Normal order: start Q, take E second, take W third, then max Q > E > W, with R taken whenever it is available.
推薦出裝
裝備 / 勝率 / 登場率
出裝配置
26.9核心裝備
- 總價
- 2,700
- 價格
- 650
90 魔法攻擊 600 魔力 15 技能加速 輕藐 增加20大絕技能加速。 仇恨酸霧 大絕對英雄造成傷害時可燃燒地面3秒,每秒造成魔法傷害,並降低其魔法防禦。
- 總價
- 1,100
- 價格
- 800
12 魔法穿透 45 跑速
- 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%。
可選裝備前 12
- 總價
- 2,700
- 價格
- 650
90 魔法攻擊 600 魔力 15 技能加速 輕藐 增加20大絕技能加速。 仇恨酸霧 大絕對英雄造成傷害時可燃燒地面3秒,每秒造成魔法傷害,並降低其魔法防禦。
50.25%- 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%。
51.47%- 總價
- 2,800
- 價格
- 700
80 魔法攻擊 600 魔力 20 技能加速 厄夜灼炎 傷害性技能造成額外魔法傷害,持續3秒。 黑焰 每有一位敵方英雄、史詩或大型野怪遭受厄夜灼炎燃燒,你便提升4%魔攻。
52.93%- 總價
- 2,800
- 價格
- 800
90 魔法攻擊 15 魔法穿透 6% 跑速 暴風突襲者 在2.5秒內對英雄造成等同於其最大生命25%的傷害會對其附加暴風。 暴風 2秒後,造成魔法傷害。若目標在暴風觸發前死亡,則會對鄰近敵軍造成傷害。
51.42%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 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 | 58.74% | 10.74% | 2,615 |
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 | 55.27% | 8.66% | 2,108 |
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 | 54.84% | 12.93% | 3,149 |
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 | 54.21% | 17.28% | 4,208 |
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 | T1 | 53.84% | 6.20% | 1,510 |
當 靈光一閃 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 52.87% | 14.93% | 3,635 |
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 | 52.64% | 14.54% | 3,541 |
當 自始至終 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 51.68% | 9.88% | 2,405 |
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 | 51.57% | 7.71% | 1,877 |
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 | T1 | 51.10% | 5.76% | 1,403 |
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 | 50.97% | 18.64% | 4,538 |
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 | T1 | 50.83% | 5.45% | 1,328 |
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 | T1 | 50.81% | 5.84% | 1,423 |
當 靈活轉換 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 50.72% | 13.17% | 3,206 |
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 | 50.46% | 6.28% | 1,530 |
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 | 49.92% | 22.94% | 5,585 |
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 | 49.79% | 10.63% | 2,589 |
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 | 49.54% | 5.75% | 1,399 |
當 溢流 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 49.39% | 9.69% | 2,359 |
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 | T1 | 49.25% | 9.89% | 2,408 |
當 女巫思維 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 49.12% | 15.84% | 3,858 |
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 | 49.07% | 6.37% | 1,551 |
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 | 47.87% | 9.62% | 2,342 |
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 | 57.64% | 2.26% | 550 |
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 | 57.02% | 3.77% | 919 |
當 質變:大混亂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 56.26% | 2.20% | 535 |
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 | 55.51% | 4.55% | 1,108 |
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 | 54.57% | 3.78% | 920 |
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 | 54.35% | 3.73% | 909 |
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 | 54.12% | 4.58% | 1,116 |
當 暴擊沖天炮 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 | 53.93% | 4.39% | 1,068 |
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 | 53.74% | 3.35% | 815 |
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 | 53.69% | 4.90% | 1,192 |
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 | T2 | 53.63% | 3.91% | 951 |
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 | 53.15% | 2.41% | 587 |
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 | 53.10% | 2.32% | 565 |
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 | 52.99% | 2.95% | 719 |
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 | T2 | 52.37% | 1.56% | 380 |
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 | 52.24% | 2.84% | 691 |
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 | 52.20% | 3.63% | 885 |
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 | T2 | 51.39% | 2.66% | 648 |
當 吸血迷資 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 51.30% | 2.05% | 499 |
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 | T2 | 50.92% | 3.11% | 758 |
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 | 50.78% | 3.70% | 900 |
當 符文術士 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 50.50% | 4.89% | 1,190 |
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 | 50.31% | 4.68% | 1,139 |
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 | 49.62% | 1.62% | 395 |
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 | 49.11% | 2.55% | 621 |
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 | 48.15% | 2.22% | 540 |
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 | 47.95% | 2.51% | 611 |
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 | 46.93% | 2.14% | 522 |
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 | T2 | 46.72% | 3.38% | 822 |
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 | 46.62% | 2.43% | 592 |
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 | T2 | 44.49% | 3.80% | 926 |
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 | T3 | 57.20% | 1.06% | 257 |
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 | 57.05% | 0.61% | 149 |
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 | T3 | 57.00% | 1.20% | 293 |
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 | T3 | 56.96% | 0.65% | 158 |
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 | T3 | 56.13% | 1.51% | 367 |
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 | 55.56% | 0.55% | 135 |
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 | 54.62% | 0.49% | 119 |
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 | T3 | 54.32% | 0.67% | 162 |
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 | 53.50% | 1.35% | 329 |
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 | T3 | 51.86% | 1.43% | 349 |
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 | 50.85% | 0.48% | 118 |
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 | T3 | 50.63% | 0.65% | 158 |
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 | 50.38% | 1.08% | 262 |
當 幻影武器 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 49.76% | 0.87% | 211 |
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 | T3 | 49.49% | 1.20% | 293 |
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 | 49.05% | 1.08% | 263 |
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 | 48.34% | 1.36% | 331 |
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 | 48.15% | 1.00% | 243 |
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 | T3 | 47.97% | 1.01% | 246 |
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 | T3 | 47.95% | 0.60% | 146 |
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 | T3 | 47.45% | 1.13% | 274 |
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 | 47.43% | 1.12% | 272 |
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 | T3 | 47.42% | 1.35% | 329 |
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 | 47.16% | 0.72% | 176 |
當 無敵大絕 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 46.77% | 0.51% | 124 |
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 | T3 | 46.69% | 1.12% | 272 |
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 | 46.65% | 1.29% | 313 |
當 不祥契約 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 44.97% | 1.47% | 358 |
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 | T3 | 44.67% | 1.39% | 338 |
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 | 44.14% | 0.60% | 145 |
當 老練狙擊手 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 | 黄金 | T3 | 43.84% | 0.60% | 146 |
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 | 41.73% | 0.57% | 139 |
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 | 61.76% | 0.28% | 68 |
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 | 60.87% | 0.28% | 69 |
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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 | 55.95% | 0.34% | 84 |
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 | T4 | 53.68% | 0.39% | 95 |
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 | 52.70% | 0.30% | 74 |
當 守護面紗 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 52.33% | 0.35% | 86 |
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 | 51.09% | 0.38% | 92 |
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 | 50.00% | 0.22% | 54 |
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 | 49.35% | 0.32% | 77 |
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 | T4 | 49.09% | 0.23% | 55 |
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 | T4 | 48.94% | 0.39% | 94 |
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 | T4 | 48.45% | 0.40% | 97 |
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 | T4 | 47.83% | 0.38% | 92 |
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 | 47.37% | 0.31% | 76 |
當 彈幕神童 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 46.84% | 0.32% | 79 |
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 | 45.61% | 0.23% | 57 |
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 | 45.54% | 0.41% | 101 |
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 | T4 | 44.66% | 0.42% | 103 |
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 | 43.75% | 0.26% | 64 |
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 | T4 | 43.64% | 0.45% | 110 |
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 | 43.48% | 0.28% | 69 |
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 | 42.00% | 0.41% | 100 |
當 閃光俠 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 41.77% | 0.32% | 79 |
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 | 40.86% | 0.38% | 93 |
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 | 39.76% | 0.34% | 83 |
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 | T4 | 38.36% | 0.30% | 73 |
卡爾瑟斯 Skill Combos
Extracted from the skill order guide
E/frontline or death-zone augments: switch to E > Q > W only when you can actually stay near enemies.
W/utility or setup augments: use Q > W > E when your team can punish every slow.
Normal order: start Q, take E second, take W third, then max Q > E > W, with R taken whenever it is available.
卡爾瑟斯 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Death Intent | A good death can be as simple as dying in the middle of three people without needing additional conditions or setup. | A good death requires conditions: enemy dashes used, allied engage started, or low-health targets trapped near your body. | Dying without conditions wastes your passive when enemies can easily escape. |
| Requiem Timing | Requiem often cleans up after poke damage, pressed when enemies are low from earlier trades. | Check for shields, heals, stasis-like saves, and augment-based survivability before pressing. Wait until defensive reactions are spent. | Force enemy defenses first, then cast Requiem as a finisher. |
| Wall of Pain Usage | Wall is often used as poke setup, thrown early to enable damage or slow a push. | Save Wall for the punish window. Drop it after an enemy commits forward, not before they decide their movement. | Hold Wall until enemies commit to maximize its zoning value. |
| Snowball Decisions | Karthus can use Snowball aggressively because dying in the enemy team often creates value. | Snowball is conditional. Use when target committed, team can follow, or landing puts your corpse in an inescapable choke. | Check follow-up before recasting; bad Snowballs are just donations. |
| Teamfight Positioning | Karthus can often stand at max range until someone makes a mistake, playing as backline artillery. | Stand one step behind your engage or beside peel support. Max range becomes useless if fights move past you instantly. | Controlled proximity matters more than passive distance in Mayhem. |
Champion Analysis
定位 / 目前表現
In Hextech Mayhem (ARAM) mode, Karthus the Deathsinger is a ranged mage with powerful sustained AoE damage and devastating team fight presence. Karthus functions as a ranged AoE mage whose passive, Death Defied, allows him to continue casting spells for several seconds after dying. This passive ensures Karthus remains a damage threat even after death, potentially casting his ultimate from beyond the grave. His Q, Lay Waste, is his primary damage tool, striking a target area for magic damage that doubles if hitting only one target, providing excellent single-target and AoE damage. Karthus's W, Wall of Pain, creates a slow zone that reduces movement speed of enemies passing through. His E, Defile, creates a death zone around Karthus dealing continuous magic damage to nearby enemies, providing sustained AoE pressure. Karthus's ultimate, Requiem, is his signature ability, dealing massive magic damage to all enemy champions on the map regardless of position after a brief channel. In Hextech Mayhem, this global damage hits all five enemies simultaneously, making it one of the most powerful late-game team fight abilities. Karthus's global ultimate and death-defying passive make him one of the most feared mages in Hextech Mayhem. His unique identity centers on remaining a damage threat even after being killed, creating a distinctive strategic dynamic where enemies must consider whether eliminating Karthus early in a fight actually neutralizes his impact. The combination of sustained damage through Defile, poke and wave clear through Lay Waste, and the ever-present threat of Requiem gives Karthus consistent pressure throughout all phases of the game. Wall of Pain provides utility through its slowing effect, enabling Karthus to control enemy movement and set up kills for his team. The double damage mechanic on Lay Waste when hitting a single target rewards precision and makes Karthus threatening in both crowded team fights and isolated skirmishes. His ability to contribute meaningfully after death creates psychological pressure on opponents, as they know that killing Karthus does not immediately remove his damage output from the fight.
核心技巧
長文技巧 / 玩法模式
Karthus wins ARAM: Mayhem fights by making enemies pay for standing in the lane and making death inconvenient for them. He should not be played like a normal backline mage who must survive every exchange. His role is to soften targets before the commit, control the middle of the lane with repeated spell pressure, and choose deaths that still leave the team with damage, space, or a finishing window. Start fights by forcing movement rather than chasing kills. Aim poke where enemies want to walk next: toward health packs, behind their frontline, or into the narrow side of the bridge. If enemies sidestep damage, they give up lane space; if they hold position, they get chipped down for the real engage. Use the wall to split the first reaction by dropping it between the enemy frontline and backline when the team is ready to walk up. The best wall is often behind the target, cutting off help and making the escape route ugly. Do not be the first body in unless the team can immediately follow, since a solo early death usually gives enemies time to walk away from passive damage. When assassins dive the backline, step into the fight instead of instantly running backward. Karthus is awkward to burst because killing him does not remove his damage right away. Place the wall across the exit path after the enemy goes in, since a wall used too early can be ignored. Save global finishing pressure for after defensive tools are spent, as casting too early often turns the strongest cleanup into wasted pressure. The best escape is distance created before danger starts. Stand slightly behind the frontline, not beside them, to avoid giving enemy Snowball users the chance to tag both targets. When retreating, cast behind the enemy's chase line to put damage where they must walk to keep chasing. Accept a good death when escape is fake by walking toward the enemy backline or clustered carries before falling, since dying in the middle of the enemy team forces them to reposition while passive damage and teammates clean up. Control the center line but do not stand in it. Stand offset to one side to make enemy skillshots and Snowballs less likely to hit both Karthus and the frontline path simultaneously. Use minion waves as timing rather than cover, casting around where enemies will step to last-hit, clear, or contest push. Keep enough room from allies that one engage spell cannot start a full wipe. Use Snowball as a follow-up tool rather than a blind engage button. Wait for the frontline to start, for enemy mobility to be spent, or for a low-health target to be unable to punish the arrival. Snowball onto clustered enemies only when dying there wins the fight and the team is close enough to finish what the death starts. When behind, stop taking heroic Snowballs and play from the side of the tower, clearing waves and punishing enemies who overstep. Use wall to disengage first and kill second, since a defensive wall that saves a teammate can create more damage than an aggressive wall on a tank. Comeback fights come from enemy impatience, so keep the lane narrow, make them walk through repeated spells, and when they dive too far, die in the middle of them to turn the fight into a cleanup.
Read full guide玩法指南
玩法 / 隊伍結構
Karthus the Deathsinger must carefully manage space and health during the early levels to establish lane control without donating kills. Position just behind the front line, slightly off-center from the minion wave, forcing enemies to choose between dodging poke and last-hitting. Avoid standing mid-lane where hooks, stuns, and skillshots can land freely. Poke in short patterns, throwing spells where enemies want to walk, then immediately repositioning. The best early trades occur when enemies are locked into attacking minions, moving through chokes, or retreating from teammate poke. Early Snowball serves as a threat to punish immobile backliners who have already spent their dash or crowd control, not a default engage button. If your team is not ready, do not automatically take a Snowball hit on a healthy enemy, as early deaths that surrender wave control can lose the lane before your ultimate becomes relevant. First augment choices should solve the actual lane matchup, valuing safer poke or sustain against outranging opponents, or survivability and area damage in brawling lanes. Push when your team can protect you in the wave; stall when enemies have hard engage available or your team needs cooldowns, as a stalled wave near your side provides kiting room and makes enemy dives expensive. When ahead, use health advantages to stand closer to minions and force enemies to dodge through damage to farm. When behind, clear from safer angles, hold zone control for enemy engage, and survive until level 6 to find fights where your death leaves damage on multiple enemies. During mid game, Karthus becomes difficult to play against as the lane crowds and mistakes chain together. Stand close enough for area damage to matter, but not so close that a single engage removes you before fights start. Position behind your first engager or beside reliable crowd control champions, moving with your frontline. Poke should now create ultimate pressure, hitting enemies before real fights start and watching who retreats low versus who stays greedy. Predict escape routes rather than chasing current positions, as Mayhem enemies move fast and fights start suddenly. Snowball becomes a real weapon at this stage—take it when it puts you among multiple targets with your team committing, never into silence, suppression, knockback chains, or isolated deaths away from the fight. Mid-game augment choices should sharpen your role, taking engage or survival options if your team lacks engage, or damage and ultimate-enhancing choices if engage exists. Late game Karthus plays as a walking threat zone, staying near the front of your backline to punish dives without standing first in fog. Late trades focus on health thresholds and cooldowns, chipping enemies before objectives and watching for defensive tool usage. Late Snowball can win or throw games—use it to follow crowd control, punish trapped carries, or enter fight centers after enemy commitment. Never take long Snowballs into five ready opponents while your team clears behind you. If you need to die, die where enemies must stand to finish the fight, not behind them where they simply walk away. By late game, augment setup dictates fight patterns, with ultimate-focused builds tracking enemy defensive responses, close-range builds seeking controlled center deaths, and poke builds staying alive longer to create minefields enemies must cross. Push when enemies lack health, engage, or defensive cooldowns; stall when one death loses the game or your ultimate is unavailable. A patient Karthus closes games because low-health enemies cannot simultaneously defend and save themselves.
Read full guide優劣勢處理
優勢 / 弱點
Karthus the Deathsinger excels when he forces enemies to fight inside his damage zone for longer than they can survive. His core strength lies in persistent area damage through Q and E, the zone control of Wall of Pain, and the global finish pressure of Requiem. However, his weaknesses are significant: he is vulnerable to crowd control chains that delete him before he can cast, struggles against enemies who appear from multiple angles, and loses value when he dies in positions where his passive damage hits nothing. The throw pattern for Karthus happens when he dies where no one has to stand in his damage, while the comeback starts when enemies cannot kill him without paying for it. When ahead, Karthus should not play like a fragile artillery mage hiding forever. He should step forward with his frontline, hold the middle of the lane rather than the very front, and make enemies spend mobility to escape his zone. Wall of Pain should be used to turn winning trades into forced fights by placing it across escape lines rather than directly on targets, making retreat slower and more predictable. Requiem serves as a fight closer rather than a panic button, best used after enemies have spent shields, heals, or defensive movement. A forward death can be excellent when the team has cooldowns up and enemies must group tightly to kill him, but dying first while allies are resetting or low only gives enemies space to run past his passive damage. When behind, Karthus becomes a wave control and health tax specialist. He should clear waves first and fight second, using Q from safe angles to slow structure pressure and buy time. His job is to stand where dying is still useful, meaning enemies must commit into his allies and spend resources before standing inside his damage to finish the fight. Wall of Pain should be saved for disengage unless an enemy makes a clear mistake, and Requiem should stabilize rather than gamble, converting low-health survivors into kills to stop the next push. Behind Karthus should let overextended enemies dive into his passive damage, creating trades or shutdowns rather than feeding clean kills. Augment choices should protect existing leads when ahead, prioritizing reliability, survivability, ability haste, mana stability, or safer casting over greedy damage options. When behind, augments should fix the specific reason for losing, whether that means defensive options against burst, mana and haste for sustained fighting, or tools that improve access and safety. The fundamental rule across both states is that Karthus wants enemies walking through him, not the other way around. He loses when he chases past his damage zone or dies isolated from his team, and he wins when every enemy commit costs health, cooldowns, or bodies.
Read full guide英雄背景
背景 / 身份 / 文本塊
Karthus the Deathsinger defines his ARAM: Mayhem identity through deliberate death timing and persistent area pressure rather than burst execution. His passive, Death Defied, transforms dying into a strategic phase where positioning determines value. Dying in the middle of a fight forces enemies to either leave the zone or take sustained damage while Karthus' team cleans up, while dying too far back or alone wastes the opportunity entirely. The best death pattern involves using W to slow and cut escape routes, activating E while enemies remain nearby, then casting Q repeatedly along paths enemies must take. If multiple enemies are already low, saving mental space for R after death often proves more valuable than panic-spamming Q. Q serves as Karthus' primary damage tool, separating useful Karthus players from background noise through consistent isolated-target hits. Success requires aiming where enemies are forced to step rather than where they currently stand, particularly against opponents moving quickly through Mayhem's chaotic fights. W makes Q significantly more reliable by creating a slowed path to target. E functions as a brawl button that taxes enemies for every second they remain in close range, but demands mana discipline since leaving it active without targets drains resources needed for real engagements. W acts as Karthus' primary setup tool rather than a panic button, strongest when cutting the lane in half across routes enemies want to travel. Proper placement across choke entrances, behind engaged enemies, or between frontline and backline creates scenarios where opponents must walk through slow, take Qs, and fight inside E longer than intended. Throwing W too early or at poor angles makes Karthus significantly easier to dodge and dive. R provides global finishing pressure that works best after enemies have spent shields, heals, untargetability, and defensive options. The channel leaves Karthus vulnerable, so casting from safety or during passive proves essential. Failed R casts remove Karthus' biggest threat window, allowing enemies to play at lower health and take greedier trades before his next opportunity. Throughout all phases, Karthus rewards forward positioning that threatens enemies even after death, while punishing players who die outside fights or waste resources on poor engagements.
Read full guide避免常見錯誤
常見錯誤 / 風險控制
Karthus wins Mayhem fights by making enemies pay for standing in his space, but several mechanical and decision errors undermine this game plan. The most common mechanical mistakes involve poor aim, resource mismanagement, and mistimed abilities. Spamming Lay Waste directly on a moving target's current position allows mobile enemies to walk out for free. Instead, Karthus should aim where targets must step next, using allied crowd control and narrow bridge spacing to make hits easier. Standing too far back while Defile is off fails to create the suffocating zone Karthus provides, allowing bruisers and tanks to walk past the frontline. Karthus should step up when the frontline commits and activate Defile when enemies are forced to fight in his area. Conversely, leaving Defile on while no one is in range burns resources before the real fight, leaving Karthus unable to maintain damage when enemies commit. Wall of Pain placed behind escaping enemies fails to affect key targets and makes Qs harder to land. Karthus should drop Wall across the path enemies want to take before they fully disengage or between their frontline and backline during engages. Requiem mistakes include casting while enemies have obvious ways to avoid or survive the damage, channeling in spots where enemies can interrupt, and using it only to chase kills that are already secured. Karthus should cast when enemies are already damaged, separated from healing, or stuck choosing between dodging the team and eating the channel, and should channel from fog or behind the team. After death, panicking and casting randomly during passive wastes the strongest part of Karthus's death pattern. Instead, Karthus should pick one priority: finishing a low-health carry, zoning the exit path, or stacking damage on enemies trapped near the body. Decision mistakes often stem from poor positioning and timing. Playing every death as good because Karthus has passive value gives enemies tempo and loses wave control. Karthus should die only when the location is valuable: inside multiple enemies, on top of a contested wave, or where the team can immediately punish. Ignoring wave state before a fight can win a small trade but lose turret pressure. Walking alone to fish for poke when assassins or hard engage are missing gets Karthus picked before the fight. Treating tanks as useless targets and always aiming past them misses easy damage and lets the frontline engage for free. Fighting before the team can benefit from the damage zone wastes passive pressure. Refusing to die when dying would win the fight lets enemies reset instead of being trapped in damage. Forgetting enemy counterplay after one good ultimate allows enemies to save shields, heals, and stasis effects for the next Requiem. The clean Karthus game is about choosing where the fight happens, making that space painful, and using death only when it traps the enemy longer than it costs the team.
Read full guideFAQ
卡爾瑟斯
死亡頌唱者 卡爾瑟斯在海克斯大亂鬥中推薦哪些增益裝置? 死亡頌唱者 卡爾瑟斯推薦的海克斯強化:虛空裂縫、阿嬤的辣油、自始至終。詳細勝率和選取率請查看本頁面。 死亡頌唱者 卡爾瑟斯在海克斯大亂鬥中怎麼出裝? 死亡頌唱者 卡爾瑟斯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。 死亡頌唱者 卡爾瑟斯在海克斯大亂鬥中是什麼段位? 死亡頌唱者 卡爾瑟斯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
