Normal order: R > W > Q > E.
推荐出装
装备 / 胜率 / 登场率
出装配置
16.9核心装备
- 总价
- 1,100
- 价格
- 300
+25% 攻击速度 +45 移动速度
- 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
- 3,050
- 价格
- 500
+50 攻击力 +20 技能急速 +25% 暴击几率 咒刃: 施放技能后,你的下一次普通攻击会造成额外物理伤害并提供法力值 攻击特效。
可选装备前 12
- 总价
- 2,650
- 价格
- 850
+45% 攻击速度 +25% 暴击几率 +4% 移动速度 守夜 获得30终极技能急速。 开战弹幕 在施放你的终极技能后,你的下3次攻击获得+50% 攻击速度 并且必定产生暴击,造成你的80%常规暴击伤害,持续8秒。如果一次攻击本应暴击,则此攻击转而造成15%额外真实伤害。
54.64%- 总价
- 3,200
- 价格
- 700
+50 攻击力 +20% 攻击速度 +25% 暴击几率 盈能 移动和攻击会生成一次盈能攻击。 弩箭 你的盈能攻击附带0额外魔法伤害并提供持续1.5秒的+45% 移动速度 。
54.19%- 总价
- 3,050
- 价格
- 500
+50 攻击力 +20 技能急速 +25% 暴击几率 咒刃: 施放技能后,你的下一次普通攻击会造成额外物理伤害并提供法力值 攻击特效。
54.99%- 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。
52.16%- 总价
- 3,000
- 价格
- 625
+40 攻击力 +45 法术强度 +30% 攻击速度 +4% 移动速度 电火花 你的盈能攻击会发射连锁闪电,造成 附带攻击特效,并且对附近的目标们造成魔法伤害。 电疗 普通攻击提供额外盈能层数。
51.51%- 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 。
55.21%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
- 625
+40 攻击力 +45 法术强度 +30% 攻击速度 +4% 移动速度 电火花 你的盈能攻击会发射连锁闪电,造成 附带攻击特效,并且对附近的目标们造成魔法伤害。 电疗 普通攻击提供额外盈能层数。
- 总价
- 3,333
- 价格
- 133
+36 攻击力 +30% 攻击速度 +333 生命值 +15 技能急速 咒刃: 施放技能后,你的下一次普通攻击会造成额外物理伤害攻击特效。 加快 攻击一个单位时会提供持续2秒的20移动速度。
- 总价
- 3,000
- 价格
- 625
+40 攻击力 +45 法术强度 +30% 攻击速度 +4% 移动速度 电火花 你的盈能攻击会发射连锁闪电,造成 附带攻击特效,并且对附近的目标们造成魔法伤害。 电疗 普通攻击提供额外盈能层数。
- 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
- 1,100
- 价格
- 300
+25% 攻击速度 +45 移动速度
- 总价
- 3,000
- 价格
- 625
+40 攻击力 +45 法术强度 +30% 攻击速度 +4% 移动速度 电火花 你的盈能攻击会发射连锁闪电,造成 附带攻击特效,并且对附近的目标们造成魔法伤害。 电疗 普通攻击提供额外盈能层数。
- 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。
可选装备前 12
- 总价
- 3,000
- 价格
- 625
+40 攻击力 +45 法术强度 +30% 攻击速度 +4% 移动速度 电火花 你的盈能攻击会发射连锁闪电,造成 附带攻击特效,并且对附近的目标们造成魔法伤害。 电疗 普通攻击提供额外盈能层数。
47.60%- 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。
49.71%- 总价
- 3,333
- 价格
- 133
+36 攻击力 +30% 攻击速度 +333 生命值 +15 技能急速 咒刃: 施放技能后,你的下一次普通攻击会造成额外物理伤害攻击特效。 加快 攻击一个单位时会提供持续2秒的20移动速度。
47.28%- 总价
- 2,650
- 价格
- 850
+45% 攻击速度 +25% 暴击几率 +4% 移动速度 守夜 获得30终极技能急速。 开战弹幕 在施放你的终极技能后,你的下3次攻击获得+50% 攻击速度 并且必定产生暴击,造成你的80%常规暴击伤害,持续8秒。如果一次攻击本应暴击,则此攻击转而造成15%额外真实伤害。
48.40%- 总价
- 3,000
- 价格
- 325
+45 攻击力 +40% 攻击速度 +4% 移动速度 放倒它 每第三次攻击造成额外物理伤害攻击特效,这个伤害会基于目标的已损失生命值获得提升。
44.10%- 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 。
51.41%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。
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。
53.39%- 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。
54.30%- 总价
- 3,000
- 价格
- 325
+45 攻击力 +40% 攻击速度 +4% 移动速度 放倒它 每第三次攻击造成额外物理伤害攻击特效,这个伤害会基于目标的已损失生命值获得提升。
53.10%- 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。
54.35%- 总价
- 3,000
- 价格
- 625
+40 攻击力 +45 法术强度 +30% 攻击速度 +4% 移动速度 电火花 你的盈能攻击会发射连锁闪电,造成 附带攻击特效,并且对附近的目标们造成魔法伤害。 电疗 普通攻击提供额外盈能层数。
51.20%- 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。
54.18%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 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 | 62.38% | 12.19% | 3,737 |
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 | 61.13% | 10.81% | 3,314 |
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 | T1 | 60.63% | 6.27% | 1,923 |
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 | 59.48% | 10.98% | 3,366 |
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 | 58.71% | 6.05% | 1,855 |
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% | 10.09% | 3,092 |
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 | 57.37% | 7.06% | 2,163 |
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 | 57.30% | 6.95% | 2,131 |
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% | 16.65% | 5,103 |
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 | 56.54% | 10.15% | 3,113 |
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 | 55.73% | 18.18% | 5,572 |
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 | 55.43% | 14.06% | 4,310 |
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 | 55.41% | 16.08% | 4,929 |
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 | 54.65% | 8.87% | 2,719 |
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 | 54.09% | 12.85% | 3,938 |
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 | 54.06% | 14.96% | 4,586 |
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 | 54.05% | 5.79% | 1,776 |
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 | 53.77% | 9.48% | 2,905 |
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 | 53.69% | 19.53% | 5,988 |
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 | 53.53% | 8.54% | 2,619 |
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 | 52.32% | 5.28% | 1,619 |
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 | 52.20% | 9.11% | 2,793 |
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 | 51.43% | 5.38% | 1,649 |
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 | 63.53% | 1.70% | 521 |
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 | 59.71% | 2.66% | 814 |
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 | 58.94% | 2.10% | 643 |
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 | 58.85% | 1.53% | 469 |
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 | T2 | 57.56% | 3.43% | 1,051 |
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 | 57.49% | 1.74% | 534 |
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 | 56.16% | 2.81% | 860 |
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 | 55.44% | 2.25% | 689 |
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 | 55.17% | 3.88% | 1,189 |
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 | 55.17% | 1.67% | 513 |
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 | 54.90% | 3.13% | 960 |
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 | T2 | 54.78% | 3.69% | 1,130 |
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 | 54.74% | 1.79% | 548 |
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 | 54.73% | 1.48% | 455 |
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 | 54.12% | 3.76% | 1,153 |
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 | 53.98% | 3.77% | 1,156 |
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 | 53.97% | 1.76% | 541 |
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 | 53.76% | 1.13% | 346 |
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 | T2 | 53.61% | 1.17% | 360 |
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 | 53.32% | 1.33% | 407 |
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 | 53.28% | 1.24% | 381 |
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 | 52.83% | 2.37% | 725 |
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 | 52.23% | 1.54% | 471 |
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 | 52.20% | 3.71% | 1,138 |
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 | 51.26% | 4.13% | 1,266 |
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 | 50.89% | 3.65% | 1,120 |
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 | 50.88% | 1.47% | 452 |
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 | 50.77% | 4.21% | 1,292 |
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 | 50.51% | 3.49% | 1,071 |
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 | 50.12% | 2.81% | 862 |
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 | 50.00% | 3.63% | 1,112 |
当 面包和黄油 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 49.86% | 2.36% | 722 |
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 | T2 | 49.86% | 1.13% | 347 |
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 | 48.81% | 3.71% | 1,137 |
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 | 48.77% | 1.59% | 486 |
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 | 48.72% | 3.45% | 1,057 |
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 | 48.31% | 3.28% | 1,004 |
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 | 48.19% | 1.26% | 386 |
当 珠光护手 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T2 | 45.71% | 1.86% | 571 |
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 | 42.54% | 1.33% | 409 |
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 | 62.57% | 1.12% | 342 |
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 | 56.82% | 0.57% | 176 |
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 | 56.61% | 0.79% | 242 |
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 | 56.46% | 0.48% | 147 |
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 | T3 | 56.25% | 0.63% | 192 |
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 | 54.98% | 0.69% | 211 |
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 | 54.89% | 0.77% | 235 |
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 | 54.50% | 0.65% | 200 |
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 | 54.14% | 0.59% | 181 |
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 | 54.02% | 0.57% | 174 |
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 | 54.00% | 0.49% | 150 |
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 | T3 | 53.64% | 1.08% | 330 |
当 终极唤醒 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 52.94% | 0.67% | 204 |
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 | 52.65% | 0.99% | 302 |
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 | T3 | 52.08% | 0.47% | 144 |
当 吵闹鬼 的效果契合英雄输出方式、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 | 51.72% | 0.47% | 145 |
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 | 51.54% | 0.74% | 227 |
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 | 50.91% | 0.72% | 220 |
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 | 50.86% | 0.57% | 175 |
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 | T3 | 50.68% | 0.95% | 292 |
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 | 50.52% | 0.63% | 194 |
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 | 50.48% | 0.69% | 210 |
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 | 49.77% | 0.69% | 213 |
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 | 49.69% | 0.53% | 161 |
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 | 49.66% | 0.49% | 149 |
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 | 48.98% | 0.48% | 147 |
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 | T3 | 48.88% | 0.58% | 178 |
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 | 48.88% | 0.58% | 178 |
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 | 48.74% | 0.65% | 199 |
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 | T3 | 47.86% | 0.46% | 140 |
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 | 47.62% | 0.48% | 147 |
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 | 45.99% | 1.06% | 324 |
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 | 44.74% | 0.74% | 228 |
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 | 44.16% | 0.50% | 154 |
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 | T3 | 43.69% | 0.72% | 222 |
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 | 42.55% | 0.46% | 141 |
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 | 59.79% | 0.32% | 97 |
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 | 58.89% | 0.29% | 90 |
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 | 58.06% | 0.30% | 93 |
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 | T4 | 57.41% | 0.18% | 54 |
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 | T4 | 57.00% | 0.33% | 100 |
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 | 56.47% | 0.28% | 85 |
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 | 54.05% | 0.36% | 111 |
当 歌利亚巨人 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 53.70% | 0.35% | 108 |
当 升级:耀光 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 52.38% | 0.21% | 63 |
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 | 52.27% | 0.29% | 88 |
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 | T4 | 52.11% | 0.23% | 71 |
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 | 51.95% | 0.25% | 77 |
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 | 51.52% | 0.32% | 99 |
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 | 50.81% | 0.40% | 124 |
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 | 50.00% | 0.35% | 108 |
当 退敌力场 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T4 | 50.00% | 0.30% | 92 |
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 | 50.00% | 0.20% | 62 |
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 | 49.21% | 0.41% | 126 |
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 | T4 | 48.62% | 0.36% | 109 |
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 | 48.31% | 0.29% | 89 |
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 | 47.69% | 0.21% | 65 |
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 | T4 | 47.46% | 0.19% | 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 | 47.27% | 0.18% | 55 |
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 | T4 | 46.36% | 0.36% | 110 |
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 | 46.02% | 0.37% | 113 |
当 俯冲轰炸 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T4 | 44.94% | 0.29% | 89 |
当 你肩上的恶魔 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 | 棱彩 | T4 | 43.10% | 0.19% | 58 |
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 | 42.19% | 0.21% | 64 |
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 | T4 | 39.78% | 0.30% | 93 |
当 面包和奶酪 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 39.08% | 0.28% | 87 |
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 | 38.14% | 0.32% | 97 |
薇恩 Skill Combos
Extracted from the skill order guide
Switch to R > Q > W > E when your augments heavily reward repeated repositioning, short burst windows, stealth-like reset patterns, or spell-triggered damage tied to using abilities.
Put points in R whenever it is available, max W first, max Q second, and leave E for last.
薇恩 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Drafted as a late-game DPS answer to bruisers and tanks, wanting front-to-back fights, a stable frontline, and time to stack repeated hits on targets. | Must swap between melting durable targets and instantly chasing low-health carries when augments, Snowballs, or crowd control chains create gaps. | Adapt flexibly between tank shredding and assassination rather than only front-to-back DPS. |
| Tumble Discipline | Players often use Tumble whenever they can auto again because fights are slower and enemies have fewer surprise entries. | Wasting Tumble for small trades can get you killed. Hold it when enemies have visible engage threats. Use sideways, backward, or forward only when target lost their answer. | Treat Tumble as a survival tool first, damage second, or risk being caught with no escape. |
| Condemn Usage | Players look for wall stuns but often save Condemn mostly as peel against approaching threats. | Functions as both peel and tempo control. Condemn divers early before their team follows, or convert chaotic chase openings into kills. Missing it punishes harder. | Use Condemn proactively for tempo, not just reactively, but never fish blindly. |
| Ultimate Timing | Players sometimes hold Final Hour until the fight is already clearly committed before activating. | Waiting too long means getting forced out before gaining value. Use Final Hour when teams are about to collide or when you need invisibility windows to survive dives. | Activate Final Hour early to reposition through chaos, not after you are already trapped. |
| Tempo and Scaling | Vayne has time to last-hit, wait for lifesteal, and slowly become a late-game problem through patient scaling. | Early deaths and augment interactions decide whether you ever get to stand and fire. Take free minions but do not tunnel on waves while your team sets up fights. | Prioritize short trades, resets, and punish windows over passive farming and slow scaling. |
| Augment Priorities | Build and summoner spell decisions carry most customization. Generic pages function because game pace is predictable. | Augments determine whether you play as backline shredder, duelist, or reset hunter. Choose for safe autos, surviving first dive, or sticking to targets after they burn movement. | Build for survival and uptime first; flashy damage augments fail if you get deleted instantly. |
Champion Analysis
定位 / 当前表现
Vayne the Night Hunter is a ranged physical damage carry in Hextech Mayhem whose identity is defined by extraordinary single-target burst damage, exceptional mobility, and a unique ability to shred even the tankiest opponents. Her passive, Night Hunter, grants bonus movement speed when moving toward enemy champions, giving her powerful chasing potential against low-health targets and reinforcing her role as a relentless hunter. Vayne's core mobility tool is Tumble, a short dash that empowers her next basic attack with bonus damage, making it essential for dodging skillshots and repositioning during chaotic fights in the narrow ARAM corridor. Her Silver Bolts is the signature ability that makes her a threat to all enemy compositions: every third consecutive attack on the same target deals true damage scaling with the target's maximum health, meaning fully-built tanks cannot withstand Vayne's sustained damage over time. Condemn allows Vayne to knock back an enemy and stun them if they impact terrain, and in the confined space of the Howling Abyss, wall-stuns are remarkably consistent, providing powerful pick potential and self-peel. Her ultimate, Final Hour, temporarily boosts her attack damage, halves Tumble's cooldown, and greatly amplifies her passive movement speed, transforming her into the most lethal hunter on the map for a brief duration. In team fights, Vayne must rely on her Tumble and positioning to stay safe while applying Silver Bolts stacks to priority targets, particularly the enemy front line, as her true damage ignores all resistances. Her playstyle rewards aggressive, calculated movement and precise condemn usage against terrain. While Vayne demands exceptional mechanical skill in Hextech Mayhem, mastering her mechanical execution makes her the most feared single-target damage dealer on the map, capable of deciding fights single-handedly if kept alive.
核心技巧
长文技巧 / 玩法模式
Vayne wins Mayhem fights by surviving the first wave of nonsense, then cutting through whoever is still in range. Do not play her like a front-to-back turret from second one; she is short-ranged and fragile, and easy to punish if she Tumbles forward before enemy engage tools are spent. The best fights start with patience: let tanks show, let mages throw their first crowd control, then step in and attack the closest safe target until a better one walks into Condemn range. Stand just behind a tank or bruiser and slightly off-center, so that when they force the enemy to turn, Vayne gets free autos without eating every spell. Use Tumble to adjust angle, not just for damage; a side Tumble that avoids a skillshot is worth more than a forward Tumble that gives one extra hit and gets you rooted. If the enemy still has hook, stun, charm, or knock-up available, hold the dash until you see it miss or hit someone else. Open on the nearest target because Vayne’s damage profile lets her punish tanks over time; chasing a backline champion through a narrow lane often puts her between their frontline and turret, where she dies fast. Use Condemn as a threat before using it as damage. When you stand near a wall angle, enemy divers must respect the stun threat. Save Condemn for the champion who actually reaches you, not a tank walking forward if the real danger is an assassin waiting with Snowball, dash, or invisibility. When a diver lands on you, Tumble sideways first if possible because backward movement is predictable and often lines you up for follow-up skillshots, while side movement breaks angles and can create a Condemn wall path. Fight during enemy recovery frames: if a melee champion misses their engage, instantly hit them while walking back. Vayne punishes failed dives harder than she starts clean fights. If you use Final Hour defensively, commit to spacing, not ego dueling; the goal is to break vision, reposition, and reset the fight angle. Respect the walls on both sides, but drift in and out of wall threat rather than hugging one side too long. Retreat diagonally, not straight back, to make hooks and linear ultimates harder to land. When trapped under turret, do not chase past the turret line after one good trade; kill the diver, collect the wave, and reset your spacing. For target priority, hit the safest high-value target, usually the closest tank or bruiser until an enemy carry wastes mobility. Switch targets when a carry enters auto range without protection, but do not tunnel on low health targets behind the enemy team because escapes and defensive augments can ruin greedy chases. Take Snowball only when it solves a real range problem, and do not recast into five visible enemies; using it defensively to mark a minion or front target can create an escape angle. After a Snowball entry, Condemn immediately if a wall angle or peel support is nearby. Play around your own augment trigger condition; if it rewards repeated attacks, choose extended front-to-back fights and do not chase untouchable targets. Trigger offensive augments after enemy control is spent. Use defensive augment windows to bait a dive. Push when the enemy wave is thin and their engage is down, but pull back after taking the first turret plate of pressure. When behind, last-hit and thin waves, stand farther back, and hit whoever crosses the midpoint; make enemy engages expensive. Trade health only when you can finish a Silver Bolts cycle or force a key cooldown.
Read full guide玩法指南
玩法 / 队伍结构
Vayne wins Mayhem by surviving the first messy waves, then turning every overstep into a chase. She is not a blind front-to-back turret early; play her like a short-range carry with a punish button. Stay just outside the enemy’s engage line, hit what is safe, and only walk forward when a target has already spent their threat or your team has created a clean angle. In the early game, position behind your frontline and slightly off-center to avoid random poke and Mayhem effects. Take short trades: auto once or twice, reposition, then back out before the enemy can answer with crowd control. Treat Snowball as a defensive threat more than an opener before level 6—use it to punish isolated targets but do not take the recast into five enemies unless your team is already committing. Early augments should help you live through the first engage or give you a cleaner way to keep attacking; value mobility, defensive shielding, sustain, or safer damage patterns. Usually stall and last-hit to let the wave come closer if the enemy has strong engage or poke. If ahead, control the brush and punish whoever steps up first; if behind, give space and avoid dying before level 6 so you can clean up targets who overcommit. In the mid game, stand close enough to hit the enemy frontliner yet far enough that a single engage spell does not force your Flash or kill you. Shift from tiny trades into controlled all-ins: hit the frontline until they retreat or commit. Snowball becomes stronger as a follow-up tool after an enemy is slowed or displaced; do not use it as first engage without ally follow-up. Build your augment plan around fight length—if your team has peel and the enemy has tanks, choose augments that reward extended attacking; if the enemy has burst, take options that buy time or reset. Push when you have removed the enemy’s main engage; stall when outranged or key peel is down. With a lead, hold the lane near the middle and convert skirmish wins into turret damage or health relic control. If behind, stop dueling, hit the nearest target, and save mobility for the second threat. In the late game, stand where you can attack the closest enemy while keeping an escape path behind you, and spread just enough that one engage cannot win the whole fight. Avoid meaningless poke wars unless you can hit safely—your health bar is a win condition. Commit after the first wave of enemy control has passed; late Vayne is strongest when the fight lasts long enough for her to keep moving and choose the safest target. Late Snowball is high risk; use it only to secure a kill, dodge a collapsing angle, or follow your team into a won fight. Your late augments should complete the role your team needs: if you are the only damage source, prioritize consistency and survival; if your team has multiple carries, take tools that help reposition or finish targets. Push hard after a clean pick or won fight, hitting the safest structure first. If ahead, force front-to-back fights and burn impatient divers; if behind, hide your movement until the enemy commits to someone else, then attack the nearest exposed target. Before every late fight, choose your first target and your escape path; if the escape path disappears, back up immediately. Vayne wins the final fights by staying alive one spell rotation longer than the enemy expects, then turning that small window into a full chase down the lane.
Read full guide优劣势处理
优势 / 弱点
When ahead, Vayne must convert her lead by controlling space and extending fights rather than forcing flashy dives. She is strongest after enemies have used their engage tools, allowing her to attack the nearest target safely from behind her frontline. Standing just behind the first engager and hitting whoever steps into range forces the enemy to either back up or dive into Condemn, stealth movement, and focused damage. If an enemy bruiser or tank walks in alone to test her damage, focus them immediately while keeping movement lateral, burning their frontline before the real fight begins. Resist chasing low backliners unless Snowball, hard crowd control, or team engage has already locked the target, preserving your bounty and forcing the enemy to spend resources defensively. After a won fight with multiple enemies dead, hit structures or clear waves from a side with escape space, converting kills into permanent map pressure. Back up early when enemy respawns reconnect, avoiding the classic throw of dying under the enemy side without a wave. Diving the last survivor is only safe if the target is controlled and you can exit behind your frontline. Use Final Hour as a fight reset tool, activating as the enemy commits engage so that Tumble changes angles after each threat is spent. Against point-and-click lockdown, hold your movement tool until the lock threat is used. When a diver follows your stealth movement, kite toward a wall or allied crowd control, then use Condemn for separation even if the stun angle is not perfect. Augments when ahead should prioritize survivability, shields, cleanse-like safety, damage reduction, or emergency movement over pure damage, since the enemy’s win condition is killing you once for the bounty. If you cannot reach fights before they are decided, augments that improve attack uptime or repositioning allow you to hit earlier without walking into the lane center. Against multiple tanks and low burst, damage and attack speed augments become safer because the fight length favors your shred. When behind, Vayne wins by refusing the first bad fight, surviving the opening engage, taking free hits on overextended targets, and making the enemy spend more resources than your kill is worth. Give ground until the enemy overreaches, standing far enough back that they use a real cooldown to reach you, and do not walk up to compensate for a chunked tank or support. If an enemy carry steps forward without their frontline, take two or three safe attacks if your escape path is open, then back off. Use Condemn defensively first, saving it for the moment a diver commits movement toward you, pushing them away or angling into safe terrain. Skip aggressive wall stuns that require tumbling forward unless your team is already collapsing. Against hooks, knockups, or long-range engage, stay behind minions or a teammate who can absorb the first spell, then move after it misses. Take fights in layers, not all at once: hit the closest diver, kite backward under your side of the lane, and let structure, wave, and allied respawns stretch the fight. If a teammate lands hard crowd control on an enemy carry, follow only if you can reach without crossing the enemy frontline alone; otherwise, kill the tank first. After losing a player early, do not force a revenge fight; instead, clear waves, protect your health, and make the enemy choose between slow pushing and overdiving. Augments when behind should buy time and access: defensive value, healing support, shields, resistances, or escape options if you die before getting multiple attacks. If outranged, augments that help safely enter range or survive poke are crucial.
Read full guide英雄背景
背景 / 身份 / 文本块
Vayne the Night Hunter is a short-range marksman whose power in ARAM Mayhem depends entirely on disciplined spacing, target discipline, and ability timing. Her passive, Night Hunter, gives her chase speed when moving toward enemy champions, which matters less for chasing from full health and more for turning a small window into a forced elimination before the target resets. This movement speed is best used after an enemy burns mobility, Snowball, or a defensive augment, and requires angling forward rather than standing still at max range. The passive only works when moving toward champions, so kiting sideways or backward removes its benefit, and chasing without tracking enemy crowd control often leaves Vayne stranded with no escape path. Her Q, Tumble, is the most frequent decision point: a short reposition that empowers the next auto attack. In Mayhem’s fast collapses, Tumble should create a better angle or dodge rather than just add damage. Rolling forward is only safe when the enemy’s main punish tools are already used. A wasted Tumble opens Vayne to engage, as she has no way to dodge the next crowd control chain. Silver Bolts, her W, is the reason Vayne can cut through durable champions. In messy Mayhem fights, target discipline is critical: picking one realistic target and finishing the three‑hit stack before swapping is essential. Swapping too early loses pressure, and even hitting a tank repeatedly can open the rest of the fight. Poor target discipline wastes the ability without pressing a button. Condemn, her E, is a knockback that stuns if the target hits terrain. The narrow ARAM map gives real threat near walls, tower ruins, and chokepoints, but its primary value is often defensive peel. Using it to poke a tank away leaves Vayne vulnerable to the next diver. A missed or wasted Condemn is one of her biggest punish windows, removing both a kill opportunity and her only immediate answer to engage. Final Hour, her R, is her all‑in steroid that makes Tumble more dangerous and enables aggressive repositioning. It should be activated only when a fight is truly starting, not during pre‑fight posturing, and works best after the enemy has spent one layer of crowd control. Using it into disengage or a fake engage wastes her strongest threat window, leaving her as a short‑range marksman with limited safety for the next fight. Overall, Vayne’s identity is that of a controlled hypercarry who thrives on clean spacing, patient target selection, and punishing overextended champions rather than diving recklessly, with each ability carrying clear risks and rewards that dictate her effectiveness in Mayhem.
Read full guide避免常见错误
常见错误 / 风险控制
Vayne punishes bad spacing harder than most marksmen, but she also gets punished harder for forcing fights prematurely. In Mayhem, survive the first burst, find a wall or isolated target, and turn the fight after enemy cooldowns are spent. A common mechanical error is using Tumble straight forward to start damage, spending the main repositioning tool before the enemy shows engage, leaving her exposed to hooks, dashes, roots, or burst combos with no clean escape. Correct habit: Tumble sideways or backward until the enemy frontline commits, reserving forward rolls for when the target is already controlled or isolated. Another mistake is Condemning the first target seen without checking wall angle, pushing the enemy away from the team and possibly saving a bruiser. Correct approach: hold Condemn until it pins into terrain, interrupts a key dash, or creates space from a diver; if the wall angle is absent, keep autoing and moving. Standing still to finish a Silver Bolts pattern is dangerous because enemies predict the hit timing. Treat every damage proc as a bonus for good kiting, moving between each auto and breaking the pattern to dodge crowd control. Using ultimate stealth only as a damage steroid reveals position along the same lane line, allowing enemies to pre-aim. Correct action: use the unseen moment to change angle—step diagonally, cross behind minions, or reposition toward terrain. Condemning during an ally’s displacement can ruin a teammate’s combo by pushing the target out of follow-up range; let allied engage land first, then decide if Condemn extends the kill or interrupts an escape. Tumbling into brush or fog without confirming who is missing walks into melee range of threats. Use minions, allied bodies, and safe range to check space, assuming a dangerous assassin or engage support is waiting. Firing Snowball just because an enemy is low delivers Vayne into the middle of the enemy team; use it as a controlled reposition or follow-up when the enemy team is already split, not as first engage. On the decision side, picking every fight as if Vayne is automatically the late-fight carry burns health before the real engage. Judge each fight by cooldowns and formation—play slow if enemy engage is ready, step up when key control spells miss. Chasing tanks too deep because Vayne can shred durable targets leads into the enemy backline’s threat zone. Hit the closest safe target but do not chase past peel; tank damage is valuable only while kiting. Saving all defensive tools for the perfect moment results in dying with Flash, ultimate, or defensive augments unused. Use defensive tools early when the enemy commits multiple resources; surviving with space is better than dying with options. Building or augmenting only for damage when the enemy has reliable dive leaves Vayne vulnerable; choose survivability or anti-burst options when the enemy plan is to delete her first, and adjust play pattern if the setup is too greedy. Ignoring wave state because ARAM fights feel constant forces Vayne to fight under bad minion cover; clear enough minions to create room to kite. Treating every wall as a Condemn opportunity positions Vayne too close to terrain, giving divers predictable angles; use walls as a threat not a leash, standing where a pin is possible while still having room to kite. Entering fights before enemy poke and crowd control are spent leads to chip damage or lockdown before meaningful DPS; let higher-range teammates or minions draw first spells, then step into auto range once those miss or land elsewhere.
Read full guideFAQ
薇恩
暗夜猎手 薇恩在海克斯大乱斗中选什么海克斯强化? 暗夜猎手 薇恩推荐的海克斯强化:双刀流、连拨击锤、双发快射。详细胜率和选取率请查看本页面。 暗夜猎手 薇恩在海克斯大乱斗中怎么出装? 暗夜猎手 薇恩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。 暗夜猎手 薇恩在海克斯大乱斗中是什么段位? 暗夜猎手 薇恩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
