Standard order: R > E > Q > 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
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 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。
- 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
- 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。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 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
- 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。
- 總價
- 2,500
- 價格
- 600
75 物理防禦 400 魔力 20 技能加速 冬之輕撫 降低鄰近英雄20%攻速。
可選裝備前 12
- 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。
49.67%- 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%。
51.52%- 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%。
52.65%- 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。
48.83%- 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。
55.00%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
- 1,100
- 價格
- 800
12 魔法穿透 45 跑速
- 總價
- 2,900
- 價格
- 450
70 魔法攻擊 600 魔力 25 技能加速 威嚇 增加相當於1%額外魔力的魔法攻擊。 魔力之流 (8秒,最多5次充能) 技能命中將賦予5最大魔力(對英雄加倍)。 達到360最大魔力時進化成熾天使的擁抱。
- 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
- 2,900
- 價格
- 450
70 魔法攻擊 600 魔力 25 技能加速 威嚇 增加相當於1%額外魔力的魔法攻擊。 魔力之流 (8秒,最多5次充能) 技能命中將賦予5最大魔力(對英雄加倍)。 達到360最大魔力時進化成熾天使的擁抱。
- 總價
- 1,100
- 價格
- 800
12 魔法穿透 45 跑速
- 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
- 2,900
- 價格
- 450
70 魔法攻擊 600 魔力 25 技能加速 威嚇 增加相當於1%額外魔力的魔法攻擊。 魔力之流 (8秒,最多5次充能) 技能命中將賦予5最大魔力(對英雄加倍)。 達到360最大魔力時進化成熾天使的擁抱。
- 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。
可選裝備前 12
- 總價
- 2,900
- 價格
- 450
70 魔法攻擊 600 魔力 25 技能加速 威嚇 增加相當於1%額外魔力的魔法攻擊。 魔力之流 (8秒,最多5次充能) 技能命中將賦予5最大魔力(對英雄加倍)。 達到360最大魔力時進化成熾天使的擁抱。
48.22%- 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%。
48.12%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
- 1,100
- 價格
- 800
12 魔法穿透 45 跑速
- 總價
- 2,900
- 價格
- 450
70 魔法攻擊 600 魔力 25 技能加速 威嚇 增加相當於1%額外魔力的魔法攻擊。 魔力之流 (8秒,最多5次充能) 技能命中將賦予5最大魔力(對英雄加倍)。 達到360最大魔力時進化成熾天使的擁抱。
- 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
- 2,900
- 價格
- 450
70 魔法攻擊 600 魔力 25 技能加速 威嚇 增加相當於1%額外魔力的魔法攻擊。 魔力之流 (8秒,最多5次充能) 技能命中將賦予5最大魔力(對英雄加倍)。 達到360最大魔力時進化成熾天使的擁抱。
- 總價
- 1,100
- 價格
- 800
12 魔法穿透 45 跑速
- 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
- 2,900
- 價格
- 450
70 魔法攻擊 600 魔力 25 技能加速 威嚇 增加相當於1%額外魔力的魔法攻擊。 魔力之流 (8秒,最多5次充能) 技能命中將賦予5最大魔力(對英雄加倍)。 達到360最大魔力時進化成熾天使的擁抱。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
可選裝備前 12
- 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%。
49.01%- 總價
- 2,900
- 價格
- 450
70 魔法攻擊 600 魔力 25 技能加速 威嚇 增加相當於1%額外魔力的魔法攻擊。 魔力之流 (8秒,最多5次充能) 技能命中將賦予5最大魔力(對英雄加倍)。 達到360最大魔力時進化成熾天使的擁抱。
52.47%- 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。
46.51%- 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。
61.76%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 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 | T1 | 62.48% | 12.98% | 1,559 |
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 | 58.26% | 7.96% | 956 |
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 | 57.25% | 9.99% | 1,200 |
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 | 54.67% | 13.64% | 1,639 |
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 | 54.37% | 8.37% | 1,006 |
當 又快又穩 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 54.26% | 8.70% | 1,045 |
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 | 54.15% | 11.53% | 1,385 |
當 飛影跑法 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 54.12% | 8.09% | 972 |
當 飲血 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 53.79% | 5.60% | 673 |
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 | 53.72% | 9.73% | 1,169 |
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 | 52.80% | 7.13% | 856 |
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 | 52.72% | 13.48% | 1,620 |
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 | 52.71% | 6.14% | 738 |
當 俠盜恆毅 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 52.61% | 11.17% | 1,342 |
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 | 52.31% | 15.83% | 1,902 |
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 | T1 | 51.55% | 13.68% | 1,643 |
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 | 51.21% | 8.27% | 994 |
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 | 50.88% | 8.98% | 1,079 |
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 | 50.55% | 8.27% | 993 |
當 衝鋒 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 50.06% | 7.43% | 893 |
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 | 49.74% | 6.38% | 766 |
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 | T1 | 48.49% | 5.25% | 631 |
當 暗夜潛行 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 48.13% | 5.78% | 694 |
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 | 45.65% | 6.13% | 736 |
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 | 59.09% | 3.48% | 418 |
當 質變:金級 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 57.83% | 3.45% | 415 |
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 | 57.67% | 4.07% | 489 |
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 | T2 | 57.14% | 2.91% | 350 |
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 | 56.95% | 3.11% | 374 |
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 | T2 | 56.46% | 2.45% | 294 |
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 | 56.03% | 2.56% | 307 |
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 | 55.88% | 1.98% | 238 |
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 | 55.48% | 3.50% | 420 |
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 | T2 | 55.20% | 4.64% | 558 |
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 | T2 | 54.89% | 3.06% | 368 |
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 | T2 | 54.88% | 4.10% | 492 |
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 | 54.73% | 2.81% | 338 |
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 | 54.42% | 2.36% | 283 |
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 | 53.67% | 1.81% | 218 |
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 | T2 | 52.60% | 2.41% | 289 |
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 | 52.58% | 1.77% | 213 |
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 | 52.54% | 1.96% | 236 |
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 | 52.41% | 2.94% | 353 |
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 | 52.40% | 2.43% | 292 |
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 | 52.26% | 2.02% | 243 |
當 大地覺醒 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 52.10% | 3.77% | 453 |
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 | 51.75% | 3.81% | 458 |
當 無敵大絕 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 51.28% | 3.91% | 470 |
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 | 51.20% | 2.78% | 334 |
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 | 50.48% | 2.59% | 311 |
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 | 50.33% | 3.75% | 451 |
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 | 50.00% | 2.25% | 270 |
當 封我為王 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 49.81% | 2.17% | 261 |
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 | 49.34% | 1.89% | 227 |
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 | T2 | 49.07% | 3.14% | 377 |
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 | T2 | 48.83% | 3.19% | 383 |
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 | T2 | 48.78% | 4.10% | 492 |
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 | 48.08% | 2.82% | 339 |
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 | 47.97% | 3.07% | 369 |
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 | 43.84% | 2.30% | 276 |
當 土司和起司 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 41.15% | 1.74% | 209 |
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 | 58.62% | 1.21% | 145 |
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 | 57.89% | 1.42% | 171 |
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 | 57.14% | 1.34% | 161 |
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 | 56.85% | 1.22% | 146 |
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 | 56.80% | 1.04% | 125 |
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 | 56.65% | 1.69% | 203 |
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 | 54.72% | 0.88% | 106 |
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 | T3 | 54.63% | 0.90% | 108 |
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 | 53.70% | 0.90% | 108 |
當 奪命飛踢 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 52.00% | 1.04% | 125 |
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 | T3 | 51.97% | 1.27% | 152 |
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 | T3 | 50.77% | 1.62% | 195 |
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 | 50.54% | 1.55% | 186 |
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 | T3 | 50.00% | 0.88% | 106 |
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 | 48.74% | 0.99% | 119 |
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 | T3 | 48.06% | 1.07% | 129 |
當 土司和奶油 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 47.83% | 0.96% | 115 |
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 | 47.10% | 1.15% | 138 |
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 | T3 | 47.06% | 0.85% | 102 |
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 | 46.96% | 1.51% | 181 |
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 | T3 | 46.48% | 1.18% | 142 |
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 | 46.39% | 1.61% | 194 |
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 | 46.15% | 1.08% | 130 |
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 | 46.07% | 1.48% | 178 |
當 幻影武器 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 46.00% | 1.25% | 150 |
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 | T3 | 45.54% | 0.84% | 101 |
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 | T3 | 45.45% | 1.01% | 121 |
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 | T3 | 43.16% | 1.58% | 190 |
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 | 42.61% | 0.96% | 115 |
當 聖光顯靈 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 42.07% | 1.21% | 145 |
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 | T3 | 41.58% | 0.84% | 101 |
當 刃下狂風 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 40.74% | 1.12% | 135 |
當 剛毅 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 57.38% | 0.51% | 61 |
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 | 56.79% | 0.67% | 81 |
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 | 54.55% | 0.46% | 55 |
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 | T4 | 54.10% | 0.51% | 61 |
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 | 53.85% | 0.43% | 52 |
當 寒霜幽魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 51.79% | 0.47% | 56 |
當 溫泉加速 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 51.67% | 0.50% | 60 |
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 | T4 | 50.79% | 0.52% | 63 |
當 玻璃大砲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 50.79% | 0.52% | 63 |
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 | 50.00% | 0.65% | 78 |
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 | 50.00% | 0.43% | 52 |
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 | T4 | 47.78% | 0.75% | 90 |
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 | 47.37% | 0.63% | 76 |
當 超狙武器 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 46.99% | 0.69% | 83 |
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 | 46.38% | 0.57% | 69 |
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 | 44.23% | 0.43% | 52 |
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 | 44.00% | 0.62% | 75 |
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 | 43.82% | 0.74% | 89 |
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 | 43.14% | 0.42% | 51 |
當 純粹 - 法師 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 43.10% | 0.48% | 58 |
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 | 43.08% | 0.54% | 65 |
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 | 40.91% | 0.73% | 88 |
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 | 40.51% | 0.66% | 79 |
當 天界之身 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 39.73% | 0.61% | 73 |
當 棒棒回力鏢 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 37.04% | 0.67% | 81 |
卡薩丁 Skill Combos
Extracted from the skill order guide
Anti-poke or anti-mage setup: R > Q > E > W.
Melee-finisher or commit-heavy setup: R > E > W > Q.
Max E first, max Q second, and leave W for last after taking one early point.
卡薩丁 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Kassadin plays as a late-entry assassin who waits for crowd control and burst to be used, then jumps onto damaged carries. Teams accept early weakness for late mobility. | He becomes a tempo-sensitive skirmisher who must participate earlier through short trades and threat positioning. Passive play becomes a liability unless already winning the poke war. | Actively threaten angles and punish overextension instead of waiting for perfect resets. |
| Riftwalk Discipline | Riftwalk can sometimes be used aggressively just to force space, with less punishment for casual mobility use during the slower early game pacing. | The first jump is the most important decision. Enemies have stronger engage patterns and augment-backed punishment. One jump in needs a planned jump out. | Enter from an angle where retreat exists; never dive without an exit route planned. |
| Early Fight Tempo | Kassadin can lose early space, farm under pressure, and still reach the stage where he cleans fights. The map is forgiving with proper team waveclear. | Early deaths and lost space snowball into constant forced fights. You must identify the first realistic fight where you can matter, sometimes just threatening angles. | Stop looking for hero dives when behind; take guaranteed damage on overextended targets. |
| Snowball Usage | Snowball helps solve early access problems and can be used more freely to close distance on targets. | Taking every hit mark throws fights. Snowball should create better entry than walking or Riftwalking alone, not replace judgment. Check exit before committing. | Only recast Snowball when the arrival point improves your position and escape exists. |
| Build Flexibility | Greedy scaling choices are sometimes acceptable because game pace gives time to reach power spikes and survive weak early stages. | Builds must answer the lobby immediately. Layered burst requires survivability to cast twice. Pure greed gets punished faster when behind. | Balance damage with reliability; a dead Kassadin deals no second rotation damage. |
| Teamfight Positioning | Kassadin often hides behind frontline, catching experience and waiting for the right moment to engage on vulnerable backline targets. | Best positioning is one screen angle away from the obvious fight line. Hover near cover where enemies must respect your jump but cannot instantly lock you down. | Enter after the first major crowd control exchange; do not tunnel forward after kills. |
Champion Analysis
定位 / 目前表現
Kassadin the Void Walker is a melee mage-assassin in Hextech Mayhem whose strength comes from extraordinary mobility and devastating burst damage that scales powerfully into the late game. His passive, Void Stone, grants innate magic damage reduction, giving him a natural defensive edge against enemy mage compositions and allowing him to survive poke while looking for engage windows. Kassadin’s primary damage tool is his Q, Null Sphere, which fires a void energy orb that deals magic damage and silences the target. This silence is extremely valuable in the chaotic fights of Hextech Mayhem, as it can interrupt key enemy abilities and prevent counterplay during his assassination attempts. His W, Nether Blade, empowers his next basic attack with bonus magic damage and restores mana, helping him sustain in extended skirmishes and maintain pressure. Kassadin’s E, Force Pulse, serves as his core mobility and damage tool by allowing him to dash through terrain after charging from nearby spell casts, giving him a unique ability to traverse the map and engage or disengage through walls. This terrain dash sets him apart from many assassins and creates unpredictable angles for flanking. His ultimate, Riftwalk, is his signature mobility spell—a short-range teleport with a very low cooldown in Hextech Mayhem. This allows him to reposition constantly, chase down fleeing enemies, dodge skillshots, and weave in and out of fights with exceptional fluidity. The combination of Riftwalk and Force Pulse makes Kassadin one of the most mobile champions in the mode, enabling him to always be where he is needed most. His gameplay pattern revolves around waiting for spell casts to charge Force Pulse, using Null Sphere to lock down a priority target, then diving in with Riftwalk and following up with empowered basic attacks from Nether Blade. Kassadin excels in the late game when his burst becomes lethal and his Riftwalk cooldown allows near-constant uptime. His primary strategic value lies in his ability to delete squishy backline carries while being extremely difficult to pin down thanks to repeated teleports and terrain dashes. The magic damage reduction from Void Stone further cements him as a counterpick to teams that rely heavily on magic damage. Kassadin the Void Walker is at his most dangerous when he can isolate a silenced target and execute them before they can retaliate, making him a feared assassin in Hextech Mayhem who dictates the pace of fights through relentless mobility and precision burst.
核心技巧
長文技巧 / 玩法模式
Kassadin wins Mayhem fights by entering late, not by starting fair. In the narrow ARAM lane, wait until the enemy has spent the first layer of crowd control or mobility, then blink onto a target that cannot immediately answer. If you jump in while everyone is still holding knockups, roots, hooks, or exhaust-style tools, you give them the clean punish window they want. Play the first seconds of each fight like a shark: close enough to threaten, far enough that they must waste something to reach you. Use Snowball to mark, not to commit automatically. Throw it when the enemy backline is forced into a straight line by minions, tower pressure, or your team’s poke. If it lands on a carry but their frontline is still healthy and facing you, wait. The second activation is strongest after they sidestep badly, burn a dash, or your team starts moving forward with you. Blink after the fight has a direction. If your tank or bruiser has already made the enemy kite backward, your blink becomes a chase tool and your damage lands safely. If both teams are still staring at each other, blinking first usually turns you into the target. Take short trades before full commits. Step up, cast your safe damage, then move back behind your frontline or minion wave. If the enemy answers with a major spell and misses, that is your real engage signal. If they hold everything, do not force. Do not blink into fog or brush without a reason. In Mayhem, a hidden support or control mage can turn one greedy jump into an instant death. When an enemy diver jumps your backline, punish the landing spot. Blink in, burst them, then leave before the second enemy wave follows. Hold one movement option when the enemy has layered engage. Move sideways for the first threat, blink for the second, and Snowball only if it gives you a confirmed escape or counter-kill. Turn on overextended poke champions. If a mage steps forward past their frontline to land a spell, move toward them immediately. The punish is not always a kill; sometimes it is making their best poke champion stop casting for several seconds. Always know your exit before you blink in. The best exits are back through your team, over a thin wall, or onto a marked Snowball target. After a failed jump, disengage at once. Kassadin can recover from a missed trade if he leaves quickly; he cannot recover from staying in melee range with no clean exit. Stand off-center, not directly behind your minions. Hooks and long skillshots often travel through the same lane angles. Use minion waves as timing, not permanent cover. When the wave is healthy, step up for a quick trade. When the wave is gone, back up immediately unless your team is already engaging. Respect stacked area damage in choke points. Do not blink through it just because a carry is visible. Kill the target that cannot answer, not always the lowest-health target. Look for missing escape tools, poor positioning, and isolated angles. Backline carries are priority when their peel is late. If the support is standing directly on top of them with cooldowns ready, hit the frontline first and wait. Do not chase tanks unless they are the only safe damage source. Use Snowball to extend threat range after the enemy dodges your normal approach. Take Snowball only when the landing position is better than your current one. Use defensive Snowball lines when behind. If your augment rewards casting or mobility, stack value before the all-in.
Read full guide玩法指南
玩法 / 隊伍結構
Kassadin's playstyle in Mayhem is built around patience and controlled aggression, with clear timing windows for each stage of the game. During early levels one through six, the priority is survival—Kassadin must start behind the front line or next to terrain, not in the center of the wave, to avoid eating poke meant for the minions. He looks for very short trades only after an enemy uses a key poke, crowd control, or dash, then steps out before the next rotation lands. Snowball should be treated as a threat and escape setup, not always a go button; a bad recast into a full-health backliner with peel ready wastes the chance to stay safe. Early augment choices should fix the part of the lane that is actually killing Kassadin, such as sustain or damage reduction if he is getting poked out, rather than flashy dive augments. He stalls more than pushes, letting ranged teammates clear while he guards against divers. An early lead means using space for safe gold and turret pressure without overextending, while a deficit means playing near the health relic, giving up low-value minions, and waiting for level six. From levels seven through eleven, Kassadin shifts from a backline passenger to a side-angle threat, standing off to one side where the enemy backline has to respect his entry. His best trades follow when the enemy spends crowd control or burst on someone else, using a fast combo then leaving before a second layer of spells. Snowball becomes a stronger target access tool but should still be picky—good targets are isolated carries or low-health champions, not tanks standing in their team. Augments should be used around his entry pattern, defensive ones saved for the moment he commits past the wave, damage ones when the enemy has lost peel. He pushes when the enemy has dead members or low waveclear, and stalls when his team lacks cooldowns. In the lead, Kassadin should hover outside vision to threaten the carry who steps up for minions; when behind, he plays second engage, letting a tank or bruiser start the fight so he can finish wounded targets. By late levels twelve and above, Kassadin wants fog and staggered angles, never starting every fight from the same side. His rhythm is pressure, retreat, and pressure again—he does not need to all-in on the first touch unless the target is already killable. Late Snowball is either a fight-winning entry or a fight-losing delivery system, so he uses it only on carries separated by allied crowd control or after a fight is already won. Augment value must land during the real commit, not harmless poke, and hard pushes follow a clean kill due to long death timers. When ahead, he chokes the enemy under their structure without diving blind; when behind, he plays for overextension and shutdowns, waiting for the fed carry to misstep. In every final fight, Kassadin must enter with a clear purpose—kill the carry, peel the diver, or clean up low-health targets—ensuring every dash has a purpose and every exit path is planned.
Read full guide優劣勢處理
優勢 / 弱點
Kassadin the Void Walker’s effectiveness in ARAM: Mayhem depends entirely on how he manages the gap between his mobility and his vulnerability. When ahead, Kassadin controls space by holding Riftwalk as a threat rather than using it on cooldown. He stands off-center, forces enemy carries to respect his flank, and waits for a key defensive spell—dash, shield, stasis, or crowd control—to be spent on a teammate. Only then does he Riftwalk in from an angle, unload damage, and immediately decide whether to finish or escape. The goal is not to jump first every time; the goal is to make the enemy waste resources before the real fight starts. A clean ahead fight pattern is enter, delete or chunk a priority target, then reposition. A thrown ahead fight is entering, chasing an extra low-health enemy, getting locked down, and giving a shutdown that resets the game. When ahead, Kassadin protects his lead like an objective: he does not need to hard dive if his team is winning poke—he stands just outside engage range and lets the enemy walk into a bad choice. He picks targets by punish window rather than health bar, and he ends fights through staggered kills rather than tunnel vision. When behind, Kassadin’s role shifts from space controller to cleanup specialist. He stops asking for perfect all-ins and instead survives the enemy’s first engage, punishes overextensions, and collects safe damage. He respects the first wave of enemy pressure, never Riftwalking forward to farm if the enemy can instantly crowd control him after he lands. He trades around enemy mistakes—a carry stepping past their frontline, a poke champion missing their main spell, an engage tank using crowd control on someone else—rather than his own impatience. Behind Kassadin uses defensive augments to buy one more rotation, letting him stay healthy enough to threaten or survive a collapse. He lets teammates start losing fights slowly instead of making them unwinnable instantly, and he uses Snowball defensively to follow only when the follow-up is safe. Cleanup is his window: he waits until tanks have moved past their carries or someone chases a low-health ally, then jumps on the isolated target, takes the trade or kill, and leaves before the enemy team turns. In both states, risk management is constant. The throw always happens when Kassadin confuses mobility with invulnerability. He must keep an exit, track the spell that stops him, and use augments to cover the exact weakness the enemy is exploiting. Whether ahead or behind, the core decision is the same: make the enemy pay for walking too far rather than trying to win a fight that does not exist.
Read full guide英雄背景
背景 / 身份 / 文本塊
Kassadin the Void Walker in ARAM: Mayhem plays as a reset-based assassin who scales faster than on Summoner’s Rift but still needs to survive an early beatdown. The mode’s accelerated gold and experience bring his power spike earlier, yet constant teamfighting leaves no room to hide during the laning phase. He is not a frontliner and exists to flank, delete a squishy target, and then reset or escape with his ultimate. His passive, Void Stone, reduces magic damage and ignores unit collision, keeping him from being chipped out by incidental poke and allowing him to walk through minion waves to line up Riftwalks without being body-blocked. This is most relevant early when he is weakest and does nothing against physical or true damage, so overestimating it is a common mistake. Null Sphere is his primary trading tool and anti-poke mechanic; it fires a point-and-click projectile that deals magic damage, interrupts channels, and grants a magic damage shield. The interrupt is high-value in Mayhem where many champions rely on channeled ultimates, and the shield is crucial for surviving the early game. Using it on the wrong target wastes both the damage and the shield duration, and losing the interrupt leaves the team vulnerable to channels. Nether Blade provides mana sustain and tower-taking through an auto-attack modifier that restores mana on activation. Weaving it between Riftwalks smooths damage output and refunds mana, enabling longer chains, but the short range puts him in danger if he walks up just to use it. Force Pulse is his waveclear and teamfight disruption, charging stacks from nearby spell casts. Because Mayhem fights are chaotic, it charges very fast and is available for almost every engage. The cone deals magic damage and slows enemies, making it essential to stick to targets after diving, but missing it removes his only reliable slow. His defining ability is Riftwalk, a ground-targeted blink that deals area damage and has a stacking mana cost that resets after a delay. In Mayhem, lower cooldowns and faster gold let him reach the point where R is a spam ability much earlier. He uses it to flank, dodge skillshots, chase, and reset out after a kill. The standard burst is R into E into a W-enhanced auto into Q, then either another R to chase or one to escape. Hard crowd control is his nightmare because if he Rifts into a stun or silence, he dies and loses his reset chain. Enemies will also try to force him to stack the mana cost before the real fight starts, draining his pool and leaving him stranded. Using R without purpose drains mana, and panic-casting three times in a row without killing the target leaves him out of mana and stuck in the enemy team with no way out.
Read full guide避免常見錯誤
常見錯誤 / 風險控制
Kassadin wins in Mayhem when he chooses the fight, enters late, and leaves before the enemy can turn their whole screen onto him. Most bad Kassadin games come from forcing the first jump, spending mobility for damage only, or pretending he is a frontliner because Riftwalk feels safe. The central mechanical mistake is Riftwalking straight into the center of the enemy team because a low-health target is visible, which lands him inside every stun, knockup, silence, and instant burst tool at once, leaving no escape. The correct habit is to jump to the side of the fight first, then angle toward the target after key crowd control is used. Another common error is stacking Riftwalks without watching mana, which leaves him stuck with no escape and no follow-up damage after two seconds. The correct action is to keep enough mana for the jump out before jumping in. Riftwalk must be treated as movement first and damage second; using it only as a damage button on the nearest target destroys his repositioning strength and lets enemies read his landing spot. Opening trades with all spells into a shielded, untargetable, or protected enemy wastes burst while exposing cooldowns; the correct habit is to wait for visible protection to drop or hit the overextended front target. Area damage spells should be cast after the enemy commits to a direction or gets slowed, not without considering movement. Hesitating after a clean dodge should be replaced by stepping forward immediately to punish the enemy’s cooldown window. The snowball summoner spell should be used as an option, not an obligation—taking it only when the team can follow, the target is isolated, or a clear Riftwalk escape is available. Fighting stationary between spells makes Kassadin an easy target; weaving movement between casts and stepping out of retaliation range after burst is essential. Decision mistakes revolve around role and positioning. Acting as the team’s primary engage starts fights before enemy cooldowns are committed, so every defensive tool is saved for him. The correct habit is to let tanks, poke, or enemy impatience create the first break, then follow up as a cleanup threat. Chasing a single low-health enemy past the main fight isolates him and costs his team their finisher; kills on the exit path are preferable. Diving before checking who can stop his reset leads to instant removal; he should identify the two most dangerous punish tools and wait until at least one is used or missed. Ignoring wave state ties the team under pressure and removes flanking room; helping clear when being shoved creates space. Taking fights at low health because mobility feels safe is punished by stray poke—enter with enough health to survive the first answer. Tunneling on enemy carries while an exposed bruiser or mage is already inside the team’s damage skips a free kill; he should kill what the team can actually reach first. Forcing the same flank route after the enemy marks it makes him predictable; rotating angles is critical. Using his life for a one-for-one trade when the team needs him for cleanup lets low-health enemies escape; valuing survival unless the kill removes the enemy’s main damage is the better pattern. The simple rule is this: never spend both position and escape for a kill that the team cannot support, and when a mistake occurs, back out, reset the angle, and wait for the next punish window.
Read full guideFAQ
卡薩丁
虛空行者 卡薩丁在海克斯大亂鬥中推薦哪些增益裝置? 虛空行者 卡薩丁推薦的海克斯強化:因心成體、最終型態、質變:稜鏡。詳細勝率和選取率請查看本頁面。 虛空行者 卡薩丁在海克斯大亂鬥中怎麼出裝? 虛空行者 卡薩丁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。 虛空行者 卡薩丁在海克斯大亂鬥中是什麼段位? 虛空行者 卡薩丁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
