海克斯大亂鬥 英雄排名 / 出裝 / 海克斯符文
英雄詳情 T3 排名 #71

塔里克海克斯大亂鬥出裝與最佳符文

塔里克 當前在海克斯大亂鬥數據中屬於 T3。

塔里克 瓦羅然之盾 塔里克 戰士 / 坦克 / 法師
梯隊T3
排名#71
勝率50.66%
登場率0.25%

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
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%。

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

凜冬將至 凜冬將至 凜冬將至
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。

勝率50.32%
登場率10.05%
#2
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%。

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

振奮盔甲 振奮盔甲 振奮盔甲
總價
2,700
價格
650

400 生命 50 魔法防禦 10 技能加速 100% 基礎生命回復 無限活力 自身受到的治療與護盾效果增加25%

勝率55.23%
登場率6.34%
#3
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%。

凜冬將至 凜冬將至 凜冬將至
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。

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

勝率52.56%
登場率5.73%

可選裝備前 12

凜冬將至 凜冬將至 凜冬將至
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。

54.01%
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%。

52.55%
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

53.50%
振奮盔甲 振奮盔甲 振奮盔甲
總價
2,700
價格
650

400 生命 50 魔法防禦 10 技能加速 100% 基礎生命回復 無限活力 自身受到的治療與護盾效果增加25%

53.51%
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。

51.78%
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。

54.69%
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%。

53.49%
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。

52.21%
冰霜之心 冰霜之心 冰霜之心
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。

55.93%
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。

54.35%
日輪的加冕 日輪的加冕 日輪的加冕
總價
2,200
價格
700

200 生命 25 物理防禦 25 魔法防禦 10 技能加速 奉獻 賦予鄰近友軍290 - 360護盾,在2.5秒內衰減至失效。

52.77%
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。

51.32%

起始裝備

巨人腰帶 巨人腰帶 巨人腰帶
總價
900
價格
500

350 生命

54.19%
女神之淚 女神之淚 女神之淚
總價
400
價格
400

240 魔力 魔力之流 (8秒,最多4次充能) 技能命中將賦予3最大魔力(對英雄加倍),最多360最大魔力。 伸出援手 普攻對士兵造成額外5物理傷害。

54.19%
巨人腰帶 巨人腰帶 巨人腰帶
總價
900
價格
500

350 生命

53.58%
生命藥水 生命藥水 生命藥水
總價
50
價格
50

喝下 在15秒內回復120生命。

53.58%
女神之淚 女神之淚 女神之淚
總價
400
價格
400

240 魔力 魔力之流 (8秒,最多4次充能) 技能命中將賦予3最大魔力(對英雄加倍),最多360最大魔力。 伸出援手 普攻對士兵造成額外5物理傷害。

53.58%
保衛者號角 保衛者號角 保衛者號角
總價
950
價格
950

150 生命 回復每5秒回復20生命。無所畏懼阻擋15來自敵方英雄的普攻與技能傷害(受到持續傷害性技能時發揮25%效果)。

53.55%
女神之淚 女神之淚 女神之淚
總價
400
價格
400

240 魔力 魔力之流 (8秒,最多4次充能) 技能命中將賦予3最大魔力(對英雄加倍),最多360最大魔力。 伸出援手 普攻對士兵造成額外5物理傷害。

53.55%

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
質變:稜鏡 質變:稜鏡 質變:稜鏡 黄金
稀有度
黄金
梯隊
T1
勝率
59.00%
登場率
4.76%
場次
361

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T159.00%4.76%361
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
58.53%
登場率
4.48%
場次
340

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T158.53%4.48%340
風語者的祝福 風語者的祝福 風語者的祝福 稜彩
稀有度
稜彩
梯隊
T4
勝率
55.56%
登場率
4.99%
場次
378

當 風語者的祝福 的效果契合英雄輸出方式、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T155.56%4.99%378
重型打手 重型打手 重型打手 白銀
稀有度
白銀
梯隊
T2
勝率
55.28%
登場率
6.99%
場次
530

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T155.28%6.99%530
蛋白飲 蛋白飲 蛋白飲 稜彩
稀有度
稜彩
梯隊
T5
勝率
55.17%
登場率
7.15%
場次
542

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T155.17%7.15%542
寒霜幽魂 寒霜幽魂 寒霜幽魂 白銀
稀有度
白銀
梯隊
T3
勝率
55.11%
登場率
5.29%
場次
401

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T155.11%5.29%401
細煮慢燉 細煮慢燉 細煮慢燉 稜彩
稀有度
稜彩
梯隊
T3
勝率
53.37%
登場率
5.09%
場次
386

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T153.37%5.09%386
奏鳴曲 奏鳴曲 奏鳴曲 黄金
稀有度
黄金
梯隊
T3
勝率
53.18%
登場率
12.25%
場次
929

當 奏鳴曲 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
黄金T153.18%12.25%929
意志堅定 意志堅定 意志堅定 白銀
稀有度
白銀
梯隊
T4
勝率
53.14%
登場率
4.62%
場次
350

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T153.14%4.62%350
餘音震盪 餘音震盪 餘音震盪 白銀
稀有度
白銀
梯隊
T4
勝率
52.87%
登場率
8.03%
場次
609

當 餘音震盪 的效果契合英雄輸出方式、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T152.87%8.03%609
惡趣味 惡趣味 惡趣味 白銀
稀有度
白銀
梯隊
T3
勝率
52.39%
登場率
5.79%
場次
439

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T152.39%5.79%439
剛毅 剛毅 剛毅 黄金
稀有度
黄金
梯隊
T1
勝率
51.97%
登場率
10.05%
場次
762

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T151.97%10.05%762
坦克引擎 坦克引擎 坦克引擎 黄金
稀有度
黄金
梯隊
T1
勝率
51.95%
登場率
17.29%
場次
1,311

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T151.95%17.29%1,311
急救箱 急救箱 急救箱 白銀
稀有度
白銀
梯隊
T3
勝率
50.89%
登場率
14.82%
場次
1,124

當 急救箱 的效果契合英雄輸出方式、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T150.89%14.82%1,124
天界之身 天界之身 天界之身 黄金
稀有度
黄金
梯隊
T1
勝率
50.82%
登場率
12.09%
場次
917

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T150.82%12.09%917
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
50.72%
登場率
6.42%
場次
487

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T150.72%6.42%487
巨人 巨人 巨人 稜彩
稀有度
稜彩
梯隊
T1
勝率
50.51%
登場率
6.42%
場次
487

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T150.51%6.42%487
痛打一頓 痛打一頓 痛打一頓 白銀
稀有度
白銀
梯隊
T1
勝率
50.00%
登場率
10.60%
場次
804

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T150.00%10.60%804
食魂者 食魂者 食魂者 黄金
稀有度
黄金
梯隊
T1
勝率
49.56%
登場率
14.88%
場次
1,128

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T149.56%14.88%1,128
不可通行 不可通行 不可通行 黄金
稀有度
黄金
梯隊
T3
勝率
49.09%
登場率
5.80%
場次
440

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T149.09%5.80%440
神聖之火 神聖之火 神聖之火 黄金
稀有度
黄金
梯隊
T4
勝率
49.06%
登場率
12.66%
場次
960

當 神聖之火 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T149.06%12.66%960
全部都給你 全部都給你 全部都給你 黄金
稀有度
黄金
梯隊
T4
勝率
48.86%
登場率
13.87%
場次
1,052

當 全部都給你 的效果契合英雄輸出方式、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T148.86%13.87%1,052
死亡循環 死亡循環 死亡循環 稜彩
稀有度
稜彩
梯隊
T4
勝率
48.83%
登場率
5.08%
場次
385

當 死亡循環 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T148.83%5.08%385
聖光顯靈 聖光顯靈 聖光顯靈 黄金
稀有度
黄金
梯隊
T3
勝率
48.66%
登場率
4.44%
場次
337

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T148.66%4.44%337
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
48.59%
登場率
15.39%
場次
1,167

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T148.59%15.39%1,167
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
48.55%
登場率
4.54%
場次
344

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T148.55%4.54%344
煽動群眾 煽動群眾 煽動群眾 黄金
稀有度
黄金
梯隊
T2
勝率
47.61%
登場率
9.36%
場次
710

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T147.61%9.36%710
暴擊治療 暴擊治療 暴擊治療 黄金
稀有度
黄金
梯隊
T2
勝率
47.25%
登場率
11.53%
場次
874

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T147.25%11.53%874
奪命飛踢 奪命飛踢 奪命飛踢 稜彩
稀有度
稜彩
梯隊
T2
勝率
46.05%
登場率
4.01%
場次
304

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T146.05%4.01%304
增益麻吉 增益麻吉 增益麻吉 白銀
稀有度
白銀
梯隊
T3
勝率
61.29%
登場率
1.23%
場次
93

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T261.29%1.23%93
溢流 溢流 溢流 黄金
稀有度
黄金
梯隊
T2
勝率
60.14%
登場率
1.82%
場次
138

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T260.14%1.82%138
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
58.70%
登場率
1.21%
場次
92

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T258.70%1.21%92
終城快車 終城快車 終城快車 黄金
稀有度
黄金
梯隊
T3
勝率
57.14%
登場率
1.20%
場次
91

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T257.14%1.20%91
量子計算 量子計算 量子計算 稜彩
稀有度
稜彩
梯隊
T5
勝率
56.82%
登場率
1.16%
場次
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T256.82%1.16%88
無限循環 無限循環 無限循環 稜彩
稀有度
稜彩
梯隊
T3
勝率
56.70%
登場率
1.28%
場次
97

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T256.70%1.28%97
縮小引擎 縮小引擎 縮小引擎 黄金
稀有度
黄金
梯隊
T1
勝率
56.52%
登場率
2.43%
場次
184

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T256.52%2.43%184
因心成體 因心成體 因心成體 白銀
稀有度
白銀
梯隊
T2
勝率
55.14%
登場率
2.44%
場次
185

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T255.14%2.44%185
燒起來吧 燒起來吧 燒起來吧 稜彩
稀有度
稜彩
梯隊
T5
勝率
54.55%
登場率
1.45%
場次
110

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T254.55%1.45%110
回復不休 回復不休 回復不休 黄金
稀有度
黄金
梯隊
T4
勝率
54.46%
登場率
1.33%
場次
101

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T254.46%1.33%101
彈珠台 彈珠台 彈珠台 黄金
稀有度
黄金
梯隊
T2
勝率
54.20%
登場率
1.73%
場次
131

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T254.20%1.73%131
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
53.66%
登場率
1.62%
場次
123

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T253.66%1.62%123
升級獻祭 升級獻祭 升級獻祭 白銀
稀有度
白銀
梯隊
T4
勝率
53.49%
登場率
2.84%
場次
215

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T253.49%2.84%215
質變:金級 質變:金級 質變:金級 白銀
稀有度
白銀
梯隊
T1
勝率
53.41%
登場率
2.32%
場次
176

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T253.41%2.32%176
殘忍 殘忍 殘忍 稜彩
稀有度
稜彩
梯隊
T4
勝率
53.21%
登場率
2.06%
場次
156

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T253.21%2.06%156
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
53.07%
登場率
3.65%
場次
277

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T253.07%3.65%277
侵蝕裝甲 侵蝕裝甲 侵蝕裝甲 白銀
稀有度
白銀
梯隊
T3
勝率
52.78%
登場率
1.42%
場次
108

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T252.78%1.42%108
幻焰之誓 幻焰之誓 幻焰之誓 稜彩
稀有度
稜彩
梯隊
T5
勝率
52.14%
登場率
3.09%
場次
234

當 幻焰之誓 的效果契合英雄輸出方式、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T252.14%3.09%234
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
52.00%
登場率
1.98%
場次
150

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T252.00%1.98%150
火狐 火狐 火狐 白銀
稀有度
白銀
梯隊
T2
勝率
51.67%
登場率
1.58%
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T251.67%1.58%120
雪球輪盤 雪球輪盤 雪球輪盤 黄金
稀有度
黄金
梯隊
T2
勝率
51.40%
登場率
1.41%
場次
107

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T251.40%1.41%107
敲爆那顆蛋 敲爆那顆蛋 敲爆那顆蛋 白銀
稀有度
白銀
梯隊
T5
勝率
50.99%
登場率
2.66%
場次
202

當 敲爆那顆蛋 的效果契合英雄輸出方式、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T250.99%2.66%202
裂地龍魂 裂地龍魂 裂地龍魂 白銀
稀有度
白銀
梯隊
T4
勝率
50.31%
登場率
2.10%
場次
159

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T250.31%2.10%159
自我毀滅 自我毀滅 自我毀滅 白銀
稀有度
白銀
梯隊
T3
勝率
50.18%
登場率
3.71%
場次
281

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T250.18%3.71%281
海洋之魂 海洋之魂 海洋之魂 白銀
稀有度
白銀
梯隊
T3
勝率
50.00%
登場率
1.50%
場次
114

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T250.00%1.50%114
舞會皇后 舞會皇后 舞會皇后 稜彩
稀有度
稜彩
梯隊
T5
勝率
49.69%
登場率
2.15%
場次
163

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T249.69%2.15%163
極度邪惡 極度邪惡 極度邪惡 黄金
稀有度
黄金
梯隊
T1
勝率
49.50%
登場率
1.33%
場次
101

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T249.50%1.33%101
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
49.49%
登場率
1.31%
場次
99

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T249.49%1.31%99
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
49.21%
登場率
1.66%
場次
126

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T249.21%1.66%126
我是小貓咪媽咪在哪裡 我是小貓咪媽咪在哪裡 我是小貓咪媽咪在哪裡 稜彩
稀有度
稜彩
梯隊
T5
勝率
48.79%
登場率
2.73%
場次
207

當 我是小貓咪媽咪在哪裡 的效果契合英雄輸出方式、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T248.79%2.73%207
烈焰折磨 烈焰折磨 烈焰折磨 白銀
稀有度
白銀
梯隊
T4
勝率
48.00%
登場率
2.97%
場次
225

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T248.00%2.97%225
循環利用 循環利用 循環利用 黄金
稀有度
黄金
梯隊
T2
勝率
47.22%
登場率
1.42%
場次
108

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T247.22%1.42%108
升級米凱的祝福 升級米凱的祝福 升級米凱的祝福 稜彩
稀有度
稜彩
梯隊
T4
勝率
46.58%
登場率
1.93%
場次
146

當 升級米凱的祝福 的效果契合英雄輸出方式、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T246.58%1.93%146
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
46.57%
登場率
2.69%
場次
204

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T246.57%2.69%204
深割 深割 深割 稜彩
稀有度
稜彩
梯隊
T4
勝率
46.51%
登場率
2.27%
場次
172

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T246.51%2.27%172
雷射治療 雷射治療 雷射治療 稜彩
稀有度
稜彩
梯隊
T5
勝率
46.39%
登場率
2.19%
場次
166

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T246.39%2.19%166
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
46.24%
登場率
2.28%
場次
173

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T246.24%2.28%173
急遽成長 急遽成長 急遽成長 黄金
稀有度
黄金
梯隊
T4
勝率
45.95%
登場率
1.46%
場次
111

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T245.95%1.46%111
因信得力 因信得力 因信得力 稜彩
稀有度
稜彩
梯隊
T5
勝率
45.83%
登場率
3.48%
場次
264

當 因資得力 的效果契合英雄輸出方式、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T245.83%3.48%264
輕舞飛揚 輕舞飛揚 輕舞飛揚 稜彩
稀有度
稜彩
梯隊
T1
勝率
45.16%
登場率
1.23%
場次
93

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T245.16%1.23%93
能力值! 能力值! 能力值! 白銀
稀有度
白銀
梯隊
T2
勝率
45.00%
登場率
1.58%
場次
120

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T245.00%1.58%120
雙修大師 雙修大師 雙修大師 稜彩
稀有度
稜彩
梯隊
T4
勝率
44.96%
登場率
1.70%
場次
129

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。

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稜彩T244.96%1.70%129
巨大盾牌 巨大盾牌 巨大盾牌 白銀
稀有度
白銀
梯隊
T5
勝率
42.86%
登場率
1.75%
場次
133

當 巨大盾牌 的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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白銀T242.86%1.75%133
雪球升級 雪球升級 雪球升級 黄金
稀有度
黄金
梯隊
T2
勝率
42.86%
登場率
1.57%
場次
119

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。

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黄金T242.86%1.57%119
紅包 紅包 紅包 黄金
稀有度
黄金
梯隊
T1
勝率
59.30%
登場率
1.13%
場次
86

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。

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黄金T359.30%1.13%86
升級破曉綻放之劍 升級破曉綻放之劍 升級破曉綻放之劍 稜彩
稀有度
稜彩
梯隊
T5
勝率
57.58%
登場率
0.87%
場次
66

當 升級破曉綻放之劍 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。

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稜彩T357.58%0.87%66
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
55.74%
登場率
0.80%
場次
61

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。

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稜彩T355.74%0.80%61
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
55.17%
登場率
0.76%
場次
58

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。

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白銀T355.17%0.76%58
作弊 作弊 作弊 黄金
稀有度
黄金
梯隊
T3
勝率
53.16%
登場率
1.04%
場次
79

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。

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黄金T353.16%1.04%79
符文術士 符文術士 符文術士 黄金
稀有度
黄金
梯隊
T2
勝率
52.63%
登場率
0.75%
場次
57

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。

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黄金T352.63%0.75%57
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
51.19%
登場率
1.11%
場次
84

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。

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黄金T351.19%1.11%84
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
49.41%
登場率
1.12%
場次
85

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。

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白銀T349.41%1.12%85
普羅能量炮 普羅能量炮 普羅能量炮 黄金
稀有度
黄金
梯隊
T1
勝率
49.12%
登場率
0.75%
場次
57

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。

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黄金T349.12%0.75%57
極限衝鋒 極限衝鋒 極限衝鋒 白銀
稀有度
白銀
梯隊
T2
勝率
47.14%
登場率
0.92%
場次
70

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白銀T347.14%0.92%70
斗內 斗內 斗內 黄金
稀有度
黄金
梯隊
T2
勝率
45.90%
登場率
0.80%
場次
61

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。

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黄金T345.90%0.80%61
毫髮無傷 毫髮無傷 毫髮無傷 白銀
稀有度
白銀
梯隊
T4
勝率
45.83%
登場率
0.95%
場次
72

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。

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白銀T345.83%0.95%72
升級傲慢 升級傲慢 升級傲慢 黄金
稀有度
黄金
梯隊
T1
勝率
44.16%
登場率
1.02%
場次
77

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。

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黄金T344.16%1.02%77
終極革新 終極革新 終極革新 稜彩
稀有度
稜彩
梯隊
T4
勝率
43.84%
登場率
0.96%
場次
73

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。

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稜彩T343.84%0.96%73
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
43.53%
登場率
1.12%
場次
85

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。

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稜彩T343.53%1.12%85
重磅爆發 重磅爆發 重磅爆發 白銀
稀有度
白銀
梯隊
T1
勝率
43.14%
登場率
0.67%
場次
51

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。

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白銀T343.14%0.67%51
神聖雪球 神聖雪球 神聖雪球 稜彩
稀有度
稜彩
梯隊
T4
勝率
42.19%
登場率
0.84%
場次
64

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。

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稜彩T342.19%0.84%64
超狙武器 超狙武器 超狙武器 黄金
稀有度
黄金
梯隊
T1
勝率
38.33%
登場率
0.79%
場次
60

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。

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黄金T338.33%0.79%60

塔里克 Skill Combos

Extracted from the skill order guide

Skill Order
REQW

R > E > Q > W is the default order.

REQW

Normal skill order: E max first, Q max second, W max last; take R whenever available.

塔里克 ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Fight IdentityTaric is mainly a defensive enchanter-tank who protects carries, punishes melee champions that walk too far forward, and wins extended fights through repeated healing.Taric becomes a tempo stabilizer who makes chaotic engages playable by creating a safe pocket for his team to fight inside during high-mobility brawls.Shift from reactive protection to proactively shaping where your team is allowed to stand.
Ultimate TimingTaric can sometimes use Cosmic Radiance reactively into obvious all-ins, waiting to see the enemy commit before responding with his protection.The best casts are usually earlier, pressed when the fight is becoming unavoidable rather than when allies are already at the edge of death.Cast Cosmic Radiance before the enemy burst decides the fight, not after health bars vanish.
Bastion LinkingThe default link is often your main carry, allowing Taric to attach Bastion and wait for the enemy to overcommit before engaging.The correct link changes more often; link the ally about to force contact or receive the enemy engage, such as a Snowball assassin or hunted backline.Constantly re-evaluate which ally is creating or receiving pressure right now.
Dazzle UsageDazzle is often saved for predictable melee approaches, allowing Taric to walk up and cycle spells with more setup time.Use Dazzle to cut off movement paths, aiming where enemies must travel after Snowball or dash, because a missed stun creates a bigger punish window.Predict enemy movement paths after engage tools rather than aiming where they stand.
Teamfight SpacingTaric can sit between frontline and backline, linking a key ally and reacting to enemy engages from a comfortable position.Stand close enough that your linked spell angle matters, acting as the center of a small fighting zone, since allies outside that zone may not benefit in time.Compress the team around you; isolated allies cannot receive your protection in time.

Champion Analysis

定位 / 目前表現

概覽

Taric the Shield of Valoran serves as a protective support and tank in ARAM: Mayhem, defined by his ability to shield, heal, and grant invulnerability to his team. His primary strategic value lies in his ultimate, Radiance, which grants invulnerability to all nearby allies including himself. This ability stands as the strongest save tool in ARAM, capable of negating enemy burst damage such as Xerath or Annie ultimates and potentially saving the entire team at critical moments. However, Radiance has a 2.5-second channel time, requiring players to predict incoming damage and cast early rather than reactively. Starlight's Touch functions as Taric's primary healing tool, keeping the team healthy during lulls in combat. The healing scales with armor, meaning Taric's healing output increases as he builds armor items. Bastion grants bonus armor to a tethered ally, reinforcing his protective identity. Dazzle stuns enemies in a line and serves as a peel tool, stopping diving assassins from reaching backline carries. Taric's strengths include his game-changing invulnerability ultimate, reliable healing, practical crowd control, and strong base tankiness. His weaknesses require careful consideration. The prediction requirement on Radiance means mistimed casts can waste the ability entirely. He lacks mobility, making him vulnerable to kiting and positioning mistakes. His damage output is low, meaning he relies heavily on teammates to provide kill pressure. Against sustained poke compositions, his healing may struggle to keep pace with incoming damage. Team coordination is essential, as Taric's protective abilities require allies to remain nearby and play around his cooldowns. In practical terms, Taric excels when teams group tightly and engage around his ultimate timing. He struggles when teammates spread too far for Bastion tethers or when enemies maintain sustained poke pressure rather than committing to burst windows. His protective kit makes him particularly valuable against teams relying on telegraphed burst damage, where a well-timed Radiance can completely negate enemy win conditions.

核心技巧

長文技巧 / 玩法模式

文字模組

Taric wins messy fights when he is early, not when he is late. In ARAM: Mayhem, treat him as a front-line stabilizer who turns enemy engages into bad trades. Position where your linked ally can threaten a stun, where your heals and shields reach the people being hit, and where your ultimate can cover the part of the fight that actually decides the kill. Start fights from a linked ally, not from your own feet. If your carry, diver, or Snowball user can step up safely, link them before the fight and angle the stun through their position. This makes the enemy dodge two bodies instead of one, which is much harder in the narrow lane. Do not open with a slow, obvious walk-up unless the enemy has already used key poke or crowd control. Use minion waves as your approach timer. When your wave crashes, enemy skillshots get blocked and their backline has less room to kite. Follow your best initiator, not your loudest teammate. If a bruiser or assassin lands Snowball and has enough health to survive the first burst, link them and prepare your protection. Your best fights often start after the enemy commits. When a diver lands on your carry, step toward the carry, not toward the enemy backline. Link, stun through the diver's path, and force them to either retreat through your control or keep hitting into your sustain. Hold the delayed team protection for the real burst window. Casting it too early lets the enemy back away and re-enter after it ends. Casting it too late means your carry dies before it matters. Use it when the enemy has already committed bodies, dashes, or ultimates and cannot freely disengage. Do not chase the first target if your backline is still exposed. When a fight is lost, peel backward in layers. Stun the closest chaser, shield the ally most likely to be hit next, and walk toward your side of the lane instead of turning for a low-chance kill. Taric saves games by getting two people out, not by dying for one more auto. Do not retreat in a straight clump. Back up in a shallow spread: carry behind you, second frontliner near the side, low-health allies outside obvious splash zones. Stand slightly off-center when threatening a stun. From an angle, your linked stun path cuts across their retreat line and makes them walk into your team's damage or give up space. Against area-control teams, keep one step between allies. Group for the moment you need the shield, heal, stun, or ultimate coverage, then spread again once the burst passes. Snowball is best as a confirmation tool, not a panic button. Throw it when the enemy carry has limited sidestep space, when minions are cleared, or when your ally has already started a fight. If you land Snowball, wait before taking it unless the fight is ready. Check three things: your linked ally can follow, your team is in range to damage, and the enemy cannot instantly isolate you. When ahead, push with the wave and threaten angles, not blind dives. When neutral, let poke teams show their hand first. When behind, stop forcing long chases. Protect waveclear, punish divers, and take short fights where the enemy has to walk into your stun path to reach your carries. Taric is strongest when the enemy has to fight inside your team's formation. Keep your link useful, save your biggest protection for committed damage, and make every engage pass through a stun or a heal-backed frontline.

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玩法指南

玩法 / 隊伍結構

玩法指南

Taric wins Mayhem games by making one good fight impossible for the enemy to finish. He should not play like a pure engage tank that sprints in alone. Instead, Taric the Shield of Valoran stands close enough to his carry or bruiser so that his link, heal pattern, and stun threat matter, then punishes enemies who step too far forward. The best fights start when the enemy has already spent poke, dash tools, or crowd control into his frontline. Walking in first with no follow-up results in getting kited, while walking in second and keeping the team connected makes the fight very hard for the enemy to clean up. During the early game, Taric should start slightly behind his most reliable damage dealer rather than in the front brush every wave. He needs a nearby ally to turn short trades into winning trades, so keeping the carry inside protection range and stepping forward only when the minion wave is present is essential. Early trades should be short: walk up with the wave, threaten stun, take one small exchange, then reset behind minions and heal up with the team. Snowball should be used early as a punish tool, not a random engage button. If an enemy walks past their frontline, landing Snowball closes the gap for stun setup or forces them to burn mobility. In the mid game, Taric starts deciding fights by standing close enough to the ally most likely to enter the fight, usually a bruiser, diver, or short-range carry. Mid game trades are about baiting commitment: show at the edge of enemy range, let them throw poke or crowd control, then step in once something important misses. Snowball becomes a fight-starting or fight-following tool here. Defensive augments should be used before enemy burst lands, not after the carry is already dead. Late game Taric should be glued to the fight's win condition. If the hypercarry is dealing damage, stand beside or slightly in front of them and deny divers. If the team wins by diving, attach to the diver and enter as a pair. Casual poke should be avoided entirely, as late death timers and Mayhem damage spikes punish sloppy health loss. Late Snowball is high risk and should be used to follow a confirmed engage, punish an isolated carry, or re-enter a fight where the team is already collapsing. Before every fight, Taric must decide who he is protecting and who he is punishing. If the enemy dives the carry, peel first and make the diver waste their entry. If the team's diver finds a real angle, follow second and make that engage last longer than the enemy can handle. Taric is at his best when the enemy has already committed and cannot easily walk away.

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優劣勢處理

優勢 / 弱點

優劣勢

Taric the Shield of Valoran excels when fights develop on his terms, using delayed crowd control and team protection to control engagement timing. His core strength lies in forcing enemies to commit into his linked frontline, where Bastion allows his stun and defensive abilities to originate from two positions simultaneously. This makes it difficult for assassins and bruisers to identify safe attack angles. Taric performs best in grouped, extended fights where he can layer defensive tools progressively rather than all at once. When ahead, Taric converts leads through patient pressure rather than aggressive pursuit. He creates safe pockets around the wave, allowing carries to hit structures and poke champions to operate from behind his positioning. The enemy must spend major tools just to initiate fights, which plays directly into Taric's comfort zone. His Dazzle threat forces enemies to dodge sideways and lose wave control, creating engage windows when they burn mobility to escape. Cosmic Radiance should be held until enemy counter-engage is committed, as early casting allows opponents to back away and wait out the protection. Taric's ahead weaknesses emerge when he overextends or misuses resources. Chasing beyond link range leaves fed carries exposed to shutdown opportunities. Using his ultimate for low-value poke trades allows enemies to reset and force the next wave advantage. Starting fights while teammates are staggered after shopping or collecting relics wastes his grouped-fight power. Layering every defensive tool into fake engages lets enemies reset and punish on the next entry. When behind, Taric shifts from playmaker to fight fixer. His priority becomes preventing the next death rather than winning the lane immediately. He links the teammate most likely to be engaged upon, plays behind the minion wave, and uses heals conservatively while avoiding free crowd control. When enemies dive his backline, he stuns the diver already inside his formation instead of chasing enemy carries. Cosmic Radiance becomes a turn tool for caught allies who have nearby teammates ready to follow up, not a desperate save for doomed targets. Behind-play weaknesses include resource exhaustion and poor target selection. If Taric runs dry after one skirmish, enemies can stall until he becomes useless. Following desperate engages into enemy backlines without team follow-up wastes tools needed for counter-dive. Casting his ultimate after teammates scatter wastes the protection window. Contesting relics or waves that require walking into fogged skillshots and layered crowd control creates unrecoverable losses. Risk management centers on patience and positioning. Taric should block routes to carries with his body rather than chasing low-health targets. He must stay linked to the true win condition, often a single scaling or high-damage champion, rather than spreading attention evenly. The comeback pattern requires denying first burst, stunning overstepping enemies, and spending Cosmic Radiance only when teammates can keep fighting during its protection window. One committed enemy dive can become a clean turn if Taric preserves his tools for the right moment.

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英雄背景

背景 / 身份 / 文本塊

背景文案

Taric the Shield of Valoran defines his identity in ARAM: Mayhem through the synergy between his passive and his spell cycle. Bravado empowers his basic attacks after casting abilities, making those attacks essential for refreshing spells and sustaining frontline presence. Without weaving attacks between casts, Taric becomes a slow, predictable shield bot rather than a champion who controls space. The passive rewards hitting any available target, including minions and pets, rather than tunneling on enemy carries. Starlight's Touch provides healing that scales with fight duration and ally proximity. Positioning determines its value, as split teams reduce its effectiveness. The heal works best when paired with shielding or ultimate timing rather than cast reactively at the first sign of damage. Teams with multiple melee champions or durable skirmishers benefit most from prioritizing this ability. Bastion transforms Taric from a local support into a two-point threat by linking to an ally. This link projects his other abilities from both bodies, enabling double-angle stuns and safer ultimate placement. The pre-fight link decision often determines fight outcomes, as linking the wrong target shrinks Taric's threat range and leaves his ultimate arriving in useless positions. Re-linking when fight plans change keeps his projected spells relevant. Dazzle serves as Taric's primary engage, peel, and zone tool. The visible wind-up and directional firing require leading targets and using terrain to limit dodge options. When paired with Bastion, the stun threatens from two angles, catching enemies who dodge one body but forget the other. Holding E for peel protects carries better than chasing enemy backlines, and missing it entirely creates a clear window for enemies to engage or dive. Cosmic Radiance defines Taric's fight-warping presence with delayed invulnerability for affected allies. The delay creates the central skill test: casting too early lets enemies disengage, while casting too late leaves allies dead before protection arrives. The ultimate applies around both Taric and his Bastion-linked ally, making W setup critical for coverage. Proper timing punishes enemy overcommit by letting them spend resources into protected targets. Enemies counter by disengaging during the delay, splitting the team, or baiting the cast with fake engages. Taric's overall identity centers on cycling spells through attacks, positioning for multi-ally value, and timing his ultimate to answer enemy commitment. He wins by denying resets, sustaining through extended brawls, and creating double-angle threats that force enemies to respect both his position and his linked ally's position simultaneously.

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避免常見錯誤

常見錯誤 / 風險控制

避坑

Taric is forgiving when teammates play around him, but becomes unforgiving when players waste the linked stun, cast the ultimate too late, or attempt to tank without hitting anything. In ARAM: Mayhem, one bad cast can turn into a full lane wipe quickly, so recognizing and recovering from mistakes is essential. Mechanical mistakes often center on the linked stun. Casting while the linked ally is too far back, facing the wrong angle, or moving away from the target causes the stun line to miss from both positions, losing engage threat and giving enemies a clean window to punish. Players should check both angles before casting and aim through an ally already inside the enemy team rather than forcing the stun from Taric's position. After a miss, stepping back toward carries and waiting for the next linked stun is safer than pretending the engage still exists. Linking the safest teammate by habit parks the strongest playmaking tool behind the fight, leaving bruisers or assassins to dive without follow-up. The correct action is linking the teammate who will contest space: the engager before a fight, the carry when enemies dive, or the low-health ally during peel situations. Casting the ultimate after burst has already landed wastes the invulnerability on dead allies. The ultimate should be used when enemies are committed but before their full burst connects, such as after hard engage begins or when a diver reaches the carry. Healing without building passive rhythm by spamming spells while standing still results in weak healing and no pressure. Players should weave basic attacks when safe, hitting minions, frontline champions, or anything in reach to keep the spell cycle moving. Walking past minions and tanks to reach the backline leads to being kited, separated from the linked ally, and punished. Accepting the closest legal target and controlling the front edge of the battle is more effective than sprinting through enemies alone. Using Snowball as a solo engage button while the team is too far away or the link is on the wrong player results in arriving alone, eating crowd control, and dying before creating value. Snowball should be treated as a repositioning tool, taken only when the team can follow or the enemy target is already trapped. Aiming the stun where enemies are standing instead of where they must move allows dashes and sidesteps to dodge easily. Aiming through choke points, wall-side paths, or the direction enemies must travel to chase carries improves accuracy. Decision mistakes include picking every fight as if Taric is the main tank, which loses health before the actual engage and forces defensive tools early. Letting a true engager take first contact, then stepping up when enemies commit, is more effective. Saving the ultimate for the perfect five-man moment often means the best carry dies before it is cast. Using it for the players who will decide the fight, such as the fed damage dealer or committed diver, is better than waiting for perfection. Linking the diver and forgetting the backline is under threat allows assassins or fighters to kill carries while Taric tunnels on offensive projection. Deciding before each wave whether the team needs engage support or anti-dive support prevents this. Fighting in wide open space makes crowd control easy to dodge and the ultimate less effective. Looking for fights around minion waves, terrain edges, or brush entrances where enemies have fewer sidesteps improves outcomes. Ignoring minion waves because of the support role loses push and removes safe attack targets. Helping trim waves when no engage is happening maintains combat flow.

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FAQ

塔里克

FAQ

瓦羅然之盾 塔里克在海克斯大亂鬥中推薦哪些增益裝置? 瓦羅然之盾 塔里克推薦的海克斯強化:任務:伊卡西亞殞落、風語者的祝福、蛋白飲。詳細勝率和選取率請查看本頁面。 瓦羅然之盾 塔里克在海克斯大亂鬥中怎麼出裝? 瓦羅然之盾 塔里克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。 瓦羅然之盾 塔里克在海克斯大亂鬥中是什麼段位? 瓦羅然之盾 塔里克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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