Normal max order: Q > E > W, with R ranked up whenever possible.
推薦出裝
裝備 / 勝率 / 登場率
出裝配置
26.9核心裝備
- 總價
- 3,100
- 價格
- 950
70 魔法攻擊 350 生命 15 技能加速 虛空腐化 與敵方英雄戰鬥時,每秒額外造成2%傷害,上限為8%。達到最大效果時,獲得全能吸血。 虛空注入 增加等同於2%額外生命的魔法攻擊。
- 總價
- 1,100
- 價格
- 800
12 魔法穿透 45 跑速
- 總價
- 2,900
- 價格
- 500
80 魔法攻擊 50% 攻擊速度 15 技能加速 伊卡西亞之噬 普攻造成額外魔法傷害命中效果。
可選裝備前 12
- 總價
- 3,100
- 價格
- 950
70 魔法攻擊 350 生命 15 技能加速 虛空腐化 與敵方英雄戰鬥時,每秒額外造成2%傷害,上限為8%。達到最大效果時,獲得全能吸血。 虛空注入 增加等同於2%額外生命的魔法攻擊。
48.73%- 總價
- 3,000
- 價格
- 800
60 魔法攻擊 300 生命 折磨: 傷害性技能時會燃燒敵軍,使其每秒受到2%最大生命的魔法傷害,持續3秒。 受苦: 與敵方英雄戰鬥時,每秒增加2%傷害,上限為6%。
47.29%核心裝備
- 總價
- 3,100
- 價格
- 300
300 生命 60 魔法攻擊 20 技能加速 20% 攻擊速度 魔法彎刀 (0秒) 使用技能後,下一次普攻造成0額外魔法傷害,治療自身0 命中效果並額外附加一次命中效果。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 2,900
- 價格
- 500
80 魔法攻擊 50% 攻擊速度 15 技能加速 伊卡西亞之噬 普攻造成額外魔法傷害命中效果。
- 總價
- 3,100
- 價格
- 300
300 生命 60 魔法攻擊 20 技能加速 20% 攻擊速度 魔法彎刀 (0秒) 使用技能後,下一次普攻造成0額外魔法傷害,治療自身0 命中效果並額外附加一次命中效果。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 3,100
- 價格
- 950
70 魔法攻擊 350 生命 15 技能加速 虛空腐化 與敵方英雄戰鬥時,每秒額外造成2%傷害,上限為8%。達到最大效果時,獲得全能吸血。 虛空注入 增加等同於2%額外生命的魔法攻擊。
可選裝備前 12
起始裝備
核心裝備
- 總價
- 3,100
- 價格
- 300
300 生命 60 魔法攻擊 20 技能加速 20% 攻擊速度 魔法彎刀 (0秒) 使用技能後,下一次普攻造成0額外魔法傷害,治療自身0 命中效果並額外附加一次命中效果。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 3,100
- 價格
- 950
70 魔法攻擊 350 生命 15 技能加速 虛空腐化 與敵方英雄戰鬥時,每秒額外造成2%傷害,上限為8%。達到最大效果時,獲得全能吸血。 虛空注入 增加等同於2%額外生命的魔法攻擊。
- 總價
- 3,100
- 價格
- 950
70 魔法攻擊 350 生命 15 技能加速 虛空腐化 與敵方英雄戰鬥時,每秒額外造成2%傷害,上限為8%。達到最大效果時,獲得全能吸血。 虛空注入 增加等同於2%額外生命的魔法攻擊。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 3,100
- 價格
- 300
300 生命 60 魔法攻擊 20 技能加速 20% 攻擊速度 魔法彎刀 (0秒) 使用技能後,下一次普攻造成0額外魔法傷害,治療自身0 命中效果並額外附加一次命中效果。
可選裝備前 12
起始裝備
核心裝備
- 總價
- 3,100
- 價格
- 300
300 生命 60 魔法攻擊 20 技能加速 20% 攻擊速度 魔法彎刀 (0秒) 使用技能後,下一次普攻造成0額外魔法傷害,治療自身0 命中效果並額外附加一次命中效果。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 2,900
- 價格
- 500
80 魔法攻擊 50% 攻擊速度 15 技能加速 伊卡西亞之噬 普攻造成額外魔法傷害命中效果。
可選裝備前 12
- 總價
- 3,100
- 價格
- 300
300 生命 60 魔法攻擊 20 技能加速 20% 攻擊速度 魔法彎刀 (0秒) 使用技能後,下一次普攻造成0額外魔法傷害,治療自身0 命中效果並額外附加一次命中效果。
52.78%- 總價
- 3,000
- 價格
- 800
60 魔法攻擊 300 生命 折磨: 傷害性技能時會燃燒敵軍,使其每秒受到2%最大生命的魔法傷害,持續3秒。 受苦: 與敵方英雄戰鬥時,每秒增加2%傷害,上限為6%。
50.35%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 | 65.97% | 8.07% | 767 |
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 | 65.70% | 3.99% | 379 |
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 | 63.57% | 4.42% | 420 |
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 | T1 | 60.58% | 4.37% | 416 |
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 | T1 | 60.57% | 6.27% | 596 |
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 | 60.00% | 5.42% | 515 |
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 | 59.50% | 16.77% | 1,595 |
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 | T1 | 59.36% | 11.13% | 1,058 |
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 | 59.31% | 18.19% | 1,730 |
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 | T1 | 58.52% | 6.41% | 610 |
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 | 58.09% | 5.39% | 513 |
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 | T1 | 57.64% | 5.09% | 484 |
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 | T1 | 57.53% | 11.51% | 1,095 |
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 | T1 | 57.32% | 5.03% | 478 |
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 | 56.80% | 5.18% | 493 |
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 | 56.68% | 9.37% | 891 |
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 | 55.85% | 5.12% | 487 |
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 | T1 | 55.59% | 6.58% | 626 |
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 | 55.31% | 4.75% | 452 |
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 | 54.95% | 9.78% | 930 |
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 | T1 | 54.55% | 4.51% | 429 |
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 | 54.35% | 3.99% | 379 |
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 | T1 | 53.43% | 4.90% | 466 |
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 | 53.43% | 7.97% | 758 |
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 | T1 | 52.69% | 8.00% | 761 |
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 | 52.29% | 8.04% | 765 |
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 | 52.22% | 5.44% | 517 |
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 | 52.01% | 5.50% | 523 |
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 | T1 | 51.14% | 5.55% | 528 |
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 | T1 | 50.70% | 5.29% | 503 |
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 | 48.02% | 7.44% | 708 |
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 | 65.22% | 2.42% | 230 |
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 | 64.91% | 3.00% | 285 |
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 | 64.17% | 2.67% | 254 |
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 | T2 | 62.46% | 3.08% | 293 |
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 | 62.00% | 2.10% | 200 |
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 | T2 | 61.83% | 1.96% | 186 |
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 | 60.76% | 3.32% | 316 |
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 | T2 | 59.77% | 2.69% | 256 |
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 | 59.71% | 2.17% | 206 |
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 | 58.75% | 2.70% | 257 |
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 | 57.56% | 2.50% | 238 |
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 | T2 | 57.38% | 3.21% | 305 |
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 | 57.29% | 2.09% | 199 |
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 | T2 | 57.19% | 3.29% | 313 |
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 | 56.87% | 2.22% | 211 |
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 | 56.64% | 2.69% | 256 |
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 | 55.52% | 2.95% | 281 |
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 | T2 | 55.47% | 2.79% | 265 |
當 頂狙武器 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 | 稜彩 | T2 | 55.38% | 3.32% | 316 |
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 | 55.16% | 2.65% | 252 |
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 | 54.89% | 2.80% | 266 |
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 | T2 | 54.35% | 1.93% | 184 |
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 | 53.81% | 2.07% | 197 |
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 | T2 | 53.77% | 2.23% | 212 |
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 | 53.73% | 2.11% | 201 |
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 | 53.21% | 2.79% | 265 |
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 | T2 | 53.13% | 2.69% | 256 |
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 | 50.21% | 2.56% | 243 |
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 | 50.00% | 2.04% | 194 |
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 | 49.29% | 2.22% | 211 |
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 | 65.74% | 1.14% | 108 |
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 | T3 | 61.94% | 1.63% | 155 |
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 | 61.67% | 1.26% | 120 |
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 | T3 | 60.71% | 1.18% | 112 |
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 | 60.38% | 1.11% | 106 |
當 能力值堆堆堆起來! 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 59.59% | 1.54% | 146 |
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 | 59.57% | 1.48% | 141 |
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 | 58.33% | 1.89% | 180 |
當 死亡循環 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 58.10% | 1.10% | 105 |
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 | T3 | 57.86% | 1.47% | 140 |
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 | 57.69% | 1.09% | 104 |
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 | 57.55% | 1.46% | 139 |
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 | 57.27% | 1.16% | 110 |
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 | T3 | 56.88% | 1.15% | 109 |
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 | T3 | 56.76% | 1.56% | 148 |
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 | 56.74% | 1.48% | 141 |
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 | T3 | 56.40% | 1.81% | 172 |
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 | T3 | 55.56% | 1.14% | 108 |
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 | 55.34% | 1.08% | 103 |
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 | T3 | 55.13% | 1.64% | 156 |
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 | T3 | 54.90% | 1.61% | 153 |
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 | 54.87% | 1.19% | 113 |
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 | T3 | 53.96% | 1.46% | 139 |
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 | 53.90% | 1.48% | 141 |
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 | T3 | 53.90% | 1.48% | 141 |
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 | T3 | 53.79% | 1.52% | 145 |
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 | 53.74% | 1.55% | 147 |
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 | T3 | 53.57% | 1.18% | 112 |
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 | 53.08% | 1.37% | 130 |
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 | 52.46% | 1.28% | 122 |
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 | T3 | 52.34% | 1.35% | 128 |
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 | T3 | 50.94% | 1.11% | 106 |
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 | T3 | 50.93% | 1.69% | 161 |
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 | T3 | 50.00% | 1.45% | 138 |
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 | 46.85% | 1.17% | 111 |
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 | T3 | 43.79% | 1.61% | 153 |
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 | 60.71% | 0.59% | 56 |
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 | T4 | 60.26% | 0.82% | 78 |
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 | T4 | 60.00% | 0.68% | 65 |
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 | 59.68% | 0.65% | 62 |
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 | T4 | 58.62% | 0.61% | 58 |
當 基本功夫 的效果契合英雄輸出方式、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 | 58.46% | 0.68% | 65 |
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 | 57.97% | 0.73% | 69 |
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 | T4 | 57.75% | 0.75% | 71 |
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 | T4 | 57.35% | 0.72% | 68 |
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 | 55.93% | 0.62% | 59 |
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 | T4 | 54.72% | 0.56% | 53 |
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 | T4 | 54.67% | 0.79% | 75 |
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 | T4 | 54.44% | 0.95% | 90 |
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 | T4 | 53.76% | 0.98% | 93 |
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 | T4 | 53.45% | 0.61% | 58 |
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 | T4 | 53.45% | 0.61% | 58 |
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 | T4 | 53.09% | 0.85% | 81 |
當 升級破曉綻放之劍 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 53.03% | 0.69% | 66 |
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 | 52.94% | 0.72% | 68 |
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 | 51.79% | 0.59% | 56 |
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 | 51.56% | 0.67% | 64 |
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 | 51.47% | 0.72% | 68 |
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 | 51.39% | 0.76% | 72 |
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 | T4 | 50.00% | 0.84% | 80 |
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 | T4 | 50.00% | 0.78% | 74 |
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 | T4 | 48.72% | 0.82% | 78 |
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 | 48.33% | 0.63% | 60 |
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 | T4 | 47.69% | 0.68% | 65 |
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 | T4 | 46.91% | 0.85% | 81 |
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 | T4 | 46.15% | 0.96% | 91 |
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 | 46.15% | 0.68% | 65 |
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 | T4 | 44.23% | 0.55% | 52 |
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 | 42.42% | 0.69% | 66 |
關 Skill Combos
Extracted from the skill order guide
Q first.
關 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Gwen is a scaling AP bruiser who needs controlled entries, threatening frontliners and forcing awkward spacing with her mist while looking for extended fights. | Gwen can become a true fight-breaker with mobility or durability augments, punishing smaller mistakes harder and turning single cooldown gaps into full chases. | Adapt your playstyle to your augments; play patient with weak setups and aggressive with strong combat tools. |
| W Timing | Save Hallowed Mist to block outside damage while hitting closest targets or to create safe pockets against ranged teams, avoiding early casts that enemies can wait out. | W timing is more punishing since fights are faster and damage spikes harder; use it only when committing or denying ranged pressure while finishing a target. | Never press W just because the fight started; use it when enemies have a reason to shoot you. |
| Engage Entry | Often needs Snowball or a flank to reach the back line after letting the enemy waste crowd control, waiting for items and safe farm opportunities. | Snowball is more conditional; some augment setups provide enough access without risky marks, so enter after key enemy cooldowns are gone or to follow your team's engage. | Use Snowball to follow up or dodge poke, not as a solo engage into five champions. |
| Ultimate Usage | Throwing ultimate early can soften a fight and help approach, serving as a useful opener to pressure enemies before fully committing. | Hold R for when enemies are locked into a path, slowed, or forced to retreat; enemies may have extra mobility or shields from augments that make careless casts useless. | Use R as a chase and re-entry tool when the enemy has committed to a path. |
| Build Flexibility | Itemization balances AP damage with survivability to stay in melee range, with pure glass cannon working only in specific scenarios. | Item choices are more reactive to augments; lean into damage if augments give durability, or prioritize defensive items if augments give damage but no safety. | Do not copy normal ARAM builds blindly; adapt to what your augments lack. |
Champion Analysis
定位 / 目前表現
In Hextech Mayhem, Gwen the Hallowed Seamstress is a melee AP fighter who blends exceptional single-target burst damage with outstanding survivability. Her kit revolves around close-range engagements where she can exploit her passive, A Thousand Cuts, which causes her attacks and abilities to deal bonus magic damage based on the target’s current health percentage. When she is near enemy champions, she gains bonus armor and magic resistance, making her deceptively durable in the thick of combat. Her primary damage tool, Snip Snip! (Q), unleashes a rapid series of scissor cuts that deal magic damage and hit especially hard against low-health targets, allowing her to execute wounded foes. The dash from Skip ‘n Slash (E) provides both mobility and an attack speed buff, enabling her to close distance quickly or reposition during fights. Her ultimate, Needlework, enlarges her scissors to significantly boost the range and damage of her next several attacks, giving her powerful follow-up pressure. The core of her strategic value in Hextech Mayhem lies in the careful use of Hallowed Mist (W). This ability creates a zone where Gwen becomes untargetable to enemies outside of it while gaining bonus attack speed and damage reduction. Properly timing this mist is absolutely essential to dominating team fights, as it allows her to survive burst, avoid key crowd control, and continue dishing out damage without being shut down. Gwen thrives as a melee AP fighter-assassin, singling out priority targets with her burst and using her defensive tools to stay alive long enough to turn fights. Her reliance on close positioning means she must be deliberate about when to dive in, but her passive defensive stats and the damage reduction from Hallowed Mist give her surprising staying power. Mastering the window of untargetability from her W is the most important skill for any Gwen player in Hextech Mayhem, as it directly determines whether she can survive the initial explosive exchanges and clean up the fight. She offers high-risk, high-reward play that rewards aggressive but calculated engagements, and her ability to carve through enemy backlines while remaining elusive makes her a potent threat when played with good awareness of enemy cooldowns and positioning.
核心技巧
長文技巧 / 玩法模式
Gwen The Hallowed Seamstress is strongest when the fight is already messy; she should not be played like a straight-line engage tank because in ARAM: Mayhem teams have extra damage, mobility, or augment spikes that punish a first move. She must let her frontline, Snowball users, or poke champions start the trade, then enter once key crowd control or burst has been thrown, holding her dash if easy point-and-click lockdown remains available. Gwen wins longer skirmishes, not coin-flip openings, so her engage pattern begins from the side of the wave rather than the center, reducing how many poke spells and engage tools travel through her position. Snowball is a commitment tool, not a scouting tool; she should throw it when her team can follow or when the marked target has used mobility, but not recast instantly unless her mist and dash can keep her alive through the first punish, as a delayed recast often baits panic movement. Dash after the enemy reacts to stay connected, dodge a return spell, or reposition inside her protection zone, walking forward until they cast something then dashing through the punish window. She enters with a clear target order, usually the nearest damage dealer who cannot instantly escape, cutting through the frontline while keeping her body angled toward the carry rather than chasing into five people; forcing the frontline to retreat while her team pushes up is already a won exchange. When counter-engaging, Gwen excels at turning dives by dropping her defensive zone around the fight area and stepping into the diver, making the trade slow and expensive while her carries kite backward, holding her burst until the diver commits so her backline has a real deterrent. Her escape plan starts before the fight, knowing whether she is retreating toward tower, a health relic area, or her team’s crowd control, and she uses her mist to break the enemy’s clean targeting window but keeps moving so they must step into danger or switch targets. In narrow-lane spacing, she does not stack directly with her carries, holding a position slightly ahead and off to one side to avoid area damage hitting everyone, respects choke points after towers fall, and uses the wave to hide intent rather than AFK farm, stepping forward immediately when a key enemy engage tool misses. Target priority focuses on the reachable carry rather than the perfect carry, accepting frontline kills when they open space, and switching targets once defensive tools like stasis, invisibility, dash, or peel ultimates are spent. Snowball timing involves landing before her team commits and recasting after the enemy answers, using the mark to bypass poke lanes, and never recasting into layered crowd control. She plays around what her augment rewards, triggering offensive augments after enemy peel is used and using defensive augments before she is trapped to buy real actions. Her push and pull rhythm dictates pushing when her team has health and cooldowns, pulling back after her main tools are down, and not overpushing into fresh respawns. Dive timing is limited to targets already restricted, with a clear enter-finish-leave pattern, and if the dive stalls she switches to zoning. When behind, Gwen stops starting fights from max range, peels before flanking, trades health for wave only when it prevents tower loss, takes small wins like burning a shield or forcing a dash, and keeps the game playable until one overextended enemy gives her the close-range fight she actually wants.
Read full guide玩法指南
玩法 / 隊伍結構
Gwen The Hallowed Seamstress approaches ARAM Mayhem with a clear three-stage game plan that prioritizes survival, mid-game pressure, and late-game fight shape. From levels one through six, her goal is simply to reach her first major fight with enough health to participate. She starts just behind the front line, near the edge of the wave, so she can last-hit and threaten quick trades without absorbing free poke. Early trading is deliberate: she lets enemy skillshots hit minions or her tank first, then moves in for a short trade before retreating. Snowball at this stage is used for punishment rather than blind engage—only on separated low-health targets, after the enemy uses mobility, or when crowd control is ready to follow. Augment choices should help her reach combat safely or survive the first burst. The decision to push or stall depends on team strength: if her team has stronger poke, she trims the wave to pressure the enemy; if weaker, she stalls near her side to create safer space. When ahead, she takes side brush and threatens from fog; when behind, she stops forcing trades and waits for the enemy to overextend. Between levels seven and eleven, Gwen transitions into a wave fighter who punishes cooldowns and turns Snowball into real access. She plays slightly off-center, creating an angle where carries must choose between hitting her frontline or respecting her approach. Trades become layered: she steps up after the enemy misses crowd control, lands damage while they retreat, then decides whether to commit fully. Snowball becomes a safe bridge into fights, used on frontliners for entry or on isolated carries with team follow. Augments now support a clear job—durability for longer fights, burst for waiting on crowd control, mobility tools saved for the second movement. Push when her team has health advantage or ultimates; stall when key cooldowns are missing. If ahead, she controls the middle of the lane and forces enemies to spend cooldowns on minions; if behind, she plays as a counter-engage bruiser, entering after the enemy’s first burst is spent. Before level twelve, she identifies the champion who most threatens her—point-and-click lockdown, disengage, or fed carry—and builds her next fights around baiting that tool first. From level twelve onward, Gwen chooses the fight shape and finishes cleanly. She does not randomly frontline; instead she uses brush control to make the enemy face-check into her threat. Late fights reward patience: she threatens short trades but avoids spending everything until the enemy commits or a carry steps too close. Snowball now creates winning fights or forces major defensive responses, used after a carry shows on the wave or after mobility is spent. Augment usage matches the fight’s win condition—defensive tools used as she crosses the danger zone, damage tools saved for when targets are committed. Push hard after any won fight; stall when waiting on respawns or facing stronger engage. If ahead, she forces the enemy to fight under pressure and commits as a group once one target is caught. If behind, she looks for messy fights around overextension, focusing the closest killable target to break the fight open. After every late fight, she makes a fast map decision—push to end if multiple enemies are dead and wave is alive, otherwise reset and prepare the next Snowball angle, because Gwen wins late by turning one clean entry into a full cleanup rather than forcing every cooldown into the first champion she sees.
Read full guide優劣勢處理
優勢 / 弱點
Gwen The Hallowed Seamstress plays very differently depending on whether she is ahead or behind, and the key to both states is resource discipline and positioning. When ahead, Gwen’s strength comes from forcing the enemy to walk into her snips, Hallowed Mist, and ultimate rather than freely kiting away. She should not initiate every fight alone; instead, she stands slightly in front of her carries and uses her lead to take space. The core trigger for aggression is when enemy poke or engage tools are on cooldown. She moves up with dash available and holds Hallowed Mist until the enemy commits damage back, wasting their best answer. She also threatens the center of her snip pattern on whoever is forced to last-hit or protect a low-health ally, often shredding the nearest tank or bruiser until the enemy frontline collapses. When her team lands crowd control or a Snowball mark, she follows only if her mist and dash let her survive return fire — a missed highlight play is not a throw, but dying with shutdown gold is. She angles her ultimate through the front target toward the carry path and walks with them instead of flashing all movement at once. When pushing structures or controlling a choke, she stands where enemy skillshots cross her mist zone before reaching her backline, protecting her team. The main ahead rule is to make the enemy spend resources first; Gwen is not a pure assassin and can win by making the frontline unplayable, then cleaning up once crowd control is gone. When behind, Gwen plays for clean second entries rather than heroic first engages. She must let her tank, poke, or crowd control create a real opening before entering. She stays healthy and clears from safe angles under structure, using mist to block ranged pressure or protect retreat. If the enemy frontline is stronger, she focuses fire on the closest enemy her carries can also damage, then backs out. When enemy carries are fed and holding peel, she waits for their escape or crowd control to be used on someone else before committing ultimate and dash. If her team lands a small catch, she adds damage from the edge first and only fully enters if the target is truly trapped. After a failed trade, she gives ground to reset behind minions or allies. The behind rule is to deny the enemy a clean reset fight by making them spend cooldowns on minions, frontline, or bad angles, then stepping in with mist and hitting a target the team can actually reach. Gwen can come back through one extended fight but rarely recovers from forcing an unwinnable engage. Augment choices follow the same logic: ahead, mobility helps convert trades into kills, durability covers being stopped, and sustain rewards extended front-to-back fights. Behind, defensive augments prevent dying before damage matters, mobility helps reach fights without wasting dash early, and haste or sustain augments work best when the team can stall or fights extend. Every decision must respect that Gwen’s death when ahead feeds the enemy comeback, and her panic engage when behind hands them free push.
Read full guide英雄背景
背景 / 身份 / 文本塊
Gwen The Hallowed Seamstress is a champion defined by repeated contact, not burst. Her damage pattern relies on stacking extra magic damage through her passive, Thousand Cuts, rewarding prolonged engagements where she can keep hitting the same target. In ARAM: Mayhem, this makes her a formidable frontline shredder when fights become messy and crowded. She should not be played as a pure assassin; instead, she enters after the first wave of crowd control has been used, letting someone else draw the panic buttons before she walks in and focuses the nearest valuable target. Tanks, bruisers, and short-range divers are ideal passive fuel because they cannot easily leave once Gwen is on top of them. Chasing a backliner only to land a single hit before they disengage wastes her full value; it is often better to safely cut down a frontliner than to waste time walking through slows and stuns for an unreachable target. Gwen's kit requires careful sequencing. She uses her E to stay in range, her Q to punish enemies who are committed in front of her, and her R to maintain contact when targets try to escape. The best combos are clean sequences where the target never gets a free step away. Early in the match, she wins small front-to-back trades by hitting what is available and backing out before the enemy can chain control. In full teamfights, she waits for key disengage or hard crowd control to be used, then chooses the closest target she can keep attacking. If her team has strong engage, she follows it and cuts through the first target caught; if her team is poke-heavy, she plays slower and punishes divers who step into her side of the lane. Gwen's defensive zone, Hallowed Mist, protects her from threats outside the mist and lets her fight on her own terms. It is strongest when used to cross dangerous pockets, deny ranged follow-up during an all-in, or hold space while her team catches up. It is weakest when she is surrounded by multiple melee champions already inside the zone. Proper timing is critical: casting it right before or during commitment, not after she is already crowd controlled. Her dash, Skip 'n Slash, is both a weapon and an escape plan. It allows her to dodge key skillshots, enter after enemy crowd control misses, or stay attached to a target that has already used mobility. Burning it recklessly can leave her stuck in the open with no means to retreat or chase. Her ultimate, Needlework, serves as a ranged fight extender. It can begin pressure before she is in melee range, keep enemies from escaping, and force them to move badly, making her Q and E easier to land. It is most effective when thrown through clumped enemies or down the lane with limited space to dodge. Wasting any of these abilities—missing Q, mistiming W, wasting E, or throwing R without follow-up—creates a significant opening for the enemy team to collapse on her, and Mayhem's narrow lane makes that punishment immediate.
Read full guide避免常見錯誤
常見錯誤 / 風險控制
Gwen wins Mayhem fights by choosing the right moment to step in, not by face-checking the entire enemy team and hoping her healing carries it. Most bad Gwen games come from two problems: wasting her protection before the real damage starts, or entering fights from a line where she cannot keep hitting. Mechanical mistakes center on misuse of her core tools. Casting Hallowed Mist too early while walking forward lets enemies wait outside or force you to leave it before dealing meaningful damage; hold Mist until you are actually committing, being targeted, or cutting off a key ranged threat, placing it where you can keep attacking rather than where you were standing. Dashing straight into the center of the enemy team before stacking pressure means you arrive with no threat and eat crowd control; use the dash to adjust angle after the fight starts or to dodge a key spell while staying in attack range. Snipping the first target in range without checking spacing causes poor damage and locks you into a cast while the backline fires back; step or dash so the snips threaten the target that matters, then cast when the enemy cannot easily sidestep. Throwing needles at maximum range with no plan to continue reveals engage timing and loses follow-up pressure; use needles to chase, punish a clumped group, or finish a target that has already spent movement. Standing still inside Mist as if the zone makes you invincible is a trap; keep moving inside the zone, kiting the edge and forcing ranged enemies to step into danger. Using Snowball only as a blind engage button leads to arriving before the team can follow; treat it as a confirmation tool when a carry is isolated or the frontline is already moving. Chasing with every movement option after a target flashes separates you from the team; chase only if the next hit likely finishes the target or the team can punish anyone who turns on you. Decision mistakes compound these errors. Playing Gwen as a primary engager every fight starts fights into full enemy cooldowns; she is often best as the second champion in, not the first body seen. Ignoring enemy composition and always diving the backline wastes effectiveness against heavy peel; decide before the fight whether to dive, play front-to-back, or serve as a counter-engage threat. Fighting while both Mist and dash are unavailable turns a winnable skirmish into free damage; track readiness before stepping forward and play like a vulnerable melee champion until at least one tool returns. Building or augmenting only for damage when the enemy can burst or chain-control results in dying before applying damage across a full fight; choose durability, healing support, or defensive synergy when the lobby demands it. Taking every low-health bait near the enemy side of the bridge pulls you past your team; check where enemy peelers are before chasing, and if baited switch immediately to escape mode. Forcing fights without the team’s wave or spacing leaves you isolated; start moving when allies are in range to follow. Staying on the tank forever because they are closest lets enemy carries get uninterrupted damage; hit the frontline only when it is safest, then look for moments to angle toward higher-value enemies, using the tank as a bridge rather than charging through. Treating a won fight as permission to dive fountain-side cleanup risks losing health and cooldowns right before the next wave; check objectives, wave, and health before chasing, as taking space and hitting structures can be better than a risky extra kill.
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Read full guide最新指南
最新攻略指南
