Max order: Q > W > E, with R at every rank.
推荐出装
装备 / 胜率 / 登场率
出装配置
16.9核心装备
- 总价
- 2,800
- 价格
- 700
+80 法术强度 +600 法力 +20 技能急速 邪焰: 伤害型技能造成额外魔法伤害,持续3秒。 黯炎: 被你的 邪焰: 影响的每个敌方英雄、史诗级野怪和大型野怪都会为你提供4%法术强度。
- 总价
- 1,100
- 价格
- 800
+12 法术穿透 +45 移动速度
- 总价
- 3,000
- 价格
- 800
+60 法术强度 +300 生命值 折磨: 伤害型技能会灼烧敌人,每秒造成2%最大生命值的魔法伤害,持续3秒。 受苦: 在与敌方英雄作战时,每过1秒,就会造成2%额外伤害,至多至6%。
- 总价
- 2,800
- 价格
- 700
+80 法术强度 +600 法力 +20 技能急速 邪焰: 伤害型技能造成额外魔法伤害,持续3秒。 黯炎: 被你的 邪焰: 影响的每个敌方英雄、史诗级野怪和大型野怪都会为你提供4%法术强度。
- 总价
- 3,000
- 价格
- 800
+60 法术强度 +300 生命值 折磨: 伤害型技能会灼烧敌人,每秒造成2%最大生命值的魔法伤害,持续3秒。 受苦: 在与敌方英雄作战时,每过1秒,就会造成2%额外伤害,至多至6%。
- 总价
- 1,100
- 价格
- 800
+12 法术穿透 +45 移动速度
可选装备前 12
- 总价
- 3,000
- 价格
- 800
+60 法术强度 +300 生命值 折磨: 伤害型技能会灼烧敌人,每秒造成2%最大生命值的魔法伤害,持续3秒。 受苦: 在与敌方英雄作战时,每过1秒,就会造成2%额外伤害,至多至6%。
50.59%- 总价
- 2,800
- 价格
- 700
+80 法术强度 +600 法力 +20 技能急速 邪焰: 伤害型技能造成额外魔法伤害,持续3秒。 黯炎: 被你的 邪焰: 影响的每个敌方英雄、史诗级野怪和大型野怪都会为你提供4%法术强度。
51.40%- 总价
- 2,750
- 价格
- 450
+100 法术强度 +600 法力 +10 技能急速 回声 伤害型技能会发射6道回声,对目标和附近的敌人造成额外魔法伤害。剩余回声会对主要目标发射,造成20%伤害。
49.27%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 咏叹奏鸣 的效果契合英雄输出方式、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 | 58.02% | 5.01% | 1,703 |
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 | 57.72% | 6.65% | 2,259 |
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 | T1 | 55.02% | 10.08% | 3,424 |
当 超凡邪恶 的效果契合英雄输出方式、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 | 55.02% | 11.82% | 4,013 |
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 | 55.00% | 6.59% | 2,238 |
当 祖母的辣椒油 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 | T1 | 54.35% | 16.16% | 5,487 |
当 虚空裂隙 的效果契合英雄输出方式、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 | 53.53% | 7.46% | 2,533 |
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 | 53.30% | 4.91% | 1,666 |
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 | 53.02% | 12.55% | 4,261 |
当 尤里卡 的效果契合英雄输出方式、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 | 52.88% | 8.69% | 2,952 |
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 | T1 | 52.26% | 5.41% | 1,837 |
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 | T1 | 52.08% | 5.66% | 1,922 |
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 | T1 | 51.92% | 5.82% | 1,976 |
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 | 51.76% | 7.11% | 2,415 |
当 基石法师 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 | T1 | 51.51% | 6.35% | 2,155 |
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 | T1 | 51.45% | 4.78% | 1,623 |
当 升级:中娅 的效果契合英雄输出方式、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 | 51.29% | 8.10% | 2,749 |
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 | T1 | 51.22% | 14.46% | 4,912 |
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 | T1 | 51.16% | 12.32% | 4,183 |
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 | 50.97% | 6.56% | 2,227 |
当 帽上加帽 的效果契合英雄输出方式、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% | 4.61% | 1,567 |
当 巫师式思考 的效果契合英雄输出方式、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 | 50.85% | 8.52% | 2,895 |
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 | T1 | 50.71% | 5.99% | 2,033 |
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 | 50.30% | 6.76% | 2,296 |
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 | T1 | 49.01% | 7.56% | 2,567 |
当 物理转魔法 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 | 白银 | T1 | 48.85% | 5.01% | 1,701 |
当 残忍 的效果契合英雄输出方式、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 | 48.21% | 5.44% | 1,846 |
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 | 57.78% | 3.05% | 1,035 |
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 | 57.73% | 2.31% | 783 |
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 | T2 | 56.66% | 4.27% | 1,449 |
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 | 55.24% | 1.97% | 668 |
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 | T2 | 55.08% | 2.32% | 788 |
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 | 54.92% | 1.91% | 650 |
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 | 54.90% | 3.30% | 1,122 |
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 | 54.16% | 2.76% | 938 |
当 火狐 的效果契合英雄输出方式、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 | 53.50% | 4.25% | 1,443 |
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 | 53.32% | 3.41% | 1,159 |
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 | T2 | 53.20% | 2.62% | 891 |
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 | 53.01% | 3.81% | 1,294 |
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 | 52.89% | 2.44% | 830 |
当 任务:沃格勒特的巫师帽 的效果契合英雄输出方式、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 | 52.77% | 4.14% | 1,406 |
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 | 52.59% | 2.45% | 831 |
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 | T2 | 51.77% | 2.67% | 906 |
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 | T2 | 51.61% | 2.38% | 808 |
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 | 51.16% | 3.17% | 1,077 |
当 精准奇才 的效果契合英雄输出方式、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 | 51.16% | 2.67% | 907 |
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 | T2 | 50.95% | 3.39% | 1,152 |
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 | 50.94% | 2.36% | 801 |
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 | T2 | 50.83% | 1.95% | 661 |
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 | 50.70% | 2.74% | 931 |
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 | T2 | 50.46% | 3.53% | 1,199 |
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 | 50.21% | 2.83% | 962 |
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 | 50.13% | 2.26% | 766 |
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 | T2 | 50.11% | 2.63% | 892 |
当 双生火焰 的效果契合英雄输出方式、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 | 49.51% | 3.92% | 1,331 |
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 | T2 | 49.39% | 2.66% | 905 |
当 超强大脑 的效果契合英雄输出方式、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 | 49.39% | 3.37% | 1,144 |
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 | T2 | 48.84% | 3.44% | 1,167 |
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 | T2 | 48.63% | 3.01% | 1,022 |
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 | 47.71% | 2.12% | 721 |
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 | 47.17% | 1.98% | 672 |
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 | T2 | 44.88% | 2.04% | 693 |
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 | 56.56% | 1.15% | 389 |
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 | 55.30% | 1.14% | 387 |
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 | T3 | 54.16% | 1.24% | 421 |
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 | T3 | 54.13% | 1.03% | 351 |
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 | T3 | 53.29% | 0.94% | 319 |
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 | 53.24% | 1.54% | 524 |
当 你摸不到海克斯 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 | T3 | 52.65% | 1.50% | 509 |
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 | T3 | 52.12% | 1.32% | 449 |
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 | T3 | 52.10% | 0.91% | 309 |
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 | 51.72% | 1.20% | 408 |
当 天音爆 的效果契合英雄输出方式、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 | 50.87% | 1.19% | 403 |
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 | T3 | 50.82% | 1.62% | 551 |
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 | T3 | 50.34% | 1.31% | 445 |
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 | 49.61% | 1.50% | 510 |
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 | T3 | 49.58% | 1.76% | 599 |
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 | 49.32% | 1.08% | 367 |
当 炽烈黎明海克斯 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 | 49.31% | 1.49% | 505 |
当 不祥契约 的效果契合英雄输出方式、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 | 49.27% | 1.42% | 481 |
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 | T3 | 49.06% | 0.94% | 320 |
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 | T3 | 48.95% | 1.68% | 572 |
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 | 48.79% | 1.46% | 496 |
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 | T3 | 48.70% | 0.91% | 308 |
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 | 48.51% | 1.78% | 604 |
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 | 48.40% | 1.01% | 343 |
当 全心为你 的效果契合英雄输出方式、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 | 48.00% | 1.18% | 400 |
当 砸开那颗蛋 的效果契合英雄输出方式、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 | 47.94% | 1.43% | 486 |
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 | T3 | 47.71% | 0.90% | 306 |
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 | T3 | 47.48% | 1.23% | 417 |
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 | T3 | 47.12% | 1.38% | 469 |
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 | T3 | 45.86% | 1.07% | 362 |
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 | T3 | 45.79% | 1.50% | 511 |
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 | T3 | 45.36% | 0.89% | 302 |
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 | 43.61% | 1.06% | 360 |
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 | 43.58% | 1.10% | 374 |
当 终极不可阻挡 的效果契合英雄输出方式、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 | 42.60% | 1.29% | 439 |
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 | T4 | 55.20% | 0.82% | 279 |
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 | T4 | 54.96% | 0.71% | 242 |
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 | T4 | 54.04% | 0.58% | 198 |
当 升级:米凯尔的祝福 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 | T4 | 53.70% | 0.76% | 257 |
当 纯粹主义者 - 术师海克斯 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 | 53.59% | 0.53% | 181 |
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 | T4 | 53.51% | 0.54% | 185 |
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 | 52.96% | 0.80% | 270 |
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 | 52.63% | 0.45% | 152 |
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 | 51.87% | 0.63% | 214 |
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 | T4 | 51.45% | 0.41% | 138 |
当 信念者的强化 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 | 棱彩 | T4 | 51.32% | 0.78% | 265 |
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 | 51.26% | 0.70% | 238 |
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 | 50.76% | 0.39% | 132 |
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 | T4 | 50.64% | 0.69% | 235 |
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 | 50.37% | 0.79% | 268 |
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 | 50.32% | 0.46% | 157 |
当 至高天诺言 的效果契合英雄输出方式、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% | 0.62% | 210 |
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 | T4 | 50.00% | 0.49% | 166 |
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 | 49.38% | 0.47% | 160 |
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 | T4 | 49.29% | 0.62% | 211 |
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 | 48.89% | 0.53% | 180 |
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 | T4 | 48.58% | 0.62% | 212 |
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 | 48.55% | 0.51% | 173 |
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 | 47.70% | 0.70% | 239 |
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 | T4 | 47.65% | 0.50% | 170 |
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 | T4 | 47.28% | 0.70% | 239 |
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 | 47.12% | 0.56% | 191 |
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 | 46.96% | 0.73% | 247 |
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 | 46.88% | 0.66% | 224 |
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 | T4 | 46.71% | 0.85% | 289 |
当 死亡之环 的效果契合英雄输出方式、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 | 46.55% | 0.51% | 174 |
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 | 46.48% | 0.42% | 142 |
当 狂热者 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 | 46.40% | 0.74% | 250 |
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 | T4 | 46.40% | 0.65% | 222 |
当 小猫咪找妈妈 的效果契合英雄输出方式、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 | 46.27% | 0.75% | 255 |
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 | 45.68% | 0.48% | 162 |
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 | T4 | 44.17% | 0.71% | 240 |
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 | 43.05% | 0.44% | 151 |
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 | T4 | 42.21% | 0.59% | 199 |
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 | T4 | 42.06% | 0.37% | 126 |
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 | T4 | 41.03% | 0.46% | 156 |
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 | T4 | 38.10% | 0.37% | 126 |
当 吵闹鬼 的效果契合英雄输出方式、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 | 60.00% | 0.18% | 60 |
当 男爵之手 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 | 59.76% | 0.24% | 82 |
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 | T5 | 56.36% | 0.16% | 55 |
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 | T5 | 53.95% | 0.22% | 76 |
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 | T5 | 52.94% | 0.15% | 51 |
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 | T5 | 52.75% | 0.27% | 91 |
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 | T5 | 51.95% | 0.23% | 77 |
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 | T5 | 51.06% | 0.28% | 94 |
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 | T5 | 50.88% | 0.17% | 57 |
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 | T5 | 49.50% | 0.30% | 101 |
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 | T5 | 45.76% | 0.35% | 118 |
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 | T5 | 39.02% | 0.24% | 82 |
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 | T5 | 38.46% | 0.15% | 52 |
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 | T5 | 36.36% | 0.26% | 88 |
莫甘娜 Skill Combos
Extracted from the skill order guide
Max Q first, W second, E third.
莫甘娜 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Dark Binding Usage | Blind long-range bindings through the wave create pressure because the lane is slower and enemies have fewer ways to instantly punish downtime. | Hold Q to time a punish against overcommitting enemies; a missed bind signals divers to engage before your next cooldown becomes relevant. | A held binding zones harder than a missed one; wait for enemies to commit before casting. |
| Black Shield Priority | Shielding a carry against a single engage spell is often enough to keep them safe through predictable damage patterns. | Shield the ally about to be hit by the most important crowd control, which may be your frontliner starting a winning engage rather than the backline. | Block the spell that decides the fight, not just whoever has lowest health. |
| Fight Tempo | Rewards repeated small advantages: land poke, clear waves, wait for cooldowns, and slowly make the enemy too low to fight. | Rewards cleaner conversion; if Q lands or Black Shield blocks a key spell, your team must immediately use that window to take space or follow up. | Convert successful spells into immediate pressure instead of waiting for slow attrition. |
| Soul Shackles Risk | Flash-style ultimate angles are sometimes viable because enemy damage output is more predictable and manageable. | Walking into five champions without a shield plan usually gets you deleted or displaced before the tether matters due to higher burst potential. | Ult after an enemy diver enters or your Q lands; never force entry without protection. |
| Punish Windows | Missing a binding often just means backing up for a few seconds until the cooldown returns with minimal consequence. | Enemies with speed, range, or augments can start a full fight before your next bind matters; immediately reposition and hold Black Shield. | Recover actively after missing Q; greedy standing still loses fights instantly. |
Champion Analysis
定位 / 当前表现
In Hextech Mayhem (ARAM) mode, Morgana the Fallen is a ranged mage-support with powerful crowd control and excellent protective utility. Morgana is one of the Aspect-protected guardians of justice, serving alongside her sister Kayle as a demigod warrior protecting Runeterra's peace. However, they chose fundamentally different paths — Morgana believes compassion and forgiveness represent true justice, rejecting Kayle's absolute judgment. Despite being called the "Fallen Angel," Morgana's deep and sympathetic personality is filled with care for the vulnerable. The sisterly conflict between Morgana and Kayle represents one of the deepest rivalries in League of Legends. In Hextech Mayhem, Morgana functions as a ranged mage-support whose passive, Soul Siphon, restores health when she deals magic damage to enemy champions, providing excellent sustainability during extended fights. Her Q, Dark Binding, is Morgana's core crowd control ability — firing a shadow chain that roots enemies for a long duration. This point-and-click root is extremely valuable in Hextech Mayhem for locking down key targets and setting up kills, as it gives teammates ample time to follow up with damage. Morgana's W, Tormented Shadow, creates a dark zone that deals continuous magic damage to enemies inside, covering a wide area in Hextech Mayhem's narrow lanes. This ability is especially effective for wave clear, area denial, and poking enemies around blind corners or bushes. Her E, Black Shield, is Morgana's most powerful protection ability — granting a teammate immunity to magic damage and crowd control. In Hextech Mayhem, this ability is crucial for protecting carries from enemy mage burst and ensuring they can operate safely against heavy magic threats. Morgana's ultimate, Soul Shackles, is her signature ability — tethering nearby enemies with soul chains. After a delay, enemies still in range take magic damage and are stunned. In Hextech Mayhem's crowded fights, this ability consistently stuns multiple champions, making it a fight-turning tool that can lock down entire teams. For itemization, Moonstone Renewer is the core support item for shielding and healing synergy, or Liandry's Anguish with Zhonya's Hourglass for a damage-oriented build that maximizes burn and survivability. Runes should feature Arcane Comet alongside Manaflow Band and Scorch for poke damage, with Biscuit Delivery and Cosmic Insight in the secondary tree for sustain and cooldown reduction. Morgana's crowd control and Black Shield make her one of the most impactful mage-supports in Hextech Mayhem, capable of controlling enemy movement, defending carries, and swinging the outcome of decisive engagements.
核心技巧
长文技巧 / 玩法模式
Morgana wins Mayhem fights by making the lane unfair for one target. Do not throw Dark Binding just because it is available. Hold it until an enemy steps past their minion line, uses a dash, starts a channel, or gets forced sideways by your team’s poke. A missed binding gives the enemy a clear punish window. Use minion waves as bait: place Tormented Shadow where they want to last-hit, then fire binding through the open lane when they move out of the pool. Look for bindings after allied slows, knockups, pulls, or Snowball hits—Morgana is stronger as the second crowd control piece. When you land binding on a carry, commit immediately with pool and forward movement to threaten Soul Shackles. Black Shield is often better when cast late, not early. Shield the ally when actual crowd control is about to land or a diver commits. Stand one step behind your main carry against hard engage—close enough to shield or bind the diver but not so far that shield arrives after displacement. Use Dark Binding defensively at an assassin’s landing point or narrow exit path. Soul Shackles is a strong counter-dive button when enemies are already in your team; let divers spend their gap closer before activating. When retreating, bind the closest threat and keep moving. Black Shield yourself before crossing a dangerous choke if the enemy has hooks, snares, or knockups. Drop Tormented Shadow behind you during a chase to pressure enemies to slow down. Stay off the exact center line to angle bindings around minions; do not stack directly on your carry. Use walls to shorten enemy dodge options—aim so their only safe movement is backward. First priority for binding is the enemy who can start the fight, second is a carry with no dash or defensive spell. Do not tunnel on low-health enemies when a diver is about to reach your backline—peel first. Use Snowball after Dark Binding lands for safe engage, not before. Snowball can deliver Soul Shackles only when enemy team is split or committed, with self-shield before reactivation. For augment triggers: immobilize-based augments depend on binding or ultimate stun; shield augments require Black Shield during real threat windows; damage-over-time augments reward placing pool under rooted or forced targets; ultimate-focused augments need enemies to have spent mobility. When ahead, clear with pool then threaten binding from a side angle. When even, avoid perma-pushing without vision. When behind, use abilities to slow wave and deny clean dives—make every dive take longer. Dive only after binding lands on valuable target or enemy wastes major crowd control. Under enemy turret, check follow-up and interrupts before using Soul Shackles. When behind, trade health slowly, protect the champion who clears waves, and use pool to punish enemies standing in the wave. The clean Morgana game is patient: shield the real engage, bind the committed target, place damage where enemies are forced to stand, and let the narrow lane work for you.
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玩法 / 队伍结构
Morgana the Fallen’s playstyle revolves around positioning one step behind the strongest frontliner, not on the back wall, so she can see enemy engage angles and still reach an ally with Black Shield. Early game, focus on landing Dark Binding when enemies last-hit, step through minions, or walk into the side wall, but avoid throwing it on cooldown into a full wave unless the team can punish the hit. After a successful binding, drop Tormented Shadow under the target, let the team add damage, then back off; if the binding misses, stop trading to protect health. Use Tormented Shadow to thin the wave when space is needed, but keep the wave controlled to threaten bindings through minion gaps. Save Black Shield for the first crowd control that would start a kill, not for small poke spells, shielding the ally stepping up to trade or about to be engaged. Early Snowball is a threat tool to force retreat and open binding angles; do not recast into five before level six unless the target is isolated and the team follows. In the first augment window, choose based on job: if the team lacks engage follow-up, take reliability, survivability, movement, or ability uptime; if the team has tanks and lockdown, damage or zone control becomes stronger. Push when the team has health advantage, stronger poke, or a pick from binding; stall when frontline is low, shield is needed defensively, or the enemy has a scary all-in. If ahead, walk up with the wave and aim bindings from angles; if behind, focus on waveclear, shield discipline, and punishing enemy dives. The early goal is to make the lane hard to engage into, create one clean pick, and reach level six with enough health to stand near the fight. In mid game, start fights from the second line, then move forward only after the enemy’s main interrupt or displacement is used, Black Shield is available, or Snowball gives a clean entry. Poke should set up fights; bindings on carries, enchanters, and immobile mages are high value, while bindings on tanks are only worth it if the team can burn them or walk forward. When landing Dark Binding, immediately decide full commit, short trade, or wave push. Use Soul Shackles when enemies have already stepped into range or the team can follow; catching two priority targets, forcing flashes, or peeling three divers is enough. Mid game Snowball becomes a real engage option after landing Dark Binding, after an enemy carry uses mobility, or when the frontline starts the fight. Snowball in, activate Soul Shackles, protect a key ally with Black Shield, then use movement and terrain to stay connected. If the enemy has heavy knockback, suppression, or burst, hold the recast and use Snowball only to threaten space. Choose augments that solve the fight actually being lost: movement, durability, or engage support if backline is unreachable; defensive or shield-friendly options if dying before ultimate pays off; more ability uptime, area pressure, or damage if already controlling fights. Push hard after a won skirmish, a landed binding on a key champion, or when the enemy wave is weak enough to hit turret safely. Stall when ultimate is down, carry is dead, or enemy has stronger reset fighting. If ahead, use the lead to control the center of the lane, making enemies respect both Dark Binding and Snowball; save Black Shield for the ally hitting structures. If behind, play as a counter-engage champion: give ground, clear wave, hold spells until enemy commits.
Read full guide优劣势处理
优势 / 弱点
Morgana the Fallen’s strength lies in controlling space and forcing enemies into narrow decisions, but her weakness is that she becomes a liability when she confuses control with chase. When ahead, she must shrink the lane before looking for bindings, placing Tormented Shadow where opponents want to stand, not where they are, so they either eat damage, dodge into a tighter angle, or give up ground. Dark Binding should be held for the second dodge rather than the first movement, because ahead Morgana throws often lose value from impatient max-range firing. A landed root should become a tower hit, a kill, or a forced defensive cooldown. Black Shield goes on the champion entering threat range, not the safest carry behind, to deny the enemy’s engage and create a clean window. Soul Shackles works as a zone tool before a desperation button, especially when Morgana can walk forward with Black Shield active and force the enemy backline to scatter. Augments should fix punish windows: mobility or engage access if the team lacks initiation, defensive or shield-focused options if she is the only anti-crowd-control tool, and ability haste or area-control if the lead comes from poke and wave pressure. Greedy damage is avoided when the team only needs her to stop one engage. Key triggers include the enemy using their main engage tool, letting Morgana step forward and punish their retreat path; landing poke on two enemies, setting up a shield and binding angle; starting a structure push, where a diagonal binding threatens defenders; and saving Black Shield for an assassin waiting on the carry. The main throw risk is chasing past her team’s range, turning Morgana into the caught target instead of the catcher. When behind, Morgana’s first job is to make the enemy’s engage expensive. She must stop the first clean engage, protect the carry who can clear waves, and force enemies to spend extra time under damage zones. Tormented Shadow goes on minions and choke points to die before the tower takes free damage. Black Shield is not a regular heal—it must be saved for the crowd control or magic effect that lets the enemy start an unrecoverable fight, especially if the carry needs to step forward to clear. Dark Binding should be cast from covered or awkward angles, such as the side of the lane, after an enemy movement spell, or at the champion hitting the tower. A single root on an overextended damage dealer can flip tempo, but a missed binding gives the enemy seconds to walk up without fear. Soul Shackles works as a peel threat rather than a suicide mission, punishing divers who enter and forcing a counter-kill. Augments from behind should cover access, survival, or repeat casting before raw damage—mobility or defensive augments for safe ultimate range, shield-enhancing or cooldown choices to deny the first catch, and wave-clear or ability-haste options to stall until the enemy mispositions. Greedy damage only works if the team can keep enemies inside her spells, which rarely happens from behind. Triggers include the enemy frontline walking past the wave to threaten tower (root the closest target and drop shadow), the carry needing to clear a dangerous wave (stand beside them and hold shield until engage is real), an enemy diver using Snowball (shield the target and bind the diver after movement), losing two members and the enemy remaining healthy (clear wave and retreat to the next defensible spot), and the enemy carry stepping forward without frontline (take the binding if damage is in range, but do not chase a miss).
Read full guide英雄背景
背景 / 身份 / 文本块
Morgana the Fallen's identity in ARAM: Mayhem revolves around sustained spell trading, pick threat, and fight denial rather than raw burst. Her passive, Soul Siphon, heals her from damage dealt to champions, large minions, and monsters, turning extended fights into a sustain advantage. This healing is most valuable when fights drag out and she can repeatedly place Tormented Shadow (W) under immobilized targets. However, the healing depends on spell damage actually connecting, so missing Dark Binding (Q) or dropping W on empty ground yields almost nothing. The passive rewards clean spell sequencing—Q roots a target, W ticks while they are stuck, and Soul Shackles (R) forces a longer fight—while punishing careless spell spam that wastes both mana and healing windows. Dark Binding is Morgana’s long-range root and primary pick tool. In Mayhem’s faster engagements, Q is strongest when aimed at committed movement: enemies locked into attacks, walking through minion gaps, chasing a teammate, or landing after Snowball follow-up. Minions and frontline champions block it, so casting through a full wave is better for zoning than catching a carry. The root sets up W for follow-up damage and can force the enemy team to spend defensive tools before the real fight begins. A missed Q signals the enemy to advance freely, pressuring carries and forcing Black Shield (E) before Morgana can reliably stop them. Tormented Shadow creates a damaging area that controls space on the narrow bridge. It is Morgana’s main wave-control spell and consistent follow-up after a root. The key is placing it where enemies are forced to move—slightly behind a retreating rooted target or in the path of an engage—rather than just where they currently stand. W is also her safest contribution when walking forward would be lethal. Careless wave spam can push when the team is too low to defend the next engage, so saving enough threat to punish hook or dive pressure is important. Black Shield turns Morgana from a poke mage into a fight-denial champion. It blocks hostile crowd control while the shield holds. In Mayhem, fights can start instantly off Snowball, hooks, charms, knockups, roots, or slows, so the shield should be saved for the real engage tool rather than the first small spell. It enables aggressive R walks, protects a carry during Q setup, and lets a frontline champion finish an engage without being stopped. Self-casting E before flashing or Snowballing into R is only effective when the team is ready to follow. A wasted E is one of Morgana’s biggest punish windows, leaving divers free to force carries and enemies to start fights without respect. Soul Shackles links Morgana to nearby enemies, damages and slows them, and threatens a stun if they fail to escape. It is best used when enemies are already committed—after a dive, after a Q catch, or when the frontline has forced multiple enemies into a tight area. Positioning matters more than timing; if Morgana cannot survive in range, the second part will not matter. Strong patterns include E into R for a protected entry, Q into W into R, or using R defensively when assassins dive the backline. In teamfights, look for clusters and escape paths; if enemies can spread, R can zone and split the fight instead of aiming for a full stun. When R is wasted with no follow-up or no way to stay in range, Morgana loses her biggest fight swing, reducing her to landing Q and shielding one target at a time while the enemy engages freely.
Read full guide避免常见错误
常见错误 / 风险控制
Morgana wins messy ARAM Mayhem fights by denying engages, catching oversteps, and making the enemy pay for walking into narrow space. Most bad Morgana games come from forcing the catch too hard or shielding the wrong thing. Treat every mistake as a tempo loss: if your binding, shield, or ultimate is down for no value, the enemy gets a clean window to walk up. Mechanical mistakes include throwing Dark Binding straight down the lane at max range with no setup, which good players sidestep and punish. Cast from angles, after an ally slow, when the enemy starts an animation, or when minions are about to die. A slightly delayed binding is stronger than a fast obvious one. If you miss, step back and play around your shield and minion wave. Placing Tormented Shadow before a target is locked reduces poke value and pushes the wave at bad times. Drop it after a binding lands, under enemies stuck fighting your frontline, or on a wave you want to clear. Use it to punish immobile moments. If the pool whiffs, stop fishing with your body and save binding for anyone who exploits your weak moment. Casting Black Shield too late after crowd control already lands wastes the denial. Watch enemy engage champions, not just ally health bars. Shield when the enemy starts the play, when your carry steps into danger, or when your frontline needs to finish an engage. Using Black Shield only on yourself leaves your strongest teammate caught; shield the champion about to create or survive the most value. Shield yourself only when your ultimate angle decides the fight. If you shield the wrong target, kite backward and do not spend ultimate trying to save a doomed mistake unless multiple enemies overcommit. Flashing or Snowballing into Soul Shackles without checking enemy escapes, cleanses, or follow-up lets enemies spread and break the tether. Enter after enemies use movement, after your frontline starts the brawl, or when terrain and minions make retreat awkward. If the engage fails, turn the retreat into a peel pattern, move back toward carries, and bind the nearest pursuer. Standing still after casting binding gives enemy poke a free target; cast then immediately sidestep or drift behind your frontline. If you get clipped after casting, do not panic ultimate in place: shield if it blocks the next control, retreat behind allies, and use pool on the wave or choke. Walking too far forward to place pool for tiny poke trades a small damage attempt for a real engage window. Let enemies come into the pool zone through wave pressure, binding threat, or ally crowd control. If you are threatened, shield the first disabling effect and retreat diagonally. Firing binding into a full minion wave wastes the cooldown and gives the enemy a free push or engage. Clear the wave first, angle from side brush, or hold binding as a punish for the enemy stepping around minions. If you waste it on a minion, back up and use pool only to manage the wave. Decision mistakes include playing Morgana like a pure poke mage every fight, missing your real job of stopping engage and creating picks. Decide before each wave whether your team needs catch, peel, wave clear, or engage support. Starting fights when your team cannot follow makes a landed binding cosmetic and your ultimate an isolated death. Check ally positions before committing; use binding as peel or wave control if damage dealers are busy.
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莫甘娜
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Read full guide最新指南
最新攻略指南
