Max Q first.
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
- 400
+900 生命值 +100% 基础生命回复 庞然吞食 每个目标 (0秒) 如果一个敌方英雄在附近度过了若干秒,那么你的下一次对其打出的攻击会造成70外加你的6%最大生命值的额外物理伤害,并为你提供相当于8%该伤害的最大生命值。 歌利亚巨人 每有1000最大生命值,获得3%体型提升,至多至30%。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 3,300
- 价格
- 50
+40 攻击力 +600 生命值 顺劈 攻击附带物理伤害并对目标身后的敌人们造成物理伤害。 刚斩 强化你的下一次顺劈,使其造成额外物理伤害 攻击特效并对目标身后的敌人们造成额外物理伤害。
- 总价
- 3,000
- 价格
- 400
+900 生命值 +100% 基础生命回复 庞然吞食 每个目标 (0秒) 如果一个敌方英雄在附近度过了若干秒,那么你的下一次对其打出的攻击会造成70外加你的6%最大生命值的额外物理伤害,并为你提供相当于8%该伤害的最大生命值。 歌利亚巨人 每有1000最大生命值,获得3%体型提升,至多至30%。
- 总价
- 1,200
- 价格
- 600
+25 护甲 +45 移动速度 镀板 使即将到来的攻击伤害降低10%。
- 总价
- 3,300
- 价格
- 50
+40 攻击力 +600 生命值 顺劈 攻击附带物理伤害并对目标身后的敌人们造成物理伤害。 刚斩 强化你的下一次顺劈,使其造成额外物理伤害 攻击特效并对目标身后的敌人们造成额外物理伤害。
- 总价
- 3,000
- 价格
- 400
+900 生命值 +100% 基础生命回复 庞然吞食 每个目标 (0秒) 如果一个敌方英雄在附近度过了若干秒,那么你的下一次对其打出的攻击会造成70外加你的6%最大生命值的额外物理伤害,并为你提供相当于8%该伤害的最大生命值。 歌利亚巨人 每有1000最大生命值,获得3%体型提升,至多至30%。
- 总价
- 3,300
- 价格
- 50
+40 攻击力 +600 生命值 顺劈 攻击附带物理伤害并对目标身后的敌人们造成物理伤害。 刚斩 强化你的下一次顺劈,使其造成额外物理伤害 攻击特效并对目标身后的敌人们造成额外物理伤害。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
可选装备前 12
- 总价
- 3,300
- 价格
- 50
+40 攻击力 +600 生命值 顺劈 攻击附带物理伤害并对目标身后的敌人们造成物理伤害。 刚斩 强化你的下一次顺劈,使其造成额外物理伤害 攻击特效并对目标身后的敌人们造成额外物理伤害。
60.36%- 总价
- 3,000
- 价格
- 400
+900 生命值 +100% 基础生命回复 庞然吞食 每个目标 (0秒) 如果一个敌方英雄在附近度过了若干秒,那么你的下一次对其打出的攻击会造成70外加你的6%最大生命值的额外物理伤害,并为你提供相当于8%该伤害的最大生命值。 歌利亚巨人 每有1000最大生命值,获得3%体型提升,至多至30%。
58.26%- 总价
- 3,300
- 价格
- 1,000
+30 攻击力 +550 生命值 专横 获得相当于你2.5%额外生命值的攻击力。 报复 获得基于你的百分比已损失生命值的+12% 攻击力 提升。
60.43%- 总价
- 2,800
- 价格
- 800
+400 生命值 +50 护甲 +15 技能急速 苦楚 在与英雄的战斗状态下,每4秒对附近的敌方英雄们造成魔法伤害,并治疗自身相当于250%已造成伤害的生命值。
57.80%- 总价
- 3,100
- 价格
- 500
+1000 生命值 +100% 基础生命回复 狂徒之心 如果你拥有2000额外生命值,并且在8秒内没有受到伤害,则每秒回复+0 生命值 。 狂徒之活力 获得额外生命值,相当于你12%的装备生命值(0)。
60.75%- 总价
- 2,450
- 价格
- 450
+150 生命值 +75 护甲 荆棘 在被一次攻击命中后,对攻击者造成魔法伤害,并且如果目标是英雄,还会施加持续3秒的40% 重伤: 效果。
59.73%- 总价
- 2,800
- 价格
- 650
+400 生命值 +40 魔法抗性 +10 技能急速 +100% 基础生命回复 献祭 承受或造成伤害后,每秒对附近敌人造成魔法伤害,持续3秒。 荒弃 击杀一个敌人时,会在其周围造成魔法伤害。
59.70%核心装备
- 总价
- 2,800
- 价格
- 675
+55 攻击力 +18 穿甲 +4% 移动速度 鬼影萦绕 非战斗状态期间获得+0 移动速度 。 鬼魂步伐 提供移动速度和幽灵状态,持续0秒。
- 总价
- 1,000
- 价格
- 700
+55 移动速度 迅捷步 将减速效果的效能降低25%。
- 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
- 2,800
- 价格
- 675
+55 攻击力 +18 穿甲 +4% 移动速度 鬼影萦绕 非战斗状态期间获得+0 移动速度 。 鬼魂步伐 提供移动速度和幽灵状态,持续0秒。
- 总价
- 1,000
- 价格
- 700
+55 移动速度 迅捷步 将减速效果的效能降低25%。
- 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。
- 总价
- 2,800
- 价格
- 675
+55 攻击力 +18 穿甲 +4% 移动速度 鬼影萦绕 非战斗状态期间获得+0 移动速度 。 鬼魂步伐 提供移动速度和幽灵状态,持续0秒。
- 总价
- 1,000
- 价格
- 700
+55 移动速度 迅捷步 将减速效果的效能降低25%。
- 总价
- 2,700
- 价格
- 475
+55 攻击力 +18 穿甲 伺机待发在脱离与英雄的战斗状态8秒后获得穿甲。这个穿甲会在对英雄造成伤害后持续3秒。险境脱身如果一个英雄受到你伤害后3秒内阵亡,则你获得持续1.5秒的持续衰减的+200 移动速度 。
可选装备前 12
起始装备
核心装备
- 总价
- 3,000
- 价格
- 400
+900 生命值 +100% 基础生命回复 庞然吞食 每个目标 (0秒) 如果一个敌方英雄在附近度过了若干秒,那么你的下一次对其打出的攻击会造成70外加你的6%最大生命值的额外物理伤害,并为你提供相当于8%该伤害的最大生命值。 歌利亚巨人 每有1000最大生命值,获得3%体型提升,至多至30%。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 2,800
- 价格
- 800
+400 生命值 +50 护甲 +15 技能急速 苦楚 在与英雄的战斗状态下,每4秒对附近的敌方英雄们造成魔法伤害,并治疗自身相当于250%已造成伤害的生命值。
- 总价
- 3,000
- 价格
- 400
+900 生命值 +100% 基础生命回复 庞然吞食 每个目标 (0秒) 如果一个敌方英雄在附近度过了若干秒,那么你的下一次对其打出的攻击会造成70外加你的6%最大生命值的额外物理伤害,并为你提供相当于8%该伤害的最大生命值。 歌利亚巨人 每有1000最大生命值,获得3%体型提升,至多至30%。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 2,800
- 价格
- 650
+400 生命值 +40 魔法抗性 +10 技能急速 +100% 基础生命回复 献祭 承受或造成伤害后,每秒对附近敌人造成魔法伤害,持续3秒。 荒弃 击杀一个敌人时,会在其周围造成魔法伤害。
- 总价
- 3,000
- 价格
- 400
+900 生命值 +100% 基础生命回复 庞然吞食 每个目标 (0秒) 如果一个敌方英雄在附近度过了若干秒,那么你的下一次对其打出的攻击会造成70外加你的6%最大生命值的额外物理伤害,并为你提供相当于8%该伤害的最大生命值。 歌利亚巨人 每有1000最大生命值,获得3%体型提升,至多至30%。
- 总价
- 1,200
- 价格
- 600
+25 护甲 +45 移动速度 镀板 使即将到来的攻击伤害降低10%。
- 总价
- 2,800
- 价格
- 800
+400 生命值 +50 护甲 +15 技能急速 苦楚 在与英雄的战斗状态下,每4秒对附近的敌方英雄们造成魔法伤害,并治疗自身相当于250%已造成伤害的生命值。
可选装备前 12
- 总价
- 3,000
- 价格
- 400
+900 生命值 +100% 基础生命回复 庞然吞食 每个目标 (0秒) 如果一个敌方英雄在附近度过了若干秒,那么你的下一次对其打出的攻击会造成70外加你的6%最大生命值的额外物理伤害,并为你提供相当于8%该伤害的最大生命值。 歌利亚巨人 每有1000最大生命值,获得3%体型提升,至多至30%。
55.81%- 总价
- 2,450
- 价格
- 450
+150 生命值 +75 护甲 荆棘 在被一次攻击命中后,对攻击者造成魔法伤害,并且如果目标是英雄,还会施加持续3秒的40% 重伤: 效果。
52.88%- 总价
- 2,800
- 价格
- 800
+400 生命值 +50 护甲 +15 技能急速 苦楚 在与英雄的战斗状态下,每4秒对附近的敌方英雄们造成魔法伤害,并治疗自身相当于250%已造成伤害的生命值。
56.11%- 总价
- 2,800
- 价格
- 650
+400 生命值 +40 魔法抗性 +10 技能急速 +100% 基础生命回复 献祭 承受或造成伤害后,每秒对附近敌人造成魔法伤害,持续3秒。 荒弃 击杀一个敌人时,会在其周围造成魔法伤害。
57.33%- 总价
- 3,100
- 价格
- 500
+1000 生命值 +100% 基础生命回复 狂徒之心 如果你拥有2000额外生命值,并且在8秒内没有受到伤害,则每秒回复+0 生命值 。 狂徒之活力 获得额外生命值,相当于你12%的装备生命值(0)。
54.78%- 总价
- 3,200
- 价格
- 650
+350 生命值 +45 护甲 +45 魔法抗性 虚空生物的复原力 在与英雄战斗5秒后,使你的额外护甲和魔法抗性提升30%,持续到战斗结束为止。
52.90%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 任务:艾卡西亚的陷落 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 | 59.82% | 6.92% | 1,242 |
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 | T1 | 58.25% | 17.47% | 3,138 |
当 升级:荆棘之甲 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 | 57.91% | 5.00% | 898 |
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 | 57.53% | 6.66% | 1,196 |
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 | T1 | 57.28% | 13.27% | 2,383 |
当 慢炖 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 | 57.24% | 9.04% | 1,623 |
当 升级:献祭 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 | 54.92% | 6.11% | 1,098 |
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 | T1 | 54.47% | 9.22% | 1,656 |
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 | T1 | 54.43% | 11.88% | 2,133 |
当 扇巴掌 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 | 54.38% | 12.66% | 2,273 |
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 | T1 | 53.84% | 4.72% | 847 |
当 冰霜 幽灵 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 | 53.52% | 5.93% | 1,065 |
当 吞噬灵魂 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 | 黄金 | T1 | 53.35% | 17.72% | 3,183 |
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 | T1 | 53.26% | 23.09% | 4,146 |
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 | T1 | 52.79% | 15.09% | 2,709 |
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 | T1 | 51.53% | 13.45% | 2,416 |
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 | T1 | 51.43% | 4.87% | 875 |
当 不动如山 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 | 51.34% | 6.23% | 1,118 |
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 | T1 | 51.11% | 4.50% | 808 |
当 魔鬼之舞 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 | 黄金 | T1 | 50.75% | 7.06% | 1,267 |
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 | T1 | 50.04% | 6.36% | 1,143 |
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 | T1 | 49.00% | 5.03% | 904 |
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 | 46.65% | 5.74% | 1,031 |
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 | 61.39% | 2.25% | 404 |
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 | 57.26% | 3.45% | 620 |
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 | 55.66% | 2.46% | 442 |
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 | 55.27% | 2.59% | 465 |
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 | 54.11% | 3.86% | 693 |
当 舞会女王 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 | T2 | 53.60% | 2.09% | 375 |
当 山脉龙魂 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 | 53.57% | 3.59% | 644 |
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 | T2 | 53.44% | 3.65% | 655 |
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 | 53.00% | 2.13% | 383 |
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 | T2 | 52.76% | 1.82% | 326 |
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 | T2 | 52.58% | 2.16% | 388 |
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 | T2 | 52.12% | 2.50% | 449 |
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 | T2 | 51.95% | 1.85% | 333 |
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 | T2 | 51.92% | 3.91% | 703 |
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 | 51.70% | 2.95% | 530 |
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 | T2 | 51.70% | 2.13% | 383 |
当 蛋白粉奶昔 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 | 51.69% | 2.31% | 414 |
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 | T2 | 51.39% | 4.00% | 718 |
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 | T2 | 50.92% | 3.64% | 654 |
当 恶趣味 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 | 50.78% | 3.55% | 638 |
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 | T2 | 50.51% | 2.73% | 491 |
当 巨像的勇气 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 | 棱彩 | T2 | 50.31% | 3.59% | 644 |
当 强力护盾海克斯 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 | 50.10% | 2.86% | 513 |
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 | T2 | 49.87% | 2.07% | 371 |
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 | 49.85% | 1.85% | 333 |
当 最终形态 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 | 49.76% | 2.34% | 420 |
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 | T2 | 49.58% | 2.66% | 478 |
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 | T2 | 49.44% | 2.50% | 449 |
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 | T2 | 49.12% | 2.83% | 509 |
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 | T2 | 48.86% | 1.95% | 350 |
当 砍伤 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 | 48.52% | 3.19% | 573 |
当 坚若磐石海克斯 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 | 48.36% | 2.72% | 488 |
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 | T2 | 47.37% | 2.75% | 494 |
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 | T2 | 47.22% | 3.30% | 593 |
当 急救用具 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 | 46.27% | 2.24% | 402 |
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 | T2 | 45.45% | 2.51% | 451 |
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 | T2 | 44.42% | 2.54% | 457 |
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 | T2 | 43.73% | 1.82% | 327 |
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 | T3 | 57.28% | 1.19% | 213 |
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 | T3 | 55.98% | 1.30% | 234 |
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 | T3 | 54.93% | 1.19% | 213 |
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 | 54.51% | 1.36% | 244 |
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 | T3 | 54.40% | 1.01% | 182 |
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 | T3 | 53.54% | 1.41% | 254 |
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 | T3 | 53.00% | 1.21% | 217 |
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 | T3 | 52.70% | 1.24% | 222 |
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 | 52.66% | 1.78% | 319 |
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 | 52.33% | 1.67% | 300 |
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 | T3 | 51.63% | 1.37% | 246 |
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 | 50.26% | 1.06% | 191 |
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 | 50.00% | 1.37% | 246 |
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 | T3 | 50.00% | 1.27% | 228 |
当 激光治疗 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 | 棱彩 | T3 | 50.00% | 1.25% | 224 |
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 | T3 | 49.84% | 1.77% | 317 |
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 | 49.78% | 1.28% | 229 |
当 风语者的祝福 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 | 49.47% | 1.56% | 281 |
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 | 49.45% | 1.01% | 182 |
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 | T3 | 49.30% | 1.20% | 215 |
当 折磨者海克斯 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 | 49.30% | 1.59% | 286 |
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 | 49.22% | 1.43% | 256 |
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 | 48.38% | 1.54% | 277 |
当 圣火海克斯 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 | T3 | 48.15% | 1.20% | 216 |
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 | T3 | 48.09% | 1.46% | 262 |
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 | 48.01% | 1.54% | 277 |
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 | T3 | 47.62% | 1.52% | 273 |
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 | 47.20% | 0.90% | 161 |
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 | T3 | 46.64% | 1.24% | 223 |
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 | T3 | 45.30% | 1.01% | 181 |
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 | T3 | 44.72% | 0.90% | 161 |
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 | 42.25% | 1.04% | 187 |
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 | T3 | 37.42% | 0.91% | 163 |
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 | T4 | 66.23% | 0.84% | 151 |
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 | 59.57% | 0.52% | 94 |
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 | 59.42% | 0.77% | 138 |
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 | T4 | 57.75% | 0.40% | 71 |
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 | T4 | 54.90% | 0.85% | 153 |
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 | T4 | 54.84% | 0.52% | 93 |
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 | T4 | 54.72% | 0.59% | 106 |
当 由心及物 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 | 53.98% | 0.63% | 113 |
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 | 53.78% | 0.66% | 119 |
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 | T4 | 53.57% | 0.47% | 84 |
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 | T4 | 53.50% | 0.87% | 157 |
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 | 53.16% | 0.44% | 79 |
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 | T4 | 52.33% | 0.48% | 86 |
当 冰寒海克斯 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 | 51.61% | 0.52% | 93 |
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 | 50.34% | 0.83% | 149 |
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 | T4 | 49.49% | 0.55% | 99 |
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 | T4 | 48.70% | 0.86% | 154 |
当 和我一起困在这里 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 | 48.65% | 0.41% | 74 |
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 | T4 | 48.51% | 0.75% | 134 |
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 | T4 | 47.06% | 0.66% | 119 |
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 | T4 | 46.46% | 0.55% | 99 |
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 | 45.78% | 0.46% | 83 |
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 | 44.93% | 0.38% | 69 |
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 | 44.90% | 0.55% | 98 |
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 | 44.58% | 0.46% | 83 |
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 | T4 | 44.00% | 0.42% | 75 |
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 | 43.64% | 0.61% | 110 |
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 | T4 | 42.55% | 0.79% | 141 |
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 | 42.53% | 0.48% | 87 |
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 | T4 | 42.25% | 0.40% | 71 |
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 | T4 | 41.80% | 0.68% | 122 |
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 | T4 | 41.18% | 0.38% | 68 |
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 | 40.79% | 0.42% | 76 |
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 | T5 | 58.93% | 0.31% | 56 |
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 | T5 | 52.73% | 0.31% | 55 |
当 精怪魔法 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 | T5 | 47.27% | 0.31% | 55 |
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 | T5 | 43.14% | 0.28% | 51 |
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 | T5 | 40.35% | 0.32% | 57 |
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 | T5 | 37.70% | 0.34% | 61 |
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 | T5 | 35.19% | 0.30% | 54 |
赛恩 Skill Combos
Extracted from the skill order guide
赛恩 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Sion acts as a slow front-to-back tank or hard engage button, absorbing poke and forcing enemies to respect space through his presence. | Sion becomes a chaos initiator and zone-breaker who creates messy fights where enemy carries cannot free-hit, rather than just being first to die. | Shift from passive frontliner to active chaos creator who disrupts enemy positioning. |
| Q Charging Pattern | Charging Q in obvious choke points works well because the narrow map forces enemies to walk through the wave and respect the threat. | Full charges from neutral are easily interrupted since players have more reposition tools; use Q as a threat to force reactions first. | Threaten with Q to create space; only commit full charges when enemies are locked down. |
| Ultimate Usage | Sion can ult down the lane and accept messy engages because death timers and poke patterns are slower and more forgiving. | Bad ult paths are punished harder; use R only when enemies are grouped, mobility is spent, and team can collapse with you. | Ult with clear follow-up conditions, not as a desperate long-range engage tool. |
| Tempo and Patience | Sion has time to walk up, eat poke, clear wave, and wait for enemy missteps before committing to a real engage. | Higher tempo means fishing for perfect Qs loses the wave; cycle quickly between threatening space, forcing cooldowns, and committing. | Cycle modes rapidly instead of waiting for perfect moments that never come. |
| Snowball Decisions | Snowball is a simple delivery system: land it, take it, then Q or ult and hope your team follows behind you. | Taking Snowball instantly can be wrong; check ally distance, enemy cooldowns, and formation before recasting into a potential trap. | A mark is not permission to go in; verify follow-up conditions before committing. |
| Death Passive Reliance | Sion can sometimes plan around his death passive to clean up fights after initiating and soaking damage for his team. | Planning to die first is unreliable; create disruption while alive and treat the passive as a bonus, not the whole plan. | Prioritize living disruption value; let passive be a bonus rather than a strategy. |
Champion Analysis
定位 / 当前表现
In Hextech Mayhem (ARAM) mode, Sion the Undead Juggernaut is a melee tank with massive health pools and exceptional team fight crowd control. His identity centers on absorbing enormous damage while disrupting enemies with area knock-ups and slows. Sion’s passive, Glory in Death, causes him to enter a frenzied state upon death, gaining substantial health and attack speed to continue fighting briefly. This ensures he remains a threat even after falling, often turning a lost fight into a trade or securing kills before expiring. His Q, Decimate, is his core damage ability — a charged strike that deals massive physical damage in a wide area, with a full charge knocking up enemies. The fully-charged knock-up is devastating in Hextech Mayhem, as it sets up follow-up damage for his team and interrupts enemy formations. Sion’s W, Soul Furnace, provides a shield that absorbs incoming damage and then explodes for area-of-effect magic damage. The explosion deals bonus damage if Sion took champion damage while shielded, rewarding him for staying in the thick of combat and making the ability serve dual purposes of damage absorption and output. His E, Roar of the Slayer, damages and slows enemy targets while granting Sion bonus movement speed for chasing. This tool helps him close gaps, peel for carries, or disengage from unfavorable trades. Sion’s ultimate, Unstoppable Onslaught, is his signature ability — a powerful forward charge that knocks up enemies in his path while granting massive bonus health and tenacity. In Hextech Mayhem’s long straight lanes, this charge’s distance is maximized, allowing Sion to barrel through the entire lane directly into the enemy backline. Positioning is critical: he functions best as a frontline initiator, using his ultimate to start fights or re-engage from a distance. Once in the enemy team, he relies on his shield and health pool to survive while repeatedly using his charged Q to disrupt and damage grouped opponents. His crowd control pattern — knock-ups from Q and ultimate, plus slows from E — creates windows for his damage dealers to act freely. The practical strategic value of Sion in Hextech Mayhem lies in his ability to absorb attention and resources from the enemy team while delivering reliable area disruption. Even if he is focused down, his passive keeps him fighting, and his ultimate’s tenacity and bonus health make him difficult to peel. His raw tankiness and devastating engage make him an unstoppable undead juggernaut in Hextech Mayhem.
核心技巧
长文技巧 / 玩法模式
Sion wins fights by making the enemy answer a big, obvious threat. In ARAM: Mayhem, the cramped lane and fast restarts mean your best value comes from forcing bad movement. Start fights from brush, side fog, or behind your minion wave; if the enemy sees you walking straight at them, they will spread and save their dash for your charge. Use Snowball to skip the slow walk-in by marking a frontliner or badly positioned carry, then wait half a beat before reactivating. Do not always open with your ultimate, especially against teams with easy stops or sidesteps—walk up with shield and threat first, then use ultimate after they commit movement spells or as a second wave when an ally forces a narrow retreat path. Charge your heavy swing where the enemy wants to go, not where they are standing; carries usually retreat toward tower, health relic space, or wall openings, and even a partial hit can force panic movement that lets your team land follow-up. When your team has poke advantage, engage only after a health lead appears and stop the enemy from resetting the wave for free. Hold your control when assassins are waiting by standing slightly in front of your carries and punishing the first dash target instead of wasting your main interruption on a tank. Let the enemy enter the choke before you charge so their frontline and damage dealers overlap, making your swing, roar, shield pop, and body block harder to dodge. After first crowd control lands, walk into the enemy’s escape line instead of chasing directly behind them—Sion’s size matters, and making them path around you while your team hits them is effective. When your carry gets engaged on, peel with threat first by charging a swing beside them, forcing the enemy to choose between diving and getting punished or backing off. For escape, do not run in a straight line after a failed engage; step toward brush or a wall angle and turn with a charged swing if enemies chase too tightly. Use ultimate defensively when the fight is already lost to save your shutdown or delay the next enemy push. If you are going to die, die where zombie form is useful—in the middle of the wave or next to low-health enemies—to force flashes, finish targets, or buy time. After your shield is broken early, reset your spacing and re-enter when the enemy has spent their first poke volley. Stand offset before a fight, not dead center, to threaten a diagonal engage and reduce escape space. Avoid blocking your own skillshot allies by standing just to the side until they cast. Use minion waves as cover but respect poke when the wave is gone unless you have a Snowball or ultimate angle. Keep a small escape angle open if the enemy has heavy displacement. In target priority, hit the carry when the path is real and hit the frontline when it is not; prioritize immobile damage dealers after they use movement. Do not chase one low target through the whole lane if your team is being wiped behind you—turn back to peel. In zombie form, attack the target you can actually reach rather than wasting the passive sprinting after a full-health mobile carry. Use Snowball as an engage connector, not just a gap closer: check if your team is in range before taking it, and mark tanks when they are standing beside carries to place yourself close enough to threaten the backline.
Read full guide玩法指南
玩法 / 队伍结构
Sion in ARAM: Mayhem is a space-maker first. His job is to decide when the lane moves, when the enemy backline steps back, and when his team gets time to hit the wave, shrine, or structure. He is played as a frontliner with threat windows: charging from fog, threatening knock-up, soaking the first answer, then re-engaging with his team or dying where his passive still creates pressure. At levels 1-6, Sion holds the front without donating the lane. He starts slightly ahead of his carries but not alone in the minion wave, standing near brush or terrain so his charge is harder to read. His best early trades come when the enemy is last-hitting or clearing the wave; a short charged hit that forces movement is better than a full charge that gets interrupted. Snowball is used as a follow-up, not a blind opener unless key peel is already spent. Early augments support surviving long enough to create a fight: durability, healing, shielding, or tenacity allow him to contest space more aggressively, while damage or haste augments call for repeated short threats. He pushes when his team has better waveclear or the enemy backline is low, and stalls when outranged or waiting for stronger levels, absorbing light poke with his shield. If ahead, he takes brush control to force guesses; if behind, he plays closer to his structure and saves engage for enemies who dive too far. At levels 7-11, Sion becomes the fight starter or anti-dive wall. He either holds forward brush when his team can follow, or stands on top of his carries against assassins and divers. His trading rhythm uses two-step patterns: walk up to force movement, then when the enemy spends mobility or crowd control, commit with Snowball or ultimate. Mayhem fights explode quickly, so his main engage should not be wasted into a target with every escape ready. Mid-game Snowball turns poke into a real fight; if it hits a carry, he waits before taking the mark. His augment pattern tells him how brave to be: defensive augments let him absorb burst, mobility augments allow sharper angles from brush, and damage augments reward targeting carries during passive, but he must not chase damage so far that his own backline gets collapsed. He pushes after a won fight or forced recalls, and stalls against stronger poke, using patience to make the enemy misstep. When ahead, he chains pressure from past the midpoint with ultimate from angles that cut off retreat; when behind, he counter-engages, interrupting the second champion or knocking up the carry who steps forward. After level 12, Sion forces winning fights rather than random crashes. Late-game positioning is about angles and death location: he stands where his engage threatens carries while staying close enough for his team to use his crowd control, and holds his ultimate until the enemy is trapped by minions, terrain, or team pressure. He stops taking meaningless poke trades, using his shield and body only to protect a carry, save a wave, or let his team step forward. His late Snowball is a commitment tool taken decisively on a high-value target if his team is ready, and let expire if it lands on a tank deep behind the enemy. Augments for durability make him the first body in, engage or movement augments are used from fog for surprise, and damage augments that boost after death require planning his death near carries or the wave.
Read full guide优劣势处理
优势 / 弱点
When Sion The Undead Juggernaut wins the first few fights and starts stacking health, he stops being a champion and starts being a timer. His primary strength lies in hard zone control; he can charge his Q in a visible, threatening position to force the enemy behind their tower, either securing free damage on structures or chunking half a squishy’s health bar for a kill if the enemy disrespects the threat. Ahead, his Q becomes a one-shot threat, and his R is best aimed straight down the lane at the enemy backline to force flashes or a knock-up that ends fights. Augments that grant ability haste or movement speed turn him into a raid boss, while damage augments make his passive terrifying—when he dies ahead, his zombie form often secures double kills because enemies underestimate the execute damage. The main risk when ahead is greed: chasing kills into the enemy fountain can throw the lead even in Mayhem’s reduced death timers. After a fight, shove the wave, take the tower, and reset; the only thing that kills a fed Sion is his own greed. Specific ahead tactics include popping W earlier for shield burst and finishing low-health targets, using Snowball to close gaps followed by point-blank Q, and auto-attacking structures while the team zones—he is the best tower taker on the team. Playing from behind, Sion feels miserable until he accepts his role as a disruptor rather than a carry. His primary action becomes disruption over damage: his Q will not one-shot, and his R will get him killed if charged into the enemy team. Instead, he peels for his carries by charging Q to zone divers, uses R defensively to escape or reposition, and focuses on not dying for nothing. Every death must cost the enemy something—time, health, or cooldowns. Behind, he is the counter-engage, not the engage tool, and should let the enemy make the first move before punishing with Q and E. Augments that provide survivability or healing cover his weakness to repeated poke, allowing him to survive initial burst and get abilities off. His passive becomes a revenge tool: even a 0-5 Sion with a strong defensive augment can turn a fight by refusing to die quickly, and his zombie form forcing enemy carries to kite back creates space for teammates. Specific behind tactics include using E to last-hit safely and chip enemies, popping W to tank skill shots for the team, and split pushing a side wave to force the enemy to send one or two champions away from the main fight. Recovery conditions arise when the enemy overcommits to killing Sion, allowing his team to take objectives or win the number advantage. He is uniquely good at being an annoying distraction, so he should build tanky and take every defensive augment offered to make the enemy work for every inch of ground. The trap to avoid is trying to make hero plays—a behind Sion that lands one good Q is more valuable than one that dives into five and dies before pressing a button. Patience wins losing games: he must wait for the enemy to misposition in Mayhem’s chaos and then punish.
Read full guide英雄背景
背景 / 身份 / 文本块
Sion The Undead Juggernaut is a lane-control monster in ARAM: Mayhem who transitions into an unkillable raid boss or a disruptive zombie. He is not built to outplay enemies with mechanics; instead, he exists to charge abilities directly in their face, absorb ridiculous amounts of damage, and force the enemy to overcommit kills that simply bring him back for more. Every ability demands respect for its windup, but the payoff is massive when landed. Sion’s passive, Glory in Death, turns death into a tactical resource. When he dies, he reanimates with decaying health, increased attack speed and movement, and ground-slamming attacks. In Mayhem’s constant high-damage fights, Sion often revives right in the middle of a scrum, forcing enemies to choose between fleeing or dying to a zombie. This fail-safe turns a bad trade into a potential double kill, and early on enemies often underestimate the zombie damage. The key is to die in the middle of the enemy backline during teamfights to disrupt positioning, though slows and stuns can ruin the chase. Decimating Smash, his primary threat tool, charges a massive overhead axe slam. The longer the charge, the more damage and knock-up, but the threat of a fully charged smash often does more work than the ability itself, zoning and peeling enemies. The classic combo uses E’s slow or minion stun to set up an almost guaranteed full charge. Soul Furnace provides a shield and a delayed area-of-effect explosion, with permanent health stacking from minion kills. In Mayhem’s constant waves, Sion can stack health faster than on Summoner’s Rift. Activating the shield before engaging absorbs initial burst, and timing its explosion is critical since high-damage enemies can break it before detonation. Roar of the Foe fires a short-range shockwave that slows and knocks back a champion, but when aimed at a minion, it launches that unit much further to stun the first enemy hit. Mayhem’s ever-present minions give Sion reliable ammunition for this engage tool, making his E-into-Q combo bread and butter. Unstoppable Onslaught turns Sion into a projectile that cannot be interrupted by crowd control, charging across the single lane from tower to tower. The knock-up at the end scales with distance and sets up a follow-up charged Q. While a missed R leaves him deep in enemy territory with no abilities, used correctly it forces cooldowns and creates chaos. Sion rewards patience with windups, smart death positioning, and constant pressure from a zombie that demands respect long after the first life ends.
Read full guide避免常见错误
常见错误 / 风险控制
Sion The Undead Juggernaut lives and dies on commitment in ARAM: Mayhem, where one bad angle or wasted ultimate turns a raid boss into a feeding streak. The common mistakes to avoid fall into mechanical execution and decision-making. Mechanically, charging Q for maximum duration every time is a trap; enemies interrupt the channel or simply walk out, leaving Sion with only basic attacks for several seconds. The correct action is to use Q as a flexible tool—quick taps for point-blank knockups provide reliable crowd control, while full charges are saved for when enemies are locked down by allies or forced into a choke. Another error is activating W and immediately detonating it for damage; the shield breaks before dealing meaningful damage, costing Sion his primary survival tool. The proper play is to hold the detonation, let the shield absorb damage, and pop it only when enemies are inside the blast radius or the shield is about to break. Using R in a straight line from max range with no terrain support is a common blunder; enemies see the charge coming and sidestep easily. Sion should start R from closer range or use fog of war, curving the ultimate to cut off retreat paths or aim for chokepoints. Spamming E on cooldown into minion waves pushes the wave and wastes the cooldown when a real engage opportunity appears; the correct habit is to save E for champions or for setting up Q knockbacks, using it on minions only to reset the wave. Ignoring the passive death form is a critical mistake—players typing in chat or mentally checking out waste the most terrifying part of Sion’s kit. In death form, click on the highest-priority target and force enemies to kite you or take massive damage. Decision mistakes are equally costly. Engaging with R when the team is too far behind to follow up leads to Sion being collapsed on and killed alone; always check team position and ping the target before pressing R. Dying in the middle of nowhere, far from objectives or teammates, gives zero value; instead, die on top of enemies or under their tower so the zombie form disrupts their advance. Building full damage because of highlight reels is a trap—in Mayhem mode, Sion gets melted before Q finishes charging. The correct approach is to build tank with one or two hybrid damage items if ahead, relying on base damages and survivability. Using Snowball to engage and then immediately Qing without setup fails because enemies react and sidestep; the Snowball should be followed with an auto-attack slow or E to disrupt before landing Q. Chasing low-health enemies into their base during death passive while the team dies elsewhere is a tempo loss; in passive form, target the biggest threat to the team, not the easiest kill. Finally, refusing to die when at 10% HP and the team is ready to fight forces a 4v5; sometimes Sion needs to die on his own terms, walking in to force the enemy kill him in a bad spot and activate passive in their faces. Sion rewards calculated aggression—make each death meaningful, hit buttons with purpose, and never charge R from your own tower into five enemies who can see you coming.
Read full guideFAQ
赛恩
亡灵战神 赛恩在海克斯大乱斗中选什么海克斯强化? 亡灵战神 赛恩推荐的海克斯强化:慢炖、任务:艾卡西亚的陷落、升级:荆棘之甲。详细胜率和选取率请查看本页面。 亡灵战神 赛恩在海克斯大乱斗中怎么出装? 亡灵战神 赛恩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。 亡灵战神 赛恩在海克斯大乱斗中是什么段位? 亡灵战神 赛恩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
