Max order: R > Q > E > W
推薦出裝
裝備 / 勝率 / 登場率
出裝配置
26.9核心裝備
- 總價
- 2,900
- 價格
- 625
60 物理攻擊 15 技能加速 不落之月 在2秒內使用2次不同的普攻或技能命中英雄時可獲得護盾,持續2秒。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 3,000
- 價格
- 525
50 物理攻擊 10物理致命 25% 暴擊率 死亡 你造成的傷害會處決生命低於5%的英雄。 賦稅 擊殺英雄可額外獲得25金錢。
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
- 2,800
- 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。
- 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
- 3,100
- 價格
- 500
45 物理攻擊 400 生命 10 技能加速 光盾打擊 你對英雄的第一次普攻會暴擊,並回復生命。
- 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。
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%。
48.23%- 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。
48.11%- 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。
51.63%起始裝備
核心裝備
- 總價
- 3,100
- 價格
- 500
45 物理攻擊 400 生命 10 技能加速 光盾打擊 你對英雄的第一次普攻會暴擊,並回復生命。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 2,900
- 價格
- 625
60 物理攻擊 15 技能加速 不落之月 在2秒內使用2次不同的普攻或技能命中英雄時可獲得護盾,持續2秒。
可選裝備前 12
- 總價
- 3,300
- 價格
- 275
60 物理攻擊 50 物理防禦 15 技能加速 無視痛苦 所受傷害的一定比例改為持續3秒的流血傷害。 違抗 若敵方英雄受到傷害後在3秒內死亡,則淨化無視痛苦的剩餘傷害,並在2秒內回復生命。
52.97%- 總價
- 3,200
- 價格
- 775
400 生命 20% 韌性 狂暴利爪 增加額外物攻。 命脈 若承受的傷害會使你的生命低於30%,則獲得一個可吸收傷害的護盾,此護盾會在4.5秒內衰減至零。
51.94%- 總價
- 3,100
- 價格
- 675
45 物理攻擊 450 生命 神龍之力 增加25基礎技能加速。 專心致志 用技能造成傷害時,英雄技能和被動傷害增加3%,持續6秒(最多累加4層)。
51.33%- 總價
- 3,100
- 價格
- 750
60 物理攻擊 15 技能加速 40 魔法防禦 命脈 受到將使自身生命低於30%的魔法傷害時,獲得可吸收魔法傷害的護盾,持續3秒,以及+10% 全能吸血 ,持續到戰鬥結束。
52.47%核心裝備
- 總價
- 2,950
- 價格
- 900
55 物理攻擊 18物理致命 10 技能加速 顯赫 擊殺時,根據擊殺英雄數暫時獲得物攻。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 2,900
- 價格
- 625
60 物理攻擊 15 技能加速 不落之月 在2秒內使用2次不同的普攻或技能命中英雄時可獲得護盾,持續2秒。
可選裝備前 12
- 總價
- 3,300
- 價格
- 275
60 物理攻擊 50 物理防禦 15 技能加速 無視痛苦 所受傷害的一定比例改為持續3秒的流血傷害。 違抗 若敵方英雄受到傷害後在3秒內死亡,則淨化無視痛苦的剩餘傷害,並在2秒內回復生命。
48.33%- 總價
- 3,200
- 價格
- 775
400 生命 20% 韌性 狂暴利爪 增加額外物攻。 命脈 若承受的傷害會使你的生命低於30%,則獲得一個可吸收傷害的護盾,此護盾會在4.5秒內衰減至零。
46.47%- 總價
- 3,100
- 價格
- 750
60 物理攻擊 15 技能加速 40 魔法防禦 命脈 受到將使自身生命低於30%的魔法傷害時,獲得可吸收魔法傷害的護盾,持續3秒,以及+10% 全能吸血 ,持續到戰鬥結束。
52.81%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: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 | T1 | 55.70% | 4.18% | 605 |
當 能力值堆起來! 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 53.98% | 3.90% | 565 |
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 | T1 | 53.22% | 4.18% | 605 |
當 質變:稜鏡 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 53.00% | 7.93% | 1,149 |
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 | 51.89% | 7.32% | 1,060 |
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 | 51.72% | 5.41% | 783 |
當 不死魔舞 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 50.08% | 4.30% | 623 |
當 最終型態 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 50.07% | 4.89% | 709 |
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 | 49.94% | 6.01% | 871 |
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 | 49.86% | 12.05% | 1,745 |
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 | 49.76% | 7.05% | 1,021 |
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 | 49.62% | 5.47% | 792 |
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 | T1 | 49.36% | 6.97% | 1,009 |
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 | 48.06% | 11.59% | 1,679 |
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 | T1 | 47.92% | 4.15% | 601 |
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 | 47.49% | 12.40% | 1,796 |
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 | 47.21% | 8.03% | 1,163 |
當 飲血 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 46.88% | 5.08% | 736 |
當 升級傲慢 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 46.83% | 14.83% | 2,148 |
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 | 46.39% | 14.64% | 2,121 |
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 | 45.97% | 10.20% | 1,477 |
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 | 45.60% | 5.33% | 772 |
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 | 44.80% | 7.43% | 1,076 |
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。 查看海克斯符文詳情 | 白銀 | T1 | 44.46% | 4.42% | 641 |
當 兇殘之柄 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 44.32% | 5.59% | 810 |
當 吸血迷資 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 43.04% | 7.14% | 1,034 |
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 | 42.89% | 5.29% | 767 |
當 小丑學院 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 59.57% | 2.24% | 324 |
當 質變:大混亂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 56.91% | 2.60% | 376 |
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 | 56.07% | 2.22% | 321 |
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 | 55.41% | 3.76% | 545 |
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 | 53.75% | 2.76% | 400 |
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 | 53.61% | 2.68% | 388 |
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 | 53.11% | 2.44% | 354 |
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 | T2 | 52.71% | 2.67% | 387 |
當 能力值! 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 52.27% | 2.43% | 352 |
當 循環利用 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 52.23% | 2.47% | 358 |
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 | 51.65% | 2.93% | 424 |
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 | 51.61% | 2.78% | 403 |
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 | T2 | 51.47% | 2.12% | 307 |
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 | 50.90% | 3.44% | 499 |
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 | 50.71% | 2.42% | 351 |
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 | T2 | 50.00% | 2.35% | 340 |
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 | 49.69% | 3.32% | 481 |
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 | 49.63% | 2.81% | 407 |
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 | T2 | 49.41% | 2.33% | 338 |
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 | 48.87% | 2.15% | 311 |
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 | 48.34% | 2.08% | 302 |
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 | 48.18% | 3.04% | 440 |
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 | 47.98% | 3.08% | 446 |
當 狂躁! 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 47.83% | 2.70% | 391 |
當 蠻力重擊 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 47.77% | 2.63% | 381 |
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 | 47.53% | 2.93% | 425 |
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 | T2 | 47.15% | 3.27% | 473 |
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 | T2 | 46.65% | 3.82% | 553 |
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 | T2 | 46.28% | 2.04% | 296 |
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 | T2 | 45.95% | 2.81% | 407 |
當 升級無盡之刃 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 45.68% | 2.55% | 370 |
當 暴擊治療 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 44.78% | 3.64% | 527 |
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 | T2 | 44.05% | 2.32% | 336 |
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 | T2 | 43.73% | 2.48% | 359 |
當 升級收藏家 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 43.43% | 2.73% | 396 |
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 | T2 | 43.31% | 2.37% | 344 |
當 痛恨一擊 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 43.02% | 2.42% | 351 |
當 劍舞之心 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 42.39% | 2.54% | 368 |
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 | T3 | 55.44% | 1.33% | 193 |
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 | 54.92% | 1.68% | 244 |
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 | 54.84% | 1.50% | 217 |
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 | 53.44% | 1.30% | 189 |
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 | 51.59% | 1.08% | 157 |
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 | T3 | 50.97% | 1.42% | 206 |
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 | 50.82% | 1.26% | 183 |
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 | T3 | 50.57% | 1.20% | 174 |
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 | T3 | 50.32% | 1.07% | 155 |
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 | T3 | 50.00% | 1.89% | 274 |
當 刃下狂風 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 49.13% | 1.59% | 230 |
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 | 48.89% | 1.86% | 270 |
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 | 48.78% | 1.42% | 205 |
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 | 48.51% | 1.39% | 202 |
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 | 48.03% | 1.05% | 152 |
當 神聖雪球 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 45.75% | 1.46% | 212 |
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 | T3 | 45.39% | 1.05% | 152 |
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 | 45.08% | 1.68% | 244 |
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 | T3 | 44.89% | 1.89% | 274 |
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 | T3 | 44.65% | 1.48% | 215 |
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 | T3 | 44.40% | 1.66% | 241 |
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 | T3 | 44.35% | 1.59% | 230 |
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 | T3 | 43.98% | 1.66% | 241 |
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 | T3 | 43.83% | 1.12% | 162 |
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 | 43.11% | 1.55% | 225 |
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 | 42.93% | 1.27% | 184 |
當 普羅能量炮 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 42.91% | 1.85% | 268 |
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 | T3 | 42.41% | 1.77% | 257 |
當 戰爭交響曲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 41.74% | 1.50% | 218 |
當 土司和奶油 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 41.33% | 1.87% | 271 |
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 | T3 | 40.91% | 1.67% | 242 |
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 | T3 | 40.49% | 1.42% | 205 |
當 穩紮穩打 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 39.80% | 1.39% | 201 |
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 | 39.67% | 1.27% | 184 |
當 觸發地獄火狂襲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 37.15% | 1.75% | 253 |
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 | 58.33% | 0.58% | 84 |
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 | 57.83% | 0.57% | 83 |
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 | 54.55% | 0.76% | 110 |
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 | T4 | 54.24% | 0.81% | 118 |
當 閃光俠 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 52.63% | 0.79% | 114 |
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 | T4 | 52.11% | 0.49% | 71 |
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 | 51.35% | 0.51% | 74 |
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 | T4 | 51.15% | 0.90% | 131 |
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 | T4 | 50.91% | 0.76% | 110 |
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 | 49.61% | 0.89% | 129 |
當 回復不休 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 49.57% | 0.81% | 117 |
當 超狙武器 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 48.98% | 1.01% | 147 |
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 | T4 | 48.78% | 0.57% | 82 |
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 | 47.73% | 0.91% | 132 |
當 大地覺醒 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 47.06% | 0.70% | 102 |
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 | T4 | 46.51% | 0.59% | 86 |
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 | T4 | 46.43% | 0.97% | 140 |
當 手腳麻利 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 46.39% | 0.67% | 97 |
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 | 46.24% | 0.64% | 93 |
當 海克斯科技龍魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 45.98% | 0.60% | 87 |
當 腿部訓練日 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 45.45% | 0.84% | 121 |
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 | 45.00% | 0.69% | 100 |
當 燒起來吧 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 44.83% | 0.60% | 87 |
當 地獄三頭犬 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 44.78% | 0.46% | 67 |
當 電光石火 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 | 43.82% | 0.61% | 89 |
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 | T4 | 43.28% | 0.46% | 67 |
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 | 43.18% | 0.91% | 132 |
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 | T4 | 41.86% | 0.59% | 86 |
當 縮小光線 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 41.82% | 0.76% | 110 |
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 | T4 | 41.18% | 0.70% | 102 |
當 任務:阿福英雄 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 40.86% | 0.64% | 93 |
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 | 40.43% | 0.65% | 94 |
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 | 39.73% | 0.50% | 73 |
當 玻璃大砲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 38.37% | 0.59% | 86 |
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 | T4 | 38.18% | 0.76% | 110 |
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 | 33.72% | 0.59% | 86 |
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 | T5 | 46.15% | 0.36% | 52 |
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 | T5 | 45.90% | 0.42% | 61 |
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 | T5 | 43.64% | 0.38% | 55 |
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 | T5 | 42.62% | 0.42% | 61 |
當 射程強化改造 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T5 | 36.21% | 0.40% | 58 |
嘉文四世 Skill Combos
Extracted from the skill order guide
Max order: R > E > Q > W (if you get attack speed or on-hit augments)
Max order: R > Q > W > E (if you get survivability or shield-power augments)
嘉文四世 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role and Tempo | Plays a tempo game as a frontline anchor, poking with flag and waiting for one perfect Cataclysm engage per fight. | Becomes a perma-dive disruptor who engages, dies, respawns, and re-engages within the same extended teamfight phase. | Stop waiting for perfect engages; force fights faster than enemies can reset. |
| Snowball Usage | Best friend for engages: mark a squishy, fly in, and R immediately to trap them with low risk. | Using Snowball into instant R gets you burst down; use it as a Q combo gap-closer or escape tool instead. | Snowball for knock-up setup, not R traps; keep it as a backup escape. |
| Cataclysm Discipline | A good R is almost always good; trap enemies, team collapses, and you win the trade. | Bad R can lose fights because enemies have tools to punish you inside your own arena; use reactively. | Wait for enemy commitment, then R to cut off retreat or isolate carries. |
| Augment Adaptation | Effectiveness is capped by base stats and item timing; plays one consistent gear regardless of situation. | Right augment redefines your champion; adapt playstyle to be suicide initiator or bruiser based on first augment. | Read your augment and shift gears accordingly before the first fight. |
| Build Priorities | Rewards burst because fights end quickly; Eclipse, Goredrinker, or full tank depending on team composition. | Rewards sustain and ability haste because fights reset and restart; build to stay in lane through multiple cycles. | Prioritize healing, shielding, and haste over pure damage or full tank. |
Champion Analysis
定位 / 目前表現
Jarvan IV the Exemplar of Demacia serves as one of the most aggressive frontline fighters in Hextech Mayhem, leveraging dramatically reduced cooldowns to initiate fights and unleash his ultimate with unprecedented frequency. His core role in this mode centers on three pillars: frontline engage, burst damage, and terrain control. The reduced cooldowns transform him into a relentless engagement machine capable of starting teamfights on his own terms. His passive, Martial Cadence, causes basic attacks to deal bonus damage based on the target's current health, making it particularly devastating against high-health targets in Hextech Mayhem. This gives Jarvan IV surprising burst potential against tanks and bruisers who might otherwise seem durable. His Q ability, Dragon Strike, thrusts forward and combos with his E ability to create the iconic EQ combo, which serves as his core tool for quickly closing distance to enemies. This combination allows him to engage from considerable range and catch opponents off guard. His W ability, Golden Aegis, grants shields to Jarvan IV and nearby allies while slowing surrounding enemies, providing utility for protecting teammates and chasing down fleeing opponents. His E ability, Demacian Standard, throws a banner that grants attack speed and vision, and when combined with Q, creates a rapid dash engage that defines his playstyle. The vision component adds strategic value for checking brushes and revealing enemies in the chaos of Hextech Mayhem. His ultimate, Cataclysm, represents Jarvan IV's signature move and most impactful contribution to teamfights. He leaps to a target area and creates a massive arena that traps enemies inside. In Hextech Mayhem, this ability almost always traps multiple enemies due to the constant clustering and chaotic movement patterns of the mode, making it the perfect teamfight initiation tool. The terrain control aspect forces enemies into unfavorable positions and can completely disrupt enemy formations. Jarvan IV's strategic value lies in his ability to force engagements that enemies cannot easily escape. The combination of his EQ engage into Cataclysm creates a powerful sequence that can single-handedly decide teamfights. His build direction emphasizes attack damage and health to maximize engage potential and sustained combat effectiveness, allowing him to dive into enemy teams and survive long enough to deliver his full combo. Players should focus on identifying moments when multiple enemies group together, then commit to aggressive engages that capitalize on his terrain-creating ultimate to lock down priority targets.
核心技巧
長文技巧 / 玩法模式
Jarvan IV in Mayhem lives and dies by his ability to isolate targets and create uneven fights where the enemy team cannot use their numbers advantage. The classic Dragon Strike into Demacian Standard combo remains his fastest engage tool, but patience is critical. Wait for enemies to burn their major crowd control or movement abilities on teammates before committing. When engaging, aim for the backline or primary damage dealer. Trapping a squishy target inside Cataclysm forces their team to either abandon them or dive into the arena, which bunches enemies up for allied area-of-effect spells. If enemies have dashes or Flash available, hold the ultimate for a split second after the knock-up, as many players will panic-burn their escape upon seeing the flag. Jarvan IV excels as a counter-engage champion because his ultimate creates a physical barrier. When enemies hard engage your backline, throw Cataclysm on your own carry to cage them with overextended assassins while protecting them from the rest of the enemy team. The narrow lane allows a well-positioned Demacian Standard to block the entire bridge, forcing enemies to walk around or destroy it. When pushed in, save the combo and use basic attacks to whittle the wave, then flag-and-drag overstepping enemies into tower range. Escape options are limited but effective. The standard EQ combo away from enemies is most reliable, though smart enemies may intercept. Using Cataclysm defensively on yourself creates a stalemate, buying time for cooldowns or team arrival, then EQ over the arena wall to leave enemies trapped inside. Never use EQ to check bushes, as the cooldown is a lifeline in Mayhem. Snowball augment or Mark/Dash summoner spell significantly extends Jarvan IV's threat range. The best use bypasses the frontline entirely to reach backline targets. If Snowball connects, do not always dash immediately, as the mark forces repositioning. A crucial trick involves dashing to a target and dropping Cataclysm as they try to escape, forcing them to burn two movement abilities in under a second. If Snowball misses, play passive until it returns, as engaging with just EQ against a full health team often results in death. Many augments trigger on ability hit or crowd control, and Jarvan IV's flag aura and ultimate provide persistent trigger windows. Standing near the flag or fighting inside Cataclysm continuously triggers shields, damage, or healing effects. The knock-up from EQ counts as crowd control for activation, so hitting multiple enemies maximizes on-hit or on-CC triggers. Wave control involves angling EQ to hit backline casters and enemy champions simultaneously, pushing while chipping health. When losing, preserve EQ to punish tower dive attempts. Diving requires clear numbers advantage or enemies without crowd control available. Jarvan IV initiates and absorbs the first tower shot, trapping enemies next to the tower with Cataclysm while teammates burst them down. When behind, Jarvan IV shifts from diver to setup tool, peeling for the carry with EQ knock-ups and using Cataclysm to zone enemies from damage dealers. Building tanky and focusing on survival allows the flag's passive armor aura to help the team. Look for picks on overextended enemies rather than starting full fights, as long death timers in Mayhem allow catching one enemy to enable tower pushes or resets.
Read full guide玩法指南
玩法 / 隊伍結構
Jarvan IV the Exemplar of Demacia operates as a tempo-setting engage champion who must actively threaten all-ins rather than win passive poke wars. In the early game, he positions near the front line to force enemies to respect his zone while ranged teammates chip away. His primary goal is finding openings for full combos, using Dragon Strike to the Flag for knock-up, though he must back off immediately if the flag misses due to having no escape and long cooldowns. Snowball serves as a threat tool that can force Flash or defensive abilities even without dashing in. When ahead early, he hard shoves waves and zones enemies with his flag; when behind, he plays back and peels for ranged carries with Q knock-up. The level six power spike is a key window for coordinated dives or full commits. During the mid game, Jarvan IV transitions into constant team fighting where he looks for picks on isolated targets or forces enemies into chokepoints. He must stay with his primary damage dealer, as diving alone in Mayhem typically results in instant death. His Q provides armor shred for AD carries while keeping Flag ready for engage opportunities. Snowball becomes his primary initiation tool, targeting immobile backline targets with the sequence of Snowball in, auto to mark, then Q to flag for knock-up, saving his ultimate until after enemies use their escapes. Augment choices determine whether he plays as a bruiser or warden. He pushes as a unit, using his flag to check bushes, and his passive makes him a strong sieger when protected. In the late game, death timers are long and one mistake ends the game. Jarvan IV shifts from initiator to decision-maker, identifying which targets are worth trapping and when to hold his ultimate for protection. He must frontline without getting poked down for free, dancing in and out of brush. He should not waste Q on minions, saving it instead for champion engage on high-priority targets. Snowball becomes strictly for catching out-of-position enemies or dodging critical skill shots. Area-of-effect augments combine with his ultimate for massive zone control. When ahead, he forces the enemy nexus, using his ultimate to zone defenders away from the objective rather than chasing kills. When behind, he waits for enemies to make mistakes, using his ultimate to trap them under tower and turn a losing game into a win. The game ends decisively with no room for prolonged stalemates.
Read full guide優劣勢處理
優勢 / 弱點
Jarvan IV the Exemplar of Demacia excels when he can leverage his Dragon Strike and Demacian Standard combo to force enemy reactions, either burning Flash or securing kills. In Mayhem, his cooldowns are short enough that he does not need to wait for the perfect three-man knockup. Hitting one or two targets is sufficient to commit, and his passive attack speed steroid allows him to win extended trades, especially with an early gold lead and a completed item. When ahead, Jarvan IV should walk forward with his team to zone enemies off health relics, using the threat of his combo to force bad positions. Placing Demacian Standard behind the enemy minion wave pushes faster and creates a zone where he gains attack speed while enemies take damage. He should not simply sit under the enemy tower but rotate to health relics or set up for the next wave. Cataclysm creates a guaranteed kill zone if enemies lack dashes to escape. Mayhem favors aggression, so diving low enemies hugging tower is viable by using Cataclysm to trap the target and Dragon Strike to dodge tower aggro or escape. Aggressive play forces enemies to burn summoner spells or die, snowballing into a gold lead for defensive items. Augments like Demolisher or Raid Boss cover his weakness of getting kited, with Raid Boss allowing him to walk through poke and force fights. However, even with a lead, Jarvan IV is not a 1v5 champion and needs damage dealers to hit trapped targets. When behind, Jarvan IV struggles when his combo whiffs, he gets poked down before engaging, or his team lacks damage to follow up. The worst position is standing at full health with no mana while his team gets chipped away. Poke in Mayhem is relentless, so falling behind means he cannot force bad fights and must play for resets while picking augments that stabilize health or cooldowns. He should give up ground, let enemies push to his side of the bridge, and avoid engaging through poke. His goal shifts from creating picks to peeling for carries, using Demacian Standard to give his ADC attack speed rather than engaging, and saving Dragon Strike for disengage if enemies dive the backline. A desperate four-man Cataclysm usually just traps him with the fed enemy carry. Instead, he should use his ultimate on an assassin or diver to isolate them from his team. If the team is too low to fight, recalling together is essential, as walking back with low health guarantees losing the next wave. Priority augments for recovery include those providing sustain, shielding, or ability haste, such as First Aid Kit for healing or Lightning Rush for movement speed to close gaps without taking as much damage. Passive play stops the bleeding and avoids unrecoverable fights. Jarvan IV has decent base stats and a useful ultimate even without items, so staying even in experience and protecting damage dealers allows one good Cataclysm late to flip the match. Patience is the only way back, and Dragon Striking into five people without team support results in dying for nothing.
Read full guide英雄背景
背景 / 身份 / 文本塊
Jarvan IV the Exemplar of Demacia defines his presence in Mayhem ARAM as an engage-heavy diver who forces fights on his own terms. The mode's accelerated gold and experience cause his item powerspikes to arrive faster, transforming his ultimate into a frequent death sentence for isolated squishy targets. He is not a passive peeler but exists to flag-and-drag, trap priority targets, and enable his team to collapse inside his arena. His passive, Martial Cadence, gives his initial burst surprising bite against the high-health bruisers common in Mayhem. Since fights are constant, he constantly refreshes it on new targets while weaving through skirmishes. The passive functions as his finish-the-trade damage, ensuring he does not come out behind on health trades after engaging. Smart target selection matters, as proccing it on a tank with Thornmail while a squishy is in range loses trade value. Dragon Strike serves as his primary damage tool and escape. The armor shred is massive in Mayhem where lethality builds are common, and the knock-up duration sets up his ultimate while letting teammates land free skillshots. The EQ combo defines his identity as a gap closer, crowd control, and burst setup. Without Q available, he has no reliable way to force a fight. Missing Q leaves him vulnerable, making him a sitting duck for the next few seconds. Golden Aegis is his survival button. The slow is crucial for keeping enemies inside his Cataclysm after the initial knock-up wears off, and the shield helps him survive the burst focus that inevitably comes after diving in. Using it immediately after landing the EQ combo slows their retreat and makes follow-up auto-attacks and ultimate placement easier. Using it too early before engaging wastes the slow entirely. Demacian Standard provides a deceptively strong attack speed aura in Mayhem ARAM, benefiting teammates with at least one auto-attacker. The flag also grants vision for checking bushes before face-checking. It serves as the anchor for his combo, as without it, Q is just a line nuke. Placing E inside his ultimate arena ensures he and any teammates who join the cage fight have the attack speed advantage. Cataclysm is his win condition. In Mayhem's single lane with no flanks, a good Cataclysm isolates a high-value target from their team, forcing a 1v1 or 2v1 inside the ring while the rest of the enemy team watches from outside. The cooldown is low enough that he should use it to force kills rather than saving it for the perfect moment. A missed or bad Cataclysm is catastrophic, as trapping himself inside with five enemies or trapping his own carry with an assassin can single-handedly lose the fight.
Read full guide避免常見錯誤
常見錯誤 / 風險控制
Jarvan IV in ARAM: Mayhem appears to be a straightforward engage champion, but the mode's accelerated pacing exposes every poor habit carried over from Summoner's Rift. With faster cooldowns and constant fighting, one failed combo ruins pressure for a significant window, making mistake avoidance critical to success. Mechanical errors center around the Demacian Standard and Dragon Strike combination. Whiffing Dragon Strike after landing the Standard leaves a soldier on the ground with no knockup, no dash, and no damage, wasting the main cooldown. The correct approach is aiming Dragon Strike through the Standard's location rather than directly at the enemy. After this mistake, Jarvan IV should play back and use passive auto-attacks to poke while waiting for the Standard to return. Another error involves dashing when only the knockup is needed. If the Standard lands on a squishy target already in range of the team, dashing puts Jarvan IV in the middle of the enemy team where he gets burst down before using his ultimate. The knockup alone often sets up the kill, and the dash should be saved for repositioning or escape. Cataclysm mistakes include trapping targets with available dashes or blinks, allowing them to escape instantly while leaving Jarvan IV trapped in a small arena with no escape. The solution is waiting for enemies to burn mobility first, looking for dash or Flash animations before committing. Canceling Golden Aegis by spamming commands during crowd control or mid-dash wastes the shield, slow, and protection. The ability should be pressed once after landing while taking aggro. Missing Demacian Standard placement on terrain or towers spawns it in useless spots, losing the engage tool entirely. Decision mistakes prove equally costly. Engaging without team follow-up results in instant death, and even fast respawns cannot recover lost objectives or pushes. Jarvan IV must check team position and mana before committing. Using Cataclysm when teammates have heavy area-of-effect damage ready can isolate targets from allied ultimates or block skillshots entirely, wasting both abilities. The ultimate should instead be saved for lockdown on priority targets or peeling divers off the backline. Chasing kills through the enemy base gate leads to death against respawning or collapsing enemies. The correct action is resetting after a successful push to heal, buy, and regroup. Building pure damage when the team needs a frontline leaves Jarvan IV getting deleted on entry with no tank to absorb burst. When the only melee champion, survivability items become essential, as passive and base values still provide damage. Ignoring the Snowball augment option removes the ability to engage from long range or escape over walls, forcing much more patient play. Fighting in the open against kite-heavy compositions results in never reaching combo range, making lane brushes and terrain essential for forcing enemies closer. Jarvan IV wins games by creating unfair fights, landing the knockup, trapping the right target, and trusting the team to finish the job.
Read full guideFAQ
嘉文四世
蒂瑪西亞楷模 嘉文四世在海克斯大亂鬥中推薦哪些增益裝置? 蒂瑪西亞楷模 嘉文四世推薦的海克斯強化:能力值堆起來!、質變:金級、質變:稜鏡。詳細勝率和選取率請查看本頁面。 蒂瑪西亞楷模 嘉文四世在海克斯大亂鬥中怎麼出裝? 蒂瑪西亞楷模 嘉文四世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。 蒂瑪西亞楷模 嘉文四世在海克斯大亂鬥中是什麼段位? 蒂瑪西亞楷模 嘉文四世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
