Normal skill order: R > E > W > Q.
推薦出裝
裝備 / 勝率 / 登場率
出裝配置
26.9核心裝備
- 總價
- 2,750
- 價格
- 450
100 魔法攻擊 600 魔力 10 技能加速 回音 傷害性技能會射出6發回音,對目標和鄰近敵軍造成額外魔法傷害。剩餘回音皆射向主要目標,造成20%傷害。
- 總價
- 1,100
- 價格
- 800
12 魔法穿透 45 跑速
- 總價
- 2,800
- 價格
- 800
90 魔法攻擊 15 魔法穿透 6% 跑速 暴風突襲者 在2.5秒內對英雄造成等同於其最大生命25%的傷害會對其附加暴風。 暴風 2秒後,造成魔法傷害。若目標在暴風觸發前死亡,則會對鄰近敵軍造成傷害。
可選裝備前 12
- 總價
- 2,750
- 價格
- 450
100 魔法攻擊 600 魔力 10 技能加速 回音 傷害性技能會射出6發回音,對目標和鄰近敵軍造成額外魔法傷害。剩餘回音皆射向主要目標,造成20%傷害。
44.69%- 總價
- 2,800
- 價格
- 800
90 魔法攻擊 15 魔法穿透 6% 跑速 暴風突襲者 在2.5秒內對英雄造成等同於其最大生命25%的傷害會對其附加暴風。 暴風 2秒後,造成魔法傷害。若目標在暴風觸發前死亡,則會對鄰近敵軍造成傷害。
44.85%- 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%。
42.34%- 總價
- 2,200
- 價格
- 500
25 魔法攻擊 200 生命 20 技能加速 125% 基礎魔力回復 星光恩典 治療或賦予友軍護盾時,另一名友方英雄(自身除外)也會受益,並回復相當於原本30%的生命,或獲得可吸收原本35%傷害的護盾。
48.19%起始裝備
核心裝備
- 總價
- 2,200
- 價格
- 500
25 魔法攻擊 200 生命 20 技能加速 125% 基礎魔力回復 星光恩典 治療或賦予友軍護盾時,另一名友方英雄(自身除外)也會受益,並回復相當於原本30%的生命,或獲得可吸收原本35%傷害的護盾。
- 總價
- 900
- 價格
- 350
10 技能加速 45 跑速 愛歐尼亞洞見 增加10召喚師技能加速。
- 總價
- 2,250
- 價格
- 850
200 生命 8% 治療及護盾強度 75% 基礎魔力回復 300 魔力 和諧 增加0%治療量和護盾量。 魔力之流(8秒,最多5次充能) 技能命中時賦予4最大魔力(對英雄加倍)。 達到360最大魔力時,進化成歌謠之冠。
- 總價
- 2,200
- 價格
- 500
25 魔法攻擊 200 生命 20 技能加速 125% 基礎魔力回復 星光恩典 治療或賦予友軍護盾時,另一名友方英雄(自身除外)也會受益,並回復相當於原本30%的生命,或獲得可吸收原本35%傷害的護盾。
- 總價
- 2,250
- 價格
- 850
200 生命 8% 治療及護盾強度 75% 基礎魔力回復 300 魔力 和諧 增加0%治療量和護盾量。 魔力之流(8秒,最多5次充能) 技能命中時賦予4最大魔力(對英雄加倍)。 達到360最大魔力時,進化成歌謠之冠。
- 總價
- 900
- 價格
- 350
10 技能加速 45 跑速 愛歐尼亞洞見 增加10召喚師技能加速。
- 總價
- 2,200
- 價格
- 500
25 魔法攻擊 200 生命 20 技能加速 125% 基礎魔力回復 星光恩典 治療或賦予友軍護盾時,另一名友方英雄(自身除外)也會受益,並回復相當於原本30%的生命,或獲得可吸收原本35%傷害的護盾。
- 總價
- 900
- 價格
- 350
10 技能加速 45 跑速 愛歐尼亞洞見 增加10召喚師技能加速。
- 總價
- 2,200
- 價格
- 700
45 魔法攻擊 10% 治療及護盾強度 125% 基礎魔力回復 4% 跑速 聖化 治療或賦予友軍護盾時,會強化自身和該友軍6秒,增加25%攻速,並造成20魔法傷害命中效果。
可選裝備前 12
- 總價
- 2,200
- 價格
- 500
25 魔法攻擊 200 生命 20 技能加速 125% 基礎魔力回復 星光恩典 治療或賦予友軍護盾時,另一名友方英雄(自身除外)也會受益,並回復相當於原本30%的生命,或獲得可吸收原本35%傷害的護盾。
55.55%- 總價
- 2,250
- 價格
- 850
200 生命 8% 治療及護盾強度 75% 基礎魔力回復 300 魔力 和諧 增加0%治療量和護盾量。 魔力之流(8秒,最多5次充能) 技能命中時賦予4最大魔力(對英雄加倍)。 達到360最大魔力時,進化成歌謠之冠。
56.46%- 總價
- 2,200
- 價格
- 700
45 魔法攻擊 10% 治療及護盾強度 125% 基礎魔力回復 4% 跑速 聖化 治療或賦予友軍護盾時,會強化自身和該友軍6秒,增加25%攻速,並造成20魔法傷害命中效果。
56.13%- 總價
- 2,300
- 價格
- 850
30 魔法攻擊 15 技能加速 100% 基礎魔力回復 10% 治療及護盾強度 審判 2.5秒後為友方單位回復150 - 350生命,並對敵方英雄造成10%最大生命的真實傷害。
55.52%- 總價
- 2,200
- 價格
- 500
35 魔法攻擊 200 生命 20 技能加速 125% 基礎魔力回復 靈魂虹吸 獲得35%以敵方英雄為目標的原始傷害而轉化的戰魂充能。治療或賦予友軍護盾時,會消耗所有戰魂充能來回復生命。
54.08%- 總價
- 2,500
- 價格
- 450
45 魔法攻擊 16% 治療及護盾強度 100% 基礎魔力回復 曙光 每有100%基礎魔力回復,便會增加2%治療、護盾量與10魔法攻擊。
57.47%- 總價
- 2,750
- 價格
- 450
100 魔法攻擊 600 魔力 10 技能加速 回音 傷害性技能會射出6發回音,對目標和鄰近敵軍造成額外魔法傷害。剩餘回音皆射向主要目標,造成20%傷害。
51.11%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 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 | T1 | 62.92% | 6.53% | 747 |
當 升級米凱的祝福 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 | T1 | 57.30% | 5.44% | 623 |
當 奏鳴曲 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 | 黄金 | T1 | 55.69% | 16.11% | 1,844 |
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 | 54.68% | 5.51% | 631 |
當 因資得力 的效果契合英雄輸出方式、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 | 53.82% | 7.66% | 877 |
當 餘音震盪 的效果契合英雄輸出方式、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 | 53.49% | 10.64% | 1,217 |
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 | T1 | 52.63% | 19.09% | 2,185 |
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 | 52.62% | 14.20% | 1,625 |
當 幻焰之誓 的效果契合英雄輸出方式、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 | 52.47% | 4.60% | 526 |
當 全部都給你 的效果契合英雄輸出方式、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 | 52.36% | 18.33% | 2,097 |
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 | T1 | 52.01% | 4.57% | 523 |
當 敲爆那顆蛋 的效果契合英雄輸出方式、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 | 51.89% | 5.78% | 661 |
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 | 51.86% | 5.65% | 646 |
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 | T1 | 51.68% | 6.76% | 774 |
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 | 51.37% | 6.07% | 695 |
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 | T1 | 50.87% | 4.52% | 517 |
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 | T1 | 50.53% | 4.93% | 564 |
當 我是小貓咪媽咪在哪裡 的效果契合英雄輸出方式、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 | 50.52% | 5.88% | 673 |
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 | 50.49% | 7.10% | 812 |
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 | T1 | 49.71% | 6.10% | 698 |
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 | T1 | 49.03% | 11.68% | 1,336 |
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 | 48.90% | 6.38% | 730 |
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 | 48.64% | 10.64% | 1,217 |
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 | 48.04% | 4.69% | 537 |
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 | 47.75% | 7.19% | 823 |
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 | T1 | 47.66% | 4.47% | 512 |
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 | 47.33% | 6.54% | 748 |
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 | T1 | 46.46% | 4.33% | 495 |
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 | 43.53% | 7.63% | 873 |
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 | 56.54% | 1.67% | 191 |
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 | 55.10% | 3.00% | 343 |
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 | 55.02% | 2.35% | 269 |
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 | 54.73% | 1.76% | 201 |
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 | 54.65% | 2.35% | 269 |
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 | 53.92% | 1.78% | 204 |
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 | 51.96% | 1.78% | 204 |
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 | 51.76% | 2.74% | 313 |
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 | 51.69% | 1.81% | 207 |
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 | 51.32% | 1.65% | 189 |
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 | 50.89% | 1.96% | 224 |
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 | T2 | 50.75% | 2.32% | 266 |
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 | 50.62% | 2.81% | 322 |
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 | 50.48% | 2.72% | 311 |
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 | 50.14% | 3.22% | 369 |
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 | T2 | 50.00% | 2.24% | 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 | 50.00% | 1.75% | 200 |
當 彈珠台 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T2 | 49.77% | 1.93% | 221 |
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 | T2 | 49.66% | 2.57% | 294 |
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 | T2 | 49.57% | 2.04% | 234 |
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 | 49.19% | 2.70% | 309 |
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 | T2 | 48.95% | 2.09% | 239 |
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 | T2 | 48.79% | 3.60% | 412 |
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 | T2 | 48.77% | 3.21% | 367 |
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 | T2 | 48.26% | 2.52% | 288 |
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 | T2 | 47.57% | 2.52% | 288 |
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 | 47.40% | 2.53% | 289 |
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 | 47.30% | 2.11% | 241 |
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 | 47.01% | 3.22% | 368 |
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 | T2 | 46.91% | 2.12% | 243 |
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 | T2 | 46.67% | 1.70% | 195 |
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 | 46.54% | 3.29% | 376 |
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 | 46.27% | 2.23% | 255 |
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 | 45.56% | 2.36% | 270 |
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 | 45.07% | 1.86% | 213 |
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 | 44.65% | 1.88% | 215 |
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 | 44.29% | 1.84% | 210 |
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 | 44.24% | 1.90% | 217 |
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 | 43.67% | 2.90% | 332 |
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 | T2 | 43.65% | 1.72% | 197 |
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 | 43.18% | 1.92% | 220 |
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 | T2 | 43.01% | 2.44% | 279 |
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 | T2 | 41.79% | 3.99% | 457 |
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 | 40.38% | 1.82% | 208 |
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 | 59.38% | 0.84% | 96 |
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 | T3 | 58.95% | 0.83% | 95 |
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 | 57.80% | 0.95% | 109 |
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 | 54.55% | 1.44% | 165 |
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 | T3 | 54.55% | 0.77% | 88 |
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 | T3 | 54.02% | 0.76% | 87 |
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 | 53.57% | 0.98% | 112 |
當 棒棒回力鏢 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 黄金 | T3 | 53.11% | 1.55% | 177 |
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 | 52.08% | 0.84% | 96 |
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 | 50.43% | 1.02% | 117 |
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 | 50.29% | 1.53% | 175 |
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 | T3 | 50.00% | 1.33% | 152 |
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 | 47.46% | 1.03% | 118 |
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 | T3 | 46.81% | 0.82% | 94 |
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 | 46.67% | 0.92% | 105 |
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 | T3 | 46.51% | 0.75% | 86 |
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 | 46.43% | 0.73% | 84 |
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 | 46.43% | 0.73% | 84 |
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 | 44.04% | 0.95% | 109 |
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 | 44.04% | 0.95% | 109 |
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 | 43.36% | 0.99% | 113 |
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 | 43.22% | 1.03% | 118 |
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 | 42.06% | 0.94% | 107 |
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 | 41.86% | 0.75% | 86 |
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 | 41.75% | 0.90% | 103 |
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 | 39.18% | 0.85% | 97 |
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 | T3 | 38.20% | 0.78% | 89 |
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 | 64.06% | 0.56% | 64 |
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 | T4 | 61.54% | 0.68% | 78 |
當 反重力裝置 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 61.11% | 0.47% | 54 |
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 | T4 | 57.63% | 0.52% | 59 |
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 | 56.36% | 0.48% | 55 |
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 | T4 | 54.72% | 0.46% | 53 |
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 | T4 | 53.13% | 0.56% | 64 |
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 | 52.46% | 0.53% | 61 |
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 | 50.94% | 0.46% | 53 |
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 | 50.63% | 0.69% | 79 |
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 | 49.18% | 0.53% | 61 |
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 | 49.06% | 0.46% | 53 |
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 | T4 | 48.57% | 0.61% | 70 |
當 守護面紗 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 白銀 | T4 | 46.97% | 0.58% | 66 |
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 | 46.25% | 0.70% | 80 |
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 | T4 | 44.74% | 0.66% | 76 |
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 | T4 | 42.86% | 0.49% | 56 |
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 | 42.19% | 0.56% | 64 |
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 | 41.07% | 0.49% | 56 |
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 | 39.71% | 0.59% | 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 | 37.10% | 0.54% | 62 |
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 | 36.21% | 0.51% | 58 |
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 | 35.19% | 0.47% | 54 |
當 玻璃大砲 的效果契合英雄輸出方式、生存需求和團戰職責時優先選擇。 查看海克斯符文詳情 | 稜彩 | T4 | 31.58% | 0.66% | 76 |
米里歐 Skill Combos
Extracted from the skill order guide
W-focused sustain, range, or zone-control augments: R > W > E > Q, or R > E > W > Q if enemies can dive.
Q damage, poke, or skillshot-reward augments: R > E > Q > W in most games.
Get one point in Q, W, and E early, then max E first, W second, Q last.
米里歐 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Priority | Milio stabilizes poke lanes and extends carry range safely, often spreading attention evenly to keep health bars high during repeated small trades. | He shifts to enabling the strongest augmented teammate, committing resources to the ally who can decide the next three seconds rather than spreading attention. | Protect the fed diver over the safe backliner; shield the win condition, not just the lowest-health ally. |
| Ultra Mega Fire Kick | Throwing Q to fish for chip damage or a small knockback is acceptable when the enemy has no immediate threat. | Wasting Q creates a bigger punish window because champions can force through the lane the moment your displacement is gone. | Hold Q for anti-engage against divers and assassins instead of using it for minor poke damage. |
| Cozy Campfire Usage | Milio can use W for sustain during slower standoffs where allies remain in the zone for extended periods. | Fights move quickly and allies may leave the zone instantly, so W needs a purpose before placement or it gets wasted. | Place W where your carry will actually fight or kite, not just where your team is currently standing. |
| Warm Hugs Timing | You can often react after the first poke connects and still effectively shield your ally from further damage. | Burst windows are sharper, so shielding after your ally is already crowd controlled can be too late to save them. | Pre-shield when engage is obvious rather than reacting after damage or crowd control lands. |
| Teamfight Spacing | Spacing is a straight line where Milio usually stands behind the frontline and covers the carry line safely. | Spacing becomes a moving pocket; standing too far back is useless while standing too close gets you caught and punished. | Anchor to your win-condition ally while staying close enough to shield but safe from enemy engage. |
| Tempo and Patience | Milio wins by being patient, letting enemies waste spells, healing through poke, and waiting for clean engages. | Fights begin before teams look ready, requiring Milio to read body language and pre-shield before the engage lands. | Decide who gets to live before the fight starts; Mayhem rewards earlier reads over passive patience. |
Champion Analysis
定位 / 目前表現
Milio The Gentle Flame functions as a premier healing and buffing support in ARAM: Mayhem, distinguished by his exceptional sustain capabilities and his unique ability to cleanse crowd control from teammates. His primary strategic value lies in protecting allies and reversing teamfight outcomes through well-timed ability usage. Milio excels at keeping his team healthy while providing utility that enables teammates to engage, disengage, or deal damage more effectively. Milio's kit centers on four key abilities that define his playstyle. His Q, Ultra Mega Fire Kick, provides AoE damage and a slow, offering his only form of poke and crowd control. His W, Cozy Campfire, serves a dual purpose by healing allies and granting them bonus attack range, making it particularly valuable for ADC teammates. His E, Warm Hugs, grants movement speed to allies, enabling both offensive pursuits and defensive retreats. His ultimate, Breath of Life, stands as his most distinctive tool, cleansing all crowd control effects from nearby allies and serving as an irreplaceable peel ability in chaotic ARAM teamfights. Positioning is critical for Milio The Gentle Flame, as he is fragile, lacks mobility, and deals extremely low damage. He must stay behind his frontline, prioritizing healing the lowest-HP allies during fights for maximum impact. His R cleanse requires quick reactions; when allies are hit by enemy crowd control, immediately activating R can turn an entire teamfight around. His E speed boost provides flexibility for both chasing down fleeing enemies and escaping bad engagements. Milio's strengths include his unique R cleanse, the dual-purpose nature of his W, and a beginner-friendly kit that focuses on straightforward supportive actions. However, his weaknesses are significant: he is extremely fragile, contributes almost no damage, has no built-in mobility, and relies heavily on team coordination to be effective. Without teammates who can capitalize on his buffs and protection, Milio struggles to influence the game independently. His success depends on reading teamfights well, positioning safely, and using his cleanse at decisive moments to swing engagements in his team's favor.
核心技巧
長文技巧 / 玩法模式
Milio wins fights by making the first engage fail, not by starting them himself. In ARAM: Mayhem, where the lane is cramped and fights start quickly, Milio provides the most value by standing just behind the main damage dealer, shielding the first threatened target, and holding his cleanse for the moment the enemy commits real crowd control. Spending everything on poke leaves the team vulnerable when the next dive lands. Milio should rarely start engages himself. He can support an ally walking forward with speed and shields, but he should never be the champion face-checking brush or eating the first Snowball. When a tank, bruiser, or assassin lands a clean opening, Milio steps up just enough to place his healing zone where carries can hit safely. His knockback serves as follow-up to interrupt divers or push them away, not as random poke. Throwing it early into minions or empty space creates a clear window for enemies to engage while it is unavailable. Cleanse discipline defines successful Milio play. Do not panic-cleanse the first small slow; his ultimate is strongest when it breaks the enemy's full commit, such as hard crowd control into burst, chain lockdown, or multi-target engage. Track the enemy's real fight buttons before each wave crashes, identifying which spell actually wins the fight if it lands. After cleansing, immediately reposition the team rather than staying clumped in the same danger zone. Spacing in the narrow lane requires standing offset rather than directly behind the carry. Straight-line skillshots and Snowballs punish stacked teams, so playing slightly to the side while staying close enough to shield and cleanse keeps both Milio and his carry safe. Use minions as cover but back up early if the wave dies, as waiting until the last minion falls leaves no cover and no room to kite. Target priority means protecting the champion who converts protection into damage. A fed marksman, sustained mage, or attack-speed carry deserves main attention because Milio's range and shielding let them keep hitting. Do not chase low-health targets past damage dealers, as Milio's kit extends allies rather than finishing kills alone. Peel the closest lethal target first, even if the enemy backline is lower health. Against Snowball, respect it as an engage tool and pre-position to answer the recast. Do not cleanse too early against Snowball setups; wait for the commitment rather than the warning sign. Milio's own Snowball is situational, used defensively for safe repositioning or offensively only when following a winning fight. When behind, stop contesting every wave at the same line. Give space before the enemy forces a fight with advantages, and prioritize survival over perfect healing value. Use the ultimate to prevent reset chains by saving the first target, denying the clean first kill that snowballs enemy momentum. The clean Milio game is patient: keep the carry hitting, make enemy engage look bad, and spend cleanse only when it changes the fight.
Read full guide玩法指南
玩法 / 隊伍結構
Milio wins ARAM: Mayhem by keeping the fight playable for his carries. He stands just behind the main damage dealer, keeps shields and healing ready for the first real engage, and uses disengage to break the enemy's timing. If the team has a hard engage champion, Milio plays close enough to follow their move. If the team is all poke, he stays wider and makes the enemy spend health before anyone commits. During early levels 1-6, Milio positions behind the frontliner and slightly to the side of the main ranged carry, never on top of them. Against hooks, long-range crowd control, or Snowball divers, spacing matters more than squeezing one extra cast. He trades around the ally's range, supporting their windows with shield and movement tools so they can hit and back out. When the enemy walks through the minion wave to force a fight, Milio holds his knockback or peel spell until their dash, Snowball follow, or hard crowd control is actually committed. Early Snowball serves as defensive scouting and punish setup, thrown at a diver after they commit rather than as blind engage. Milio should only take the recast when it lets him finish with the team already moving forward or safely repositions him behind his own frontline. In mid levels 7-11, this becomes Milio's strongest practical phase if carries have items and his ultimate can answer crowd control. He stands in the second line, close enough that his ultimate reaches the people who matter but not so close that he becomes the first target. Against assassins or Snowball bruisers, he angles behind terrain and minions so they must reveal themselves before reaching him. He lets poke champions start trades, then extends the good ones with movement and shielding. When the enemy turns, he stops chasing and resets the formation. Midgame Snowball works as follow-up after the frontline lands a clean engage and the carry is already hitting. At late levels 12 and beyond, one clean save can decide the map. Milio positions behind the carry line but stays within response range of the frontline if they are the win condition. Against heavy dive, he plays deeper and forces enemies to cross the team before reaching him. He does not waste major protection on chip damage unless that chip would force the carry out of the next fight. Late Snowball becomes a positioning tool used to punish isolated enemies after the frontline starts or to threaten follow-up when the fight is already won. With a lead, Milio plays like a bodyguard for the win condition, keeping the wave grouped and escorting the strongest damage dealer. When behind, the best comeback is a failed enemy dive, giving ground until they must overextend for the finish. After every late fight, Milio immediately chooses between ending, taking structures, or resetting the wave, staying with the champion who can hit objectives and saving one defensive answer for the final desperate engage.
Read full guide優劣勢處理
優勢 / 弱點
Milio The Gentle Flame protects leads by extending threat range rather than forcing risky engages. When ahead with wave push and healthy carries, Milio should stand slightly behind the strongest damage dealer, maintaining shields and speed buffs while forcing enemies to expend resources just to reach the wave. The key is allowing fed carries to poke and retreat safely, shielding them before trades fully develop rather than reacting after damage lands. Milio must hold disengage tools until enemies fully commit their gap closers, as using peel abilities early for poke creates the exact punish window a losing team needs. Resource allocation defines successful ahead states. Milio should protect the carry capable of ending fights, not rescue teammates who overextend. If a tank rushes forward while the fed backline remains healthy, defensive tools belong with the damage source that actually wins after enemy commitment. After winning skirmishes, Milio teams must resist chasing with low health, instead healing, escorting waves, and positioning to peel incoming divers. Augment choices when ahead should multiply uptime through ability haste, shielding power, movement speed, or defensive triggers. Milio need not become a damage threat when a teammate already deletes enemies. Against specific enemy patterns, augments should cover weaknesses directly—durability and anti-burst versus dive, sustain and shielding versus poke. Greedy augments requiring free-casting from safety invite disaster, as one failed position can erase an entire lead. Positioning discipline prevents throws. Milio must stand offset from the carry, close enough to shield and cleanse but far enough that area crowd control cannot catch both simultaneously. Chasing past the wave without the ultimate available invites punishment, as Milio's safety depends on timing. The cleanse and heal ultimate should not be wasted on single low-value targets unless that target immediately wins the fight. When behind, Milio's role shifts to making enemies overcommit while keeping one damage dealer alive long enough to trade kills. Formation must shrink, standing close enough for abilities to affect key players but offset to avoid chained crowd control. If allies spread too far, Milio chooses the carry with the best remaining damage and commits to enabling them exclusively. Defensive tools must activate before damage lands—shielding and speeding carries early against approaching assassins or bruisers prevents lethal positioning rather than reacting to collapsed health bars. Milio must give ground to protect cooldowns when behind. Answering poke with every resource leaves nothing for the hard engage that follows. Small shields and movement help dodge chip damage while preserving the major cleanse and heal response for real engages. Comeback fights happen when enemies dive too deep, miss key abilities, or separate from their backline. Milio peels the first diver, keeps the carry retreating, then turns once the enemy lacks a clean exit. Lane terrain and turret pressure become additional peel tools when pinned near friendly territory. Augment priorities when behind focus on survival first. Durability, anti-burst, and defensive triggers ensure Milio lives long enough to cast abilities. If poke wears the team down, sustain and shielding value buy enough health to survive initial engages. When one ally still carries, augments should center on enabling that specific player rather than spreading value across losing teammates. Damage-focused augments are traps when the team cannot safely start fights. Unrecoverable fights stem from several critical errors: following doomed engages and turning one death into four, cleansing too early into layered crowd control, contesting space without waves or key cooldowns, and hesitating in mid-lane while the team reads stillness as permission to fight.
Read full guide英雄背景
背景 / 身份 / 文本塊
Milio The Gentle Flame is a support champion whose identity in ARAM: Mayhem revolves around empowering allies through fire-based buffs, protective shielding, and a powerful crowd control cleanse ultimate. His strategic value comes from enhancing teammates rather than dealing direct damage, making ally selection and timing the core skills that determine his effectiveness. Milio's passive, Fired Up!, empowers allies when his abilities touch them, adding extra fire damage to their next hit. This functions as a damage handoff rather than a personal poke tool, meaning Milio must choose allies who can immediately capitalize on the buff. The passive is strongest when applied before an ally takes a trade, not after. Placing it on retreating allies or those out of range wastes both the damage potential and the defensive ability that delivered it. Smart enemies will bait the empowerment and disengage before value is realized. Ultra Mega Fire Kick serves as Milio's primary peel and anti-engage tool. The ability knocks back the first enemy hit and creates area disruption, making it essential for stopping divers, assassins, and Snowball users. Holding Q is often better than using it for poke, as spending it invites enemies to engage on the now-vulnerable backline. A missed Q creates a dangerous window where carries must burn summoners or die without protection. Cozy Campfire creates a healing zone that follows an ally and increases attack range for those inside. This sustained fight tool excels during bridge standoffs and extended front-to-back fights. Target selection determines the zone's value, as placing W on an ally about to dash deep alone or retreat out of range wastes the ability. Enemies can counter by forcing teams out of the zone with displacement or waiting for W to expire before committing. Warm Hugs provides targeted shields and movement speed through a charge system. This flexible spell enables trades, saves allies, delivers passive procs, and helps carries reposition. Staggering E casts across a fight is crucial, as dumping both charges simultaneously creates a dead period with no protection. Keeping at least one shield ready against dive threats prevents exposing the backline to assassination attempts. Breath of Life, Milio's ultimate, heals nearby allies and removes disabling crowd control. This fight-reset ability answers the layered engage that decides bridge fights in Mayhem. Positioning is critical, as R affects allies around Milio, so standing too far back leaves the frontline out of range while standing too far forward risks being controlled before casting. The ultimate should be held for stacked crowd control rather than chip damage, as wasting it removes the team's safety net and allows enemies to re-engage with their real crowd control unhindered.
Read full guide避免常見錯誤
常見錯誤 / 風險控制
Milio is strongest when he keeps allies just safe enough to keep hitting, and most bad games stem from spending protection too early, walking too far forward to help, or cleansing the wrong kind of danger. Every spell should be treated as a way to buy one more winning trade rather than a button to press on cooldown. Mechanical mistakes often begin with throwing Q at the first enemy seen, especially tanks walking in front. This wastes the best peel tool before an assassin, bruiser, or Snowball engage reaches the carry, allowing enemies to walk through the team's space with much less risk. Q should be held for the enemy who is actually committing, using it to interrupt dash paths, punish melee champions after they step past their frontline, or create space when the backline is being chased. Placing W where an ally used to be instead of where the fight is moving forces damage dealers to choose between standing in a bad spot or leaving the area and losing value. W should be cast slightly ahead of the ally who wants to keep attacking, functioning as a moving fighting zone rather than a stationary heal pad. Using both E charges on one small poke hit leaves no answer when real burst arrives, and in ARAM: Mayhem, fights chain quickly so over-shielding light damage gets punished hard. One defensive cast should soften poke or help an ally reposition while keeping another layer ready for engage. Pressing R just because multiple allies are low may heal damage but wastes the cleanse when hard crowd control lands moments later. R should be used when the cleanse matters or when the heal immediately prevents a collapse, tracking the champion who can start the fight and holding R until that threat is committed. Standing in front of carries to land poke or zone gets Milio tagged, losing protection before the fight starts and forcing carries to spend mobility saving him. Milio should stand slightly behind and to the side of the main damage dealer. Aiming Q through crowded minion waves without checking the angle causes the spell to hit bad targets or lose threat before reaching the champion who needed to be stopped. Cleansing knock-ups, displacements, or damage-only effects as if R removes everything burns the ultimate into a control type it cannot fix. Decision mistakes include building and playing like a poke mage because Q can hit enemies, which loses the reason for picking Milio: protection, range support, and fight recovery. Saving every spell for the perfect five-person fight allows the team to get chipped down before the real engage starts. Following a diver into the enemy backline leaves the own backline exposed and usually arrives too late to save the diver anyway. Treating Snowball hits as harmless because R is still available invites delayed engage that forces panic shields or an early ultimate. Using R to save one teammate who is already dead to positioning while four allies are still healthy loses the teamfight reset for a low-value rescue. Ignoring which ally scales best with support instead of defaulting spells onto the lowest-health player may keep a weak target alive while the real win condition cannot attack. Fighting in narrow clumps against teams with layered area damage overloads shields and ultimate because everyone takes the same damage simultaneously. Good Milio is patient without being passive. If a spell prevents the enemy's real engage or lets the best ally keep attacking, it was probably worth it.
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米里歐
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Read full guide最新指南
最新攻略指南
