Standard order: R > E > Q > W.
推荐出装
装备 / 胜率 / 登场率
出装配置
16.9核心装备
- 总价
- 2,600
- 价格
- 450
+45 法术强度 +350 生命值 +500 法力 时无限: 这件装备每60秒获得10生命值、30法力值和3法术强度,至多至10层。在达到最大层数时,还会使英雄等级提升1级。 永恒: 承受来自英雄的伤害时,回复相当于10%伤害值的法力值。 施放一个技能时,为自身治疗相当于25%法力消耗的生命值。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 2,400
- 价格
- 300
+550 生命值 +500 法力 +15 技能急速 敬畏 获得+0 生命值 。 法力流 (8秒,最大4层) 普攻和技能在命中时会提供3最大法力值(对英雄时翻倍)。 在360最大法力值时转变为末日寒冬。
- 总价
- 2,600
- 价格
- 450
+45 法术强度 +350 生命值 +500 法力 时无限: 这件装备每60秒获得10生命值、30法力值和3法术强度,至多至10层。在达到最大层数时,还会使英雄等级提升1级。 永恒: 承受来自英雄的伤害时,回复相当于10%伤害值的法力值。 施放一个技能时,为自身治疗相当于25%法力消耗的生命值。
- 总价
- 2,400
- 价格
- 300
+550 生命值 +500 法力 +15 技能急速 敬畏 获得+0 生命值 。 法力流 (8秒,最大4层) 普攻和技能在命中时会提供3最大法力值(对英雄时翻倍)。 在360最大法力值时转变为末日寒冬。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 2,600
- 价格
- 450
+45 法术强度 +350 生命值 +500 法力 时无限: 这件装备每60秒获得10生命值、30法力值和3法术强度,至多至10层。在达到最大层数时,还会使英雄等级提升1级。 永恒: 承受来自英雄的伤害时,回复相当于10%伤害值的法力值。 施放一个技能时,为自身治疗相当于25%法力消耗的生命值。
- 总价
- 2,400
- 价格
- 300
+550 生命值 +500 法力 +15 技能急速 敬畏 获得+0 生命值 。 法力流 (8秒,最大4层) 普攻和技能在命中时会提供3最大法力值(对英雄时翻倍)。 在360最大法力值时转变为末日寒冬。
- 总价
- 2,500
- 价格
- 600
+75 护甲 +400 法力 +20 技能急速 凛冬之抚 使附近敌方英雄的攻击速度降低20%。
可选装备前 12
- 总价
- 2,400
- 价格
- 300
+550 生命值 +500 法力 +15 技能急速 敬畏 获得+0 生命值 。 法力流 (8秒,最大4层) 普攻和技能在命中时会提供3最大法力值(对英雄时翻倍)。 在360最大法力值时转变为末日寒冬。
49.67%- 总价
- 2,600
- 价格
- 450
+45 法术强度 +350 生命值 +500 法力 时无限: 这件装备每60秒获得10生命值、30法力值和3法术强度,至多至10层。在达到最大层数时,还会使英雄等级提升1级。 永恒: 承受来自英雄的伤害时,回复相当于10%伤害值的法力值。 施放一个技能时,为自身治疗相当于25%法力消耗的生命值。
51.52%- 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%。
52.65%- 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)。
48.83%- 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。
45.93%- 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。
55.00%起始装备
核心装备
- 总价
- 2,600
- 价格
- 450
+45 法术强度 +350 生命值 +500 法力 时无限: 这件装备每60秒获得10生命值、30法力值和3法术强度,至多至10层。在达到最大层数时,还会使英雄等级提升1级。 永恒: 承受来自英雄的伤害时,回复相当于10%伤害值的法力值。 施放一个技能时,为自身治疗相当于25%法力消耗的生命值。
- 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。
- 总价
- 2,600
- 价格
- 450
+45 法术强度 +350 生命值 +500 法力 时无限: 这件装备每60秒获得10生命值、30法力值和3法术强度,至多至10层。在达到最大层数时,还会使英雄等级提升1级。 永恒: 承受来自英雄的伤害时,回复相当于10%伤害值的法力值。 施放一个技能时,为自身治疗相当于25%法力消耗的生命值。
- 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。
- 总价
- 1,100
- 价格
- 800
+12 法术穿透 +45 移动速度
- 总价
- 2,600
- 价格
- 450
+45 法术强度 +350 生命值 +500 法力 时无限: 这件装备每60秒获得10生命值、30法力值和3法术强度,至多至10层。在达到最大层数时,还会使英雄等级提升1级。 永恒: 承受来自英雄的伤害时,回复相当于10%伤害值的法力值。 施放一个技能时,为自身治疗相当于25%法力消耗的生命值。
- 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。
- 总价
- 2,700
- 价格
- 650
+90 法术强度 +600 法力 +15 技能急速 蔑视 获得20终极技能急速。 憎恨之雾 在用你的终极技能对一个英雄造成伤害时,灼烧其脚下的地面3秒,每秒造成魔法伤害并削减其魔法抗性。
可选装备前 12
- 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。
48.22%- 总价
- 2,600
- 价格
- 450
+45 法术强度 +350 生命值 +500 法力 时无限: 这件装备每60秒获得10生命值、30法力值和3法术强度,至多至10层。在达到最大层数时,还会使英雄等级提升1级。 永恒: 承受来自英雄的伤害时,回复相当于10%伤害值的法力值。 施放一个技能时,为自身治疗相当于25%法力消耗的生命值。
48.12%起始装备
核心装备
- 总价
- 2,600
- 价格
- 450
+45 法术强度 +350 生命值 +500 法力 时无限: 这件装备每60秒获得10生命值、30法力值和3法术强度,至多至10层。在达到最大层数时,还会使英雄等级提升1级。 永恒: 承受来自英雄的伤害时,回复相当于10%伤害值的法力值。 施放一个技能时,为自身治疗相当于25%法力消耗的生命值。
- 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。
- 总价
- 2,600
- 价格
- 450
+45 法术强度 +350 生命值 +500 法力 时无限: 这件装备每60秒获得10生命值、30法力值和3法术强度,至多至10层。在达到最大层数时,还会使英雄等级提升1级。 永恒: 承受来自英雄的伤害时,回复相当于10%伤害值的法力值。 施放一个技能时,为自身治疗相当于25%法力消耗的生命值。
- 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。
- 总价
- 1,100
- 价格
- 800
+12 法术穿透 +45 移动速度
- 总价
- 2,600
- 价格
- 450
+45 法术强度 +350 生命值 +500 法力 时无限: 这件装备每60秒获得10生命值、30法力值和3法术强度,至多至10层。在达到最大层数时,还会使英雄等级提升1级。 永恒: 承受来自英雄的伤害时,回复相当于10%伤害值的法力值。 施放一个技能时,为自身治疗相当于25%法力消耗的生命值。
- 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。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
可选装备前 12
- 总价
- 2,600
- 价格
- 450
+45 法术强度 +350 生命值 +500 法力 时无限: 这件装备每60秒获得10生命值、30法力值和3法术强度,至多至10层。在达到最大层数时,还会使英雄等级提升1级。 永恒: 承受来自英雄的伤害时,回复相当于10%伤害值的法力值。 施放一个技能时,为自身治疗相当于25%法力消耗的生命值。
49.01%- 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。
52.47%- 总价
- 2,700
- 价格
- 650
+90 法术强度 +600 法力 +15 技能急速 蔑视 获得20终极技能急速。 憎恨之雾 在用你的终极技能对一个英雄造成伤害时,灼烧其脚下的地面3秒,每秒造成魔法伤害并削减其魔法抗性。
46.51%- 总价
- 2,400
- 价格
- 300
+550 生命值 +500 法力 +15 技能急速 敬畏 获得+0 生命值 。 法力流 (8秒,最大4层) 普攻和技能在命中时会提供3最大法力值(对英雄时翻倍)。 在360最大法力值时转变为末日寒冬。
61.76%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 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 | 62.48% | 12.98% | 1,559 |
获得一个随机棱彩海克斯符文,不会包含当前三选一里的另外两个选项。 查看海克斯符文详情 | 黄金 | T1 | 58.26% | 7.96% | 956 |
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 | T1 | 57.25% | 9.99% | 1,200 |
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 | 54.67% | 13.64% | 1,639 |
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 | 54.37% | 8.37% | 1,006 |
当 快中求稳 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 54.26% | 8.70% | 1,045 |
当 吸血习性 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 54.15% | 11.53% | 1,385 |
当 暗影疾奔 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 54.12% | 8.09% | 972 |
当 渴血 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 53.79% | 5.60% | 673 |
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 | 53.72% | 9.73% | 1,169 |
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 | 52.80% | 7.13% | 856 |
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 | 52.72% | 13.48% | 1,620 |
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 | 52.71% | 6.14% | 738 |
当 狂徒豪气 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 52.61% | 11.17% | 1,342 |
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 | T1 | 52.31% | 15.83% | 1,902 |
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 | T1 | 51.55% | 13.68% | 1,643 |
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 | 51.21% | 8.27% | 994 |
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 | 50.88% | 8.98% | 1,079 |
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 | 50.55% | 8.27% | 993 |
当 全凭身法 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T1 | 50.06% | 7.43% | 893 |
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 | 49.74% | 6.38% | 766 |
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 | T1 | 48.49% | 5.25% | 631 |
当 夜狩海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 48.13% | 5.78% | 694 |
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 | 45.65% | 6.13% | 736 |
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 | 59.09% | 3.48% | 418 |
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 | 57.83% | 3.45% | 415 |
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 | 57.67% | 4.07% | 489 |
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 | T2 | 57.14% | 2.91% | 350 |
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 | 56.95% | 3.11% | 374 |
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 | T2 | 56.46% | 2.45% | 294 |
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 | 56.03% | 2.56% | 307 |
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 | 55.88% | 1.98% | 238 |
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 | 55.48% | 3.50% | 420 |
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 | 55.20% | 4.64% | 558 |
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 | T2 | 54.89% | 3.06% | 368 |
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 | T2 | 54.88% | 4.10% | 492 |
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 | 54.73% | 2.81% | 338 |
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 | 54.42% | 2.36% | 283 |
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 | 53.67% | 1.81% | 218 |
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 | T2 | 52.60% | 2.41% | 289 |
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 | T2 | 52.58% | 1.77% | 213 |
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 | T2 | 52.54% | 1.96% | 236 |
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 | T2 | 52.41% | 2.94% | 353 |
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 | 52.40% | 2.43% | 292 |
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 | T2 | 52.26% | 2.02% | 243 |
当 大地苏醒 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T2 | 52.10% | 3.77% | 453 |
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 | 51.75% | 3.81% | 458 |
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 | T2 | 51.28% | 3.91% | 470 |
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 | 51.20% | 2.78% | 334 |
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 | 50.48% | 2.59% | 311 |
当 古式佳酿 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 50.33% | 3.75% | 451 |
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 | T2 | 50.00% | 2.25% | 270 |
当 尊我为王 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T2 | 49.81% | 2.17% | 261 |
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 | T2 | 49.34% | 1.89% | 227 |
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 | T2 | 49.07% | 3.14% | 377 |
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 | 48.83% | 3.19% | 383 |
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 | 48.78% | 4.10% | 492 |
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 | 48.08% | 2.82% | 339 |
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 | 47.97% | 3.07% | 369 |
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 | 43.84% | 2.30% | 276 |
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 | T2 | 41.15% | 1.74% | 209 |
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 | 58.62% | 1.21% | 145 |
当 俯冲轰炸 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 57.89% | 1.42% | 171 |
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 | 57.14% | 1.34% | 161 |
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 | 56.85% | 1.22% | 146 |
当 逃跑计划 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 56.80% | 1.04% | 125 |
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 | 56.65% | 1.69% | 203 |
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 | 54.72% | 0.88% | 106 |
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 | 54.63% | 0.90% | 108 |
当 灵魂虹吸 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 53.70% | 0.90% | 108 |
当 飞身踢 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 52.00% | 1.04% | 125 |
当 罪恶快感 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 51.97% | 1.27% | 152 |
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 | 50.77% | 1.62% | 195 |
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 | 50.54% | 1.55% | 186 |
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 | T3 | 50.00% | 0.88% | 106 |
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 | 48.74% | 0.99% | 119 |
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 | 48.06% | 1.07% | 129 |
当 面包和黄油 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 47.83% | 0.96% | 115 |
当 杀意翻涌 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 47.10% | 1.15% | 138 |
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 | T3 | 47.06% | 0.85% | 102 |
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 | T3 | 46.96% | 1.51% | 181 |
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 | T3 | 46.48% | 1.18% | 142 |
当 魄罗爆破手 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 46.39% | 1.61% | 194 |
当 关键暴击 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 46.15% | 1.08% | 130 |
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 | 46.07% | 1.48% | 178 |
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 | 46.00% | 1.25% | 150 |
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 | 45.54% | 0.84% | 101 |
当 和我一起困在这里 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 45.45% | 1.01% | 121 |
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 | T3 | 43.16% | 1.58% | 190 |
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 | 42.61% | 0.96% | 115 |
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 | 42.07% | 1.21% | 145 |
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 | 41.58% | 0.84% | 101 |
当 刃下生风 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 40.74% | 1.12% | 135 |
当 坚韧 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 57.38% | 0.51% | 61 |
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 | 56.79% | 0.67% | 81 |
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 | 54.55% | 0.46% | 55 |
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 | 54.10% | 0.51% | 61 |
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 | 53.85% | 0.43% | 52 |
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 | 51.79% | 0.47% | 56 |
当 家园卫士 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T4 | 51.67% | 0.50% | 60 |
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 | T4 | 50.79% | 0.52% | 63 |
当 玻璃大炮 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 50.79% | 0.52% | 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。 查看海克斯符文详情 | 黄金 | T4 | 50.00% | 0.65% | 78 |
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 | 50.00% | 0.43% | 52 |
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 | T4 | 47.78% | 0.75% | 90 |
当 海克斯科技龙魂 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T4 | 47.37% | 0.63% | 76 |
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 | 46.99% | 0.69% | 83 |
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 | 46.38% | 0.57% | 69 |
当 当心小蛋糕! 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 44.23% | 0.43% | 52 |
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 | T4 | 44.00% | 0.62% | 75 |
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 | 43.82% | 0.74% | 89 |
当 魔鬼之舞 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 43.14% | 0.42% | 51 |
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 | 43.10% | 0.48% | 58 |
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 | 43.08% | 0.54% | 65 |
当 面包和果酱 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 40.91% | 0.73% | 88 |
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 | 40.51% | 0.66% | 79 |
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 | T4 | 39.73% | 0.61% | 73 |
当 回力OK镖 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 37.04% | 0.67% | 81 |
卡萨丁 Skill Combos
Extracted from the skill order guide
Anti-poke or anti-mage setup: R > Q > E > W.
Melee-finisher or commit-heavy setup: R > E > W > Q.
Max E first, max Q second, and leave W for last after taking one early point.
卡萨丁 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Kassadin plays as a late-entry assassin who waits for crowd control and burst to be used, then jumps onto damaged carries. Teams accept early weakness for late mobility. | He becomes a tempo-sensitive skirmisher who must participate earlier through short trades and threat positioning. Passive play becomes a liability unless already winning the poke war. | Actively threaten angles and punish overextension instead of waiting for perfect resets. |
| Riftwalk Discipline | Riftwalk can sometimes be used aggressively just to force space, with less punishment for casual mobility use during the slower early game pacing. | The first jump is the most important decision. Enemies have stronger engage patterns and augment-backed punishment. One jump in needs a planned jump out. | Enter from an angle where retreat exists; never dive without an exit route planned. |
| Early Fight Tempo | Kassadin can lose early space, farm under pressure, and still reach the stage where he cleans fights. The map is forgiving with proper team waveclear. | Early deaths and lost space snowball into constant forced fights. You must identify the first realistic fight where you can matter, sometimes just threatening angles. | Stop looking for hero dives when behind; take guaranteed damage on overextended targets. |
| Snowball Usage | Snowball helps solve early access problems and can be used more freely to close distance on targets. | Taking every hit mark throws fights. Snowball should create better entry than walking or Riftwalking alone, not replace judgment. Check exit before committing. | Only recast Snowball when the arrival point improves your position and escape exists. |
| Build Flexibility | Greedy scaling choices are sometimes acceptable because game pace gives time to reach power spikes and survive weak early stages. | Builds must answer the lobby immediately. Layered burst requires survivability to cast twice. Pure greed gets punished faster when behind. | Balance damage with reliability; a dead Kassadin deals no second rotation damage. |
| Teamfight Positioning | Kassadin often hides behind frontline, catching experience and waiting for the right moment to engage on vulnerable backline targets. | Best positioning is one screen angle away from the obvious fight line. Hover near cover where enemies must respect your jump but cannot instantly lock you down. | Enter after the first major crowd control exchange; do not tunnel forward after kills. |
Champion Analysis
定位 / 当前表现
Kassadin the Void Walker is a melee mage-assassin in Hextech Mayhem whose strength comes from extraordinary mobility and devastating burst damage that scales powerfully into the late game. His passive, Void Stone, grants innate magic damage reduction, giving him a natural defensive edge against enemy mage compositions and allowing him to survive poke while looking for engage windows. Kassadin’s primary damage tool is his Q, Null Sphere, which fires a void energy orb that deals magic damage and silences the target. This silence is extremely valuable in the chaotic fights of Hextech Mayhem, as it can interrupt key enemy abilities and prevent counterplay during his assassination attempts. His W, Nether Blade, empowers his next basic attack with bonus magic damage and restores mana, helping him sustain in extended skirmishes and maintain pressure. Kassadin’s E, Force Pulse, serves as his core mobility and damage tool by allowing him to dash through terrain after charging from nearby spell casts, giving him a unique ability to traverse the map and engage or disengage through walls. This terrain dash sets him apart from many assassins and creates unpredictable angles for flanking. His ultimate, Riftwalk, is his signature mobility spell—a short-range teleport with a very low cooldown in Hextech Mayhem. This allows him to reposition constantly, chase down fleeing enemies, dodge skillshots, and weave in and out of fights with exceptional fluidity. The combination of Riftwalk and Force Pulse makes Kassadin one of the most mobile champions in the mode, enabling him to always be where he is needed most. His gameplay pattern revolves around waiting for spell casts to charge Force Pulse, using Null Sphere to lock down a priority target, then diving in with Riftwalk and following up with empowered basic attacks from Nether Blade. Kassadin excels in the late game when his burst becomes lethal and his Riftwalk cooldown allows near-constant uptime. His primary strategic value lies in his ability to delete squishy backline carries while being extremely difficult to pin down thanks to repeated teleports and terrain dashes. The magic damage reduction from Void Stone further cements him as a counterpick to teams that rely heavily on magic damage. Kassadin the Void Walker is at his most dangerous when he can isolate a silenced target and execute them before they can retaliate, making him a feared assassin in Hextech Mayhem who dictates the pace of fights through relentless mobility and precision burst.
核心技巧
长文技巧 / 玩法模式
Kassadin wins Mayhem fights by entering late, not by starting fair. In the narrow ARAM lane, wait until the enemy has spent the first layer of crowd control or mobility, then blink onto a target that cannot immediately answer. If you jump in while everyone is still holding knockups, roots, hooks, or exhaust-style tools, you give them the clean punish window they want. Play the first seconds of each fight like a shark: close enough to threaten, far enough that they must waste something to reach you. Use Snowball to mark, not to commit automatically. Throw it when the enemy backline is forced into a straight line by minions, tower pressure, or your team’s poke. If it lands on a carry but their frontline is still healthy and facing you, wait. The second activation is strongest after they sidestep badly, burn a dash, or your team starts moving forward with you. Blink after the fight has a direction. If your tank or bruiser has already made the enemy kite backward, your blink becomes a chase tool and your damage lands safely. If both teams are still staring at each other, blinking first usually turns you into the target. Take short trades before full commits. Step up, cast your safe damage, then move back behind your frontline or minion wave. If the enemy answers with a major spell and misses, that is your real engage signal. If they hold everything, do not force. Do not blink into fog or brush without a reason. In Mayhem, a hidden support or control mage can turn one greedy jump into an instant death. When an enemy diver jumps your backline, punish the landing spot. Blink in, burst them, then leave before the second enemy wave follows. Hold one movement option when the enemy has layered engage. Move sideways for the first threat, blink for the second, and Snowball only if it gives you a confirmed escape or counter-kill. Turn on overextended poke champions. If a mage steps forward past their frontline to land a spell, move toward them immediately. The punish is not always a kill; sometimes it is making their best poke champion stop casting for several seconds. Always know your exit before you blink in. The best exits are back through your team, over a thin wall, or onto a marked Snowball target. After a failed jump, disengage at once. Kassadin can recover from a missed trade if he leaves quickly; he cannot recover from staying in melee range with no clean exit. Stand off-center, not directly behind your minions. Hooks and long skillshots often travel through the same lane angles. Use minion waves as timing, not permanent cover. When the wave is healthy, step up for a quick trade. When the wave is gone, back up immediately unless your team is already engaging. Respect stacked area damage in choke points. Do not blink through it just because a carry is visible. Kill the target that cannot answer, not always the lowest-health target. Look for missing escape tools, poor positioning, and isolated angles. Backline carries are priority when their peel is late. If the support is standing directly on top of them with cooldowns ready, hit the frontline first and wait. Do not chase tanks unless they are the only safe damage source. Use Snowball to extend threat range after the enemy dodges your normal approach. Take Snowball only when the landing position is better than your current one. Use defensive Snowball lines when behind. If your augment rewards casting or mobility, stack value before the all-in.
Read full guide玩法指南
玩法 / 队伍结构
Kassadin's playstyle in Mayhem is built around patience and controlled aggression, with clear timing windows for each stage of the game. During early levels one through six, the priority is survival—Kassadin must start behind the front line or next to terrain, not in the center of the wave, to avoid eating poke meant for the minions. He looks for very short trades only after an enemy uses a key poke, crowd control, or dash, then steps out before the next rotation lands. Snowball should be treated as a threat and escape setup, not always a go button; a bad recast into a full-health backliner with peel ready wastes the chance to stay safe. Early augment choices should fix the part of the lane that is actually killing Kassadin, such as sustain or damage reduction if he is getting poked out, rather than flashy dive augments. He stalls more than pushes, letting ranged teammates clear while he guards against divers. An early lead means using space for safe gold and turret pressure without overextending, while a deficit means playing near the health relic, giving up low-value minions, and waiting for level six. From levels seven through eleven, Kassadin shifts from a backline passenger to a side-angle threat, standing off to one side where the enemy backline has to respect his entry. His best trades follow when the enemy spends crowd control or burst on someone else, using a fast combo then leaving before a second layer of spells. Snowball becomes a stronger target access tool but should still be picky—good targets are isolated carries or low-health champions, not tanks standing in their team. Augments should be used around his entry pattern, defensive ones saved for the moment he commits past the wave, damage ones when the enemy has lost peel. He pushes when the enemy has dead members or low waveclear, and stalls when his team lacks cooldowns. In the lead, Kassadin should hover outside vision to threaten the carry who steps up for minions; when behind, he plays second engage, letting a tank or bruiser start the fight so he can finish wounded targets. By late levels twelve and above, Kassadin wants fog and staggered angles, never starting every fight from the same side. His rhythm is pressure, retreat, and pressure again—he does not need to all-in on the first touch unless the target is already killable. Late Snowball is either a fight-winning entry or a fight-losing delivery system, so he uses it only on carries separated by allied crowd control or after a fight is already won. Augment value must land during the real commit, not harmless poke, and hard pushes follow a clean kill due to long death timers. When ahead, he chokes the enemy under their structure without diving blind; when behind, he plays for overextension and shutdowns, waiting for the fed carry to misstep. In every final fight, Kassadin must enter with a clear purpose—kill the carry, peel the diver, or clean up low-health targets—ensuring every dash has a purpose and every exit path is planned.
Read full guide优劣势处理
优势 / 弱点
Kassadin the Void Walker’s effectiveness in ARAM: Mayhem depends entirely on how he manages the gap between his mobility and his vulnerability. When ahead, Kassadin controls space by holding Riftwalk as a threat rather than using it on cooldown. He stands off-center, forces enemy carries to respect his flank, and waits for a key defensive spell—dash, shield, stasis, or crowd control—to be spent on a teammate. Only then does he Riftwalk in from an angle, unload damage, and immediately decide whether to finish or escape. The goal is not to jump first every time; the goal is to make the enemy waste resources before the real fight starts. A clean ahead fight pattern is enter, delete or chunk a priority target, then reposition. A thrown ahead fight is entering, chasing an extra low-health enemy, getting locked down, and giving a shutdown that resets the game. When ahead, Kassadin protects his lead like an objective: he does not need to hard dive if his team is winning poke—he stands just outside engage range and lets the enemy walk into a bad choice. He picks targets by punish window rather than health bar, and he ends fights through staggered kills rather than tunnel vision. When behind, Kassadin’s role shifts from space controller to cleanup specialist. He stops asking for perfect all-ins and instead survives the enemy’s first engage, punishes overextensions, and collects safe damage. He respects the first wave of enemy pressure, never Riftwalking forward to farm if the enemy can instantly crowd control him after he lands. He trades around enemy mistakes—a carry stepping past their frontline, a poke champion missing their main spell, an engage tank using crowd control on someone else—rather than his own impatience. Behind Kassadin uses defensive augments to buy one more rotation, letting him stay healthy enough to threaten or survive a collapse. He lets teammates start losing fights slowly instead of making them unwinnable instantly, and he uses Snowball defensively to follow only when the follow-up is safe. Cleanup is his window: he waits until tanks have moved past their carries or someone chases a low-health ally, then jumps on the isolated target, takes the trade or kill, and leaves before the enemy team turns. In both states, risk management is constant. The throw always happens when Kassadin confuses mobility with invulnerability. He must keep an exit, track the spell that stops him, and use augments to cover the exact weakness the enemy is exploiting. Whether ahead or behind, the core decision is the same: make the enemy pay for walking too far rather than trying to win a fight that does not exist.
Read full guide英雄背景
背景 / 身份 / 文本块
Kassadin the Void Walker in ARAM: Mayhem plays as a reset-based assassin who scales faster than on Summoner’s Rift but still needs to survive an early beatdown. The mode’s accelerated gold and experience bring his power spike earlier, yet constant teamfighting leaves no room to hide during the laning phase. He is not a frontliner and exists to flank, delete a squishy target, and then reset or escape with his ultimate. His passive, Void Stone, reduces magic damage and ignores unit collision, keeping him from being chipped out by incidental poke and allowing him to walk through minion waves to line up Riftwalks without being body-blocked. This is most relevant early when he is weakest and does nothing against physical or true damage, so overestimating it is a common mistake. Null Sphere is his primary trading tool and anti-poke mechanic; it fires a point-and-click projectile that deals magic damage, interrupts channels, and grants a magic damage shield. The interrupt is high-value in Mayhem where many champions rely on channeled ultimates, and the shield is crucial for surviving the early game. Using it on the wrong target wastes both the damage and the shield duration, and losing the interrupt leaves the team vulnerable to channels. Nether Blade provides mana sustain and tower-taking through an auto-attack modifier that restores mana on activation. Weaving it between Riftwalks smooths damage output and refunds mana, enabling longer chains, but the short range puts him in danger if he walks up just to use it. Force Pulse is his waveclear and teamfight disruption, charging stacks from nearby spell casts. Because Mayhem fights are chaotic, it charges very fast and is available for almost every engage. The cone deals magic damage and slows enemies, making it essential to stick to targets after diving, but missing it removes his only reliable slow. His defining ability is Riftwalk, a ground-targeted blink that deals area damage and has a stacking mana cost that resets after a delay. In Mayhem, lower cooldowns and faster gold let him reach the point where R is a spam ability much earlier. He uses it to flank, dodge skillshots, chase, and reset out after a kill. The standard burst is R into E into a W-enhanced auto into Q, then either another R to chase or one to escape. Hard crowd control is his nightmare because if he Rifts into a stun or silence, he dies and loses his reset chain. Enemies will also try to force him to stack the mana cost before the real fight starts, draining his pool and leaving him stranded. Using R without purpose drains mana, and panic-casting three times in a row without killing the target leaves him out of mana and stuck in the enemy team with no way out.
Read full guide避免常见错误
常见错误 / 风险控制
Kassadin wins in Mayhem when he chooses the fight, enters late, and leaves before the enemy can turn their whole screen onto him. Most bad Kassadin games come from forcing the first jump, spending mobility for damage only, or pretending he is a frontliner because Riftwalk feels safe. The central mechanical mistake is Riftwalking straight into the center of the enemy team because a low-health target is visible, which lands him inside every stun, knockup, silence, and instant burst tool at once, leaving no escape. The correct habit is to jump to the side of the fight first, then angle toward the target after key crowd control is used. Another common error is stacking Riftwalks without watching mana, which leaves him stuck with no escape and no follow-up damage after two seconds. The correct action is to keep enough mana for the jump out before jumping in. Riftwalk must be treated as movement first and damage second; using it only as a damage button on the nearest target destroys his repositioning strength and lets enemies read his landing spot. Opening trades with all spells into a shielded, untargetable, or protected enemy wastes burst while exposing cooldowns; the correct habit is to wait for visible protection to drop or hit the overextended front target. Area damage spells should be cast after the enemy commits to a direction or gets slowed, not without considering movement. Hesitating after a clean dodge should be replaced by stepping forward immediately to punish the enemy’s cooldown window. The snowball summoner spell should be used as an option, not an obligation—taking it only when the team can follow, the target is isolated, or a clear Riftwalk escape is available. Fighting stationary between spells makes Kassadin an easy target; weaving movement between casts and stepping out of retaliation range after burst is essential. Decision mistakes revolve around role and positioning. Acting as the team’s primary engage starts fights before enemy cooldowns are committed, so every defensive tool is saved for him. The correct habit is to let tanks, poke, or enemy impatience create the first break, then follow up as a cleanup threat. Chasing a single low-health enemy past the main fight isolates him and costs his team their finisher; kills on the exit path are preferable. Diving before checking who can stop his reset leads to instant removal; he should identify the two most dangerous punish tools and wait until at least one is used or missed. Ignoring wave state ties the team under pressure and removes flanking room; helping clear when being shoved creates space. Taking fights at low health because mobility feels safe is punished by stray poke—enter with enough health to survive the first answer. Tunneling on enemy carries while an exposed bruiser or mage is already inside the team’s damage skips a free kill; he should kill what the team can actually reach first. Forcing the same flank route after the enemy marks it makes him predictable; rotating angles is critical. Using his life for a one-for-one trade when the team needs him for cleanup lets low-health enemies escape; valuing survival unless the kill removes the enemy’s main damage is the better pattern. The simple rule is this: never spend both position and escape for a kill that the team cannot support, and when a mistake occurs, back out, reset the angle, and wait for the next punish window.
Read full guideFAQ
卡萨丁
虚空行者 卡萨丁在海克斯大乱斗中选什么海克斯强化? 虚空行者 卡萨丁推荐的海克斯强化:由心及物、最终形态、质变:棱彩阶。详细胜率和选取率请查看本页面。 虚空行者 卡萨丁在海克斯大乱斗中怎么出装? 虚空行者 卡萨丁的最佳海克斯大乱斗出装结合了高胜率海克斯强化和推荐核心装备。查看本页面了解每日更新的出装和强化组合。 虚空行者 卡萨丁在海克斯大乱斗中是什么段位? 虚空行者 卡萨丁目前的海克斯大乱斗段位和排名基于每日对战数据的胜率和选取率。在本页面查看详细段位和表现趋势。
Read full guide最新指南
最新攻略指南
