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裝備 / 勝率 / 登場率
出裝配置
26.9核心裝備
- 總價
- 2,700
- 價格
- 650
90 魔法攻擊 600 魔力 15 技能加速 輕藐 增加20大絕技能加速。 仇恨酸霧 大絕對英雄造成傷害時可燃燒地面3秒,每秒造成魔法傷害,並降低其魔法防禦。
- 總價
- 1,100
- 價格
- 800
12 魔法穿透 45 跑速
- 總價
- 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%。
可選裝備前 12
- 總價
- 2,700
- 價格
- 650
90 魔法攻擊 600 魔力 15 技能加速 輕藐 增加20大絕技能加速。 仇恨酸霧 大絕對英雄造成傷害時可燃燒地面3秒,每秒造成魔法傷害,並降低其魔法防禦。
54.59%- 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%。
54.25%- 總價
- 2,800
- 價格
- 700
80 魔法攻擊 600 魔力 20 技能加速 厄夜灼炎 傷害性技能造成額外魔法傷害,持續3秒。 黑焰 每有一位敵方英雄、史詩或大型野怪遭受厄夜灼炎燃燒,你便提升4%魔攻。
51.68%起始裝備
核心裝備
- 總價
- 2,700
- 價格
- 650
90 魔法攻擊 600 魔力 15 技能加速 輕藐 增加20大絕技能加速。 仇恨酸霧 大絕對英雄造成傷害時可燃燒地面3秒,每秒造成魔法傷害,並降低其魔法防禦。
- 總價
- 1,250
- 價格
- 550
20 魔法防禦 45 跑速 30% 韌性
- 總價
- 2,700
- 價格
- 650
400 生命 50 魔法防禦 10 技能加速 100% 基礎生命回復 無限活力 自身受到的治療與護盾效果增加25%
可選裝備前 12
- 總價
- 2,700
- 價格
- 650
90 魔法攻擊 600 魔力 15 技能加速 輕藐 增加20大絕技能加速。 仇恨酸霧 大絕對英雄造成傷害時可燃燒地面3秒,每秒造成魔法傷害,並降低其魔法防禦。
54.12%- 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%。
58.49%- 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。
54.05%- 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。
53.58%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 | 52.70% | 6.75% | 1,165 |
當 自始至終 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 52.38% | 7.06% | 1,218 |
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 | T1 | 51.71% | 8.61% | 1,487 |
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 | T1 | 51.43% | 4.85% | 838 |
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 | T1 | 50.37% | 6.19% | 1,068 |
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 | T1 | 49.69% | 4.63% | 799 |
當 阿嬤的辣油 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 49.67% | 13.21% | 2,281 |
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 | 49.16% | 10.32% | 1,782 |
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 | 49.04% | 21.74% | 3,752 |
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 | 48.51% | 15.31% | 2,643 |
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 | 48.16% | 4.73% | 816 |
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 | 48.15% | 10.83% | 1,869 |
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 | T1 | 48.14% | 13.57% | 2,343 |
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 | T1 | 48.03% | 4.85% | 837 |
當 雪地踱步 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 47.46% | 4.55% | 786 |
當 靈魂淨化 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 47.30% | 5.58% | 964 |
當 靈活轉換 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 46.87% | 7.22% | 1,246 |
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 | 46.82% | 12.83% | 2,215 |
當 靈光一閃 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T1 | 46.54% | 7.46% | 1,287 |
當 溢流 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 46.41% | 7.09% | 1,224 |
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 | 46.19% | 10.72% | 1,851 |
當 帽上加帽 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T1 | 46.19% | 5.32% | 918 |
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 | 45.99% | 10.33% | 1,783 |
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 | T1 | 45.66% | 7.27% | 1,255 |
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 | T1 | 44.95% | 5.34% | 921 |
當 穿針引線 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T1 | 44.54% | 8.70% | 1,502 |
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 | T1 | 42.73% | 5.86% | 1,011 |
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 | 55.52% | 1.73% | 299 |
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 | 52.73% | 3.28% | 567 |
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 | 52.72% | 3.09% | 533 |
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 | 52.52% | 2.42% | 417 |
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 | 52.48% | 2.68% | 463 |
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 | 52.03% | 1.71% | 296 |
當 大絕覺醒 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 51.49% | 1.76% | 303 |
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 | 51.09% | 2.12% | 366 |
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 | T2 | 50.86% | 3.03% | 523 |
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 | T2 | 49.76% | 2.39% | 412 |
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 | T2 | 49.69% | 3.79% | 654 |
當 符文術士 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 49.60% | 2.89% | 498 |
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 | T2 | 49.51% | 3.58% | 618 |
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 | T2 | 48.75% | 3.24% | 560 |
當 暴擊沖天炮 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 48.40% | 2.36% | 407 |
當 因心成體 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T2 | 48.40% | 3.08% | 531 |
當 殘忍 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 48.18% | 2.22% | 384 |
當 煽動群眾 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 47.70% | 2.14% | 369 |
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 | 47.67% | 2.11% | 365 |
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 | 47.30% | 2.79% | 482 |
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 | 47.20% | 3.52% | 608 |
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 | T2 | 47.03% | 3.22% | 555 |
當 普羅能量炮 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 46.92% | 2.44% | 422 |
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 | 46.67% | 3.39% | 585 |
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 | 46.31% | 2.28% | 393 |
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 | 45.85% | 3.07% | 530 |
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 | T2 | 45.71% | 2.50% | 431 |
當 終極革新 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T2 | 45.51% | 2.00% | 345 |
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 | 44.72% | 2.09% | 360 |
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 | 44.72% | 2.85% | 492 |
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 | T2 | 44.64% | 2.32% | 401 |
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 | 44.36% | 2.31% | 399 |
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 | T2 | 44.09% | 2.69% | 465 |
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 | T2 | 42.32% | 3.09% | 534 |
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 | 42.22% | 1.82% | 315 |
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 | 60.12% | 1.00% | 173 |
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 | 57.05% | 0.90% | 156 |
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 | 56.52% | 0.67% | 115 |
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 | 56.15% | 1.41% | 244 |
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 | T3 | 54.71% | 1.29% | 223 |
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 | 54.55% | 0.70% | 121 |
當 能力值堆堆堆起來! 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 52.87% | 0.91% | 157 |
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 | 52.63% | 1.21% | 209 |
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 | 50.71% | 1.22% | 211 |
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 | 50.58% | 1.49% | 257 |
當 土司和奶油 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 49.74% | 1.09% | 189 |
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 | 49.63% | 0.78% | 135 |
當 侵蝕裝甲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 49.32% | 0.85% | 146 |
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 | 49.31% | 1.26% | 217 |
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 | 49.03% | 1.50% | 259 |
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 | 48.97% | 1.41% | 243 |
當 玻璃大砲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 48.65% | 0.86% | 148 |
當 烈焰折磨 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 48.28% | 0.84% | 145 |
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 | 48.03% | 0.74% | 127 |
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 | T3 | 47.92% | 0.83% | 144 |
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 | 47.75% | 1.03% | 178 |
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 | 46.67% | 1.48% | 255 |
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 | 46.61% | 0.68% | 118 |
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 | T3 | 46.58% | 1.27% | 219 |
當 狂戰士 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 46.46% | 0.74% | 127 |
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 | T3 | 46.31% | 0.86% | 149 |
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 | 46.19% | 1.29% | 223 |
當 煉獄惡靈 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 46.07% | 1.11% | 191 |
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 | 45.81% | 0.90% | 155 |
當 意志堅定 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 45.45% | 1.47% | 253 |
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 | T3 | 45.11% | 0.77% | 133 |
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 | T3 | 44.68% | 0.82% | 141 |
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 | 44.44% | 0.73% | 126 |
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 | 43.55% | 1.08% | 186 |
當 暗夜潛行 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 42.37% | 1.03% | 177 |
當 衝鋒 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T3 | 42.06% | 0.73% | 126 |
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 | 42.03% | 0.80% | 138 |
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 | 41.29% | 1.16% | 201 |
當 海克斯科技龍魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T3 | 39.22% | 0.89% | 153 |
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 | T3 | 39.02% | 1.19% | 205 |
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 | T4 | 58.33% | 0.35% | 60 |
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 | 57.53% | 0.42% | 73 |
當 腿部訓練日 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 54.46% | 0.65% | 112 |
當 小心杯子蛋糕! 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 54.22% | 0.48% | 83 |
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 | T4 | 54.10% | 0.35% | 61 |
當 全能之魂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 51.95% | 0.45% | 77 |
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 | T4 | 51.28% | 0.45% | 78 |
當 腳程加速 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 50.94% | 0.61% | 106 |
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 | T4 | 50.67% | 0.43% | 75 |
當 小惡魔在低語 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 50.00% | 0.31% | 54 |
當 幻影武器 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 48.11% | 0.61% | 106 |
當 空降水豚 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 48.10% | 0.46% | 79 |
當 溫泉加速 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 47.56% | 0.48% | 82 |
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 | T4 | 47.37% | 0.44% | 76 |
當 燒起來吧 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 47.06% | 0.59% | 102 |
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 | 46.53% | 0.59% | 101 |
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 | 45.83% | 0.56% | 96 |
當 刃下狂風 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 45.57% | 0.46% | 79 |
當 回復不休 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 45.12% | 0.48% | 82 |
當 黃金撕裂 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 44.71% | 0.49% | 85 |
當 純粹 - 法師 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 44.44% | 0.42% | 72 |
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 | T4 | 43.96% | 0.53% | 91 |
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 | 43.90% | 0.48% | 82 |
當 瘋狂科學家 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 43.75% | 0.37% | 64 |
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 | T4 | 43.43% | 0.57% | 99 |
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 | 41.67% | 0.49% | 84 |
當 煽風點火 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T4 | 40.40% | 0.57% | 99 |
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 | T4 | 38.20% | 0.52% | 89 |
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 | 38.16% | 0.44% | 76 |
當 風語者的祝福 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 37.25% | 0.30% | 51 |
當 老練狙擊手 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 | 黄金 | T4 | 36.49% | 0.43% | 74 |
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 | T4 | 35.21% | 0.41% | 71 |
費德提克 Skill Combos
Extracted from the skill order guide
R > E > W > Q (Heavy Poke/Kite Comp)
R > W > Q > E (Anti-Dive/Brawl Comp)
費德提克 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Fiddlesticks is a patience-dependent control mage who wins by draining isolated targets and landing multi-man Crowstorms as a hybrid poke and drain mage. | The accelerated gold and reduced death timers transform Fiddlesticks from a patient opportunist into a relentless crowd-control engine who must fight immediately. | Abandon the patient opportunist style; play as a disruption engine focused on crowd control and calculated chaos. |
| Skill Priority | Most players prioritize maxing W for sustain to stay on the map permanently, followed by Q for crowd control duration and E as secondary. | Sustain is less valuable against burst, pushing priority toward Q and E to lock enemies down and silence ability-heavy augmented champions. | Max Q or E for crowd control; W becomes a post-fight healing tool, not a survival mechanism. |
| Engage Windows | You hold Snowball for the perfect engage, waiting for enemies to group. A failed engage is a disaster, leaving your team to fight 4v5. | Faster pace and lower death penalties make Snowball less precious. You can test engages aggressively since failed attempts are setbacks, not disasters. | Use Snowball aggressively to test engages; dash first then R immediately rather than channeling beforehand. |
| Positioning | Fiddlesticks thrives on fight edges, fishing with Terrify while waiting to R in. The narrow lane funnels enemies, making multi-man Crowstorms easier. | Fights sprawl beyond lane-width due to movement augments and chaos. Position defensively to survive, as enemies with mobility augments close distance instantly. | Position to survive rather than engage; use R for smaller engages or peeling rather than expecting multi-man hits. |
| Item and Rune Logic | Builds favor sustain and ability power with Liandry's and Rylai's. Zhonya's protects R channels. Runes favor Dark Harvest or Arcane Comet. | Magic resist is common, requiring early penetration rush items. Zhonya's becomes a survival tool against burst. Electrocute or Phase Rush offer more reliable value. | Prioritize penetration early; Zhonya's is for burst survival, not just R channel protection. |
| Augment Interaction | Power comes from items and levels. You can predict enemy damage based on their champion and completed items during fights. | Augments redefine champion functionality. Cooldown resets turn Fiddlesticks into a chain-CC monster, but enemy defensive augments can render drain useless. | Check enemy augments before fighting; abandon drain strategy against defensive or sustain augments. |
Champion Analysis
定位 / 目前表現
Fiddlesticks the Ancient Fear operates as a premier control mage in ARAM: Mayhem, combining devastating area-of-effect damage with unmatched crowd control through his fear mechanics. The dramatically reduced cooldowns in this mode transform him into one of the most controlling mages available, allowing him to unleash fear magic at unprecedented frequency and continuously disrupt enemy aggression. His core identity centers on three interconnected pillars: AoE mage, fear control, and sustain, making him a versatile threat who can both initiate fights and sustain through extended engagements. His passive, Dread, creates a damage amplification layer that rewards ability usage, and stacking multiple passive instances in Hextech Mayhem significantly amplifies subsequent ability damage. This mechanic encourages aggressive ability sequencing rather than passive play. Terrify, his Q ability, serves as his primary crowd control tool, causing enemies to flee in terror. The frequent availability of this ability in ARAM: Mayhem allows for near-continuous disruption of enemy aggression, effectively shutting down engages and peeling for teammates. Bountiful Harvest, his W ability, functions as his primary sustain tool by draining life from all enemies in range. In the dense teamfights characteristic of this mode, it can drain multiple enemies simultaneously for enormous healing, allowing Fiddlesticks to recover massive amounts of health during chaotic engagements. His E ability, Reap, launches a flock of crows that deal damage and silence enemies, providing valuable utility for interrupting enemy abilities and preventing counter-engages. The silence component adds another layer of control beyond his fear mechanic. Crowstorm, his ultimate ability, represents Fiddlesticks's signature move and greatest threat. After a brief delay, it unleashes a massive area-of-effect crow storm capable of blanketing the entire enemy team, dealing catastrophic AoE damage that can swing teamfights decisively in his favor. Fiddlesticks's strategic value lies in his ability to control the pace and positioning of teamfights through layered crowd control while simultaneously outputting tremendous area damage and sustaining himself through prolonged fights. His fear mechanic disrupts enemy coordination, his silence prevents ability-based responses, and his ultimate forces enemies to scatter or suffer devastating damage. The combination of these tools makes him particularly effective in the confined, teamfight-heavy environment of ARAM: Mayhem, where enemies cannot easily escape his area-of-effect abilities and where his sustain can keep him fighting through multiple ability rotations.
核心技巧
長文技巧 / 玩法模式
Effective Fiddlesticks play in Mayhem revolves around patience and vision manipulation rather than frontlining. Fiddlesticks the Ancient Fear functions as a punish mechanism waiting for enemy mistakes, engaging when opponents group tightly near their tower or overextend. Using the ultimate directly on prepared enemies often leads to instant death due to Mayhem's increased damage output, so channeling Crowstorm from outside vision radius over walls or from fog of war near health relics is essential. Flash or Hextech Gate during the channel closes the gap to land in the enemy team's center. Passive effigies scout brushes before face-checking. Placing an effigy in a suspicious bush triggers a fake channel animation if enemies are present, denying them surprise and setting up ambushes. The single lane in Howling Abyss forces fights into tight corridors ideal for bounce mechanics. Spacing aggressively toward side brushes creates angles for Dark Wind to bounce between champions. Avoiding predictable positioning behind melee allies prevents becoming an easy target for hook champions like Nautilus or Thresh. Hovering near fight edges allows landing Terrify on divers attempting to flank the backline. The narrow lane limits enemy lateral movement, making it difficult to break drain tethers without burning flash or mobility abilities. Mark/Dash requires different usage than bruisers. Dashing into the enemy team leaves Fiddlesticks vulnerable without escape. Snowball primarily sets up point-blank Crowstorm, with the mark serving as distraction while channeling ultimate from a safer angle. Snowball can also reach terrain offering better jump angles or escape bad fights via minions. Fiddlesticks excels at counter-engaging when enemies dive the backline and clump for focus fire. Saving Terrify for the moment a diver commits stops their momentum instantly. Following with Dark Wind prevents flashing or ability use. Dropping Crowstorm directly on your own carry can turn a dive around completely. Primary targets are squishy damage dealers and immobile mages. Dark Wind prioritizes bouncing to nearest targets, so starting bounces on frontline minions or champions can hit backline. Terrify should not be wasted on tanks unless they threaten to disrupt channels. When draining, targeting enemies who have used crowd control maximizes sustain since stunned Fiddlesticks stops draining. Many Mayhem augments interact with crowd control or ability casting, and Dark Wind triggers these effects rapidly through multiple applications. Crowstorm provides a prime window for augments scaling with proximity or continuous damage. Wave control involves using Dark Wind to clear caster minions, pushing toward enemy tower, then backing off. Lingering under enemy tower without a plan invites punishment. Effigies create fake presence to bait enemy abilities and slow pushes. The rhythm should be clear wave, reposition to side brush, look for engage angle, repeat. Diving requires awareness of enemy crowd control, waiting for point-and-click stuns or knock-ups to be used on frontline before committing. When behind, Fiddlesticks shifts from playmaker to disengage tool, using Q and E to peel for carries while building defensively to survive initial burst.
Read full guide玩法指南
玩法 / 隊伍結構
Fiddlesticks the Ancient Fear operates on a distinct three-phase game plan that transforms from a fragile poke champion into a devastating engage threat. During the early game, Fiddlesticks must play cautiously near the tower line, using Dark Wind to harass enemies when it can hit at least two targets while keeping the wave stalled on their side. Drain should be used selectively on cannon minions or clumped groups for sustain, but always canceled early if enemies turn their focus. Snowball serves a purely defensive role at this stage, used only for peeling divers rather than engaging, as Fiddlesticks lacks the burst to finish targets and will likely die for overextending. The priority is reaching level 6 safely by soaking experience and preserving health. The mid game marks Fiddlesticks' power spike with Crowstorm available. Positioning shifts to fog positions such as brush or behind terrain, channeling the ultimate from out of enemy vision before flashing or using Snowball into the enemy team. After committing the ultimate, Fiddlesticks transitions back to poke and cleanup mode, using Dark Wind for harassment and Terrify to pick off low-health stragglers. Snowball becomes the primary engage tool, marking high-priority targets like mages or ADCs, but Fiddlesticks must back off immediately if the mark misses. When Crowstorm is on cooldown, Snowball reverts to a peel or chase tool. In the late game, death timers are long and one successful Crowstorm can end the game. Fiddlesticks must stay hidden before fights, moving between brushes and using effigies to bait out enemy abilities. Drain should not start fights unless dueling, instead saved for after the full combo lands when enemies are feared and taking Crowstorm damage. Terrify becomes critical for locking down divers or peeling for allied carries. Snowball engages require confirmation that the team is ready to follow, as going in alone against heavy disengage will result in death and likely lost games. Throughout all stages, Fiddlesticks is not a front-to-back teamfighter but an ambush predator who turns grouped enemies into dust. The champion wins by timing engages correctly, chaining crowd control, and avoiding unnecessary deaths. Engaging at the wrong time leaves the team fighting without their biggest threat, while engaging at the right time can win the game instantly.
Read full guide優劣勢處理
優勢 / 弱點
Fiddlesticks the Ancient Fear transforms dramatically based on the game state, shifting between a zone-controlling terror when ahead and a utility-focused peel anchor when behind. Understanding these patterns is essential for managing risk and avoiding throws in ARAM: Mayhem. When ahead, Fiddlesticks stops functioning as a traditional mage and becomes a zone controller. The trigger conditions for an ahead state include completing Liandry's Torment or a mythic item before enemy carries have defensive components, controlling both health relics, and maintaining kill participation above 70% in the first eight minutes. The key strategic shift involves moving from searching for perfect ultimate abilities to constantly denying space. In Mayhem's reduced cooldowns, hoarding Crowstorm for dream five-man plays is a mistake. Using it to force flashes or heals is worthwhile since the ultimate returns before enemy summoner spells. Aggressive effigy placement creates no-go zones where enemies cannot check for vision without risking a fear proc, enabling free tower sieges. Drain becomes a dueling tool that makes Fiddlesticks nearly un-divable, forcing enemies to commit multiple champions. The most common throw patterns when ahead include channeling Crowstorm in plain sight, which alert Mayhem players can easily interrupt, and overcommitting to Drain on tanks while enemy backlines remain healthy. Breaking line of sight before channeling and only committing to full Drains when key enemy cooldowns are used prevents these failures. When behind, Fiddlesticks shifts from playmaker to enabler. Trigger conditions include being one-shot by poke, having Crowstorm interrupted instantly, lacking wave clear, and facing gold deficits where enemies have two items to your one. The strategic priority becomes peel and poke rather than engagement. Maxing Dark Wind allows bouncing silence onto enemy frontliners, disrupting engage rhythm. Terrify should be saved exclusively for divers attacking carries, making Fiddlesticks useful even without items. Crowstorm becomes a defensive zone-denial tool channeled on oneself or carries to discourage tower dives. Augments in Mayhem often address Fiddlesticks' vulnerability to burst and crowd control. Shield, tenacity, or ability haste augments enable more forward positioning, while execute or burn augments allow focusing on getting enemies low and saving fear for peel. Defensive augments transform a behind Fiddlesticks into a support anchor. Critical mistakes when behind include face-checking brush for vision, which results in instant death, and chasing kills that the champion lacks damage to secure. Using effigies to check brush and avoiding overextension preserves the ability to stall for scaling or enemy mistakes. Communicating Crowstorm cooldowns prevents teammates from engaging without the ultimate ready, as fighting without it when behind almost always results in losses. One well-timed defensive ultimate can swing a losing game back toward equilibrium.
Read full guide英雄背景
背景 / 身份 / 文本塊
Fiddlesticks the Ancient Fear operates in ARAM: Mayhem as a vision-control specialist and teamfight menace whose entire identity revolves around deception, crowd control, and well-timed engagement. His passive, A Harmless Scarecrow, defines his strategic value through effigy placement. The reduced cooldown in this mode allows Fiddlesticks to cover the lane with decoys that grant vision and mimic ability casts. Smart effigy use means checking bushes before face-checking, spotting flanking enemies, and revealing stealth champions. Critically, effigies copy the Crowstorm ultimate cast, creating panic and baiting enemy cooldowns on fakes. This opens free engage windows. Fools place effigies directly on themselves; the correct approach spaces them apart to force enemies into guessing. Terrify, the point-and-click fear on Q, serves as primary peel and setup. In Mayhem's high-burst environment, stopping an assassin mid-dash or interrupting channels like Katarina's Death Lotus can swing fights. The fear duration enables full Drain channels or Dark Wind bounces. Using Q on the first threatening enemy keeps Fiddlesticks alive, while engaging players should target enemies near the enemy backline to force them into their own teammates. Wasting Q on tanks with tenacity yields negligible results and leaves Fiddlesticks vulnerable when the real damage dealers dive. Drain on W provides sustain and dueling power but demands caution. The healing can outpace damage against low-magic-resist targets, and channeling on minions between fights maintains health. However, Drain requires Fiddlesticks to stand still. Only channel when Q is available for peel or when major enemy crowd control is spent. Draining high-resistance targets or those with anti-heal effects wastes the opportunity and leaves Fiddlesticks exposed to poke. Dark Wind on E functions as poke and chain crowd control through bouncing silences. Targeting the backline or minions near champions forces bounces that shut down mages and combo-dependent enemies. Silence prevents flashes and dashes, setting up ultimate engages or Q follow-ups. The ability also checks bushes through audio and visual cues. Throwing Dark Wind into large minion waves wastes its potential as creeps absorb the bounces. Crowstorm on R represents Fiddlesticks' entire teamfight presence. The channeled teleport creates a damaging aura that demands proper setup. Never channel in vision. Start from bushes, behind walls, or fog of war. Engage when enemies group near towers or contest relics. Flash during the ultimate to maintain pressure on fleeing targets. Zhonya's Hourglass survives the initial burst while damage ticks. Without that protection, immediately fearing the biggest threat upon landing is essential. Failed Crowstorms—channeled in plain sight or into heavy knock-up and silence compositions—leave Fiddlesticks without pressure for an extended window. Before level 6, Fiddlesticks pokes with Dark Wind and sustains through Drain on minions or isolated enemies. All-ins without Crowstorm fail due to low early damage and no escape tools. In teamfights, waiting for enemy cooldowns, flanking from fog of war, landing in the backline, and chaining fear with silence and drain sustains through the chaos. Instant crowd control from champions like Vi, Alistar, or Pantheon stops channels and interrupts Drain. High burst assassins can kill Fiddlesticks before reactions. Vision control counters this counterplay—if enemies cannot see Fiddlesticks, they cannot interrupt.
Read full guide避免常見錯誤
常見錯誤 / 風險控制
Fiddlesticks in Mayhem ARAM lives and dies on layering abilities rather than playing as a burst mage. The champion functions as a zone controller who wins by forcing enemies to choose between standing in drain damage or running toward teammates. Most losses occur when players attempt to play like an assassin or panic when engaged upon. Mechanical mistakes undermine Fiddlesticks' effectiveness significantly. Canceling Drain channel early wastes the cooldown and removes sustain options, since the heal ramps up over time with the final tick often being most valuable. Players should commit to the full channel unless the target leaves range or death to burst is imminent. Dark Wind used on single targets without bounce potential deals minimal damage and wastes the ability's strength in clustered fights. Players should hold this ability until enemies group or minion waves are present, aiming for cluster edges to maximize bounces. Effigy placement that is obvious or useless results in enemies ignoring the fake or destroying it for gold, losing both vision and bait potential. Effigies belong in bushes, behind walls, or where enemies realistically stand to poke. Double-tapping Terrify on targets already running away burns the cooldown on neutralized enemies, leaving no answer when real threats dive the backline later. Terrify should serve as a defensive peel tool first, saved for divers, assassins, or dangerous channeling abilities. Ultimate channels in plain sight allow enemies to walk away, leaving Fiddlesticks stranded in enemy territory with no escape. Channels should originate from fog of war, behind walls, or inside bushes where surprise outweighs perfect center placement. Decision mistakes prove equally costly. Engaging with Crowstorm when teammates are too far behind results in instant death despite a perfect ultimate, leading to lost 4v5 aftermaths. Players must check team positioning before engaging, using the ultimate to disengage or zone if teammates are backing or dead. Draining tanks or bruisers while enemy carries deal free damage removes Fiddlesticks from the fight by targeting wrong opponents. Drain should target focused enemies or squishies who cannot break the channel easily. Chasing kills with Dark Wind instead of zoning with Crowstorm loses zone pressure and gets Fiddlesticks caught by crowd control. After ulting, standing at the circle's edge forces enemies through damage to reach the scarecrow. Using Snowball to engage without a follow-up plan leaves Fiddlesticks deep in enemy territory with no escape before teammates react. Snowball works better for repositioning, checking bushes, or following teammate engages. Building pure damage when the team lacks frontline or crowd control results in instant death without sufficient drain duration. Players should adapt builds toward durability or utility when teams are squishy. Panic-flashing when caught instead of using Terrify wastes flash while failing to use the actual defensive tool. When engaged upon, Terrify should be pressed first since the instant cast stops dashes or forces enemies away, saving flash for ultimate repositioning or escape after fear ends. Fiddlesticks punishes hesitation and rewards patience, with most mistakes stemming from forcing plays that do not exist.
Read full guideFAQ
費德提克
亙古之懼 費德提克在海克斯大亂鬥中推薦哪些增益裝置? 亙古之懼 費德提克推薦的海克斯強化:虛空裂縫、質變:稜鏡、升級中婭沙漏。詳細勝率和選取率請查看本頁面。 亙古之懼 費德提克在海克斯大亂鬥中怎麼出裝? 亙古之懼 費德提克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。 亙古之懼 費德提克在海克斯大亂鬥中是什麼段位? 亙古之懼 費德提克目前的海克斯大亂鬥段位和排名基於每日對戰數據的勝率和選取率。在本頁面查看詳細段位和表現趨勢。
Read full guide最新指南
最新攻略指南
