Normal order: R whenever available, then 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
- 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
- 1,100
- 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
- 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
- 3,200
- 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
- 3,300
- 價格
- 750
40 物理攻擊 25% 攻擊速度 450 生命 劈砍 普攻對鄰近敵軍造成物理傷害。 崩壞震波 造成物理傷害並緩速鄰近敵軍35%。 每命中一名敵方英雄,便增加35%隨時間衰減的跑速,持續3秒。
- 總價
- 1,100
- 價格
- 300
25% 攻擊速度 45 跑速
- 總價
- 3,200
- 價格
- 725
40 物理攻擊 25% 攻擊速度 10% 普攻吸血 迷霧之刃 普攻可造成等同於敵軍當前生命一定比例的額外物理傷害命中效果。 暗影抓撓 對英雄連續普攻三次可造成30%緩速效果,持續1秒。
可選裝備前 12
- 總價
- 3,200
- 價格
- 725
40 物理攻擊 25% 攻擊速度 10% 普攻吸血 迷霧之刃 普攻可造成等同於敵軍當前生命一定比例的額外物理傷害命中效果。 暗影抓撓 對英雄連續普攻三次可造成30%緩速效果,持續1秒。
50.99%- 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%。
49.54%- 總價
- 3,300
- 價格
- 750
40 物理攻擊 25% 攻擊速度 450 生命 劈砍 普攻對鄰近敵軍造成物理傷害。 崩壞震波 造成物理傷害並緩速鄰近敵軍35%。 每命中一名敵方英雄,便增加35%隨時間衰減的跑速,持續3秒。
53.32%- 總價
- 3,300
- 價格
- 150
65 物理攻擊 15 技能加速 12% 普攻吸血 劈砍 普攻對鄰近敵軍造成物理傷害。 狂怒新月 對周圍的敵軍造成物理傷害。 普攻吸血適用於此傷害。
54.38%- 總價
- 2,650
- 價格
- 850
45% 攻擊速度 25% 暴擊率 4% 跑速 守夜 獲得30大絕技能加速。 開場彈幕 施放大絕後,接下來3次普攻提升50%攻速,且暴擊率為平常暴擊傷害的80%,持續8秒。若該普攻本來就會暴擊,改為造成15%額外真實傷害。
53.07%起始裝備
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
- 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。
- 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
- 3,200
- 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
- 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
- 1,100
- 價格
- 300
25% 攻擊速度 45 跑速
- 總價
- 3,200
- 價格
- 725
40 物理攻擊 25% 攻擊速度 10% 普攻吸血 迷霧之刃 普攻可造成等同於敵軍當前生命一定比例的額外物理傷害命中效果。 暗影抓撓 對英雄連續普攻三次可造成30%緩速效果,持續1秒。
可選裝備前 12
- 總價
- 3,000
- 價格
- 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%。
53.94%- 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。
54.47%- 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。
54.53%- 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。
52.79%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
- 2,650
- 價格
- 950
40% 攻擊速度 25% 暴擊率 4% 跑速 超凡入聖 普攻可減少基礎技能15%的剩餘冷卻時間。
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。
54.68%- 總價
- 2,650
- 價格
- 850
45% 攻擊速度 25% 暴擊率 4% 跑速 守夜 獲得30大絕技能加速。 開場彈幕 施放大絕後,接下來3次普攻提升50%攻速,且暴擊率為平常暴擊傷害的80%,持續8秒。若該普攻本來就會暴擊,改為造成15%額外真實傷害。
56.14%- 總價
- 3,300
- 價格
- 750
40 物理攻擊 25% 攻擊速度 450 生命 劈砍 普攻對鄰近敵軍造成物理傷害。 崩壞震波 造成物理傷害並緩速鄰近敵軍35%。 每命中一名敵方英雄,便增加35%隨時間衰減的跑速,持續3秒。
55.98%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
- 2,650
- 價格
- 950
65% 攻擊速度 25% 暴擊率 10% 跑速 靈魂華爾滋 進入鬼步狀態。
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。
54.54%- 總價
- 2,650
- 價格
- 850
45% 攻擊速度 25% 暴擊率 4% 跑速 守夜 獲得30大絕技能加速。 開場彈幕 施放大絕後,接下來3次普攻提升50%攻速,且暴擊率為平常暴擊傷害的80%,持續8秒。若該普攻本來就會暴擊,改為造成15%額外真實傷害。
56.18%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 | 60.10% | 5.31% | 604 |
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 | 59.27% | 6.73% | 766 |
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 | 58.42% | 7.99% | 909 |
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 | 57.97% | 18.43% | 2,096 |
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 | 57.74% | 6.30% | 717 |
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 | T1 | 55.97% | 4.49% | 511 |
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 | 55.78% | 6.16% | 701 |
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 | 55.64% | 4.52% | 514 |
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 | 55.56% | 12.58% | 1,431 |
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 | 55.17% | 5.35% | 609 |
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 | 54.65% | 13.80% | 1,570 |
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 | 53.97% | 11.29% | 1,284 |
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 | 53.35% | 6.56% | 746 |
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 | 52.82% | 5.93% | 674 |
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 | 52.65% | 4.14% | 471 |
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 | 52.64% | 7.82% | 889 |
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 | T1 | 52.47% | 6.77% | 770 |
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 | 52.45% | 7.71% | 877 |
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 | 51.78% | 6.44% | 732 |
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 | 51.38% | 5.41% | 615 |
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 | 51.36% | 5.19% | 590 |
當 升級收藏家 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 50.52% | 4.25% | 483 |
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 | T1 | 50.19% | 4.68% | 532 |
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 | 49.76% | 5.58% | 635 |
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 | 49.73% | 8.19% | 931 |
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 | 49.71% | 4.53% | 515 |
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 | 48.68% | 6.30% | 717 |
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 | 48.48% | 9.81% | 1,116 |
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 | T1 | 48.36% | 6.69% | 761 |
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 | 47.56% | 5.23% | 595 |
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 | 66.37% | 1.99% | 226 |
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 | 62.75% | 2.24% | 255 |
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 | T2 | 61.18% | 2.08% | 237 |
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 | 60.44% | 1.98% | 225 |
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 | 60.17% | 3.11% | 354 |
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 | 57.87% | 2.07% | 235 |
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 | 55.68% | 2.40% | 273 |
當 巨人 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 55.10% | 2.76% | 314 |
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 | 54.71% | 3.36% | 382 |
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 | 54.67% | 1.88% | 214 |
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 | 54.35% | 2.02% | 230 |
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 | 53.88% | 1.81% | 206 |
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 | 53.78% | 2.09% | 238 |
當 一轉就贏 的效果契合英雄輸出方式、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 | 53.73% | 2.36% | 268 |
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 | 53.10% | 2.27% | 258 |
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 | 52.38% | 2.40% | 273 |
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 | T2 | 52.17% | 2.02% | 230 |
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 | 51.97% | 3.13% | 356 |
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 | 51.94% | 2.27% | 258 |
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 | 51.88% | 2.10% | 239 |
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 | 51.70% | 2.33% | 265 |
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 | 51.69% | 1.82% | 207 |
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 | 51.68% | 2.09% | 238 |
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 | 51.17% | 3.38% | 385 |
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 | 50.78% | 3.38% | 384 |
當 土司和起司 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 50.63% | 2.78% | 316 |
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 | 50.51% | 3.46% | 394 |
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 | T2 | 50.40% | 2.18% | 248 |
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 | T2 | 50.20% | 2.21% | 251 |
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 | T2 | 50.17% | 2.63% | 299 |
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 | T2 | 49.65% | 3.77% | 429 |
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 | 49.22% | 3.39% | 386 |
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 | 49.12% | 2.00% | 228 |
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 | T2 | 48.94% | 2.07% | 235 |
當 坦克引擎 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 47.74% | 2.52% | 287 |
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 | 47.73% | 1.93% | 220 |
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 | 47.41% | 2.04% | 232 |
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 | 47.06% | 3.14% | 357 |
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 | T2 | 46.73% | 3.50% | 398 |
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 | T2 | 46.55% | 3.44% | 391 |
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 | T2 | 46.13% | 2.61% | 297 |
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 | 46.13% | 2.61% | 297 |
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 | 44.66% | 1.81% | 206 |
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 | 60.67% | 1.32% | 150 |
當 巨無霸雪球 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 58.90% | 1.43% | 163 |
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 | 57.89% | 1.17% | 133 |
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 | 57.72% | 1.08% | 123 |
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 | 56.79% | 1.42% | 162 |
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 | 55.75% | 0.99% | 113 |
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 | 55.42% | 1.46% | 166 |
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 | 55.06% | 1.56% | 178 |
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 | 52.63% | 1.50% | 171 |
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 | T3 | 52.38% | 0.92% | 105 |
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 | 50.57% | 1.55% | 176 |
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 | T3 | 50.54% | 1.62% | 184 |
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 | 50.41% | 1.06% | 121 |
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 | 50.34% | 1.29% | 147 |
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 | 48.91% | 1.20% | 137 |
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 | 47.75% | 1.56% | 178 |
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 | 47.30% | 1.30% | 148 |
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 | T3 | 46.54% | 1.40% | 159 |
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 | 46.36% | 0.97% | 110 |
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 | 46.34% | 1.44% | 164 |
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 | 46.03% | 1.11% | 126 |
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 | 45.45% | 1.16% | 132 |
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 | 42.07% | 1.27% | 145 |
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 | 41.73% | 1.22% | 139 |
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 | 39.50% | 1.05% | 119 |
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 | 37.59% | 1.17% | 133 |
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 | 60.32% | 0.55% | 63 |
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 | 60.00% | 0.53% | 60 |
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 | 59.26% | 0.47% | 54 |
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 | 58.73% | 0.55% | 63 |
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 | 58.49% | 0.47% | 53 |
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 | 56.25% | 0.70% | 80 |
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 | 55.00% | 0.53% | 60 |
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 | 54.32% | 0.71% | 81 |
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 | T4 | 53.00% | 0.88% | 100 |
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 | 52.70% | 0.65% | 74 |
當 神聖雪球 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 52.08% | 0.84% | 96 |
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 | 52.04% | 0.86% | 98 |
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 | 51.61% | 0.55% | 62 |
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 | 50.79% | 0.55% | 63 |
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 | 50.00% | 0.90% | 102 |
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 | 50.00% | 0.86% | 98 |
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 | 49.38% | 0.71% | 81 |
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 | T4 | 48.57% | 0.62% | 70 |
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 | 48.10% | 0.69% | 79 |
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 | T4 | 48.00% | 0.66% | 75 |
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 | T4 | 47.06% | 0.90% | 102 |
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 | 46.67% | 0.53% | 60 |
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 | T4 | 45.71% | 0.62% | 70 |
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 | T4 | 44.44% | 0.79% | 90 |
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 | T4 | 44.32% | 0.77% | 88 |
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 | 43.82% | 0.78% | 89 |
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 | T4 | 41.11% | 0.79% | 90 |
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 | T4 | 39.22% | 0.45% | 51 |
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 | T4 | 38.89% | 0.47% | 54 |
泰達米爾 Skill Combos
Extracted from the skill order guide
Mobility or spell-use order: R whenever available, then E > Q > W.
Rare W-second adjustment: R whenever available, then Q > W > E.
Max Q first because it gives the most reliable value in messy ARAM fights: stronger all-in threat, better recovery after poke, and more freedom to spend Fury without being forced out of the wave.
泰達米爾 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role and Fight Tempo | Tryndamere often waits until enemies spend crowd control, then commits with Spinning Slash and Undying Rage. Arriving late is usually fine because his damage is strongest when the fight is already broken. | Waiting too long can lose the whole fight before you enter. Augments make both teams explode into action, so Tryndamere needs to pressure earlier and threaten angles before fights fully start. | Decide early whether you are engage follow-up, backline diver, or frontline shredder rather than waiting to clean up. |
| Spinning Slash Usage | Tryndamere can sometimes use Spinning Slash casually to farm, dodge poke, or test space because fights develop slower and mistakes are more forgiving. | Wasting E is easier to punish. If you spin forward and the enemy still has displacement, roots, stasis tools, or burst augments ready, you may burn Undying Rage just to survive. | Decide before pressing E how you will leave or force enough damage before Undying Rage ends. |
| Undying Rage Timing | Normal ARAM rewards late ultimate timing, where greed sometimes works and you can wait until the last moment to activate it. | Mayhem punishes greed harder. Burst arrives in strange patterns because of augments. Press it before the lethal chain lands, not after you are already locked out or displaced. | Use ultimate before the chain becomes unrecoverable rather than as a panic button. |
| Snowball Discipline | Tryndamere can throw Snowball often and take it when it looks decent, with more room to recover from bad decisions. | Taking a random Snowball is much riskier because enemies may have augment-enhanced punish windows. Snowball should confirm a fight, not start a suicide mission. | Only take Snowball when your team can follow or when your ultimate is ready. |
| Build and Rune Flexibility | Tryndamere can sometimes get away with greedy damage because his ultimate covers mistakes and fights are slower. | Greed is more dangerous. Build should answer the actual lobby: can you reach, survive the first control chain, and keep hitting once Undying Rage ends? | Value consistency and survival over perfect carry fantasy when the enemy denies long uptime. |
Champion Analysis
定位 / 目前表現
Tryndamere the Barbarian King is a melee fighter with explosive burst damage and remarkable survivability in Hextech Mayhem, where he functions as a melee fighter-ADC. His identity revolves around a high-risk, high-reward playstyle that becomes more dangerous the lower his health falls, thanks to his passive Battle Fury, which grants increased critical strike chance as his health drops. This passive enables Tryndamere to unleash terrifying critical strike output at low health, making him exceptionally threatening when he should be vulnerable. His core damage ability is Bloodlust, which deals physical damage to enemies while healing Tryndamere, providing excellent sustainability in extended fights. For mobility, he relies on Spinning Slash, a dash that damages enemies along its path and gives him strong chasing and escaping capabilities. His utility comes from Mocking Shout, which reduces nearby enemies’ attack damage, making it particularly useful for weakening enemy ADC output during engagements. Tryndamere’s signature ability is his ultimate, Undying Rage, which makes him completely immune to death for several seconds regardless of damage taken. This ability makes him one of the hardest champions to kill in Hextech Mayhem, allowing him to dive into the enemy team and deal massive damage during the duration without fear of dying. His damage pattern centers on critical strikes, which are maximized through itemization that prioritizes critical strike chance, making his crits at low health devastating. Strategically, his immense survivability during Undying Rage combined with his crit damage turns him into a terrifying force that can turn fights around even when nearly defeated. His positioning requires him to get close to enemies to deal damage, using Spinning Slash to engage or disengage as needed, while his Mocking Shout can be used to reduce the damage output of enemy marksmen. The practical takeaway is that Tryndamere thrives in chaotic melee brawls where he can bait enemies into focusing him while his ultimate keeps him alive, punishing opponents who underestimate his low-health critical strike potential. His value in a match lies in his ability to absorb attention and deal heavy damage without regard for his own safety during the ultimate window, making him a constant threat that forces the enemy team to respect his engage.
核心技巧
長文技巧 / 玩法模式
Tryndamere wins Mayhem fights by forcing a messy decision: either the enemy spends real crowd control on a champion who can refuse to die for a short window, or they ignore him and lose their backline. Do not play him like a slow front-to-back bruiser. Look for angles, hold your main escape until someone panics, and make the enemy carries move before your team commits. Enter from the side brush or after a minion wave crashes rather than walking straight down the lane where every snare and knockup is aimed at you. Use Snowball as a commitment check, not always as the engage itself; tagging a squishy target forces them to respect the follow-up, and if they burn movement or peel before you recast, you already gained value. Do not press your survival button early just because you reached the backline. The best fights happen when enemies waste damage first, then realize you still have your death-denial window. Track the first hard crowd control used on your team; if an enemy tank or mage throws their reliable lock-down at someone else, that is your green light to enter. If an enemy assassin dives your carry, turn first before chasing their backline. When enemies overchase, retreat just far enough to make them face away so your slow and chase tools become stronger. Save your dash unless it creates a kill or dodges the spell that would end the play; walk first whenever you can. When your death-denial window is ending, leave before the enemy gets to choose the exit. At low health, wait for your team to step up or for an enemy to misposition before re-entering. Stand off-center in the lane, not directly behind your minions, and do not stack with your backline before a fight. Use lane walls to shorten chase paths. Hit the target you can keep hitting; prioritize immobile carries after their disengage is used. Avoid full-health tanks unless isolated. Throw Snowball when the enemy has just used mobility or is locked in an animation, and do not always recast immediately because the mark itself creates pressure. If your augments reward attacking, choose fights where you can stay on one target; if they reward low-health or survival moments, bait damage before committing fully; if they trigger from dashes, hold the dash for crucial moments; if they scale with takedowns, play the first kill cleanly. Push when your team has health and cooldowns, pull back when the wave is gone and the enemy has fresh engage tools. After winning a fight, hit the objective unless a free kill is guaranteed. Dive only when you know who can stop your attacks, start after the turret target is decided, and leave as soon as the kill is secured. When behind, stop forcing first engage; play second wave, clear safely, and punish overextensions. Use your body to threaten without donating kills, take guaranteed damage on frontline targets if diving is impossible, and look for low-health cleanup after the enemy overuses spells. Tryndamere should make the enemy answer him at the worst possible time by entering after peel is spent, holding his escape, and choosing targets he can actually stick to.
Read full guide玩法指南
玩法 / 隊伍結構
Tryndamere the Barbarian King approaches ARAM Mayhem as a patient threat who evolves from a Fury-building melee into a decisive finisher. In early levels one through six, he stacks Fury safely on minions from a position slightly behind the first melee wave, looking for short trades when an enemy oversteps or uses a key spell. Snowball is a punish tool, not a blind engage; he holds the second cast if the enemy groups with crowd control ready. Augments help him reach targets, survive burst, or extend melee uptime. He pushes when his team has safer waveclear and the enemy lacks poke or engage, and stalls when his backline is outranged or his health is too low. When ahead, he stands between the enemy wave and their carries only when his escape is ready. When behind, he lets the wave come in and contests only when the enemy oversteps. His pre-six goal is to arrive at level six with enough health, Fury, and confidence to threaten an all-in once the enemy’s strongest stopping spell is used. From levels seven to eleven, Tryndamere’s best stage, he creates chaos by working from the side of the lane, brush, or a minion gap so the enemy must turn to face him. He enters a half second after the first crowd control lands on his frontline. Trades are longer but require a reason: high Fury, a separated carry, or poke already landed. He hits the nearest valuable target first, and after Undying Rage is forced, he finishes, spins out, or heals without hesitation. Snowball becomes a real engage and reset tool used to bypass the frontline, but he checks the landing zone for layered crowd control before taking it. Mid-game augments shape his fight plan—durability augments allow starting fights earlier and soaking attention, while damage or crit-focused power calls for waiting for a cleaner angle to delete one target. He pushes hard after a won skirmish to convert kills into tower damage, and stalls when his ultimate is down or the team lacks follow-up. When ahead, he holds the side angle with high Fury to punish anyone who steps up. When behind, he stands near his own carries, punishing divers who enter his side. By the end of this stage, he identifies the enemy’s main anti-Tryndamere answer—hard crowd control, exhaust, slows, or a kiting champion—and starts his next fights only after that answer is used, missed, or forced onto someone else. Late game, level twelve and beyond, Tryndamere plays as a finisher, not a front dummy. He stays outside direct poke range, uses brush, and threatens side entries where the enemy carry cannot stand safely behind bodies. He waits for his team to create displacement, poke damage, or a missed enemy engage before committing. Late fights are shorter and more punishing; he builds Fury on minions when safe, then holds it for a moment when an enemy carry oversteps. Snowball is a fight-deciding spell—a hit on the correct carry can win instantly, but a forced second cast into five champions loses the game. He uses it after the enemy reveals their formation. Late augments are held for the decisive entry or post-ultimate exit. He pushes only when he has numbers, health, and a wave that can reach the structure, and stalls with threat posture when his ultimate is unavailable. When ahead, he denies space by standing where the enemy carry wants to stand, forcing bad positioning.
Read full guide優劣勢處理
優勢 / 弱點
Tryndamere in ARAM must manage his aggression based on whether he is ahead or behind. When ahead, build Fury safely on minions and look for a flank angle with Snowball or Spinning Slash rather than walking straight down the middle, as that gives free poke and makes your ultimate a defensive button instead of a kill timer. Wait for an enemy carry to use mobility, crowd control, or a major peel spell, then commit quickly to force them to spend Flash, stasis, shields, or exhaust. Even without an instant kill, you create a winning window because their escape tools are down. Avoid overcommitting past the second enemy turret zone unless your ultimate is ready and your team can punish the collapse. Do not burn Spinning Slash to farm; use each minion wave as a launch pad. If the enemy team is tightly grouped with disengage tools, do not be first in. Walk at an angle, hold Spinning Slash, and let your team draw defensive spells first. After a kill or forced retreat, decide immediately whether to continue or reset. If the next target is within range and your team advances, keep swinging. If enemies space out, use Spinning Slash defensively and recover behind your wave. The biggest ahead mistake is treating every dive as permission to 1v5. Use augments for sticking power, movement speed, or extra dashes to cover getting kited, but do not spend all mobility at once. Defensive augments like sustain or shielding let you take longer trades before committing ultimate, preserving it for the lethal window. When holding a large shutdown, play disciplined: take the guaranteed kill or turret damage, not a deep dive that hands a bounty to a scaling enemy. When behind, you cannot pretend to be a raid boss. Your strength lies in short windows after enemies waste control, a low-health target mispositions, or your team creates distraction. Avoid taking free damage to hit minions; last-hit when the wave reaches you and use Spinning Slash defensively to preserve health for the real fight. Without ultimate or health, your all-in becomes forced and predictable. Do not fish for hero plays. Stand behind your frontline or near carries, punishing divers instead. If the enemy carry has a bounty but is protected by multiple peel, hit the nearest target to build Fury, use Mocking Shout to punish overcommitted enemies, and wait for your team’s crowd control. The losing play is spending Snowball into the carry while all their answers are ready. When your team is engaged on, peel by counterattacking the closest threat; your damage forces divers to respect you and your slow can punish overextended enemies. Use defensive augments to buy time before Undying Rage, not after you are trapped. Save at least one movement tool for after the enemy reacts; behind Tryndamere loses when his first engage fails and he has no second touch. Damage-only augments are strong only if you can actually attack; play around brush control and teammate crowd control, letting enemies overextend instead of starting fights from max range. If your team loses a member before the fight, back off unless an enemy is critically low and isolated; giving one turret plate is recoverable, but another death plus ultimate cooldown can lock the game out. The comeback window comes after the enemy uses major ultimates or long defensive tools. Enter slower, let your team poke first, then force a fight while their strongest answers are missing. Even without being fed, one carry without peel must respect your critical strikes and invulnerability.
Read full guide英雄背景
背景 / 身份 / 文本塊
Tryndamere the Barbarian King’s identity in ARAM: Mayhem revolves around a core resource cycle that defines when he is a threat and when he is vulnerable. His power is built through Fury, a resource that increases with every attack, last hit, or fight participation. Fury acts as his real engage meter: when full or nearly full, he can dive onto backline carries with confidence; when empty, he must first stack Fury on minions or front-line targets before committing to a trade. His sustain ability converts that Fury into healing, making the timing of that heal a constant tradeoff between damage pressure and survivability. Using it early at low Fury provides minimal recovery while squandering the damage bonus needed to secure kills, but saving it until after taking burst can extend his presence in a fight. His mobility tool allows him to close distance or escape, but it also represents his biggest risk because using it poorly leaves him as a slow melee champion walking through skillshots and crowd control. The cleanest approach is to stack Fury first, then use the mobility to reach a priority target, auto-attack until the target tries to flee, apply a slow and damage reduction if the enemy turns away, and only then use the heal either after the kill or when the next burst window would otherwise be fatal. His ultimate grants a short window of invulnerability that lets him keep fighting at lethal health, but it must be treated as a planned dive tool rather than a panic button. Activating it too late results in death; activating it too early allows enemies to kite out the duration and kill him after it ends. The best timing is just before burst would delete him, ideally after he has already committed with his mobility and built enough damage pressure. Throughout the fight, every ability use is punished if mistimed. A wasted heal removes his Fury and leaves him with low threat and no immediate sustain, giving enemies the opportunity to kite, exhaust his ultimate, or force a retreat. A wasted slow allows carries to escape his first dive. A wasted mobility leaves him stranded, forcing him to walk through slows and skillshots while enemies force his ultimate before he ever reaches his target. And a wasted ultimate removes his biggest threat from the map, letting the enemy team poke him low, deny his angles, and fight while he either stays far back or dies before his auto-attacks matter. In Mayhem, Tryndamere’s success depends entirely on reading when to build Fury, when to commit, and when to back off, with every ability use carrying clear tradeoffs between aggression and safety.
Read full guide避免常見錯誤
常見錯誤 / 風險控制
Tryndamere in ARAM: Mayhem punishes panic more than almost any melee carry. The champion looks simple because he can refuse death for a short window, but most bad Tryndamere games come from spending that window for nothing, dashing into the wrong angle, or healing at the exact moment you needed threat. The most common mechanical mistake is activating Undying Rage after you are already hard-controlled or after burst has fully landed. This causes you to either die before the cast goes off or survive with no movement or target access. Press it before the lethal crowd control chain finishes, especially when committing into multiple enemies. If you used it late but survived, stop chasing immediately and retreat toward your team. Another frequent error is using Spinning Slash only as an opener from max range, leaving no escape if the enemy flashes or peels. Instead, walk up when your team creates pressure, then use the dash to follow a key escape, dodge a major skillshot, or cross the final gap onto a low-health carry. If you dashed in too early, hit the nearest safe target for rage, angle sideways out of the enemy skillshot line, and save Undying Rage for when they commit damage. Burning Bloodlust healing too early while still safe and needing damage threat loses pressure and makes trades softer. Hold the heal until it changes a trade, saves you after poke, or lets you stay on the map for the next fight. If you healed early, stop front-lining and let someone else absorb the first spell rotation. Pressing Mocking Shout without checking enemy movement causes the slow to miss; use it when enemies are trying to kite away or retreat through a narrow angle. If wasted, switch targets instead of tunnel chasing. Ignoring basic attack spacing while slowed or knocked back makes your ultimate feel useless; take short attack-move steps, hug side angles, and choose targets that do not drag you through the entire enemy formation. Using Snowball as a blind dive into five ready enemies forces you to arrive before your team can follow; treat it as follow-up or flank access when the enemy backline is distracted or missing peel. Standing still during Undying Rage invites enemies to time crowd control for when it ends; use the window to finish a realistic target, move toward a safe exit, or force enemies away from your carries. Beyond mechanics, decision mistakes include diving the backline every fight regardless of enemy composition, which wastes your kit against heavy peel. Decide before each fight whether you are a diver, cleanup threat, or bruiser hitting the nearest target. Starting fights from the center of the lane into full vision allows ranged champions to pre-aim crowd control; use brush, minion waves, and side positioning to shorten distance. Fighting only because Undying Rage is available leads to committing into bad numbers or poor wave position; check whether your team can follow, you can reach a target that matters, and you have a path out after the ultimate ends. Chasing low-health champions past the enemy team after your ultimate expires turns one possible kill into a guaranteed death; chase only when you can finish quickly or your team is close enough to punish the collapse. Ignoring enemy anti-melee tools when choosing augments, items, or fight plans results in damage that never connects; build around the problem you face, and if your setup feels wrong, change your play pattern first by playing off allied crowd control.
Read full guideFAQ
泰達米爾
蠻族之王 泰達米爾在海克斯大亂鬥中推薦哪些增益裝置? 蠻族之王 泰達米爾推薦的海克斯強化:超狙武器、頂狙武器、雙刀流。詳細勝率和選取率請查看本頁面。 蠻族之王 泰達米爾在海克斯大亂鬥中怎麼出裝? 蠻族之王 泰達米爾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。 蠻族之王 泰達米爾在海克斯大亂鬥中是什麼段位? 蠻族之王 泰達米爾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
