Normal order: R > Q > E > W.
推荐出装
装备 / 胜率 / 登场率
出装配置
16.9核心装备
- 总价
- 2,950
- 价格
- 900
+55 攻击力 +18 穿甲 +10 技能急速 盛名 击杀英雄时获得基于英雄击杀数的临时攻击力。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 2,750
- 价格
- 363
+55 攻击力 +18 穿甲 +20 技能急速 涌动 在你对一名敌方英雄造成伤害后,如果该英雄在3秒内阵亡,则会返还你的终极技能的一些总冷却时间。
- 总价
- 2,950
- 价格
- 900
+55 攻击力 +18 穿甲 +10 技能急速 盛名 击杀英雄时获得基于英雄击杀数的临时攻击力。
- 总价
- 2,750
- 价格
- 363
+55 攻击力 +18 穿甲 +20 技能急速 涌动 在你对一名敌方英雄造成伤害后,如果该英雄在3秒内阵亡,则会返还你的终极技能的一些总冷却时间。
- 总价
- 3,000
- 价格
- 500
+40 攻击力 +20% 攻击速度 +450 生命值 海克斯充能 获得30终极技能急速。 过载 在施放你的终极技能后,获得持续8秒的+50% 攻击速度 和+20% 移动速度 。
可选装备前 12
- 总价
- 3,000
- 价格
- 500
+40 攻击力 +20% 攻击速度 +450 生命值 海克斯充能 获得30终极技能急速。 过载 在施放你的终极技能后,获得持续8秒的+50% 攻击速度 和+20% 移动速度 。
52.59%- 总价
- 2,750
- 价格
- 363
+55 攻击力 +18 穿甲 +20 技能急速 涌动 在你对一名敌方英雄造成伤害后,如果该英雄在3秒内阵亡,则会返还你的终极技能的一些总冷却时间。
52.66%- 总价
- 3,300
- 价格
- 750
+40 攻击力 +25% 攻击速度 +450 生命值 顺劈 攻击会对附近的敌人们造成物理伤害。 破阵冲击波 对附近的敌人们造成物理伤害和35%减速。 每命中一个英雄就会获得持续衰减的+35% 移动速度 ,持续3秒。
55.61%核心装备
- 总价
- 2,950
- 价格
- 900
+55 攻击力 +18 穿甲 +10 技能急速 盛名 击杀英雄时获得基于英雄击杀数的临时攻击力。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 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。
可选装备前 12
- 总价
- 2,750
- 价格
- 363
+55 攻击力 +18 穿甲 +20 技能急速 涌动 在你对一名敌方英雄造成伤害后,如果该英雄在3秒内阵亡,则会返还你的终极技能的一些总冷却时间。
44.44%- 总价
- 3,000
- 价格
- 500
+40 攻击力 +20% 攻击速度 +450 生命值 海克斯充能 获得30终极技能急速。 过载 在施放你的终极技能后,获得持续8秒的+50% 攻击速度 和+20% 移动速度 。
45.49%- 总价
- 2,900
- 价格
- 1,100
+35 攻击力 +500 法力 +15 技能急速 敬畏 获得0额外攻击力。 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魔切。
49.77%核心装备
- 总价
- 3,300
- 价格
- 750
+40 攻击力 +25% 攻击速度 +450 生命值 顺劈 攻击会对附近的敌人们造成物理伤害。 破阵冲击波 对附近的敌人们造成物理伤害和35%减速。 每命中一个英雄就会获得持续衰减的+35% 移动速度 ,持续3秒。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 3,000
- 价格
- 500
+40 攻击力 +20% 攻击速度 +450 生命值 海克斯充能 获得30终极技能急速。 过载 在施放你的终极技能后,获得持续8秒的+50% 攻击速度 和+20% 移动速度 。
- 总价
- 3,300
- 价格
- 750
+40 攻击力 +25% 攻击速度 +450 生命值 顺劈 攻击会对附近的敌人们造成物理伤害。 破阵冲击波 对附近的敌人们造成物理伤害和35%减速。 每命中一个英雄就会获得持续衰减的+35% 移动速度 ,持续3秒。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 3,100
- 价格
- 500
+45 攻击力 +400 生命值 +10 技能急速 光盾打击 你对一个英雄打出的第一次攻击会暴击并回复生命值。
- 总价
- 3,300
- 价格
- 750
+40 攻击力 +25% 攻击速度 +450 生命值 顺劈 攻击会对附近的敌人们造成物理伤害。 破阵冲击波 对附近的敌人们造成物理伤害和35%减速。 每命中一个英雄就会获得持续衰减的+35% 移动速度 ,持续3秒。
- 总价
- 1,200
- 价格
- 600
+25 护甲 +45 移动速度 镀板 使即将到来的攻击伤害降低10%。
- 总价
- 3,000
- 价格
- 500
+40 攻击力 +20% 攻击速度 +450 生命值 海克斯充能 获得30终极技能急速。 过载 在施放你的终极技能后,获得持续8秒的+50% 攻击速度 和+20% 移动速度 。
可选装备前 12
- 总价
- 3,000
- 价格
- 500
+40 攻击力 +20% 攻击速度 +450 生命值 海克斯充能 获得30终极技能急速。 过载 在施放你的终极技能后,获得持续8秒的+50% 攻击速度 和+20% 移动速度 。
48.00%- 总价
- 3,300
- 价格
- 750
+40 攻击力 +25% 攻击速度 +450 生命值 顺劈 攻击会对附近的敌人们造成物理伤害。 破阵冲击波 对附近的敌人们造成物理伤害和35%减速。 每命中一个英雄就会获得持续衰减的+35% 移动速度 ,持续3秒。
48.21%- 总价
- 2,750
- 价格
- 363
+55 攻击力 +18 穿甲 +20 技能急速 涌动 在你对一名敌方英雄造成伤害后,如果该英雄在3秒内阵亡,则会返还你的终极技能的一些总冷却时间。
46.71%- 总价
- 2,900
- 价格
- 1,100
+35 攻击力 +500 法力 +15 技能急速 敬畏 获得0额外攻击力。 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魔切。
49.12%- 总价
- 3,000
- 价格
- 225
+40 攻击力 +400 生命值 +20 技能急速 切割 对英雄造成物理伤害时会将其护甲降低6%,持续6秒(可叠加5次)。 热烈 造成物理伤害时会提供持续2秒的+20 移动速度 。
49.13%核心装备
- 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
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 2,750
- 价格
- 363
+55 攻击力 +18 穿甲 +20 技能急速 涌动 在你对一名敌方英雄造成伤害后,如果该英雄在3秒内阵亡,则会返还你的终极技能的一些总冷却时间。
可选装备前 12
- 总价
- 2,750
- 价格
- 363
+55 攻击力 +18 穿甲 +20 技能急速 涌动 在你对一名敌方英雄造成伤害后,如果该英雄在3秒内阵亡,则会返还你的终极技能的一些总冷却时间。
46.29%- 总价
- 3,000
- 价格
- 500
+40 攻击力 +20% 攻击速度 +450 生命值 海克斯充能 获得30终极技能急速。 过载 在施放你的终极技能后,获得持续8秒的+50% 攻击速度 和+20% 移动速度 。
46.33%- 总价
- 2,900
- 价格
- 1,100
+35 攻击力 +500 法力 +15 技能急速 敬畏 获得0额外攻击力。 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魔切。
45.73%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 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 | T1 | 58.91% | 4.07% | 404 |
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 | T1 | 57.58% | 4.32% | 429 |
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 | 56.71% | 7.28% | 723 |
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 | 52.77% | 4.73% | 470 |
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 | T1 | 51.80% | 4.20% | 417 |
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 | 50.59% | 13.55% | 1,346 |
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 | 50.17% | 8.67% | 861 |
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 | T1 | 50.11% | 4.54% | 451 |
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 | 49.79% | 11.71% | 1,163 |
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 | 49.57% | 10.64% | 1,057 |
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 | T1 | 49.35% | 4.67% | 464 |
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 | 49.30% | 9.36% | 929 |
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 | T1 | 49.05% | 11.19% | 1,111 |
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 | T1 | 49.03% | 4.68% | 465 |
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 | 48.99% | 4.99% | 496 |
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 | T1 | 48.87% | 4.45% | 442 |
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 | 48.72% | 4.71% | 468 |
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 | 48.66% | 5.65% | 561 |
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 | T1 | 48.59% | 5.35% | 531 |
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 | T1 | 48.39% | 4.68% | 465 |
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 | 48.16% | 4.64% | 461 |
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 | 48.09% | 5.01% | 497 |
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 | 47.99% | 10.51% | 1,044 |
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 | 47.97% | 14.15% | 1,405 |
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 | T1 | 47.57% | 17.80% | 1,768 |
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 | 47.56% | 4.95% | 492 |
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 | T1 | 47.52% | 4.26% | 423 |
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 | 47.22% | 8.70% | 864 |
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 | T1 | 46.38% | 7.93% | 787 |
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 | 45.41% | 5.81% | 577 |
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 | 40.49% | 4.13% | 410 |
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 | 59.53% | 2.59% | 257 |
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 | 58.92% | 2.99% | 297 |
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 | T2 | 56.20% | 2.76% | 274 |
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 | 56.09% | 2.73% | 271 |
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 | 55.79% | 2.87% | 285 |
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 | T2 | 55.67% | 3.02% | 300 |
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 | 55.49% | 3.21% | 319 |
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 | 54.71% | 3.31% | 329 |
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 | T2 | 53.82% | 3.16% | 314 |
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 | T2 | 52.54% | 2.97% | 295 |
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 | T2 | 52.52% | 3.80% | 377 |
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 | 51.74% | 2.32% | 230 |
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 | 51.14% | 2.66% | 264 |
当 杀戮时间到了 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 49.79% | 2.35% | 233 |
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 | 49.12% | 2.85% | 283 |
当 扇巴掌 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T2 | 48.84% | 3.03% | 301 |
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 | 48.16% | 3.28% | 326 |
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 | 47.60% | 2.52% | 250 |
当 砍伤 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T2 | 47.40% | 3.10% | 308 |
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 | T2 | 47.37% | 2.30% | 228 |
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 | 46.41% | 2.10% | 209 |
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 | 46.18% | 3.42% | 340 |
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 | 46.12% | 2.21% | 219 |
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 | T2 | 45.51% | 3.03% | 301 |
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 | 44.75% | 2.97% | 295 |
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 | T2 | 43.20% | 3.78% | 375 |
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 | 41.69% | 2.97% | 295 |
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 | T2 | 41.67% | 2.78% | 276 |
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 | T3 | 60.29% | 2.05% | 204 |
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 | 59.15% | 1.43% | 142 |
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 | 58.88% | 1.08% | 107 |
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 | 58.72% | 1.73% | 172 |
当 扳机炼狱 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 55.93% | 1.78% | 177 |
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 | 54.17% | 1.69% | 168 |
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 | 51.75% | 1.44% | 143 |
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 | 51.45% | 1.39% | 138 |
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 | 50.35% | 1.42% | 141 |
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 | 49.48% | 1.95% | 194 |
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 | T3 | 49.00% | 2.01% | 200 |
当 你摸不到海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 48.26% | 1.73% | 172 |
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 | 48.13% | 1.61% | 160 |
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 | 47.62% | 1.90% | 189 |
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 | 47.62% | 1.69% | 168 |
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 | 47.47% | 1.59% | 158 |
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 | 47.09% | 2.07% | 206 |
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 | 47.09% | 2.07% | 206 |
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 | T3 | 47.06% | 1.54% | 153 |
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 | T3 | 46.92% | 1.31% | 130 |
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 | 46.81% | 1.42% | 141 |
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 | 46.24% | 1.74% | 173 |
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 | 45.90% | 1.23% | 122 |
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 | 45.67% | 2.09% | 208 |
当 旋转至胜 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 45.54% | 1.02% | 101 |
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 | 45.25% | 1.80% | 179 |
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 | T3 | 44.44% | 1.27% | 126 |
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 | T3 | 42.68% | 1.65% | 164 |
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 | T3 | 42.21% | 1.55% | 154 |
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 | 42.11% | 1.15% | 114 |
当 吞噬灵魂 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 40.98% | 1.23% | 122 |
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 | 61.29% | 0.62% | 62 |
当 魄罗之王的弹跳 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 55.81% | 0.87% | 86 |
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 | T4 | 55.68% | 0.89% | 88 |
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 | 53.85% | 0.52% | 52 |
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 | 53.57% | 0.56% | 56 |
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 | 52.63% | 0.96% | 95 |
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 | 52.54% | 0.59% | 59 |
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 | T4 | 52.46% | 0.61% | 61 |
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 | 51.92% | 0.52% | 52 |
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 | 51.52% | 0.66% | 66 |
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 | 51.47% | 0.68% | 68 |
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 | T4 | 50.75% | 0.67% | 67 |
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 | 49.09% | 0.55% | 55 |
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 | 48.35% | 0.92% | 91 |
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 | T4 | 48.00% | 1.01% | 100 |
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 | 47.95% | 0.74% | 73 |
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 | 47.89% | 0.72% | 71 |
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 | 46.38% | 0.69% | 69 |
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 | T4 | 45.00% | 1.01% | 100 |
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 | 44.78% | 0.67% | 67 |
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 | T4 | 43.86% | 0.57% | 57 |
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 | T4 | 43.06% | 0.73% | 72 |
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 | 42.86% | 0.70% | 70 |
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 | T4 | 42.86% | 0.70% | 70 |
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 | T4 | 42.42% | 0.66% | 66 |
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 | 42.25% | 0.72% | 71 |
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 | 40.35% | 0.57% | 57 |
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 | 38.60% | 0.57% | 57 |
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 | 35.37% | 0.83% | 82 |
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 | T4 | 34.34% | 1.00% | 99 |
魔腾 Skill Combos
Extracted from the skill order guide
Choose Q > E > W when the enemy backline has fragile carries, low mobility champions, or players who keep stepping forward to poke.
Use Q > W > E when the fight is decided by whether you block the first answer.
Basic attack, on-hit, attack speed, or extended-duel augments: R > Q > W > E.
魔腾 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Judged by whether his ultimate kills someone; if he ults in and dies without a kill, the fight often feels lost. | Wins by forcing panic movement, breaking spacing, denying angles, or dragging defensive tools out before the real engage lands. | Shift from one-shot assassin to tempo breaker who creates advantages beyond kills. |
| Engage Windows | Can sit back, farm safely, and wait for a clean ultimate angle before committing to a fight. | Windows open and close much faster; waiting for perfect setups means the opportunity disappears or augments change the trade. | Punish enemy cooldowns immediately rather than waiting for ideal engage conditions. |
| Spell Shield Use | Players often tunnel on Paranoia and treat the rest of the kit as automatic during engages. | Shield is a critical skill test against high-impact crowd control; hold it for the first real stopping tool. | Read enemy peel spells and bait them before committing, then shield with intent. |
| Fear Targeting | Can attach fear to the nearest carry and stat-check them during the fight. | Use fear on the champion whose movement matters most; sometimes the tank peeling you, not the carry. | Prioritize fear targets based on tactical impact rather than automatic carry focus. |
| Trail Recovery | Gives more time to correct a bad engage after diving onto a target. | Trail is your recovery path; if a target is too protected, retreat along it instead of forcing a doomed chase. | Treat trail as an escape route, not just damage setup, and reset quickly. |
| Snowball Usage | Acts as a backup engage tool when ultimate is down and you need to reach a target. | More flexible; landing it does not mean you must take it. Use the mark to threaten and force panic dashes. | Use Snowball marks as pressure tools; only commit when targets are separated or escapes burned. |
Champion Analysis
定位 / 当前表现
Nocturne the Eternal Nightmare serves as a melee assassin and dive assassin in ARAM: Mayhem, where his primary strategic value comes from his ability to terrorize enemy backlines with pinpoint engages. His core identity revolves around R, Paranoia, which blocks all enemy vision and dashes Nocturne to a target enemy champion. This dual function creates panic and chaos during teamfights, making him one of the most terrifying assassin champions for disrupting enemy coordination. The vision-denial mechanic sets Nocturne apart from other dive champions. When he activates R, enemies lose all vision of their surroundings, forcing them to react blindly while Nocturne closes the distance. This creates opportunities for his team to follow up on engages or reposition during the confusion. The psychological pressure of Paranoia often causes enemies to burn cooldowns prematurely or misposition out of fear. Nocturne's basic abilities support his dive pattern. Q, Duskbringer, deals AoE damage while granting movement speed, allowing him to chase fleeing enemies after an engage. W, Shroud of Darkness, provides a spell shield that can block key enemy abilities during engages, giving him a tool to survive burst damage when diving into multiple opponents. E, Unspeakable Horror, applies a tethered fear effect that locks down his target and prevents escape. The combination of these abilities makes Nocturne effective at eliminating high-value targets like enemy ADCs or mages. Strategic execution requires careful target selection. Nocturne should use R to dive the most valuable enemy champion, typically a damage-dealing carry in the backline. After landing, he uses Q to maintain pressure and chase, W to block critical incoming abilities, and E to fear his target into submission. The spell shield timing is crucial for survival, as Nocturne must block the right ability at the right moment to avoid getting burst down. His weaknesses demand respect. Nocturne is fragile with no built-in sustain, meaning failed engages often result in quick deaths. The long cooldown on R means he must choose his moments carefully, as a wasted ultimate leaves him without his primary engage tool for an extended period. Precise execution is essential, and players who dive recklessly or mistime their spell shield will find limited success. Nocturne's practical strategic value in ARAM: Mayhem lies in his ability to force fights on his terms, delete priority targets, and create window of chaos that his team can exploit through coordinated follow-up damage.
核心技巧
长文技巧 / 玩法模式
Nocturne the Eternal Nightmare performs best in ARAM: Mayhem when played as a calculated threat rather than a front-line brawler. The most important habit is waiting to engage until after enemies have committed their key defensive tools. Diving while knockbacks, stuns, exhaust-style effects, and shields remain available turns Nocturne into free gold for the enemy team. Strong fights start after opponents have shown something important, such as burning a major escape or using crowd control on another target. Minion pressure creates ideal engage windows. When a wave is stacked under the enemy tower, opponents must choose between clearing, retreating, or fighting in cramped space. This is the moment to threaten a dive. Engaging while your own wave is dead allows enemies to kite backward through open ground where allies cannot follow cleanly. Target selection matters more than speed. The first visible carry is often the wrong choice because players hold defensive tools for the obvious Nocturne launch. Better targets include carries who have used mobility, enemies walking forward to finish low-health allies, or overextended supports holding the enemy formation together. Full-health tanks with defensive cooldowns ready are poor targets unless isolated or already being burned by the team. The spell shield should block the spell that stops damage, not random poke. Using it early on a projectile before the real fight gives enemies their opening. Save it for hard crowd control, displacement, or the key spell that would break a chase. If the shield is down, step back until it is safe to threaten again rather than pretending protection remains. Counter-engaging often beats initiating. When enemy divers jump onto your backline, turn on them with fear and close-range damage instead of diving the enemy carry. Kill the diver first, then use the numbers advantage to chase. After a kill attempt, decide quickly between finishing the target or retreating through the side of the lane. Standing still after fear ends or the shield expires invites crowd control chains. Snowball serves defensive purposes too. If tagged on a minion or safer enemy before the fight, reactivation can reposition away from a bad collapse. One saved dash angle in a narrow lane determines whether Nocturne resets or dies with shutdown gold. Failed long dives mean the target had answers ready. Stop chasing through slows and traps, back up, clear the next wave, and wait for the forced defensive tool to matter on the next attempt. Spacing off-center rather than directly behind the tank avoids eating poke meant for multiple allies. Lane edges provide angles that make carries respect both the ultimate and sudden Snowball follow-up. Mixing in short forward steps, wave hits, and fake pressure prevents telegraphing engages from max range. When behind, stop starting full-health fights. Wait for allied poke, enemy mistakes, or greedy dives. Protect the strongest ally if they are the only real damage source, using defensive fear and spell shield timing rather than diving the enemy backline. One clean shutdown can restore game position, but only without overchasing. Clear the wave, recover, and make enemies walk into the next engage.
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玩法 / 队伍结构
Nocturne the Eternal Nightmare approaches Mayhem fights with a game plan that evolves significantly across three distinct phases, each requiring different positioning, timing, and target selection to maximize his effectiveness. During levels 1-6, Nocturne must play as a threat rather than a tank. He should start in the side brush or behind his front line, avoiding the center of the lane where poke damage accumulates. His trading rhythm focuses on short trades when enemies waste key spells on the wave or miss crowd control. He should tag minions and champions with his wave tool, then retreat before the enemy team collapses. Chasing through five champions even after landing a fear tether is a mistake; if the target retreats into their team, Nocturne should reset and wait for the next error. Snowball serves as a punish tool rather than a blind engage, best thrown after enemies burn dashes, stuns, or major peel abilities. Landing Snowball on a backliner while their team is clumped does not always warrant taking it—sometimes forcing a retreat and winning lane space is the correct play. Early augment choices should prioritize survival, stickiness, or reset-style fight conversion. Pushing is appropriate when the team has enough health to threaten turret plates or relic control, while stalling is necessary when the backline is low, spell shield is unavailable, or the enemy has stronger early engage. From levels 7-11, Nocturne uses darkness to break fights open. Positioning from fog, brush, or vision edges forces enemies to group tighter and save peel, while losing track of Nocturne for even a second makes their carries respect ultimate range. The optimal mid-game pattern involves letting both teams trade poke, waiting for an enemy carry to step forward or a support to waste peel, then ulting during the confusion. Darkness disrupts enemy coordination but does not grant invincibility, so target selection remains critical. Fragile damage dealers, low-health champions, or isolated enemies are priority targets, while diving tanks is only correct when that kill immediately wins the fight. Snowball and ultimate should not always target the same champion; using Snowball to force a reaction before ulting a different carry creates better outcomes. Mid-game augment choices should counter enemy answers—durability and entry protection when getting blown up before fear matters, stickiness and chase when targets escape at low health. At level 12 and beyond, Nocturne wins through timing rather than random hero dives. Staying out of obvious poke lanes and avoiding early reveals preserves his ability to threaten fights. Late trades focus on cooldown extraction—walking up enough to make enemy carries panic and spend disengage, shields, or crowd control before backing off. Once those answers are down, the next darkness becomes far more dangerous. Late Snowball becomes a commitment check that can end or lose the game instantly depending on enemy formation. Final augment direction should complete his role based on team needs and enemy peel levels. Pushing is correct when enemies are dead, ultimate advantage exists, or enemy waveclear champions are too scared to step forward. When behind, Nocturne protects shutdowns and plays for one decisive punish, sitting near his carry and threatening counter-ult against overextending enemy divers. Every late-game ultimate must have a clear purpose before activation: killing a carry, stopping siege, counter-engaging, or forcing the final structure push. Nocturne wins Mayhem fights by attacking the moment enemy formation breaks, using early levels to preserve health, mid game to punish exposed carries, and late game to force one clean darkness fight that turns directly into structures.
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优势 / 弱点
Nocturne the Eternal Nightmare excels when using his lead to remove enemy choices rather than starting random fights. His strength lies in engaging when enemies are stretched, low, or missing key defensive tools. The optimal approach is holding engage until an enemy carry steps away from peel, uses mobility, or walks into a narrow angle, then activating ultimate to cut vision and force a rushed reaction. Nocturne's darkness makes low-health enemies panic, creating bad spacing that he can exploit. His spell shield must be saved for the first major crowd control or burst spell, as spending it too early on poke may win the entry but lose the exit. The primary throw pattern when ahead is ulting so deep that teammates cannot hit the same target, converting a lead into a donation. Nocturne should target the enemy with the weakest escape route rather than always chasing the most fed target. When enemies group tightly, he should blind and split their decision-making rather than diving the center. Augments when ahead should prioritize engage reliability, post-kill movement, survivability after diving, and ability uptime over additional damage, as he needs to survive the punish window after the first target dies. When behind, Nocturne must stop being the first body in. Diving first while down in gold or levels allows enemies to absorb his burst and kill him before fear finishes. His goal shifts from deleting carries to creating one playable fight through waiting for enemy mistakes, using ultimate to disrupt vision during their engage, or counter-diving overextending champions. He should hover near his own carries and punish divers or bruisers who step too far forward rather than ulting fed carries through peel champions. Behind Nocturne cannot afford to lose health before fights start and should enter only after poke champions use their main disengage or control. His fear and body position become defensive tools to ruin assassin or bruiser entries, buying time for his team to stabilize. Augments should address the specific losing condition: defensive options if dying before dealing damage, movement tools if unable to reach targets, or damage only if he can stay alive long enough to use it. The safest comeback pattern is counter-engage into chase, letting enemies start too far forward before denying vision and locking down targets his team can actually hit. A bad engage from behind often ends the game because there is no second wave to recover.
Read full guide英雄背景
背景 / 身份 / 文本块
Nocturne the Eternal Nightmare operates in ARAM: Mayhem as a dive assassin whose success depends on disciplined ability sequencing rather than reckless aggression. His kit revolves around closing distance, blocking key crowd control, and locking down targets long enough to secure kills before the enemy team can respond. Each ability serves a specific tactical purpose that must be executed with proper timing or the engagement fails. His passive, Umbra Blades, provides sustain through empowered basic attacks that sweep nearby enemies. This mechanic rewards positioning at the edge of fights rather than charging through multiple champions to reach a single target. The healing becomes critical for surviving constant skirmishes, and wasting the empowered swing on nothing forces Nocturne to surrender space or burn defensive tools unnecessarily. Duskbringer, his Q, is the foundation of every engagement. The shadow trail grants movement and combat stats that allow Nocturne to stick to targets, making it essential to land before committing hard. Missing Q removes his best path into a fight and makes subsequent dives far riskier. The ability also serves as wave control and poke when direct engagement is unavailable. Shroud of Darkness, his W, is a spell shield that separates successful assassinations from suicidal dives. The shield must block the specific ability that would stop the engage, not random poke. Timing W for enemy peel, hard stuns, or major burst starters determines whether Nocturne survives his own ultimate. Unspeakable Horror, his E, tethers to a target and threatens a fear if the connection holds. This is his primary lockdown tool and the reason squishy champions cannot ignore him once he reaches melee range. Casting E on the wrong target or having it broken immediately leaves Nocturne without his best method for making dives stick. Paranoia, his ultimate, reduces enemy vision and lets Nocturne dash to a chosen champion. In Mayhem, this ability creates backline access and forces enemies to respect their positioning. The darkness causes hesitation, but it does not provide durability. Diving without team follow-up, Q readiness, or W timing turns the ultimate into a death sentence. Proper use requires patience, selecting targets based on realistic kill potential rather than impulse, and coordinating with team pressure to avoid arriving alone.
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常见错误 / 风险控制
Nocturne the Eternal Nightmare performs best in ARAM: Mayhem when turning chaotic fights into clean kills, but most failed games stem from forcing the first dash seen, wasting the spell shield, or chasing too deep for teammates to follow. Mechanical mistakes often begin with engaging before marking a damage trail path or checking landing positions, which results in arriving with weak follow-up and getting kited immediately. The correct approach sets up pressure first, then commits when the movement path allows staying on target rather than stopping in the middle of the enemy team. Using the spell shield on random poke before real crowd control or burst arrives lets enemies hold their important spell, wait out the shield, then lock Nocturne down after he dashes in. The shield should be saved for the spell that actually stops the kill: stuns, knockups, roots, suppression, or key burst. Starting the fear tether from maximum range and chasing through minions or walls causes the target to break distance, wasting one of Nocturne's best dueling tools for no payoff. The tether should attach only when physically staying with the target is realistic. Pressing ultimate simply because an enemy backliner is visible often results in dashing into shields, peel, or baited positions where the target survives and Nocturne dies alone. The darkness and dash should be used when targets are separated, low, crowd-controlled, or missing defensive answers. The best ultimate is not always the longest one but the one teammates can follow. Snowballing without checking spell shield, fear, and team position delivers Nocturne to enemies first, where he gets layered with control while his team remains too far to punish. Decision mistakes include picking every fight as if Nocturne is the main tank, which causes him to absorb the first wave of enemy cooldowns and die before sustained attacks matter. Nocturne is strongest when entering after enemies have shown part of their hand. Ulting the enemy carry while ignoring peel support standing nearby results in the target surviving through protection while Nocturne gets controlled in place. Sometimes the correct target is the enchanter or frontliner making the carry safe. Diving before the team has wave position creates longer, uglier fights under turret pressure while teammates hesitate to walk up safely. Building purely for damage against heavy control and burst means reaching targets but not living long enough to finish kills. Using ultimate darkness without team intention behind it leaves teammates uncertain whether to follow, disengage, or hold spells. Forcing fights when key enemy defensive tools are available gets engages answered cleanly. Ignoring your own backline to pursue assassination lets enemy divers kill damage dealers while Nocturne trades one-for-one at best. Staying on the map at low health for one more fight creates a fake threat where enemies can poke out and start the next fight knowing Nocturne cannot commit. The clean pattern requires preparing the lane, waiting for real openings, blocking the spell that matters, and staying close enough for fear and attacks to finish. If the first plan fails, Nocturne should turn, peel, or reset rather than autopiloting deeper.
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魔腾
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最新攻略指南
