Max priority: 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
- 2,950
- 價格
- 900
55 物理攻擊 18物理致命 10 技能加速 顯赫 擊殺時,根據擊殺英雄數暫時獲得物攻。
- 總價
- 900
- 價格
- 350
10 技能加速 45 跑速 愛歐尼亞洞見 增加10召喚師技能加速。
- 總價
- 2,750
- 價格
- 363
55 物理攻擊 18物理致命 20 技能加速 瞬息萬變 遭受你傷害的英雄在3秒內死亡時,返還大絕總冷卻時間的一部分。
可選裝備前 12
- 總價
- 3,000
- 價格
- 963
55 物理攻擊 10物理致命 10 技能加速 激勵軍心 技能傷害敵方英雄時,若充能完畢,將立即觸發。 蒼穹 你的充能普攻會造成目標當前生命%的額外物理傷害,並賦予你額外物理致命,持續4秒。
50.11%- 總價
- 2,500
- 價格
- 625
55 物理攻擊 15物理致命 破盾者 對敵方英雄造成傷害時,可減少其獲得的護盾量0%,持續3秒。 若其未被破盾者效果影響,可減少其身上的護盾量0%。
46.92%核心裝備
- 總價
- 2,950
- 價格
- 900
55 物理攻擊 18物理致命 10 技能加速 顯赫 擊殺時,根據擊殺英雄數暫時獲得物攻。
- 總價
- 900
- 價格
- 350
10 技能加速 45 跑速 愛歐尼亞洞見 增加10召喚師技能加速。
- 總價
- 3,000
- 價格
- 525
50 物理攻擊 10物理致命 25% 暴擊率 死亡 你造成的傷害會處決生命低於5%的英雄。 賦稅 擊殺英雄可額外獲得25金錢。
核心裝備
- 總價
- 2,900
- 價格
- 625
60 物理攻擊 15 技能加速 不落之月 在2秒內使用2次不同的普攻或技能命中英雄時可獲得護盾,持續2秒。
- 總價
- 900
- 價格
- 350
10 技能加速 45 跑速 愛歐尼亞洞見 增加10召喚師技能加速。
- 總價
- 3,000
- 價格
- 225
40 物理攻擊 400 生命 20 技能加速 切割 對敵方英雄造成物理傷害時,會使其物防降低6%,持續6秒(最多可累加5層)。 狂熱 造成物理傷害會提升20跑速,持續2秒。
可選裝備前 12
- 總價
- 3,000
- 價格
- 225
40 物理攻擊 400 生命 20 技能加速 切割 對敵方英雄造成物理傷害時,會使其物防降低6%,持續6秒(最多可累加5層)。 狂熱 造成物理傷害會提升20跑速,持續2秒。
48.04%- 總價
- 3,100
- 價格
- 750
60 物理攻擊 15 技能加速 40 魔法防禦 命脈 受到將使自身生命低於30%的魔法傷害時,獲得可吸收魔法傷害的護盾,持續3秒,以及+10% 全能吸血 ,持續到戰鬥結束。
48.87%- 總價
- 3,100
- 價格
- 675
45 物理攻擊 450 生命 神龍之力 增加25基礎技能加速。 專心致志 用技能造成傷害時,英雄技能和被動傷害增加3%,持續6秒(最多累加4層)。
49.24%- 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。
57.65%最佳海克斯符文
海克斯符文推薦 / 組合價值
| 名稱 | 稀有度 | 梯隊 | 登場率 | 場次 | |
|---|---|---|---|---|---|
當 質變:稜鏡 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 56.40% | 7.98% | 1,805 |
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 | 55.90% | 9.36% | 2,118 |
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 | 54.99% | 6.81% | 1,542 |
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 | 54.59% | 6.84% | 1,548 |
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 | 54.27% | 7.35% | 1,664 |
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 | T1 | 54.24% | 5.68% | 1,285 |
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 | 53.51% | 13.36% | 3,024 |
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 | 53.42% | 23.58% | 5,337 |
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 | T1 | 53.19% | 6.24% | 1,412 |
當 飲血 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 53.09% | 7.87% | 1,780 |
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 | 52.00% | 11.18% | 2,531 |
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 | 51.47% | 13.69% | 3,099 |
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 | 50.88% | 5.52% | 1,248 |
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 | 50.60% | 13.54% | 3,065 |
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 | T1 | 50.58% | 7.23% | 1,637 |
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 | T1 | 50.49% | 10.34% | 2,339 |
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 | T1 | 50.41% | 7.04% | 1,593 |
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 | 50.20% | 12.99% | 2,940 |
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 | 49.96% | 16.43% | 3,717 |
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 | 49.61% | 23.33% | 5,279 |
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 | T1 | 48.81% | 5.57% | 1,260 |
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 | T1 | 46.82% | 5.28% | 1,194 |
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 | 59.97% | 3.30% | 747 |
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 | 58.91% | 3.97% | 898 |
當 自始至終 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 58.90% | 3.20% | 725 |
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 | 58.35% | 2.83% | 641 |
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 | 57.72% | 3.18% | 719 |
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 | 57.36% | 4.38% | 992 |
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 | 56.55% | 2.33% | 527 |
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 | 55.81% | 2.66% | 602 |
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 | 55.61% | 1.89% | 428 |
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 | T2 | 55.52% | 2.84% | 643 |
當 潘朵拉的寶盒 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 55.45% | 1.94% | 440 |
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 | T2 | 54.60% | 2.11% | 478 |
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 | 54.48% | 2.61% | 591 |
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 | 53.88% | 2.28% | 516 |
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 | 53.77% | 2.34% | 530 |
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 | 53.73% | 2.90% | 657 |
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 | 53.29% | 2.15% | 486 |
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 | 53.10% | 2.28% | 516 |
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 | 52.47% | 1.97% | 446 |
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 | T2 | 52.35% | 1.88% | 426 |
當 煽動群眾 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 52.01% | 2.42% | 548 |
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 | 51.99% | 2.45% | 554 |
當 作弊 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 51.75% | 2.02% | 458 |
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 | 51.52% | 1.90% | 429 |
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 | 51.04% | 4.03% | 913 |
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 | 50.98% | 1.80% | 408 |
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 | 50.98% | 3.40% | 769 |
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 | 50.66% | 3.71% | 839 |
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 | 50.51% | 3.46% | 782 |
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 | 49.42% | 3.05% | 690 |
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 | T2 | 49.21% | 2.52% | 571 |
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 | T2 | 49.18% | 2.43% | 551 |
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 | 48.97% | 2.78% | 629 |
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 | 48.82% | 2.44% | 553 |
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 | T2 | 48.04% | 2.59% | 587 |
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 | 48.04% | 2.47% | 560 |
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 | T2 | 47.72% | 2.43% | 549 |
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 | 47.09% | 2.21% | 499 |
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 | T2 | 46.85% | 2.31% | 523 |
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 | 46.36% | 2.13% | 481 |
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 | 45.87% | 2.68% | 606 |
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 | 44.40% | 2.25% | 509 |
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 | 54.76% | 1.48% | 336 |
當 任務:阿福英雄 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 53.40% | 0.91% | 206 |
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 | 52.85% | 1.47% | 333 |
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 | 51.83% | 0.84% | 191 |
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 | T3 | 51.17% | 1.70% | 385 |
當 黃金撕裂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 51.15% | 0.77% | 174 |
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 | 50.86% | 1.29% | 291 |
當 量子計算 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 50.56% | 0.79% | 178 |
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 | 50.38% | 1.15% | 260 |
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 | 50.18% | 1.24% | 281 |
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 | T3 | 49.74% | 0.84% | 191 |
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 | 49.59% | 1.09% | 246 |
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 | 48.94% | 1.45% | 329 |
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 | T3 | 48.66% | 1.15% | 261 |
當 腿部訓練日 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 48.60% | 0.79% | 179 |
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 | T3 | 48.47% | 1.30% | 295 |
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 | T3 | 48.45% | 1.29% | 291 |
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 | 47.98% | 0.76% | 173 |
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 | T3 | 47.81% | 1.21% | 274 |
當 海克斯科技龍魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 46.70% | 0.87% | 197 |
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 | T3 | 46.07% | 1.24% | 280 |
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 | T3 | 45.51% | 1.43% | 323 |
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 | 44.94% | 0.79% | 178 |
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 | 44.84% | 1.37% | 310 |
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 | 42.86% | 1.39% | 315 |
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 | 42.05% | 0.86% | 195 |
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 | 41.23% | 0.93% | 211 |
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 | 63.53% | 0.38% | 85 |
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 | 62.00% | 0.44% | 100 |
當 普羅王跳跳 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 58.40% | 0.55% | 125 |
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 | 55.95% | 0.37% | 84 |
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 | 55.63% | 0.63% | 142 |
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 | 54.55% | 0.53% | 121 |
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 | T4 | 54.19% | 0.68% | 155 |
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 | 52.25% | 0.49% | 111 |
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 | 51.33% | 0.66% | 150 |
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 | T4 | 51.23% | 0.72% | 162 |
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 | T4 | 50.67% | 0.33% | 75 |
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 | 50.43% | 0.52% | 117 |
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 | T4 | 50.00% | 0.50% | 114 |
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 | 50.00% | 0.44% | 100 |
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 | T4 | 50.00% | 0.37% | 84 |
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 | 50.00% | 0.27% | 60 |
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 | 49.32% | 0.32% | 73 |
當 純粹 - 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 | 白銀 | T4 | 49.30% | 0.31% | 71 |
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 | 47.56% | 0.36% | 82 |
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 | T4 | 47.30% | 0.33% | 74 |
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 | T4 | 46.59% | 0.39% | 88 |
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 | T4 | 46.32% | 0.42% | 95 |
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 | 45.57% | 0.70% | 158 |
當 黎明使者之決意 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 45.12% | 0.36% | 82 |
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 | 44.07% | 0.26% | 59 |
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 | T4 | 44.05% | 0.37% | 84 |
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 | 43.82% | 0.39% | 89 |
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 | 42.86% | 0.74% | 168 |
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 | T4 | 42.42% | 0.44% | 99 |
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 | T4 | 40.98% | 0.27% | 61 |
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 | T4 | 36.76% | 0.30% | 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 | T4 | 36.51% | 0.28% | 63 |
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 | T4 | 34.57% | 0.36% | 81 |
當 ??? 的效果契合英雄輸出方式、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 | 47.27% | 0.24% | 55 |
劫 Skill Combos
Extracted from the skill order guide
Take Q first, add E early for close-range trades and wave contact, then take W so your poke pattern actually has a shadow angle.
劫 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role and Fight Job | Zed is mostly a finisher and side-angle threat who waits for low-health targets or missed enemy peel before committing to a fight. | Zed becomes a tempo assassin who pressures enemy formation repeatedly, forcing backline attention rather than only deleting one carry. | Stop waiting for perfect one-shots; create pressure and force defensive reactions throughout the fight. |
| Shadow Discipline | Zed gets value by placing W forward for poke through minions, then backing off without needing to commit further. | Treat shadow as a fight resource first and poke tool second, saving W for spacing or dodge angles when enemy engage is ready. | Never waste W on low-value poke during posturing; you need it for real kill windows. |
| Tempo and Pacing | Zed spends long stretches farming energy-neutral poke, clearing waves, and waiting for enemies to misstep before engaging. | Fights restart quickly and compress quiet windows, so Zed must arrive with shadow available and targets already pressured. | Enter after major peel is used, not just when enemies are almost dead. |
| Augment Influence | Success mostly depends on whether Zed has enough damage and whether enemies have enough crowd control to stop him. | Augments determine whether Zed becomes a burst diver, repeat skirmisher, or cleanup threat, changing build and playstyle significantly. | Let augments decide your role; adapt items and runes to support what they enable. |
| Snowball Usage | Snowball gives an extra engage angle, but many Zed players prefer W and R to avoid getting dragged into instant death. | Snowball becomes more valuable for joining fast fights from unexpected angles or following targets after they escape. | Use Snowball as a bridge with an exit plan, not a suicide button into ready enemies. |
| Target Selection | Zed typically ults the lowest-health target to secure a clean kill and escape before counter-engage arrives. | Targets can have augments, shields, or teammates ready to punish, so kill the target that wins the fight instead. | Prioritize fight-winning targets, not just low-health ones; respect enemy defensive tools. |
Champion Analysis
定位 / 目前表現
In Hextech Mayhem (ARAM) mode, Zed the Master of Shadows functions as a melee assassin with extraordinary burst damage and exceptional mobility. His role centers on eliminating high-priority targets through precise shadow manipulation before escaping to safety. Zed's passive, Contempt for the Weak, deals bonus magic damage to low-health targets, giving him excellent cleanup potential when enemies are already weakened. This makes him particularly effective at finishing off targets that have been softened by teammate poke or burst. Zed's Q, Razor Shuriken, serves as his primary damage tool, throwing shuriken that deal physical damage for poke and supplementary damage during all-ins. His W, Living Shadow, is his most critical ability, creating a shadow clone at a target location that mimics all of Zed's abilities. Strategic shadow placement maximizes both damage output and mobility options, allowing Zed to extend his threat range significantly beyond what a typical melee assassin could achieve. His E, Shadow Slash, deals AoE physical damage around Zed for supplementary damage and wave clear potential. Zed's ultimate, Death Mark, defines his assassination pattern. He becomes untargetable and teleports behind a target while creating a shadow clone. After a delay, all ability damage dealt by Zed and his shadows during this window is duplicated as bonus damage. In Hextech Mayhem, Zed uses his ultimate to reach enemy carries, combo with Q and E for devastating burst, then return to safety using his shadow swap mechanic. This pattern allows him to dive into the enemy backline, secure kills, and escape without committing to extended fights where his squishy nature becomes a liability. Zed's shadow mechanics and burst damage make him one of the most lethal assassins in Hextech Mayhem. His strategic value lies in his ability to create pressure through poke with Razor Shuriken while always threatening a decisive engage onto vulnerable targets. The combination of untargetability on his ultimate and shadow swapping gives him tools to navigate the chaotic single-lane environment where escape routes are limited. Players must balance aggressive shadow usage for damage with maintaining escape options, as overcommitting without a swap available leaves Zed vulnerable to crowd control and counter-burst in the confined ARAM space.
核心技巧
長文技巧 / 玩法模式
Zed wins Mayhem fights by creating short, unfair windows on single targets and leaving before the enemy team can answer. He should not be played like a front-to-back bruiser. In the narrow ARAM lane, every shadow placed must serve a clear purpose: threatening a kill, forcing space, or preparing an exit. Using shadows only for poke leaves Zed easy to punish when the real fight starts. Engage should start from fog, side angles, or after key crowd control is gone. Zed should look for the second engage rather than always the first, letting tanks or crowd control users draw defensive spells before marking, bursting, and retreating. Opening on a full-health protected carry with peel untouched is a mistake; bait displacement, stuns, exhaust-style effects, and instant shielding with shadow poke first. Shadow placement should cut off retreat paths, taking advantage of how enemies in a single lane usually run backward in a straight line. Engaging when the enemy wave is thin is critical, as large minion waves block skillshots and give enemies cover to kite around. Zed excels at punishing overcommits. When enemy assassins, fighters, or Snowball divers land inside his team, he should mark and burst them while they are separated from support, then use shadows to exit before teammates collapse. Holding mobility when enemy engage is obvious allows Zed to dodge the first engage and punish the missed attempt. A whiffed hook, dash, knockup, or major defensive spell often presents a better opportunity than a low-health target. Before going in, Zed must decide his exit. If the only escape is killing the target fast, the play is usually bad unless the target is alone. Swapping forward should only happen when it secures a kill, dodges a dangerous spell, or places Zed behind cover. If burst fails, leaving immediately is better than auto-attacking in the middle of five champions. The health relic area serves as a reset zone when controlled, but diving past enemy-controlled relic territory risks being cut off from healing and safe shadow returns. Standing slightly off-center forces skillshots to choose between Zed, the wave, or teammates. Stacking with other backline threats invites one engage to catch both. Brush control should be used carefully to threaten sudden shadow angles without becoming predictable. Target priority means killing what can actually die, not always the enemy carry. Deleting the champion holding the fight together often enables the whole team to advance. Snowball works best when it lands after enemies have already moved, and taking the second cast instantly is not always correct. Augment trigger windows require playing around build spikes, committing only when damage layers cleanly. When ahead, pushing waves fast enough to threaten tower without standing alone is key. When behind, Zed's job becomes threat management through safe shadow chips and protecting shutdowns rather than forcing hero plays. The clean Zed pattern remains consistent: threaten from an angle, make one enemy panic, punish the wasted answer, then leave.
Read full guide玩法指南
玩法 / 隊伍結構
Zed approaches Mayhem fights with a game plan that evolves across three distinct phases. During levels 1 through 6, survival and building a kill window take priority. Start slightly behind the front line or beside ranged champions, using side brush and the outer edge of the minion wave to threaten without walking into early crowd control. The early trading pattern is short and repeatable: wait for enemies to last-hit, overstep, or clump near minions, then throw a shadow trade and pull back. Do not chase every shuriken hit. If enemies hold key crowd control, use shadows to poke from a safer line rather than swapping forward. Snowball serves as a threat tool first, not a button that must always be taken. Landing it on a tank standing in front of five players should not be reactivated unless the team is already engaging, because Zed dies quickly when arriving alone. Early augments should support one clear job: safer poke, faster burst access, or better escape after committing. Controlled pushing is preferred over reckless wave clearing, thinning the wave enough to avoid being trapped under tower while saving tools for enemies walking into poke range. When ahead, move with the wave and pressure beside the enemy tower without diving first unless Snowball, shadow, and team follow-up are ready. When behind, stop taking front-angle trades, farm with abilities, and save escapes for enemy engage. The goal before level 6 is entering ultimate fights with health, room to move, and knowledge of which targets have burned Flash-like movement, untargetability, shields, or peel. From levels 7 through 11, Zed transitions to picking targets and breaking fights open before collapsing. Position on the flank pocket rather than deep behind enemies or directly in the middle lane, creating an angle where shadows threaten carries while the body remains close enough to retreat. Light shadow poke chips carries, then a pause forces enemies to throw crowd control at shadow locations or step forward to punish cooldowns. If they waste answers, the next trade becomes an all-in. Snowball provides a second entry path, landing on carries to threaten without spending the main gap close, or on nearby minions to reposition for a cleaner ultimate angle. Augments should match the fight state: damage when carries are isolated or missing defensive tools, mobility after drawing spells for exit, and defensive options for the moment after committing when enemies turn. Push when the team has numbers, health advantage, or enemy wave clear is dead. Stall when lacking vision of engage angles or key tools are down. When ahead, stop coin-flipping into the tank line and instead hold side space, making carries choose between clearing waves and respecting burst. When behind, shift value to cleanup and cooldown punishment, entering after shields, exhaust effects, hard crowd control, or dashes are used. After every mid-game fight, decide quickly: push tower if enemies are dead or too low, reset the wave if the team is hurt, or retreat if escape tools are down. From levels 12 onward, Zed plays the assassination threat rather than being the first body in. Late game deaths decide the map, so position patiently near a side angle with a clear retreat path through the team. Do not waste full combos on targets that cannot die. Use poke to test reactions, trading in waves: poke, reset position, watch enemy response, then commit only when the target is killable or the fight has split. Late Snowball is a commitment check requiring three conditions: team can follow, the target can be killed or forced out, and exit is possible after the mark.
Read full guide優劣勢處理
優勢 / 弱點
Zed the Master of Shadows excels at punishing enemy mispositioning, but his effectiveness depends heavily on recognizing whether he is ahead or behind and adjusting his approach accordingly. When ahead, Zed should focus on converting leads into forced deaths rather than attempting to prove he can win alone. His snowball potential peaks when enemy carries give up space before fights begin, particularly when they walk past their frontline, waste defensive abilities on minion waves, or move into narrow angles without vision support. The key to maintaining a lead is always having a clear exit strategy prepared before committing, as the kill is only valuable if Zed can escape before enemy crowd control arrives. Ahead Zed players must resist several common throw patterns. Spending every shadow and mobility tool to finish low-value targets often leads to shutdowns. Using his ultimate on the easiest target instead of the real carry can allow enemy damage dealers to free-cast. Taking Snowball as a panic button rather than a calculated threat can result in unrecoverable dives. After securing a kill, Zed should reset, reassess health bars, and re-enter only if conditions remain favorable, as greedy second dives frequently donate shutdown gold back to the enemy. When behind, Zed must abandon the fed assassin mindset and instead focus on making fights messy enough that enemy carries cannot advance freely. His priorities shift to poke, cooldown bait, wave control, and low-risk finishes. Dying first while behind costs his team both damage and threat presence, allowing enemies to push without fear. Behind Zed should use shadows from safer angles to chip at waves and champions simultaneously, bait defensive responses without committing, and punish enemies who overchase after winning trades. Behind Zed players must avoid several unrecoverable situations. Being the first body caught by enemy crowd control removes his threat presence entirely. Chasing low-health targets through multiple enemy control zones usually ends in death with no recovery option. Repeatedly diving protected carries who survive his burst pattern hands over free kills. The comeback pattern requires identifying enemy punish tools, softening the fight with safe poke, taking the shortest kill path from side angles, and stabilizing after a pick rather than chasing into the next spawn cycle. Whether ahead or behind, the fundamental rule remains consistent: commit only when the punish window is known, and always maintain a recovery plan before pressing forward.
Read full guide英雄背景
背景 / 身份 / 文本塊
Zed the Master of Shadows operates in ARAM: Mayhem as a precision assassin whose entire kit revolves around shadow manipulation, burst timing, and disciplined target selection. His passive, Contempt for the Weak, functions as an execute mechanic that rewards patience rather than aggression. It triggers bonus damage against low-health targets, making it a finisher rather than an opener. In the fast-paced Mayhem environment where health bars fluctuate rapidly, Zed must watch for enemies who have already expended shields, heals, dashes, or cleanse effects before stepping in for the passive proc. Forcing a basic attack on a target who is not sufficiently weakened or controlled creates a punish window that can leave Zed vulnerable in the middle of the lane. Razor Shuriken serves as Zed's primary ranged damage tool, with threat scaling dramatically when multiple shuriken lines from Zed and his shadows overlap on the same target. The ability demands setup and prediction, requiring Zed to aim at where enemies must move rather than where they currently stand. A single shuriken provides poke, while double or triple shuriken pressure forces enemies to retreat, spend sustain, or misposition into follow-up engage. Missing Q removes most immediate kill pressure, forcing Zed to back off and reposition rather than swapping forward into an enemy who knows his burst is unavailable. Living Shadow represents Zed's most critical ability in Mayhem, functioning simultaneously as his weapon and insurance. The shadow copies his basic damaging spells and enables repositioning through swapping. Proper shadow placement creates crossfire angles with Q, making sidestepping harder for opponents while keeping Zed outside engage range. A wasted shadow creates the clearest punish window Zed offers, as opponents can step forward, force retreats, or engage his team while he cannot threaten a fast counterkill. Shadow Slash provides close-range area damage around Zed and his shadows, rewarding shadow positioning over raw reaction speed. It sets up Q by pressuring movement and punishing enemies who stand near shadow zones. The ability also serves a defensive purpose, allowing Zed to peel for allies by dropping a shadow near them and slashing divers before looking for a reset angle. Death Mark is Zed's commitment tool, making him untargetable during cast and applying delayed burst based on damage dealt during the mark window. Target selection is paramount: Zed should prioritize carries whose defensive tools are depleted and whose teams cannot instantly peel, rather than simply ulting the first reachable champion. A failed ultimate places Zed in enemy formation without his biggest threat, making it worse than a missed poke spell. After a failed mark, Zed must swap out and reset rather than chasing, which typically turns one mistake into a death timer. Throughout all phases, Zed rewards disciplined timing and punishes impatience, making him dangerous when he chooses the moment and fragile when he begs for one more hit.
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常見錯誤 / 風險控制
Zed in ARAM punishes sloppy hands and sloppy choices very quickly. You can look useless if you throw shadows for poke with no plan, and you can throw a winning fight by ulting the wrong target at the wrong time. Use this checklist when a fight feels messy: fix the mechanical error first, then clean up the decision that put you there. Mechanical mistakes often start with throwing shadow and shurikens at max range with no angle, just because the enemy team is grouped. Your damage gets body-blocked, reduced by bad spacing, or wasted into tanks, and your shadow is gone when someone walks at you. Cast from an angle where your shadow and Zed threaten the same target from different lines, especially when a carry has already used a dash or defensive spell. If you missed the poke, back up and wait for your shadow before stepping into threat range again. Swapping to a shadow instantly after casting it, without checking enemy crowd control or where the frontline is moving, means you arrive in the middle of the enemy team and get stunned, rooted, exhausted, or bursted before you can finish the kill. Treat the swap as a commit, not a reflex. Watch for the key disable first, then swap when the enemy carry is separated or when your team can follow the pressure. Using Death Mark as your opener every time allows the target to keep their defensive tools for your burst, the enemy team to save protection for the mark, and you may land in a predictable spot. Start with poke, shadow pressure, or ally crowd control when possible, then ult after the target has spent mobility or shielding. Missing shurikens because you aim where the target is standing instead of where they must move causes your combo to lose most of its threat. Aim after you see the dodge direction, or cast when the target is slowed, trapped against terrain, walking through minions, or forced by allied crowd control. Forgetting where your shadows are during a fight means you lose your escape route, recast to the wrong position, or fail to stack damage. Before committing, know which shadow is your damage angle and which one is your exit. Taking Snowball in and pressing every button immediately, regardless of enemy reaction, causes you to land into prepared peel, your burst hits shields or invulnerability, and you have no spacing tool left. Use Snowball as a threat extender or dodge tool, not only as a launch button. Spamming abilities into the wave and then fighting with no energy or no key spell ready shows yourself as harmless right when the enemy carry walks up. Clear only what you need and save enough resources for a punish combo. Overchasing after the mark pops or after a low-health enemy escapes moves you past your shadows, past your team, and into a respawn trade that gives away pressure. Decision mistakes include choosing the tank as your main target because they are closest. You spend your burst into high durability while the enemy carries freely hit your team. Pressure tanks with poke only when it is free, but save your real commit for the backline damage dealer, exposed enchanter, or low-health mage. Diving first when your team has no way to follow makes you the engage tool instead of the finisher, and Zed is much easier to punish when every enemy spell is still available. Let allied engage, poke, or crowd control start the fight unless the enemy carry is clearly isolated.
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最新攻略指南
