海克斯大乱斗 英雄排名 / 出装 / 海克斯符文
英雄详情 T3 排名 #101

拉莫斯海克斯大乱斗出装与最佳符文

拉莫斯 当前在海克斯大乱斗数据中属于 T3。

拉莫斯 披甲龙龟 拉莫斯 坦克 / 法师
梯队T3
排名#101
胜率49.44%
登场率0.37%

推荐出装

装备 / 胜率 / 登场率

出装数据

出装配置

16.9

核心装备

#1
荆棘之甲 荆棘之甲 荆棘之甲
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。

水银之靴 水银之靴 水银之靴
总价
1,250
价格
550

+20 魔法抗性 +45 移动速度 30%韧性

千变者贾修 千变者贾修 千变者贾修
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。

胜率51.59%
登场率12.94%
#2
荆棘之甲 荆棘之甲 荆棘之甲
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。

水银之靴 水银之靴 水银之靴
总价
1,250
价格
550

+20 魔法抗性 +45 移动速度 30%韧性

日炎圣盾 日炎圣盾 日炎圣盾
总价
2,700
价格
600

+350 生命值 +50 护甲 +10 技能急速 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。

胜率46.68%
登场率5.06%
#3
荆棘之甲 荆棘之甲 荆棘之甲
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。

铁板靴 铁板靴 铁板靴
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%。

日炎圣盾 日炎圣盾 日炎圣盾
总价
2,700
价格
600

+350 生命值 +50 护甲 +10 技能急速 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。

胜率52.59%
登场率4.69%

可选装备前 12

荆棘之甲 荆棘之甲 荆棘之甲
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。

50.11%
水银之靴 水银之靴 水银之靴
总价
1,250
价格
550

+20 魔法抗性 +45 移动速度 30%韧性

49.83%
千变者贾修 千变者贾修 千变者贾修
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。

51.68%
无终恨意 无终恨意 无终恨意
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。

50.50%
心之钢 心之钢 心之钢
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%。

46.89%
日炎圣盾 日炎圣盾 日炎圣盾
总价
2,700
价格
600

+350 生命值 +50 护甲 +10 技能急速 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。

48.82%
狂徒铠甲 狂徒铠甲 狂徒铠甲
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)。

51.27%
铁板靴 铁板靴 铁板靴
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%。

51.25%
败魔 败魔 败魔
总价
2,900
价格
800

+400 生命值 +80 魔法抗性 +100% 基础生命回复 法师之祸 如果连续15秒没有受到魔法伤害,获得魔法护盾。

51.56%
璀璨回响 璀璨回响 璀璨回响
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。

51.12%
兰顿之兆 兰顿之兆 兰顿之兆
总价
2,700
价格
800

+350 生命值 +75 护甲 复原力 所受的来自暴击的伤害降低30%。 谦卑 对附近敌人造成持续2秒的70%减速。

49.25%
自然之力 自然之力 自然之力
总价
2,800
价格
750

+400 生命值 +55 魔法抗性 +4% 移动速度 坚定: 受到8次来自英雄的魔法伤害后,获得70魔法抗性和6%额外移动速度。

53.54%

起始装备

红水晶 红水晶 红水晶
总价
400
价格
400

+150 生命值

49.67%
复用型药水 复用型药水 复用型药水
总价
150
价格
150

主动 (2层) 在12秒里持续回复共+100 生命值 。 在访问商店时重新补满层数。

49.67%
棘刺背心 棘刺背心 棘刺背心
总价
800
价格
200

+30 护甲 荆棘 在被一次攻击命中后,对攻击者造成0魔法伤害并且如果目标是英雄,还会对其施加持续3秒的40% 重伤: 效果。

49.67%
鞋子 鞋子 鞋子
总价
300
价格
300

+25 移动速度

52.07%
布甲 布甲 布甲
总价
300
价格
300

+15 护甲

52.07%
棘刺背心 棘刺背心 棘刺背心
总价
800
价格
200

+30 护甲 荆棘 在被一次攻击命中后,对攻击者造成0魔法伤害并且如果目标是英雄,还会对其施加持续3秒的40% 重伤: 效果。

52.07%
巨人腰带 巨人腰带 巨人腰带
总价
900
价格
500

+350 生命值

47.19%
红水晶 红水晶 红水晶
总价
400
价格
400

+150 生命值

47.19%

最佳海克斯符文

海克斯符文推荐 / 组合价值

海克斯符文表
名称稀有度梯队登场率场次
任务:艾卡西亚的陷落 任务:艾卡西亚的陷落 任务:艾卡西亚的陷落 棱彩
稀有度
棱彩
梯队
T3
胜率
57.30%
登场率
8.91%
场次
993

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T157.30%8.91%993
升级:荆棘之甲 升级:荆棘之甲 升级:荆棘之甲 白银
稀有度
白银
梯队
T3
胜率
55.61%
登场率
10.79%
场次
1,203

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T155.61%10.79%1,203
质变:棱彩阶 质变:棱彩阶 质变:棱彩阶 黄金
稀有度
黄金
梯队
T1
胜率
55.53%
登场率
6.82%
场次
760

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T155.53%6.82%760
慢炖 慢炖 慢炖 棱彩
稀有度
棱彩
梯队
T3
胜率
53.79%
登场率
9.82%
场次
1,095

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T153.79%9.82%1,095
砍伤 砍伤 砍伤 棱彩
稀有度
棱彩
梯队
T4
胜率
53.68%
登场率
7.55%
场次
842

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T153.68%7.55%842
重量级打击手 重量级打击手 重量级打击手 白银
稀有度
白银
梯队
T2
胜率
52.74%
登场率
9.17%
场次
1,022

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T152.74%9.17%1,022
缩小引擎 缩小引擎 缩小引擎 黄金
稀有度
黄金
梯队
T1
胜率
51.74%
登场率
5.43%
场次
605

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T151.74%5.43%605
祖母的辣椒油 祖母的辣椒油 祖母的辣椒油 黄金
稀有度
黄金
梯队
T1
胜率
51.60%
登场率
8.15%
场次
909

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T151.60%8.15%909
不动如山 不动如山 不动如山 黄金
稀有度
黄金
梯队
T3
胜率
50.68%
登场率
11.15%
场次
1,243

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T150.68%11.15%1,243
坚韧 坚韧 坚韧 黄金
稀有度
黄金
梯队
T1
胜率
50.24%
登场率
18.41%
场次
2,052

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T150.24%18.41%2,052
歌利亚巨人 歌利亚巨人 歌利亚巨人 棱彩
稀有度
棱彩
梯队
T1
胜率
50.00%
登场率
11.23%
场次
1,252

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T150.00%11.23%1,252
冰霜 幽灵 冰霜 幽灵 冰霜 幽灵 白银
稀有度
白银
梯队
T3
胜率
49.85%
登场率
6.03%
场次
672

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T149.85%6.03%672
吞噬灵魂 吞噬灵魂 吞噬灵魂 黄金
稀有度
黄金
梯队
T1
胜率
49.81%
登场率
19.39%
场次
2,162

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T149.81%19.39%2,162
坦克引擎 坦克引擎 坦克引擎 黄金
稀有度
黄金
梯队
T1
胜率
49.77%
登场率
25.88%
场次
2,885

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T149.77%25.88%2,885
升级:献祭 升级:献祭 升级:献祭 白银
稀有度
白银
梯队
T4
胜率
49.23%
登场率
7.03%
场次
784

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T149.23%7.03%784
星界躯体 星界躯体 星界躯体 黄金
稀有度
黄金
梯队
T1
胜率
48.69%
登场率
21.17%
场次
2,360

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T148.69%21.17%2,360
自我毁灭 自我毁灭 自我毁灭 白银
稀有度
白银
梯队
T3
胜率
48.67%
登场率
5.73%
场次
639

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T148.67%5.73%639
巨像的勇气 巨像的勇气 巨像的勇气 棱彩
稀有度
棱彩
梯队
T4
胜率
48.39%
登场率
6.14%
场次
684

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T148.39%6.14%684
山脉龙魂 山脉龙魂 山脉龙魂 白银
稀有度
白银
梯队
T4
胜率
48.31%
登场率
4.23%
场次
472

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T148.31%4.23%472
扇巴掌 扇巴掌 扇巴掌 白银
稀有度
白银
梯队
T1
胜率
48.04%
登场率
12.79%
场次
1,426

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T148.04%12.79%1,426
飞身踢 飞身踢 飞身踢 棱彩
稀有度
棱彩
梯队
T2
胜率
47.70%
登场率
9.55%
场次
1,065

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T147.70%9.55%1,065
恶趣味 恶趣味 恶趣味 白银
稀有度
白银
梯队
T3
胜率
47.44%
登场率
6.30%
场次
702

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T147.44%6.30%702
任务:钢化你心 任务:钢化你心 任务:钢化你心 黄金
稀有度
黄金
梯队
T1
胜率
45.92%
登场率
20.90%
场次
2,330

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T145.92%20.90%2,330
坚若磐石海克斯 坚若磐石海克斯 坚若磐石海克斯 白银
稀有度
白银
梯队
T4
胜率
44.99%
登场率
6.98%
场次
778

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T144.99%6.98%778
红包 红包 红包 黄金
稀有度
黄金
梯队
T1
胜率
57.74%
登场率
2.14%
场次
239

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T257.74%2.14%239
练腿日海克斯 练腿日海克斯 练腿日海克斯 白银
稀有度
白银
梯队
T4
胜率
57.69%
登场率
1.63%
场次
182

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T257.69%1.63%182
尊我为王 尊我为王 尊我为王 棱彩
稀有度
棱彩
梯队
T4
胜率
55.60%
登场率
2.40%
场次
268

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T255.60%2.40%268
质变:混沌 质变:混沌 质变:混沌 棱彩
稀有度
棱彩
梯队
T2
胜率
55.56%
登场率
2.02%
场次
225

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T255.56%2.02%225
无休回复 无休回复 无休回复 黄金
稀有度
黄金
梯队
T4
胜率
55.25%
登场率
2.65%
场次
295

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T255.25%2.65%295
属性叠属性! 属性叠属性! 属性叠属性! 黄金
稀有度
黄金
梯队
T1
胜率
54.44%
登场率
3.13%
场次
349

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T254.44%3.13%349
雪球扭蛋机 雪球扭蛋机 雪球扭蛋机 黄金
稀有度
黄金
梯队
T2
胜率
52.94%
登场率
2.13%
场次
238

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T252.94%2.13%238
俯冲轰炸 俯冲轰炸 俯冲轰炸 白银
稀有度
白银
梯队
T3
胜率
52.54%
登场率
2.48%
场次
276

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T252.54%2.48%276
残忍 残忍 残忍 棱彩
稀有度
棱彩
梯队
T4
胜率
51.88%
登场率
2.63%
场次
293

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T251.88%2.63%293
激光治疗 激光治疗 激光治疗 棱彩
稀有度
棱彩
梯队
T5
胜率
51.72%
登场率
1.56%
场次
174

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T251.72%1.56%174
最终都市列车 最终都市列车 最终都市列车 黄金
稀有度
黄金
梯队
T3
胜率
51.57%
登场率
2.57%
场次
287

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T251.57%2.57%287
质变:黄金阶 质变:黄金阶 质变:黄金阶 白银
稀有度
白银
梯队
T1
胜率
51.22%
登场率
3.31%
场次
369

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T251.22%3.31%369
捐赠 捐赠 捐赠 黄金
稀有度
黄金
梯队
T2
胜率
51.12%
登场率
1.60%
场次
178

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T251.12%1.60%178
回力OK镖 回力OK镖 回力OK镖 黄金
稀有度
黄金
梯队
T3
胜率
50.98%
登场率
1.37%
场次
153

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T250.98%1.37%153
弹球 弹球 弹球 黄金
稀有度
黄金
梯队
T2
胜率
50.18%
登场率
2.45%
场次
273

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T250.18%2.45%273
逃跑计划 逃跑计划 逃跑计划 白银
稀有度
白银
梯队
T3
胜率
50.00%
登场率
1.33%
场次
148

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T250.00%1.33%148
家园卫士 家园卫士 家园卫士 白银
稀有度
白银
梯队
T4
胜率
49.61%
登场率
1.16%
场次
129

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T249.61%1.16%129
属性! 属性! 属性! 白银
稀有度
白银
梯队
T2
胜率
49.27%
登场率
1.84%
场次
205

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T249.27%1.84%205
史上最大雪球 史上最大雪球 史上最大雪球 棱彩
稀有度
棱彩
梯队
T3
胜率
48.65%
登场率
1.33%
场次
148

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T248.65%1.33%148
作弊:我能回城! 作弊:我能回城! 作弊:我能回城! 黄金
稀有度
黄金
梯队
T3
胜率
48.59%
登场率
1.59%
场次
177

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T248.59%1.59%177
生机迸发 生机迸发 生机迸发 黄金
稀有度
黄金
梯队
T4
胜率
48.40%
登场率
2.52%
场次
281

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T248.40%2.52%281
舞会女王 舞会女王 舞会女王 棱彩
稀有度
棱彩
梯队
T5
胜率
48.38%
登场率
2.76%
场次
308

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T248.38%2.76%308
属性叠属性叠属性! 属性叠属性叠属性! 属性叠属性叠属性! 棱彩
稀有度
棱彩
梯队
T3
胜率
48.36%
登场率
1.09%
场次
122

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T248.36%1.09%122
古式佳酿 古式佳酿 古式佳酿 黄金
稀有度
黄金
梯队
T2
胜率
48.25%
登场率
2.83%
场次
315

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T248.25%2.83%315
踢踏舞 踢踏舞 踢踏舞 棱彩
稀有度
棱彩
梯队
T1
胜率
47.85%
登场率
1.67%
场次
186

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T247.85%1.67%186
量子计算 量子计算 量子计算 棱彩
稀有度
棱彩
梯队
T5
胜率
47.68%
登场率
1.35%
场次
151

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T247.68%1.35%151
侵蚀 侵蚀 侵蚀 白银
稀有度
白银
梯队
T3
胜率
47.42%
登场率
2.95%
场次
329

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T247.42%2.95%329
尖端发明家 尖端发明家 尖端发明家 黄金
稀有度
黄金
梯队
T4
胜率
47.00%
登场率
4.18%
场次
466

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T247.00%4.18%466
速度恶魔 速度恶魔 速度恶魔 白银
稀有度
白银
梯队
T2
胜率
46.96%
登场率
1.62%
场次
181

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T246.96%1.62%181
升级:雪球 升级:雪球 升级:雪球 黄金
稀有度
黄金
梯队
T2
胜率
46.27%
登场率
2.40%
场次
268

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T246.27%2.40%268
蛋白粉奶昔 蛋白粉奶昔 蛋白粉奶昔 棱彩
稀有度
棱彩
梯队
T5
胜率
46.11%
登场率
2.88%
场次
321

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T246.11%2.88%321
虚幻武器 虚幻武器 虚幻武器 黄金
稀有度
黄金
梯队
T4
胜率
46.05%
登场率
1.36%
场次
152

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T246.05%1.36%152
易损 易损 易损 黄金
稀有度
黄金
梯队
T2
胜率
45.45%
登场率
1.09%
场次
121

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T245.45%1.09%121
面包和果酱 面包和果酱 面包和果酱 黄金
稀有度
黄金
梯队
T4
胜率
45.33%
登场率
2.02%
场次
225

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T245.33%2.02%225
黎明使者的坚决海克斯 黎明使者的坚决海克斯 黎明使者的坚决海克斯 黄金
稀有度
黄金
梯队
T4
胜率
44.87%
登场率
2.80%
场次
312

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T244.87%2.80%312
最终形态 最终形态 最终形态 棱彩
稀有度
棱彩
梯队
T3
胜率
44.16%
登场率
1.77%
场次
197

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T244.16%1.77%197
超凡邪恶 超凡邪恶 超凡邪恶 黄金
稀有度
黄金
梯队
T1
胜率
43.37%
登场率
1.76%
场次
196

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T243.37%1.76%196
折磨者海克斯 折磨者海克斯 折磨者海克斯 白银
稀有度
白银
梯队
T4
胜率
43.04%
登场率
3.48%
场次
388

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T243.04%3.48%388
会心治疗 会心治疗 会心治疗 黄金
稀有度
黄金
梯队
T2
胜率
43.03%
登场率
3.02%
场次
337

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T243.03%3.02%337
面包和奶酪 面包和奶酪 面包和奶酪 黄金
稀有度
黄金
梯队
T3
胜率
41.01%
登场率
1.25%
场次
139

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T241.01%1.25%139
神圣干预 神圣干预 神圣干预 黄金
稀有度
黄金
梯队
T3
胜率
40.63%
登场率
2.87%
场次
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T240.63%2.87%320
小丑学院 小丑学院 小丑学院 棱彩
稀有度
棱彩
梯队
T2
胜率
57.58%
登场率
0.59%
场次
66

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T357.58%0.59%66
渴血 渴血 渴血 白银
稀有度
白银
梯队
T1
胜率
55.77%
登场率
0.47%
场次
52

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T355.77%0.47%52
霸符兄弟 霸符兄弟 霸符兄弟 白银
稀有度
白银
梯队
T3
胜率
55.68%
登场率
0.79%
场次
88

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T355.68%0.79%88
卡皮巴拉空投 卡皮巴拉空投 卡皮巴拉空投 棱彩
稀有度
棱彩
梯队
T5
胜率
55.00%
登场率
0.54%
场次
60

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T355.00%0.54%60
魄罗之王的弹跳 魄罗之王的弹跳 魄罗之王的弹跳 棱彩
稀有度
棱彩
梯队
T5
胜率
54.81%
登场率
0.93%
场次
104

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T354.81%0.93%104
火狐 火狐 火狐 白银
稀有度
白银
梯队
T2
胜率
53.33%
登场率
1.08%
场次
120

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T353.33%1.08%120
海洋龙魂 海洋龙魂 海洋龙魂 白银
稀有度
白银
梯队
T3
胜率
51.30%
登场率
1.03%
场次
115

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T351.30%1.03%115
无限循环往复 无限循环往复 无限循环往复 棱彩
稀有度
棱彩
梯队
T3
胜率
50.00%
登场率
1.00%
场次
112

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。

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棱彩T350.00%1.00%112
巨人杀手 巨人杀手 巨人杀手 棱彩
稀有度
棱彩
梯队
T1
胜率
47.17%
登场率
0.48%
场次
53

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。

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棱彩T347.17%0.48%53
当心小蛋糕! 当心小蛋糕! 当心小蛋糕! 棱彩
稀有度
棱彩
梯队
T5
胜率
47.06%
登场率
0.46%
场次
51

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。

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棱彩T347.06%0.46%51
和我一起困在这里 和我一起困在这里 和我一起困在这里 棱彩
稀有度
棱彩
梯队
T5
胜率
47.00%
登场率
0.90%
场次
100

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。

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棱彩T347.00%0.90%100
潘朵拉的盒子 潘朵拉的盒子 潘朵拉的盒子 棱彩
稀有度
棱彩
梯队
T3
胜率
46.96%
登场率
1.03%
场次
115

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。

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棱彩T346.96%1.03%115
面包和黄油 面包和黄油 面包和黄油 黄金
稀有度
黄金
梯队
T2
胜率
45.88%
登场率
0.76%
场次
85

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。

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黄金T345.88%0.76%85
神圣雪球 神圣雪球 神圣雪球 棱彩
稀有度
棱彩
梯队
T4
胜率
45.88%
登场率
0.76%
场次
85

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。

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棱彩T345.88%0.76%85
急急小子 急急小子 急急小子 黄金
稀有度
黄金
梯队
T5
胜率
45.83%
登场率
0.65%
场次
72

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。

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黄金T345.83%0.65%72
循环往复 循环往复 循环往复 黄金
稀有度
黄金
梯队
T2
胜率
44.95%
登场率
0.98%
场次
109

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。

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黄金T344.95%0.98%109
魔鬼之舞 魔鬼之舞 魔鬼之舞 黄金
稀有度
黄金
梯队
T3
胜率
44.93%
登场率
0.62%
场次
69

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。

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黄金T344.93%0.62%69
会心防御 会心防御 会心防御 白银
稀有度
白银
梯队
T4
胜率
44.83%
登场率
1.04%
场次
116

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。

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白银T344.83%1.04%116
吸血习性 吸血习性 吸血习性 黄金
稀有度
黄金
梯队
T1
胜率
44.44%
登场率
0.48%
场次
54

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。

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黄金T344.44%0.48%54
防护面纱 防护面纱 防护面纱 白银
稀有度
白银
梯队
T5
胜率
41.94%
登场率
0.56%
场次
62

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。

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白银T341.94%0.56%62
科学狂人 科学狂人 科学狂人 棱彩
稀有度
棱彩
梯队
T4
胜率
41.89%
登场率
0.66%
场次
74

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。

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棱彩T341.89%0.66%74
帽上加帽 帽上加帽 帽上加帽 白银
稀有度
白银
梯队
T2
胜率
41.44%
登场率
1.00%
场次
111

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。

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白银T341.44%1.00%111
杀戮时间到了 杀戮时间到了 杀戮时间到了 黄金
稀有度
黄金
梯队
T1
胜率
41.38%
登场率
0.52%
场次
58

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。

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黄金T341.38%0.52%58
旋转至胜 旋转至胜 旋转至胜 白银
稀有度
白银
梯队
T5
胜率
40.45%
登场率
0.80%
场次
89

当 旋转至胜 的效果契合英雄输出方式、生存需求和团战职责时优先选择。

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白银T340.45%0.80%89
心灵净化 心灵净化 心灵净化 黄金
稀有度
黄金
梯队
T2
胜率
38.57%
登场率
0.63%
场次
70

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。

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黄金T338.57%0.63%70
闪现向前 闪现向前 闪现向前 黄金
稀有度
黄金
梯队
T5
胜率
38.10%
登场率
0.57%
场次
63

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。

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黄金T338.10%0.57%63
由心及物 由心及物 由心及物 白银
稀有度
白银
梯队
T2
胜率
36.54%
登场率
0.47%
场次
52

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。

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白银T336.54%0.47%52
狂徒豪气 狂徒豪气 狂徒豪气 黄金
稀有度
黄金
梯队
T3
胜率
32.08%
登场率
0.48%
场次
53

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。

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黄金T332.08%0.48%53

拉莫斯 Skill Combos

Extracted from the skill order guide

Skill Order
RWEQ

Normal order: R > W > E > Q.

REWQ

Engage, movement, dash, Snowball-enhancing, or speed-focused augments: consider R > E > W > Q only if you are already reaching targets safely.

RWEQ

Max W first, max E second, and leave Q for last unless the game gives you a clear reason to play as a pure engage bot.

拉莫斯 ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role IdentityRammus acts as a counter-engage tank or anti-AD frontliner who punishes auto attackers and forces carries to respect his taunt range.He becomes a disruption starter and repeat-fight enabler who starts fights more often and punishes sloppy spacing harder when augments support it.Shift from patient counter-engage to active disruption; use augments to enable frequent, sharp engages.
Taunt PrioritizationHe often commits to the first misstep by an enemy marksman or melee diver, using his full combo to punish the error.Taunt becomes a high-value decision best saved for carries, reset champions, or divers during their commit, rather than the nearest tank.Save taunt for the target that actually wins the fight; do not waste it on low-value tanks.
Defensive Ball CurlPlayers often press the ability immediately upon arrival, relying on the durability to soak damage during the engage.Requires discipline; activate only when damage is actually incoming or you are being focused to avoid getting kited.Wait until enemies commit damage before activating; do not pop it early while closing distance.
Engage AnglesRolling straight down the lane can work effectively when enemies lack space to dodge the obvious engage path.Straight rolls are easily punished by stronger augments and burst; use brush, side angles, or engage after enemy cooldowns.Avoid predictable straight rolls; use brush and side angles to avoid getting deleted.
Ultimate UsageThe ultimate is often used simply to finish an engage or chase targets through the narrow lane.Use it as a zone tool to split fights, force backline movement, or cut off escape paths rather than just chasing.Ult to split enemy formation and make their positioning awkward, not just for damage.
Snowball DisciplineSnowball serves as a backup engage option when Powerball is blocked by the minion wave.Landing the mark is an option, not an obligation; recast only if allies can follow, or use it defensively to peel.Do not recast Snowball into five enemies; check ally distance and enemy cooldowns first.

Champion Analysis

定位 / 当前表现

概览

Rammus the Armordillo excels in ARAM: Mayhem as a tank engager and taunt tank, using his signature crowd control to disrupt enemy damage dealers and create kill opportunities for his team. His core strategic value centers on E, Frenzying Taunt, which forces an enemy champion to attack him. Taunting the enemy ADC or mage stops their damage output entirely, enabling easy kills during teamfights. This makes Rammus particularly effective at neutralizing priority targets and protecting his team from high-damage threats. His engage pattern relies heavily on Q, Powerball, which provides rolling engage and damage. The classic ARAM combo for Rammus is Q into E: roll into the enemy backline using Q, then immediately cast E to taunt a priority target. This combination allows Rammus to bypass frontline defenders and directly threaten squishy damage dealers. W, Defensive Ball Curl, synergizes powerfully with his taunt by granting bonus armor and reflecting damage. After taunting an enemy ADC, activating W reflects their auto-attack damage back at them, punishing opponents for the forced attacks. R, Tremors, adds AoE magic damage during teamfights, contributing additional damage while Rammus absorbs enemy focus. Rammus brings several notable strengths to ARAM. His practical E taunt provides reliable crowd control on a single target, while his Q engage offers flexibility for initiating fights. The damage reflection from W makes him particularly effective against auto-attack reliant champions, and his overall tankiness allows him to absorb massive amounts of damage for his team. These qualities make him a valuable frontline presence who can dictate the flow of engagements. However, Rammus has clear weaknesses that players must consider. He deals low damage overall, meaning he relies heavily on teammates to follow up on his engages. His slow movement speed outside of Powerball makes him vulnerable to kiting when his abilities are on cooldown. He also has low magic resistance, leaving him susceptible to magic damage dealers. His ultimate ability deals only average damage, limiting his kill pressure compared to other tank options. In practical terms, Rammus functions best when his team needs a dedicated engager who can isolate and neutralize key enemy threats. His straightforward kit rewards decisive engages and proper target selection, making him accessible for players who understand positioning and timing. Success with Rammus comes from identifying which enemy champion poses the greatest threat and using his QE combo to remove that threat from the fight, then surviving long enough with W and R to let his teammates capitalize on the disruption.

核心技巧

长文技巧 / 玩法模式

文字模块

Rammus wins fights by choosing the crash site rather than rolling in just because Powerball is available. In ARAM: Mayhem, where players are grouped and damage is high, one bad engage can become a full wipe. Look for targets that have already used a dash, stepped past their front line, or moved close enough that your team can hit them during your taunt. If your backline cannot follow, your engage is only a donation. Start fights from fog, brush, or behind your minion wave. If the enemy sees the full Powerball path, they can spread, block you with a tank, or save crowd control for your arrival. Roll from an angle so the carry must move sideways into your team or backward away from the wave. Do not always hit the first champion. If a tank walks forward to body-block, curve around only when safe. If curving would put you under five enemies with no follow-up, take the frontliner, taunt them, and let your team burn the closest target instead. Layer your engage rather than dumping everything at once. Powerball gets you in, taunt locks the priority target, Defensive Ball Curl keeps you alive, and ultimate is strongest when it follows a committed fight or catches multiple enemies. Against assassins, hold your taunt for the diver rather than spending it on the enemy tank. Stand slightly in front of your carries to intercept Snowball, dashes, and melee engages while giving your backline space to kite. Respect the single-lane traffic jam. Do not roll straight down the middle through minions when the enemy has obvious stuns ready. Wait for the wave to thin, use the side brush, or threaten the roll to make them back up before committing. When defending a turret, stand at an angle from the relic side or brush side to threaten a roll into their backline if they overstep. Auto-attack carries are premium targets since Rammus naturally punishes champions that need to stand and hit. Mobile mages and long-range poke champions require patience. Wait until they use their escape or step forward for poke. Enemy tanks are acceptable targets only when isolated or overextended. Support-style enchanters are high value if reachable. Use Snowball strategically. Throw it before Powerball when enemies have blockers, giving you a clean line. Wait half a beat after the mark lands to watch for cleanse, dash, or peel before recasting. Snowball can also be defensive, marking a nearby minion or frontliner to reposition toward your team after a failed engage. Trigger engage augments when contact is guaranteed, not while still rolling from max range. Trigger defensive augments after the enemy commits damage rather than while they are still kiting. Save chase augments for the second beat after the enemy uses their first escape. When ahead, escort the wave instead of diving instantly. When behind, pull the fight toward your turret and build fights around one punished mistake. Protect your health before the fight starts by using brush, minions, and side positioning. Accept small wins such as forcing a carry's escape or saving your damage dealer. The best Rammus games feel unfair because the enemy never gets to hit the target they want. Roll with a reason, taunt where your team can punish, and save at least one tool for the second movement of the fight.

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玩法指南

玩法 / 队伍结构

玩法指南

Rammus wins Mayhem by choosing clean fights, not by rolling at the first target he sees. Your job is to stand where the enemy backline feels unsafe, force carries to respect Snowball and Powerball angles, then turn their own damage window against them with defensive tools and taunt pressure. You are strongest when your team can hit the target you lock down. If your damage dealers are walking back from base, do not start a hero fight just because you found speed. During levels 1-6, hold the front, take short punish trades, and protect your health bar. Start slightly ahead of your carries, but not so far forward that you eat every poke spell before your team is ready. Use the side of the lane and brush line to threaten a roll angle without committing. If the enemy has heavy crowd control, stand behind your minion wave until key spells are used. Early Rammus should trade in short bursts. Roll in only when your team can immediately follow with damage. Early Snowball is best used as a threat first and a commit second. Throw it at immobile carries, artillery mages after they cast, or melee champions who overstep away from their team. If it lands on a tank standing in front of five ready enemies, let it expire unless you are only using it to force cooldowns. Your first augment should support what the lobby needs. If your team lacks a starter, value durability, movement, engage reach, or crowd-control support. Do not pick a greedy damage augment early if the enemy can poke you out before you ever reach them. At levels 7-11, force numbers advantages and turn successful picks into structure pressure. Play between your carries and the enemy damage line. Stand close enough to peel, but keep an angle where Powerball or Snowball can reach past the enemy frontline. This is where you start looking for repeated engage cycles. Bait enemy poke by walking forward, then retreat before the full combo lands. Once a key control spell or mobility tool is down, roll immediately or threaten Snowball. Your best trades are quick catches on a carry, support, or squishy mage who used their escape to poke. Use Snowball to bypass the frontline when the target is valuable and your team can collapse. If the enemy comp has strong traps, knockbacks, or layered crowd control, hold Snowball until those tools are used. By your second augment, shape your role more sharply. If you are surviving but enemies escape, prioritize reach or sticking power. If you reach targets but die instantly, take defensive or recovery augments instead. At levels 12 and beyond, pick the fight location, protect the damage, and do not donate shutdowns. Do not wander alone in front of five champions unless the wave state and your team position support it. The best position is often one step off-center: close enough to block access to your carries, angled enough that the enemy backline cannot stand still for free. Late trades are decisive. Do not spend your engage just to chip one enemy if your team cannot finish. Late Snowball is a fight button, an escape route, or a cooldown tax. Before you recast, check your team's distance, the target's value, and whether enemy crowd control is waiting. Final augment choices should solve the actual late-game problem, whether that is threat generation, tenacity against control, or consistency for one clean engage to end.

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优劣势处理

优势 / 弱点

优劣势

Rammus the Armordillo excels as a threat zone and fight initiator when ahead, but his primary throw risk comes from over-chasing. When your team has health or wave control, use Rammus to create space by threatening Powerball angles from fog or minion cover rather than rolling in blindly. The consequence of patient positioning is that enemies lose space, miss poke windows, and give your team safer access to relics and turret damage. If your team cannot follow after you engage, your lead turns into a shutdown. When ahead, Rammus should engage shorter rather than deeper, hitting the first high-value target in range and letting carries finish what he pins down. Against attack-heavy enemy compositions, standing between enemies and your carries after the first engage forces them to either waste damage into your defensive window or give up positioning. When your team wins front-to-back but loses messy dives, peel first and engage second, letting enemy divers commit before turning with taunt. When pressuring turrets, hold Powerball until someone steps forward to clear or poke, as rolling too early lets them reset the wave for free. Augment choices when ahead should address Rammus's predictability. Movement speed, slow resistance, and crowd-control access make first contact harder to dodge. If your team lacks damage after you lock someone down, augments that add sustained damage or reflect-style pressure make enemies regret ignoring you. Against strong disengage, take augments that help re-enter after the first stop to avoid standing uselessly in the open. When behind, Rammus becomes stronger as a counter-engage and pick champion than as a blind initiator. Stand near carries, threaten taunt range, and punish oversteps rather than forcing fights from the front. A bad engage from behind often becomes unrecoverable because your team cannot walk forward fast enough to save you. When your backline is dived, abandon the enemy carry and peel the diver instead. Against poke-heavy lanes, preserve health by using minions and terrain rather than eating poke, as Rammus without health cannot threaten engage. When behind, pick targets your team can actually hit rather than the target you personally want. Against protected carries with cleanse, spell shield, or stasis, bait the defense before committing your full chain. When your turret is low, stand where enemies must pass through you rather than behind the turret, letting them start the dive before pinning the first champion who takes focus. Behind-state augments should prioritize immediate durability if dying before crowd control matters, or movement and tenacity if unable to reach targets through slows. If carries are the only comeback path, take augments that help peel or stay near them. If your team has no clean engage except you, take reliability over greed. The biggest behind-state mistake is forcing a full fight because you feel useless while waiting. Rammus is allowed to wait for enemies to push too far, waste cooldowns, and let your team recover. A delayed fight is recoverable, but a dead Rammus rolling alone into five is not.

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英雄背景

背景 / 身份 / 文本块

背景文案

Rammus the Armordillo transforms defensive stats into offensive pressure through a kit built around forced engagement and punishment of enemy aggression. His passive, Spiked Shell, converts armor into bonus damage on basic attacks, making defensive itemization simultaneously a damage investment. This mechanic rewards Rammus for staying in close range after engaging rather than retreating, as leaving combat without auto-attacking wastes a significant portion of his damage output. The passive functions as the follow-through pressure after Q creates contact and E locks a target in place. Powerball serves as Rammus' primary engage and repositioning tool, requiring physical collision with enemies to function. The ability demands careful pathing and angle selection, as minions, tanks, and summoned units can block routes to priority targets. Successful Q usage depends on approaching from fog, using terrain, or catching enemies who overextend. The ability can also peel for allies by rolling into divers and following with taunt. Poor Q usage creates one of Rammus' most vulnerable windows, as missing or hitting the wrong target leaves him without his main entry tool while enemies can kite freely. Defensive Ball Curl provides the durability needed to survive after engaging. The ability punishes enemies who attack Rammus while active, creating a dilemma where opponents must either suffer through his defensive state or ignore him and risk his taunted target surviving. Timing matters significantly, as activating W too early allows enemies to wait out the duration, while using it too late leaves Rammus vulnerable to burst during his engage window. The ability gains priority when facing attack-reliant compositions or when serving as the primary frontline. Frenzying Taunt functions as Rammus' most reliable single-target lockdown, forcing enemies to attack him while creating a clear focus target for allies. The ability should target champions your team can burst, divers threatening your backline, or carries who have already expended escapes. Using E on a tank with no follow-up wastes the cooldown and removes Rammus' primary threat tool. The taunt also serves a defensive role, allowing Rammus to peel assassins and divers off vulnerable teammates rather than always diving the enemy backline. Soaring Slam gives Rammus a large-area engage tool that can initiate fights, cut off escape routes, or follow up on Q engages for extended reach. The ultimate requires targeting landing zones strategically, aiming where enemies must move rather than simply where they stand. Using R without team follow-up or landing it away from the main fight wastes Rammus' strongest engage option and leaves his team without a decisive initiation tool. The ability also provides emergency repositioning when Rammus needs to escape or interrupt enemy dive paths. Rammus wins by forcing enemies into bad positions and punishing their responses, but overcommitting without backup or wasting key abilities leaves him isolated and vulnerable.

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避免常见错误

常见错误 / 风险控制

避坑

Rammus the Armordillo performs best in ARAM: Mayhem when creating clean punish windows: rolling in from good angles, forcing enemy carries to respond, and soaking return fire while teammates apply damage. Most poor Rammus games stem from doing the right-looking action at the wrong time. Engaging without follow-up, canceling pressure, or wasting defensive windows before enemies commit damage turns Rammus into a slow target rather than a threat. Mechanical mistakes center on engage execution. Rolling straight down the middle with Powerball while visible allows enemies to step aside, block with frontline bodies, or prepare crowd control. Correct engagement starts from fog, side angles, or behind minion waves, forcing carries to choose between backing away or walking into team damage. Activating defensive stance too early lets enemies wait it out, kite backward, then strike when the best tank window expires. Defensive stance should activate during actual contact, while taunting, body-blocking, or absorbing burst patterns. Taunting the first champion touched wastes strong single-target control on tanks, summons, or low-value targets. Taunt belongs on champions whose actions matter most: fed marksmen hitting freely, mages holding burst combos, or assassins jumping the backline. Using Snowball or roll-in without checking team follow-up results in landing alone, eating layered crowd control, and dying before allies can turn the fight. Engage when teammates move forward, key damage spells are available, or enemies have stepped past safe positions. Canceling momentum by clipping minions, terrain, or wrong champions during engage paths makes engagement predictable and short. Treat the lane as a pathing puzzle, rolling through clean gaps or angling from sides. Using the ultimate only as flashy follow-up after fights are decided misses opportunities for disruption and zone pressure. Use ultimate when it changes movement decisions: cutting off retreats, landing into clustered enemies, or forcing carries from optimal positions. Standing still after first control ends allows good players to walk past or kite outside threat range. Keep moving purposefully, stepping between enemy carries and teammates or turning to peel for divers. Decision mistakes involve understanding team composition and fight state. Treating every game as hard-engage regardless of compositions leads to diving teams that want Rammus to start first while carries need peel. Decide the job before each fight based on team follow-up and fragility. Chasing enemy marksmen through the entire lane while enemy divers kill the backline sacrifices carries for low-value pressure. Check fights behind you after first engage and turn to taunt threats on your carry. Diving under enemy structures or deep behind waves because of perceived unkillability stretches durability across too much time and distance. Dive only when targets are low, teammates are in range, or enemies have burned tools that stop exits. Engaging while teammates are low health, out of position, or dead turns good crowd control into losing fights. Count bodies and read posture before starting. Ignoring enemy crowd control patterns and assuming tank stats solve everything results in getting stopped before reaching targets. Bait or track spells that cancel entry. Forcing fights into full enemy poke instead of using minion waves and terrain to reduce damage before contact leaves Rammus too low to stay long enough for taunt and follow-up to matter. Staying in enemy backline after winning the front-to-back fight delays regrouping and risks death from respawning enemies. The fundamental rule is straightforward: do not engage just because Rammus can reach someone. Engage when the target matters, teammates can hit, and the defensive window will actually be tested. If any element is missing, play peel, hold space, and make enemies walk into you instead.

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拉莫斯

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