Get E at level three, then follow the standard max priority: R > Q > W > E.
推薦出裝
裝備 / 勝率 / 登場率
出裝配置
26.9核心裝備
- 總價
- 3,000
- 價格
- 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
- 2,700
- 價格
- 650
400 生命 50 魔法防禦 10 技能加速 100% 基礎生命回復 無限活力 自身受到的治療與護盾效果增加25%
- 總價
- 2,650
- 價格
- 300
70 魔法攻擊 300 生命 20 技能加速 超音速 朝目標方向衝刺,釋放飛彈並造成魔法傷害。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 2,700
- 價格
- 650
400 生命 50 魔法防禦 10 技能加速 100% 基礎生命回復 無限活力 自身受到的治療與護盾效果增加25%
- 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
- 2,450
- 價格
- 450
150 生命 75 物理防禦 荊棘 受到普攻攻擊時,對攻擊者造成魔法傷害;若目標是英雄則另外附加40%重創效果,持續3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%。
49.79%- 總價
- 2,800
- 價格
- 800
400 生命 50 物理防禦 15 技能加速 悲痛 與敵方英雄戰鬥時,每4秒對鄰近敵方英雄造成魔法傷害,並回復所造成傷害250%的生命。
53.71%- 總價
- 2,400
- 價格
- 300
550 生命 500 魔力 15 技能加速 威嚇 增加0生命。 魔力之流 (8秒,最多4次充能) 普攻和技能命中將賦予3最大魔力(對英雄時數值加倍)。 達到360最大魔力時,轉化為芬布爾之冬。
54.79%- 總價
- 2,750
- 價格
- 450
100 魔法攻擊 600 魔力 10 技能加速 回音 傷害性技能會射出6發回音,對目標和鄰近敵軍造成額外魔法傷害。剩餘回音皆射向主要目標,造成20%傷害。
42.63%起始裝備
核心裝備
- 總價
- 2,750
- 價格
- 450
100 魔法攻擊 600 魔力 10 技能加速 回音 傷害性技能會射出6發回音,對目標和鄰近敵軍造成額外魔法傷害。剩餘回音皆射向主要目標,造成20%傷害。
- 總價
- 1,100
- 價格
- 800
12 魔法穿透 45 跑速
- 總價
- 2,800
- 價格
- 800
90 魔法攻擊 15 魔法穿透 6% 跑速 暴風突襲者 在2.5秒內對英雄造成等同於其最大生命25%的傷害會對其附加暴風。 暴風 2秒後,造成魔法傷害。若目標在暴風觸發前死亡,則會對鄰近敵軍造成傷害。
可選裝備前 12
- 總價
- 2,800
- 價格
- 800
90 魔法攻擊 15 魔法穿透 6% 跑速 暴風突襲者 在2.5秒內對英雄造成等同於其最大生命25%的傷害會對其附加暴風。 暴風 2秒後,造成魔法傷害。若目標在暴風觸發前死亡,則會對鄰近敵軍造成傷害。
47.65%- 總價
- 2,750
- 價格
- 450
100 魔法攻擊 600 魔力 10 技能加速 回音 傷害性技能會射出6發回音,對目標和鄰近敵軍造成額外魔法傷害。剩餘回音皆射向主要目標,造成20%傷害。
47.60%起始裝備
核心裝備
- 總價
- 2,750
- 價格
- 450
100 魔法攻擊 600 魔力 10 技能加速 回音 傷害性技能會射出6發回音,對目標和鄰近敵軍造成額外魔法傷害。剩餘回音皆射向主要目標,造成20%傷害。
- 總價
- 1,100
- 價格
- 800
12 魔法穿透 45 跑速
- 總價
- 2,800
- 價格
- 800
90 魔法攻擊 15 魔法穿透 6% 跑速 暴風突襲者 在2.5秒內對英雄造成等同於其最大生命25%的傷害會對其附加暴風。 暴風 2秒後,造成魔法傷害。若目標在暴風觸發前死亡,則會對鄰近敵軍造成傷害。
可選裝備前 12
- 總價
- 2,750
- 價格
- 450
100 魔法攻擊 600 魔力 10 技能加速 回音 傷害性技能會射出6發回音,對目標和鄰近敵軍造成額外魔法傷害。剩餘回音皆射向主要目標,造成20%傷害。
41.54%- 總價
- 2,800
- 價格
- 800
90 魔法攻擊 15 魔法穿透 6% 跑速 暴風突襲者 在2.5秒內對英雄造成等同於其最大生命25%的傷害會對其附加暴風。 暴風 2秒後,造成魔法傷害。若目標在暴風觸發前死亡,則會對鄰近敵軍造成傷害。
45.37%- 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%。
44.78%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 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 | 51.74% | 6.12% | 777 |
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 | 49.95% | 7.50% | 953 |
當 自始至終 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 49.86% | 5.48% | 696 |
當 超強大腦 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 49.64% | 5.46% | 693 |
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 | 49.36% | 5.57% | 707 |
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 | T1 | 49.31% | 5.16% | 655 |
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 | 48.98% | 6.93% | 880 |
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 | 48.61% | 8.78% | 1,115 |
當 痛打一頓 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 48.24% | 9.37% | 1,190 |
當 靈光一閃 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 47.92% | 4.55% | 578 |
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 | T1 | 47.64% | 5.17% | 657 |
當 極度邪惡 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 47.13% | 9.34% | 1,186 |
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 | 47.13% | 4.66% | 592 |
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 | 46.91% | 4.72% | 599 |
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 | 46.40% | 6.12% | 778 |
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 | 46.31% | 6.61% | 840 |
當 女巫思維 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 46.25% | 7.23% | 919 |
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 | T1 | 46.24% | 4.29% | 545 |
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 | 45.81% | 8.93% | 1,135 |
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 | 45.75% | 6.30% | 800 |
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 | 45.37% | 9.68% | 1,230 |
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 | 44.15% | 5.85% | 743 |
當 溢流 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 44.10% | 6.60% | 839 |
當 寶石手套 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 43.62% | 7.34% | 933 |
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 | 43.36% | 4.92% | 625 |
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 | 42.99% | 5.22% | 663 |
當 靈活轉換 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 42.90% | 4.72% | 599 |
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 | T1 | 42.83% | 5.00% | 635 |
當 虛空裂縫 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 56.15% | 2.37% | 301 |
當 任務:烏莉特的法帽 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 54.88% | 3.39% | 430 |
當 紅包 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 54.77% | 3.22% | 409 |
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 | T2 | 54.34% | 3.17% | 403 |
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 | 52.65% | 4.01% | 509 |
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 | 52.47% | 3.66% | 465 |
當 死亡循環 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 51.28% | 3.39% | 431 |
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 | 51.14% | 2.42% | 307 |
當 循環利用 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 51.03% | 3.07% | 390 |
當 殘忍 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 50.95% | 2.90% | 369 |
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 | 49.77% | 3.46% | 440 |
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 | 48.52% | 2.66% | 338 |
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 | 48.41% | 3.46% | 440 |
當 射手法師 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 48.17% | 2.58% | 328 |
當 因心成體 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 47.85% | 2.57% | 326 |
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 | 47.54% | 3.84% | 488 |
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 | T2 | 47.31% | 2.63% | 334 |
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 | T2 | 47.25% | 3.43% | 436 |
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 | 47.16% | 4.02% | 511 |
當 帽上加帽 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 46.72% | 3.12% | 396 |
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 | 46.43% | 3.31% | 420 |
當 升級中婭沙漏 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 46.39% | 2.29% | 291 |
當 急救箱 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 46.24% | 2.72% | 346 |
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 | T2 | 45.51% | 2.54% | 323 |
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 | 45.27% | 3.50% | 444 |
當 無敵大絕 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 45.25% | 3.57% | 453 |
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 | 44.95% | 3.98% | 505 |
當 符文術士 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 44.34% | 2.50% | 318 |
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 | T2 | 43.93% | 2.72% | 346 |
當 雪地踱步 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 43.08% | 3.58% | 455 |
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 | T2 | 42.95% | 3.57% | 454 |
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 | 42.54% | 2.79% | 355 |
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 | 41.88% | 3.10% | 394 |
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 | 41.71% | 2.76% | 350 |
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 | 41.67% | 3.59% | 456 |
當 任務:伊卡西亞殞落 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 61.75% | 1.71% | 217 |
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 | 54.88% | 1.69% | 215 |
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 | T3 | 52.82% | 1.95% | 248 |
當 回復不休 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 52.68% | 1.61% | 205 |
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 | 50.00% | 1.42% | 180 |
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 | T3 | 49.28% | 1.65% | 209 |
當 腿部訓練日 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 49.00% | 1.98% | 251 |
當 重型打手 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 48.73% | 1.55% | 197 |
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 | 48.37% | 1.45% | 184 |
當 輕舞飛揚 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 47.40% | 1.36% | 173 |
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 | T3 | 47.11% | 1.91% | 242 |
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 | 46.69% | 1.91% | 242 |
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 | T3 | 46.58% | 1.84% | 234 |
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 | 46.45% | 1.66% | 211 |
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 | T3 | 46.24% | 1.46% | 186 |
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 | 45.82% | 2.16% | 275 |
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 | 45.70% | 1.46% | 186 |
當 巨大盾牌 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 45.35% | 2.12% | 269 |
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 | 45.31% | 1.93% | 245 |
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 | 44.92% | 2.02% | 256 |
當 無法掌握 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 44.72% | 1.94% | 246 |
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 | 44.59% | 1.75% | 222 |
當 雙響炮 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 44.38% | 1.40% | 178 |
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 | T3 | 43.56% | 1.77% | 225 |
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 | 43.16% | 1.84% | 234 |
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 | 42.93% | 1.61% | 205 |
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 | 42.32% | 1.90% | 241 |
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 | 40.93% | 1.52% | 193 |
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 | T3 | 40.33% | 1.91% | 243 |
當 不祥契約 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 38.31% | 1.58% | 201 |
當 煉獄使者 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 35.54% | 1.31% | 166 |
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 | T4 | 53.50% | 1.24% | 157 |
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 | T4 | 52.90% | 1.22% | 155 |
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 | 51.64% | 0.96% | 122 |
當 升級荊棘之甲 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 | 51.35% | 1.17% | 148 |
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 | T4 | 51.27% | 1.24% | 158 |
當 侵蝕裝甲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 50.96% | 1.24% | 157 |
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 | T4 | 50.00% | 0.99% | 126 |
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 | 49.64% | 1.08% | 137 |
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 | 49.35% | 1.21% | 154 |
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 | T4 | 48.10% | 0.62% | 79 |
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 | 47.92% | 0.76% | 96 |
當 神聖之火 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 47.79% | 1.07% | 136 |
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 | 47.33% | 1.03% | 131 |
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 | 46.75% | 1.21% | 154 |
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 | 46.74% | 0.72% | 92 |
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 | 46.15% | 1.02% | 130 |
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 | 45.68% | 0.64% | 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 | T4 | 45.16% | 0.73% | 93 |
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 | T4 | 44.55% | 0.87% | 110 |
當 海洋之魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 44.38% | 1.26% | 160 |
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 | 43.87% | 1.22% | 155 |
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 | 43.45% | 1.14% | 145 |
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 | 43.30% | 0.76% | 97 |
當 灼熱黎明 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 42.67% | 0.59% | 75 |
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 | 42.62% | 0.96% | 122 |
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 | T4 | 42.48% | 0.89% | 113 |
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 | 41.98% | 1.03% | 131 |
當 強化攻擊 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 41.56% | 0.61% | 77 |
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 | 41.18% | 1.20% | 153 |
當 玻璃大砲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 40.43% | 0.74% | 94 |
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 | 37.59% | 1.05% | 133 |
當 風語者的祝福 的效果契合英雄輸出方式、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 | 36.28% | 0.89% | 113 |
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 | 35.51% | 1.09% | 138 |
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 | 34.21% | 0.60% | 76 |
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 | T5 | 50.00% | 0.55% | 70 |
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 | T5 | 48.33% | 0.47% | 60 |
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 | T5 | 46.88% | 0.50% | 64 |
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 | T5 | 45.21% | 0.57% | 73 |
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 | T5 | 42.65% | 0.54% | 68 |
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 | T5 | 42.59% | 0.43% | 54 |
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 | 38.98% | 0.46% | 59 |
努努和威朗普 Skill Combos
Extracted from the skill order guide
If your augment gives the snowball extra size, speed, or a shockwave on impact, consider a R > W > Q > E max.
In these cases, you might go R > Q > E > W.
Maxing Q first is non-negotiable in almost every game.
努努和威朗普 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role and Tempo | Forced into a low-economy tank role, often feeling under-leveled and under-funded while struggling to survive long enough to channel a full ultimate. | You hit level six before the first tower falls and finish core items early, transitioning from a disruptive tank into a powerful engagement anchor. | Stop playing catch-up; use your early power spike to dictate the match pace. |
| Ultimate Usage | You save Absolute Zero for a large cluster of enemies or to zone off a dive, hoping it is not interrupted by crowd control. | Use the ultimate aggressively to force movement and zone enemies, channeling in their face to force bad positioning or retreats. | Don't wait for the perfect moment; use your ultimate to force enemy cooldowns. |
| Snowball Engagement | Missing your Mark forces a ten-second wait where you play safe, saving the ability for a single clean shot. | Throw Snowball constantly to oppress enemies; if you miss, disengage and retry in seconds with the short cooldown. | Spam Snowball to force dodges; the short cooldown makes missing low-risk. |
| Build and Damage | You build pure tank items to prioritize survival because damage items are too expensive for your limited gold income. | Augments and free stats allow you to build hybrid tank and mage, turning your abilities into real damage threats. | Don't build pure tank; mix in AP to exploit your good ratios. |
| Consume Priorities | You rely on Consume to top yourself off and stay healthy throughout the fight, prioritizing the sustain aspect. | Damage output is too high to out-heal; use Consume for execute damage on targets rather than relying on it for sustain. | Use Consume for executes, not to sustain through the high burst damage. |
Champion Analysis
定位 / 目前表現
Nunu & Willump the Boy and His Yeti serve as one of the most controlling tanks in Hextech Mayhem, leveraging dramatically reduced cooldowns to roll massive snowballs and unleash frost magic with unprecedented frequency. Their core role in the mode combines tank durability, crowd control, and snowball engage, making them a powerful presence in teamfights. The gameplay revolves around snowballs and crowd control mechanics that become significantly more threatening in Hextech Mayhem. Their Q ability, Consume, functions as the primary sustain tool, allowing Nunu & Willump to devour minions or monsters to restore health. The W ability, Biggest Snowball Ever!, stands as their signature move and primary engagement tool. They begin rolling an increasingly large snowball that deals massive damage and knocks up enemies on impact. In Hextech Mayhem, this ability almost always hits multiple enemies due to the chaotic nature of fights, making it the perfect teamfight initiation tool. Their E ability, Snowball Barrage, throws multiple snowballs for damage and slow, proving useful for poking and chasing down enemies. The ultimate, Absolute Zero, channels a frost storm in an area that deals massive damage and heavily slows enemies. When combined with the crowd control available in Hextech Mayhem, this ability can hit multiple enemies reliably, creating devastating zone control during extended fights. The strategic value of Nunu & Willump lies in their ability to initiate teamfights with the Biggest Snowball Ever! and follow up with sustained crowd control through Snowball Barrage and Absolute Zero. Their health restoration through Consume provides staying power that complements their tank role, allowing them to remain in fights longer than many opponents expect. The reduced cooldowns in Hextech Mayhem transform their snowball mechanics from occasional engagement tools into constant threats that enemies must respect throughout each encounter. Their identity as a controlling tank means they excel at creating openings for teammates and disrupting enemy positioning. The knockup from their snowball and the heavy slow from Absolute Zero give allies windows to capitalize on displaced enemies. Nunu & Willump thrive when they can initiate on their terms, using the element of surprise and the sheer size of their snowball to catch multiple opponents in a single engagement.
核心技巧
長文技巧 / 玩法模式
Nunu & Willump the Boy and His Yeti rely heavily on proper engage timing with Snowball Barrage and Biggest Snowball Ever! to initiate fights effectively. The charge-up on W is essential for successful engages, and starting the roll from too far back results in a small, easily sidestepped snowball. The ideal starting position is from the first brush or just past the dead tower line, giving the snowball time to reach maximum size and speed. When the enemy team has hard crowd control like Morgana binding or Veigar cage, holding the roll until those key abilities are used prevents the engage from failing instantly, as Nunu & Willump have a massive hitbox that can easily eat a stun while rolling. Hitting a tank with a full W roll often just feeds them a gap-closer, so the goal should be creating a pick on a squishy target or forcing a panic flash by skirting the side of the fight. In tight corridors around towers, Nunu & Willump thrive by channeling Absolute Zero on the enemy backline, forcing them to scatter or take massive damage. Terrain can be used to pin enemies against walls with W, guaranteeing the knock-up. Proper spacing from teammates is necessary to build speed for engages, and body-blocking for carries while using E to create a slowing zone helps protect the retreat. Target priority focuses on disruption rather than assassination. The safest play is often disrupting the enemy frontline so carries can work, but an out-of-position enemy ADC or mage is a green light for a full engage. Chasing supports too deep leaves the team without a frontliner, so attention should turn to peeling for damage dealers when enemy carries are safe. Augments can change the rhythm significantly, with healing or shielding augments making brush sustain important, and damage augments turning W knock-up and E root into lethal tools. Wave clearing is less important than tempo in Mayhem. Sometimes letting waves meet in the middle baits enemies into walking up, providing a longer runway to charge W. The snowball damages towers, making a fully charged roll effective at chunking structure health. After securing kills, pushing hard and then resetting before the enemy respawns maintains the rhythm of pressing advantages with numbers and conceding ground when outnumbered. Diving requires checking that Q is available for emergency sustain, and committing fully once the decision is made. The best dive window follows a big W knock-up under enemy tower. When the enemy engages, Nunu & Willump become peelers, using E on divers and potentially W defensively to create distance. The ultimate serves as a powerful counter-engage tool when channeled on top of oneself, forcing enemies to back off or take punishment. When behind, the focus shifts from making plays to disruption and survival, using abilities defensively and waiting patiently for overextended enemies to punish with surprise engages from brush.
Read full guide玩法指南
玩法 / 隊伍結構
Nunu & Willump the Boy and His Yeti progress through distinct phases in ARAM: Mayhem, shifting from a sustain-focused early game to an engage anchor in the mid game before becoming a decisive teamfight presence in the late game. During the early levels from 1 to 6, Nunu & Willump should start near their tower line and look for a clean Consume on the first minion wave to establish a health lead. They can tank a few shots, heal back up, and force enemies to respect their sustain, but should avoid overextending for poke since their damage is low and their all-in range is short without Snowball. Snowball serves to check brushes or follow up on a teammate's engage, and Nunu & Willump should only commit with Biggest Snowball if they can crash into a squishy target or create a numbers advantage. Missing Snowball means backing off immediately, as early cooldowns are long and there is no escape tool once committed. Early augment choices influence playstyle: defensive or sustain augments allow Nunu & Willump to frontline and soak poke, while damage-oriented augments require patience for a clean engage angle. In the mid game from levels 7 to 11, Nunu & Willump gain Absolute Zero and their core augment power spike, shifting from sustain tank to engage anchor. They should seek flanks or fog-of-war positions to charge R without being seen, as the threat of a full-channel R forces enemies to spread or burn key cooldowns. The primary engage pattern uses Snowball to close the gap, then immediately casts R. Even if interrupted, Nunu & Willump absorb crowd control and damage that would otherwise hit carries. Defensive augments with shields, movement speed, or crowd control reduction enable aggressive engages, while purely offensive augments call for waiting on a teammate to start the fight before following up with R. Nunu & Willump can contest health relics even at lower health by using Q on a minion or monster first, denying enemy resources. Late game from levels 12 onward, team fights are decided by positioning and cooldown tracking. Nunu & Willump should not engage blindly but wait for enemies to burn major crowd control abilities before seeking a flank or direct Snowball into R. If the team has another strong engage, Nunu & Willump can follow up with secondary R to layer crowd control and damage. As the sole engage option, they must be selective, often using their size and sustain to body-block for carries before using R when enemies overcommit. Q secures objectives or heals during extended fights, and their sustain can bait enemies into overextending. Core adjustments require adapting to enemy composition. Against heavy poke, Nunu & Willump play back and sustain with Q until enemies make mistakes. Against hard engage, they save R for peeling rather than diving. Against multiple interrupts, they wait for those abilities to burn before channeling. Nunu & Willump's Mayhem strength comes from absorbing pressure, sustaining through damage, and turning fights with a well-placed R. Even a failed engage creates space for the team by drawing out key cooldowns.
Read full guide優劣勢處理
優勢 / 弱點
Nunu & Willump the Boy and His Yeti excels when playing from ahead, transforming from a zoning threat into an unstoppable force that dictates the pace of the match. When ahead, identified by completing a first major item spike, securing early takedowns, or obtaining a strong Tier 2 or Tier 3 augment before ten minutes, Absolute Zero becomes a zone of death rather than merely a zoning tool. The enemy team lacks the damage to burst Nunu & Willump down before a full or near-full duration ultimate channels, shifting the priority from fishing for picks to forcing impossible teamfight scenarios. The lead should be used to claim the middle brush and health relics aggressively rather than waiting for the wave. Snowball in, clear the wave with Consume and auto-attacks, then sit on the enemy side of the cart to force them into engaging or losing tower health. Sustain through Consume on cannon minions or relics creates a war of attrition that a behind enemy team cannot win. Flanks during objective pushes or stalemates create checkmate scenarios where enemies must either turn to stop the channel and expose themselves to backline damage or flee and absorb full damage. Augments that increase size, grant tenacity, or add crowd control effects turn this into a guaranteed wipe. The primary risk when ahead is throwing by chasing kills into the enemy fountain or diving without backup, as death timers are the only thing that can stop a snowballing Nunu & Willump. When behind, identified by enemy gold leads, superior poke, or augments that delete Nunu & Willump before reaching range, the role shifts from primary engage to counter-engage and disruption. Running at the enemy team results in being kited, slowed, and killed before Snowball connects. Biggest Snowball Ever! becomes primarily a disengage tool or punishment for overextensions, with point-blank Snowballs creating breathing room for damage dealers to reposition. Consume becomes critical for survival and should be saved for low-health moments or cannon minions for massive heals rather than used on cooldown for damage. Augments that grant shields, healing bonus, or tenacity can cover durability weaknesses, while augments adding slows or range help when unable to reach the enemy backline. Wave clear under tower using Consume and Absolute Zero denies enemy pushes and forces dives, creating the best chance to turn fights. Desperate engages are death sentences, as missing a random Snowball on a full-health kiting enemy leaves Nunu & Willump slow and vulnerable. The goal when behind is stabilizing the wave and surviving until the gold gap closes rather than winning fights instantly.
Read full guide英雄背景
背景 / 身份 / 文本塊
Nunu & Willump the Boy and His Yeti thrive in Mayhem because the mode amplifies their greatest strengths: spam, sustain, and disruption. The reduced cooldowns and constant fighting allow them to cycle Q for healing almost non-stop, while the chaos of teamfights creates perfect windows for W engages and R channels. They function as a tanky disruptor who stays healthy, peels for carries, and forces the enemy to waste cooldowns on a yeti that refuses to die. The passive, Call of the Freljord, provides bonus attack speed and movement speed when Nunu & Willump auto-attack enemy champions, with half the bonus extending to nearby allies. In Mayhem's constant brawls, this passive is almost always active, making them surprisingly slippery when weaving in auto attacks during chases or retreats. The movement speed helps close gaps after a W knockup or stick to targets after landing E. However, abilities alone do not trigger it, so melee range is required to get the buff rolling. Q, Consume, serves as the sustain engine. It deals true damage to minions and monsters while healing significantly, or deals magic damage to champions with reduced healing. In Mayhem where poke and burst fly constantly, Q keeps Nunu & Willump in the fight far longer than enemies expect. Last-hitting minions with it recovers large chunks of health. The healing on minions is much higher than on champions, so prioritizing low minions for sustain is critical. W, Biggest Snowball Ever!, is the primary engage and initiation tool. The snowball grows larger and faster over time, detonating on impact to deal magic damage, knock up enemies, and create a slowing snow field. In Mayhem's narrow ARAM lane, a well-aimed snowball can hit multiple enemies. Rolling from the side is more effective than rolling straight down the lane. A missed W leaves Nunu & Willump in a bad position with no escape tool. E, Snowball Barrage, provides damage and lockdown. Snowballs fire rapidly in a target direction, and after the barrage, Willump roots nearby enemies who have been hit by enough snowballs. Using E after a W knockup stacks snowballs while the enemy is disabled, and the root extends lockdown to land Q or channel R safely. R, Absolute Zero, is the fight-winning ultimate in the right spot. Nunu & Willump channel in place, creating a blizzard that slows nearby enemies and deals increasing magic damage, with significantly higher burst if the full channel completes. The chaos of teamfights provides opportunities to channel where enemies are too distracted to stop you. Hard crowd control interrupts the channel instantly, so waiting for enemy cooldowns before committing is essential. Nunu & Willump in Mayhem ARAM are about timing, not mechanics. Land W from good angles, sustain with Q, layer E for roots, and hold R for moments when the enemy cannot stop you. Miss the snowball or waste the ultimate, and Nunu & Willump become a low-damage tank that gets kited. Hit the combo, and they become an unkillable disruptor that controls the entire fight.
Read full guide避免常見錯誤
常見錯誤 / 風險控制
Nunu & Willump in Mayhem plays very differently from standard ARAM due to the mode's reduced healing, faster pacing, and augment interactions that punish passive play and bad engage angles. Most losses on this pick come from either whiffing the snowball or committing to fights you cannot sustain through. Mechanical mistakes often begin with casting Snowball Barrage at maximum range without leading the target, which allows opponents to simply walk sideways and take zero damage while wasting the full channel time and leaving Nunu & Willump vulnerable during the animation. The correct approach is to start the channel when enemies are crowd-controlled or forced to move predictably, leading the cursor ahead of their movement path rather than on their current position. If the first few snowballs miss, cancel the channel early and save mana to reposition or peel with Consume on minions. Using Biggest Snowball Ever to engage directly through the enemy front line causes the snowball to hit the tank first, knocking them up and stopping momentum, leaving Nunu & Willump stranded in the middle of the enemy team. Instead, curve around the side or wait for a flank angle to hit backline carries or multiple targets. Flashing during the snowball roll is a common error that burns Flash and stops the snowball, wasting the primary engage tool. Flash should be used after the snowball connects to reach fleeing targets, or before starting the ability to get a better angle. Canceling Absolute Zero the moment damage is taken results in almost no damage and a weak slow, wasting a long cooldown. Commit to the channel if positioned well, since damage and slow scale with duration. Only cancel early if about to die or if enemies have fully escaped. Using Consume on full-health minions while at full health wastes both the healing and execute damage that could have secured a cannon minion or objective later. Decision mistakes include engaging with Biggest Snowball Ever every time it is off cooldown, which makes Nunu & Willump predictable and allows enemies to hold crowd control and burst for the engage. Vary engage timing and sometimes hold the ability to counter-engage when enemies dive the team. Building full tank when the team lacks damage results in surviving longer but being unable to kill anything, causing enemies to ignore Nunu & Willump and focus carries. Adapt the build to team composition, building ability power or hybrid items if damage is needed. Using Absolute Zero in the open with no cover or setup allows enemies to walk out instantly. Combine the ultimate with the E knockup or team crowd control, and use terrain corners or brushes to limit escape paths. Ignoring Mayhem's healing reduction mechanics leads to overestimating Q healing and overstaying in fights. Account for reduced healing and back off earlier than usual, using the movement speed from Q to escape rather than continuing to fight. Chasing kills with Snowball Barrage instead of zoning leaves the team without frontline or peel. Use the ability to control space and force enemies where you want them. Picking Nunu & Willump into full poke or disengage compositions without a plan results in being kited endlessly. Focus on blocking skillshots and peeling for carries, looking for flank engages when enemies overextend. Nunu & Willump thrive on momentum and timing, and the difference between a good pick and a bad one is knowing when to roll in and when to hold back.
Read full guideFAQ
努努和威朗普
冰原拍檔 努努和威朗普在海克斯大亂鬥中推薦哪些增益裝置? 冰原拍檔 努努和威朗普推薦的海克斯強化:火狐、質變:稜鏡、能力值堆起來!。詳細勝率和選取率請查看本頁面。 冰原拍檔 努努和威朗普在海克斯大亂鬥中怎麼出裝? 冰原拍檔 努努和威朗普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。 冰原拍檔 努努和威朗普在海克斯大亂鬥中是什麼段位? 冰原拍檔 努努和威朗普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
