Normal order: R > W > E > Q.
推薦出裝
裝備 / 勝率 / 登場率
出裝配置
26.9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
- 1,200
- 價格
- 600
25 物理防禦 45 跑速 護甲 承受的普攻傷害降低10%。
- 總價
- 2,450
- 價格
- 450
150 生命 75 物理防禦 荊棘 受到普攻攻擊時,對攻擊者造成魔法傷害;若目標是英雄則另外附加40%重創效果,持續3秒。
- 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
- 2,400
- 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。
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%。
53.94%- 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。
54.23%- 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。
52.66%- 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。
54.58%- 總價
- 3,200
- 價格
- 650
350 生命 45 物理防禦 45 魔法防禦 虛空抗壓 與英雄進行戰鬥5秒後,增加30%額外物理防禦與魔法防禦,持續到戰鬥結束。
51.77%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 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 | T1 | 57.83% | 9.71% | 1,800 |
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 | T1 | 57.44% | 5.62% | 1,041 |
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 | T1 | 56.79% | 8.31% | 1,539 |
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 | 56.42% | 5.42% | 1,005 |
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 | 55.49% | 10.85% | 2,011 |
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 | 55.47% | 5.62% | 1,042 |
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 | T1 | 55.06% | 11.63% | 2,154 |
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 | 53.13% | 26.95% | 4,993 |
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 | T1 | 53.11% | 10.93% | 2,026 |
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 | 52.89% | 30.10% | 5,578 |
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 | T1 | 52.62% | 5.88% | 1,089 |
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 | T1 | 52.38% | 8.61% | 1,596 |
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 | 52.36% | 19.29% | 3,575 |
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 | 52.23% | 18.87% | 3,496 |
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 | 52.20% | 23.69% | 4,389 |
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 | 51.73% | 10.12% | 1,875 |
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 | 51.56% | 7.59% | 1,406 |
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 | T1 | 50.95% | 5.97% | 1,107 |
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 | T1 | 50.88% | 6.11% | 1,132 |
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 | 50.86% | 9.69% | 1,795 |
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 | T1 | 50.65% | 5.83% | 1,080 |
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 | 50.39% | 11.19% | 2,074 |
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 | 49.92% | 16.08% | 2,979 |
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 | T1 | 49.63% | 7.21% | 1,336 |
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 | 56.36% | 1.57% | 291 |
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 | 56.35% | 2.13% | 394 |
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 | 56.25% | 1.21% | 224 |
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 | 55.02% | 1.56% | 289 |
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 | 54.88% | 2.21% | 410 |
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 | T2 | 54.14% | 2.54% | 471 |
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 | 53.11% | 1.65% | 305 |
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 | 53.02% | 1.70% | 315 |
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 | 52.45% | 2.20% | 408 |
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 | T2 | 52.34% | 1.15% | 214 |
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 | 52.24% | 2.05% | 379 |
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 | 51.68% | 1.28% | 238 |
當 質變:金級 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 51.48% | 2.56% | 474 |
當 最終型態 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 51.47% | 1.10% | 204 |
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 | 51.42% | 1.71% | 317 |
當 終城快車 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 51.37% | 1.96% | 364 |
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 | T2 | 51.26% | 1.28% | 238 |
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 | T2 | 51.21% | 1.34% | 248 |
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 | T2 | 50.90% | 4.20% | 778 |
當 侵蝕裝甲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 50.89% | 1.52% | 281 |
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 | 50.66% | 3.28% | 608 |
當 急遽成長 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 49.85% | 1.76% | 327 |
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 | T2 | 49.75% | 2.16% | 400 |
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 | 49.48% | 2.09% | 388 |
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 | 49.48% | 2.09% | 388 |
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 | 49.25% | 2.15% | 398 |
當 因心成體 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 49.10% | 0.90% | 167 |
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 | 49.08% | 2.63% | 487 |
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 | T2 | 48.98% | 1.32% | 245 |
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 | T2 | 48.90% | 1.71% | 317 |
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 | T2 | 48.24% | 1.38% | 255 |
當 裂地龍魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 48.11% | 2.71% | 503 |
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 | T2 | 47.67% | 0.93% | 172 |
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 | 47.53% | 1.20% | 223 |
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 | 47.20% | 2.31% | 428 |
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 | T2 | 46.95% | 1.15% | 213 |
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 | T2 | 46.75% | 2.16% | 400 |
當 極限衝鋒 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 46.41% | 1.13% | 209 |
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 | T2 | 46.07% | 1.03% | 191 |
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 | 44.47% | 2.39% | 443 |
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 | T2 | 44.44% | 0.97% | 180 |
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 | 65.10% | 0.80% | 149 |
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 | T3 | 59.09% | 0.36% | 66 |
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 | T3 | 58.21% | 0.36% | 67 |
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 | T3 | 58.11% | 0.40% | 74 |
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 | 57.26% | 0.67% | 124 |
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 | 57.14% | 0.42% | 77 |
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 | 56.94% | 0.39% | 72 |
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 | 55.56% | 0.83% | 153 |
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 | T3 | 55.26% | 0.41% | 76 |
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 | T3 | 55.17% | 0.31% | 58 |
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 | T3 | 54.35% | 0.50% | 92 |
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 | T3 | 53.25% | 0.42% | 77 |
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 | T3 | 52.88% | 0.56% | 104 |
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 | T3 | 52.22% | 0.49% | 90 |
當 腿部訓練日 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 51.43% | 0.76% | 140 |
當 小丑學院 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 50.67% | 0.40% | 75 |
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 | T3 | 50.50% | 0.55% | 101 |
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 | 50.00% | 0.50% | 92 |
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 | T3 | 50.00% | 0.43% | 80 |
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 | T3 | 49.53% | 0.58% | 107 |
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 | T3 | 49.52% | 0.57% | 105 |
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 | T3 | 46.58% | 0.39% | 73 |
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 | 46.53% | 0.78% | 144 |
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 | T3 | 46.05% | 0.41% | 76 |
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 | T3 | 45.98% | 0.47% | 87 |
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 | 44.35% | 0.67% | 124 |
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 | T3 | 44.30% | 0.80% | 149 |
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 | 43.64% | 0.59% | 110 |
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 | 43.33% | 0.32% | 60 |
當 小心杯子蛋糕! 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 43.24% | 0.40% | 74 |
當 神聖雪球 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 43.23% | 0.84% | 155 |
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 | 40.58% | 0.37% | 69 |
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 | 39.00% | 0.54% | 100 |
當 閃光俠 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 37.97% | 0.43% | 79 |
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 | T4 | 54.72% | 0.29% | 53 |
當 ??? 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 50.94% | 0.29% | 53 |
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 | T4 | 40.35% | 0.31% | 57 |
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 | T4 | 34.62% | 0.28% | 52 |
雷歐娜 Skill Combos
Extracted from the skill order guide
Shift to R > W > Q > E when augments reward repeated basic attacks, close-range brawling, or extended lockdown after you are already on top of enemies.
R > E > W > Q is a risky, game-specific order.
Max W first, max E second, leave Q for last, and rank R whenever it is available.
雷歐娜 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Leona acts as the hard engage button, waiting for one clean engage where she spends everything and relies on her team to follow up. | She becomes a fight regulator and tempo controller who decides when enemies move, holding space before committing to avoid becoming a free reset. | Shift from being a blind missile to a patient fight conductor who picks optimal engage moments. |
| Skill Layering | Many Leonas instantly Q after E, layering crowd control automatically to burst targets with reliable team follow-up. | Holding Q for the enemy's escape attempt is stronger; E attaches, then Q denies their dash or counter-engage timing. | Save Q to deny enemy escapes rather than auto-comboing, creating longer control chains. |
| Ultimate Usage | Solar Flare is primarily an engage spell used to start fights on targets that step too far forward. | R is better as a cut-off tool placed behind retreating targets or on backlines punishing your first engage, not just for starting. | Use R to zone escapes and counter-punish rather than opening on the first visible target. |
| Snowball Discipline | Snowball is often the easiest engage route; hit mark, take it, and let the fight explode with your combo. | A hit mark can be bait; recast only when defensive spells, follow-up crowd control, and ally damage are all ready. | Treat Snowball as a threat tool first and a delivery mechanism second to avoid suicidal engages. |
| Peel Priority | Leona players often tunnel on initiation, focusing on starting fights rather than protecting teammates. | The winning play is often turning around, stunning the diver, and letting your carry kill the enemy front line safely. | Peeling for carries often beats forcing risky engages when enemies have strong dive and burst. |
Champion Analysis
定位 / 目前表現
Leona the Radiant Dawn is a melee tank with powerful engage capabilities and exceptional durability in Hextech Mayhem mode. Her identity as a warrior of the Solari order forged through brutal combat training and blessed with solar power translates directly into a frontline champion who thrives in the crowded team fights of this game mode. Leona’s passive, Sunlight, marks enemies hit by her abilities so that nearby allies deal bonus magic damage on their next attack, effectively enhancing team damage every time she initiates or follows up. Her Q ability, Shield of Daybreak, empowers her next basic attack with bonus damage and a stun, providing reliable point‑and‑click crowd control that is extremely valuable in the chaotic skirmishes of Hextech Mayhem. Leona’s W, Eclipse, is her core defensive tool: activating it grants massive bonus armor and magic resistance, and after a short delay it deals area‑of‑effect magic damage. This makes her exceptionally durable when diving into the enemy team and allows her to absorb significant punishment while still contributing damage. Her E, Zenith Blade, is her primary engage ability: she dashes to a target enemy, dealing damage and enabling her to quickly reach the enemy backline. This mobility is crucial for catching opponents off guard or locking down high‑priority targets. Leona’s ultimate, Solar Flare, is her signature crowd‑control ability: she calls down a massive solar flare that deals high magic damage and slows all enemies in a large area, with enemies at the center being stunned. In the congested fights of Hextech Mayhem, this consistently stuns multiple champions, making it a fight‑changing engage tool. Leona’s reliable engage combined with her natural tankiness makes her one of the best tank picks in the mode; she provides both initiation and sustained frontline presence, enabling her team to follow up on her lockdown. The combination of a point‑and‑click stun, a dash, a massive durability steroid, and a large‑area stun ultimate gives her a clear role as an initiator and peeler who can turn the tide of a fight with a single well‑timed ultimate. Her positioning is typically at the front, ready to dive or counter‑engage, and her damage pattern is secondary to her utility, though the passive and ability damages add meaningful burst in a full rotation. The strategic value of picking Leona lies in her ability to force fights on her terms and survive long enough to enable her teammates to clean up, making her a consistent and high‑impact tank choice in Hextech Mayhem.
核心技巧
長文技巧 / 玩法模式
Leona the Radiant Dawn wins ARAM: Mayhem fights by choosing when the screen becomes messy rather than engaging on first sight. She should wait for a carry to step past their front line, use a dash or poke spell, or get clipped by allied crowd control before committing hard. Starting fights from the side of the lane rather than the center makes her engage less obvious and prevents the enemy backline from pre-kiting. Snowball should be used to hide real engage range, thrown when the enemy is busy dodging allied poke or collecting a low minion wave, and recast only after checking where their team is positioned. The mark itself forces panic movement; if the target walks back into their team she should hold, and if they separate from peel or burn a mobility spell she should go. Layering crowd control instead of dumping it all at once gives damage dealers time to finish the target. Against dive comps, Leona should play one step behind her carry instead of in front of the wave, letting assassins, bruisers, or reset champions spend their dash before locking them down inside the team’s damage zone. She should hold her engage if the enemy has a stronger first button, standing slightly offset to absorb or dodge the first threat and then turning on the overcommitted champion. When her carry is the win condition, she should sit on that carry, threaten stun on the first enemy who crosses the minion line, and force the enemy to fight through her. Leona has no clean retreat after committing, so before going in she must know where teammates are and whether the wave is close enough to block enemy skillshots. If an engage fails, she should stop chasing and turn her cooldowns into peel, walking back through carries and punishing enemies who chase too far. Defensive windows should be activated before the damage lands, not after she is already low. In Mayhem’s narrow lane, Leona should not stand directly on top of her carries; standing half a step ahead or to the side lets her intercept threats without giving the enemy free multi-target damage. Minion waves serve as engage cover when enemies step forward to clear. Target priority goes to the champion the team can actually kill, especially enemies without mobility available, and she should switch targets when the first becomes unkillable. Augment fights should be picked around what current bonuses reward; offensive augments should be triggered when the team can follow immediately, while defensive augments should be activated before the enemy burst cycle connects. When ahead, she pushes with the wave and threatens under tower only after poke lands; when behind, she pulls the fight toward her side and punishes overpushes. Dives should happen only after the enemy has used key peel or mobility, and she should enter first only if her team is close enough to finish. In a behind state, she should stop being the first body seen every wave, trade her health only for shutdown prevention, look for one clean pick instead of a full 5v5 miracle, and if her team lacks damage, peel first and engage second. The best Leona games feel controlled, not desperate, as she threatens engage, makes enemies waste movement, punishes the first real mistake, and protects her damage when the enemy tries to answer.
Read full guide玩法指南
玩法 / 隊伍結構
Leona the Radiant Dawn operates on a principle of controlled commitment rather than constant aggression. Her game plan unfolds in three distinct phases: early survival and threat establishment, mid-game fight forcing around ultimate and Snowball, and late-game decisive engagement where a single correct move wins or a single mistake ends the match. From levels one through six, Leona positions slightly behind her front minions, using brushes and wave edges to hide her engage angle. She does not spam engage just because she can reach someone; instead she forces respect by eating key poke with defensive tools, then locks a target when her allies can follow up. Snowball is treated as a threat tool first—holding the mark forces enemy retreats and buys space—and a travel tool only when landing inside a safe follow-up position. Early augment use should align with the augment's condition rather than forcing it: durability or shielding augments allow closer play and baiting, while engage or crowd-control synergy augments are saved for the first real all-in. Pushing or stalling depends on whether her team outranges the enemy; if so, she zones the wave with her body; if not, she stalls behind the wave protecting the lowest-health carry. When ahead, she denies health relics and converts lane control into a clean level six fight; when behind, she stands near carries, blocks paths, and waits for defensive counter-engages. From levels seven to eleven, Leona shifts to purposefully chosen fights. She plays in two zones: neutral sits just outside enemy poke range, and when ultimate and Snowball are ready she moves wider to cut off the backline. Let poke champions soften targets, then engage the first enemy who loses spacing. If an enemy uses a cleanse, dash, or spell shield to avoid her first attempt, she backs off and calls that a win—the next engage is stronger. Snowball is used to punish backline greed, but she must check ally position before recasting; a missed Snowball means resetting and waiting for the next enemy cooldown mistake. Augment value comes from stacking advantages into one decisive fight, targeting the champion whose removal wins the fight—usually main DPS, a reset assassin, or an enchanter. Pushing is safe only when health, wave control, and a major engage tool are available; stalling when low or when enemy ultimates are up. At levels twelve and beyond, every engage must answer whether her team can kill the target before she dies or before the enemy counter-engage lands. Snowball late is a game-winning flank or a game-losing overreach; it should be used on carries who are separated or divers who need pinning. Augment decisions match the win condition: peel for the fed carry, combine engage augment with ultimate to force out the enemy backline, or save high-impact augments for the second wave of a fight after enemies have used escape tools. Push only after kills with minions to escort; stall near structure and force enemies to walk into her engage range. When ahead, she does not isolate herself—group tightly so any enemy hitting her gets punished. When behind, she hides her engage angle behind minions, turret pressure, or a low-health bait, waiting for the enemy to overstep, then locks the first priority target. Leona’s whole Mayhem plan is to make the enemy afraid to stand in the lane, then punish the one moment they forget why.
Read full guide優劣勢處理
優勢 / 弱點
Leona the Radiant Dawn’s strengths and weaknesses in ARAM: Mayhem revolve entirely around her ability to control fights through engagement and crowd control, but the way she uses those tools shifts dramatically based on whether her team is ahead or behind. When ahead, Leona’s strength lies in turning every screen of space into a threat. She should hold forward brush, threaten from the side, and force the enemy to either give ground or walk into her lockdown. Clean engages happen when an enemy carry lacks escape or cleanse, when her team has just won a fight, or when poke and burst are ready to be held in place. She must avoid diving too deep after the first kill, leaving her damage dealers alone, or starting an engage half a screen ahead of her team. The correct ahead pattern is to pick one target, communicate with movement and pings, chain control, then immediately reset toward carries after the kill. Augments while ahead reinforce this: durability lets her hold deeper angles but does not justify bad dives, ability haste supports repeated short punish windows rather than forcing every fight, and movement or Snowball augments help her enter from better angles rather than just faster ones. Ahead Leona should end fights before they become messy, converting kills into space, turret damage, or safe resets. When behind, Leona’s mistake window shrinks because the enemy kills her faster and her team may lack follow-up damage. Her goal shifts from forcing fights to creating one clean, recoverable engage. She should play closer to her carries, use the minion wave as a buffer, and punish oversteps with short lockdowns while judging whether her team can finish. Peeling for carries becomes critical: locking down a diver, body-blocking skillshots, and giving damage dealers room to hit often matters more than diving. She can bait enemy disengage tools with forward movement or brush pressure, then commit once those answers are spent. Diving through the frontline for a low-health target is a trap unless her team can instantly follow. When her team needs to reset or wait for ultimates, Leona’s presence discourages enemy engage without starting one herself. If an ally is caught and cannot be saved, she should avoid chain-feeding and save for the next fight. Behind augments serve different purposes: durability helps her survive first burst for a comeback engage, tenacity or healing-oriented augments cover the weakness of being locked down before she can control anyone, and haste augments let her play in waves with small punishes and retreats. Movement augments tempt the worst engages when her team is too far away, so she must use Snowball hits as pressure rather than automatic initiation. The comeback pattern is patience into one decisive punish, waiting for the enemy to waste dash, peel, or major damage before committing. Behind Leona remains dangerous only when she makes the enemy commit first and pays them back when they no longer have a clean escape.
Read full guide英雄背景
背景 / 身份 / 文本塊
Leona the Radiant Dawn thrives in ARAM: Mayhem as a frontline engage champion whose entire value comes from choosing targets her team can actually hit. Her passive marks enemies she damages with her abilities, and allied damage consumes the mark for extra magic damage. In Mayhem’s packed, fast fights, this rewards clean focus fire: tagging the same target your carries are aiming at makes the damage add up quickly, while spreading marks onto enemies your team cannot reach wastes the setup entirely. Her crowd control is essential to keep marked targets stationary and within range of damage dealers. Her most reliable single-target lockdown is an empowered basic attack that stuns, requiring her to be close enough to swing. Using it to finish catches, interrupt divers, or stop a carry after her line engage brings her in is effective, but holding it for the key moment can be better than pressing instantly, especially against enemies with extra repositioning tools. A defensive ability provides a durability boost before detonating for area damage around her. This button is what lets her survive long enough for the crowd control chain to matter; it should be pressed before entering a fight, not after she is already low, and its detonation requires her to stand where the fight will happen. Misusing it leaves her much less durable and easy to burn down. Her line engage is her main way to start fights from range, pulling her to the last enemy champion hit. In narrow ARAM lanes it is powerful but also the easiest spell to punish. Casting it when her team is ready to move, when an enemy has stepped past safety, or when a frontliner is close enough that landing it will not isolate her is critical. A blind cast into five enemies only delivers her into enemy damage without a kill angle. Her long-range area control strikes a targeted zone, heavily controlling enemies caught near the center and slowing those on the edge. It forces enemies to scatter, traps a carry after they step forward, or protects her team from a dive, and does not always require a perfect center hit. Using it after poke has softened a target or after enemy mobility is burned creates guaranteed kill threats. In teamfights, Leona decides whether her ultimate is for engage or denial. Against heavy burst, her defensive ability is a top leveling priority to stand in the fight, while her line engage is leveled for more reliable access after that. The passive has no leveling choice but its value rises with better ability uptime and smarter target selection. Enemies reduce her impact by spacing outside attack range, baiting abilities onto tanks, or fighting while key cooldowns are down. A wasted engage or defensive spell leaves her vulnerable, making failed engages much more expensive.
Read full guide避免常見錯誤
常見錯誤 / 風險控制
Leona’s biggest trap in ARAM: Mayhem is thinking every engage is a good engage. She is strong when she starts a fight with allies close enough to follow, but she looks terrible when she dives first, burns everything, and leaves her backline fighting without peel. Throwing Zenith Blade at the first champion seen, especially a tank under the whole team, pulls Leona into the worst part of the fight and gives the enemy a simple punish window while her team is still walking up. The correct action is to aim it through the frontline only when it reaches a priority target or when hitting the frontline lets the team immediately collapse; if the angle only reaches a durable champion with cooldowns ready, hold it. Pressing her defensive skill after taking burst loses survivability that lets her survive the first answer in Mayhem’s fast damage; she should activate it before the commit, especially when dashing into multiple champions. Using Shield of Daybreak on the closest target without checking who is about to deal damage lets the enemy carry keep casting while the lockdown goes to waste; she should save it for the champion who can punish her team right now. Dropping Solar Flare too early before enemies are committed allows opponents to sidestep it and punish while her best long-range engage tool is gone; she should cast it when enemies are already choosing between bad options like grouping in a choke, chasing her carry, or locked by an ally. Taking Snowball or a long engage path and instantly reactivating without checking team position makes her arrive alone for a clean focus; she should use the mark as information and pressure first, reactivating only when teammates step forward or the target is isolated. Layering all crowd control on the same target at the same moment as allies wastes control and leaves the rest of the enemy team free once the chain ends; she should stagger her control, adding her stun or ultimate as the target is about to move again. Decision mistakes include engaging just because abilities are available, which starts fights during weak allied windows like low mana, dead teammates, or carries too far back; she should check the line behind her before going. Diving the enemy backline while her own backline is threatened abandons the champions who need her peel; she should identify who wins if nobody peels and stand near her carries, engaging only after enemy dive tools are spent. Treating tanks as bad targets every time makes her ignore a frontline champion who overstepped when her team could burn them down safely; she should hit the target her team can actually kill. Forcing fights into enemy zone control, traps, or narrow spaces blocks her own follow-up; she should wait for the wave to move, clear space with allies, or threaten from an angle that lets her team enter after her. Ignoring minion waves before engaging makes carries lose sightlines and skillshots get blocked; she should engage as the wave thins or when the angle bypasses it. Building or augmenting as if she is the main damage source when her team needs a durable initiator makes her die before a second control rotation; she should choose durability, engage reliability, and teamfight utility when her comp lacks a front line. Starting a fight right before an enemy respawn advantage or item spike turns a first pick into a lost extended fight; she should take short picks when the enemy is split but avoid long brawls if the next few seconds favor them.
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雷歐娜
黎明之光 雷歐娜在海克斯大亂鬥中推薦哪些增益裝置? 黎明之光 雷歐娜推薦的海克斯強化:任務:伊卡西亞殞落、升級荊棘之甲、細煮慢燉。詳細勝率和選取率請查看本頁面。 黎明之光 雷歐娜在海克斯大亂鬥中怎麼出裝? 黎明之光 雷歐娜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。 黎明之光 雷歐娜在海克斯大亂鬥中是什麼段位? 黎明之光 雷歐娜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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