Normal order: R > Q > E > W.
推薦出裝
裝備 / 勝率 / 登場率
出裝配置
26.9核心裝備
- 總價
- 2,600
- 價格
- 450
45 魔法攻擊 350 生命 500 魔力 雋永 此道具每60秒自動累加一層,最多10層。每層增加10生命、30魔力以及3魔法攻擊。累加至滿層後,獲得1等級。 永續之力 受到來自英雄的傷害時,回復等同於10%傷害的魔力。 施放技能可回復所消耗魔力的25%。
- 總價
- 1,000
- 價格
- 700
55 跑速 身輕如燕 緩速效果降低25%。
- 總價
- 2,600
- 價格
- 450
65 魔法攻擊 400 生命 霧霜 傷害性技能會使敵軍緩速30%,持續1秒。
可選裝備前 12
- 總價
- 3,000
- 價格
- 800
60 魔法攻擊 300 生命 折磨: 傷害性技能時會燃燒敵軍,使其每秒受到2%最大生命的魔法傷害,持續3秒。 受苦: 與敵方英雄戰鬥時,每秒增加2%傷害,上限為6%。
53.19%- 總價
- 2,600
- 價格
- 450
45 魔法攻擊 350 生命 500 魔力 雋永 此道具每60秒自動累加一層,最多10層。每層增加10生命、30魔力以及3魔法攻擊。累加至滿層後,獲得1等級。 永續之力 受到來自英雄的傷害時,回復等同於10%傷害的魔力。 施放技能可回復所消耗魔力的25%。
52.02%- 總價
- 2,900
- 價格
- 900
350 生命 55 物理防禦 4% 跑速 破船者 移動時,逐漸提升至最高20額外跑速。下次普攻會釋放累積的跑速,造成額外物理傷害。 不沉 緩速效果降低15%。
49.32%- 總價
- 3,100
- 價格
- 950
70 魔法攻擊 350 生命 15 技能加速 虛空腐化 與敵方英雄戰鬥時,每秒額外造成2%傷害,上限為8%。達到最大效果時,獲得全能吸血。 虛空注入 增加等同於2%額外生命的魔法攻擊。
55.04%- 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。
56.00%起始裝備
核心裝備
- 總價
- 2,600
- 價格
- 450
45 魔法攻擊 350 生命 500 魔力 雋永 此道具每60秒自動累加一層,最多10層。每層增加10生命、30魔力以及3魔法攻擊。累加至滿層後,獲得1等級。 永續之力 受到來自英雄的傷害時,回復等同於10%傷害的魔力。 施放技能可回復所消耗魔力的25%。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 2,800
- 價格
- 750
400 生命 55 魔法防禦 4% 跑速 堅定 承受英雄的魔法傷害8次後,增加70魔法防禦與6%額外跑速。
可選裝備前 12
- 總價
- 2,900
- 價格
- 900
350 生命 55 物理防禦 4% 跑速 破船者 移動時,逐漸提升至最高20額外跑速。下次普攻會釋放累積的跑速,造成額外物理傷害。 不沉 緩速效果降低15%。
48.52%- 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。
49.88%- 總價
- 3,000
- 價格
- 800
60 魔法攻擊 300 生命 折磨: 傷害性技能時會燃燒敵軍,使其每秒受到2%最大生命的魔法傷害,持續3秒。 受苦: 與敵方英雄戰鬥時,每秒增加2%傷害,上限為6%。
46.50%- 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。
47.51%- 總價
- 2,600
- 價格
- 450
45 魔法攻擊 350 生命 500 魔力 雋永 此道具每60秒自動累加一層,最多10層。每層增加10生命、30魔力以及3魔法攻擊。累加至滿層後,獲得1等級。 永續之力 受到來自英雄的傷害時,回復等同於10%傷害的魔力。 施放技能可回復所消耗魔力的25%。
47.54%起始裝備
核心裝備
- 總價
- 2,600
- 價格
- 450
45 魔法攻擊 350 生命 500 魔力 雋永 此道具每60秒自動累加一層,最多10層。每層增加10生命、30魔力以及3魔法攻擊。累加至滿層後,獲得1等級。 永續之力 受到來自英雄的傷害時,回復等同於10%傷害的魔力。 施放技能可回復所消耗魔力的25%。
- 總價
- 1,000
- 價格
- 700
55 跑速 身輕如燕 緩速效果降低25%。
- 總價
- 2,600
- 價格
- 450
65 魔法攻擊 400 生命 霧霜 傷害性技能會使敵軍緩速30%,持續1秒。
可選裝備前 12
- 總價
- 3,000
- 價格
- 800
60 魔法攻擊 300 生命 折磨: 傷害性技能時會燃燒敵軍,使其每秒受到2%最大生命的魔法傷害,持續3秒。 受苦: 與敵方英雄戰鬥時,每秒增加2%傷害,上限為6%。
52.54%- 總價
- 2,600
- 價格
- 450
45 魔法攻擊 350 生命 500 魔力 雋永 此道具每60秒自動累加一層,最多10層。每層增加10生命、30魔力以及3魔法攻擊。累加至滿層後,獲得1等級。 永續之力 受到來自英雄的傷害時,回復等同於10%傷害的魔力。 施放技能可回復所消耗魔力的25%。
51.93%- 總價
- 2,900
- 價格
- 900
350 生命 55 物理防禦 4% 跑速 破船者 移動時,逐漸提升至最高20額外跑速。下次普攻會釋放累積的跑速,造成額外物理傷害。 不沉 緩速效果降低15%。
49.53%- 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。
55.76%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 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 | 58.08% | 8.29% | 1,696 |
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 | T1 | 57.06% | 6.19% | 1,267 |
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 | 56.83% | 4.62% | 945 |
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 | T1 | 56.46% | 9.57% | 1,959 |
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 | 55.80% | 9.27% | 1,898 |
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 | T1 | 55.68% | 4.99% | 1,022 |
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 | 55.31% | 6.07% | 1,242 |
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 | T1 | 54.61% | 8.69% | 1,778 |
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 | 54.22% | 5.56% | 1,138 |
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 | 53.74% | 12.42% | 2,542 |
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 | 53.41% | 12.62% | 2,582 |
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 | 53.17% | 11.39% | 2,332 |
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 | 53.03% | 13.05% | 2,670 |
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 | 52.64% | 11.12% | 2,276 |
當 奪命飛踢 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 52.19% | 5.25% | 1,075 |
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 | 51.85% | 7.53% | 1,541 |
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 | 51.75% | 13.10% | 2,682 |
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 | 50.37% | 7.97% | 1,632 |
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 | T1 | 49.87% | 5.48% | 1,121 |
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 | T1 | 49.68% | 8.29% | 1,697 |
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 | 49.54% | 5.33% | 1,090 |
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 | 49.47% | 7.34% | 1,502 |
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 | T1 | 48.24% | 4.57% | 935 |
當 任務:鋼鐵雄心 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 46.27% | 6.42% | 1,314 |
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 | 58.74% | 2.49% | 509 |
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 | 56.85% | 3.28% | 672 |
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 | 56.08% | 3.54% | 724 |
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 | 56.06% | 4.07% | 833 |
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 | 55.51% | 2.66% | 544 |
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 | T2 | 55.29% | 2.91% | 595 |
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 | 55.13% | 4.29% | 878 |
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 | 54.81% | 2.34% | 478 |
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 | 54.66% | 2.78% | 569 |
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 | 54.52% | 3.19% | 653 |
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 | 54.44% | 2.48% | 507 |
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 | T2 | 54.20% | 2.56% | 524 |
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 | T2 | 54.14% | 2.30% | 471 |
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 | 54.11% | 3.57% | 730 |
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 | T2 | 53.88% | 2.33% | 477 |
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 | 53.86% | 3.23% | 661 |
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 | T2 | 53.71% | 2.24% | 458 |
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 | 53.26% | 3.60% | 736 |
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 | T2 | 53.23% | 3.41% | 697 |
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 | 53.16% | 3.01% | 617 |
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 | T2 | 52.83% | 3.11% | 636 |
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 | T2 | 52.81% | 2.35% | 481 |
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 | 52.70% | 3.35% | 685 |
當 處刑者 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 52.50% | 2.74% | 560 |
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 | 52.25% | 2.17% | 444 |
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 | T2 | 51.92% | 3.43% | 703 |
當 穿針引線 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 51.78% | 3.29% | 674 |
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 | 51.45% | 3.04% | 622 |
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 | 51.38% | 3.55% | 726 |
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 | T2 | 51.29% | 3.23% | 661 |
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 | T2 | 50.91% | 2.15% | 440 |
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 | 50.56% | 3.04% | 623 |
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 | 49.86% | 3.51% | 718 |
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 | 49.83% | 4.44% | 909 |
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 | T2 | 49.79% | 2.31% | 472 |
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 | T2 | 47.70% | 2.45% | 501 |
當 寶石手套 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 47.30% | 3.52% | 721 |
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 | 46.51% | 2.45% | 501 |
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 | T3 | 57.59% | 1.26% | 257 |
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 | 56.97% | 2.03% | 416 |
當 自爆炸彈客 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 56.63% | 1.92% | 392 |
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 | T3 | 56.47% | 1.77% | 363 |
當 收頭好手 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 55.75% | 1.40% | 287 |
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 | 55.69% | 1.25% | 255 |
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 | T3 | 55.09% | 1.87% | 383 |
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 | T3 | 53.85% | 1.27% | 260 |
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 | 53.77% | 1.49% | 305 |
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 | T3 | 52.92% | 1.34% | 274 |
當 增益麻吉 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 52.85% | 1.63% | 333 |
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 | T3 | 52.32% | 1.16% | 237 |
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 | 52.23% | 1.53% | 314 |
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 | 51.99% | 1.48% | 302 |
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 | 51.96% | 1.62% | 331 |
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 | 51.80% | 1.36% | 278 |
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 | T3 | 51.69% | 1.30% | 267 |
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 | 51.23% | 1.58% | 324 |
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 | T3 | 50.85% | 1.43% | 293 |
當 棒棒回力鏢 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 50.61% | 1.61% | 330 |
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 | 50.54% | 1.81% | 370 |
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 | 49.34% | 1.11% | 227 |
當 暴擊治療 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 49.18% | 1.80% | 368 |
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 | T3 | 48.95% | 1.16% | 237 |
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 | 48.70% | 1.69% | 345 |
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 | 48.40% | 1.99% | 407 |
當 無敵大絕 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 48.33% | 1.31% | 269 |
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 | T3 | 47.69% | 1.91% | 390 |
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 | 47.44% | 2.10% | 430 |
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 | 44.70% | 2.12% | 434 |
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 | 44.13% | 1.21% | 247 |
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 | 61.85% | 0.85% | 173 |
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 | 57.35% | 1.03% | 211 |
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 | 57.14% | 1.09% | 224 |
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 | T4 | 55.20% | 1.08% | 221 |
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 | T4 | 53.51% | 0.56% | 114 |
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 | 53.42% | 1.07% | 219 |
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 | 53.33% | 0.59% | 120 |
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 | 53.10% | 0.71% | 145 |
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 | 52.60% | 0.75% | 154 |
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 | 52.32% | 0.74% | 151 |
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 | T4 | 52.23% | 1.09% | 224 |
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 | 52.14% | 0.68% | 140 |
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 | 51.96% | 0.50% | 102 |
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 | 51.61% | 0.61% | 124 |
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 | 51.49% | 0.49% | 101 |
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 | T4 | 51.03% | 0.95% | 194 |
當 搗蛋鬼 的效果契合英雄輸出方式、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 | 50.41% | 0.60% | 123 |
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 | T4 | 50.24% | 1.03% | 211 |
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 | 50.00% | 0.47% | 96 |
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 | T4 | 49.46% | 0.91% | 186 |
當 黃金撕裂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 49.36% | 0.76% | 156 |
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 | 49.30% | 0.69% | 142 |
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 | T4 | 48.42% | 0.93% | 190 |
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 | 47.06% | 1.00% | 204 |
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 | 45.95% | 0.72% | 148 |
當 射手法師 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 44.68% | 0.92% | 188 |
當 無法掌握 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 43.51% | 0.64% | 131 |
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 | 43.10% | 0.57% | 116 |
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 | T4 | 42.92% | 1.10% | 226 |
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 | 39.13% | 0.67% | 138 |
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 | T5 | 59.09% | 0.43% | 88 |
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 | 56.18% | 0.43% | 89 |
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 | T5 | 54.24% | 0.29% | 59 |
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 | T5 | 53.85% | 0.32% | 65 |
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 | T5 | 53.42% | 0.36% | 73 |
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 | 51.14% | 0.43% | 88 |
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 | T5 | 50.98% | 0.25% | 51 |
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 | 50.88% | 0.28% | 57 |
當 空降水豚 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T5 | 50.67% | 0.37% | 75 |
當 基本功夫 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T5 | 48.28% | 0.28% | 58 |
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 | T5 | 48.10% | 0.39% | 79 |
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 | T5 | 47.46% | 0.29% | 59 |
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 | T5 | 45.90% | 0.30% | 61 |
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 | T5 | 45.68% | 0.40% | 81 |
當 玻璃大砲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T5 | 45.28% | 0.26% | 53 |
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 | T5 | 43.04% | 0.39% | 79 |
辛吉德 Skill Combos
Extracted from the skill order guide
Slow, zone, anti-mobility, or trap-style augments: consider R > Q > W > E only when enemy mobility is the main reason you are losing fights.
Take Q early, put one point in E for the flip, add W once fights start needing zone control, then max Q first, E second, W last.
辛吉德 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Singed acts as a durable space-maker and steady disruptor who can walk up, poison the wave, threaten Fling, and drift back before enemies fully commit. | He becomes a tempo thief who must steal attention, split enemy focus, drag them through poison, and exit before empowered responses land. | Shift from passive disruption to controlled chaos that forces enemy reactions. |
| Fling Targeting | Players often Fling the first champion they touch by habit, since fights are slower and punishment for suboptimal targets is less severe. | Hold Fling for champions whose position actually matters: divers on your carry, carries past peel, or reset champions trying to clean up fights. | The nearest target is often bait; save Fling for high-value displacements. |
| Ultimate Timing | Players often save Insanity Potion until they are low on health, using it as a reactive combat tool during extended fights. | Activate before crossing the enemy threat line, not after getting trapped. Delaying can mean getting burst down before extra stats matter. | Use ultimate proactively before committing, not reactively when already trapped. |
| Snowball Usage | Snowball engage looks straightforward: tag someone, fly in, activate poison, Fling a priority target, and cause panic in the enemy team. | Do not always recast instantly. Wait for enemies to spend mobility, use it sideways for flank angles, or hold defensively to escape after baiting cooldowns. | Snowball creates angles and escape options, not just all-in engage opportunities. |
| Teamfight Positioning | Singed can hover near the frontline and threaten anyone who steps too close when the enemy has limited reach. | Stand off-center to the side of the wave, enabling wraparound paths, carry protection from divers, or forcing enemy backline to kite away. | Off-center spacing enables flanks and peel rather than absorbing frontal damage. |
Champion Analysis
定位 / 目前表現
In Hextech Mayhem mode, Singed the Mad Chemist is a melee tank-mage defined by powerful zone control and excellent sustained damage. His role centers on using his abilities to deny areas, disrupt enemy formations, and apply continuous magic damage over time while remaining extremely durable. Singed’s passive, Noxious Slipstream, grants bonus movement speed when he runs toward nearby enemies, enabling him to chase down opponents and maintain pressure in the narrow lane. His core ability is Poison Trail, which leaves a toxic gas trail behind him that deals continuous magic damage to any enemy walking through it. In Hextech Mayhem, this trail can span the entire lane width, allowing Singed to damage multiple enemies simultaneously and control large portions of the battlefield. His crowd control comes from Mega Adhesive, a sticky zone that dramatically slows enemies, providing valuable zone denial and setting up picks or escapes. Fling allows Singed to pick up an enemy behind him and throw them forward, a versatile tool for disrupting enemy team formations, isolating a high-value target, or peeling for allies. His ultimate, Insanity Potion, is his signature ability, granting massive bonuses to health, ability power, armor, magic resistance, and movement speed. When activated, Insanity Potion transforms Singed into a mobile fortress, drastically increasing his tankiness and damage output. The core strategic value of Singed in Hextech Mayhem lies in his straightforward yet devastating playstyle of running through the enemy team with Poison Trail and Insanity Potion active. He excels at forcing enemies to constantly reposition, eating into their health pools while absorbing damage himself. His combination of speed from Noxious Slipstream and the ultimate, combined with the zone denial from Mega Adhesive and the disruption of Fling, makes him a nightmare for opponents who lack reliable crowd control or burst to deal with him. Singed’s damage is sustained and area-based rather than burst, so he thrives in extended fights where he can cycle his cooldowns and maintain pressure. His positioning requires him to be in the thick of combat, weaving through enemies to maximize the poison trail’s coverage while using his slows and fling to create chaos. The practical strategic takeaway is that Singed is a high-value pick when the team needs a durable frontline that can control space, apply constant magic damage, and disrupt enemy attempts to engage or disengage. His presence alone can dictate the flow of teamfights, as enemies must carefully consider their pathing to avoid extended poison exposure. Singed’s straightforward execution—activating his abilities and charging into the enemy team—counters champions that rely on position or kiting, but he remains vulnerable to coordinated burst and hard crowd control that can lock him down before Insanity Potion’s defensive bonuses take effect.
核心技巧
長文技巧 / 玩法模式
Singed wins Mayhem fights by making the enemy move badly. Start fights from the side of the lane, hugging the wall and moving with the minion wave, then turn in when the enemy steps forward to last-hit or poke. Use Snowball to skip the vulnerable run-in phase; after landing it on a backliner or nearby frontliner, wait for panic spells, then take the mark when teammates are close enough. Flip the target your team can actually kill—a bruiser or support who oversteps can be a better first flip than a carry with mobility or peel, as it pulls them into poison and opens space. Keep poison active before contact and keep moving after the flip, running past the target so their escape path crosses your trail, then curving back toward your team. In counter-engage situations, hold the flip for an assassin or diver who has committed to your carry; let them cross the halfway point, then flip them away or into your team’s damage zone. Peel before chasing if your scaling damage dealers are alive, because chasing the enemy backline while your own backline dies throws winning fights. When retreating, never run in a clean straight line; curve around minions, brush edges, and wall angles to make pursuit expensive. If caught without team follow-up, run toward a wall angle where poison is harder to avoid and melee champions stack together, buying time for shields or your next movement. Do not turn back for a desperate flip when below lethal range unless it places a melee threat under tower or into guaranteed damage. ARAM’s narrow lane makes Singed’s trail stronger but also makes crowd control easier to land, so stand just outside the enemy’s main engage range until a key spell misses, then sprint through the gap. Use minions as moving cover when walking up and break sideways at the last second to make skillshot pokes aim at either the wave or your body. When grouped tightly, drag enemy area damage outward toward the wall first instead of running through your carries. Target priority goes first to the champion who oversteps and cannot instantly leave—Singed punishes bad spacing harder than he forces perfect engages—and second to the carry after their escape tools are used. Do not tunnel the lowest-health enemy if the kill path pulls you away from your team and out of poison value; reset and flip the next person who follows too far. Use Snowball after enemy poke misses, not while they are calmly waiting. Landing Snowball on a tank beside their carries can still be correct as a doorway into the fight; do not always recast immediately if holding the threat wins space. Trigger combat augments when the enemy must commit to your path, such as after a flip or during a chase through poison. Time movement augments after the first enemy control spell misses, and save defensive augments for focus fire moments like taking Snowball in or peeling an assassin. In the push-and-pull rhythm, when ahead, push the wave by poisoning the enemy minion path and threaten a flip on anyone clearing it. When neutral, draw the enemy forward with short fake entries to make them waste spells. When behind, do not hard shove alone; clear safely with your team and keep poison between the enemy and your carries. Dive only when the enemy’s retreat path is already poisoned or blocked, let your minion wave arrive first, and if the first flip does not create a kill, leave immediately.
Read full guide玩法指南
玩法 / 隊伍結構
Singed the Mad Chemist wins ARAM: Mayhem by making the enemy walk through bad space. He is not a front-to-back tank who stands still and trades autos; he is a moving wall who marks the edge of the wave, punishes oversteps with fling angles, and forces carries to choose between chasing him or hitting his team. In the early game from levels 1 to 6, he starts on the side of the wave near brush or the outer lane wall, stepping in to poison the minion line and stepping out before enemy focus lands. His early trades are short: tag the wave with poison, threaten a fling when an enemy walks too far forward, then leave before a clean return trade lands. Snowball is treated as a commitment tool, used only when the target is already separated or when the team can follow. Augment choices solve the first problem—engage options if the team needs it, or movement, durability, or sustained fight tools if engage is already present. The push or stall decision depends on lane control; when ahead, he steps into brush and converts pressure into wave control to fight around health relics; when behind, he stops fishing for hero flings, sits near the backline, and punishes divers instead. Mid game from levels 7 to 11 is where Singed starts taking over messy fights. He positions one step off-center from his team, close enough to peel but angled to threaten a wrap. His rhythm becomes wave, pressure, reset: poison the wave, walk at the enemy to make them kite back, then turn before being isolated. The best trades look unfair because the enemy spends the first half chasing and the second half trying to escape. Snowball is strongest after the enemy uses mobility or after his team lands crowd control. By now augment choices define the fight pattern—durability and healing allow longer fronting, mobility and engage power call for sharper angles, and damage-oriented power prioritizes poison uptime through escape paths. Push hard when the enemy lacks waveclear or is low; stall when the enemy has stronger five-man engage. When ahead, he owns the center line, clears the wave, and stands between the enemy and the safe path to their turret, chaining pressure. When behind, his value is disruption and peeling the strongest threat, flipping divers into his team. Late game from level 12 onward, Singed must be annoying without being free. He stands where enemy carries cannot walk forward comfortably but keeps a visible escape path back to his team. If another ally can start fights, he hovers on the flank and enters second, using the spells the enemy already wasted. Late trades decide the game quickly, so he stops taking health losses for nothing and poisons only when it pressures positioning or protects a teammate. Snowball should start a winning fight, punish a carry mistake, or save the team from a diver. The augment pattern becomes deliberate: bait cooldowns if hard to kill, wait for a guaranteed angle if a burst engage, fight around choke points if poison sustains. Push only when the wave can be protected; stall when the team scales better or a teammate is dead. When ahead, he closes the map slowly, denies clean exits, and forces the final fight on his terms. When behind, he plays for one punished overextension, stays near damage dealers, and saves fling as a reset button. The clean Singed loop is simple: take space with poison, make the enemy move badly, punish the first champion who panics, then leave before the return fire locks him down.
Read full guide優劣勢處理
優勢 / 弱點
Singed the Mad Chemist’s strength lies in his ability to dictate where fights happen by poisoning paths and forcing enemies to choose between losing wave control or stepping through damage. When ahead, he becomes a gatekeeper who shrinks the enemy’s playable space without donating shutdowns. His poison forces low-health recalls or deaths, and his presence makes the enemy backline spend mobility just to avoid him. This advantage is safest when he converts health leads into space rather than coin‑flip dives: walking up early to poison the enemy’s approach path, then standing off to the side of his carries so he can punish divers after they commit. His real chase signal is only after an enemy has used a dash, cleanse, or main disengage — chasing before those tools are spent turns his lead into a throw because Singed excels at extended disruption, not guaranteed instant burst. Snowball usage must be disciplined: he should take the mark only when allies can follow, using it to poison through the center and fling a key target; a solo Snowball into five enemies gives away shutdown gold. When his ultimate or major defensive tools are unavailable, he plays one step slower — ahead Singed often dies by believing he is unkillable, yet he is durable only when moving, supported, and choosing the route. Augments should be selected to cover his ahead‑state weaknesses: mobility and sticking power against kiting comps, durability against burst during the first crowd control chain, engage support when his team lacks initiation, and sustained damage or survival when reliable engage already exists. The classic ahead throw is avoided by not chasing behind enemy structures without wave and team, not flinging a tank or bruiser into his carries, and not leaving damage dealers alone to hunt low‑health enemies. When behind, Singed becomes a disruption tool and recovery engine. He stabilizes the wave by poisoning minions from a safe angle and retreating, buying time for cooldowns and augment value. He stands near his carries and threatens fling on the first diver, acting as anti‑engage rather than engage. He fights only after the enemy gives a punish window — for example, when the backline uses mobility forward or the tank walks too far ahead of support — then enters immediately after major crowd control is spent, because Singed hates being locked down before he moves. Augments patch the reason he is losing: defensive or sustain tools when he dies before poison matters, mobility when he can survive but never reach priority targets, extended fight threat only if he can realistically stay alive, and sustain or recovery against heavy poke. Recovery comes from repeated good trades: he does not sprint in late to save a caught teammate, resets his angle after a missed Snowball or dodged approach, and takes space from small trades without overextending. If his carry is the only realistic win condition, he plays near them, flinging divers away and poisoning the route enemies must take. The simple rule is: when ahead, use Singed’s movement to shrink the enemy’s playable space without donating shutdowns; when behind, use the same movement to buy time, punish oversteps, and protect the teammate who can still win the fight.
Read full guide英雄背景
背景 / 身份 / 文本塊
Singed in Mayhem ARAM is a chaos engine designed to force enemies into impossible decisions: either chase him through his poison trail or let him dictate the entire fight’s positioning. The mode’s accelerated gold and experience allow him to hit his item spikes much earlier than on Summoner’s Rift, turning his passive movement speed and poison damage into a constant, oppressive threat from the first few minutes. His passive grants bonus movement speed when near enemy champions, and in Mayhem this effect often ramps up faster or stacks more aggressively, enabling him to sprint through poke damage to reach the backline or escape dives that would kill a normal champion. This speed is the engine that makes everything else work—without it, his adhesive would be easy to walk out of and his flip would be telegraphed. However, overestimating that speed is fatal; running into a trap zone or turret dive without an exit plan only gets him killed faster. His poison trail is his primary damage source. Instead of last-hitting, he runs, leaving a trail that deals damage over time. In Mayhem, the damage ticks often scale harder and the trail may be wider or longer, turning the ground into a death zone. The goal is to maximize the time enemies spend in the cloud, forcing them to back off or die to chip damage. Early on, mana is a concern despite faster regeneration, so he must toggle the poison off when not threatening anyone to avoid being oomie during key fights. In teamfights, he creates zones by running through the enemy frontline and poisoning the backline, forcing them to scatter or suffer overlapping poison zones that shred health bars. His adhesive is his control tool—a flask that creates a sticky zone with a strong slow and, critically in Mayhem, a grounded effect that prevents dashes and blinks, including Snowball escapes. This makes it invaluable for cutting off escape routes, peeling for himself, or setting up his flip. He must aim where the enemy will be, not where they are, because the flask has travel time. Missing it leaves him without peel or setup for a long cooldown, so it should only be thrown when he knows he can land it or needs to zone a choke point. His flip is his kill move, a point-blank grab that throws an enemy over his shoulder, dealing damage and briefly stunning them on landing. In Mayhem, the damage may scale with max health or have a lower cooldown, making it a frequent threat. He uses it to reposition enemies into his poison, into his team, or under turret, and it interrupts channels and dashes. But flipping the wrong person can lose a fight—flipping a tank into his backline or saving an enemy by flipping them to safety wastes the cooldown and the opportunity. He must always know who he is flipping and where they will land. His ultimate is his go button, a potion that grants large bonuses to ability power, resistances, movement speed, and regeneration for a duration that is often longer in Mayhem, making him a raid boss for the fight. He pops it as he engages to survive initial burst and maximize damage, not when he is already low. Using it when no one is around or during a kited retreat wastes the cooldown. Hard crowd control—roots, stuns, knockups—shuts off his speed and leaves him vulnerable, especially chain CC. Ranged champions can poke him down before he closes, and mobile champions can dash out of his trail or zone.
Read full guide避免常見錯誤
常見錯誤 / 風險控制
Singed wins Mayhem fights by making enemies choose badly: chase through poison, stand in bad ground, or waste damage on a target that is already leaving. Most mistakes happen when you play him like a normal frontliner or mage. You are not there to stand still and trade; your job is to cross the fight, break target selection, punish clumped enemies, and get out before the enemy team turns the lane into a firing squad. Mechanical errors start with poor poison management. Leaving Poison Trail on with no enemy near drains resources, leaving you unable to sustain it during the real fight. Toggle poison with intent: turn it on when enemies must walk through it, when kiting backward, or when cutting across a clump. If you wasted uptime, back off and wait for the next chase or retreat rather than forcing an engage. Running straight at the enemy front line before they spend crowd control gets you slowed, rooted, or burst before creating pressure. Approach from a side angle, behind minions, or after a key spell misses. If caught, stop pushing forward and kite backward through poison. Flinging the nearest target just because they are in range can undo a winning fight by throwing a tank into your backline or saving an enemy carry. Only Fling when the landing spot is useful: into your team, into poison, away from your carry, or out of a safe position. If you flip the wrong target, instantly peel them instead of chasing past. Dropping zone control after the enemy has already escaped makes the spell decoration. Place it where the enemy wants to walk next, not where they were. Do not chase into open space to justify a missed cast. Using your major durability or speed steroid after you are already chain-controlled and nearly dead loses the window where Singed is hard to pin down. Activate it before the dangerous part of the run, such as when committing through the front line or when enemies start turning on you. If you held it too long, use it defensively to leave the fight instead of greedily. Standing still after a Fling to auto gives enemies a clean punish window. Keep moving after the flip to drag poison across the escape route or pivot toward the next threat. If you froze and got chunked, do not re-engage at half health; kite backward through poison. Using Snowball or hard engage as a one-way ticket into five enemies before your team can follow leaves you isolated and feeding. Use engage tools only when your team is close enough to punish the displaced target. If you take a bad entry, move through the enemy and create a poison trail on the exit path. Decision mistakes also undermine Singed’s value. Building and playing as the main damage carry every game loses reliable engage, peel, and space control. Match your role to the lobby: if your team has damage, prioritize survival and disruption. Chasing one low-health enemy all the way down the lane while the real fight happens behind you leaves your backline vulnerable. Chase only if the kill is quick and does not expose your team. Starting fights when your damage dealers are clearing waves or too far back creates a disruption pattern nobody can use. Check teammate positions before committing. Ignoring enemy anti-chase tools against heavy control or poke leads to feeding; play patiently, threaten side angles, and wait for missed spells. Flipping tanks away from your carries when an assassin or bruiser is diving them wastes your best peel tool.
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辛吉德
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Read full guide最新指南
最新攻略指南
