Max order: Q > E > W, with R whenever possible.
推荐出装
装备 / 胜率 / 登场率
出装配置
16.9核心装备
- 总价
- 3,000
- 价格
- 525
+50 攻击力 +10 穿甲 +25% 暴击几率 死 你的伤害会处决低于+5% 生命值 的英雄。 税 击杀英雄时提供25额外金币。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 3,500
- 价格
- 725
+75 攻击力 +25% 暴击几率 30%暴击伤害
可选装备前 12
起始装备
核心装备
- 总价
- 3,000
- 价格
- 525
+50 攻击力 +10 穿甲 +25% 暴击几率 死 你的伤害会处决低于+5% 生命值 的英雄。 税 击杀英雄时提供25额外金币。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 2,900
- 价格
- 625
+60 攻击力 +15 技能急速 永升之月 在2秒内用2次独立的攻击或技能命中一名英雄时,会为你提供持续2秒的护盾值。
可选装备前 12
- 总价
- 2,750
- 价格
- 363
+55 攻击力 +18 穿甲 +20 技能急速 涌动 在你对一名敌方英雄造成伤害后,如果该英雄在3秒内阵亡,则会返还你的终极技能的一些总冷却时间。
47.73%- 总价
- 3,100
- 价格
- 750
+60 攻击力 +15 技能急速 +40 魔法抗性 救主灵刃 在受到将使你的生命值跌到30%以下的魔法伤害时,提供持续3秒的魔法伤害护盾和持续到战斗状态结束的+10% 全能吸血 。
49.49%- 总价
- 2,500
- 价格
- 625
+55 攻击力 +15 穿甲 掠盾者 对一名敌方英雄造成伤害时,会使其获得的护盾值降低0%,持续3秒。 如果该敌方英雄尚未被掠盾者影响,会使其身上的所有护盾降低0%。
40.97%起始装备
核心装备
- 总价
- 3,000
- 价格
- 525
+50 攻击力 +10 穿甲 +25% 暴击几率 死 你的伤害会处决低于+5% 生命值 的英雄。 税 击杀英雄时提供25额外金币。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 3,400
- 价格
- 325
+80 攻击力 15%生命偷取 灵液护盾 将来自你的生命偷取的溢出治疗效果转化为护盾值。
可选装备前 12
- 总价
- 3,100
- 价格
- 750
+60 攻击力 +15 技能急速 +40 魔法抗性 救主灵刃 在受到将使你的生命值跌到30%以下的魔法伤害时,提供持续3秒的魔法伤害护盾和持续到战斗状态结束的+10% 全能吸血 。
52.46%- 总价
- 3,300
- 价格
- 550
+35 攻击力 +35% 护甲 穿透 +25% 暴击几率 巨人杀手 基于敌方英雄的额外生命值,对其至多造成15%额外伤害。最大伤害加成在1500额外生命值时达成。
51.68%- 总价
- 2,900
- 价格
- 1,100
+35 攻击力 +500 法力 +15 技能急速 敬畏 获得0额外攻击力。 法力流 (8秒,最大4层) 普攻和技能在命中时会提供3最大法力值(对英雄时翻倍)。 在360最大法力值时转变为魔切。
53.18%核心装备
- 总价
- 2,950
- 价格
- 900
+55 攻击力 +18 穿甲 +10 技能急速 盛名 击杀英雄时获得基于英雄击杀数的临时攻击力。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 3,000
- 价格
- 525
+50 攻击力 +10 穿甲 +25% 暴击几率 死 你的伤害会处决低于+5% 生命值 的英雄。 税 击杀英雄时提供25额外金币。
可选装备前 12
起始装备
最佳海克斯符文
海克斯符文推荐 / 组合价值
| 名称 | 稀有度 | 梯队 | 登场率 | 场次 | |
|---|---|---|---|---|---|
当 亮出你的剑 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T1 | 69.48% | 12.21% | 3,054 |
获得一个随机棱彩海克斯符文,不会包含当前三选一里的另外两个选项。 查看海克斯符文详情 | 黄金 | T1 | 58.25% | 7.19% | 1,799 |
当 小丑学院 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T1 | 56.75% | 6.67% | 1,667 |
当 吸血习性 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 55.70% | 14.52% | 3,630 |
当 巨人杀手 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T1 | 55.44% | 6.73% | 1,683 |
当 一板一眼 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 55.41% | 15.94% | 3,987 |
当 升级:无尽之刃 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 55.09% | 7.42% | 1,855 |
当 魔法转物理 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 54.60% | 4.92% | 1,229 |
当 珠光护手 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T1 | 54.42% | 5.88% | 1,470 |
当 渴血 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 54.31% | 10.29% | 2,574 |
当 灵魂虹吸 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 53.63% | 6.38% | 1,596 |
当 暴击飞弹 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 52.92% | 13.72% | 3,430 |
当 最万用的瞄准镜 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T1 | 52.83% | 5.31% | 1,327 |
当 更万用的瞄准镜 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 52.67% | 9.58% | 2,396 |
当 升级:收集者 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 52.49% | 12.31% | 3,077 |
当 万用瞄准镜 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 52.41% | 5.07% | 1,267 |
当 暗影疾奔 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 52.30% | 5.48% | 1,371 |
当 穿针引线 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 52.19% | 8.14% | 2,035 |
当 灵巧 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 51.84% | 5.85% | 1,464 |
当 升级:狂妄 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 51.58% | 13.30% | 3,325 |
当 残暴之力 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 50.93% | 6.89% | 1,724 |
当 暴击律动 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 50.65% | 10.38% | 2,596 |
当 罪恶快感 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 50.59% | 4.75% | 1,188 |
当 连拨击锤 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T1 | 50.47% | 5.15% | 1,288 |
当 夜狩海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 49.97% | 5.75% | 1,437 |
当 裁决使 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 49.61% | 8.82% | 2,205 |
当 缩小引擎 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 48.38% | 4.57% | 1,143 |
当 台风 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 47.78% | 5.57% | 1,394 |
当 属性叠属性! 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 61.59% | 3.81% | 953 |
当 红包 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 61.06% | 3.02% | 755 |
当 属性! 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T2 | 59.19% | 2.18% | 544 |
当 质变:混沌 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T2 | 58.02% | 2.79% | 698 |
当 快中求稳 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T2 | 56.66% | 3.06% | 766 |
当 大力海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T2 | 56.53% | 3.74% | 934 |
当 质变:黄金阶 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T2 | 56.28% | 3.89% | 972 |
当 有始有终 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 55.47% | 2.12% | 530 |
当 歌利亚巨人 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T2 | 53.16% | 2.78% | 696 |
当 会心防御 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T2 | 52.34% | 2.48% | 619 |
当 捐赠 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 52.14% | 2.80% | 700 |
当 点亮他们! 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T2 | 51.59% | 2.52% | 630 |
当 会心治疗 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 51.38% | 2.76% | 689 |
当 狂徒豪气 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 50.96% | 3.94% | 985 |
当 心灵净化 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 50.74% | 1.88% | 471 |
当 双刀流 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T2 | 49.59% | 3.45% | 863 |
当 双发快射 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 49.37% | 4.10% | 1,025 |
当 刃下生风 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T2 | 49.12% | 2.94% | 735 |
当 炼狱龙魂 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T2 | 49.04% | 4.38% | 1,095 |
当 全凭身法 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T2 | 48.98% | 3.33% | 833 |
当 魔法飞弹 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 48.76% | 3.23% | 808 |
当 踢踏舞 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T2 | 48.36% | 3.28% | 821 |
当 关键暴击 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 48.13% | 3.10% | 775 |
当 易损 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 47.79% | 2.18% | 544 |
当 闪电打击 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 46.34% | 2.62% | 656 |
当 缩小射线 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 45.79% | 2.57% | 642 |
当 战争交响乐 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T2 | 44.68% | 1.92% | 479 |
当 火上浇油 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 43.49% | 2.18% | 545 |
当 秘术冲拳 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T2 | 43.30% | 2.33% | 582 |
当 俯冲轰炸 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 58.90% | 1.24% | 309 |
当 回归基本功 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 58.00% | 1.00% | 250 |
当 最终都市列车 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 56.34% | 1.86% | 465 |
当 逃跑计划 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 54.66% | 1.24% | 311 |
当 潘朵拉的盒子 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 54.26% | 1.78% | 446 |
当 魄罗爆破手 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 53.99% | 1.30% | 326 |
当 坦克引擎 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 53.21% | 0.87% | 218 |
当 属性叠属性叠属性! 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 53.17% | 1.45% | 363 |
当 霸符兄弟 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 52.33% | 1.12% | 279 |
当 作弊:我能回城! 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 52.05% | 1.17% | 292 |
当 史上最大雪球 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 51.60% | 1.50% | 374 |
当 升级:雪球 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 50.97% | 1.66% | 414 |
当 杀意翻涌 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 50.89% | 1.80% | 450 |
当 练腿日海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 50.81% | 1.23% | 307 |
当 速度恶魔 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 50.43% | 1.86% | 466 |
当 循环往复 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 49.15% | 0.94% | 236 |
当 利刃华尔兹 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 48.84% | 1.73% | 432 |
当 由暴生急海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 48.81% | 1.52% | 379 |
当 尊我为王 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 48.43% | 1.53% | 382 |
当 杀戮时间到了 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 48.39% | 1.36% | 341 |
当 飞身踢 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 48.28% | 1.74% | 435 |
当 扳机炼狱 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 48.24% | 1.36% | 340 |
当 玻璃大炮 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 48.21% | 1.00% | 251 |
当 活力再生 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 47.99% | 1.69% | 423 |
当 雪球扭蛋机 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 47.17% | 1.48% | 371 |
当 接二连三 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 47.06% | 1.84% | 459 |
当 面包和奶酪 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 46.63% | 1.48% | 371 |
当 神圣雪球 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 46.58% | 0.94% | 234 |
当 神射法师 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 46.35% | 1.26% | 315 |
当 负重爆气 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 45.22% | 1.09% | 272 |
当 弹球 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 44.53% | 1.64% | 411 |
当 地狱三头犬 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 44.01% | 1.54% | 384 |
当 面包和黄油 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 43.43% | 1.00% | 251 |
当 升级:花晓之剑海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 55.81% | 0.34% | 86 |
当 魄罗之王的弹跳 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 55.32% | 0.38% | 94 |
当 生机迸发 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 54.33% | 0.51% | 127 |
当 科学狂人 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 52.67% | 0.60% | 150 |
当 你肩上的恶魔 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 52.43% | 0.41% | 103 |
当 全能龙魂 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 52.33% | 0.69% | 172 |
当 海洋龙魂 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T4 | 52.00% | 0.50% | 125 |
当 家园卫士 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T4 | 51.92% | 0.62% | 156 |
当 神圣干预 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 51.59% | 0.50% | 126 |
当 面包和果酱 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 51.35% | 0.30% | 74 |
当 终极唤醒 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 51.04% | 0.38% | 96 |
当 当心小蛋糕! 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 50.00% | 0.65% | 162 |
当 任务:海牛阿福的勇士 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 49.73% | 0.74% | 185 |
当 夺金 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 49.70% | 0.66% | 165 |
当 海克斯科技龙魂 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T4 | 49.68% | 0.63% | 157 |
当 无休回复 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 49.57% | 0.46% | 115 |
当 溢流 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 49.53% | 0.43% | 107 |
当 重量级打击手 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T4 | 48.95% | 0.57% | 143 |
当 坚韧 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 48.84% | 0.34% | 86 |
当 终极刷新海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 48.28% | 0.58% | 145 |
当 无限循环往复 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 47.95% | 0.68% | 171 |
当 注魔海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T4 | 47.95% | 0.29% | 73 |
当 回力OK镖 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 47.52% | 0.40% | 101 |
当 闪现向前 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 47.26% | 0.58% | 146 |
当 侵蚀 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T4 | 47.25% | 0.36% | 91 |
当 唯快不破 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T4 | 46.58% | 0.29% | 73 |
当 防护面纱 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T4 | 46.36% | 0.44% | 110 |
当 大地苏醒 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 45.96% | 0.64% | 161 |
当 尖端发明家 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 45.13% | 0.45% | 113 |
当 量子计算 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 44.53% | 0.51% | 128 |
当 虚幻武器 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 43.51% | 0.52% | 131 |
当 黎明使者的坚决海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 43.14% | 0.41% | 102 |
当 急急小子 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 43.02% | 0.34% | 86 |
当 自我毁灭 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T4 | 42.03% | 0.83% | 207 |
当 老练狙神 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 41.03% | 0.31% | 78 |
当 任务:钢化你心 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 40.76% | 0.63% | 157 |
当 古式佳酿 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 39.07% | 0.60% | 151 |
当 卡皮巴拉空投 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 35.44% | 0.32% | 79 |
当 炼狱导管 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T5 | 52.54% | 0.24% | 59 |
当 感受燃烧 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T5 | 51.92% | 0.21% | 52 |
当 星界躯体 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T5 | 51.43% | 0.28% | 70 |
当 ??? 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T5 | 44.64% | 0.22% | 56 |
当 退敌力场 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T5 | 30.36% | 0.22% | 56 |
格雷福斯 Skill Combos
Extracted from the skill order guide
Consider Q > W > E only when your augment setup or team plan makes W a central part of your fights.
Max Q first, E second, W last.
格雷福斯 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Graves is a short-range physical carry who pokes with Q, farms waves, and waits for enemy cooldowns before stepping forward safely. | He becomes a burst bruiser-carry who proactively looks for side angles and punishes isolated targets with explosive skirmish power. | Shift from reactive front-to-back damage to proactive burst entries that delete isolated targets. |
| Smoke Screen Usage | Smoke Screen is often saved for divers or enemy carries stepping into range, and a bad cast creates only a small inconvenience. | W is much more valuable because burst windows are shorter; drop it on champions who need vision to finish their combo. | Use W to deny key damage moments during chaotic all-ins, not as random poke. |
| E Dash Timing | E is used carefully because Graves has short range; dash sideways to dodge skillshots rather than only forward for damage. | E becomes your permission button to start trades if augments support brawling, or saved to react after enemy engage tools miss. | Treat E as a commitment tool when ahead, but save it to react against heavy burst. |
| Ultimate Priority | R is often used to finish low-health enemies or create distance after a risky trade has already concluded. | R should still finish kills, but also protects your tempo; use knockback to break contact if a dive turns bad. | Use R to protect your tempo and escape bad dives instead of greedily holding for executes. |
| Teamfight Spacing | Stay just behind your frontline, hit what is safe, and rarely be the first champion seen by the enemy engage. | Stand wider and look for diagonal entries, forcing enemies to choose between facing your team or turning toward your shotgun damage. | Use side space and diagonal angles to force enemies into losing choices. |
Champion Analysis
定位 / 当前表现
In Hextech Mayhem (ARAM) mode, Graves the Outlaw is a ranged-melee hybrid fighter with explosive burst damage and devastating close-range power. He functions as a melee fighter-ADC whose passive, New Destiny, converts his basic attacks into short-range shotgun blasts that fire multiple pellets, dealing full damage at close range with damage falling off at distance, making him ideally suited for close-quarters combat. His Q, End of the Line, is his core damage ability, firing a smoke canister that explodes upon hitting an enemy or reaching max range, dealing massive physical damage in a cone that is devastating in Hextech Mayhem’s confined spaces. His W, Smoke Screen, is his core crowd control tool, deploying a smoke grenade that denies vision to enemies inside, a blind effect extremely valuable for disrupting enemy abilities and protecting allies. His E, Quickdraw, provides a dash that resets his basic attack while granting bonus armor, giving him excellent mobility and survivability. His ultimate, Collateral Damage, fires a powerful explosive shell that deals massive physical damage and knocks back enemies in a cone. Graves’s combination of burst, crowd control, and mobility makes him a formidable fighter in Hextech Mayhem, allowing him to excel in the tight corridors of ARAM by leveraging his shotgun’s full damage up close, using Smoke Screen to blind opponents and block their vision, dashing in and out of fights with Quickdraw, and finishing off clusters of enemies with the wide cone of End of the Line or the knockback of Collateral Damage. Positioning is critical: Graves must remain at close range to maximize his pellet damage, but his dash and bonus armor give him the durability to survive extended skirmishes, while his vision denial provides unique utility that can turn teamfights by forcing enemies to reposition or miss skillshots. His playstyle rewards aggressive, frontline engagement rather than traditional ADC kiting, making him a versatile pick that can both burst squishy targets and pressure tankier foes, provided he manages his ammo cooldowns and dash resets effectively.
核心技巧
长文技巧 / 玩法模式
Graves wins Mayhem fights by controlling short space, not by standing still and front-lining forever. Treat every trade as a small reposition puzzle: step up when your shells are ready, fire into a target that cannot freely answer, then use Quickdraw or Smoke Screen to break their return damage. Start fights from the side of your minion wave to get clear angles for basic attacks and End of the Line, rather than sitting behind the wave and losing damage into minions while the enemy hits you for free. Engage after an enemy key spell like a hook, stun, or knockup misses; dash forward with Quickdraw and fire immediately while the tool that would stop your follow-up is down. Use Smoke Screen before the enemy can focus you, not after you are already low, denying clean targeting and creating confusion during your entry. Do not force the first engage into five ready champions; let a real initiator create the first crowd control, then dash in as the enemy clumps or retreats. When melee champions dive too deep, hold your ground and punish them by kiting backward, reloading safely, and firing into the closest diver instead of chasing a low-health backliner through danger. Smoke Screen the second enemy entering the fight, as the follow-up mage or marksman often carries the real damage, and blinding their angle turns a clean enemy engage into a staggered fight. Save Quickdraw for delayed crowd control; dashing too early into roots, knockups, or walls makes you an easy target, so let the first spell show, sidestep or dash after it, then punish while they are committed. Collateral Damage works as a finisher or spacing tool; if a diver is about to reach you and you cannot safely reload, the knockback creates breathing room while threatening a kill. Retreat diagonally, not straight back down the lane, to avoid line skillshots and force enemies to choose between chasing you or walking into return fire. Reload before re-entering after a disengage, as walking back in with empty shots loses a fight you almost stabilized. Fight around lane edges to open your shot angle, because minions and tanks can body-block damage in the center. Do not stack directly on your backline; stay half a step ahead or to the side so you can intercept divers without dragging area damage onto your team. Use walls as threat, but avoid dashing into a wall pocket with no exit. Respect long-range poke before the wave meets; if the enemy controls the lane with artillery, let minions absorb pressure and look for Snowball or flank timing. Shoot the closest high-value target you can actually reach, as tunneling past tanks into a protected backline loses damage. Swap targets when a carry loses vision or mobility, and do not overvalue low-health targets behind the entire enemy team. Against heavy tanks, prioritize damage windows over ego duels. Use Snowball as a follow-up, not a blind opener, and only recast when your exit is already planned. Play around augments by grouping damage into one clean entry or keeping movement in reserve, adapting your fight pattern to what the augment rewards. Push hard when the enemy is missing poke tools, pull back after clearing if your team has no cooldowns ready, and freeze the pace when behind. Do not waste all damage on minions before a fight breaks out. Dive only after the enemy has been displaced or crowd controlled, let the tank take initial pressure, and cancel if the wave dies or your team hesitates.
Read full guide玩法指南
玩法 / 队伍结构
Graves wants short, controlled brawls, not endless front-to-back staring contests. His game plan revolves around burst windows, reload rhythm, and avoiding dashes forward without a reset plan. In Mayhem, augments can push him toward burst, sustained DPS, bruiser skirmishing, or ability spam, but the core remains: stand just behind the real engage, punish anyone who walks into range, and use Snowball or dash only when the fight is already messy enough that the enemy cannot instantly focus him. During levels 1 through 6, Graves should hold the line and trade in bursts. Position slightly behind the frontline or beside a sturdier bruiser, using minions, tanks, and brush edges to shorten angles before trading. Take quick trades when the enemy steps up for minions, relics, or poke angles, then back off before the enemy can answer. Wasting shots into a tank with full backup loses pressure, while saving burst for an overstepping squishy creates real kill threat. Early Snowball is mostly a threat tool; recast only when the team can follow immediately, the target has used a key escape, or the fight is happening in the middle of the lane so Graves can dash back toward safety after the burst. The first augment should decide how greedy he can play: damage or burst augments sharpen trades after allied crowd control, durability augments allow standing closer to the frontline, and mobility augments enable more frequent side angles while still respecting hard engage. Push when the team has lane control and the enemy has weak waveclear; stall when outranged or waiting for key ultimates, clearing just enough to protect the tower. If ahead, hold the middle of the lane and punish anyone trying to clear, saving Snowball for a champion who panics away from their team. If behind, stand farther back, clear waves safely, and trade only after the enemy spends crowd control on someone else. Before level 6, identify the enemy punish tools and force them out with movement and wave pressure, then fight after they miss or are used on the frontline. From levels 7 to 11, Graves plays around picks and messy skirmishes. Spacing still decides the fight; stand close enough to follow allied engage yet far enough not to be the first target. Trade harder once ultimates and stronger augments are online, softening the front line or punishing a mispositioned carry, then committing only after the enemy formation breaks. Mid game Snowball can start fights under clear conditions: use it on a low-mobility carry, an isolated mage, or a frontliner the team can instantly collapse on, and avoid recasting into targets beside heavy peel unless the team is already entering. Build fights around what augments actually reward—burst setups hide intent until an ally lands crowd control, repeated casting setups play longer fights around minion waves and the frontline’s body block, defensive tools allow baiting cooldowns if the escape path is clear. Push after winning a fight or forcing multiple enemies low; stall if the team is missing ultimates, a carry is dead, or the enemy has stronger long-range engage. When ahead, hold space near the wave, make squishies afraid to walk up, and collapse on anyone tagged, using the lead to take structures and deny healing pickups rather than chasing deep. When behind, play for counter-engage: let the enemy start into the tank or bruiser, then step forward after their first crowd control chain is used, killing the closest trapped target first and resetting the wave. Around level 11, track which enemy is carrying fights and adjust positioning and Snowball use accordingly.
Read full guide优劣势处理
优势 / 弱点
Graves the Outlaw thrives on short-range burst and punishing enemies who step into his threat zone, but his reload cycle and lack of sustained range make him vulnerable when he overextends or fights without a clear exit plan. When ahead, he should move to the front edge of his team’s threat range, control the middle of the lane, and deny enemy healing pickups while forcing opponents to answer his quick spell rotations and close-range autos. The key is to convert won fights into space rather than ego dives—pushing the wave but advancing only as far as his dash or Snowball exit plan allows. Smoke Screen should be saved to break the enemy’s clean engage by blinding the carry, diver, or control mage, not thrown randomly for poke. Graves wins by taking short trades around his reload cycle: fire, step back, reload safely, then re-enter. If he spends both shots and dashes forward without cover, the enemy can punish the reload window with crowd control or burst. Terrain and minion waves make his burst more reliable because enemies have fewer dodge paths. Snowball is a finisher when ahead, used on low-health or immobile targets, not a permission slip to dive into a fight the enemy can still win. Augment choices should protect the way he is winning—damage and penetration if he is bursting safely, or mobility and durability if the enemy still has dangerous engage. The biggest throw while ahead is chasing past the next enemy respawn wave; Graves is strongest when enemies walk into him, not when he sprints alone into fresh cooldowns. When behind, Graves must stop forcing front-to-back DPS checks and instead play around waveclear, Smoke Screen disruption, and burst windows on overstepping enemies. Farm the wave first when he cannot fight, and hold dash as a defensive tool until the enemy commits a key ability. Smoke Screen should slow the enemy’s snowball rather than start hopeless fights. He should look for punishment windows after the enemy spends mobility—wait for assassins to jump or bruisers to overextend, then move in with close-range burst. Snowball is used defensively or selectively, only recasting when the target is isolated or controlled. Augments should cover his current weakness: durability if he dies before dealing damage, mobility if he cannot reach targets, or consistency if his team lacks waveclear. He should not contest health pickups alone if the enemy controls the lane, and he must play near teammates who can lock down targets so his burst has someone to follow. Identifying the enemy’s throw pattern—overly aggressive dives or chases—and capitalizing on one shutdown can bring Graves back into the game, but only if he takes the guaranteed target and resets after a won defense rather than chasing into the enemy side with low health.
Read full guide英雄背景
背景 / 身份 / 文本块
Graves the Outlaw does not function like a standard marksman in ARAM: Mayhem. His shotgun fires a cone of pellets, must reload after two shells, and deals dramatically more damage at close range, making him a bruiser-style carry who thrives on space control rather than sustained long-range fire. Every part of his kit reinforces a high-risk, high-reward play pattern centered on punishing clumped enemies, managing cooldowns, and using terrain to amplify ability damage. His passive defines the entire game plan: short trades hit hard while long-range pokes are weak, and minions or frontline bodies block his pellets, so he must constantly reposition to find clean angles. His Q fires a shot that can return or detonate after hitting a wall, and the narrow ARAM corridor geometry makes wall Qs a devastating tool against stacked or retreating enemies. His W creates a smoke zone that denies vision, making it one of the most disruptive utility spells in the mode when dropped on enemy carries, dive paths, or retreat zones. His E is a dash that combines mobility with partial reload mechanics, allowing Graves to reposition for better shotgun angles, dodge key crowd control, or step into point-blank range after the enemy has already committed their spells. His R fires a long-range, penetrating shot that knocks him backward, serving as both a finisher and a spacing tool that can save him from divers or push him out of auto range if used carelessly. In Mayhem, fights erupt instantly and angles change constantly, so Graves must play proactively: trade around reloads, dash with a purpose, save W for critical moments, and never waste shells on minions before an engage. Every ability has clear counterplay—enemies can body-block, kite during reloads, dodge Q returns, leave smoke zones, or bait out E before punishing—and mismanaging any part of his kit can make Graves look useless. His leveling priority reflects this identity: Q is maxed first for reliable burst and wave control, E second for safer repositioning and uptime, and W last due to its utility scaling less with rank. When played correctly, Graves controls space through short-range burst, vision denial, and terrain play, turning every choke point and chaotic scramble into a potential kill zone.
Read full guide避免常见错误
常见错误 / 风险控制
Graves is easy to make look useless in Mayhem if treated as a normal backline marksman. He wants short, violent trades, clean spacing, and patience around his reload rhythm. Most mistakes come from dashing in because a target looks low, firing into bad angles, or wasting defensive tools before the enemy has committed. Mechanically, dashing forward without a clear shot path burns mobility and lands Graves beside the frontline where he is punished. The correct habit is to hold the dash until a target steps into range, a crowd control spell misses, or the team fight starts, using it to create a firing angle. Fighting while ignoring the reload rhythm leaves Graves empty when the enemy turns; trades should be delivered in bursts—fire, reposition, wait for the next loaded shot, then step back in. If caught empty, move toward cover rather than panicking into the enemy. Smoke Screen is frequently used after the enemy has already engaged, turning it into late decoration. It should be dropped before the fight starts, between the engager and their follow-up or on a carry who needs vision. The ultimate, Collateral Damage, should not be held solely as a long-range execute. It is better used when the burst, finishing damage, or recoil will change the fight—to secure a kill, create distance from a diver, or punish clumped enemies. If whiffed, play immediately more conservatively. Standing directly behind the tank leads to blocked shots and predictable poke lines; offsetting slightly to the side provides protection while allowing better angles onto priority targets. Chaining every ability instantly at the start of a trade leaves no answer if the enemy survives. Staggering tools—using one spell to start or deny space, keeping dash or ultimate for the enemy response, and reloading while repositioning—controls the second half of a skirmish. Using Snowball or portal-style entry into five enemies without checking follow-up usually results in immediate death. Forced entry should only be used when the team is close enough to hit the same target or the enemy has spent key disengage. If a bad entry happens, the nearest escape route is the priority. Finally, aiming burst into shields, invulnerability, or defensive windows wastes high-impact damage. Waiting half a beat for the defensive spell to pass, or hitting the frontline during the immunity window and switching back when the carry is vulnerable, preserves the burst. Decision mistakes stem from playing Graves as the main backline DPS. Standing too far away loses short-range pressure and lets longer-range champions control every wave. Instead, the role should be decided from the enemy composition: play bruiser-style around carries against dive, or look for side angles and burst windows against immobile squishies. If the early approach feels useless, change role mid-game. Chasing low-health targets through the enemy team trades a life for a kill that may not matter; chase only when dash, ultimate, or team follow-up can finish cleanly. Ignoring wave control in favor of constant fighting leaves the team shoved under pressure; clearing the wave before the enemy engages resets the lane state and creates open space. Taking augments or items with no plan for entering fights results in damage that cannot be delivered or durability that is not used; the choice should match the actual game. Frontlining just because Graves feels tanky absorbs the first crowd control chain and loses shotgun pressure; he should be a second-line bruiser. Tunnel-visioning the enemy carry when a diver is the real threat collapses the own backline; in dive matchups, punish the champion entering Graves’ space first.
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格雷福斯
法外狂徒 格雷福斯在海克斯大乱斗中选什么海克斯强化? 法外狂徒 格雷福斯推荐的海克斯强化:亮出你的剑、质变:棱彩阶、魔法转物理。详细胜率和选取率请查看本页面。 法外狂徒 格雷福斯在海克斯大乱斗中怎么出装? 法外狂徒 格雷福斯的最佳海克斯大乱斗出装结合了高胜率海克斯强化和推荐核心装备。查看本页面了解每日更新的出装和强化组合。 法外狂徒 格雷福斯在海克斯大乱斗中是什么段位? 法外狂徒 格雷福斯目前的海克斯大乱斗段位和排名基于每日对战数据的胜率和选取率。在本页面查看详细段位和表现趋势。
Read full guide最新指南
最新攻略指南
