Normal order: R whenever available, then Q > E > W.
推薦出裝
裝備 / 勝率 / 登場率
出裝配置
26.9核心裝備
- 總價
- 3,050
- 價格
- 500
50 物理攻擊 20 技能加速 25% 暴擊率 魔法彎刀 使用技能後,下一次普攻造成額外物理傷害,並獲得魔力命中效果。
- 總價
- 900
- 價格
- 350
10 技能加速 45 跑速 愛歐尼亞洞見 增加10召喚師技能加速。
- 總價
- 3,000
- 價格
- 525
50 物理攻擊 10物理致命 25% 暴擊率 死亡 你造成的傷害會處決生命低於5%的英雄。 賦稅 擊殺英雄可額外獲得25金錢。
可選裝備前 12
- 總價
- 3,300
- 價格
- 550
35 物理攻擊 35% 物理穿透 25% 暴擊率 巨人殺手 對擁有額外生命的敵方英雄造成15%額外傷害。會在對方額外生命達到1500時造成最大傷害。
53.31%- 總價
- 2,500
- 價格
- 625
55 物理攻擊 15物理致命 破盾者 對敵方英雄造成傷害時,可減少其獲得的護盾量0%,持續3秒。 若其未被破盾者效果影響,可減少其身上的護盾量0%。
50.06%起始裝備
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
- 900
- 價格
- 350
10 技能加速 45 跑速 愛歐尼亞洞見 增加10召喚師技能加速。
- 總價
- 3,000
- 價格
- 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%。
- 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
- 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%。
- 總價
- 900
- 價格
- 350
10 技能加速 45 跑速 愛歐尼亞洞見 增加10召喚師技能加速。
- 總價
- 2,750
- 價格
- 363
55 物理攻擊 18物理致命 20 技能加速 瞬息萬變 遭受你傷害的英雄在3秒內死亡時,返還大絕總冷卻時間的一部分。
- 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
- 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。
50.64%- 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%。
49.48%- 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。
46.58%核心裝備
- 總價
- 3,333
- 價格
- 133
36 物理攻擊 30% 攻擊速度 333 生命 15 技能加速 魔法彎刀 使用技能後,下一次普攻造成額外物理傷害命中效果。 加速 普攻可增加20跑速,持續2秒。
- 總價
- 900
- 價格
- 350
10 技能加速 45 跑速 愛歐尼亞洞見 增加10召喚師技能加速。
- 總價
- 2,750
- 價格
- 363
55 物理攻擊 18物理致命 20 技能加速 瞬息萬變 遭受你傷害的英雄在3秒內死亡時,返還大絕總冷卻時間的一部分。
可選裝備前 12
- 總價
- 3,333
- 價格
- 133
36 物理攻擊 30% 攻擊速度 333 生命 15 技能加速 魔法彎刀 使用技能後,下一次普攻造成額外物理傷害命中效果。 加速 普攻可增加20跑速,持續2秒。
54.23%- 總價
- 2,500
- 價格
- 625
55 物理攻擊 15物理致命 破盾者 對敵方英雄造成傷害時,可減少其獲得的護盾量0%,持續3秒。 若其未被破盾者效果影響,可減少其身上的護盾量0%。
50.49%- 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。
51.86%起始裝備
核心裝備
- 總價
- 3,050
- 價格
- 500
50 物理攻擊 20 技能加速 25% 暴擊率 魔法彎刀 使用技能後,下一次普攻造成額外物理傷害,並獲得魔力命中效果。
- 總價
- 900
- 價格
- 350
10 技能加速 45 跑速 愛歐尼亞洞見 增加10召喚師技能加速。
- 總價
- 3,000
- 價格
- 525
50 物理攻擊 10物理致命 25% 暴擊率 死亡 你造成的傷害會處決生命低於5%的英雄。 賦稅 擊殺英雄可額外獲得25金錢。
可選裝備前 12
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 縮小引擎 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 54.97% | 6.96% | 1,217 |
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 | T1 | 54.61% | 4.97% | 868 |
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 | 53.62% | 8.06% | 1,408 |
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 | T1 | 53.59% | 5.10% | 892 |
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 | T1 | 53.58% | 4.79% | 838 |
當 巨人殺手 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 52.71% | 10.77% | 1,882 |
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 | T1 | 51.46% | 5.30% | 927 |
當 升級無盡之刃 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 51.12% | 7.92% | 1,385 |
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 | T1 | 50.97% | 6.17% | 1,079 |
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 | 50.69% | 8.25% | 1,442 |
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 | 50.62% | 12.91% | 2,256 |
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 | 50.46% | 11.18% | 1,954 |
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 | T1 | 50.37% | 5.44% | 951 |
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 | 50.34% | 10.22% | 1,786 |
當 升級傲慢 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 49.95% | 15.79% | 2,759 |
當 轉換惡作劇 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 49.78% | 11.58% | 2,023 |
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 | T1 | 49.77% | 4.90% | 856 |
當 升級收藏家 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 49.72% | 10.36% | 1,810 |
當 兇殘之柄 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 49.68% | 12.46% | 2,178 |
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 | T1 | 48.70% | 4.63% | 809 |
當 重磅爆發 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 48.52% | 6.38% | 1,115 |
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 | 48.06% | 12.23% | 2,137 |
當 煉獄惡靈 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 47.87% | 12.65% | 2,210 |
當 升級閃耀劍 的效果契合英雄輸出方式、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 | 47.79% | 7.11% | 1,243 |
當 巨人 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 46.70% | 5.99% | 1,047 |
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 | T1 | 46.67% | 4.65% | 812 |
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 | 46.24% | 15.51% | 2,710 |
當 祕術拳擊 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 45.80% | 6.95% | 1,214 |
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 | 43.36% | 5.86% | 1,024 |
當 基本功夫 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 59.67% | 2.07% | 362 |
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 | 56.70% | 2.95% | 515 |
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 | 55.64% | 1.52% | 266 |
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 | 53.89% | 4.27% | 746 |
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 | 52.89% | 2.48% | 433 |
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 | 51.72% | 1.83% | 319 |
當 蠻力重擊 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 51.58% | 3.44% | 601 |
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 | 51.51% | 1.90% | 332 |
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 | 51.02% | 1.96% | 343 |
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 | T2 | 50.73% | 3.12% | 546 |
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 | T2 | 50.63% | 1.83% | 320 |
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 | 50.30% | 3.78% | 660 |
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 | T2 | 50.30% | 1.89% | 330 |
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 | 50.23% | 3.71% | 649 |
當 巨無霸雪球 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 50.00% | 1.68% | 294 |
當 劍舞之心 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 48.99% | 2.83% | 494 |
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 | T2 | 48.88% | 3.82% | 667 |
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 | 48.87% | 3.03% | 530 |
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 | T2 | 48.75% | 2.51% | 439 |
當 狂躁! 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 48.72% | 3.36% | 587 |
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 | T2 | 48.23% | 1.61% | 282 |
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 | T2 | 48.23% | 2.74% | 479 |
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 | 48.01% | 2.01% | 352 |
當 痛恨一擊 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 47.82% | 3.67% | 642 |
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 | T2 | 47.67% | 1.48% | 258 |
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 | T2 | 47.12% | 3.08% | 539 |
當 穩紮穩打 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 47.10% | 2.47% | 431 |
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 | 46.64% | 1.53% | 268 |
當 雙修大師 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 | 稜彩 | T2 | 46.56% | 3.16% | 552 |
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 | T2 | 46.29% | 1.93% | 337 |
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 | 46.17% | 3.21% | 561 |
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 | T2 | 46.13% | 1.62% | 284 |
當 殺戮時間 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 46.01% | 2.08% | 363 |
當 作弊 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 45.74% | 1.61% | 282 |
當 土司和奶油 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 45.48% | 3.42% | 598 |
當 終極革新 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 45.16% | 1.95% | 341 |
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 | 41.48% | 1.54% | 270 |
當 別眨眼 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 59.51% | 0.93% | 163 |
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 | 58.59% | 0.73% | 128 |
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 | T3 | 56.03% | 0.81% | 141 |
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 | 55.71% | 1.25% | 219 |
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 | 54.61% | 0.81% | 141 |
當 任務:阿福英雄 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 54.33% | 0.73% | 127 |
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 | T3 | 53.22% | 0.98% | 171 |
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 | T3 | 52.17% | 1.32% | 230 |
當 輕舞飛揚 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 52.03% | 0.70% | 123 |
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 | T3 | 50.51% | 1.12% | 196 |
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 | T3 | 50.26% | 1.08% | 189 |
當 旋風鎚 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 49.56% | 0.65% | 113 |
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 | 48.55% | 1.38% | 241 |
當 海克斯科技龍魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 48.32% | 0.85% | 149 |
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 | T3 | 48.18% | 0.63% | 110 |
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 | 48.03% | 0.73% | 127 |
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 | 47.42% | 1.11% | 194 |
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 | T3 | 47.41% | 0.66% | 116 |
當 腿部訓練日 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 47.33% | 0.75% | 131 |
當 觸發地獄火狂襲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 46.89% | 1.20% | 209 |
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 | 46.07% | 1.09% | 191 |
當 戰爭交響曲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 45.93% | 1.20% | 209 |
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 | 45.57% | 0.90% | 158 |
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 | T3 | 45.38% | 0.74% | 130 |
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 | 44.44% | 0.88% | 153 |
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 | 44.19% | 1.23% | 215 |
當 全能之魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 44.19% | 0.74% | 129 |
當 頂尖發明家 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 42.86% | 0.80% | 140 |
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 | 42.47% | 0.84% | 146 |
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 | 41.20% | 1.24% | 216 |
當 颱風 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 41.03% | 0.67% | 117 |
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 | 40.60% | 0.76% | 133 |
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 | T3 | 40.00% | 0.80% | 140 |
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 | T4 | 58.49% | 0.30% | 53 |
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 | T4 | 56.25% | 0.55% | 96 |
當 手腳麻利 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 55.56% | 0.31% | 54 |
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 | 52.94% | 0.29% | 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 | 48.48% | 0.38% | 66 |
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 | 47.62% | 0.48% | 84 |
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 | T4 | 47.30% | 0.42% | 74 |
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 | 47.06% | 0.39% | 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 | 46.88% | 0.37% | 64 |
當 縮小光線 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 45.57% | 0.45% | 79 |
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 | 45.16% | 0.35% | 62 |
當 煽風點火 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 45.05% | 0.52% | 91 |
當 射程強化改造 的效果契合英雄輸出方式、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 | 43.86% | 0.33% | 57 |
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 | T4 | 43.66% | 0.41% | 71 |
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 | 43.62% | 0.54% | 94 |
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 | 43.59% | 0.45% | 78 |
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 | 43.56% | 0.58% | 101 |
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 | T4 | 43.48% | 0.39% | 69 |
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 | T4 | 42.86% | 0.40% | 70 |
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 | 42.57% | 0.58% | 101 |
當 頂狙武器 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 | 稜彩 | T4 | 41.84% | 0.56% | 98 |
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 | 41.82% | 0.31% | 55 |
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 | T4 | 41.18% | 0.29% | 51 |
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 | 41.07% | 0.32% | 56 |
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 | 40.70% | 0.49% | 86 |
當 煉獄使者 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 39.39% | 0.57% | 99 |
當 重型打手 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 39.29% | 0.32% | 56 |
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 | T4 | 37.50% | 0.32% | 56 |
當 靈光一閃 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 36.07% | 0.35% | 61 |
剛普朗克 Skill Combos
Extracted from the skill order guide
Use R > E > Q > W when your team can actually protect or force barrel hits.
If your augment rewards Q casts, single-target spell hits, on-hit style pressure, or repeated poke, stay with R > Q > E > W.
A common adjustment is R > Q > W > E when you are being repeatedly locked down before barrels matter, or R > E > W > Q when E is already the clear carry skill and you only need W to survive dives.
剛普朗克 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role and Job | Gangplank is a backline artillery carry with strong zone control who chips with Parrrley, threatens barrel chains, and turns narrow bridge fights with Cannon Barrage. | He becomes a burst-control carry who must constantly reposition to punish overcommitted divers, protect carries with barrels, and use Cannon Barrage to break chaotic fights. | Normal ARAM rewards patience; Mayhem rewards fast judgment and active fight participation. |
| Barrel Usage | Barrels are somewhat "set and forget" near the wave to stall enemies on the predictable bridge, waiting for opponents to walk into a chain. | Barrels must be placed where the fight is about to happen, not just where the wave is, as enemies have stronger access tools and reasons to force through damage. | Place barrels proactively for upcoming fights rather than reactively around the minion wave. |
| Remove Scurvy Timing | Gangplank often sits far enough back that Remove Scurvy is mostly used after stray crowd control or minor poke. | Saving Remove Scurvy for the crowd control that actually enables death matters more; do not waste it on light poke if an engager is still holding their key spell. | Hold W for the crowd control that would actually kill you, not minor effects. |
| Cannon Barrage Timing | Many players wait until enemies are already grouped and low before casting Cannon Barrage to secure kills or swing grouped fights. | Cast Cannon Barrage earlier when engage paths are forming: on your backline when divers commit, on enemy exit routes, or to split front line from carries. | Use ult to break fights early rather than decorating a lost fight late. |
| Tempo and Wave Rhythm | Gangplank has more time to scale into clean barrel fights, thin waves, farm safely, and wait for enemy mistakes near the minion line. | Tempo is less forgiving; being half a screen late to the first burst window can cost the whole fight. Prepare barrels when allies posture aggressively instead of last-hitting. | Stop farming when your team commits; prepare barrels before fights start. |
| Teamfight Spacing | Spacing is mostly horizontal: stand behind your team, control the lane with barrels, and punish enemies walking through the choke. | Spacing is more layered: you need a front barrel to threaten enemies, a safer barrel near carries to punish dive, and enough distance to avoid being the easiest target. | Balance forward pressure barrels with defensive barrels to protect your backline. |
Champion Analysis
定位 / 目前表現
Gangplank the Saltwater Scourge serves as a ranged fighter and AoE damage specialist in ARAM: Mayhem, excelling through his devastating explosive barrel mechanic that deals true damage ignoring armor and magic resistance. His core identity revolves around sustained damage output combined with unique utility that makes him valuable in the single-lane format. His passive, Trial by Fire, applies true damage burn on auto-attacks, providing consistent damage that complements his barrel-focused playstyle. Parrrley, his Q ability, functions as a ranged shot that detonates barrels on hit, making it essential for triggering his primary damage source. Powder Keg, his E ability, places explosive barrels that Gangplank can detonate for AoE true damage, forming the centerpiece of his offensive pattern. His W, Remove Scurvy, removes all crowd control effects while healing, giving him significant survivability against enemy CC. His ultimate, Cannon Barrage, rains cannonballs on an area for sustained AoE damage and a slow, providing strong zone control. Barrel placement and detonation represent Gangplank's core technique. Players must place barrels strategically and use Parrrley to detonate them for devastating AoE true damage. This mechanic rewards precise positioning and timing while punishing poor execution. His W cleanse ability offers a powerful defensive tool, allowing him to remove enemy CC and heal simultaneously when caught by crowd control effects. His ultimate provides additional teamfight value through area denial and sustained damage across the enemy team. Gangplank's strengths include his barrel true damage AoE that bypasses resistances, his W cleanse utility, large R coverage for teamfights, and strong sustained damage output. However, he has notable weaknesses that players must consider. Barrels require precise placement, making his effectiveness dependent on mechanical skill. He has average durability and no mobility abilities, leaving him vulnerable to enemy aggression. His overall performance demands mechanical proficiency to maximize his barrel combos. In ARAM: Mayhem, Gangplank offers a unique combination of true damage, crowd control removal, and zone control that makes him a valuable ranged fighter when piloted by players who can master his barrel mechanics.
核心技巧
長文技巧 / 玩法模式
Gangplank functions in ARAM: Mayhem as a lane controller first and a finisher second. Fights start quickly and angles disappear, so success comes from making enemies respect barrels before they can freely approach. When paired with poke teammates, hold the wave just in front of your side and punish anyone stepping forward to clear. With hard engage allies, push using barrels and threaten chain explosions while divers look for openings. Barrel placement requires patience. Do not open every fight with barrels in the middle of the lane, as enemies with long-range autos or fast spells will delete them before they matter. Place the first barrel slightly behind your frontline or near terrain, then connect forward only when an enemy commits to last-hitting, clearing the wave, or chasing a teammate. Use barrels to force movement rather than just dealing damage. A barrel placed across the narrow lane forces enemies to choose between backing up, walking into your team, or spending a spell to kill it. If they spend that spell, your engage window improves. When teammates land crowd control, fire immediately. Gangplank's best engage follow-up turns a rooted, slowed, knocked-up, or body-blocked target into a barrel chain hit. Waiting for perfect multi-target combos often lets targets escape. Use Cannon Barrage to start fights when the enemy backline is grouped or trapped under turret, casting it behind them or across their retreat path to split the fight. Keep one barrel for defense when enemies have dive tools. If an assassin, bruiser, or Snowball user is waiting to enter, do not spend every barrel on poke. Drop a barrel at your feet or slightly behind you, then punish the moment they land or dash through. Orange serves as a recovery button, not a license to stand badly. Using it too early allows enemies to layer the next disable or burst while you have no answer. Save it for moments that matter: escaping the kill zone, finishing a barrel, or surviving long enough for teammates to peel. Against hard engage, aim barrels at the second wave of enemies rather than the first diver, who may be tanky or shielded. The support, mage, or marksman following behind is often the real punish target. When chased through the narrow lane, run diagonally rather than straight back. A straight retreat makes your path predictable and lets enemies line up Snowball, hooks, and skillshots. Move toward a side wall, place a barrel between you and the chase, and threaten to detonate if they continue. Use barrels as a stop sign even when a perfect chain is impossible, as a visible barrel in the path forces auto attackers to choose between chasing or clearing it. Stand where barrels are protected by your team's threat. Placing them too far forward while standing alone allows free clears, while placing them too far back means they threaten nobody. The sweet spot lies just behind your frontline or beside the minion wave, where enemy champions must expose themselves to remove them. Avoid stacking directly behind your tank, as many enemy abilities punish straight-line formations. Stand offset so hooks, stuns, or poke spells aimed at your frontline do not also hit you. Hit whoever barrels can reach safely, but plan around enemy carries. A barrel that clips a mage, marksman, enchanter, or low-health assassin changes the fight immediately. Use Parrrley to finish exposed targets rather than poking tanks forever. Do not throw Snowball just because it is available. Gangplank is not usually looking to start inside five enemies. Use Snowball when a target is already low, separated, crowd-controlled, or standing in your Cannon Barrage.
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玩法 / 隊伍結構
Gangplank the Saltwater Scourge approaches ARAM: Mayhem with a game plan built on patience punctuated by sudden violence. The early levels focus on earning gold without donating health, starting from a position slightly behind the front line and off-center from the minion wave. This positioning forces enemies to choose between walking into barrels or conceding space. Early barrels establish control rather than highlight plays, with single-shot pistol poke used when enemies are last-hitting or dodging allied spells. Snowball serves as a finishing or repositioning tool rather than a primary engage, and Gangplank dies quickly when arriving before barrels are ready. Augment choices should shape patterns around reliability, safety, or survivability rather than forcing all-ins. The mid-game shifts from random poke to setup poke, with Gangplank playing in the second line while moving with the strongest teammate. One good barrel can decide a fight, but one bad step can remove him before he contributes. The trading rhythm emphasizes making enemies hesitate and clump awkwardly rather than instantly shooting every barrel. Punish windows open when enemies waste key engage spells or miss crowd control. Snowball becomes viable aggressively only after barrel threat has landed or Cannon Barrage has split the fight. Push when the team can hit tower or force enemies to clear under pressure, exploiting how grouped waveclear often leaves enemies standing in straight lines. Late-game Gangplank prioritizes survival above all else, winning fights by controlling zones before clashes start. Position far enough back that enemy engage must spend something important to reach him, yet close enough to threaten barrel chains onto carries. Keep one escape-side barrel available as insurance against dives. Late poke targets carries, clustered waveclear, or enemies locked in animation by allied crowd control. Snowball becomes high risk and should be recast only when the fight is already tilted in your favor. Augments belong in fight-winning windows, with damage effects on barrel hits and defensive effects before enemy burst lands. When ahead, Gangplank converts health leads into space, placing barrels where enemies want to stand rather than where they already left. Choke the lane by threatening backlines and dropping Cannon Barrage behind retreating enemies. When behind, stop contesting every minion and let the wave come closer. Use barrels defensively, save Remove Scurvy for real crowd control or lethal damage windows, and look for one clean punish when enemies overextend or dive too deep. The overall philosophy centers on building a safe barrel line, making enemies respect it, and using aggressive tools only when targets are trapped, chunked, or separated.
Read full guide優劣勢處理
優勢 / 弱點
Gangplank the Saltwater Scourge excels when he controls space through barrel zones that force enemies into difficult decisions. His core strength lies in zone control and punish-based gameplay rather than aggressive chasing. When ahead, Gangplank should hold space with barrels before pursuing kills, placing them where enemies must step to clear waves, contest relics, or dodge allied engage. His lead is strongest when enemies are forced to move first and he punishes their chosen path. A critical strength is using barrels to make enemy engage awkward by keeping one barrel slightly behind the frontline rather than stacking everything forward, turning enemy commitment into a punish window. Cannon Barrage should split fights rather than simply finish kills, dropping behind or across escape paths to force enemies into difficult choices. Remove Scurvy discipline separates good Gangplank players from poor ones. When ahead, enemies will try to bait this defensive tool before committing fully, so he should not cleanse weak slows when real crowd control threats remain. The classic fed Gangplank throw occurs when chasing past barrels into fogged brush or enemy spawn side, removing his best tool and creating collapse angles. When behind, Gangplank must shift from highlight-reel barrel plays to wave denial, defensive slows, and punishing enemy mistakes. Barrels should clear waves before targeting champions when the turret is under pressure. Positioning becomes critical, standing slightly behind or beside damage dealers rather than alone in the open lane. Cannon Barrage should be saved for fights the team can realistically follow, used when enemies dive under turret, clump in chokes, or chase too far. Behind Gangplank often dies because he uses Remove Scurvy on minor slows before facing the real hard control. Health trades should only occur when enemy punish tools are down. Augments should address actual problems rather than greedy damage choices when struggling. Gangplank must play for shutdown fights targeting the enemy carry rather than equal trades that kill a low-value frontline while losing two carries. Recovery happens one wave at a time, never sprinting into enemy territory with low health and no barrels. Sometimes the correct behind play is a barrel that only slows the frontline or an ultimate that only stops a chase, which still provides value by keeping the game playable. The fundamental rule is that ahead Gangplank makes enemies walk through prepared zones and punishes impatience, while behind Gangplank uses those same zones to deny dives, clear waves, and wait for enemy overreaches. He wins when controlling the terms of entry and loses when running past his setup.
Read full guide英雄背景
背景 / 身份 / 文本塊
Gangplank the Saltwater Scourge brings a kit centered on Powder Keg manipulation, where barrel control defines his effectiveness in ARAM: Mayhem. His passive, Trial by Fire, empowers periodic basic attacks with bonus burn damage and movement speed, with the critical mechanic being that destroying a Powder Keg refreshes this passive. This creates a direct link between clean barrel usage and melee threat, making barrel control essential for maintaining pressure. The movement speed from passive serves as a hit-and-run tool, allowing Gangplank to land follow-up Qs, escape after barrel chains, or finish low-health targets, though he must be careful not to walk through poke just to apply it. Parrrley serves as Gangplank's targeted pistol shot that applies on-hit effects and detonates Powder Kegs from range. In Mayhem's chaotic fights, Q functions as his stable button for last-hitting, chipping enemies, triggering barrel chains, and threatening carries without entering the brawl. The key strategic decision is recognizing that barrel shots often provide more value than direct poke, as barrel placement extends Q's effective range through chain explosions. Remove Scurvy heals Gangplank and removes cleansable crowd control, serving as his main recovery tool and the reason he can hold ground against engage champions. The critical strategic element is timing: using W to break the control effect that actually threatens death rather than wasting it on minor poke damage. When W is unavailable, Gangplank becomes significantly easier to force, as even a single root or stun can stop barrel chains before they begin. Powder Keg is the center of Gangplank's kit, placing barrels that explode when destroyed, dealing area damage, slowing enemies, and chaining to connected barrels. Mayhem's fast pace still requires patience, as barrels dropped in the middle of enemy champions typically die before mattering. Smart placement beside minion lines, behind frontline, or at vision edges creates threat without donating free barrels. Enemy champions can attack barrels too, creating timing duels where varied detonation timing punishes opponents who step forward to clear. Cannon Barrage provides long-range influence through a large area attack that damages and slows enemies over time. Its strategic value lies in breaking chaotic fights into controllable situations, with the slow helping barrels land and giving frontline cleaner engage or disengage paths. R sets up E by limiting enemy movement, creating sequences where Gangplank places the barrage behind enemies, chains barrels across escape routes, and detonates as opponents choose between staying in the barrage or eating barrel damage. The overarching identity is one of zone control through barrel chains, where passive resets, Q detonation, W survival, and R setup all orbit around Powder Keg consistency. Gangplank's effectiveness rises and falls with barrel placement, timing, and the ability to threaten multiple enemies while maintaining escape options through passive movement speed.
Read full guide避免常見錯誤
常見錯誤 / 風險控制
Gangplank in ARAM: Mayhem rewards clean habits more than panic speed, and most poor performances stem from wasting barrels, cleansing the wrong effects, or using Cannon Barrage after fights are already decided. Mechanical mistakes often begin with barrel placement and timing. Dropping barrels in front of enemies without triggering them quickly allows ranged champions to clear them for free, eliminating poke windows and losing lane space. Barrels should be placed where they can be triggered immediately or where enemies must choose between hitting the barrel and dodging allied pressure. Starting trades with Parrrley before setting up barrels is another common error, as it spends the reliable trigger and makes barrel chains easier to contest. When real burst trades are needed, barrels should be prepared first, then Parrrley used as the trigger or follow-up depending on spacing. Defensive barrel placement matters significantly against hard engage compositions. Placing barrels too close to Gangplank allows enemies to hit both the champion and barrel together, removing the escape zone and burst setup. Defensive barrels should sit slightly between the team and the enemy engage path to punish dash-ins rather than sitting unused underfoot. Remove Scurvy mistakes revolve around treating it as a heal rather than a cleanse. Using it on minor poke leaves Gangplank vulnerable to the next disabling effect. The ability should be saved for crowd control that would prevent flashing, walking out, or detonating barrels. Mashing Remove Scurvy too early during incoming crowd control often clears nothing important, leaving Gangplank vulnerable to the real lockdown that follows. Barrel chains that run in straight, obvious lines toward enemy carries allow good players to read the angle, step away, or clear the connecting barrel. Varying angles with side barrels, bush-adjacent placements, and barrels behind minions forces enemies to guess which zone is real. Using Snowball to dive the enemy backline just because a barrel hit frequently leaves Gangplank without an escape plan, controlled, and dead before another barrel can be placed. Snowball should only be taken when the target is isolated, allies can follow, and enemy lockdown is already used or cleanseable. Decision mistakes include picking fights before barrel stock and key cooldowns are ready, which leaves Gangplank as a short-range damage dealer without zone control. Saving Cannon Barrage only for low-health kills wastes one of Gangplank's best tools for shaping fights, cutting off retreats, and punishing grouped enemies. The ultimate should start favorable fights, split enemy formations, protect backlines from dives, or force immobile carries into difficult choices. Ulting the enemy backline while allied carries are being engaged ignores the fight actually happening and often results in team deaths while the ultimate damages irrelevant targets. Building and playing as if free scaling is guaranteed surrenders early bridge control and allows enemies to clear every barrel before Gangplank becomes relevant. Tracking enemy barrel clear patterns and placing barrels when clearing champions are reloading, casting elsewhere, or blocked by minions and terrain prevents the same champion from repeatedly removing setups. Fighting away from minion waves misses Parrrley last-hit opportunities and loses income pressure. Gangplank should mirror allied engage rhythm, as a simple barrel on top of allied crowd control often outperforms fancy chains without setup. Clean Gangplank play means making enemies respect the next barrel, admitting when tools are wasted, playing smaller for a few seconds, and rebuilding threat before stepping forward again.
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剛普朗克
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最新攻略指南
