雄進行戰鬥5秒後,增加30%額外物理防禦與魔法防禦,持續到戰鬥結束。
52.51%- 總價
- 3,300
- 價格
- 275
60 物理攻擊 50 物理防禦 15 技能加速 無視痛苦 所受傷害的一定比例改為持續3秒的流血傷害。 違抗 若敵方英雄受到傷害後在3秒內死亡,則淨化無視痛苦的剩餘傷害,並在2秒內回復生命。
51.56%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 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 | 57.85% | 6.78% | 1,402 |
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 | T1 | 57.62% | 8.41% | 1,739 |
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 | 56.62% | 8.15% | 1,685 |
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 | 56.04% | 7.97% | 1,647 |
當 祕術拳擊 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 55.73% | 7.64% | 1,579 |
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 | 54.85% | 19.25% | 3,980 |
當 俠盜恆毅 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 54.23% | 12.02% | 2,484 |
當 又快又穩 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 54.22% | 10.13% | 2,095 |
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 | 53.90% | 8.01% | 1,655 |
當 不死魔舞 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 53.63% | 7.33% | 1,516 |
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 | 53.49% | 6.51% | 1,346 |
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 | 53.27% | 13.90% | 2,874 |
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 | 52.74% | 12.35% | 2,552 |
當 飛影跑法 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 52.54% | 9.70% | 2,006 |
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 | 52.52% | 5.47% | 1,131 |
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 | 51.81% | 7.75% | 1,602 |
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 | 51.04% | 5.59% | 1,156 |
當 最終型態 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 50.85% | 5.69% | 1,176 |
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 | 50.36% | 5.96% | 1,233 |
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 | 50.30% | 8.03% | 1,660 |
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 | 50.00% | 5.57% | 1,152 |
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 | 49.90% | 4.99% | 1,032 |
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 | 49.60% | 5.49% | 1,135 |
當 戰爭交響曲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 49.43% | 6.42% | 1,327 |
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 | 48.73% | 8.73% | 1,804 |
當 殺戮時間 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 47.86% | 4.85% | 1,003 |
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 | 47.85% | 4.62% | 955 |
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 | 60.68% | 3.96% | 819 |
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 | 58.37% | 2.43% | 502 |
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 | 58.17% | 3.85% | 796 |
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 | 57.34% | 3.59% | 743 |
當 小丑學院 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 57.17% | 2.94% | 607 |
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 | 56.82% | 3.65% | 755 |
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 | 56.62% | 2.63% | 544 |
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 | 56.54% | 2.18% | 451 |
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 | 55.86% | 2.10% | 435 |
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 | 55.05% | 2.01% | 416 |
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 | 54.68% | 2.22% | 459 |
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 | 54.17% | 2.84% | 587 |
當 雪球升級 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 53.25% | 2.31% | 477 |
當 深割 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 53.24% | 4.11% | 849 |
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 | 53.17% | 2.37% | 489 |
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 | 52.86% | 3.05% | 630 |
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 | 52.53% | 4.12% | 851 |
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 | 51.68% | 2.16% | 447 |
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 | T2 | 51.14% | 2.54% | 526 |
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 | 51.14% | 2.13% | 440 |
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 | T2 | 50.99% | 2.93% | 606 |
當 大地覺醒 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 50.77% | 3.77% | 780 |
當 旋風鎚 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 50.46% | 2.11% | 436 |
當 暗夜潛行 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 50.00% | 3.87% | 800 |
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 | 49.88% | 2.07% | 427 |
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 | 49.19% | 3.00% | 620 |
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 | 49.04% | 2.27% | 469 |
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 | T2 | 48.98% | 3.08% | 637 |
當 彈珠台 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 48.68% | 2.38% | 493 |
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 | T2 | 48.66% | 3.06% | 633 |
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 | 48.62% | 4.22% | 872 |
當 劍舞之心 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 47.36% | 2.38% | 492 |
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 | 47.21% | 2.08% | 430 |
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 | T2 | 45.70% | 2.14% | 442 |
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 | T2 | 43.84% | 2.24% | 463 |
當 煽動群眾 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 57.74% | 1.50% | 310 |
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 | 56.57% | 1.21% | 251 |
當 能力值堆堆堆起來! 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 55.48% | 1.46% | 301 |
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 | 54.37% | 1.49% | 309 |
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 | 54.21% | 1.32% | 273 |
當 閃光俠 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 53.69% | 0.98% | 203 |
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 | 53.63% | 1.53% | 317 |
當 封我為王 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 52.51% | 1.45% | 299 |
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 | 52.45% | 0.99% | 204 |
當 巨人 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 52.36% | 0.92% | 191 |
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 | 51.52% | 1.59% | 328 |
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 | 51.52% | 1.12% | 231 |
當 潘朵拉的寶盒 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 51.18% | 1.64% | 340 |
當 坦克引擎 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 50.77% | 1.56% | 323 |
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 | 50.18% | 1.38% | 285 |
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 | 49.51% | 1.49% | 309 |
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 | T3 | 49.30% | 1.03% | 213 |
當 刃下狂風 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 49.19% | 1.20% | 248 |
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 | 49.01% | 1.47% | 304 |
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 | T3 | 48.41% | 1.68% | 347 |
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 | 47.96% | 0.95% | 196 |
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 | T3 | 47.88% | 1.71% | 353 |
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 | 47.75% | 1.07% | 222 |
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 | T3 | 47.54% | 1.67% | 345 |
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 | 47.53% | 1.08% | 223 |
當 無敵大絕 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 46.64% | 1.30% | 268 |
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 | 45.82% | 1.45% | 299 |
當 舞會皇後 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 43.72% | 1.04% | 215 |
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 | 43.38% | 1.46% | 302 |
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 | 42.93% | 0.92% | 191 |
當 衝鋒 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 41.74% | 1.67% | 345 |
當 蛋白飲 的效果契合英雄輸出方式、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 | 62.61% | 0.56% | 115 |
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 | 58.96% | 0.84% | 173 |
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 | 56.70% | 0.47% | 97 |
當 小惡魔在低語 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 56.16% | 0.35% | 73 |
當 侵蝕裝甲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 54.43% | 0.38% | 79 |
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 | 54.19% | 0.75% | 155 |
當 剛毅 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 53.93% | 0.86% | 178 |
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 | T4 | 53.85% | 0.69% | 143 |
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 | 53.60% | 0.60% | 125 |
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 | 53.10% | 0.55% | 113 |
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 | 52.14% | 0.68% | 140 |
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 | T4 | 51.88% | 0.64% | 133 |
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 | 51.19% | 0.41% | 84 |
當 大絕覺醒 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 50.51% | 0.48% | 99 |
當 普羅王跳跳 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 49.67% | 0.74% | 153 |
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 | 49.40% | 0.40% | 83 |
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 | T4 | 49.13% | 0.84% | 173 |
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 | 48.59% | 0.69% | 142 |
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 | 47.95% | 0.35% | 73 |
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 | T4 | 47.80% | 0.88% | 182 |
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 | T4 | 47.03% | 0.89% | 185 |
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 | 46.84% | 0.92% | 190 |
當 寒霜幽魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 46.49% | 0.55% | 114 |
當 反重力裝置 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 46.24% | 0.45% | 93 |
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 | 46.09% | 0.56% | 115 |
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 | 45.24% | 0.41% | 84 |
當 量子計算 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 43.27% | 0.83% | 171 |
當 海克斯科技龍魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 42.16% | 0.49% | 102 |
當 終極革新 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 40.51% | 0.76% | 158 |
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 | T4 | 38.60% | 0.55% | 114 |
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 | T5 | 58.06% | 0.30% | 62 |
當 隨我同困 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T5 | 54.29% | 0.34% | 70 |
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 | T5 | 53.57% | 0.27% | 56 |
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 | T5 | 50.00% | 0.33% | 68 |
當 妖精魔法 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T5 | 49.30% | 0.34% | 71 |
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 | T5 | 49.06% | 0.26% | 53 |
當 裂地龍魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T5 | 47.83% | 0.33% | 69 |
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 | T5 | 46.97% | 0.32% | 66 |
當 燒起來吧 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T5 | 45.71% | 0.34% | 70 |
當 升級獻祭 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T5 | 43.14% | 0.25% | 51 |
犽宿 Skill Combos
Extracted from the skill order guide
Max Q first, max E second, leave W for last, and take R whenever it is available.
犽宿 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Fight Tempo | Yasuo plays patient, waiting for allied knock-ups and slowly building space with Q stacks while suffering through poke. | He must contest tempo earlier and cannot wait for perfect ultimates, or his team fights four versus five without him. | Move with engage immediately instead of fishing for perfect tornadoes off-screen. |
| Wind Wall Usage | Blocks obvious key projectiles saved for predictable fight moments, often used to survive poke patterns. | More valuable but easier to waste; panic-walling the first spell can lose the real fight against chaotic damage. | Save Wind Wall for the actual punish window like burst lines or stopping crowd control. |
| Dash Discipline | Can dash through waves and back out safely since fights move slower and collapse takes longer. | Dashing deep without an exit target means getting collapsed on before help arrives due to faster fights. | Enter through minions only when you know where the next dash goes. |
| Ultimate Timing | Taking any knock-up is often fine if it starts a fight, treating R as a highlight button. | A bad Last Breath into five ready enemies can instantly throw the round due to augmented punish potential. | Ult only when your team can follow and the target is worth killing. |
| Snowball Commitment | Patches Yasuo's range problem; tag a backliner and follow when they misposition for engage. | Taking the mark into ready crowd control gets you deleted; the mark itself is pressure without needing activation. | Layer Snowball with Q or allied engage, and use it defensively to escape. |
| Build Flexibility | Can sometimes get away with greedy damage paths if the enemy lacks hard engage or teammates provide peel. | Must be honest about how fights are lost; dying on the first crowd control chain means damage does not fix the problem. | Prioritize survivability and adjust runes to solve the current fight. |
Champion Analysis
定位 / 目前表現
In Hextech Mayhem (ARAM) mode, Yasuo the Unforgiven is a melee fighter-assassin with extraordinary mobility and devastating burst damage. His kit revolves around weaving through enemy lines and delivering explosive combos, making him one of the most exciting and lethal fighters in this chaotic environment. Yasuo’s passive, Way of the Wanderer, grants a shield after moving a certain distance, providing natural defensive capability that allows him to survive poke and engage more confidently. His primary damage tool is Steel Tempest, a thrust attack that builds up a tornado on every third cast; this tornado knocks up enemies and is extremely valuable in Hextech Mayhem because it creates the setup required for his ultimate. Wind Wall is his most powerful defensive ability, creating a wall of wind that blocks all projectiles—essential for negating enemy ranged attacks and abilities, which is particularly important in a mode dominated by skillshots and poke. Sweeping Blade gives Yasuo exceptional mobility by allowing him to dash through enemy units for rapid repositioning, enabling him to dance in and out of combat. His signature ultimate, Last Breath, teleports him to a knocked-up enemy champion and deals massive damage; in Hextech Mayhem, Yasuo must first land his tornado knock-up with Steel Tempest, then follow with Last Breath for devastating burst. This reliance on initiating with a tornado means positioning and timing are critical—Yasuo thrives when he can find clumped enemies or set up key picks. His high-skill-cap kit, combining the wind wall, tornado combos, and dash mobility, demands precise execution but rewards players with game-changing impact. While he shares a complex backstory as a wandering wind swordsman with deep ties to Yone and Riven, his in-game identity in Hextech Mayhem is defined by his capacity to shred through enemy teams when he can effectively chain knock-ups and burst windows. Mastering his flow between dashes, tornadoes, and ultimate timing separates an average Yasuo from a dominant force in the chaos of the Howling Abyss.
核心技巧
長文技巧 / 玩法模式
Yasuo the Unforgiven thrives on chaos in Mayhem, but blind aggression gets you killed. You are not the primary engage tool; your job is to follow up on allies with knock-ups like Malphite, Zac, or Gragas. When they go in, immediately click Last Breath to catch the entire enemy backline. If your team lacks knock-ups, create your own opportunities by using Sweeping Blade to dash through frontliners, building Steel Tempest stacks. Once your whirlwind is ready, fire it through the minion wave; the projectile travels far in the narrow lane, often catching squishy targets off guard. Do not ult immediately if you only hit one person near their tower—save it for when your team can collapse. The single lane gives you plenty of dash targets, so never stand still; constantly weave through minions to dodge skill shots while looking for an angle to land your tornado. Space aggressively when your Wind Wall is available—step forward to bait enemy fire, then drop the wall to block burst and create a safety zone for your team. When the wall is down, play far back and use minions as shields, because enemies will time their all-in the moment it expires. Snowball is your emergency button or gap-closer when minions are dead; do not use it to engage into five people unless diving a low-HP target with your team right behind you. Instead, hold it for an enemy to waste a key crowd-control ability, then Snowball in. A classic combo is Snowballing to a target, dashing through them with Sweeping Blade, then firing a point-blank tornado to guarantee a knock-up and your ultimate, bypassing the frontline to land directly on carries—just ensure Steel Tempest is stacked first. Yasuo is effective at turning enemy aggression against them: when the enemy dives your tower, drop Wind Wall directly on them or between their frontline and backline to cut off damage support. Save your own tornado to interrupt their knock-ups. Escaping requires reading the minion wave—if you dive too deep, look for a minion behind you to dash backward through. If no minions exist, commit fully; there is no middle ground. Sometimes the best escape is to dash aggressively sideways into jungle brush or over terrain, forcing enemies to chase you away from dying teammates. Ignore tanks; your critical strikes and armor penetration are designed to shred squishies like ADCs and mages. Your ultimate grants bonus armor penetration against hit enemies, so prioritize targets that let you shred the rest of the team afterward. If the enemy carry is too safe, turn to the nearest threat but ensure your Flow shield is ready to absorb the initial burst. Getting a tornado on the backline is worth ulting even if it only hits one or two high-value targets. Many augments in Mayhem enhance damage or mobility. If you have an on-attack or on-hit augment, play for short rapid trades—dash in, auto-attack, and dash out. For cooldown-reduction augments, Wind Wall becomes spam; throw walls out constantly to block poke and force enemies to waste mana and cooldowns. If your augment boosts ultimate damage or resets, play purely for the knock-up, shifting your game plan to finding that one tornado to reset the fight. Yasuo wants to fight inside the minion wave. When the wave pushes toward the enemy tower, you have infinite dash targets—push hard by dashing through casters and using Steel Tempest to clear.
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玩法 / 隊伍結構
Yasuo in ARAM: Mayhem is not a blind frontliner. He should be played like a threat that lives in the wave, waits for a knock-up angle, and turns messy fights into resets. The best games come from patience: block key poke, stack pressure with short trades, then commit when the enemy has already spent their control or when an ally gives a clean airborne target. During levels 1 through 6, the goal is to survive the poke lane and build a real engage angle. Position near the minion wave to use minions as dash anchors and as cover from skillshots, standing slightly to the side of ranged teammates to threaten quick trades without dragging spells onto them. Trade in short bursts: dash in, hit once or twice, then leave before the enemy can layer crowd control. Hold tornado pressure long enough to make the enemy back up rather than throwing it instantly every time. Treat Wind Wall as a team resource, saving it for the projectile that lets the enemy start a fight or chunk carries. Early Snowball is mainly for confirming a low-health target or following an allied engage; do not throw it just because someone is in range. The first augment should decide early posture: damage after movement calls for fast dash-in trades, durability allows a more forward pocket near the wave, and team follow-up augments encourage playing closer to allies with knock-ups. Push only when Wind Wall can protect the wave clear or when the enemy has used their best poke; if behind, stall the wave near your side and farm safely. Reaching level 6 with enough health to fight unlocks Last Breath, shifting from random trading to setup hunting. At levels 7 through 11, fight around knock-ups, not ego dashes. Play in the second line unless augment or item setup clearly allows absorbing focus. Walk up when Wind Wall is ready, threaten tornado, then back off if the enemy refuses to give an angle. Snowball becomes a fight connector: ping the angle and give your team a moment to step up before recasting, and use it defensively to create a delayed dash path. Chain the augment plan with the engage plan, letting someone else draw the opener if playing damage augments. Push after winning a trade or blocking enemy wave clear; if ahead, deny space around the next wave with held tornado pressure. If behind, look for counter-engage by standing close to carries and punishing overcommitting divers. Identify the best airborne source on the team and play around it. After level 12, pick the winning commit and finish the fight cleanly, respecting death timers and burst by starting from fog, behind minions, or slightly off-angle. Poke becomes about forcing reactions, not farming damage. Late Snowball is high risk: use it to punish a separated carry, follow a guaranteed engage, or dodge a lethal skillshot while creating a new angle. The augment build should now have a clear identity, dictating whether to enter after enemy cooldowns or fight front-to-back. Push hard after a won fight, especially if Wind Wall can block the enemy’s last clear attempt. When ahead, force the enemy to answer the wave under pressure and hold Wind Wall for their best anti-siege projectile. When behind, play for one decisive mistake by protecting carries and waiting for the enemy to over-dive. After every late fight, make a quick choice to end, take a structure, or reset the wave. Yasuo wins late by converting one clean airborne target into tempo, then using that tempo before the enemy gets another full setup.
Read full guide優劣勢處理
優勢 / 弱點
When Yasuo is ahead, his primary strength is controlling space rather than chasing kills. He forces the enemy team to back away, use cooldowns early, or clump for his team’s engage by threatening dashes through the minion wave and holding the middle of the lane. His Wind Wall is a key tool that blocks the enemy’s best ranged answer, but must be saved for when they commit damage—wasting it leaves him vulnerable during aggressive dashes. Yasuo should dash in short steps, keep a return route through minions, and only chase past the wave if his team is moving with him, because losing the escape path under five enemies turns a lead into a shutdown. His ultimate, Last Breath, should be used only when the target can die or the follow-up fight is clearly winning; ulting a full-health tank or multiple enemies without team follow-up lands him in the worst possible spot. Augments that improve durability, mobility, or extended combat help Yasuo survive focus and finish fights after enemy crowd control is spent, but they do not fix being separated from every dash target. The classic throw when ahead comes from chasing one more kill through the entire lane, diving blindly, or forcing engages while low on health—each gives the enemy a clean punish and a comeback opportunity. When Yasuo is behind, his role shifts entirely. He must stop trying to start fights and instead wait for minions, ally knock-ups, and enemy mistakes. He plays behind his frontline or beside his carry, uses the wave for movement without spending every dash, and holds Wind Wall for damage that changes the fight—a panic wall on low-value poke leaves the backline exposed. When behind, Yasuo should prioritize counter-engage: turning on an enemy diver who jumps onto his carry, or ulting only if it stops the enemy engage or secures a kill. He should not contest the front of the wave at low health and must avoid following overextended teammates alone. Augments that patch his specific weakness—whether durability, reach, or damage—allow him to survive longer or arrive when the target is already controlled, but they never give permission to 1v5 or start a fight from full range into five players. The enemy will hold every key spell for Yasuo, so he must bait those tools by stepping forward then backing off, letting someone else start before entering. In both ahead and behind scenarios, the same rule governs every decision: enter with a route, a reason, and follow-up, and if one of those is missing, wait.
Read full guide英雄背景
背景 / 身份 / 文本塊
Yasuo the Unforgiven thrives on movement and critical-strike builds, with his defensive shield from Way of the Wanderer being the most important part of his trading pattern in ARAM: Mayhem. When the shield is ready he can absorb the first hit and keep advancing, but if it is down he becomes much easier to punish before reaching a target. The constant fighting in this mode makes the shield valuable but also vulnerable to stray poke, so Yasuo must walk with purpose and not let enemy ranged chip remove it for free before his team is ready to contest space. Shield preservation rewards weaving between minions, allies, and safe angles until he can enter with protection. His primary damage and knock-up setup comes from Steel Tempest, which in crowded Mayhem fights is most threatening when he holds the tornado until enemies clump or burn mobility. Using it instantly is easy to dodge and leaves him harmless for the next punish window, so he should aim where enemies must walk rather than where they are standing. Wind Wall can win entire exchanges when placed between his team and the enemy’s main projectile threats, but the mistake is using it on the first small spell; it should be saved for the burst combo, catch tool, or marksman’s free-fire angle. A wasted Wind Wall invites enemy poke and crowd control to fire freely, forcing Yasuo to give up lane space. Sweeping Blade provides his mobility through enemy units, and the single lane gives him many minions to work with but also makes his path predictable. Every dash should have a next step: a minion to exit through, a champion to reach, or a safe side of the fight to land on, because bad E usage that consumes exit targets too early leaves him stranded and easily collapsed on. Last Breath is his payoff for airborne champions, but in Mayhem he should not tunnel on only his own tornado; allied knock-ups often create better windows because they happen inside real fights with team follow-up. The best ults hit a priority carry or multiple enemies while his team is close enough to capitalize, and he does not need to ult every airborne champion—judging the landing zone before pressing R is critical to avoid trading his life for a low-value knock-up. Enemies can counter him by removing his shield with low-cost damage before using crowd control or burst, clearing minions to limit his dash paths, waiting out Wind Wall, and holding mobility and crowd control for his landing spot after a knock-up. If Yasuo lets random poke break his shield, the enemy can zone him off Q stacks, punish his dash entry, or force him to use Wind Wall defensively before the real fight starts. Missing tornado removes his pressure window and allows enemies to walk forward freely. The constant skirmishes demand disciplined resource management and smart timing of every ability, because Yasuo is poor when forced to all-in without his core tools available.
Read full guide避免常見錯誤
常見錯誤 / 風險控制
Yasuo the Unforgiven is at his worst when he plays like a highlight reel before the fight is actually playable. In ARAM: Mayhem, the cramped lane and multiple damage angles mean one bad dash can put him behind the enemy frontline with no clean exit. Mechanical mistakes often start with dashing through the first available target, spending mobility on a low-value unit and landing in range of control or burst before his team can follow. Every dash should have a destination: toward a knock-up target, away from a threat, or through a unit that leaves another angle. Wind Wall is frequently wasted on the first projectile, leaving him without the tool when a fight‑deciding skillshot arrives—hold it for the projectile that enables an engage, denies ultimate setup, or would force a carry out of the fight. Tornado should not be thrown from max range without checking enemy movement or allied pressure; it is most effective when the target is constrained after using mobility, last‑hitting, or pinned near terrain. Using Last Breath on the first airborne target often puts him on a tank with full support, landing in the middle of the enemy team before dealing damage—ult only when the airborne target is worth committing to and his team can collapse. Ignoring the passive shield and walking up while it is down invites free poke that reduces survivability before a real fight. Standing still while spamming Steel Tempest into the frontline makes him easy to hit; he should weave attacks, movement, and Q casts so each cast threatens a stack, punishes a cooldown, or prepares an engage. Chasing a low‑health enemy without checking what units remain behind him can leave him with no return path, so he must identify an exit—a minion, frontline champion, or ally Snowball—before committing. Placing Wind Wall only for himself while carries are hit from another angle leaves the team without damage; angle the wall to protect the space allies need to stand in. On the decision side, forcing fights before the team has a knock‑up plan leaves him reliant on his own setup, which can be blocked or missed—track which allies can create airborne targets and position near the most likely one. Treating every enemy backliner as reachable leads to tunneling through the frontline, eating crowd control, and dying before touching the intended target; attack the closest target when the backline is protected and switch only when a real gap opens. Starting fights while the team is clearing the wave or recovering health results in a solo engage that allies cannot follow, so engage only when the team is walking forward. Building and playing as if unkillable once damage is acquired ignores enemy lockdown; respect crowd control and wait for key disables to be used or blocked before dashing into the center. Saving Last Breath forever while waiting for a perfect multi‑target ultimate wastes openings; a clean pick on a carry or fed threat often changes the fight more than a fantasy five‑man moment. Fighting inside enemy‑favored terrain or choke control without Wind Wall ready shrinks dash paths and makes skillshots harder to dodge—enter narrow spaces only when the wall can cut off the main projectile angle. Chasing after a won trade instead of helping reset the wave and position turns a health advantage into a staggered death.
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犽宿
放逐浪人 犽宿在海克斯大亂鬥中推薦哪些增益裝置? 放逐浪人 犽宿推薦的海克斯強化:暴擊治療、質變:稜鏡、靈魂虹吸。詳細勝率和選取率請查看本頁面。 放逐浪人 犽宿在海克斯大亂鬥中怎麼出裝? 放逐浪人 犽宿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。 放逐浪人 犽宿在海克斯大亂鬥中是什麼段位? 放逐浪人 犽宿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。
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最新攻略指南
