Normal order: R > W > Q > E.
推荐出装
装备 / 胜率 / 登场率
出装配置
16.9核心装备
- 总价
- 2,200
- 价格
- 500
+25 法术强度 +200 生命值 +20 技能急速 125%基础法力回复 星光恩典 对一名友军的治疗或护盾会连锁至另一名友方英雄(你自己除外),提供相当于 30%原治疗值的治疗效果或 35%原护盾值的护盾效果。
- 总价
- 900
- 价格
- 350
+10 技能急速 +45 移动速度 艾欧尼亚的洞悉 获得10召唤师技能急速。
- 总价
- 2,250
- 价格
- 850
+200 生命值 +8% 治疗和护盾强度 75%基础法力回复 +300 法力 和谐 获得+0% 治疗和护盾强度 。 法力流 (8秒,最大5层) 技能在命中时会提供4最大法力值(对英雄时翻倍)。 在360最大法力值时转变为歌之权冠。
- 总价
- 2,200
- 价格
- 500
+25 法术强度 +200 生命值 +20 技能急速 125%基础法力回复 星光恩典 对一名友军的治疗或护盾会连锁至另一名友方英雄(你自己除外),提供相当于 30%原治疗值的治疗效果或 35%原护盾值的护盾效果。
- 总价
- 2,250
- 价格
- 850
+200 生命值 +8% 治疗和护盾强度 75%基础法力回复 +300 法力 和谐 获得+0% 治疗和护盾强度 。 法力流 (8秒,最大5层) 技能在命中时会提供4最大法力值(对英雄时翻倍)。 在360最大法力值时转变为歌之权冠。
- 总价
- 900
- 价格
- 350
+10 技能急速 +45 移动速度 艾欧尼亚的洞悉 获得10召唤师技能急速。
- 总价
- 2,200
- 价格
- 500
+25 法术强度 +200 生命值 +20 技能急速 125%基础法力回复 星光恩典 对一名友军的治疗或护盾会连锁至另一名友方英雄(你自己除外),提供相当于 30%原治疗值的治疗效果或 35%原护盾值的护盾效果。
- 总价
- 900
- 价格
- 350
+10 技能急速 +45 移动速度 艾欧尼亚的洞悉 获得10召唤师技能急速。
- 总价
- 2,900
- 价格
- 450
+70 法术强度 +600 法力 +25 技能急速 敬畏 获得相当于1%额外法力值的法术强度。 法力流 (8秒,最大5层充能) 技能在命中时提供5最大法力值(对英雄时翻倍)。 在360最大法力值时转变为炽天使之拥。
可选装备前 12
- 总价
- 2,200
- 价格
- 500
+25 法术强度 +200 生命值 +20 技能急速 125%基础法力回复 星光恩典 对一名友军的治疗或护盾会连锁至另一名友方英雄(你自己除外),提供相当于 30%原治疗值的治疗效果或 35%原护盾值的护盾效果。
57.26%- 总价
- 2,250
- 价格
- 850
+200 生命值 +8% 治疗和护盾强度 75%基础法力回复 +300 法力 和谐 获得+0% 治疗和护盾强度 。 法力流 (8秒,最大5层) 技能在命中时会提供4最大法力值(对英雄时翻倍)。 在360最大法力值时转变为歌之权冠。
57.85%- 总价
- 2,200
- 价格
- 700
+45 法术强度 +10% 治疗和护盾强度 125%基础法力回复 +4% 移动速度 圣洁化 对一名友方英雄施加治疗或护盾时,会使你们两个都获得持续6秒的强化,提供+25% 攻击速度 和20魔法伤害 攻击特效。
57.78%- 总价
- 2,300
- 价格
- 850
+30 法术强度 +15 技能急速 100%基础法力回复 +10% 治疗和护盾强度 干涉 在2.5秒后,为友方单位们回复150 - +350 生命值 ,并对敌方英雄们造成10%最大生命值的真实伤害。
56.78%- 总价
- 2,900
- 价格
- 450
+70 法术强度 +600 法力 +25 技能急速 敬畏 获得相当于1%额外法力值的法术强度。 法力流 (8秒,最大5层充能) 技能在命中时提供5最大法力值(对英雄时翻倍)。 在360最大法力值时转变为炽天使之拥。
55.91%- 总价
- 2,500
- 价格
- 450
+45 法术强度 +16% 治疗和护盾强度 100%基础法力回复 最初之光 每100%基础法力回复获得+2% 治疗和护盾强度 和+10 法术强度 。
57.57%- 总价
- 2,250
- 价格
- 800
+35 法术强度 +10% 治疗和护盾强度 125%基础法力回复 +10 技能急速 湍流 当你为一名友军提供治疗或护盾效果时,你和你的目标都会获得持续6秒的+40 法术强度 和+15 技能急速 。
58.78%- 总价
- 2,200
- 价格
- 500
+35 法术强度 +200 生命值 +20 技能急速 125%基础法力回复 灵魂吸取 获得【灵魂充能】,数额相当于对英雄的35%折前伤害值。为一位友军提供治疗或护盾时,会消耗所有灵魂充能来回复生命值。
58.39%核心装备
- 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。
- 总价
- 1,100
- 价格
- 800
+12 法术穿透 +45 移动速度
- 总价
- 2,900
- 价格
- 250
+100 法术强度 +6% 移动速度 +10 技能急速 咒刃: 施放技能后,你的下一次攻击会造成额外魔法伤害攻击特效。
- 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。
- 总价
- 1,100
- 价格
- 800
+12 法术穿透 +45 移动速度
- 总价
- 3,200
- 价格
- 900
+110 法术强度 +15 法术穿透 余烬绽放 魔法伤害和真实伤害会暴击低于+40% 生命值 的敌人,造成20%提升伤害。
- 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。
- 总价
- 1,100
- 价格
- 800
+12 法术穿透 +45 移动速度
- 总价
- 2,900
- 价格
- 450
+70 法术强度 +600 法力 +25 技能急速 敬畏 获得相当于1%额外法力值的法术强度。 法力流 (8秒,最大5层充能) 技能在命中时提供5最大法力值(对英雄时翻倍)。 在360最大法力值时转变为炽天使之拥。
可选装备前 12
- 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。
47.19%- 总价
- 2,800
- 价格
- 800
+90 法术强度 +15 法术穿透 +6% 移动速度 风暴掠袭 在2.5秒内对一个英雄造成相当于其25%最大生命值的伤害时,对其施加风啸。 风啸 在2秒后,造成魔法伤害。如果目标在风啸触发前阵亡,那么它会对附近的敌人们造成伤害。
46.34%- 总价
- 2,900
- 价格
- 450
+70 法术强度 +600 法力 +25 技能急速 敬畏 获得相当于1%额外法力值的法术强度。 法力流 (8秒,最大5层充能) 技能在命中时提供5最大法力值(对英雄时翻倍)。 在360最大法力值时转变为炽天使之拥。
48.31%- 总价
- 2,200
- 价格
- 500
+25 法术强度 +200 生命值 +20 技能急速 125%基础法力回复 星光恩典 对一名友军的治疗或护盾会连锁至另一名友方英雄(你自己除外),提供相当于 30%原治疗值的治疗效果或 35%原护盾值的护盾效果。
48.10%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 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 | T1 | 63.34% | 7.76% | 1,293 |
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 | T1 | 60.02% | 5.12% | 853 |
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 | 57.14% | 19.96% | 3,327 |
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 | T1 | 55.09% | 5.42% | 904 |
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 | T1 | 54.84% | 5.39% | 899 |
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 | 54.62% | 5.39% | 899 |
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 | T1 | 54.39% | 22.91% | 3,819 |
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 | 54.10% | 5.19% | 865 |
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 | 53.28% | 16.45% | 2,742 |
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 | T1 | 52.72% | 5.18% | 863 |
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 | T1 | 52.56% | 8.89% | 1,482 |
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 | 52.36% | 6.48% | 1,081 |
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 | 51.80% | 6.33% | 1,056 |
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 | 51.76% | 8.70% | 1,451 |
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 | T1 | 51.47% | 19.22% | 3,204 |
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 | 51.04% | 5.78% | 964 |
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 | T1 | 50.78% | 12.37% | 2,062 |
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 | 50.40% | 9.01% | 1,502 |
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 | T1 | 50.35% | 6.79% | 1,132 |
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 | T1 | 49.90% | 5.97% | 996 |
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 | T1 | 49.84% | 5.48% | 913 |
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 | 49.69% | 4.88% | 813 |
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 | T1 | 49.56% | 8.81% | 1,469 |
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 | T1 | 49.25% | 4.81% | 802 |
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 | T1 | 49.03% | 12.98% | 2,164 |
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 | 47.36% | 7.26% | 1,210 |
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 | 62.18% | 1.87% | 312 |
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 | 57.55% | 2.74% | 457 |
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 | 57.23% | 2.90% | 484 |
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 | 56.24% | 3.61% | 601 |
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 | 55.93% | 3.04% | 506 |
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 | T2 | 55.60% | 3.38% | 563 |
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 | T2 | 54.78% | 3.01% | 502 |
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 | 54.75% | 1.58% | 263 |
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 | T2 | 53.81% | 3.62% | 604 |
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 | 53.30% | 2.09% | 349 |
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 | T2 | 52.34% | 2.57% | 428 |
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 | 52.17% | 1.66% | 276 |
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 | 52.03% | 1.78% | 296 |
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 | 51.70% | 1.94% | 323 |
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 | 51.56% | 3.27% | 545 |
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 | 51.33% | 2.26% | 376 |
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 | 51.27% | 1.90% | 316 |
当 有始有终 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 51.19% | 2.27% | 379 |
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 | 50.98% | 2.46% | 410 |
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 | 50.69% | 3.46% | 576 |
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 | T2 | 50.40% | 2.25% | 375 |
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 | T2 | 50.27% | 2.23% | 372 |
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 | 50.00% | 1.68% | 280 |
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 | 49.86% | 2.15% | 359 |
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 | 49.84% | 1.84% | 307 |
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 | T2 | 49.61% | 3.82% | 637 |
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 | 49.48% | 3.48% | 580 |
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 | 49.23% | 1.95% | 325 |
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 | 49.14% | 2.45% | 409 |
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 | T2 | 48.86% | 2.64% | 440 |
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 | T2 | 48.74% | 2.14% | 357 |
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 | T2 | 48.02% | 2.27% | 379 |
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 | T2 | 47.58% | 2.85% | 475 |
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 | T2 | 45.16% | 3.35% | 558 |
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 | T2 | 45.09% | 2.08% | 346 |
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 | 44.86% | 1.93% | 321 |
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 | 42.07% | 1.63% | 271 |
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 | T3 | 58.45% | 0.85% | 142 |
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 | 55.91% | 1.52% | 254 |
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 | 55.45% | 1.27% | 211 |
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 | T3 | 55.38% | 0.78% | 130 |
当 雪球扭蛋机 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 54.82% | 1.18% | 197 |
当 属性叠属性叠属性! 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 53.61% | 1.00% | 166 |
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 | T3 | 53.26% | 1.10% | 184 |
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 | 53.10% | 1.36% | 226 |
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 | T3 | 52.99% | 0.70% | 117 |
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 | T3 | 52.87% | 0.94% | 157 |
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 | T3 | 52.82% | 1.17% | 195 |
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 | T3 | 52.21% | 0.82% | 136 |
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 | T3 | 51.01% | 0.89% | 149 |
当 史上最大雪球 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 50.91% | 0.99% | 165 |
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 | 50.69% | 0.86% | 144 |
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 | T3 | 50.28% | 1.07% | 179 |
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 | 49.78% | 1.34% | 223 |
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 | T3 | 49.29% | 0.84% | 140 |
当 弹球 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 48.36% | 1.28% | 213 |
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 | 48.24% | 1.02% | 170 |
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 | 48.00% | 0.75% | 125 |
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 | T3 | 47.93% | 0.73% | 121 |
当 杀戮时间到了 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 47.79% | 1.49% | 249 |
当 升级:雪球 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 47.60% | 1.37% | 229 |
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 | 46.75% | 1.01% | 169 |
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 | 46.70% | 1.09% | 182 |
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 | 46.27% | 0.80% | 134 |
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 | 45.50% | 1.13% | 189 |
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 | 44.44% | 0.86% | 144 |
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 | 43.61% | 0.80% | 133 |
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 | 60.00% | 0.66% | 110 |
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 | 58.82% | 0.51% | 85 |
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 | 58.56% | 0.67% | 111 |
当 侵蚀 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T4 | 57.14% | 0.38% | 63 |
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 | 56.86% | 0.61% | 102 |
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 | 54.08% | 0.59% | 98 |
当 升级:花晓之剑海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 53.77% | 0.64% | 106 |
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 | T4 | 53.64% | 0.66% | 110 |
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 | 53.62% | 0.41% | 69 |
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 | 53.13% | 0.38% | 64 |
当 全能龙魂 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 52.38% | 0.50% | 84 |
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 | 51.16% | 0.52% | 86 |
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 | T4 | 50.98% | 0.61% | 102 |
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 | T4 | 48.28% | 0.52% | 87 |
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 | 47.62% | 0.50% | 84 |
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 | 46.91% | 0.49% | 81 |
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 | 46.67% | 0.36% | 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 | T4 | 46.59% | 0.53% | 88 |
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 | 46.25% | 0.48% | 80 |
当 老练狙神 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 46.15% | 0.55% | 91 |
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 | T4 | 44.64% | 0.67% | 112 |
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 | T4 | 44.00% | 0.60% | 100 |
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 | T4 | 43.53% | 0.51% | 85 |
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 | 42.39% | 0.55% | 92 |
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 | T4 | 41.27% | 0.38% | 63 |
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 | T4 | 40.63% | 0.38% | 64 |
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 | T4 | 40.48% | 0.50% | 84 |
当 升级:耀光 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 40.00% | 0.54% | 90 |
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 | 39.66% | 0.35% | 58 |
当 任务:钢化你心 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 37.84% | 0.44% | 74 |
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 | T4 | 37.50% | 0.62% | 104 |
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 | 34.57% | 0.49% | 81 |
娑娜 Skill Combos
Extracted from the skill order guide
If an augment pushes you into damage trading and your team can already protect itself, move toward R > Q > W > E.
If an augment strongly rewards movement, chasing, dodging, or repositioning, consider R > W > E > Q or a partial E investment after W.
Put points in R whenever it is available, max W first, max Q second, and leave E for last unless the game clearly demands movement.
娑娜 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | A scaling support who keeps the team healthy between trades and wins long front-to-back fights when nobody can easily reach you. | A fight stabilizer and reset enabler who helps the team survive the first burst, then speeds them into the punish window. | Shift from passive scaling to active survival; your team loses immense follow-up power if you die early. |
| Defensive Spell Timing | Cycles spells frequently for aura uptime and uses W often to soften poke damage during extended lane phases. | Holds W for burst windows and shields at the right moment rather than topping someone off after damage forces them out. | Stop auto-cycling spells; holding W for enemy engage burst is stronger than maintaining constant aura uptime. |
| Crescendo Usage | Waits longer for a clumped enemy team to find the perfect multi-person ultimate angle for maximum impact. | Used to interrupt a dive or punish a grouped chase immediately, rather than waiting for the perfect highlight angle. | Stop the lethal engage first; holding R too long often means your team dies before the perfect angle appears. |
| Teamfight Spacing | Sits behind the frontline and near carries, moving in and out for auras while waiting for a strong angle. | Keeps a wider safety buffer to avoid getting caught with the carry by one engage tool or a Snowball hit. | Stand close enough to support but separated enough to avoid one-button disaster hitting both you and your carry. |
| Recovery Tempo | After a lost trade, Sona can often heal the team back up and reset the lane state before the next major fight. | Enemies re-engage quickly, so spending all mana on a doomed fight leaves nothing for the next immediate engage. | When your frontline retreats, stop fishing for aura value, back up, and preserve resources for the next fight. |
Champion Analysis
定位 / 当前表现
In Hextech Mayhem (ARAM) mode, Sona the Maven of the Strings is a ranged support with powerful team-wide buffs and excellent healing capabilities. Sona is a mysterious musician from Ionia who has possessed the magical ability to manipulate others' emotions through music since childhood, at the cost of being unable to communicate through speech. Her gentle and elegant personality uses music as her voice to express emotions and thoughts. Sona shares a deep friendship with Ashe, often playing music to inspire Ashe's tribe. In Hextech Mayhem, Sona functions as a ranged support whose passive, Power Chord, causes every few spell casts to empower her next basic attack with an energy wave that produces different effects based on the last spell cast — slow, reduced damage output, or magic resistance reduction. This passive allows Sona to disrupt enemies while supporting allies. Her Q, Hymn of Valor, is Sona's primary damage ability — dealing magic damage to nearby enemies while granting allies bonus attack damage, simultaneously outputting damage and enhancing allies. Sona's W, Aria of Perseverance, is her core healing ability — providing heal and shield to nearby allies, serving as the team's primary sustain source in Hextech Mayhem. Her E, Song of Celerity, grants movement speed to nearby allies, boosting the entire team's mobility. Sona's ultimate, Crescendo, is her signature ability — releasing a massive soundwave that deals magic damage and forces enemies to dance, making it one of the most powerful AoE crowd control abilities in the game. In Hextech Mayhem's crowded fights, this consistently controls multiple champions. For itemization, Moonstone Renewer is the core item, paired with Mikael's Blessing and Redemption. Runes should feature Guardian alongside Font of Healing and Revitalize, with Biscuit Delivery and Cosmic Insight in the secondary tree. Sona's straightforward yet powerful support kit makes her one of the best enchanter picks in Hextech Mayhem.
核心技巧
长文技巧 / 玩法模式
Sona wins Mayhem games by making every small trade unfair, but she cannot be played as a passive backline healer. She must step in with her frontline, tag enemies with damage and aura patterns, then drift back into shield and speed range. Standing too far away causes her team to start fights without her buffs; standing too close leaves her vulnerable to snowballs and engages. Sona should not initiate fights unless the enemy is already lined up for her ultimate. She should let a tank, bruiser, or crowd-control starter force movement, then follow up by layering her ultimate across the escape path. Using speed before the fight fully starts lets her frontline reach the enemy before being poked down, and she should arrive alongside them, not behind them. When holding ultimate, she should not stun the first target she sees if enemy carries are still free; instead, hold the angle for backline clumps, divers landing on her carry, or enemies walking through the narrow lane. Sona’s best fights often start when the enemy dives too far. She should move sideways instead of straight back when an assassin lands on her carry, keeping her in range to shield, speed, and ultimate while avoiding skillshots aimed down the lane. Ulting across the diver’s exit rather than their entry often yields cleaner kills. When multiple enemies dive, she should protect the carry who can still deal damage rather than wasting casts on an unreachable teammate. During escapes, running in curves instead of straight lines buys time for defensive casts and makes snowball recasts less clean. If marked by snowball, Sona must back up before it is reactivated and stand near teammates who can punish the arrival. After losing a fight, she should stop trying to save an impossible teammate and instead speed survivors out to reset. In narrow-lane spacing, Sona should stand one step behind her most important damage dealer, offset diagonally against hook or stun threats, and use minions as temporary cover, respecting open lane when the wave dies. She should vary her wall positions to avoid predictable retreats. On target priority, she should poke whoever is safe but save control for whoever can end the fight, punishing enemy carries that step into aura range and focusing the target her whole team is hitting. Snowball should be used sparingly, mostly when ultimate is ready or to reposition defensively. If an ally lands snowball first, Sona should prepare speed and ultimate angle. Augments that reward frequent casting, uptime, shielding, healing, movement, or safe poke are preferred, and she should trigger combat augments before the enemy disengages and defensive augments as the engage begins. Movement-based augments are best during lane swings. When her team has wave control, she steps forward with minions; when pushed in, she focuses on keeping allies healthy and saving ultimate for the follow-up dive. After winning a fight, she helps the push but does not lead it, staying behind the most likely target. On dives, she supports from behind a durable ally, ulting only if multiple defenders are under pressure. If behind, Sona plays for denial, keeping the wave alive, grouping with diagonal spacing, and trading health only when her team can answer. Her comeback fight starts with a failed enemy dive: she shields the first target, ults the overcommit, and speeds her team forward once the diver is controlled. The simple rule is that Sona should make her team faster into good fights, harder to kill during the first burst, and cleaner on the exit.
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玩法 / 队伍结构
Sona wins Mayhem by making every short trade unfair and every long fight cleaner for her team. Play just behind your first engager or healthiest bruiser, close enough to tag allies with auras and follow crowd control, but far enough back that enemy Snowball, hooks, and dive tools have to go through someone else first. Your job is to keep tempo: poke when the wave is safe, shield and heal when the enemy answers, then punish grouped enemies with your ultimate when they overstep. From levels 1-6, focus on surviving the first brawl and building lane control. Start behind the front line and slightly off-center. Take short, repeatable trades: step up when minions meet, cast poke, then back out before the enemy layers damage. Treat Snowball as a defensive or follow-up tool, not an opener. Early deaths break aura uptime and give the enemy room to hit the turret. Pick early augments that favor safer casting, more supportive uptime, better teamfight durability, or reliable poke; choose consistency over greed unless your team already has strong peel. Push when your team has range advantage and the enemy cannot engage through minions. Stall when the enemy has stronger early all-in. When ahead, hold the middle brush and force the enemy to walk into your poke. When behind, group tight to share shields and healing, clear the wave, and bait the enemy into overchasing. Reach level 6 with your team mostly healthy, then start thinking in clusters: enemies standing in a line, stacked at turret, or divers landing on the same ally. At levels 7-11, spacing becomes critical. Stand one step behind the ally most likely to start fights, then slide backward the moment divers look at you. Never stand alone on a flank unless enemy engage tools are down. Cycle between poke when your team is healthy and recovery when they have taken damage. Use Snowball to extend winning fights, not to create coin flips. Augment choices should now match the lobby: lean into sustain and shielding for long fights, defensive options against heavy dive, and damage only if it does not force unsafe range. Push after a won fight only if at least two allies can hit the turret. When ahead, turn every wave into a health tax and save ultimate for the real commit. When behind, play around your strongest ally and make them hard to kill. Look for the first clean ultimate that hits multiple enemies or stops a diver, then convert immediately. At levels 12+, one mistake decides the map. Stand behind the frontline near your highest-damage ally, keeping an escape path open. Assume the enemy is looking at you first. Poke less randomly; a small hit on a tank is not worth being caught before the final fight. Late Snowball is for confirmed follow-up or emergency repositioning, never flying in first because your aura value is too high to trade for a risky one-for-one. Choose late augments around the actual win condition: repeated casting and durability for extended fights, or holding strongest tools until hard engage begins. Push hard after clean kills, letting minions and frontliners absorb pressure. When ahead, group and force the enemy to defend under pressure, holding ultimate for the moment they break the siege. When behind, turtle around turret, keep the wave thin, and punish impatient dives. After every late fight, make the call fast: push to end if enemies are dead and teammates have health, take the safest structure and reset if carries are low, or retreat together and prepare one last layered defense around your ultimate.
Read full guide优劣势处理
优势 / 弱点
Sona Maven of the Strings operates around a central tension: her power depends entirely on staying alive and delivering repeated low-risk value. When ahead, her strength is turning small poke wins into sustained health advantages. She should play just behind the most stable ally, never beside or in front, and use speed and sustain to reset fight rhythm so the enemy is forced to engage from bad range or surrender wave control. Her ultimate or main engage-denial tool must be held for the real commit—punishing the second champion to enter after a tank, not catching a single frontliner. The lead evaporates instantly if she steps up like a carry and gets caught, because the team loses healing, shielding, speed, and follow-up control simultaneously. She wins by making every enemy step cost health and throws when she stacks with carries, giving the enemy a multi-target engage. After a won fight, she must avoid overstaying when respawns are about to collide with a low-health team; backing off before the enemy returns with fresh tools preserves the lead. When behind, her job shrinks to denying the clean fight. She gives ground before giving a death, standing far enough back that the enemy must commit deep to reach her. She prioritizes the ally who can still carry the next fight, not the one already mispositioned, and does not follow a doomed target into guaranteed crowd control. Her ultimate is used defensively—hold it for the diver or assassin who commits onto the backline, not for a flashy engage. She plays around cooldown gaps she can see: step up for one short rotation after the enemy misses a key spell, then back out, never continuing forward after the punish window ends. Minion waves serve as shields against linear threats, then she falls back when the wave dies. The recovery plan is clear, heal, retreat, repeat until the enemy gets impatient. In both states, augment choices must match the game state. Ahead but threatened by burst, she takes defensive or anti-burst augments over pure greed; if her team already has damage, she picks augments that improve uptime, safety, or teamwide value to make the lead harder to crack. Behind, she solves survival first—durability, safer positioning, movement, or emergency protection—because Sona’s value multiplies only if she is alive. If the team is being poked out, she favors sustain and shielding. If the team cannot escape dives, she values movement and peel-oriented augments used at the start of the enemy commit. The core rule across both states is that Sona’s lead comes from repeated, low-risk value: ahead, she makes the enemy bleed for every step and refuses the throw engage; behind, she stays alive long enough for the enemy to waste their winning tools, and if an action puts her in front of her team with no guaranteed payoff, it is usually wrong.
Read full guide英雄背景
背景 / 身份 / 文本块
Sona Maven of the Strings relies on a passive called Power Chord, which readies an enhanced auto-attack every three basic abilities. In ARAM Mayhem’s constant, high-ability-haste environment, she generates these stacks rapidly, making the Power Chord a critical fourth ability rather than a bonus. She should almost never auto-attack without a stack unless strictly last-hitting or probing a shield. The effect of the Power Chord depends on the last ability cast. After Q, it deals extra damage for poke or finishing low-HP targets. After W, it reduces the target’s damage output, functioning as a defensive trade tool to neuter a diver or assassin. After E, it slows the target, enabling catches or peeling. Wasting the W-empowered chord on a non-threatening tank or auto-attacking without a stack removes significant kill pressure or safety. Her primary damage source is Q, which sends two seeking bolts that prioritize champions and grants a temporary damage aura to nearby allies. In Mayhem, this is her “press to trade” button; the auto-targeting allows focus on positioning, but minions or a tank can block the intended target. The standard poke rhythm is to open with Q, then immediate auto for the empowered chord. She should use Q on cooldown early, stand near damage-dealing allies to share the aura, and in teamfights spam Q while only walking forward for the auto if safe. Counterplay includes enemies hiding behind minions or engaging during Q’s brief cast time. Q is maxed first. W provides a heal to the most wounded nearby ally plus a shield to herself and nearby allies, along with the damage-reduction Power Chord. In Mayhem’s poke-heavy fights, W maintains team health and counters burst combos. The “W-auto” peel is crucial when an assassin or diver commits. She should not use W at full health; it wastes mana and cooldown. The heal prioritizes the lowest HP target, which can be a minion or tank, so positioning to keep the carry in aura radius is essential. W is maxed second in most games. E grants a decaying movement speed burst to herself and allies, with a slow on the Power Chord. This is her primary escape and engage setup—used to dodge skill shots, close gaps for Q-auto or R, or peel melee champions. It should be saved for critical moments like dodging a skill shot or avoiding a bush ambush; using it just to move faster down lane may leave her vulnerable. The speed boost decays, so timing matters, and hard crowd control nullifies it. E is maxed last. The ultimate, R, sends a massive wave that stuns all enemies hit, with stun duration scaling with travel distance. This is the game-changing ability in Mayhem. Flash-R is the primary engage tool; point-blank R is instant and near impossible to miss. She can also use R to peel multiple divers. It should not be fished from max range due to slow travel time, nor held forever waiting for a perfect five-man stun. A two- or three-man stun that saves a life or secures kills is often better than a wasted ultimate. Missing R in a teamfight is devastating, leaving the team without follow-up crowd control. R is upgraded at levels 6, 11, and 16.
Read full guide避免常见错误
常见错误 / 风险控制
Sona Maven of the Strings can easily be played poorly in ARAM: Mayhem because her spells feel safe and low-commitment. The trap is thinking that pressing abilities without intent helps, but good Sona play requires spacing, aura timing, Power Chord discipline, and reading when your team can actually use your buffs. Standing beside the frontline instead of behind it turns Sona into an easy target for Snowball follow-up or long-range crowd control. The correct habit is to play one step behind the most reliable frontliner, moving forward only when your aura reaches allies about to trade. If tagged, kite backward through your team and use defensive spells on retreat until the enemy’s engage tools are spent. Pressing heal or shield as soon as an ally takes minor poke leaves your defensive spell missing when real burst lands; instead, use it when an ally is about to be hit again, when your team commits forward, or when multiple teammates can benefit. If used too early, back away and posture defensively until your next rotation. Throwing Crescendo at the first visible enemy wastes your strongest fight-stopper; hold it for clustered enemies, a diving carry, or a guaranteed follow-up moment where your team is in range. If you whiff, shift immediately into peel mode. Using Power Chord randomly on the closest target loses the chance to reduce a diver’s threat or secure a kill; know what you want before the empowered attack is ready, and if spent poorly, rebuild it safely while staying behind allies. Auto attacking too often because of the empowered basic attack causes you to step into range of bruisers, hooks, and burst mages; auto only when the target is controlled or retreating, and cancel the chase if you overstep. Casting movement speed after a teammate is already caught provides no dodge benefit; use speed before the dangerous moment to dodge a telegraphed engage, kite away, or close distance after crowd control. If mistimed, switch to damage control with shields and careful positioning. Layering every spell at once with no read on the fight leaves your team with nothing during the next enemy push; stagger casts around what is happening. If you dumped everything early, step back and wait for another cycle. On the decision side, building or choosing augments as if you are a solo damage carry when your team needs sustain and peel loses the main reason Sona is picked; match your setup to the lobby. Treating Sona as safe because she stays behind is a trap; assassins and hard engage champions wait for your defensive tools to be wasted. Track the enemy who can reach you and position based on that threat. Following a low-health ally too far forward turns one death into two; save allies who can still escape and protect the rest. Starting fights with Crescendo when your team is too far away wastes the crowd control; check ally position before committing and back up if you ult too early. Staying in lane at low health because Sona can heal makes you vulnerable to poke and execute pressure; respect your health bar and stand far back if one clean hit would kill you. Ignoring health relic and wave position while cycling spells loses free sustain windows; move early when a relic fight is likely and use speed to help allies. Playing the same way into poke comps and dive comps is a mistake; against poke use movement to dodge and look for decisive engage windows, against dive hold defensive tools and make the enemy overcommit.
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娑娜
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最新攻略指南
