海克斯大亂鬥 英雄排名 / 出裝 / 海克斯符文
英雄詳情 T3 排名 #101

拉姆斯海克斯大亂鬥出裝與最佳符文

拉姆斯 當前在海克斯大亂鬥數據中屬於 T3。

拉姆斯 披甲龍龜 拉姆斯 坦克 / 法師
梯隊T3
排名#101
勝率49.44%
登場率0.37%

推薦出裝

裝備 / 勝率 / 登場率

出裝資料

出裝配置

26.9

核心裝備

#1
荊棘之甲 荊棘之甲 荊棘之甲
總價
2,450
價格
450

150 生命 75 物理防禦 荊棘 受到普攻攻擊時,對攻擊者造成魔法傷害;若目標是英雄則另外附加40%重創效果,持續3秒。

水星之靴 水星之靴 水星之靴
總價
1,250
價格
550

20 魔法防禦 45 跑速 30% 韌性

千變萬化之賈克修 千變萬化之賈克修 千變萬化之賈克修
總價
3,200
價格
650

350 生命 45 物理防禦 45 魔法防禦 虛空抗壓 與英雄進行戰鬥5秒後,增加30%額外物理防禦與魔法防禦,持續到戰鬥結束。

勝率51.59%
登場率12.94%
#2
荊棘之甲 荊棘之甲 荊棘之甲
總價
2,450
價格
450

150 生命 75 物理防禦 荊棘 受到普攻攻擊時,對攻擊者造成魔法傷害;若目標是英雄則另外附加40%重創效果,持續3秒。

水星之靴 水星之靴 水星之靴
總價
1,250
價格
550

20 魔法防禦 45 跑速 30% 韌性

日炎聖盾 日炎聖盾 日炎聖盾
總價
2,700
價格
600

350 生命 50 物理防禦 10 技能加速 獻祭 承受或造成傷害後,每秒對鄰近敵軍造成魔法傷害,持續3秒。

勝率46.68%
登場率5.06%
#3
荊棘之甲 荊棘之甲 荊棘之甲
總價
2,450
價格
450

150 生命 75 物理防禦 荊棘 受到普攻攻擊時,對攻擊者造成魔法傷害;若目標是英雄則另外附加40%重創效果,持續3秒。

鍍板鋼蓋 鍍板鋼蓋 鍍板鋼蓋
總價
1,200
價格
600

25 物理防禦 45 跑速 護甲 承受的普攻傷害降低10%。

日炎聖盾 日炎聖盾 日炎聖盾
總價
2,700
價格
600

350 生命 50 物理防禦 10 技能加速 獻祭 承受或造成傷害後,每秒對鄰近敵軍造成魔法傷害,持續3秒。

勝率52.59%
登場率4.69%

可選裝備前 12

荊棘之甲 荊棘之甲 荊棘之甲
總價
2,450
價格
450

150 生命 75 物理防禦 荊棘 受到普攻攻擊時,對攻擊者造成魔法傷害;若目標是英雄則另外附加40%重創效果,持續3秒。

50.11%
水星之靴 水星之靴 水星之靴
總價
1,250
價格
550

20 魔法防禦 45 跑速 30% 韌性

49.83%
千變萬化之賈克修 千變萬化之賈克修 千變萬化之賈克修
總價
3,200
價格
650

350 生命 45 物理防禦 45 魔法防禦 虛空抗壓 與英雄進行戰鬥5秒後,增加30%額外物理防禦與魔法防禦,持續到戰鬥結束。

51.68%
無盡絕望 無盡絕望 無盡絕望
總價
2,800
價格
800

400 生命 50 物理防禦 15 技能加速 悲痛 與敵方英雄戰鬥時,每4秒對鄰近敵方英雄造成魔法傷害,並回復所造成傷害250%的生命。

50.50%
雄心之鋼 雄心之鋼 雄心之鋼
總價
3,000
價格
400

900 生命 100% 基礎生命回復 龐然巨噬每個目標的冷卻時間為(0秒) 若有敵方英雄位於附近數秒,對其進行的下一次普攻可造成70加上最大生命6%的額外物理傷害,並增加最大生命,增加量為傷害量的8%。 巨人 每有1000最大生命,體型變大3%,上限為30%。

46.89%
日炎聖盾 日炎聖盾 日炎聖盾
總價
2,700
價格
600

350 生命 50 物理防禦 10 技能加速 獻祭 承受或造成傷害後,每秒對鄰近敵軍造成魔法傷害,持續3秒。

48.82%
好戰者鎧甲 好戰者鎧甲 好戰者鎧甲
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。

51.27%
鍍板鋼蓋 鍍板鋼蓋 鍍板鋼蓋
總價
1,200
價格
600

25 物理防禦 45 跑速 護甲 承受的普攻傷害降低10%。

51.25%
凱尼克欺瞞者 凱尼克欺瞞者 凱尼克欺瞞者
總價
2,900
價格
800

400 生命 80 魔法防禦 100% 基礎生命回復 法師殺手 若在15秒內未受到魔法傷害,獲得魔法護盾。

51.56%
虛偽光彩 虛偽光彩 虛偽光彩
總價
2,800
價格
650

400 生命 40 魔法防禦 10 技能加速 100% 基礎生命回復 獻祭 承受或造成傷害後,每秒對鄰近敵軍造成魔法傷害,持續3秒。 荒蕪 擊殺敵軍時,對其周圍造成魔法傷害。

51.12%
蘭頓之兆 蘭頓之兆 蘭頓之兆
總價
2,700
價格
800

350 生命 75 物理防禦 抗壓 所受暴擊傷害減少30%。 謙遜 緩速鄰近敵軍70%,持續2秒。

49.25%
自然之力 自然之力 自然之力
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。

53.54%

起始裝備

紅水晶 紅水晶 紅水晶
總價
400
價格
400

150 生命

49.67%
回復藥水 回復藥水 回復藥水
總價
150
價格
150

主動(2次使用次數) 在12秒內回復100生命。 返回商店時會自動補滿。

49.67%
刺藤胸甲 刺藤胸甲 刺藤胸甲
總價
800
價格
200

30 物理防禦 荊棘 受到普攻攻擊時,對攻擊者造成0魔法傷害;若目標是英雄則另外附加40%重創效果,持續3秒。

49.67%
鞋子 鞋子 鞋子
總價
300
價格
300

25 跑速

52.07%
布甲 布甲 布甲
總價
300
價格
300

15 物理防禦

52.07%
刺藤胸甲 刺藤胸甲 刺藤胸甲
總價
800
價格
200

30 物理防禦 荊棘 受到普攻攻擊時,對攻擊者造成0魔法傷害;若目標是英雄則另外附加40%重創效果,持續3秒。

52.07%
巨人腰帶 巨人腰帶 巨人腰帶
總價
900
價格
500

350 生命

47.19%
紅水晶 紅水晶 紅水晶
總價
400
價格
400

150 生命

47.19%

最佳海克斯符文

海克斯符文推薦 / 組合價值

海克斯符文表
名稱稀有度梯隊登場率場次
任務:伊卡西亞殞落 任務:伊卡西亞殞落 任務:伊卡西亞殞落 稜彩
稀有度
稜彩
梯隊
T3
勝率
57.30%
登場率
8.91%
場次
993

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T157.30%8.91%993
升級荊棘之甲 升級荊棘之甲 升級荊棘之甲 白銀
稀有度
白銀
梯隊
T3
勝率
55.61%
登場率
10.79%
場次
1,203

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T155.61%10.79%1,203
質變:稜鏡 質變:稜鏡 質變:稜鏡 黄金
稀有度
黄金
梯隊
T1
勝率
55.53%
登場率
6.82%
場次
760

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T155.53%6.82%760
細煮慢燉 細煮慢燉 細煮慢燉 稜彩
稀有度
稜彩
梯隊
T3
勝率
53.79%
登場率
9.82%
場次
1,095

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T153.79%9.82%1,095
深割 深割 深割 稜彩
稀有度
稜彩
梯隊
T4
勝率
53.68%
登場率
7.55%
場次
842

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T153.68%7.55%842
重型打手 重型打手 重型打手 白銀
稀有度
白銀
梯隊
T2
勝率
52.74%
登場率
9.17%
場次
1,022

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T152.74%9.17%1,022
縮小引擎 縮小引擎 縮小引擎 黄金
稀有度
黄金
梯隊
T1
勝率
51.74%
登場率
5.43%
場次
605

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T151.74%5.43%605
阿嬤的辣油 阿嬤的辣油 阿嬤的辣油 黄金
稀有度
黄金
梯隊
T1
勝率
51.60%
登場率
8.15%
場次
909

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T151.60%8.15%909
不可通行 不可通行 不可通行 黄金
稀有度
黄金
梯隊
T3
勝率
50.68%
登場率
11.15%
場次
1,243

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T150.68%11.15%1,243
剛毅 剛毅 剛毅 黄金
稀有度
黄金
梯隊
T1
勝率
50.24%
登場率
18.41%
場次
2,052

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T150.24%18.41%2,052
巨人 巨人 巨人 稜彩
稀有度
稜彩
梯隊
T1
勝率
50.00%
登場率
11.23%
場次
1,252

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T150.00%11.23%1,252
寒霜幽魂 寒霜幽魂 寒霜幽魂 白銀
稀有度
白銀
梯隊
T3
勝率
49.85%
登場率
6.03%
場次
672

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T149.85%6.03%672
食魂者 食魂者 食魂者 黄金
稀有度
黄金
梯隊
T1
勝率
49.81%
登場率
19.39%
場次
2,162

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T149.81%19.39%2,162
坦克引擎 坦克引擎 坦克引擎 黄金
稀有度
黄金
梯隊
T1
勝率
49.77%
登場率
25.88%
場次
2,885

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T149.77%25.88%2,885
升級獻祭 升級獻祭 升級獻祭 白銀
稀有度
白銀
梯隊
T4
勝率
49.23%
登場率
7.03%
場次
784

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T149.23%7.03%784
天界之身 天界之身 天界之身 黄金
稀有度
黄金
梯隊
T1
勝率
48.69%
登場率
21.17%
場次
2,360

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T148.69%21.17%2,360
自我毀滅 自我毀滅 自我毀滅 白銀
稀有度
白銀
梯隊
T3
勝率
48.67%
登場率
5.73%
場次
639

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T148.67%5.73%639
巨像之勇氣 巨像之勇氣 巨像之勇氣 稜彩
稀有度
稜彩
梯隊
T4
勝率
48.39%
登場率
6.14%
場次
684

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T148.39%6.14%684
裂地龍魂 裂地龍魂 裂地龍魂 白銀
稀有度
白銀
梯隊
T4
勝率
48.31%
登場率
4.23%
場次
472

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T148.31%4.23%472
痛打一頓 痛打一頓 痛打一頓 白銀
稀有度
白銀
梯隊
T1
勝率
48.04%
登場率
12.79%
場次
1,426

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T148.04%12.79%1,426
奪命飛踢 奪命飛踢 奪命飛踢 稜彩
稀有度
稜彩
梯隊
T2
勝率
47.70%
登場率
9.55%
場次
1,065

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T147.70%9.55%1,065
惡趣味 惡趣味 惡趣味 白銀
稀有度
白銀
梯隊
T3
勝率
47.44%
登場率
6.30%
場次
702

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T147.44%6.30%702
任務:鋼鐵雄心 任務:鋼鐵雄心 任務:鋼鐵雄心 黄金
稀有度
黄金
梯隊
T1
勝率
45.92%
登場率
20.90%
場次
2,330

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T145.92%20.90%2,330
意志堅定 意志堅定 意志堅定 白銀
稀有度
白銀
梯隊
T4
勝率
44.99%
登場率
6.98%
場次
778

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T144.99%6.98%778
紅包 紅包 紅包 黄金
稀有度
黄金
梯隊
T1
勝率
57.74%
登場率
2.14%
場次
239

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T257.74%2.14%239
腿部訓練日 腿部訓練日 腿部訓練日 白銀
稀有度
白銀
梯隊
T4
勝率
57.69%
登場率
1.63%
場次
182

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T257.69%1.63%182
封我為王 封我為王 封我為王 稜彩
稀有度
稜彩
梯隊
T4
勝率
55.60%
登場率
2.40%
場次
268

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T255.60%2.40%268
質變:大混亂 質變:大混亂 質變:大混亂 稜彩
稀有度
稜彩
梯隊
T2
勝率
55.56%
登場率
2.02%
場次
225

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T255.56%2.02%225
回復不休 回復不休 回復不休 黄金
稀有度
黄金
梯隊
T4
勝率
55.25%
登場率
2.65%
場次
295

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T255.25%2.65%295
能力值堆起來! 能力值堆起來! 能力值堆起來! 黄金
稀有度
黄金
梯隊
T1
勝率
54.44%
登場率
3.13%
場次
349

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T254.44%3.13%349
雪球輪盤 雪球輪盤 雪球輪盤 黄金
稀有度
黄金
梯隊
T2
勝率
52.94%
登場率
2.13%
場次
238

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T252.94%2.13%238
自爆炸彈客 自爆炸彈客 自爆炸彈客 白銀
稀有度
白銀
梯隊
T3
勝率
52.54%
登場率
2.48%
場次
276

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T252.54%2.48%276
殘忍 殘忍 殘忍 稜彩
稀有度
稜彩
梯隊
T4
勝率
51.88%
登場率
2.63%
場次
293

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T251.88%2.63%293
雷射治療 雷射治療 雷射治療 稜彩
稀有度
稜彩
梯隊
T5
勝率
51.72%
登場率
1.56%
場次
174

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T251.72%1.56%174
終城快車 終城快車 終城快車 黄金
稀有度
黄金
梯隊
T3
勝率
51.57%
登場率
2.57%
場次
287

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T251.57%2.57%287
質變:金級 質變:金級 質變:金級 白銀
稀有度
白銀
梯隊
T1
勝率
51.22%
登場率
3.31%
場次
369

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T251.22%3.31%369
斗內 斗內 斗內 黄金
稀有度
黄金
梯隊
T2
勝率
51.12%
登場率
1.60%
場次
178

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T251.12%1.60%178
棒棒回力鏢 棒棒回力鏢 棒棒回力鏢 黄金
稀有度
黄金
梯隊
T3
勝率
50.98%
登場率
1.37%
場次
153

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T250.98%1.37%153
彈珠台 彈珠台 彈珠台 黄金
稀有度
黄金
梯隊
T2
勝率
50.18%
登場率
2.45%
場次
273

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T250.18%2.45%273
逃跑計畫 逃跑計畫 逃跑計畫 白銀
稀有度
白銀
梯隊
T3
勝率
50.00%
登場率
1.33%
場次
148

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T250.00%1.33%148
溫泉加速 溫泉加速 溫泉加速 白銀
稀有度
白銀
梯隊
T4
勝率
49.61%
登場率
1.16%
場次
129

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T249.61%1.16%129
能力值! 能力值! 能力值! 白銀
稀有度
白銀
梯隊
T2
勝率
49.27%
登場率
1.84%
場次
205

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T249.27%1.84%205
巨無霸雪球 巨無霸雪球 巨無霸雪球 稜彩
稀有度
稜彩
梯隊
T3
勝率
48.65%
登場率
1.33%
場次
148

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T248.65%1.33%148
作弊 作弊 作弊 黄金
稀有度
黄金
梯隊
T3
勝率
48.59%
登場率
1.59%
場次
177

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T248.59%1.59%177
急遽成長 急遽成長 急遽成長 黄金
稀有度
黄金
梯隊
T4
勝率
48.40%
登場率
2.52%
場次
281

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T248.40%2.52%281
舞會皇后 舞會皇后 舞會皇后 稜彩
稀有度
稜彩
梯隊
T5
勝率
48.38%
登場率
2.76%
場次
308

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T248.38%2.76%308
能力值堆堆堆起來! 能力值堆堆堆起來! 能力值堆堆堆起來! 稜彩
稀有度
稜彩
梯隊
T3
勝率
48.36%
登場率
1.09%
場次
122

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T248.36%1.09%122
煽動群眾 煽動群眾 煽動群眾 黄金
稀有度
黄金
梯隊
T2
勝率
48.25%
登場率
2.83%
場次
315

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T248.25%2.83%315
輕舞飛揚 輕舞飛揚 輕舞飛揚 稜彩
稀有度
稜彩
梯隊
T1
勝率
47.85%
登場率
1.67%
場次
186

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T247.85%1.67%186
量子計算 量子計算 量子計算 稜彩
稀有度
稜彩
梯隊
T5
勝率
47.68%
登場率
1.35%
場次
151

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T247.68%1.35%151
侵蝕裝甲 侵蝕裝甲 侵蝕裝甲 白銀
稀有度
白銀
梯隊
T3
勝率
47.42%
登場率
2.95%
場次
329

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T247.42%2.95%329
頂尖發明家 頂尖發明家 頂尖發明家 黄金
稀有度
黄金
梯隊
T4
勝率
47.00%
登場率
4.18%
場次
466

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T247.00%4.18%466
極限衝鋒 極限衝鋒 極限衝鋒 白銀
稀有度
白銀
梯隊
T2
勝率
46.96%
登場率
1.62%
場次
181

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T246.96%1.62%181
雪球升級 雪球升級 雪球升級 黄金
稀有度
黄金
梯隊
T2
勝率
46.27%
登場率
2.40%
場次
268

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T246.27%2.40%268
蛋白飲 蛋白飲 蛋白飲 稜彩
稀有度
稜彩
梯隊
T5
勝率
46.11%
登場率
2.88%
場次
321

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T246.11%2.88%321
幻影武器 幻影武器 幻影武器 黄金
稀有度
黄金
梯隊
T4
勝率
46.05%
登場率
1.36%
場次
152

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T246.05%1.36%152
見縫插針 見縫插針 見縫插針 黄金
稀有度
黄金
梯隊
T2
勝率
45.45%
登場率
1.09%
場次
121

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T245.45%1.09%121
土司和果醬 土司和果醬 土司和果醬 黄金
稀有度
黄金
梯隊
T4
勝率
45.33%
登場率
2.02%
場次
225

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T245.33%2.02%225
黎明使者之決意 黎明使者之決意 黎明使者之決意 黄金
稀有度
黄金
梯隊
T4
勝率
44.87%
登場率
2.80%
場次
312

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T244.87%2.80%312
最終型態 最終型態 最終型態 稜彩
稀有度
稜彩
梯隊
T3
勝率
44.16%
登場率
1.77%
場次
197

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T244.16%1.77%197
極度邪惡 極度邪惡 極度邪惡 黄金
稀有度
黄金
梯隊
T1
勝率
43.37%
登場率
1.76%
場次
196

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T243.37%1.76%196
烈焰折磨 烈焰折磨 烈焰折磨 白銀
稀有度
白銀
梯隊
T4
勝率
43.04%
登場率
3.48%
場次
388

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T243.04%3.48%388
暴擊治療 暴擊治療 暴擊治療 黄金
稀有度
黄金
梯隊
T2
勝率
43.03%
登場率
3.02%
場次
337

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T243.03%3.02%337
土司和起司 土司和起司 土司和起司 黄金
稀有度
黄金
梯隊
T3
勝率
41.01%
登場率
1.25%
場次
139

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T241.01%1.25%139
聖光顯靈 聖光顯靈 聖光顯靈 黄金
稀有度
黄金
梯隊
T3
勝率
40.63%
登場率
2.87%
場次
320

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T240.63%2.87%320
小丑學院 小丑學院 小丑學院 稜彩
稀有度
稜彩
梯隊
T2
勝率
57.58%
登場率
0.59%
場次
66

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T357.58%0.59%66
飲血 飲血 飲血 白銀
稀有度
白銀
梯隊
T1
勝率
55.77%
登場率
0.47%
場次
52

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T355.77%0.47%52
增益麻吉 增益麻吉 增益麻吉 白銀
稀有度
白銀
梯隊
T3
勝率
55.68%
登場率
0.79%
場次
88

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T355.68%0.79%88
空降水豚 空降水豚 空降水豚 稜彩
稀有度
稜彩
梯隊
T5
勝率
55.00%
登場率
0.54%
場次
60

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T355.00%0.54%60
普羅王跳跳 普羅王跳跳 普羅王跳跳 稜彩
稀有度
稜彩
梯隊
T5
勝率
54.81%
登場率
0.93%
場次
104

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T354.81%0.93%104
火狐 火狐 火狐 白銀
稀有度
白銀
梯隊
T2
勝率
53.33%
登場率
1.08%
場次
120

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T353.33%1.08%120
海洋之魂 海洋之魂 海洋之魂 白銀
稀有度
白銀
梯隊
T3
勝率
51.30%
登場率
1.03%
場次
115

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T351.30%1.03%115
無限循環 無限循環 無限循環 稜彩
稀有度
稜彩
梯隊
T3
勝率
50.00%
登場率
1.00%
場次
112

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T350.00%1.00%112
巨人殺手 巨人殺手 巨人殺手 稜彩
稀有度
稜彩
梯隊
T1
勝率
47.17%
登場率
0.48%
場次
53

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稜彩T347.17%0.48%53
小心杯子蛋糕! 小心杯子蛋糕! 小心杯子蛋糕! 稜彩
稀有度
稜彩
梯隊
T5
勝率
47.06%
登場率
0.46%
場次
51

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稜彩T347.06%0.46%51
隨我同困 隨我同困 隨我同困 稜彩
稀有度
稜彩
梯隊
T5
勝率
47.00%
登場率
0.90%
場次
100

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稜彩T347.00%0.90%100
潘朵拉的寶盒 潘朵拉的寶盒 潘朵拉的寶盒 稜彩
稀有度
稜彩
梯隊
T3
勝率
46.96%
登場率
1.03%
場次
115

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稜彩T346.96%1.03%115
土司和奶油 土司和奶油 土司和奶油 黄金
稀有度
黄金
梯隊
T2
勝率
45.88%
登場率
0.76%
場次
85

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黄金T345.88%0.76%85
神聖雪球 神聖雪球 神聖雪球 稜彩
稀有度
稜彩
梯隊
T4
勝率
45.88%
登場率
0.76%
場次
85

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稜彩T345.88%0.76%85
腳程加速 腳程加速 腳程加速 黄金
稀有度
黄金
梯隊
T5
勝率
45.83%
登場率
0.65%
場次
72

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黄金T345.83%0.65%72
循環利用 循環利用 循環利用 黄金
稀有度
黄金
梯隊
T2
勝率
44.95%
登場率
0.98%
場次
109

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黄金T344.95%0.98%109
不死魔舞 不死魔舞 不死魔舞 黄金
稀有度
黄金
梯隊
T3
勝率
44.93%
登場率
0.62%
場次
69

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黄金T344.93%0.62%69
毫髮無傷 毫髮無傷 毫髮無傷 白銀
稀有度
白銀
梯隊
T4
勝率
44.83%
登場率
1.04%
場次
116

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白銀T344.83%1.04%116
吸血迷信 吸血迷信 吸血迷信 黄金
稀有度
黄金
梯隊
T1
勝率
44.44%
登場率
0.48%
場次
54

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黄金T344.44%0.48%54
守護面紗 守護面紗 守護面紗 白銀
稀有度
白銀
梯隊
T5
勝率
41.94%
登場率
0.56%
場次
62

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白銀T341.94%0.56%62
瘋狂科學家 瘋狂科學家 瘋狂科學家 稜彩
稀有度
稜彩
梯隊
T4
勝率
41.89%
登場率
0.66%
場次
74

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稜彩T341.89%0.66%74
帽上加帽 帽上加帽 帽上加帽 白銀
稀有度
白銀
梯隊
T2
勝率
41.44%
登場率
1.00%
場次
111

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白銀T341.44%1.00%111
殺戮時間 殺戮時間 殺戮時間 黄金
稀有度
黄金
梯隊
T1
勝率
41.38%
登場率
0.52%
場次
58

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黄金T341.38%0.52%58
一轉就贏 一轉就贏 一轉就贏 白銀
稀有度
白銀
梯隊
T5
勝率
40.45%
登場率
0.80%
場次
89

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白銀T340.45%0.80%89
靈魂淨化 靈魂淨化 靈魂淨化 黄金
稀有度
黄金
梯隊
T2
勝率
38.57%
登場率
0.63%
場次
70

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黄金T338.57%0.63%70
閃光俠 閃光俠 閃光俠 黄金
稀有度
黄金
梯隊
T5
勝率
38.10%
登場率
0.57%
場次
63

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黄金T338.10%0.57%63
因心成體 因心成體 因心成體 白銀
稀有度
白銀
梯隊
T2
勝率
36.54%
登場率
0.47%
場次
52

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白銀T336.54%0.47%52
俠盜恆毅 俠盜恆毅 俠盜恆毅 黄金
稀有度
黄金
梯隊
T3
勝率
32.08%
登場率
0.48%
場次
53

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。

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黄金T332.08%0.48%53

拉姆斯 Skill Combos

Extracted from the skill order guide

Skill Order
RWEQ

Normal order: R > W > E > Q.

REWQ

Engage, movement, dash, Snowball-enhancing, or speed-focused augments: consider R > E > W > Q only if you are already reaching targets safely.

RWEQ

Max W first, max E second, and leave Q for last unless the game gives you a clear reason to play as a pure engage bot.

拉姆斯 ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityRammus acts as a counter-engage tank or anti-AD frontliner who punishes auto attackers and forces carries to respect his taunt range.He becomes a disruption starter and repeat-fight enabler who starts fights more often and punishes sloppy spacing harder when augments support it.Shift from patient counter-engage to active disruption; use augments to enable frequent, sharp engages.
Taunt PrioritizationHe often commits to the first misstep by an enemy marksman or melee diver, using his full combo to punish the error.Taunt becomes a high-value decision best saved for carries, reset champions, or divers during their commit, rather than the nearest tank.Save taunt for the target that actually wins the fight; do not waste it on low-value tanks.
Defensive Ball CurlPlayers often press the ability immediately upon arrival, relying on the durability to soak damage during the engage.Requires discipline; activate only when damage is actually incoming or you are being focused to avoid getting kited.Wait until enemies commit damage before activating; do not pop it early while closing distance.
Engage AnglesRolling straight down the lane can work effectively when enemies lack space to dodge the obvious engage path.Straight rolls are easily punished by stronger augments and burst; use brush, side angles, or engage after enemy cooldowns.Avoid predictable straight rolls; use brush and side angles to avoid getting deleted.
Ultimate UsageThe ultimate is often used simply to finish an engage or chase targets through the narrow lane.Use it as a zone tool to split fights, force backline movement, or cut off escape paths rather than just chasing.Ult to split enemy formation and make their positioning awkward, not just for damage.
Snowball DisciplineSnowball serves as a backup engage option when Powerball is blocked by the minion wave.Landing the mark is an option, not an obligation; recast only if allies can follow, or use it defensively to peel.Do not recast Snowball into five enemies; check ally distance and enemy cooldowns first.

Champion Analysis

定位 / 目前表現

概覽

Rammus the Armordillo excels in ARAM: Mayhem as a tank engager and taunt tank, using his signature crowd control to disrupt enemy damage dealers and create kill opportunities for his team. His core strategic value centers on E, Frenzying Taunt, which forces an enemy champion to attack him. Taunting the enemy ADC or mage stops their damage output entirely, enabling easy kills during teamfights. This makes Rammus particularly effective at neutralizing priority targets and protecting his team from high-damage threats. His engage pattern relies heavily on Q, Powerball, which provides rolling engage and damage. The classic ARAM combo for Rammus is Q into E: roll into the enemy backline using Q, then immediately cast E to taunt a priority target. This combination allows Rammus to bypass frontline defenders and directly threaten squishy damage dealers. W, Defensive Ball Curl, synergizes powerfully with his taunt by granting bonus armor and reflecting damage. After taunting an enemy ADC, activating W reflects their auto-attack damage back at them, punishing opponents for the forced attacks. R, Tremors, adds AoE magic damage during teamfights, contributing additional damage while Rammus absorbs enemy focus. Rammus brings several notable strengths to ARAM. His practical E taunt provides reliable crowd control on a single target, while his Q engage offers flexibility for initiating fights. The damage reflection from W makes him particularly effective against auto-attack reliant champions, and his overall tankiness allows him to absorb massive amounts of damage for his team. These qualities make him a valuable frontline presence who can dictate the flow of engagements. However, Rammus has clear weaknesses that players must consider. He deals low damage overall, meaning he relies heavily on teammates to follow up on his engages. His slow movement speed outside of Powerball makes him vulnerable to kiting when his abilities are on cooldown. He also has low magic resistance, leaving him susceptible to magic damage dealers. His ultimate ability deals only average damage, limiting his kill pressure compared to other tank options. In practical terms, Rammus functions best when his team needs a dedicated engager who can isolate and neutralize key enemy threats. His straightforward kit rewards decisive engages and proper target selection, making him accessible for players who understand positioning and timing. Success with Rammus comes from identifying which enemy champion poses the greatest threat and using his QE combo to remove that threat from the fight, then surviving long enough with W and R to let his teammates capitalize on the disruption.

核心技巧

長文技巧 / 玩法模式

文字模組

Rammus wins fights by choosing the crash site rather than rolling in just because Powerball is available. In ARAM: Mayhem, where players are grouped and damage is high, one bad engage can become a full wipe. Look for targets that have already used a dash, stepped past their front line, or moved close enough that your team can hit them during your taunt. If your backline cannot follow, your engage is only a donation. Start fights from fog, brush, or behind your minion wave. If the enemy sees the full Powerball path, they can spread, block you with a tank, or save crowd control for your arrival. Roll from an angle so the carry must move sideways into your team or backward away from the wave. Do not always hit the first champion. If a tank walks forward to body-block, curve around only when safe. If curving would put you under five enemies with no follow-up, take the frontliner, taunt them, and let your team burn the closest target instead. Layer your engage rather than dumping everything at once. Powerball gets you in, taunt locks the priority target, Defensive Ball Curl keeps you alive, and ultimate is strongest when it follows a committed fight or catches multiple enemies. Against assassins, hold your taunt for the diver rather than spending it on the enemy tank. Stand slightly in front of your carries to intercept Snowball, dashes, and melee engages while giving your backline space to kite. Respect the single-lane traffic jam. Do not roll straight down the middle through minions when the enemy has obvious stuns ready. Wait for the wave to thin, use the side brush, or threaten the roll to make them back up before committing. When defending a turret, stand at an angle from the relic side or brush side to threaten a roll into their backline if they overstep. Auto-attack carries are premium targets since Rammus naturally punishes champions that need to stand and hit. Mobile mages and long-range poke champions require patience. Wait until they use their escape or step forward for poke. Enemy tanks are acceptable targets only when isolated or overextended. Support-style enchanters are high value if reachable. Use Snowball strategically. Throw it before Powerball when enemies have blockers, giving you a clean line. Wait half a beat after the mark lands to watch for cleanse, dash, or peel before recasting. Snowball can also be defensive, marking a nearby minion or frontliner to reposition toward your team after a failed engage. Trigger engage augments when contact is guaranteed, not while still rolling from max range. Trigger defensive augments after the enemy commits damage rather than while they are still kiting. Save chase augments for the second beat after the enemy uses their first escape. When ahead, escort the wave instead of diving instantly. When behind, pull the fight toward your turret and build fights around one punished mistake. Protect your health before the fight starts by using brush, minions, and side positioning. Accept small wins such as forcing a carry's escape or saving your damage dealer. The best Rammus games feel unfair because the enemy never gets to hit the target they want. Roll with a reason, taunt where your team can punish, and save at least one tool for the second movement of the fight.

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玩法指南

玩法 / 隊伍結構

玩法指南

Rammus wins Mayhem by choosing clean fights, not by rolling at the first target he sees. Your job is to stand where the enemy backline feels unsafe, force carries to respect Snowball and Powerball angles, then turn their own damage window against them with defensive tools and taunt pressure. You are strongest when your team can hit the target you lock down. If your damage dealers are walking back from base, do not start a hero fight just because you found speed. During levels 1-6, hold the front, take short punish trades, and protect your health bar. Start slightly ahead of your carries, but not so far forward that you eat every poke spell before your team is ready. Use the side of the lane and brush line to threaten a roll angle without committing. If the enemy has heavy crowd control, stand behind your minion wave until key spells are used. Early Rammus should trade in short bursts. Roll in only when your team can immediately follow with damage. Early Snowball is best used as a threat first and a commit second. Throw it at immobile carries, artillery mages after they cast, or melee champions who overstep away from their team. If it lands on a tank standing in front of five ready enemies, let it expire unless you are only using it to force cooldowns. Your first augment should support what the lobby needs. If your team lacks a starter, value durability, movement, engage reach, or crowd-control support. Do not pick a greedy damage augment early if the enemy can poke you out before you ever reach them. At levels 7-11, force numbers advantages and turn successful picks into structure pressure. Play between your carries and the enemy damage line. Stand close enough to peel, but keep an angle where Powerball or Snowball can reach past the enemy frontline. This is where you start looking for repeated engage cycles. Bait enemy poke by walking forward, then retreat before the full combo lands. Once a key control spell or mobility tool is down, roll immediately or threaten Snowball. Your best trades are quick catches on a carry, support, or squishy mage who used their escape to poke. Use Snowball to bypass the frontline when the target is valuable and your team can collapse. If the enemy comp has strong traps, knockbacks, or layered crowd control, hold Snowball until those tools are used. By your second augment, shape your role more sharply. If you are surviving but enemies escape, prioritize reach or sticking power. If you reach targets but die instantly, take defensive or recovery augments instead. At levels 12 and beyond, pick the fight location, protect the damage, and do not donate shutdowns. Do not wander alone in front of five champions unless the wave state and your team position support it. The best position is often one step off-center: close enough to block access to your carries, angled enough that the enemy backline cannot stand still for free. Late trades are decisive. Do not spend your engage just to chip one enemy if your team cannot finish. Late Snowball is a fight button, an escape route, or a cooldown tax. Before you recast, check your team's distance, the target's value, and whether enemy crowd control is waiting. Final augment choices should solve the actual late-game problem, whether that is threat generation, tenacity against control, or consistency for one clean engage to end.

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優劣勢處理

優勢 / 弱點

優劣勢

Rammus the Armordillo excels as a threat zone and fight initiator when ahead, but his primary throw risk comes from over-chasing. When your team has health or wave control, use Rammus to create space by threatening Powerball angles from fog or minion cover rather than rolling in blindly. The consequence of patient positioning is that enemies lose space, miss poke windows, and give your team safer access to relics and turret damage. If your team cannot follow after you engage, your lead turns into a shutdown. When ahead, Rammus should engage shorter rather than deeper, hitting the first high-value target in range and letting carries finish what he pins down. Against attack-heavy enemy compositions, standing between enemies and your carries after the first engage forces them to either waste damage into your defensive window or give up positioning. When your team wins front-to-back but loses messy dives, peel first and engage second, letting enemy divers commit before turning with taunt. When pressuring turrets, hold Powerball until someone steps forward to clear or poke, as rolling too early lets them reset the wave for free. Augment choices when ahead should address Rammus's predictability. Movement speed, slow resistance, and crowd-control access make first contact harder to dodge. If your team lacks damage after you lock someone down, augments that add sustained damage or reflect-style pressure make enemies regret ignoring you. Against strong disengage, take augments that help re-enter after the first stop to avoid standing uselessly in the open. When behind, Rammus becomes stronger as a counter-engage and pick champion than as a blind initiator. Stand near carries, threaten taunt range, and punish oversteps rather than forcing fights from the front. A bad engage from behind often becomes unrecoverable because your team cannot walk forward fast enough to save you. When your backline is dived, abandon the enemy carry and peel the diver instead. Against poke-heavy lanes, preserve health by using minions and terrain rather than eating poke, as Rammus without health cannot threaten engage. When behind, pick targets your team can actually hit rather than the target you personally want. Against protected carries with cleanse, spell shield, or stasis, bait the defense before committing your full chain. When your turret is low, stand where enemies must pass through you rather than behind the turret, letting them start the dive before pinning the first champion who takes focus. Behind-state augments should prioritize immediate durability if dying before crowd control matters, or movement and tenacity if unable to reach targets through slows. If carries are the only comeback path, take augments that help peel or stay near them. If your team has no clean engage except you, take reliability over greed. The biggest behind-state mistake is forcing a full fight because you feel useless while waiting. Rammus is allowed to wait for enemies to push too far, waste cooldowns, and let your team recover. A delayed fight is recoverable, but a dead Rammus rolling alone into five is not.

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英雄背景

背景 / 身份 / 文本塊

背景文案

Rammus the Armordillo transforms defensive stats into offensive pressure through a kit built around forced engagement and punishment of enemy aggression. His passive, Spiked Shell, converts armor into bonus damage on basic attacks, making defensive itemization simultaneously a damage investment. This mechanic rewards Rammus for staying in close range after engaging rather than retreating, as leaving combat without auto-attacking wastes a significant portion of his damage output. The passive functions as the follow-through pressure after Q creates contact and E locks a target in place. Powerball serves as Rammus' primary engage and repositioning tool, requiring physical collision with enemies to function. The ability demands careful pathing and angle selection, as minions, tanks, and summoned units can block routes to priority targets. Successful Q usage depends on approaching from fog, using terrain, or catching enemies who overextend. The ability can also peel for allies by rolling into divers and following with taunt. Poor Q usage creates one of Rammus' most vulnerable windows, as missing or hitting the wrong target leaves him without his main entry tool while enemies can kite freely. Defensive Ball Curl provides the durability needed to survive after engaging. The ability punishes enemies who attack Rammus while active, creating a dilemma where opponents must either suffer through his defensive state or ignore him and risk his taunted target surviving. Timing matters significantly, as activating W too early allows enemies to wait out the duration, while using it too late leaves Rammus vulnerable to burst during his engage window. The ability gains priority when facing attack-reliant compositions or when serving as the primary frontline. Frenzying Taunt functions as Rammus' most reliable single-target lockdown, forcing enemies to attack him while creating a clear focus target for allies. The ability should target champions your team can burst, divers threatening your backline, or carries who have already expended escapes. Using E on a tank with no follow-up wastes the cooldown and removes Rammus' primary threat tool. The taunt also serves a defensive role, allowing Rammus to peel assassins and divers off vulnerable teammates rather than always diving the enemy backline. Soaring Slam gives Rammus a large-area engage tool that can initiate fights, cut off escape routes, or follow up on Q engages for extended reach. The ultimate requires targeting landing zones strategically, aiming where enemies must move rather than simply where they stand. Using R without team follow-up or landing it away from the main fight wastes Rammus' strongest engage option and leaves his team without a decisive initiation tool. The ability also provides emergency repositioning when Rammus needs to escape or interrupt enemy dive paths. Rammus wins by forcing enemies into bad positions and punishing their responses, but overcommitting without backup or wasting key abilities leaves him isolated and vulnerable.

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避免常見錯誤

常見錯誤 / 風險控制

避坑

Rammus the Armordillo performs best in ARAM: Mayhem when creating clean punish windows: rolling in from good angles, forcing enemy carries to respond, and soaking return fire while teammates apply damage. Most poor Rammus games stem from doing the right-looking action at the wrong time. Engaging without follow-up, canceling pressure, or wasting defensive windows before enemies commit damage turns Rammus into a slow target rather than a threat. Mechanical mistakes center on engage execution. Rolling straight down the middle with Powerball while visible allows enemies to step aside, block with frontline bodies, or prepare crowd control. Correct engagement starts from fog, side angles, or behind minion waves, forcing carries to choose between backing away or walking into team damage. Activating defensive stance too early lets enemies wait it out, kite backward, then strike when the best tank window expires. Defensive stance should activate during actual contact, while taunting, body-blocking, or absorbing burst patterns. Taunting the first champion touched wastes strong single-target control on tanks, summons, or low-value targets. Taunt belongs on champions whose actions matter most: fed marksmen hitting freely, mages holding burst combos, or assassins jumping the backline. Using Snowball or roll-in without checking team follow-up results in landing alone, eating layered crowd control, and dying before allies can turn the fight. Engage when teammates move forward, key damage spells are available, or enemies have stepped past safe positions. Canceling momentum by clipping minions, terrain, or wrong champions during engage paths makes engagement predictable and short. Treat the lane as a pathing puzzle, rolling through clean gaps or angling from sides. Using the ultimate only as flashy follow-up after fights are decided misses opportunities for disruption and zone pressure. Use ultimate when it changes movement decisions: cutting off retreats, landing into clustered enemies, or forcing carries from optimal positions. Standing still after first control ends allows good players to walk past or kite outside threat range. Keep moving purposefully, stepping between enemy carries and teammates or turning to peel for divers. Decision mistakes involve understanding team composition and fight state. Treating every game as hard-engage regardless of compositions leads to diving teams that want Rammus to start first while carries need peel. Decide the job before each fight based on team follow-up and fragility. Chasing enemy marksmen through the entire lane while enemy divers kill the backline sacrifices carries for low-value pressure. Check fights behind you after first engage and turn to taunt threats on your carry. Diving under enemy structures or deep behind waves because of perceived unkillability stretches durability across too much time and distance. Dive only when targets are low, teammates are in range, or enemies have burned tools that stop exits. Engaging while teammates are low health, out of position, or dead turns good crowd control into losing fights. Count bodies and read posture before starting. Ignoring enemy crowd control patterns and assuming tank stats solve everything results in getting stopped before reaching targets. Bait or track spells that cancel entry. Forcing fights into full enemy poke instead of using minion waves and terrain to reduce damage before contact leaves Rammus too low to stay long enough for taunt and follow-up to matter. Staying in enemy backline after winning the front-to-back fight delays regrouping and risks death from respawning enemies. The fundamental rule is straightforward: do not engage just because Rammus can reach someone. Engage when the target matters, teammates can hit, and the defensive window will actually be tested. If any element is missing, play peel, hold space, and make enemies walk into you instead.

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FAQ

拉姆斯

FAQ

披甲龍龜 拉姆斯在海克斯大亂鬥中推薦哪些增益裝置? 披甲龍龜 拉姆斯推薦的海克斯強化:任務:伊卡西亞殞落、升級荊棘之甲、細煮慢燉。詳細勝率和選取率請查看本頁面。 披甲龍龜 拉姆斯在海克斯大亂鬥中怎麼出裝? 披甲龍龜 拉姆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。 披甲龍龜 拉姆斯在海克斯大亂鬥中是什麼段位? 披甲龍龜 拉姆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。

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