Normal 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
- 1,100
- 价格
- 300
+25% 攻击速度 +45 移动速度
- 总价
- 3,000
- 价格
- 525
+50 攻击力 +10 穿甲 +25% 暴击几率 死 你的伤害会处决低于+5% 生命值 的英雄。 税 击杀英雄时提供25额外金币。
- 总价
- 2,650
- 价格
- 850
+40% 攻击速度 +25% 暴击几率 +4% 移动速度 风怒 攻击对目标附近的2个额外敌人发射弩箭。 每根弩箭造成物理伤害并施加攻击特效。
可选装备前 12
- 总价
- 2,650
- 价格
- 850
+40% 攻击速度 +25% 暴击几率 +4% 移动速度 风怒 攻击对目标附近的2个额外敌人发射弩箭。 每根弩箭造成物理伤害并施加攻击特效。
47.42%- 总价
- 3,300
- 价格
- 550
+35 攻击力 +35% 护甲 穿透 +25% 暴击几率 巨人杀手 基于敌方英雄的额外生命值,对其至多造成15%额外伤害。最大伤害加成在1500额外生命值时达成。
50.00%- 总价
- 3,200
- 价格
- 725
+40 攻击力 +25% 攻击速度 10%生命偷取 雾之锋 攻击造成一部分敌人当前生命值的额外物理伤害 攻击特效。 抓挠之影 攻击一位英雄3次会对其造成持续1秒的30%减速。
53.97%- 总价
- 3,100
- 价格
- 850
+50 攻击力 +40% 攻击速度 +0% 暴击几率 熟能生巧 攻击时,永久获得暴击几率,至多至25%。 疾风骤雨 攻击一个敌方英雄时,获得持续6秒的+30% 攻击速度 (30秒冷却时间)。 攻击可使这个冷却时间缩短1秒,这个缩减值会在暴击时提升至2秒。
51.81%核心装备
- 总价
- 1,100
- 价格
- 300
+25% 攻击速度 +45 移动速度
- 总价
- 3,200
- 价格
- 725
+40 攻击力 +25% 攻击速度 10%生命偷取 雾之锋 攻击造成一部分敌人当前生命值的额外物理伤害 攻击特效。 抓挠之影 攻击一位英雄3次会对其造成持续1秒的30%减速。
- 总价
- 3,000
- 价格
- 1,025
+30 攻击力 +30 法术强度 +25% 攻击速度 怨怒 攻击造成30额外魔法伤害攻击特效。 沸腾打击 攻击会提供+8% 攻击速度 ,持续3秒(可叠加4次)。 在满层状态下,每第三次攻击会附带2次攻击特效。
- 总价
- 1,100
- 价格
- 300
+25% 攻击速度 +45 移动速度
- 总价
- 3,200
- 价格
- 725
+40 攻击力 +25% 攻击速度 10%生命偷取 雾之锋 攻击造成一部分敌人当前生命值的额外物理伤害 攻击特效。 抓挠之影 攻击一位英雄3次会对其造成持续1秒的30%减速。
- 总价
- 2,650
- 价格
- 850
+40% 攻击速度 +25% 暴击几率 +4% 移动速度 风怒 攻击对目标附近的2个额外敌人发射弩箭。 每根弩箭造成物理伤害并施加攻击特效。
- 总价
- 3,200
- 价格
- 725
+40 攻击力 +25% 攻击速度 10%生命偷取 雾之锋 攻击造成一部分敌人当前生命值的额外物理伤害 攻击特效。 抓挠之影 攻击一位英雄3次会对其造成持续1秒的30%减速。
- 总价
- 1,100
- 价格
- 300
+25% 攻击速度 +45 移动速度
- 总价
- 3,000
- 价格
- 1,025
+30 攻击力 +30 法术强度 +25% 攻击速度 怨怒 攻击造成30额外魔法伤害攻击特效。 沸腾打击 攻击会提供+8% 攻击速度 ,持续3秒(可叠加4次)。 在满层状态下,每第三次攻击会附带2次攻击特效。
可选装备前 12
- 总价
- 3,200
- 价格
- 725
+40 攻击力 +25% 攻击速度 10%生命偷取 雾之锋 攻击造成一部分敌人当前生命值的额外物理伤害 攻击特效。 抓挠之影 攻击一位英雄3次会对其造成持续1秒的30%减速。
56.89%- 总价
- 3,000
- 价格
- 1,025
+30 攻击力 +30 法术强度 +25% 攻击速度 怨怒 攻击造成30额外魔法伤害攻击特效。 沸腾打击 攻击会提供+8% 攻击速度 ,持续3秒(可叠加4次)。 在满层状态下,每第三次攻击会附带2次攻击特效。
56.98%- 总价
- 2,650
- 价格
- 850
+40% 攻击速度 +25% 暴击几率 +4% 移动速度 风怒 攻击对目标附近的2个额外敌人发射弩箭。 每根弩箭造成物理伤害并施加攻击特效。
57.15%- 总价
- 3,000
- 价格
- 1,100
+30 攻击力 +35% 攻击速度 晦影 攻击造成30额外魔法伤害 攻击特效。 交相 对抗英雄时,在光明特效和黑暗特效之间轮换:附带光明特效的攻击提供持续5秒的护甲和魔抗。附带黑暗特效的攻击提供持续5秒的+10% 护甲 穿透和法术穿透。
57.71%- 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。
58.07%核心装备
- 总价
- 1,100
- 价格
- 300
+25% 攻击速度 +45 移动速度
- 总价
- 3,000
- 价格
- 525
+50 攻击力 +10 穿甲 +25% 暴击几率 死 你的伤害会处决低于+5% 生命值 的英雄。 税 击杀英雄时提供25额外金币。
- 总价
- 2,650
- 价格
- 850
+40% 攻击速度 +25% 暴击几率 +4% 移动速度 风怒 攻击对目标附近的2个额外敌人发射弩箭。 每根弩箭造成物理伤害并施加攻击特效。
可选装备前 12
- 总价
- 2,650
- 价格
- 850
+40% 攻击速度 +25% 暴击几率 +4% 移动速度 风怒 攻击对目标附近的2个额外敌人发射弩箭。 每根弩箭造成物理伤害并施加攻击特效。
54.55%- 总价
- 3,200
- 价格
- 725
+40 攻击力 +25% 攻击速度 10%生命偷取 雾之锋 攻击造成一部分敌人当前生命值的额外物理伤害 攻击特效。 抓挠之影 攻击一位英雄3次会对其造成持续1秒的30%减速。
54.94%- 总价
- 3,300
- 价格
- 550
+35 攻击力 +35% 护甲 穿透 +25% 暴击几率 巨人杀手 基于敌方英雄的额外生命值,对其至多造成15%额外伤害。最大伤害加成在1500额外生命值时达成。
58.14%- 总价
- 3,000
- 价格
- 1,025
+30 攻击力 +30 法术强度 +25% 攻击速度 怨怒 攻击造成30额外魔法伤害攻击特效。 沸腾打击 攻击会提供+8% 攻击速度 ,持续3秒(可叠加4次)。 在满层状态下,每第三次攻击会附带2次攻击特效。
53.46%起始装备
核心装备
- 总价
- 1,100
- 价格
- 300
+25% 攻击速度 +45 移动速度
- 总价
- 3,000
- 价格
- 525
+50 攻击力 +10 穿甲 +25% 暴击几率 死 你的伤害会处决低于+5% 生命值 的英雄。 税 击杀英雄时提供25额外金币。
- 总价
- 2,700
- 价格
- 475
+55 攻击力 +18 穿甲 伺机待发在脱离与英雄的战斗状态8秒后获得穿甲。这个穿甲会在对英雄造成伤害后持续3秒。险境脱身如果一个英雄受到你伤害后3秒内阵亡,则你获得持续1.5秒的持续衰减的+200 移动速度 。
可选装备前 12
- 总价
- 2,700
- 价格
- 475
+55 攻击力 +18 穿甲 伺机待发在脱离与英雄的战斗状态8秒后获得穿甲。这个穿甲会在对英雄造成伤害后持续3秒。险境脱身如果一个英雄受到你伤害后3秒内阵亡,则你获得持续1.5秒的持续衰减的+200 移动速度 。
45.25%- 总价
- 3,000
- 价格
- 963
+55 攻击力 +10 穿甲 +10 技能急速 通电 用技能对一名敌人造成伤害会触发盈能(充能完毕时)。 苍穹 你的盈能攻击造成相当于%目标当前生命值的额外物理伤害,并为你提供持续4秒的 额外穿甲。
47.45%- 总价
- 3,200
- 价格
- 725
+40 攻击力 +25% 攻击速度 10%生命偷取 雾之锋 攻击造成一部分敌人当前生命值的额外物理伤害 攻击特效。 抓挠之影 攻击一位英雄3次会对其造成持续1秒的30%减速。
46.82%- 总价
- 3,000
- 价格
- 500
+45 攻击力 +35% 护甲 穿透 +15 技能急速 严寒 伤害型技能会对低于+50% 生命值 的敌人造成持续1秒的30%减速。
45.10%- 总价
- 2,800
- 价格
- 675
+55 攻击力 +18 穿甲 +4% 移动速度 鬼影萦绕 非战斗状态期间获得+0 移动速度 。 鬼魂步伐 提供移动速度和幽灵状态,持续0秒。
41.29%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 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 | 59.27% | 9.90% | 1,294 |
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 | 58.96% | 10.93% | 1,428 |
当 双刀流 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 | 棱彩 | T1 | 58.48% | 11.00% | 1,438 |
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 | 58.26% | 7.04% | 920 |
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 | 58.15% | 10.57% | 1,381 |
获得一个随机棱彩海克斯符文,不会包含当前三选一里的另外两个选项。 查看海克斯符文详情 | 黄金 | T1 | 57.71% | 6.01% | 785 |
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 | T1 | 56.91% | 16.73% | 2,186 |
当 闪电打击 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 56.82% | 19.58% | 2,559 |
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 | T1 | 56.61% | 18.30% | 2,392 |
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 | T1 | 55.84% | 6.62% | 865 |
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 | T1 | 55.50% | 12.67% | 1,656 |
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 | 55.28% | 6.74% | 881 |
当 最万用的瞄准镜 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T1 | 54.90% | 8.35% | 1,091 |
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 | T1 | 53.73% | 7.89% | 1,031 |
当 连拨击锤 的效果契合英雄输出方式、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 | 53.55% | 9.04% | 1,182 |
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 | T1 | 53.44% | 9.56% | 1,250 |
当 暴击律动 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 53.30% | 16.37% | 2,139 |
当 灵巧 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 52.50% | 14.54% | 1,901 |
当 台风 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 | T1 | 52.12% | 14.08% | 1,840 |
当 万用瞄准镜 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 51.38% | 8.06% | 1,053 |
当 接二连三 的效果契合英雄输出方式、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 | 51.27% | 14.74% | 1,927 |
当 战争交响乐 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T1 | 51.06% | 6.83% | 893 |
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 | T1 | 50.22% | 8.52% | 1,113 |
当 缩小射线 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 46.70% | 4.98% | 651 |
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 | 58.64% | 2.70% | 353 |
当 双发快射 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 57.92% | 4.49% | 587 |
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 | 57.65% | 1.50% | 196 |
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 | 57.65% | 2.80% | 366 |
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 | 57.64% | 1.55% | 203 |
当 红包 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 57.50% | 1.84% | 240 |
当 魔法转物理 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T2 | 56.23% | 2.03% | 265 |
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 | T2 | 55.38% | 2.85% | 372 |
当 升级:无尽之刃 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 54.98% | 3.08% | 402 |
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 | T2 | 54.67% | 3.36% | 439 |
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 | T2 | 54.22% | 1.27% | 166 |
当 亮出你的剑 的效果契合英雄输出方式、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 | 53.14% | 1.34% | 175 |
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 | T2 | 53.05% | 1.63% | 213 |
当 活力再生 的效果契合英雄输出方式、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 | 52.94% | 1.30% | 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 | T2 | 52.60% | 1.32% | 173 |
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 | T2 | 52.52% | 2.13% | 278 |
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 | 51.99% | 2.31% | 302 |
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 | 51.83% | 2.51% | 328 |
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 | T2 | 51.51% | 4.56% | 596 |
当 大力海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T2 | 51.20% | 1.60% | 209 |
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 | T2 | 50.69% | 1.66% | 217 |
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 | T2 | 50.00% | 1.64% | 214 |
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 | 49.17% | 4.15% | 543 |
当 升级:收集者 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T2 | 49.16% | 4.11% | 537 |
当 无休回复 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 49.09% | 1.26% | 165 |
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 | 48.19% | 1.27% | 166 |
当 秘术冲拳 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T2 | 48.05% | 1.96% | 256 |
当 易损 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 47.96% | 1.69% | 221 |
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 | 46.86% | 2.92% | 382 |
当 缩小引擎 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 46.71% | 3.95% | 516 |
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 | 46.52% | 4.06% | 531 |
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 | T2 | 46.41% | 1.60% | 209 |
当 地狱三头犬 的效果契合英雄输出方式、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 | 46.37% | 3.48% | 455 |
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 | T2 | 45.63% | 1.93% | 252 |
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 | T2 | 45.18% | 1.27% | 166 |
当 升级:狂妄 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 44.44% | 3.24% | 423 |
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 | 63.89% | 1.10% | 144 |
当 玻璃大炮 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 56.06% | 0.50% | 66 |
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 | 55.93% | 0.45% | 59 |
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 | 55.86% | 0.85% | 111 |
当 小丑学院 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 55.65% | 0.88% | 115 |
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 | T3 | 53.01% | 0.64% | 83 |
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 | 52.00% | 0.77% | 100 |
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 | T3 | 51.43% | 0.80% | 105 |
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 | 51.06% | 0.72% | 94 |
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 | 50.67% | 0.57% | 75 |
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 | T3 | 50.41% | 0.93% | 121 |
当 残暴之力 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 49.44% | 0.68% | 89 |
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 | T3 | 48.84% | 0.66% | 86 |
当 利刃华尔兹 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 47.78% | 0.69% | 90 |
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 | 47.25% | 0.70% | 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 | T3 | 47.22% | 0.55% | 72 |
当 唯快不破 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 47.19% | 0.68% | 89 |
当 最终都市列车 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 46.77% | 0.47% | 62 |
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 | 46.55% | 0.44% | 58 |
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 | 46.51% | 0.99% | 129 |
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 | T3 | 46.07% | 0.68% | 89 |
当 面包和奶酪 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 45.98% | 0.67% | 87 |
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 | 45.00% | 1.07% | 140 |
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 | T3 | 44.74% | 0.58% | 76 |
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 | T3 | 44.00% | 0.57% | 75 |
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 | 42.03% | 0.53% | 69 |
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 | T3 | 40.65% | 0.94% | 123 |
当 由暴生急海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 40.32% | 0.47% | 62 |
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 | 39.36% | 0.72% | 94 |
当 一板一眼 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 31.33% | 0.64% | 83 |
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 | 61.11% | 0.41% | 54 |
当 杀戮时间到了 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 59.26% | 0.41% | 54 |
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 | 58.49% | 0.41% | 53 |
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 | 56.86% | 0.39% | 51 |
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 | T4 | 54.72% | 0.41% | 53 |
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 | T4 | 54.72% | 0.41% | 53 |
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 | T4 | 51.85% | 0.41% | 54 |
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 | T4 | 43.64% | 0.42% | 55 |
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 | 40.74% | 0.41% | 54 |
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 | 40.74% | 0.41% | 54 |
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 | T4 | 40.35% | 0.44% | 57 |
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 | 32.14% | 0.43% | 56 |
卡莉丝塔 Skill Combos
Extracted from the skill order guide
Order: R > Q > E > W can be correct when your augments clearly improve spell trading, projectile pressure, or safe ranged damage, and the enemy team makes auto-attacking dangerous.
Put points in R whenever available, then max E first, Q second, and leave W last in most games.
卡莉丝塔 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Rend Timing Discipline | Kalista can often hold Rend greedily because fights are slower and there are more minions to manage resets for extended trades. | You need to be less greedy and use Rend sooner to secure kills, create slows, or create space before targets escape or divers reach you. | Cash out Rend early for control rather than waiting for perfect stacks. |
| Fight Tempo | She has time to build waves, trade around minions, and threaten resets after poke lands in a stable front-to-back rhythm. | Skirmishes happen before everyone is ready and enemies may re-engage immediately, so she must convert small openings without waiting. | Push advantages quickly and retreat immediately if you lack Rend pressure. |
| Fate's Call Usage | It is often saved for your support's engage or as a rescue button, used somewhat lazily compared to Mayhem. | It must serve as both engage tool and rescue button; hold it for dangerous divers rather than spending on flashy openers. | Communicate with your Oathsworn and save Fate's Call for critical peel. |
| Snowball Usage | Many players barely think about Snowball on Kalista because she usually prefers standard marksman spacing. | Snowball works as a delayed commit, chase tool, or escape route, but never as an opener before your team's crowd control lands. | Use Snowball for late entries after cooldowns are spent, not as engage. |
| Build Flexibility | She often leans into attack speed, on-hit damage, lifesteal, and anti-tank tools depending on the enemy team composition. | You must value survivability and access more honestly; greedy damage builds can leave you unable to play the fight at all. | Add survival or safer access when the enemy comp demands it. |
Champion Analysis
定位 / 当前表现
Kalista the Spear of Vengeance is a ranged ADC in Hextech Mayhem, defined by extraordinary mobility and sustained damage output. Her passive, Martial Poise, lets her hop in a chosen direction after every basic attack, granting exceptional repositioning while attacking and dodging skillshots. This mobility is central to her identity, allowing continuous kiting and aggressive play in the chaotic ARAM environment. Her primary poke tool, Pierce, is a spear that deals physical damage with bonus damage against targets already marked by spears. Sentinel deploys a spectral scout that provides vision and marks discovered enemies, valuable for checking brush in the single-lane mode. Rend is Kalista’s most critical ability: she must first stack spears on enemies using basic attacks and Pierce, then detonate them all with Rend for devastating burst damage. Rend also executes targets below a health threshold, making it a powerful finisher. Fate’s Call, her ultimate, pulls an ally to her, making them untargetable, and then allows that ally to dash in a chosen direction. This can protect a key teammate or launch them into the enemy team for engage, giving Kalista unique utility beyond raw damage. Her overall pattern is a high-mobility, high-burst physical carry who excels at stacking and detonating spears, weaving attacks with hops, and using her ultimate for both defense and offensive setup. Practical strategic value lies in her ability to dominate extended fights through sustained dps, outplay skillshots with continuous movement, and execute low-health targets without counterplay. Her mobility and burst potential make her one of the most feared ADCs in Hextech Mayhem, rewarding players who can maintain positioning and stack spears efficiently while coordinating with an ally for optimal Fate’s Call usage.
核心技巧
长文技巧 / 玩法模式
Kalista wins Mayhem fights by staying barely out of reach while stacking spears on the right target. Attack, hop sideways, check who can still reach you, then decide whether to keep stacking or pull Rend early. Let someone else start the fight unless the enemy is already split—Kalista punishes a bad step hard but is not a front-to-back initiator. Wait for your tank, Snowball user, or bound ally to force the first reaction, then enter after enemy crowd control is spent. Use your first attacks to test the fight; if the backline walks backward and divers turn toward you, kite back and keep spears on the closest threat. If carries stay in range after using mobility, shift hops forward and chase. Save Rend for a real decision point: when the target is about to leave range, when a reset or slow helps your team finish, or when you need to secure a low-health champion before shields land. Do not burn it just because spears are visible. For counter-engage, hop diagonally away from the enemy team rather than straight backward into your own carries, making follow-up skillshots harder and keeping your support from being body-blocked. Stack spears on the diver first if they are the only champion hitting you—chasing the enemy carry while a melee champion is on top of you is how Kalista dies. If your bound ally can re-engage, let the enemy overstep first, then use the ally displacement as a punish tool. Hop with purpose: short side hops dodge narrow skillshots, backward hops buy space from melees, forward hops are only safe after key lockdown misses. Keep one escape lane open before attacking, toward a health relic, turret, or peel teammate. When caught, attack the nearest target and Rend at the last useful moment. Stand slightly off-center to give your hops room and attack around minions. Rotate away from walls or terrain edges that can trap you. Use minion waves as temporary cover, stacking spears and threatening Rend pressure, then back up when the wave thins. Hit what you can hit safely first; if a tank or bruiser crosses into your range without their team close, stack them until they retreat. Switch to carries only when their escape tools are gone and at least one major enemy crowd control is unavailable. Do not split spear stacks across too many champions. Use Snowball as a follow-up tool more often than an opener—taking the dash alone usually puts you inside every enemy answer. It can also buy a new angle defensively off a summoned unit or safe target. Play around your augments while keeping spacing first: attack-speed and on-hit augments shine in extended front-to-back fights, while mobility augments let you take sharper angles rather than careless ones. Push when the enemy wave blocks their engage, then step back before a clean hook hits. Pull back when your frontline is on cooldown. After winning a trade, do not overstay. Dive only after the target is committed to retreating, keeping Rend available for the finish, and exit diagonally toward allies. When behind, stop forcing backline access—shred whoever walks into your safe range, farm waves with discipline, and hold defensive tools for the fed threat. The clean Kalista game is patient aggression: pressure every step but fully commit only when the enemy engage line is broken, keeping the lane wide and one exit open.
Read full guide玩法指南
玩法 / 队伍结构
Kalista the Spear of Vengeance approaches Summoner's Rift with a clear early plan: win space before trying to win fights. From levels one to six, she starts slightly behind her front line, using the minion wave as a lane to hop after every auto attack. Her best trades are short—one or two autos, a sideways hop, and a Q when the line is clear—then she backs out before the enemy can reply. She treats Rend as both damage and a farming tool, cashing out on a low minion and a marked champion for tempo but respects the punish window after a weak Rend that secures nothing. Early Snowball is defensive or follow-up; she holds the recast unless the target is isolated or her bound ally covers her landing. Augments in this phase help her attack safely: attack speed, on-hit damage, range, movement, lifesteal, or defensive triggers all fit. She pushes when her team has stronger poke or a durable tank, and stalls when the enemy has hooks or long roots. If she falls behind, she stops contesting every spear stack, farms with Q and autos through minions, and saves Snowball for disengage or cleanup. By level six, she aims to have health, summoners, and a clear idea of her bound ally's playstyle. At levels seven through eleven, Kalista turns short trades into forced fights. She stands close enough to her bound ally that Fate's Call is real but not so close that area spells hit both. Her trading rhythm becomes oppressive if allowed to attack continuously: she hits the nearest safe target, stacks spears, and switches only when necessary. She looks for fights after the enemy misses a key crowd control spell, then hops forward. Fate's Call either delivers her ally deeper or pulls them out after they absorb cooldowns. Mid-game Snowball becomes a cleanup or repositioning tool, never an engage into five people. She uses offensive augments during extended fights, not random poke, and saves defensive augments for the first diver. She pushes when she wins front-to-back fights and stalls when the enemy has stronger wombo or her ally is dead. When ahead, she plays like a spear wall, attacking the closest champion and using Rend to finish or force retreat. When behind, she stays near peel, hits whoever enters first, and saves Rend for when they try to leave. After each fight, she decides quickly: push if multiple enemies are down, clear and reset if her frontline is low. In the late game from level twelve onward, Kalista protects her attack uptime above all else. She stands one step behind her tank, with hops angled away from walls and enemy crowd control. She stops taking low-value poke trades and only commits repeated autos when her team can protect the space. Fate's Call is saved for saving her ally from lethal focus, starting a fight, or interrupting a dive path—she does not hold it forever. Late Snowball is selective, used only when the landing spot is safer or the target dies before the enemy collapses. She times damage augments with real teamfight commitment and saves defensive augments for the first diver that reaches her. She pushes hard after a won fight but never hits structures while enemies can engage freely. When ahead, she ends through clean front-to-back fights, punishing anyone who steps forward. When behind, she plays for a single overextension, hiding behind her strongest control champion and stacking spears while kiting toward her base.
Read full guide优劣势处理
优势 / 弱点
When ahead, Kalista should not play like a normal backline marksman. Instead of chasing deep, she uses the lead to take space one hop at a time, stacking spears on the nearest safe target while forcing the enemy to choose between backing off or eating an Rend finish. She holds the middle of the lane, not the enemy fountain, and only steps forward far enough that her support or Oathsworn can still reach her; chasing past peel turns the lead into a shutdown. Kalista stacks Rend pressure before committing by hitting an approaching tank or bruiser while hopping sideways, but does not cash out early unless it kills, resets the fight, or denies escape—holding it creates threat, while wasting it creates a punish window for the enemy. Fate’s Call should be used as a throw-prevention tool first, saving it to save the Oathsworn after key enemy crowd control is used, or to peel against divers, rather than for flashy engages. She converts poke leads into controlled all-ins by focusing one low target and forcing Rend for the first reset, but avoids diving deep alone. She respects slows and grounding-style control more than raw damage, baiting them with short forward steps and immediate side hops before committing. Snowball is used defensively unless the fight is already won, marking a target to threaten rather than forcing the recast without team follow-up. Augments should protect the lead—mobility, shield, cleanse, lifesteal, or anti-burst options—rather than only inflating damage, especially against repeated dive. She does not greed Rend resets on minions during siege fights, keeping cursor and attack pattern ready for champions. Fights end through the front line when the backline is protected, shredding the tank to open the lane rather than diving past it. When behind, Kalista cannot brute-force fights. She gives up space before giving up life, standing behind minions and near her best peel champion to survive first contact. She attacks the closest safe target—even a tank or diver—and uses Rend only when it secures a kill, forces a retreat, or resets the fight; she does not Rend early out of fear, as low-damage Kalista needs stacks to matter. Fate’s Call is saved for the enemy’s committed engage, used defensively to interrupt their follow-up or pull out a caught Oathsworn. Minions serve as a movement plan for reliable hopping, and she retreats before being stranded in open lane after the wave dies. She lets allies start the damage check, waiting for enemy crowd control to be spent before entering. Augments fix access and survival, prioritizing durability, movement, healing, shields, or cleanse safety over pure damage when being slowed or burst every fight. Snowball is used as a dodge or follow-up, not a desperation button, and she only takes it when her team is already moving or Fate’s Call is available. Trading health for cooldowns is done only with an exit—checking Oathsworn position, minion wave, and available peel before posturing. Behind Kalista plays for the first clean reset, killing the overextended diver and surviving with space, then regrouping before chasing to avoid handing back shutdowns. The consistent rule is that ahead, Kalista makes the enemy walk through spear stacks before they can play; behind, she makes the enemy spend engage tools before she fully commits, and the throw happens when she leaves her peel, burns Rend without impact, or uses Fate’s Call for style instead of control.
Read full guide英雄背景
背景 / 身份 / 文本块
Kalista the Spear of Vengeance is a marksman whose entire combat pattern revolves around constant repositioning and spear-stacking pressure. In ARAM: Mayhem, fights become chaotic quickly, and Kalista thrives when she can use her hop after every basic attack or Pierce to stay one step ahead of skillshots and enemy engage. Her hop is her real defensive tool; she does not win by standing still and trading like a normal marksman. Instead, she attacks, hops at an angle, and makes skillshots land behind her. If she wastes a hop by moving forward greedily or failing to issue a clean movement command, she becomes a short-range marksman with no escape, giving the enemy a free engage window. Her line skillshot, Pierce, adds spear stacks and can punch through a dying unit to threaten enemies hiding behind minions or bruisers. In Mayhem, where enemies often cluster, looking for low-health targets to open a line into the backline is essential. Sentinel provides vision utility that is especially valuable on a single-lane map, letting Kalista check dangerous brush or fog pockets before her team walks into a trap. Blind face-checks are brutally punished in Mayhem, and Kalista does not want to discover an engage champion by hopping into them. The shared-damage pattern with her oathsworn ally matters most when both focus the same target, but the primary value in teamfights is preparation—scouting before the clash rather than forcing a low-impact cast mid-fight. Rend is her execute and zone control, turning many small hits into a kill. In Mayhem, where enemies may gain extra tools from augments and fights reset quickly, Kalista must hold Rend long enough to matter but not so long that the target escapes or she dies before casting. Tracking who actually has spears is critical in chaotic fights where her autos may be split across a tank, a minion, and a diver. Fate’s Call pulls her bound ally to her, making them untargetable, then lets that ally launch to a chosen area and knock up enemies. Choosing an oathsworn ally with hard engage or follow-up is key in Mayhem, as the ultimate can save an ally who drew key cooldowns or force a decisive engage when enemy carries are grouped. If Fate’s Call is burned with no save and no knockup, Kalista loses her biggest protection against dives, and her bound ally loses their emergency exit, making the next engage much easier for the enemy to punish. Every ability in Kalista’s kit reinforces a kiting, stacking, and decision-making identity that rewards patience and punishes overextension, especially in the high-stakes, fast-paced environment of ARAM: Mayhem.
Read full guide避免常见错误
常见错误 / 风险控制
Kalista is punished harder than most marksmen when her rhythm breaks. In Mayhem, fights get messy fast, so the goal is to avoid the mistakes that make you stand still, lose Rend value, or throw your bonded ally into a bad fight. Mechanical mistakes often start with auto-attacking without choosing a hop direction first, which drifts you forward into enemy engage range; the correct habit is to pick the direction before the spear leaves your hand, hopping sideways or backward in neutral fights. Spamming attack commands so fast that movement becomes random cancels your rhythm and gives skillshots a predictable path; a steady target-hop-target-hop pattern matters more than raw speed. Holding Rend too long for a perfect execute is a common greed error: the target leaves range, becomes untargetable, gets shielded, or you die before cashing out. Rend should be used when it secures a kill, forces a major retreat, or guarantees a reset on a low-health unit nearby. Conversely, using Rend early on a healthy frontline target just because stacks are visible removes your main threat; keep Rend available while the fight forms and cash out when the damage changes the fight state. Pierce should not be thrown through the wave without checking what happens after it lands, as stepping up for poke can leave you exposed when the spear misses and the enemy engages. Standing still to finish one more auto into heavy crowd control or burst is fatal because Kalista’s survival relies on constant repositioning; if the next auto requires standing in the danger zone, skip it and keep moving. Fate’s Call should not be used on your bonded ally with no landing plan; treat it as a rescue, a setup, or a guaranteed follow-up, not a random pull. Re-engaging after being slowed, blinded, or heavily zoned because you still have spear stacks is another trap—she is strongest when controlling spacing, not fighting through every negative effect. Decision mistakes compound these mechanical errors. Bonding with the wrong teammate because they look like a “standard” choice leads to awkward Fate’s Calls; bond with a reliable engager, a peel support who needs saving, or a durable champion who can turn a fight after repositioning. Playing Kalista like a long-range poke carry contributes low pressure; look for controlled windows to auto the closest safe target, stack Rend, and threaten a reset. Chasing a marked low-health enemy past your team turns a kill into a shutdown; chase only when your next hop keeps you inside ally support range or when Rend can finish without overcommitting. Ignoring the minion wave denies safe spear targets and Rend reset opportunities; use the wave as a spacing tool. Augments should be chosen with a plan for how you will actually fight—sustained auto value if you have peel, survival tools if fights are chaotic. Saving Fate’s Call only for the perfect engage leaves your bonded ally dead with your best defensive tool unused; a clean save is often better than a risky knockup. Front-to-back fighting with no target discipline spreads spears and loses kill pressure; lock onto the nearest safe target and swap only when a higher-value target enters safe range or Rend can finish. Starting fights when your bonded ally is dead, too far away, or unable to follow loses a huge part of your fight control; check your ally’s position before stepping into threat range.
Read full guideFAQ
卡莉丝塔
复仇之矛 卡莉丝塔在海克斯大乱斗中选什么海克斯强化? 复仇之矛 卡莉丝塔推荐的海克斯强化:双刀流、暗影疾奔、快中求稳。详细胜率和选取率请查看本页面。 复仇之矛 卡莉丝塔在海克斯大乱斗中怎么出装? 复仇之矛 卡莉丝塔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。 复仇之矛 卡莉丝塔在海克斯大乱斗中是什么段位? 复仇之矛 卡莉丝塔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
