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裝備 / 勝率 / 登場率
出裝配置
26.9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
- 1,100
- 價格
- 800
12 魔法穿透 45 跑速
- 總價
- 2,800
- 價格
- 800
90 魔法攻擊 15 魔法穿透 6% 跑速 暴風突襲者 在2.5秒內對英雄造成等同於其最大生命25%的傷害會對其附加暴風。 暴風 2秒後,造成魔法傷害。若目標在暴風觸發前死亡,則會對鄰近敵軍造成傷害。
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。
47.23%- 總價
- 2,800
- 價格
- 800
90 魔法攻擊 15 魔法穿透 6% 跑速 暴風突襲者 在2.5秒內對英雄造成等同於其最大生命25%的傷害會對其附加暴風。 暴風 2秒後,造成魔法傷害。若目標在暴風觸發前死亡,則會對鄰近敵軍造成傷害。
47.34%起始裝備
核心裝備
- 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%。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 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。
- 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%。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 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。
- 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%。
- 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%。
- 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。
可選裝備前 12
- 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%。
54.01%- 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。
56.16%- 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。
53.58%- 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。
51.82%- 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。
55.30%起始裝備
核心裝備
- 總價
- 2,750
- 價格
- 450
100 魔法攻擊 600 魔力 10 技能加速 回音 傷害性技能會射出6發回音,對目標和鄰近敵軍造成額外魔法傷害。剩餘回音皆射向主要目標,造成20%傷害。
- 總價
- 1,100
- 價格
- 800
12 魔法穿透 45 跑速
- 總價
- 2,700
- 價格
- 650
90 魔法攻擊 600 魔力 15 技能加速 輕藐 增加20大絕技能加速。 仇恨酸霧 大絕對英雄造成傷害時可燃燒地面3秒,每秒造成魔法傷害,並降低其魔法防禦。
可選裝備前 12
- 總價
- 2,700
- 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。
50.44%- 總價
- 2,750
- 價格
- 450
100 魔法攻擊 600 魔力 10 技能加速 回音 傷害性技能會射出6發回音,對目標和鄰近敵軍造成額外魔法傷害。剩餘回音皆射向主要目標,造成20%傷害。
46.45%- 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%。
49.69%- 總價
- 2,800
- 價格
- 800
90 魔法攻擊 15 魔法穿透 6% 跑速 暴風突襲者 在2.5秒內對英雄造成等同於其最大生命25%的傷害會對其附加暴風。 暴風 2秒後,造成魔法傷害。若目標在暴風觸發前死亡,則會對鄰近敵軍造成傷害。
47.58%- 總價
- 3,100
- 價格
- 500
1000 生命 100% 基礎生命回復 好戰之心 擁有2000額外生命時,若在8秒內沒有受到任何傷害,則每秒回復0生命。 好戰活力 獲得相當於12%道具生命(0)的額外生命。
48.94%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 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 | 51.35% | 7.81% | 2,115 |
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 | 51.15% | 4.31% | 1,169 |
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 | 50.48% | 5.04% | 1,365 |
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 | T1 | 49.93% | 10.50% | 2,844 |
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 | 49.82% | 6.30% | 1,708 |
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 | T1 | 49.51% | 5.61% | 1,521 |
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 | T1 | 49.39% | 4.83% | 1,308 |
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 | T1 | 49.28% | 5.91% | 1,601 |
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 | T1 | 48.66% | 6.34% | 1,718 |
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 | 48.26% | 5.74% | 1,556 |
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 | T1 | 48.24% | 5.98% | 1,619 |
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 | 47.76% | 4.62% | 1,252 |
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 | T1 | 47.73% | 7.56% | 2,047 |
當 靈活轉換 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 46.92% | 5.88% | 1,592 |
當 處刑者 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 46.67% | 8.60% | 2,329 |
當 靈光一閃 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 46.65% | 6.66% | 1,805 |
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 | T1 | 46.50% | 5.79% | 1,570 |
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 | 46.50% | 5.64% | 1,527 |
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 | T1 | 46.15% | 4.61% | 1,248 |
當 射手法師 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 46.11% | 6.03% | 1,633 |
當 女巫思維 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 45.97% | 7.84% | 2,123 |
當 極度邪惡 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 45.85% | 9.88% | 2,676 |
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 | T1 | 45.76% | 7.96% | 2,157 |
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 | 45.47% | 6.80% | 1,843 |
當 殺戮時間 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 45.20% | 12.68% | 3,436 |
當 魔法導彈 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 45.13% | 5.84% | 1,582 |
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 | 44.99% | 7.56% | 2,047 |
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 | T1 | 44.49% | 5.72% | 1,551 |
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 | T2 | 58.74% | 2.58% | 698 |
當 紅包 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 55.02% | 3.42% | 927 |
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 | 54.10% | 2.43% | 658 |
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 | T2 | 53.01% | 2.27% | 615 |
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 | T2 | 52.70% | 3.00% | 814 |
當 終城快車 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 52.35% | 3.30% | 894 |
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 | 51.97% | 3.84% | 1,041 |
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 | T2 | 51.56% | 2.96% | 801 |
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 | T2 | 51.56% | 2.84% | 770 |
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 | T2 | 51.42% | 3.90% | 1,056 |
當 火狐 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 51.13% | 3.42% | 927 |
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 | 51.06% | 2.26% | 611 |
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 | T2 | 51.01% | 2.38% | 645 |
當 超強大腦 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 50.90% | 3.71% | 1,004 |
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 | T2 | 50.83% | 3.35% | 909 |
當 虛空裂縫 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 50.74% | 2.51% | 680 |
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 | 50.59% | 3.77% | 1,022 |
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 | T2 | 50.37% | 2.97% | 804 |
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 | T2 | 49.85% | 2.53% | 686 |
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 | 49.84% | 2.25% | 610 |
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 | T2 | 49.55% | 2.07% | 561 |
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 | T2 | 49.07% | 2.39% | 648 |
當 重磅爆發 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 49.06% | 2.75% | 744 |
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 | T2 | 48.86% | 2.91% | 788 |
當 鬥內 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 48.78% | 3.31% | 898 |
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 | T2 | 48.70% | 3.26% | 883 |
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 | T2 | 48.45% | 2.74% | 743 |
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 | 48.31% | 3.50% | 948 |
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 | 48.05% | 4.08% | 1,105 |
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 | T2 | 48.01% | 2.04% | 554 |
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 | 47.55% | 3.46% | 938 |
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 | 47.50% | 3.33% | 901 |
當 任務:烏莉特的法帽 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 47.33% | 3.25% | 881 |
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 | 46.43% | 2.23% | 603 |
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 | 46.41% | 2.42% | 655 |
當 符文術士 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 46.38% | 3.72% | 1,009 |
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 | 46.24% | 2.55% | 692 |
當 升級中婭沙漏 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 46.16% | 2.79% | 756 |
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 | 44.92% | 2.18% | 590 |
當 大絕覺醒 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 43.77% | 2.31% | 626 |
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 | T2 | 43.50% | 2.44% | 662 |
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 | T3 | 56.04% | 1.62% | 439 |
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 | T3 | 54.65% | 1.23% | 333 |
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 | 53.85% | 1.10% | 299 |
當 能力值堆堆堆起來! 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 52.61% | 1.13% | 306 |
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 | 52.02% | 1.46% | 396 |
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 | 51.79% | 1.24% | 336 |
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 | 51.77% | 1.04% | 282 |
當 雙響炮 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 51.69% | 1.53% | 414 |
當 潘朵拉的寶盒 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 51.25% | 1.48% | 400 |
當 舞會皇後 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 50.14% | 1.30% | 351 |
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 | T3 | 50.00% | 1.39% | 376 |
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 | T3 | 49.90% | 1.94% | 525 |
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 | T3 | 49.85% | 1.22% | 331 |
當 作弊 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 49.52% | 1.92% | 521 |
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 | T3 | 49.41% | 1.25% | 338 |
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 | T3 | 48.96% | 1.77% | 480 |
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 | T3 | 48.61% | 1.06% | 288 |
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 | T3 | 48.53% | 1.38% | 373 |
當 見縫插針 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 48.26% | 1.06% | 288 |
當 回復不休 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 48.00% | 1.38% | 375 |
當 煉獄使者 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 47.09% | 1.33% | 361 |
當 煉獄惡靈 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 46.60% | 1.47% | 397 |
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 | 45.85% | 1.96% | 530 |
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 | 45.83% | 1.15% | 312 |
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 | T3 | 45.64% | 1.44% | 390 |
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 | T3 | 45.29% | 1.25% | 340 |
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 | 44.86% | 1.29% | 350 |
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 | 44.72% | 1.19% | 322 |
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 | T3 | 44.60% | 1.30% | 352 |
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 | T3 | 44.30% | 1.94% | 526 |
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 | 44.08% | 1.34% | 363 |
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 | T3 | 43.29% | 1.21% | 328 |
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 | 43.20% | 1.22% | 331 |
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 | T3 | 42.49% | 1.42% | 386 |
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 | T3 | 42.18% | 1.39% | 377 |
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 | T3 | 41.20% | 1.11% | 301 |
當 黃金撕裂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 56.39% | 0.49% | 133 |
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 | 51.52% | 0.97% | 264 |
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 | T4 | 51.52% | 0.49% | 132 |
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 | 50.00% | 0.77% | 208 |
當 小心杯子蛋糕! 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 49.15% | 0.65% | 177 |
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 | T4 | 48.51% | 0.75% | 202 |
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 | T4 | 47.43% | 0.93% | 253 |
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 | T4 | 47.14% | 0.78% | 210 |
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 | 47.01% | 0.43% | 117 |
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 | T4 | 46.73% | 0.79% | 214 |
當 刃下狂風 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 46.51% | 0.48% | 129 |
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 | T4 | 46.43% | 0.62% | 168 |
當 土司和果醬 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 45.39% | 0.52% | 141 |
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 | 45.36% | 0.68% | 183 |
當 毫髮無傷 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 45.26% | 0.70% | 190 |
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 | T4 | 45.12% | 0.61% | 164 |
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 | T4 | 45.08% | 0.71% | 193 |
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 | T4 | 44.55% | 0.78% | 211 |
當 暗夜潛行 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 44.30% | 0.84% | 228 |
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 | 44.23% | 0.77% | 208 |
當 不死魔舞 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 43.62% | 0.55% | 149 |
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 | 43.48% | 0.68% | 184 |
當 瘋狂科學家 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 43.40% | 0.59% | 159 |
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 | T4 | 42.78% | 0.72% | 194 |
當 溫泉加速 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 42.31% | 0.86% | 234 |
當 不祥契約 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 41.30% | 0.91% | 247 |
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 | T5 | 55.96% | 0.40% | 109 |
當 搗蛋鬼 的效果契合英雄輸出方式、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 | T5 | 55.38% | 0.24% | 65 |
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 | T5 | 54.17% | 0.27% | 72 |
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 | T5 | 52.88% | 0.38% | 104 |
當 飛影跑法 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T5 | 52.33% | 0.32% | 86 |
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 | T5 | 50.65% | 0.28% | 77 |
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 | T5 | 49.28% | 0.25% | 69 |
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 | T5 | 48.98% | 0.36% | 98 |
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 | T5 | 48.53% | 0.25% | 68 |
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 | T5 | 47.83% | 0.42% | 115 |
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 | T5 | 47.54% | 0.23% | 61 |
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 | T5 | 44.95% | 0.40% | 109 |
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 | T5 | 43.40% | 0.39% | 106 |
當 ??? 的效果契合英雄輸出方式、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 | T5 | 42.35% | 0.31% | 85 |
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 | T5 | 42.31% | 0.19% | 52 |
當 反重力裝置 的效果契合英雄輸出方式、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 | T5 | 42.11% | 0.42% | 114 |
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 | T5 | 41.94% | 0.23% | 62 |
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 | T5 | 39.62% | 0.20% | 53 |
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 | T5 | 39.19% | 0.27% | 74 |
當 巴龍之爪 的效果契合英雄輸出方式、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 | T5 | 37.25% | 0.19% | 51 |
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 | T5 | 37.14% | 0.26% | 70 |
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 | T5 | 35.80% | 0.30% | 81 |
墨菲特 Skill Combos
Extracted from the skill order guide
R > E > Q > W (Heavy Waveclear/Teamfight Augments)
R > W > E > Q (Brawler/On-Hit Augments)
墨菲特 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Ultimate Usage | You treat R as a precious all-in button, saving it for the perfect moment to hit multiple enemies and win the fight. | R becomes a repeatable trading tool used to force bad fights and burn enemy cooldowns, returning soon for the next engage. | Stop hoarding R for perfect moments; use it constantly to force action. |
| Skill Priority | You often max Q for poke and slows, using it as your primary lane identity to harass enemies. | E priority rises significantly because the attack speed debuff and wave disruption are more valuable in constant teamfights. | Prioritize E over Q to control fight tempo and disrupt enemies. |
| Risk Assessment | Going in 1v5 is a throw; you must respect enemy damage and itemize carefully to fix engage range or sustain weaknesses. | Augments solve weaknesses instantly, allowing you to disrespect enemy damage and force engages that burn all their cooldowns. | Trust augments to cover weaknesses and take risks that would be throws normally. |
| Snowball Use | Snowball is a calculated setup tool where you land the mark, wait, then R during the dash or after arriving. | Snowball becomes a gap-closer that forces reactions, not just an R delivery system, available for almost every fight. | Use Snowball aggressively to create chaos rather than waiting for perfect setup. |
| Teamfight Habits | You stand in front to block poke for fragile teammates and hold R until three or four enemies cluster perfectly. | Damage output is too high to bodyblock; hitting two key targets is enough because the next fight starts in twenty seconds. | Stop peeling for poke and engage frequently rather than waiting for perfect groupings. |
Champion Analysis
定位 / 目前表現
Malphite Shard of the Monolith serves as a premier tank and teamfight controller in ARAM: Mayhem, where dramatically reduced cooldowns transform him into one of the mode's most impactful frontline champions. His identity centers on impenetrable defenses combined with devastating crowd control, and the accelerated pace of Hextech Mayhem amplifies his signature strength: the ability to unleash his cataclysmic ultimate at unprecedented frequency. Malphite's core role combines tanking, teamfight control, and AoE damage into a single cohesive package. His passive, Granite Shield, periodically generates a protective barrier that provides additional survivability when triggered frequently, reinforcing his sustained presence on the frontline. This passive rewards aggressive positioning and frequent engagement, as the shield regeneration allows him to absorb significant damage over extended teamfights. His ability kit creates a clear damage and utility pattern built around armor scaling and crowd control. Seismic Shard steals movement speed from enemies, enabling continuous slows against enemy carries when used frequently in Hextech Mayhem's reduced-cooldown environment. Thunderclap grants bonus armor while empowering his next attack with AoE damage, enhancing his frontline tankiness and contributing to his wave-clear and sustained damage output. Ground Slam serves as his core AoE tool, dealing damage that scales directly with his armor, making it exceptionally potent in the dense, clustered teamfights characteristic of the mode. Unstoppable Force defines Malphite's strategic value in ARAM: Mayhem. This signature ultimate launches him into the air before crashing down, knocking up all enemies within range. In Hextech Mayhem, the ability almost always hits multiple enemies due to the constant clustering in narrow fights, establishing it as the perfect teamfight initiation tool. The dramatically reduced cooldowns in this mode mean Malphite can open fights with Unstoppable Force repeatedly, creating sustained pressure that forces enemies to constantly reposition or suffer the consequences of repeated knockups. Malphite's practical strategic value lies in his straightforward, honest gameplay pattern. He needs no complex reasons to fight; he simply protects what he values, and this philosophy translates into accessible yet powerful gameplay. His effectiveness scales with armor investment, creating a natural build path that simultaneously increases his survivability and damage output. The combination of continuous slows from Seismic Shard, sustained AoE pressure from Ground Slam, and repeated knockups from Unstoppable Force makes him particularly effective at disrupting enemy carries and controlling the flow of teamfights. His straightforward personality and playstyle make him approachable for players while remaining devastatingly effective in the hands of those who understand positioning and engagement timing.
核心技巧
長文技巧 / 玩法模式
Malphite Shard of the Monolith serves as the primary engage tool for his team, with the core responsibility of starting fights when enemies clump together. In Mayhem mode, cooldowns are accelerated, so waiting indefinitely for a perfect five-man Unstoppable Force is a mistake. A three-man knockup that isolates the enemy carry is often the better play. If the enemy backline plays safe, Malphite should use Ground Slam on the frontline to shred their attack speed, then look for a flank angle. A critical error is engaging when teammates lack mana or key cooldowns, so pinging intent before committing is essential. When augments enhance Q or E, use these abilities to poke and soften targets before committing, as a half-health ADC is far easier to burst after an ultimate. Flash-R is worth using early if it guarantees a kill on a high-priority target, as this resets the push rhythm favorably. Counter-engage is often the superior play against divers like Zed or Nocturne. Holding the ultimate for their engage and knocking them up when they land on your carry turns their aggression into a death sentence. Ground Slam serves as powerful peel due to its attack speed slow, directly neutering melee attackers' damage output. When enemy champions like Katarina or Nunu wind up channel abilities, the ultimate is the fastest interruption tool. Q should be held to slow escaping targets rather than wasted on damage during these moments. Positioning in the single ARAM lane makes Malphite a constant threat. Standing near the front but outside the wave center allows him to threaten engage while dodging poke. Side bushes break line of sight and force face-checks that setup easy ultimate opportunities. Wave management with E determines push or freeze scenarios, and letting waves crash closer to your tower forces enemies to overextend. Snowball is Malphite's best setup tool and should never be used for damage. The ideal combo is Snowball mark into flying in, then R immediately on arrival for minimal enemy reaction time. Missing Snowball means backing off until it returns. Snowball can also escape chases when fired at minions behind enemies or toward your tower. When behind, Malphite's role shifts from engage to peel. Staying with the carry and using the ultimate for protection rather than initiation becomes priority. Even when losing, a well-placed ultimate on a mispositioned enemy carry can turn the game, but forcing 5v5 fights in the open when weaker is a mistake. Instead, force fights near your tower or in choke points where the ultimate hits multiple targets. Diving requires being first in with the team following close behind, and knowing when to abort is crucial. Wasting an ultimate and surviving is better than dying and giving enemy gold.
Read full guide玩法指南
玩法 / 隊伍結構
Malphite Shard of the Monolith operates as a frontline engage tank whose effectiveness transforms dramatically across the Mayhem match. His game plan revolves around efficient trading early, aggressive initiation mid, and decisive team fight execution late. During the early game, Malphite plays on his front foot while respecting Ground Slam's cooldown. He positions near his melee minions, forcing enemies to choose between farming and poking. When opponents step up for auto-attacks, he answers with Ground Slam followed by a passive-empowered auto, using his shield to absorb return damage. He avoids chasing deep once his shield breaks, as his damage falls off significantly. Snowball serves as a gap-closer for all-ins rather than random poke; he follows up only on squishy targets who have already used their escape. He saves Unstoppable Force for guaranteed kills or saving teammates from dives. When ahead, he zones enemies off the wave and denies health relics. When behind, he concedes ground, lets the wave come to him, and farms with Q and E rather than forcing bad fights. Reaching level 6 before the enemy team is his critical power spike. The mid game represents Malphite's prime window. His role shifts from passive trading to active initiation as his tank stats come online. He seeks enemy carries or mages standing near allies, prioritizing key damage dealers over multi-man ultimates on tanks. He communicates engages by pinging targets beforehand. Snowball becomes a setup tool where he marks a target, waits for them to burn cooldowns, then commits. He can cancel Snowball mid-air by casting R for surprise factor, or use the full sequence of Snowball into E for attack speed slow before ulting if they attempt to flee. He avoids flying into enemy groups without team support. When ahead, he sieges towers and uses Flash-R or Snowball-R to dive low enemies. When behind, he peels for carries with defensive ultimates and uses E to shut down auto-attackers. In the late game, team fights determine everything. One successful Unstoppable Force wins the game while a poor one loses it. Malphite stops attempting poke as his Q damage becomes negligible. He exists to start fights or counter-engage, waiting for enemies to group in choke points or around objectives. He holds R to interrupt channeling ultimates or counter dive compositions by knocking enemies off his backline. Snowball serves primarily for vision or finishing runners, never to start fights unless survival is guaranteed. He plays the bait game at frontline, stepping forward and back to make enemies nervous. When ahead, he forces baron or inhibitor sieges. When behind, he turtles at inhibitor towers and waits for enemies to dive, landing devastating defensive ultimates underneath his tower. Malphite must end the game on successful team fights and avoid getting caught split pushing, as dying without using his ultimate effectively likely costs his team the fight.
Read full guide優劣勢處理
優勢 / 弱點
Malphite Shard of the Monolith excels when he can convert early health advantages and level leads into dominant map control, but struggles when enemy disengage tools or overwhelming poke prevent him from accessing his primary engage patterns. Recognizing whether Malphite is ahead or behind fundamentally changes how he should approach fights in ARAM: Mayhem. When ahead, Malphite's strength lies in dictating enemy spacing rather than fishing for perfect five-man ultimates. A lead typically manifests after surviving early trades with over half health while enemy squishies are chunked down, or after hitting level six first and landing a clean Unstoppable Force on a target that cannot escape. The strategic shift from patience to aggression is critical in Mayhem, where waiting for ideal engages often loses games. Malphite should trigger aggression when enemy carries step past their minion wave to poke, using flash-R or raw R to isolate primary damage dealers. This removes the enemy's damage engine for twenty to thirty seconds and creates free push opportunities. Ground Slam on cooldown shreds attack speed, making it miserable for auto-attackers to approach, while augments that add damage or size enable zoning off health relics. Movement speed augments allow Malphite to roam map edges rather than sitting mid-bridge, forcing enemy focus splits that make his ultimate harder to block. The primary throw risk comes from chasing kills into fountain brush without team follow-up, which surrenders shutdown gold and resets the built lead. When behind, Malphite transforms from primary engage tank into counter-engage anchor. This state occurs when enemy disengage tools counter his ultimate, or when poke prevents walking up to farm his passive shield without losing substantial health. The win condition shifts from making plays to preventing enemy lead extension. If enemies have flash or augments granting invulnerability or dashes, Malphite should assume his ultimate will fail if used first and instead wait for enemy commitment. Once enemy carries burn escape tools chasing kills, the window opens to turn fights with Unstoppable Force. Defensive augments that increase resistances or grant shields support a W-max or E-max strategy rather than gambling on R, as Ground Slam's attack speed reduction neuters enemy divers and buys scaling time. Forcing desperate hero-play ultimates that hit only enemy tanks effectively suicides Malphite, removing his team's only frontline and exposing squishies. Instead, using his body to block skillshots leverages his regenerating passive shield to protect teammates. Recovery opportunities come from punishing enemy overconfidence during fountain dives or risky tower aggression, with well-placed ultimates under inhibitor towers capable of wiping cocky teams and closing gold gaps. Communication is essential when behind, as engaging without ultimate likely results in getting blown up before casting Ground Slam, triggering an unrecoverable 4v5 cascade without main crowd control.
Read full guide英雄背景
背景 / 身份 / 文本塊
Malphite Shard of the Monolith serves as a teamfight anchor in Mayhem ARAM, designed to start fights, disrupt squishies, and lock down the enemy backline with Unstoppable Force. The mode's constant fighting ensures that the Passive shield remains consistently relevant, while reduced cooldowns on the ultimate ability allow for more frequent engages compared to Summoner's Rift. Malphite functions as a dive initiator and peel for carries rather than a poke mage. The Passive, Granite Shield, provides a rock shield that absorbs damage and refreshes after a period of not taking damage. In Mayhem's non-stop brawls, this shield serves as sustain, enabling Malphite to walk up for Q pokes or soak skillshots for teammates. Engaging with the shield up allows absorption of initial burst, while diving without it often results in death before teammates can follow up. Enemies can counter by poking Malphite down and all-inning when the shield is down, or by using shield-breaking effects and true damage to bypass it. Seismic Shard (Q) functions as the main poke and chase tool, throwing a rock at a target enemy to deal magic damage and steal their movement speed. This point-and-click ability cannot miss but can be blocked by spell shields. The speed steal helps close distance before engaging, chase down low-HP enemies after fights break, and reposition after initial engages. Wasting Q on tanks with high magic resist yields minimal damage and speed gain. Thunderclap (W) transforms Malphite into a melee-range threat, slamming the ground for area damage and causing basic attacks to create a damage cone behind the target. The passive component grants bonus armor that scales well with tank items. Using W immediately after ulting into a group adds burst, while the cleave pressures enemy formations. Popping W without enemies in auto-attack range wastes the active entirely. Ground Slam (E) serves as an anti-auto-attack tool, dealing magic damage in a circular area and reducing attack speed of all enemies hit. In Mayhem where attack speed augments are common, this debuff becomes extremely valuable. Using E immediately after R layers crowd control and debuffs, making it harder for enemies to fight back after engagement. Unstoppable Force (R) is the signature engage ability, charging to a target location to deal magic damage and knock up all enemies in the area while Malphite becomes Unstoppable during the charge. Mayhem's cooldown reduction and augment effects enable more frequent ults. Hitting the right enemy, particularly squishy carries or immobile mages in the backline, matters more than hitting multiple enemies. A missed R leaves the team without engage and follow-up potential. Malphite should be played as a calculated initiator who uses Passive to tank poke, Q to harass and chase, W and E to disrupt and damage in melee range, and R to start fights at the right moment. One good engage can win the game in Mayhem ARAM.
Read full guide避免常見錯誤
常見錯誤 / 風險控制
Malphite Shard of the Monolith players commonly undermine their effectiveness through both mechanical errors and poor decision-making in ARAM: Mayhem. The most frequent mechanical mistake involves holding Unstoppable Force for a perfect five-person knockup while teammates take heavy damage. This often results in dying with the ultimate ready or wasting it on a single low-health target. Players should instead seek solid three-man engagements or catches on the enemy primary carry, as the fast pace of Mayhem rarely allows time for ideal setups. If teammates have already died while waiting, the ultimate should be used to disengage or zone enemies off towers rather than forcing bad follow-up fights. Another critical mechanical error is casting Ground Slam before Unstoppable Force lands, which wastes damage that could stack with the ultimate burst. The correct approach chains crowd control by letting the knockup begin before casting E, so the attack speed reduction applies as enemies stand up. Players also waste Seismic Shard on tanks or bruisers who can still reach them through gap closers. This ability should be saved for enemy marksmen or mages attempting to kite, using it to close gaps or finish fleeing targets. Flashing after enemies already knocked up by R burns the summoner spell for no reason, as the target is already disabled and taking damage from the team. Players should save Flash for repositioning if the enemy team collapses post-ult. Additionally, canceling auto-attack animations too early during the Granite Shield passive reset window fails to proc Thunderclap damage and loses trades that should have been won. Decision mistakes often prove just as costly. Engaging with Snowball when Unstoppable Force is available leads to predictable engages that enemies can peel back, leaving no ultimate to force a real fight. Players should use R for primary engage and save Snowball for follow-up, chasing, or dodging key abilities. Building full Ability Power when the team already has multiple magic damage dealers allows enemies to stack Magic Resist, eliminating one-shot potential and leaving Malphite as a squishy engage bot that dies instantly. Players should adapt to team composition by building tank or bruiser items when AP-heavy, as R utility remains valuable without AP ratios. Engaging enemy frontline tanks instead of backline carries wastes the ultimate on targets whose teammates remain safe. Malphite should position in fog of war or use flanks to reach enemy ADCs or mages, functioning as an assassin-initiator rather than a tank-killer. Fighting without the passive shield up in early game results in taking heavy poke damage before fights begin. Players should wait for shield refresh, bait enemy cooldowns, and engage only when protected. Engaging when enemies have strong disengage tools like Janna, Gragas, or Alistar available results in countered ultimates and isolated deaths. Players must track these cooldowns and either wait for them to be burned or force them out with Snowball threats first. Finally, diving fountains or towers when teammates cannot follow often results in meaningless deaths that lose map pressure, as enemies respawn instantly in Mayhem. Players should check teammate positions before committing and avoid split pushing, as Malphite cannot effectively siege alone.
Read full guideFAQ
墨菲特
幻石碎片 墨菲特在海克斯大亂鬥中推薦哪些增益裝置? 幻石碎片 墨菲特推薦的海克斯強化:質變:稜鏡、能力值堆起來!、阿嬤的辣油。詳細勝率和選取率請查看本頁面。 幻石碎片 墨菲特在海克斯大亂鬥中怎麼出裝? 幻石碎片 墨菲特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。 幻石碎片 墨菲特在海克斯大亂鬥中是什麼段位? 幻石碎片 墨菲特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
