海克斯大亂鬥 英雄排名 / 出裝 / 海克斯符文
英雄詳情 T4 排名 #135

史加納海克斯大亂鬥出裝與最佳符文

史加納 當前在海克斯大亂鬥數據中屬於 T4。

史加納 遠古強者 史加納 戰士 / 坦克 / 法師
梯隊T4
排名#135
勝率48.03%
登場率0.21%

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49.73%
登場率12.50%
#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

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48.15%
登場率8.60%
#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%。

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%。

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48.60%
登場率5.22%

可選裝備前 12

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

50.36%
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。

50.36%
巨人腰帶 巨人腰帶 巨人腰帶
總價
900
價格
500

350 生命

49.29%
紅水晶 紅水晶 紅水晶
總價
400
價格
400

150 生命

49.29%
巨人腰帶 巨人腰帶 巨人腰帶
總價
900
價格
500

350 生命

51.08%
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。

51.08%
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。

51.08%

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
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
55.86%
登場率
6.77%
場次
401

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T155.86%6.77%401
奪命飛踢 奪命飛踢 奪命飛踢 稜彩
稀有度
稜彩
梯隊
T2
勝率
51.31%
登場率
8.36%
場次
495

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T151.31%8.36%495
升級獻祭 升級獻祭 升級獻祭 白銀
稀有度
白銀
梯隊
T4
勝率
50.78%
登場率
5.42%
場次
321

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T150.78%5.42%321
巨人 巨人 巨人 稜彩
稀有度
稜彩
梯隊
T1
勝率
50.67%
登場率
10.03%
場次
594

當 巨人 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。

查看海克斯符文詳情
稜彩T150.67%10.03%594
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
50.46%
登場率
5.52%
場次
327

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T150.46%5.52%327
質變:稜鏡 質變:稜鏡 質變:稜鏡 黄金
稀有度
黄金
梯隊
T1
勝率
50.37%
登場率
6.91%
場次
409

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T150.37%6.91%409
煽動群眾 煽動群眾 煽動群眾 黄金
稀有度
黄金
梯隊
T2
勝率
50.24%
登場率
6.99%
場次
414

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T150.24%6.99%414
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
49.75%
登場率
6.69%
場次
396

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T149.75%6.69%396
不死魔舞 不死魔舞 不死魔舞 黄金
稀有度
黄金
梯隊
T3
勝率
49.30%
登場率
6.03%
場次
357

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T149.30%6.03%357
天界之身 天界之身 天界之身 黄金
稀有度
黄金
梯隊
T1
勝率
49.17%
登場率
16.24%
場次
962

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T149.17%16.24%962
任務:鋼鐵雄心 任務:鋼鐵雄心 任務:鋼鐵雄心 黄金
稀有度
黄金
梯隊
T1
勝率
48.86%
登場率
15.55%
場次
921

當 任務:鋼鐵雄心 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。

查看海克斯符文詳情
黄金T148.86%15.55%921
細煮慢燉 細煮慢燉 細煮慢燉 稜彩
稀有度
稜彩
梯隊
T3
勝率
48.81%
登場率
7.82%
場次
463

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T148.81%7.82%463
痛打一頓 痛打一頓 痛打一頓 白銀
稀有度
白銀
梯隊
T1
勝率
48.74%
登場率
12.02%
場次
712

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T148.74%12.02%712
坦克引擎 坦克引擎 坦克引擎 黄金
稀有度
黄金
梯隊
T1
勝率
48.36%
登場率
22.10%
場次
1,309

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T148.36%22.10%1,309
重型打手 重型打手 重型打手 白銀
稀有度
白銀
梯隊
T2
勝率
47.54%
登場率
10.62%
場次
629

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T147.54%10.62%629
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
47.44%
登場率
4.95%
場次
293

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T147.44%4.95%293
裂地龍魂 裂地龍魂 裂地龍魂 白銀
稀有度
白銀
梯隊
T4
勝率
45.77%
登場率
4.80%
場次
284

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T145.77%4.80%284
剛毅 剛毅 剛毅 黄金
稀有度
黄金
梯隊
T1
勝率
45.59%
登場率
13.22%
場次
783

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T145.59%13.22%783
意志堅定 意志堅定 意志堅定 白銀
稀有度
白銀
梯隊
T4
勝率
45.49%
登場率
3.93%
場次
233

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T145.49%3.93%233
寒霜幽魂 寒霜幽魂 寒霜幽魂 白銀
稀有度
白銀
梯隊
T3
勝率
45.03%
登場率
5.78%
場次
342

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T145.03%5.78%342
不可通行 不可通行 不可通行 黄金
稀有度
黄金
梯隊
T3
勝率
44.42%
登場率
7.87%
場次
466

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T144.42%7.87%466
食魂者 食魂者 食魂者 黄金
稀有度
黄金
梯隊
T1
勝率
43.50%
登場率
15.84%
場次
938

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T143.50%15.84%938
惡趣味 惡趣味 惡趣味 白銀
稀有度
白銀
梯隊
T3
勝率
43.29%
登場率
5.03%
場次
298

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T143.29%5.03%298
暴擊治療 暴擊治療 暴擊治療 黄金
稀有度
黄金
梯隊
T2
勝率
42.72%
登場率
5.34%
場次
316

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T142.72%5.34%316
自我毀滅 自我毀滅 自我毀滅 白銀
稀有度
白銀
梯隊
T3
勝率
42.61%
登場率
4.80%
場次
284

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T142.61%4.80%284
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
41.04%
登場率
4.53%
場次
268

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T141.04%4.53%268
重磅爆發 重磅爆發 重磅爆發 白銀
稀有度
白銀
梯隊
T1
勝率
55.04%
登場率
2.18%
場次
129

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T255.04%2.18%129
作弊 作弊 作弊 黄金
稀有度
黄金
梯隊
T3
勝率
54.46%
登場率
1.89%
場次
112

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T254.46%1.89%112
紅包 紅包 紅包 黄金
稀有度
黄金
梯隊
T1
勝率
53.74%
登場率
2.48%
場次
147

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T253.74%2.48%147
普羅能量炮 普羅能量炮 普羅能量炮 黄金
稀有度
黄金
梯隊
T1
勝率
53.54%
登場率
1.67%
場次
99

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T253.54%1.67%99
能力值! 能力值! 能力值! 白銀
稀有度
白銀
梯隊
T2
勝率
52.99%
登場率
1.98%
場次
117

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T252.99%1.98%117
循環利用 循環利用 循環利用 黄金
稀有度
黄金
梯隊
T2
勝率
51.35%
登場率
1.87%
場次
111

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T251.35%1.87%111
巨大盾牌 巨大盾牌 巨大盾牌 白銀
稀有度
白銀
梯隊
T5
勝率
51.00%
登場率
3.38%
場次
200

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T251.00%3.38%200
海洋之魂 海洋之魂 海洋之魂 白銀
稀有度
白銀
梯隊
T3
勝率
50.85%
登場率
1.99%
場次
118

當 海洋之魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。

查看海克斯符文詳情
白銀T250.85%1.99%118
舞會皇后 舞會皇后 舞會皇后 稜彩
稀有度
稜彩
梯隊
T5
勝率
50.00%
登場率
2.84%
場次
168

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T250.00%2.84%168
急遽成長 急遽成長 急遽成長 黄金
稀有度
黄金
梯隊
T4
勝率
50.00%
登場率
2.36%
場次
140

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T250.00%2.36%140
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
49.66%
登場率
2.45%
場次
145

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T249.66%2.45%145
質變:金級 質變:金級 質變:金級 白銀
稀有度
白銀
梯隊
T1
勝率
49.49%
登場率
3.34%
場次
198

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T249.49%3.34%198
風語者的祝福 風語者的祝福 風語者的祝福 稜彩
稀有度
稜彩
梯隊
T4
勝率
49.18%
登場率
2.06%
場次
122

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T249.18%2.06%122
雪球輪盤 雪球輪盤 雪球輪盤 黄金
稀有度
黄金
梯隊
T2
勝率
49.06%
登場率
2.68%
場次
159

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T249.06%2.68%159
烈焰折磨 烈焰折磨 烈焰折磨 白銀
稀有度
白銀
梯隊
T4
勝率
48.89%
登場率
2.28%
場次
135

當 烈焰折磨 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。

查看海克斯符文詳情
白銀T248.89%2.28%135
斗內 斗內 斗內 黄金
稀有度
黄金
梯隊
T2
勝率
48.89%
登場率
2.28%
場次
135

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T248.89%2.28%135
終城快車 終城快車 終城快車 黄金
稀有度
黄金
梯隊
T3
勝率
48.67%
登場率
2.53%
場次
150

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T248.67%2.53%150
量子計算 量子計算 量子計算 稜彩
稀有度
稜彩
梯隊
T5
勝率
48.00%
登場率
1.69%
場次
100

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T248.00%1.69%100
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
47.30%
登場率
2.50%
場次
148

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T247.30%2.50%148
縮小引擎 縮小引擎 縮小引擎 黄金
稀有度
黄金
梯隊
T1
勝率
46.84%
登場率
3.21%
場次
190

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T246.84%3.21%190
侵蝕裝甲 侵蝕裝甲 侵蝕裝甲 白銀
稀有度
白銀
梯隊
T3
勝率
46.76%
登場率
2.35%
場次
139

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T246.76%2.35%139
因心成體 因心成體 因心成體 白銀
稀有度
白銀
梯隊
T2
勝率
46.73%
登場率
1.81%
場次
107

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T246.73%1.81%107
升級傲慢 升級傲慢 升級傲慢 黄金
稀有度
黄金
梯隊
T1
勝率
45.99%
登場率
2.31%
場次
137

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T245.99%2.31%137
彈珠台 彈珠台 彈珠台 黄金
稀有度
黄金
梯隊
T2
勝率
45.93%
登場率
2.90%
場次
172

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T245.93%2.90%172
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
45.45%
登場率
2.97%
場次
176

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T245.45%2.97%176
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
45.31%
登場率
2.16%
場次
128

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T245.31%2.16%128
蛋白飲 蛋白飲 蛋白飲 稜彩
稀有度
稜彩
梯隊
T5
勝率
45.27%
登場率
2.50%
場次
148

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T245.27%2.50%148
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
44.68%
登場率
1.59%
場次
94

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T244.68%1.59%94
極限衝鋒 極限衝鋒 極限衝鋒 白銀
稀有度
白銀
梯隊
T2
勝率
43.97%
登場率
1.96%
場次
116

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T243.97%1.96%116
溢流 溢流 溢流 黄金
稀有度
黄金
梯隊
T2
勝率
43.81%
登場率
1.77%
場次
105

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T243.81%1.77%105
靈魂淨化 靈魂淨化 靈魂淨化 黄金
稀有度
黄金
梯隊
T2
勝率
43.33%
登場率
3.55%
場次
210

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T243.33%3.55%210
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
42.96%
登場率
2.28%
場次
135

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T242.96%2.28%135
急救箱 急救箱 急救箱 白銀
稀有度
白銀
梯隊
T3
勝率
42.95%
登場率
2.52%
場次
149

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T242.95%2.52%149
神聖之火 神聖之火 神聖之火 黄金
稀有度
黄金
梯隊
T4
勝率
42.55%
登場率
1.59%
場次
94

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T242.55%1.59%94
深割 深割 深割 稜彩
稀有度
稜彩
梯隊
T4
勝率
41.85%
登場率
3.11%
場次
184

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T241.85%3.11%184
回復不休 回復不休 回復不休 黄金
稀有度
黄金
梯隊
T4
勝率
41.75%
登場率
1.74%
場次
103

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T241.75%1.74%103
處刑者 處刑者 處刑者 黄金
稀有度
黄金
梯隊
T1
勝率
41.67%
登場率
2.43%
場次
144

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T241.67%2.43%144
封我為王 封我為王 封我為王 稜彩
稀有度
稜彩
梯隊
T4
勝率
40.20%
登場率
1.72%
場次
102

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T240.20%1.72%102
雪球升級 雪球升級 雪球升級 黄金
稀有度
黄金
梯隊
T2
勝率
39.90%
登場率
3.43%
場次
203

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T239.90%3.43%203
殘忍 殘忍 殘忍 稜彩
稀有度
稜彩
梯隊
T4
勝率
37.90%
登場率
2.09%
場次
124

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T237.90%2.09%124
聖光顯靈 聖光顯靈 聖光顯靈 黄金
稀有度
黄金
梯隊
T3
勝率
37.80%
登場率
2.77%
場次
164

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T237.80%2.77%164
雙修大師 雙修大師 雙修大師 稜彩
稀有度
稜彩
梯隊
T4
勝率
37.50%
登場率
1.89%
場次
112

當 雙修大師 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。

查看海克斯符文詳情
稜彩T237.50%1.89%112
增益麻吉 增益麻吉 增益麻吉 白銀
稀有度
白銀
梯隊
T3
勝率
58.18%
登場率
0.93%
場次
55

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T358.18%0.93%55
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
56.34%
登場率
1.20%
場次
71

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T356.34%1.20%71
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
55.93%
登場率
1.00%
場次
59

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T355.93%1.00%59
火狐 火狐 火狐 白銀
稀有度
白銀
梯隊
T2
勝率
54.69%
登場率
1.08%
場次
64

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T354.69%1.08%64
吸血迷信 吸血迷信 吸血迷信 黄金
稀有度
黄金
梯隊
T1
勝率
53.62%
登場率
1.17%
場次
69

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T353.62%1.17%69
祕術拳擊 祕術拳擊 祕術拳擊 稜彩
稀有度
稜彩
梯隊
T3
勝率
53.52%
登場率
1.20%
場次
71

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T353.52%1.20%71
狂躁! 狂躁! 狂躁! 黄金
稀有度
黄金
梯隊
T2
勝率
52.73%
登場率
0.93%
場次
55

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T352.73%0.93%55
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
51.22%
登場率
1.38%
場次
82

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T351.22%1.38%82
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
50.00%
登場率
1.22%
場次
72

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T350.00%1.22%72
毫髮無傷 毫髮無傷 毫髮無傷 白銀
稀有度
白銀
梯隊
T4
勝率
49.21%
登場率
1.06%
場次
63

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T349.21%1.06%63
全能之魂 全能之魂 全能之魂 稜彩
稀有度
稜彩
梯隊
T4
勝率
49.02%
登場率
0.86%
場次
51

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T349.02%0.86%51
逃跑計畫 逃跑計畫 逃跑計畫 白銀
稀有度
白銀
梯隊
T3
勝率
48.57%
登場率
1.18%
場次
70

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T348.57%1.18%70
飲血 飲血 飲血 白銀
稀有度
白銀
梯隊
T1
勝率
47.13%
登場率
1.47%
場次
87

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T347.13%1.47%87
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
46.97%
登場率
1.11%
場次
66

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T346.97%1.11%66
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
46.91%
登場率
1.37%
場次
81

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。

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黄金T346.91%1.37%81
觸發地獄火狂襲 觸發地獄火狂襲 觸發地獄火狂襲 稜彩
稀有度
稜彩
梯隊
T5
勝率
46.48%
登場率
1.20%
場次
71

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。

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稜彩T346.48%1.20%71
幻影武器 幻影武器 幻影武器 黄金
稀有度
黄金
梯隊
T4
勝率
46.43%
登場率
0.95%
場次
56

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。

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黄金T346.43%0.95%56
雪地踱步 雪地踱步 雪地踱步 白銀
稀有度
白銀
梯隊
T2
勝率
46.30%
登場率
0.91%
場次
54

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。

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白銀T346.30%0.91%54
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
45.90%
登場率
1.03%
場次
61

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。

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稜彩T345.90%1.03%61
劍舞之心 劍舞之心 劍舞之心 稜彩
稀有度
稜彩
梯隊
T5
勝率
45.45%
登場率
0.93%
場次
55

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。

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稜彩T345.45%0.93%55
穿針引線 穿針引線 穿針引線 黄金
稀有度
黄金
梯隊
T1
勝率
45.31%
登場率
1.08%
場次
64

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。

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黄金T345.31%1.08%64
空降水豚 空降水豚 空降水豚 稜彩
稀有度
稜彩
梯隊
T5
勝率
44.83%
登場率
0.98%
場次
58

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。

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稜彩T344.83%0.98%58
神聖雪球 神聖雪球 神聖雪球 稜彩
稀有度
稜彩
梯隊
T4
勝率
44.74%
登場率
1.28%
場次
76

當 神聖雪球 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。

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稜彩T344.74%1.28%76
雷射治療 雷射治療 雷射治療 稜彩
稀有度
稜彩
梯隊
T5
勝率
43.82%
登場率
1.50%
場次
89

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。

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稜彩T343.82%1.50%89
輕舞飛揚 輕舞飛揚 輕舞飛揚 稜彩
稀有度
稜彩
梯隊
T1
勝率
42.65%
登場率
1.15%
場次
68

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。

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稜彩T342.65%1.15%68
煉獄惡靈 煉獄惡靈 煉獄惡靈 白銀
稀有度
白銀
梯隊
T2
勝率
41.67%
登場率
1.42%
場次
84

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。

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白銀T341.67%1.42%84
土司和起司 土司和起司 土司和起司 黄金
稀有度
黄金
梯隊
T3
勝率
38.60%
登場率
0.96%
場次
57

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。

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黄金T338.60%0.96%57
最終型態 最終型態 最終型態 稜彩
稀有度
稜彩
梯隊
T3
勝率
38.55%
登場率
1.40%
場次
83

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。

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稜彩T338.55%1.40%83
極度邪惡 極度邪惡 極度邪惡 黄金
稀有度
黄金
梯隊
T1
勝率
38.10%
登場率
1.42%
場次
84

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。

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黄金T338.10%1.42%84
無限循環 無限循環 無限循環 稜彩
稀有度
稜彩
梯隊
T3
勝率
34.83%
登場率
1.50%
場次
89

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。

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稜彩T334.83%1.50%89

史加納 Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

R > Q > E > W

REQW

R > E > Q > W (Heavy Engage/CC Build)

RQWE

R > Q > W > E (Sustain/Bruiser Build)

RQEW

Max Q first.

史加納 ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role and TempoPeel-and-engage hybrid that stands near carries, uses E to stun divers, and holds Impale for catch opportunities. Game rewards patience.Constant frontline chaos role that forces fights repeatedly. Short death timers and augments let you spam crowd control without waiting for perfect windows.Shift from patient catch play to relentless disruption; volume over precision wins.
Impale UsageYou wait for the perfect ultimate angle to drag a high-value target. You might go minutes without a good R window, and that's fine.A "bad" Impale that burns enemy cooldowns or trades 1-for-1 is often correct. With reset augments, R becomes a regular weapon rather than an ultimate.Stop waiting for perfect R; a good grab now beats a perfect grab later.
Skill Order FlexibilityYou often max Fracture (E) first or split points between E and W. Crystal Slash (Q) is a low-priority damage tool used mainly to proc Sheen.Augments that amplify damage or add on-hit effects can make Q-max builds viable. Skill order becomes flexible based on which augments you receive.Read your augments and adapt: lean Q for damage, E and W for crowd control.
Snowball EngagementSnowball is a committed engage tool. You use it as a gap-closer for R. If you miss or grab the wrong target, you die for nothing.Snowball becomes a repositioning tool with lower punishment. You can test angles aggressively and use it to escape after deep R pulls.Take risks on Snowball engages; failed attempts cost far less in Mayhem.
Build AdaptationBuild tank with ability haste using Sunfire Aegis, Thornmail, and Spirit Visage. Runes are Grasp or Aftershock for sustain.Damage augments enable bruiser mythics like Divine Sunderer to abuse Q procs. CC augments favor staying full tank. Phase Rush becomes viable for dive-and-exit plays.Don't copy standard tank builds blindly; match your build to your augments.
Crystal Spires PriorityStanding in your spire zone is a big deal for attack speed and movement speed. Careful positioning around zones matters.Fights move too quickly to carefully position around spire zones. Don't chase spire coverage if it means losing your angle or spacing.Ignore spire optimization; the tempo is too fast for zone dependency.

Champion Analysis

定位 / 目前表現

概覽

Skarner the Primordial Sovereign serves as one of the most controlling frontline fighters in ARAM: Mayhem, leveraging dramatically reduced cooldowns to unleash crowd control and empowered attacks with unprecedented frequency. His core identity centers on crystal control and sustained combat, making him exceptional at locking down priority targets while maintaining steady damage output throughout extended fights. In this mode, Skarner's gameplay revolves around his powerful crowd control toolkit and exceptional sustained damage capabilities. His Q ability, Crystal Slash, functions as his primary damage tool, with consecutive uses enhancing damage and applying slows to enemies. The reduced cooldowns in Hextech Mayhem allow for frequent casting, maintaining extremely high sustained output that pressures opponents continuously. His W ability, Crystalline Exoskeleton, provides both a shield and movement speed boost, enhancing his survivability and chase potential when engaging or repositioning. His E ability, Fracture, launches crystal shards that mark enemies, and attacking marked targets restores health, giving him sustain and additional chase capability during extended skirmishes. Skarner's ultimate, Impale, defines his strategic value in ARAM: Mayhem. This signature move allows him to seize a target and drag them, enabling him to grab enemy carries and pull them directly into his team. This single-target suppression creates decisive pick opportunities that can eliminate key threats before enemy teams can respond. The combination of his ultimate with his other crowd control tools makes him particularly effective at isolating and removing high-value targets from fights. While his passive, Crystal Spires, grants bonus movement speed and mana regeneration near crystal spires on Summoner's Rift, ARAM: Mayhem has no crystal spires, meaning this aspect of his kit does not factor into his mode-specific performance. However, his remaining abilities more than compensate, creating a kit focused on frontline presence, single-target control, and sustained damage. Skarner's positioning should reflect his role as a frontline fighter who initiates engagements and creates openings for his team. His combination of shields, movement speed, and health restoration through marked targets allows him to survive extended combat while applying constant pressure. The movement speed from his W ability enables him to close gaps and chase fleeing opponents, while his crowd control chain prevents enemies from escaping once engaged. His practical strategic value lies in his ability to control the pace of fights through targeted suppression and sustained pressure. Teams can rely on Skarner to initiate favorable engagements by dragging priority targets out of position, while his sustained damage and survivability ensure he remains relevant throughout the duration of team fights. Skarner the Primordial Sovereign excels as a controlling presence who shapes battlefield positioning through threat of suppression and consistent damage application.

核心技巧

長文技巧 / 玩法模式

文字模組

Skarner in Mayhem lives and dies by how you manage the Crystal Spires. Fighting outside your zones leaves you as a slow bruiser with long cooldowns, while fighting inside makes you a speed demon who sticks to targets like glue. Always check your territory status before committing. If the enemy team is actively contesting a point, wait for them to step onto the crystal before you engage, forcing them to fight on your terms where your attack speed and movement speed are significantly higher. Your primary engage tool is Fracture (E), a linear skillshot that stuns and pulls. In the narrow ARAM lane, you can clip enemies standing behind their minions by aiming for the edges between the minion wave and the side wall. If you land the stun, immediately auto-attack to drag the target back. Walk backwards as you drag to pull them further into your team's damage zone. This "drag and retreat" motion turns a simple stun into a death sentence by moving the enemy out of their own peel range. Mark/Dash is your bridge to the backline. The ideal combo is hitting Snowball on a squishy target, dashing to them, and immediately casting Fracture point-blank for a guaranteed stun. Save Impale (R) for later in the fight or for a different target, as using R immediately after a Snowball dash is often wasteful when the target is already in your face. Do not throw Snowball blindly from max range constantly, as whiffing leaves you with no gap-closer for several seconds. The single lane forces fights into tight clusters, making landing Fracture on multiple targets easier but leaving you vulnerable to crowd control chains. Use the edges of the lane to force enemies to choose between dodging into the wall or toward your teammates. When pushing the wave, stand inside your Crystal Spire zone to clear faster with the attack speed bonus. Your spacing should always threaten the pull, as even the threat of E zones enemies off the wave. Your job is to isolate the highest-value target that cannot escape you, usually the enemy ADC or mage. Use Impale to suppress and drag this specific target, actively walking backward to reposition them under your tower, into your Crystal Spire, or away from their healer. Do not use R on the tank or frontline unless peeling for your own carry, as dragging a tank into your team is often a mistake. Skarner is also a strong counter-engage tool; if the enemy dives your backline, turn around and use Fracture on the divers to save the fight. When your team is behind, Skarner shifts from an initiator to a peeler. Do not force engages if your team lacks the damage to kill the target you drag. Instead, protect your highest damage dealer by standing on top of them and using your CC chain to create space. Patience and peeling win the comeback, as desperation engages usually fail.

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玩法指南

玩法 / 隊伍結構

玩法指南

Skarner the Primordial Sovereign begins Mayhem ARAM as a lane bully who controls space through passive crystal zones rather than pure all-in dives. Position near the front of the minion wave and use Q Crystal Slash to last-hit minions while charging passive crystals. Once a crystal is charged, zone enemies off that area, forcing them to either respect the zone and lose farm or take free damage by walking in. The early trading rhythm involves waiting for enemies to step up for poke, landing E Fracture, and following up with Q and an auto-attack. Do not chase deep without passive zones active, as early damage is high but cooldowns are long, requiring immediate disengage after trades. Use Snowball defensively in the early game, saving it to dash to minions for escape against hard engage teams. Snowball can confirm a stun on squishy targets when landing a clean E, but only commit when teammates have cooldowns ready to follow up. Focus on stalling the wave near your side to farm passive crystals safely. If ahead from landing several E stuns, push the wave to force enemies under tower. If behind, give up the push entirely, play off the tower, land E from max range, and wait for gank support or a major augment power spike before hitting level 6. Mid game marks Skarner's power spike with points in Q and the ultimate online, transitioning into a primary engage threat. Position in river brush or off to the side of the lane to become a threat enemies cannot ignore. Standing in the open invites poke, while standing in fog forces enemies to face-check or use vision tools. The trading rhythm shifts to burst windows, looking for targets that have used escapes or major crowd control. Land E, stun them, and immediately use R Impale to drag them back toward the team. This stun-drag combo is the primary kill condition. Snowball becomes the primary engage tool, dashing to frontliners and instantly casting R on high-priority targets behind them to bypass the frontline. Augments define mid-game identity, with damage-oriented augments enabling assassin-style play for isolated picks, while tank or utility augments support warden-style play, absorbing poke and counter-engaging when enemies dive. Late game transforms Skarner into a decisive force where one good R can end the game. Position based on the enemy's biggest threat, flanking from the side against hyper-carries or staying with the backline to peel against strong engage teams. The trading rhythm slows, focusing on one clean initiation rather than small poke trades. Use Q to clear waves and check brushes, but avoid using E to poke unless it leads to a kill, as missing E removes the primary catch tool and signals enemies to engage. Snowball usage becomes high-risk, high-reward, closing gaps only when the team is ready to follow up. Push with numbers or cooldown advantage, taking towers or inhibitors immediately after winning fights. Patience wins late-game Skarner, waiting for enemies to make positioning errors and punishing instantly with R rather than forcing bad engages out of impatience.

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優劣勢處理

優勢 / 弱點

優劣勢

Skarner the Primordial Sovereign excels as a zone-control threat when ahead, transforming crystal segments into safe zones for allies and death traps for overextended enemies. A gold lead should trigger an immediate shift from reactive to dictatorial play. Instead of fishing for perfect Impales, Skarner should shove waves with Q and empowered attacks, then stand on the enemy's side of health relics to force bad choices between losing tower health or walking into threat range. Key trigger conditions include having more gold than the enemy frontline, constant pillar uptime, or killing the same enemy twice consecutively. When ahead, Skarner should zone with pillars rather than chase. Placing pillars to cut off retreat paths and auto-attacking anything close is more valuable than chasing low-HP enemies past towers. Impale should be saved for punishing mispositions rather than initiation, guaranteeing kills without burning escape tools. Building resistances against the biggest damage threat allows Skarner to walk through frontlines, absorb cooldowns, and drag carries back even if it means dying for the trade. Absorbing Snowballs for squishy teammates denies enemy engage attempts and protects damage dealers. The most common throw pattern is overestimating survivability after a streak. Diving past two towers to chase a kill invites collapse and chain-CC before allies arrive. Long death timers at high levels mean one caught-out death can cost two towers and an inhibitor. Players should reset mentally after each kill and evaluate whether an objective is available, recalling if not. Simply being visible and healthy applies pressure that makes enemies waste abilities. When behind, Skarner feels sluggish with pillars that lack duration and a health pool that melts on engagement. Trigger conditions include being down kills, having a tower under 50% health, or facing significant enemy item advantages. The role shifts from playmaker to peeler and setup tool. Impale becomes a defensive suppression tool for catching divers, while pillars should block enemy dive angles rather than attempt aggressive placement in enemy backlines. Skarner should protect long-range allies and let them poke rather than forcing all-ins out of frustration. Snowball usage from behind should focus on repositioning, dodging key abilities, or closing gaps just enough to land E without committing to the jump. Augments providing healing, damage reduction, or revive effects become lifelines that cover fragility. Recovery is possible with waveclear and tower protection, as enemy carries grow impatient and make mistakes. However, unrecoverable states exist when the inhibitor is down, the enemy has Baron, and the team lacks waveclear while down 10 or more kills. In these situations, grouping as five and defending nexus towers while hunting one good Impale on an overconfident enemy offers the only realistic path to stall. Behind play requires accepting the bodyguard role rather than attempting hero plays that guarantee defeat.

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英雄背景

背景 / 身份 / 文本塊

背景文案

Skarner the Primordial Sovereign operates around a single defining mechanic in ARAM: Mayhem. His passive creates zones on the map, and standing inside them grants bonus attack speed, movement speed, and mana regeneration. These zones are not optional. They are the engine that powers his entire play pattern. Fighting outside a zone leaves Skarner as a slow bruiser with no sustain, while fighting inside transforms him into a raid boss. The bonuses are significant enough that a level 3 Skarner inside a zone can trade evenly with ranged champions he would otherwise lose to. The mana regeneration is particularly critical in a mode where poke is constant, allowing him to spam abilities on cooldown without running dry. Players must check zone positions at the start of every fight and path through or toward them before committing. If enemies respect the zone, they give ground. If they ignore it, Skarner runs them down with the speed buff. Smart opponents will kite him out of zones and punish the sudden stat drop, so chasing a low-health target out of a zone is dangerous without E or R ready to close the gap instantly. Q serves as Skarner's primary damage tool, a short-range AoE slash that deals physical damage and applies on-hit effects. It has no cast time, allowing him to move and cast simultaneously, which makes him difficult to kite when he has movement speed from passive or W. The ability functions as wave clear, trading tool, and sustained damage source, with players weaving auto-attacks between Qs to maximize output. Q is the filler between E engages and the primary Conqueror stack builder in teamfights. However, using Q on cooldown while out of mana or out of range drains resources without effect, leaving Skarner unable to afford E or R when needed. W provides a shield and a burst of movement speed that decays over time. This is Skarner's only way to close distance on ranged champions who space correctly. The shield scales with health and should be activated the moment before taking damage or committing to a run-in. Using W too early allows the speed to decay before reaching the target and the shield to be chipped away by poke. Without E ready, a W engage results in being kited, the shield breaking, and taking free damage. Enemies can break the shield quickly with burst, leaving Skarner stranded. E is a linear skill shot that passes through minions and stops on the first champion hit, marking the target. Attacking a marked target stuns them and heals Skarner. This is his primary catch tool, and landing it often determines whether a pick succeeds or a dive fails. The projectile is fast but narrow, requiring prediction or close-range fire. The stun is not instant, requiring an auto-attack to trigger, so landing E at max range is risky if Skarner cannot reach the target in time. Missing E leaves him with no pressure for several seconds. R is Skarner's signature ability, suppressing a target champion and dragging them for a short duration. The range is short, requiring W or Flash to get into position. Once active, Skarner can move freely, dragging the target under tower, into his team, or away from their own team. Flash-R is a legitimate win condition if it catches an enemy carry. Using R on a full-health tank and dragging them into your own backline can throw a fight, and Quicksilver Sash or other cleanse effects break the suppression. R has a long cooldown, so whiffing it means the team loses its primary engage tool for the next fight.

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避免常見錯誤

常見錯誤 / 風險控制

避坑

Skarner in ARAM: Mayhem lives and dies by his Crystal Spires and his ability to close distance. The mode's chaos amplifies his strengths but also exposes bad habits faster than Summoner's Rift ever would. Fighting outside your Crystal Spire zone for extended periods causes you to lose the massive attack speed and movement speed bonus, shrinking your threat range and getting you kited to death while dealing negligible damage. Treat the Spire zone as your actual champion hitbox, and if a fight drifts outside, disengage or reposition to pull enemies back onto your territory. Missing E (Fracture) and immediately committing to the fight anyway leaves you with no hard crowd control and no way to set up your Q damage. E is your engagement license, so if it misses, pivot to peeling for your carry or waiting for the next cooldown. Wasting R (Impale) on a tank or support with no follow-up from your team drags a low-priority target into your team, potentially getting your backline killed by their AoE. Hold R for high-value carries or to peel assassins diving your backline, as suppressing the right champion for even a moment can swing a fight. Spamming Q (Crystal Slash) on cooldown when no enemies are in range drains your mana pool rapidly, and going OOM means you cannot cast E or R when it matters. Save Q for when you are in melee range or securing a wave. Flashing forward to R without checking if the enemy has QSS or a cleanse augment results in them breaking the suppression instantly, wasting flash, and leaving you deep in enemy territory with no escape tools. Track who has bought Quicksilver Sash or taken cleanse-type augments, and test their reactions with a smaller commitment first. Chasing a low-health enemy deep into their side of the map while your team is dead or retreating often loses more objectives or tower health than you gain. Assess the wave state and your team's position before committing to a chase. Engaging 1v5 because you think your shield makes you invincible gets you burst down before your team can follow up, as Mayhem damage scaling melts through your W shield in a split second. Wait for your team to poke or for the enemy to overextend, as Skarner is a follow-up engager or counter-engager, not a solo frontliner in this mode. Ignoring the enemy backline to duel their frontline tank wastes time hitting a high-resistance target while their ADC and mage freely shred your team. Use your speed and E to bypass the frontline when possible, as your R is one of the best tools to delete a backliner by dragging them into your team. Building pure damage when your team already has multiple carries makes you a squishy diver who dies on contact, leaving your team without a reliable frontline. Adapt your build to the team composition, as your utility and crowd control are valuable enough without full damage items. Taking Snowball and never using it to engage, only to escape, wastes a summoner spell slot, since Snowball is Skarner's best tool to close gaps in ARAM. Use Snowball to mark a target, then follow up with E or R to bypass their frontline. Giving up on the Spire contest because the enemy keeps stealing it means playing the entire game without your passive bonuses, effectively fighting at half strength. Contest the Spire with your team and treat it like an objective.

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FAQ

史加納

FAQ

遠古強者 史加納在海克斯大亂鬥中推薦哪些增益裝置? 遠古強者 史加納推薦的海克斯強化:任務:伊卡西亞殞落、細煮慢燉、質變:稜鏡。詳細勝率和選取率請查看本頁面。 遠古強者 史加納在海克斯大亂鬥中怎麼出裝? 遠古強者 史加納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。 遠古強者 史加納在海克斯大亂鬥中是什麼段位? 遠古強者 史加納目前的海克斯大亂鬥段位和排名基於每日對戰數據的勝率和選取率。在本頁面查看詳細段位和表現趨勢。

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