海克斯大亂鬥 英雄排名 / 出裝 / 海克斯符文
英雄詳情 T1 排名 #14

銳兒海克斯大亂鬥出裝與最佳符文

銳兒 當前在海克斯大亂鬥數據中屬於 T1。

銳兒 鋼鐵少女 銳兒 坦克 / 法師 / 輔助
梯隊T1
排名#14
勝率54.57%
登場率0.40%

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54.52%
登場率10.19%
#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

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。

勝率50.86%
登場率8.31%
#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%。

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

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。

勝率55.98%
登場率6.36%

可選裝備前 12

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%。

54.53%
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

54.07%
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。

52.67%
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。

55.33%
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。

55.12%
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。

55.18%
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%。

56.02%
錫柯的聚合之力 錫柯的聚合之力 錫柯的聚合之力
總價
2,200
價格
700

300 生命 25 物理防禦 25 魔法防禦 10 技能加速 霜火風暴 施放大絕後,在你周圍出現風暴,持續5秒。風暴每秒會對範圍內的敵方英雄造成30魔法傷害並緩速30%。

56.34%
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。

52.38%
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。

54.88%
蘭頓之兆 蘭頓之兆 蘭頓之兆
總價
2,700
價格
800

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

50.52%
虛偽光彩 虛偽光彩 虛偽光彩
總價
2,800
價格
650

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

58.30%

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

53.73%
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。

53.73%
巨人腰帶 巨人腰帶 巨人腰帶
總價
900
價格
500

350 生命

58.55%
紅水晶 紅水晶 紅水晶
總價
400
價格
400

150 生命

58.55%
巨人腰帶 巨人腰帶 巨人腰帶
總價
900
價格
500

350 生命

56.29%
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。

56.29%
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。

56.29%

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
縮小引擎 縮小引擎 縮小引擎 黄金
稀有度
黄金
梯隊
T1
勝率
60.98%
登場率
5.27%
場次
815

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T160.98%5.27%815
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
59.91%
登場率
7.53%
場次
1,165

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T159.91%7.53%1,165
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
58.23%
登場率
5.77%
場次
893

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T158.23%5.77%893
細煮慢燉 細煮慢燉 細煮慢燉 稜彩
稀有度
稜彩
梯隊
T3
勝率
57.47%
登場率
8.91%
場次
1,378

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T157.47%8.91%1,378
質變:稜鏡 質變:稜鏡 質變:稜鏡 黄金
稀有度
黄金
梯隊
T1
勝率
57.20%
登場率
6.19%
場次
958

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T157.20%6.19%958
重型打手 重型打手 重型打手 白銀
稀有度
白銀
梯隊
T2
勝率
56.20%
登場率
10.89%
場次
1,685

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T156.20%10.89%1,685
痛打一頓 痛打一頓 痛打一頓 白銀
稀有度
白銀
梯隊
T1
勝率
55.14%
登場率
20.60%
場次
3,188

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T155.14%20.60%3,188
剛毅 剛毅 剛毅 黄金
稀有度
黄金
梯隊
T1
勝率
54.88%
登場率
14.37%
場次
2,223

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T154.88%14.37%2,223
奪命飛踢 奪命飛踢 奪命飛踢 稜彩
稀有度
稜彩
梯隊
T2
勝率
54.59%
登場率
11.40%
場次
1,764

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T154.59%11.40%1,764
食魂者 食魂者 食魂者 黄金
稀有度
黄金
梯隊
T1
勝率
54.48%
登場率
28.45%
場次
4,402

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T154.48%28.45%4,402
升級獻祭 升級獻祭 升級獻祭 白銀
稀有度
白銀
梯隊
T4
勝率
54.32%
登場率
5.69%
場次
880

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T154.32%5.69%880
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
54.14%
登場率
23.65%
場次
3,659

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T154.14%23.65%3,659
殘忍 殘忍 殘忍 稜彩
稀有度
稜彩
梯隊
T4
勝率
54.01%
登場率
9.03%
場次
1,398

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T154.01%9.03%1,398
不可通行 不可通行 不可通行 黄金
稀有度
黄金
梯隊
T3
勝率
53.91%
登場率
9.18%
場次
1,421

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T153.91%9.18%1,421
巨人 巨人 巨人 稜彩
稀有度
稜彩
梯隊
T1
勝率
53.89%
登場率
10.89%
場次
1,685

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T153.89%10.89%1,685
坦克引擎 坦克引擎 坦克引擎 黄金
稀有度
黄金
梯隊
T1
勝率
53.44%
登場率
29.81%
場次
4,613

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T153.44%29.81%4,613
天界之身 天界之身 天界之身 黄金
稀有度
黄金
梯隊
T1
勝率
52.72%
登場率
18.79%
場次
2,908

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T152.72%18.79%2,908
寒霜幽魂 寒霜幽魂 寒霜幽魂 白銀
稀有度
白銀
梯隊
T3
勝率
52.63%
登場率
5.91%
場次
914

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T152.63%5.91%914
惡趣味 惡趣味 惡趣味 白銀
稀有度
白銀
梯隊
T3
勝率
52.49%
登場率
10.12%
場次
1,566

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T152.49%10.12%1,566
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
52.31%
登場率
4.48%
場次
694

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T152.31%4.48%694
烈焰折磨 烈焰折磨 烈焰折磨 白銀
稀有度
白銀
梯隊
T4
勝率
52.30%
登場率
5.07%
場次
784

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T152.30%5.07%784
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
52.07%
登場率
9.36%
場次
1,448

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T152.07%9.36%1,448
阿嬤的辣油 阿嬤的辣油 阿嬤的辣油 黄金
稀有度
黄金
梯隊
T1
勝率
51.72%
登場率
6.93%
場次
1,073

當 阿嬤的辣油 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。

查看海克斯符文詳情
黄金T151.72%6.93%1,073
意志堅定 意志堅定 意志堅定 白銀
稀有度
白銀
梯隊
T4
勝率
50.74%
登場率
7.40%
場次
1,145

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T150.74%7.40%1,145
自我毀滅 自我毀滅 自我毀滅 白銀
稀有度
白銀
梯隊
T3
勝率
49.93%
登場率
4.45%
場次
689

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T149.93%4.45%689
煽動群眾 煽動群眾 煽動群眾 黄金
稀有度
黄金
梯隊
T2
勝率
49.08%
登場率
5.99%
場次
927

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T149.08%5.99%927
無限循環 無限循環 無限循環 稜彩
稀有度
稜彩
梯隊
T3
勝率
59.08%
登場率
1.96%
場次
303

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T259.08%1.96%303
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
57.83%
登場率
1.61%
場次
249

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T257.83%1.61%249
聖光顯靈 聖光顯靈 聖光顯靈 黄金
稀有度
黄金
梯隊
T3
勝率
57.45%
登場率
2.69%
場次
416

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T257.45%2.69%416
輕舞飛揚 輕舞飛揚 輕舞飛揚 稜彩
稀有度
稜彩
梯隊
T1
勝率
56.72%
登場率
1.97%
場次
305

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T256.72%1.97%305
質變:金級 質變:金級 質變:金級 白銀
稀有度
白銀
梯隊
T1
勝率
56.58%
登場率
2.80%
場次
433

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T256.58%2.80%433
急遽成長 急遽成長 急遽成長 黄金
稀有度
黄金
梯隊
T4
勝率
56.50%
登場率
2.29%
場次
354

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T256.50%2.29%354
能力值! 能力值! 能力值! 白銀
稀有度
白銀
梯隊
T2
勝率
56.48%
登場率
1.40%
場次
216

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T256.48%1.40%216
終城快車 終城快車 終城快車 黄金
稀有度
黄金
梯隊
T3
勝率
56.21%
登場率
1.87%
場次
290

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T256.21%1.87%290
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
56.10%
登場率
1.06%
場次
164

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T256.10%1.06%164
紅包 紅包 紅包 黄金
稀有度
黄金
梯隊
T1
勝率
55.87%
登場率
1.60%
場次
247

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T255.87%1.60%247
因心成體 因心成體 因心成體 白銀
稀有度
白銀
梯隊
T2
勝率
55.42%
登場率
1.07%
場次
166

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T255.42%1.07%166
最終型態 最終型態 最終型態 稜彩
稀有度
稜彩
梯隊
T3
勝率
55.24%
登場率
1.60%
場次
248

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T255.24%1.60%248
循環利用 循環利用 循環利用 黄金
稀有度
黄金
梯隊
T2
勝率
54.30%
登場率
1.43%
場次
221

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T254.30%1.43%221
斗內 斗內 斗內 黄金
稀有度
黄金
梯隊
T2
勝率
53.20%
登場率
1.31%
場次
203

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T253.20%1.31%203
侵蝕裝甲 侵蝕裝甲 侵蝕裝甲 白銀
稀有度
白銀
梯隊
T3
勝率
53.14%
登場率
1.75%
場次
271

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T253.14%1.75%271
舞會皇后 舞會皇后 舞會皇后 稜彩
稀有度
稜彩
梯隊
T5
勝率
52.90%
登場率
2.57%
場次
397

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T252.90%2.57%397
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
52.26%
登場率
2.00%
場次
310

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T252.26%2.00%310
蛋白飲 蛋白飲 蛋白飲 稜彩
稀有度
稜彩
梯隊
T5
勝率
52.09%
登場率
1.70%
場次
263

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T252.09%1.70%263
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
52.03%
登場率
2.38%
場次
369

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T252.03%2.38%369
作弊 作弊 作弊 黄金
稀有度
黄金
梯隊
T3
勝率
52.02%
登場率
1.60%
場次
248

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T252.02%1.60%248
土司和果醬 土司和果醬 土司和果醬 黄金
稀有度
黄金
梯隊
T4
勝率
52.00%
登場率
1.62%
場次
250

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T252.00%1.62%250
回復不休 回復不休 回復不休 黄金
稀有度
黄金
梯隊
T4
勝率
51.52%
登場率
1.49%
場次
231

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T251.52%1.49%231
雪球輪盤 雪球輪盤 雪球輪盤 黄金
稀有度
黄金
梯隊
T2
勝率
50.84%
登場率
1.92%
場次
297

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T250.84%1.92%297
彈珠台 彈珠台 彈珠台 黄金
稀有度
黄金
梯隊
T2
勝率
50.35%
登場率
1.82%
場次
282

當 彈珠台 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。

查看海克斯符文詳情
黄金T250.35%1.82%282
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
49.64%
登場率
1.77%
場次
274

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T249.64%1.77%274
暴擊治療 暴擊治療 暴擊治療 黄金
稀有度
黄金
梯隊
T2
勝率
49.50%
登場率
2.58%
場次
400

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T249.50%2.58%400
海洋之魂 海洋之魂 海洋之魂 白銀
稀有度
白銀
梯隊
T3
勝率
49.10%
登場率
1.08%
場次
167

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T249.10%1.08%167
極度邪惡 極度邪惡 極度邪惡 黄金
稀有度
黄金
梯隊
T1
勝率
49.04%
登場率
2.03%
場次
314

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T249.04%2.03%314
雪球升級 雪球升級 雪球升級 黄金
稀有度
黄金
梯隊
T2
勝率
48.94%
登場率
2.43%
場次
376

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T248.94%2.43%376
極限衝鋒 極限衝鋒 極限衝鋒 白銀
稀有度
白銀
梯隊
T2
勝率
48.91%
登場率
1.19%
場次
184

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T248.91%1.19%184
封我為王 封我為王 封我為王 稜彩
稀有度
稜彩
梯隊
T4
勝率
48.84%
登場率
1.11%
場次
172

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T248.84%1.11%172
巨無霸雪球 巨無霸雪球 巨無霸雪球 稜彩
稀有度
稜彩
梯隊
T3
勝率
48.54%
登場率
1.54%
場次
239

當 巨無霸雪球 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。

查看海克斯符文詳情
稜彩T248.54%1.54%239
深割 深割 深割 稜彩
稀有度
稜彩
梯隊
T4
勝率
48.09%
登場率
1.69%
場次
262

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T248.09%1.69%262
裂地龍魂 裂地龍魂 裂地龍魂 白銀
稀有度
白銀
梯隊
T4
勝率
47.40%
登場率
2.86%
場次
443

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T247.40%2.86%443
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
47.12%
登場率
1.23%
場次
191

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T247.12%1.23%191
量子計算 量子計算 量子計算 稜彩
稀有度
稜彩
梯隊
T5
勝率
44.38%
登場率
1.09%
場次
169

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T244.38%1.09%169
虛空裂縫 虛空裂縫 虛空裂縫 稜彩
稀有度
稜彩
梯隊
T1
勝率
66.67%
登場率
0.45%
場次
69

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T366.67%0.45%69
火狐 火狐 火狐 白銀
稀有度
白銀
梯隊
T2
勝率
63.56%
登場率
0.76%
場次
118

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T363.56%0.76%118
俠盜恆毅 俠盜恆毅 俠盜恆毅 黄金
稀有度
黄金
梯隊
T3
勝率
62.11%
登場率
0.61%
場次
95

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T362.11%0.61%95
又快又穩 又快又穩 又快又穩 白銀
稀有度
白銀
梯隊
T3
勝率
61.95%
登場率
0.73%
場次
113

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T361.95%0.73%113
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
60.15%
登場率
0.86%
場次
133

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T360.15%0.86%133
靈魂淨化 靈魂淨化 靈魂淨化 黄金
稀有度
黄金
梯隊
T2
勝率
59.46%
登場率
0.48%
場次
74

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T359.46%0.48%74
不死魔舞 不死魔舞 不死魔舞 黄金
稀有度
黄金
梯隊
T3
勝率
58.70%
登場率
0.59%
場次
92

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T358.70%0.59%92
處刑者 處刑者 處刑者 黄金
稀有度
黄金
梯隊
T1
勝率
55.13%
登場率
0.50%
場次
78

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T355.13%0.50%78
普羅王跳跳 普羅王跳跳 普羅王跳跳 稜彩
稀有度
稜彩
梯隊
T5
勝率
54.92%
登場率
0.79%
場次
122

當 普羅王跳跳 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。

查看海克斯符文詳情
稜彩T354.92%0.79%122
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
54.72%
登場率
0.69%
場次
106

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T354.72%0.69%106
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
53.91%
登場率
0.83%
場次
128

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T353.91%0.83%128
無敵大絕 無敵大絕 無敵大絕 白銀
稀有度
白銀
梯隊
T4
勝率
53.85%
登場率
0.67%
場次
104

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T353.85%0.67%104
逃跑計畫 逃跑計畫 逃跑計畫 白銀
稀有度
白銀
梯隊
T3
勝率
52.74%
登場率
0.94%
場次
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T352.74%0.94%146
增益麻吉 增益麻吉 增益麻吉 白銀
稀有度
白銀
梯隊
T3
勝率
52.22%
登場率
0.58%
場次
90

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T352.22%0.58%90
幻影武器 幻影武器 幻影武器 黄金
稀有度
黄金
梯隊
T4
勝率
52.07%
登場率
0.78%
場次
121

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T352.07%0.78%121
雷射治療 雷射治療 雷射治療 稜彩
稀有度
稜彩
梯隊
T5
勝率
51.92%
登場率
1.01%
場次
156

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T351.92%1.01%156
終極革新 終極革新 終極革新 稜彩
稀有度
稜彩
梯隊
T4
勝率
50.52%
登場率
0.63%
場次
97

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T350.52%0.63%97
閃光俠 閃光俠 閃光俠 黄金
稀有度
黄金
梯隊
T5
勝率
50.00%
登場率
0.66%
場次
102

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T350.00%0.66%102
衝鋒 衝鋒 衝鋒 稜彩
稀有度
稜彩
梯隊
T4
勝率
50.00%
登場率
0.40%
場次
62

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T350.00%0.40%62
無法掌握 無法掌握 無法掌握 稜彩
稀有度
稜彩
梯隊
T5
勝率
50.00%
登場率
0.35%
場次
54

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T350.00%0.35%54
溢流 溢流 溢流 黄金
稀有度
黄金
梯隊
T2
勝率
49.09%
登場率
0.36%
場次
55

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T349.09%0.36%55
隨我同困 隨我同困 隨我同困 稜彩
稀有度
稜彩
梯隊
T5
勝率
48.82%
登場率
0.82%
場次
127

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T348.82%0.82%127
重磅爆發 重磅爆發 重磅爆發 白銀
稀有度
白銀
梯隊
T1
勝率
48.44%
登場率
0.41%
場次
64

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T348.44%0.41%64
小心杯子蛋糕! 小心杯子蛋糕! 小心杯子蛋糕! 稜彩
稀有度
稜彩
梯隊
T5
勝率
48.33%
登場率
0.39%
場次
60

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T348.33%0.39%60
小丑學院 小丑學院 小丑學院 稜彩
稀有度
稜彩
梯隊
T2
勝率
48.31%
登場率
0.58%
場次
89

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T348.31%0.58%89
殺戮時間 殺戮時間 殺戮時間 黄金
稀有度
黄金
梯隊
T1
勝率
47.95%
登場率
0.47%
場次
73

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T347.95%0.47%73
神聖雪球 神聖雪球 神聖雪球 稜彩
稀有度
稜彩
梯隊
T4
勝率
47.46%
登場率
0.76%
場次
118

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T347.46%0.76%118
瘋狂科學家 瘋狂科學家 瘋狂科學家 稜彩
稀有度
稜彩
梯隊
T4
勝率
46.67%
登場率
0.39%
場次
60

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T346.67%0.39%60
毫髮無傷 毫髮無傷 毫髮無傷 白銀
稀有度
白銀
梯隊
T4
勝率
46.60%
登場率
0.67%
場次
103

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T346.60%0.67%103
妖精魔法 妖精魔法 妖精魔法 稜彩
稀有度
稜彩
梯隊
T5
勝率
46.02%
登場率
0.73%
場次
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T346.02%0.73%113
大絕覺醒 大絕覺醒 大絕覺醒 稜彩
稀有度
稜彩
梯隊
T4
勝率
45.95%
登場率
0.48%
場次
74

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T345.95%0.48%74
灼熱黎明 灼熱黎明 灼熱黎明 黄金
稀有度
黄金
梯隊
T5
勝率
45.61%
登場率
0.37%
場次
57

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T345.61%0.37%57
空降水豚 空降水豚 空降水豚 稜彩
稀有度
稜彩
梯隊
T5
勝率
44.30%
登場率
0.51%
場次
79

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T344.30%0.51%79
帽上加帽 帽上加帽 帽上加帽 白銀
稀有度
白銀
梯隊
T2
勝率
43.01%
登場率
0.60%
場次
93

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T343.01%0.60%93
守護面紗 守護面紗 守護面紗 白銀
稀有度
白銀
梯隊
T5
勝率
41.27%
登場率
0.41%
場次
63

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T341.27%0.41%63
見縫插針 見縫插針 見縫插針 黄金
稀有度
黄金
梯隊
T2
勝率
55.77%
登場率
0.34%
場次
52

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T455.77%0.34%52

銳兒 Skill Combos

Extracted from the skill order guide

Skill Order
RWEQ

Default order: R > W > E > Q.

RQWE

Spell-hit, repeated-cast, poke, or shield-punish augments: consider R > Q > W > E or R > W > Q > E.

RWQE

Spell-hit, repeated-cast, poke, or shield-punish augments: consider R > Q > W > E or R > W > Q > E.

RWEQ

Max W first, E second, and leave Q for last unless the game gives you a clear reason to change.

銳兒 ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Engage PatienceRell can spend a long time waiting near the wave for one clean Snowball or enemy misstep before committing her full crowd control chain.Fights break open faster and slow engages get punished before your team is ready. You must create fights with a clearer target plan.Do not engage just because you can reach. Engage only when your team can follow up.
Crowd Control SequencingHer ability chain is often linear: enter, lock down, pull enemies together, then survive through the fight.Separate engage from follow-up. Force a dash response with one piece, then save the next for the real target.Stagger your control so the enemy's first escape does not end the fight.
Snowball DisciplineLanding Snowball on a carry often means you can take it and trust the narrow lane to keep enemies nearby.Taking Snowball into five ready opponents can be a trap if they have extra displacement, burst, or movement effects.A landed mark is information, not an obligation. Check ally range before committing.
Teamfight PositioningRell can often stand directly in front and wait for the right moment to engage without immediate pressure.Standing too far forward gives enemies a free target while standing too far back removes your engage threat entirely.Stay just ahead of carries, close enough to punish but not so deep that teammates cannot follow.
Augment SelectionRell can often build straightforward tank items and trust her base crowd control to matter in fights.Pick augments that solve the lobby problem: reach and stick tools against mobile enemies, durability when your team lacks frontline.Some games you are the starter, some games the bodyguard. Pick augments for the actual job.

Champion Analysis

定位 / 目前表現

概覽

In Hextech Mayhem mode, Rell the Iron Maiden operates as a melee tank-support defined by her mounted and dismounted state switching, which governs her entire damage and utility pattern. While mounted, her passive Steadfast grants bonus armor and magic resistance; while dismounted, she deals bonus damage. This dual identity makes her both resilient and threatening depending on her stance. Rell’s most important engage tool is her W, Mount/Dismount: while mounted she gains bonus movement speed and can dash to allies to grant shields, and dismounting deals area-of-effect damage and knocks up nearby enemies. That AoE knock-up is the core of her initiation, allowing her to disrupt opponents and set up fights in the narrow corridors of the Mayhem map. Her Q changes with state—mounted she uses Shattering Strike to dash forward and pull enemies, while dismounted she fires a magical projectile called Ferromancy: Crash Down. Her E also transforms: mounted Full Tilt grants movement speed to nearby allies, and dismounted Attract and Repel tethers an enemy to Rell. Her ultimate, Magnet Storm, is her most devastating ability; she mounts her iron horse and charges forward, pulling all enemies in her path to the destination. Because of the map’s restricted space, this ability consistently grabs multiple champions, making it one of the most powerful engage tools in the entire mode. Rell’s identity as a Noxian iron rider who broke free from the Black Rose organization is reflected in her protective playstyle—she shares a sense of duty with champions like Leona. In practice, her high-skill-cap engage potential makes her a game-changing tank who can single-handedly decide teamfights with well-timed W knock-ups and her ultimate’s mass displacement. Her positioning is frontline and aggressive: she needs to find openings to dismount onto grouped enemies, then use Magnet Storm to extend the lockdown. The utility pattern revolves around peeling for allies mounted and locking down enemies dismounted. Strategic value stems from her ability to initiate from relative safety thanks to her mounted speed and ally-dash shield, then commit to a fight with her dismounted crowd control. Her damage is secondary—the bonus damage while dismounted helps in skirmishes, but her true power lies in disables and forced positioning. She is not a carry but a enabler whose engage can win games outright if timed correctly in Mayhem’s chaotic brawls.

核心技巧

長文技巧 / 玩法模式

文字模組

Rell is at her best when she turns a cramped lane into a bad decision for the enemy. In ARAM: Mayhem, every fight is already compressed, so her job is to control the exact moment it becomes impossible for the enemy backline to play safely. She should engage with a purpose, not just a bounce: go when the enemy is fixed in place—last-hitting, throwing poke, or standing on a narrow angle—and commit when their movement is already committed. Snowball is strongest when it forces the target to choose between eating the follow-up or burning away from their own team, so throw it after they use a mobility spell or when they are near a wall. Never engage from the front if the team has no follow-up ready; a half-second delay is better than diving first and getting peeled off. The cleanest engage often comes after both teams have traded poke and used defensive tools, allowing Rell to punish one player still too close to the center line. Counter-engage is where she wins messy fights. Hold crowd control when the enemy jumps the backline; step into the path to stop the follow-up instead of chasing their front line. Let bruisers and assassins stack into a small space before crashing them together. Even when low, standing between the enemy carry and their peel can break their formation and create the narrow angle needed for a clean turn. For escape, do not run in a straight line—cut behind minions, angle toward terrain, or move toward the damage zone to force the enemy to spend extra time chasing through bad space. Save movement tools for the moment the enemy commits, and if low and unable to re-enter, stall by body-blocking skillshots and threatening a re-engage. Spacing in a narrow lane decides whether Rell is a tank or a free kill. Stand at an angle rather than directly in front to make the enemy guess whether she is engaging or zoning. Use the edges of the lane to cut off escape paths, and avoid over-stacking with the team before the fight—stay a step apart until commitment. Target priority should be simple: hit the target the team can actually kill first. If the enemy carry is protected and their front line is exposed, punish the front line only if it opens the carry immediately. Go straight for immobile backliners when they step too far, and do not tunnel on tanks if the fight is already split—one wrong step can become a dead carry. Snowball timing is about forcing panic, not just reaching them. Use it when the target has started a cast or auto pattern, making it hardest to reposition. Save it for the carry if the team has a front-to-back fight, or use it defensively to reposition out of danger and threaten re-entry. Augment trigger windows matter more than raw stats: take the fight when the augment is easiest to activate, match the engage to its real window, and do not force a bad angle just because an augment is available. The push and pull rhythm is Rell’s real control tool: push when the enemy is weak, pull back when they have big answers, and use short pressure bursts to burn their patience. Dive only after the enemy has used the tools that punish, pick a target that dies before the tower or team can respond, and if ahead, dive to break the enemy’s only safe player. When behind, stop thinking about highlight engages. Play for one clean punish, not constant forcing.

Read full guide

玩法指南

玩法 / 隊伍結構

玩法指南

Rell the Iron Maiden’s playstyle in Mayhem relies on patience and precise timing rather than constant aggression. In early levels one to six, her first job is to make the lane playable by standing slightly in front of her carries but not so far forward that the enemy can tag her for free before her team is ready. She is not a poke tank, so walking up without minion cover or follow-up invites chip damage that forces her first engage to happen at bad health. Her position should be near the front edge of the minion wave, angled toward the side brush when possible, and she should stand between her backline and threats like hooks or assassins. Trading is reserved for when an enemy steps past their wave, burns a key movement spell, or clumps with another target. She wins early by making the enemy hesitate, not by eating every projectile. Snowball should not be thrown just because it is available; it is best used when the target is already slowed, trapped by minions, or positioned where her team can hit them. Early augments should support her first real engage, and defensive triggers should be saved for the moment she commits rather than for random poke. When her team has better waveclear, she helps guard the wave while carries push; if being poked out, she stalls and looks for an overextended enemy. When ahead, she moves up to control space around brushes and relic paths without diving prematurely. When behind, she sits closer to carries and punishes enemies who walk past minions to poke, looking for counter-engage after the enemy overreaches. From level seven to eleven, Rell enters her best window. Teams have enough damage to kill whoever she catches but not everyone has the durability to survive a clean multi-target engage. She hovers just outside the enemy’s comfortable poke range, close enough to threaten Snowball or a mounted engage but able to retreat behind minions when cooldowns are thrown. She looks for enemy clumps after they clear a wave, walk toward a relic, or chase a low-health ally. A perfect five-man engage is unnecessary; catching two priority targets or one carry with their support is often enough. Snowball becomes a fight starter and spacing test, and she should only take it when her team wants a full brawl and the enemy backline is close enough for follow-up. Mid-game augments should sharpen her role, either adding engage, durability, or peel depending on team needs. Pushing is best when her team has ultimates and health; stalling when key damage is dead or low. When ahead, she controls where the enemy wants to walk next; when behind, she hides her angle and punishes overstepping poke champions. In late levels twelve and beyond, one engage can end the game but one mistake can too. Rell starts fights from fog, brush edges, or behind minion cover. Late trades are not casual; every chunk matters, so she uses pressure in bursts and retreats before the enemy can unload poke. Snowball is a commitment button and should only be taken if her team can follow instantly or she can survive long enough. Augments should be held for the decisive fight, not the first skirmish. Pushing is correct when the enemy is missing a key champion or lacks waveclear; stalling when her team is waiting on respawns. When ahead, she walks the wave in and forces the enemy to split attention; when behind, she lets the enemy overcommit into her backline then turns with crowd control.

Read full guide

優劣勢處理

優勢 / 弱點

優劣勢

When ahead, Rell controls the next fight before it starts by moving up with the healthiest damage dealer to take forward brush, side angles, or choke points first. Mounted, she threatens the first enemy who steps too far, forcing them to give space or clump for her engage. The key trigger is an enemy carry walking past their frontline or using a mobility spell—attack immediately to remove their clean response window. If two or more enemies stack in a narrow lane section, hard commit with crowd control and ultimate after pinging intent, compressing the enemy so they cannot kite and area damage lands. When carries are strong but fragile, play one screen ahead instead of diving deep; hold engage until assassins or hook champions show their angle, then use a defensive engage to protect the fed carry after first burst. Convert kills into denial: block skillshots, force enemy wave clear from bad angles for tower damage and health relic access. Avoid chasing low-value kills deep under enemy protection, as that separates Rell and gives shutdown tempo. For augments when ahead, choose engage access (movement speed, dash assistance, range, Snowball synergy) if reaching carries is the problem; choose durability or damage reduction if the enemy punishes first commit; choose peel or utility augments if the team already has engage; choose ability haste or reset-style augments if fights end fast, holding one control piece for the second target. Avoid the ahead throw after two easy wins when every engage seems good—wait if damage dealers are clearing, shopping, dead, or zoned; wait if the enemy has all defensive cooldowns ready and your team is split; back out and reset angle if your entry tool misses instead of walking forward into five players. When behind, stop hero engaging every wave. Your health bar is a resource that may not be protected, so diving first while carries are occupied gives the enemy free damage and numbers advantage. If your team is low health or missing a damage dealer, give ground—stand between the enemy and carries without committing, using threat to stop dives while collecting health relics safely. If the enemy frontline walks in alone to zone, collapse on that target if carries can hit them; take guaranteed numbers fights, not fantasy backline dives. If an enemy carry uses mobility forward or stands inside tower threat, commit fast with layered crowd control for a comeback, but only if burst follow-up is ready. Play around counter-engage instead of blind engage: let the enemy make the first greedy move, then turn with crowd control and ultimate to trap them in your team’s damage after they have spent movement and cooldowns. For augments when behind, prioritize tank, shield, healing, or damage reduction if dying before crowd control matters—the weakness is time, not damage. Take mobility or engage augments only when the team can follow to punish overextension or protect carries, not to force desperate dives. Utility augments often beat selfish ones if the team lacks damage, helping allies survive or hit controlled targets. Against heavy poke, look for sustain or mitigation to keep enough health to threaten engage. Before committing, check three things: can the main damage dealer hit the target, has the enemy used at least one important escape or peel tool, and can you survive long enough for follow-up. If any answer is no, hold. Use Snowball and side angles carefully—a mark can be a threat itself, so only take it when the target is isolated and allies are in range or enemy disengage is spent.

Read full guide

英雄背景

背景 / 身份 / 文本塊

背景文案

Rell the Iron Maiden thrives in ARAM: Mayhem by punishing clumped enemies and turning chaotic fights into losing positions for the opposing team. Her passive, Break the Mold, steals defensive stats from every champion she damages, making her harder to kill while softening multiple targets for her carries. The key is touching several enemies rather than tunneling one frontliner, especially during crowded engage windows where a single W can tag three or more champions. If she lands a multi-target engage, her durability spikes while the enemy team becomes increasingly fragile. Rell’s identity revolves around her W, Ferromancy: Crash Down / Mount Up, which is her main commitment button. Mounted, she crashes down to knock up enemies and shift into her armored dismounted form; once dismounted, she can remount for a burst of movement and another engage threat. In Mayhem, using Crash Down requires your team to be close enough to follow immediately. A bad W is her biggest throw window, leaving her slow and exposed with no clean escape. Snowball can help deliver her into range, but she still needs allies ready to convert the catch. Her Q, Shattering Strike, is a line-based thrust that punishes shields and provides safe passive application before fully committing. Holding Q for key shield moments can flip kill windows, but missing it tells shield users and divers they can act freely. E, Full Tilt, accelerates Rell and an ally into the fight, best used on a bruiser or diver who actually wants to go in rather than a backliner kiting away. Proper E timing synchronizes the frontline and forces enemies to choose between burning mobility or eating the engage. R, Magnet Storm, creates a magnetic pull around Rell that drags nearby enemies into a dangerous area. It is her fight-winning clump tool, turning allied AoE from hitting one target to hitting the entire enemy team. The clean sequence is entering with W or Snowball, then activating R when enemies are close enough to drag carries into the kill zone, then following up with Q and E. Holding R can also deter enemies from grouping, because they know Rell can punish any tight formation. If R is wasted on a single tank or used after allies have backed away, the enemy can re-engage while her biggest clump threat is gone. Throughout the fight, Rell must stay alive in the middle of the action to keep passive value active and buy time for allied damage. She does not need to walk through everyone; hitting the nearest target while staying durable is more valuable than flashy deep engages. Enemies counter her by spacing apart, kiting after her first entry, and forcing her to hit only one champion. Isolated engages with no follow-up turn her defensive swing into a slow, vulnerable position. In Mayhem, the difference between a winning Rell engage and a disastrous one is often whether she tags the right clump at the right moment, with her team ready to collapse.

Read full guide

避免常見錯誤

常見錯誤 / 風險控制

避坑

Rell the Iron Maiden is a front-line initiator whose mechanical and decision mistakes can lose fights before they begin. Mechanically, forcing a full engage from the front while already exposed and low on patience leads to getting peeled, blown up, or stranded. The correct action is to start fights only when the team can hit the same target or the enemy has used key peel and dashes. If already in alone, stop chasing the back line, turn into a bodyguard, soak space, and stall for carries to reset. Another common error is burning the engage tool the moment it is available, even when the team is still clearing waves or walking up. This lets the enemy step aside and removes Rell's threat. She should hold the commit until allies are in range to punish crowd control. If the engage misses timing, switch to zone control—stand on the angle blocking the enemy advance rather than forcing another bad dive. Moving in a straight line when repositioning makes the approach easy to read, allowing skilled enemies to sidestep and punish. Instead, approach from awkward angles and threaten different lanes of space. If tracked, reset and walk out of vision before coming from a new line. Overusing crowd control on the first visible target often locks a low-value champion while enemy damage dealers free-hit. Save lockup for the champion who can swing the fight and whom the team can reach after engage. If committed on the wrong target, immediately pivot to body-block for carries and reset the front line. Staying in the thick of the fight after initial crowd control leaves Rell eating free damage and dying before the second wave arrives. She should use her body like a wall, repositioning step by step to keep enemies from damage dealers. If stuck too deep, turn back to cut off pursuers and make the fight smaller. Decision mistakes include engaging just because the enemy is close, even if the team is not ready to follow or the wave state gives no room to finish kills. This results in a messy fight the enemy can disengage and turn. Commit only when allies can instantly threaten the locked-down target. If engaged too early, back up into a defensive line and slow the enemy counterpush. Another error is treating every fight as a hard engage when peeling for carries is better, leaving the back line open to divers. Read the enemy composition: if they want to dive carries, stand near them and punish the jump. If the enemy slips through, cut off their exit and force them to fight inside your zone. A clean stop matters more than a perfect engage. Chasing low-health targets into bad space pulls Rell away from the team and loses map control. Chase only if the path is safe and the team can collapse; otherwise, stay on the angle that keeps the fight centered. If overchased, cut it immediately and re-establish front line presence. Engaging into a crowd-control chain or burst window that punishes straight-in commits results in getting locked down and losing the frontline. Respect punish tools, wait for the enemy to spend their stop button, or force them to use it on someone else first. If punished, back off and wait for a second, cleaner engage after they waste the answer. On the opposite end, holding back too long because of fear costs the fight—carries get jumped while Rell watches. When the team has a real opening, commit with purpose.

Read full guide

FAQ

銳兒

FAQ

鋼鐵少女 銳兒在海克斯大亂鬥中推薦哪些增益裝置? 鋼鐵少女 銳兒推薦的海克斯強化:任務:伊卡西亞殞落、縮小引擎、升級荊棘之甲。詳細勝率和選取率請查看本頁面。 鋼鐵少女 銳兒在海克斯大亂鬥中怎麼出裝? 鋼鐵少女 銳兒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。 鋼鐵少女 銳兒在海克斯大亂鬥中是什麼段位? 鋼鐵少女 銳兒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

攻略文章