海克斯大乱斗 英雄排名 / 出装 / 海克斯符文
英雄详情 T4 排名 #135

斯卡纳海克斯大乱斗出装与最佳符文

斯卡纳 当前在海克斯大乱斗数据中属于 T4。

斯卡纳 上古领主 斯卡纳 战士 / 坦克 / 法师
梯队T4
排名#135
胜率48.03%
登场率0.21%

推荐出装

装备 / 胜率 / 登场率

出装数据

出装配置

16.9

核心装备

#1
心之钢 心之钢 心之钢
总价
3,000
价格
400

+900 生命值 +100% 基础生命回复 庞然吞食 每个目标 (0秒) 如果一个敌方英雄在附近度过了若干秒,那么你的下一次对其打出的攻击会造成70外加你的6%最大生命值的额外物理伤害,并为你提供相当于8%该伤害的最大生命值。 歌利亚巨人 每有1000最大生命值,获得3%体型提升,至多至30%。

水银之靴 水银之靴 水银之靴
总价
1,250
价格
550

+20 魔法抗性 +45 移动速度 30%韧性

凛冬之临 凛冬之临 凛冬之临
总价
2,400
价格
300

+550 生命值 +500 法力 +15 技能急速 敬畏 获得+0 生命值 。 法力流 (8秒,最大4层) 普攻和技能在命中时会提供3最大法力值(对英雄时翻倍)。 在360最大法力值时转变为末日寒冬。

胜率49.73%
登场率12.50%
#2
心之钢 心之钢 心之钢
总价
3,000
价格
400

+900 生命值 +100% 基础生命回复 庞然吞食 每个目标 (0秒) 如果一个敌方英雄在附近度过了若干秒,那么你的下一次对其打出的攻击会造成70外加你的6%最大生命值的额外物理伤害,并为你提供相当于8%该伤害的最大生命值。 歌利亚巨人 每有1000最大生命值,获得3%体型提升,至多至30%。

水银之靴 水银之靴 水银之靴
总价
1,250
价格
550

+20 魔法抗性 +45 移动速度 30%韧性

无终恨意 无终恨意 无终恨意
总价
2,800
价格
800

+400 生命值 +50 护甲 +15 技能急速 苦楚 在与英雄的战斗状态下,每4秒对附近的敌方英雄们造成魔法伤害,并治疗自身相当于250%已造成伤害的生命值。

胜率48.15%
登场率8.60%
#3
心之钢 心之钢 心之钢
总价
3,000
价格
400

+900 生命值 +100% 基础生命回复 庞然吞食 每个目标 (0秒) 如果一个敌方英雄在附近度过了若干秒,那么你的下一次对其打出的攻击会造成70外加你的6%最大生命值的额外物理伤害,并为你提供相当于8%该伤害的最大生命值。 歌利亚巨人 每有1000最大生命值,获得3%体型提升,至多至30%。

铁板靴 铁板靴 铁板靴
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%。

荆棘之甲 荆棘之甲 荆棘之甲
总价
2,450
价格
450

+150 生命值 +75 护甲 荆棘 在被一次攻击命中后,对攻击者造成魔法伤害,并且如果目标是英雄,还会施加持续3秒的40% 重伤: 效果。

胜率48.60%
登场率5.22%

可选装备前 12

起始装备

巨人腰带 巨人腰带 巨人腰带
总价
900
价格
500

+350 生命值

50.36%
女神之泪 女神之泪 女神之泪
总价
400
价格
400

+240 法力 法力流 (8秒,最大4层) 技能在命中时会提供3最大法力值(对英雄时翻倍),至多至360。 帮助之手 攻击会对小兵造成额外的5物理伤害。

50.36%
巨人腰带 巨人腰带 巨人腰带
总价
900
价格
500

+350 生命值

49.29%
红水晶 红水晶 红水晶
总价
400
价格
400

+150 生命值

49.29%
巨人腰带 巨人腰带 巨人腰带
总价
900
价格
500

+350 生命值

51.08%
生命药水 生命药水 生命药水
总价
50
价格
50

消耗 在15秒里持续回复共+120 生命值 。

51.08%
女神之泪 女神之泪 女神之泪
总价
400
价格
400

+240 法力 法力流 (8秒,最大4层) 技能在命中时会提供3最大法力值(对英雄时翻倍),至多至360。 帮助之手 攻击会对小兵造成额外的5物理伤害。

51.08%

最佳海克斯符文

海克斯符文推荐 / 组合价值

海克斯符文表
名称稀有度梯队登场率场次
任务:艾卡西亚的陷落 任务:艾卡西亚的陷落 任务:艾卡西亚的陷落 棱彩
稀有度
棱彩
梯队
T3
胜率
55.86%
登场率
6.77%
场次
401

当 任务:艾卡西亚的陷落 的效果契合英雄输出方式、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T155.86%6.77%401
飞身踢 飞身踢 飞身踢 棱彩
稀有度
棱彩
梯队
T2
胜率
51.31%
登场率
8.36%
场次
495

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T151.31%8.36%495
升级:献祭 升级:献祭 升级:献祭 白银
稀有度
白银
梯队
T4
胜率
50.78%
登场率
5.42%
场次
321

当 升级:献祭 的效果契合英雄输出方式、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T150.78%5.42%321
歌利亚巨人 歌利亚巨人 歌利亚巨人 棱彩
稀有度
棱彩
梯队
T1
胜率
50.67%
登场率
10.03%
场次
594

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T150.67%10.03%594
升级:荆棘之甲 升级:荆棘之甲 升级:荆棘之甲 白银
稀有度
白银
梯队
T3
胜率
50.46%
登场率
5.52%
场次
327

当 升级:荆棘之甲 的效果契合英雄输出方式、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T150.46%5.52%327
质变:棱彩阶 质变:棱彩阶 质变:棱彩阶 黄金
稀有度
黄金
梯队
T1
胜率
50.37%
登场率
6.91%
场次
409

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T150.37%6.91%409
古式佳酿 古式佳酿 古式佳酿 黄金
稀有度
黄金
梯队
T2
胜率
50.24%
登场率
6.99%
场次
414

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T150.24%6.99%414
祖母的辣椒油 祖母的辣椒油 祖母的辣椒油 黄金
稀有度
黄金
梯队
T1
胜率
49.75%
登场率
6.69%
场次
396

当 祖母的辣椒油 的效果契合英雄输出方式、生存需求和团战职责时优先选择。

查看海克斯符文详情
黄金T149.75%6.69%396
魔鬼之舞 魔鬼之舞 魔鬼之舞 黄金
稀有度
黄金
梯队
T3
胜率
49.30%
登场率
6.03%
场次
357

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T149.30%6.03%357
星界躯体 星界躯体 星界躯体 黄金
稀有度
黄金
梯队
T1
胜率
49.17%
登场率
16.24%
场次
962

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T149.17%16.24%962
任务:钢化你心 任务:钢化你心 任务:钢化你心 黄金
稀有度
黄金
梯队
T1
胜率
48.86%
登场率
15.55%
场次
921

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T148.86%15.55%921
慢炖 慢炖 慢炖 棱彩
稀有度
棱彩
梯队
T3
胜率
48.81%
登场率
7.82%
场次
463

当 慢炖 的效果契合英雄输出方式、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T148.81%7.82%463
扇巴掌 扇巴掌 扇巴掌 白银
稀有度
白银
梯队
T1
胜率
48.74%
登场率
12.02%
场次
712

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T148.74%12.02%712
坦克引擎 坦克引擎 坦克引擎 黄金
稀有度
黄金
梯队
T1
胜率
48.36%
登场率
22.10%
场次
1,309

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T148.36%22.10%1,309
重量级打击手 重量级打击手 重量级打击手 白银
稀有度
白银
梯队
T2
胜率
47.54%
登场率
10.62%
场次
629

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T147.54%10.62%629
尖端发明家 尖端发明家 尖端发明家 黄金
稀有度
黄金
梯队
T4
胜率
47.44%
登场率
4.95%
场次
293

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T147.44%4.95%293
山脉龙魂 山脉龙魂 山脉龙魂 白银
稀有度
白银
梯队
T4
胜率
45.77%
登场率
4.80%
场次
284

当 山脉龙魂 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T145.77%4.80%284
坚韧 坚韧 坚韧 黄金
稀有度
黄金
梯队
T1
胜率
45.59%
登场率
13.22%
场次
783

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T145.59%13.22%783
坚若磐石海克斯 坚若磐石海克斯 坚若磐石海克斯 白银
稀有度
白银
梯队
T4
胜率
45.49%
登场率
3.93%
场次
233

当 坚若磐石海克斯 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T145.49%3.93%233
冰霜 幽灵 冰霜 幽灵 冰霜 幽灵 白银
稀有度
白银
梯队
T3
胜率
45.03%
登场率
5.78%
场次
342

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T145.03%5.78%342
不动如山 不动如山 不动如山 黄金
稀有度
黄金
梯队
T3
胜率
44.42%
登场率
7.87%
场次
466

当 不动如山 的效果契合英雄输出方式、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T144.42%7.87%466
吞噬灵魂 吞噬灵魂 吞噬灵魂 黄金
稀有度
黄金
梯队
T1
胜率
43.50%
登场率
15.84%
场次
938

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T143.50%15.84%938
恶趣味 恶趣味 恶趣味 白银
稀有度
白银
梯队
T3
胜率
43.29%
登场率
5.03%
场次
298

当 恶趣味 的效果契合英雄输出方式、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T143.29%5.03%298
会心治疗 会心治疗 会心治疗 黄金
稀有度
黄金
梯队
T2
胜率
42.72%
登场率
5.34%
场次
316

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T142.72%5.34%316
自我毁灭 自我毁灭 自我毁灭 白银
稀有度
白银
梯队
T3
胜率
42.61%
登场率
4.80%
场次
284

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T142.61%4.80%284
巨像的勇气 巨像的勇气 巨像的勇气 棱彩
稀有度
棱彩
梯队
T4
胜率
41.04%
登场率
4.53%
场次
268

当 巨像的勇气 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
棱彩T141.04%4.53%268
负重爆气 负重爆气 负重爆气 白银
稀有度
白银
梯队
T1
胜率
55.04%
登场率
2.18%
场次
129

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T255.04%2.18%129
作弊:我能回城! 作弊:我能回城! 作弊:我能回城! 黄金
稀有度
黄金
梯队
T3
胜率
54.46%
登场率
1.89%
场次
112

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T254.46%1.89%112
红包 红包 红包 黄金
稀有度
黄金
梯队
T1
胜率
53.74%
登场率
2.48%
场次
147

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T253.74%2.48%147
魄罗爆破手 魄罗爆破手 魄罗爆破手 黄金
稀有度
黄金
梯队
T1
胜率
53.54%
登场率
1.67%
场次
99

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T253.54%1.67%99
属性! 属性! 属性! 白银
稀有度
白银
梯队
T2
胜率
52.99%
登场率
1.98%
场次
117

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T252.99%1.98%117
循环往复 循环往复 循环往复 黄金
稀有度
黄金
梯队
T2
胜率
51.35%
登场率
1.87%
场次
111

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T251.35%1.87%111
强力护盾海克斯 强力护盾海克斯 强力护盾海克斯 白银
稀有度
白银
梯队
T5
胜率
51.00%
登场率
3.38%
场次
200

当 强力护盾海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。

查看海克斯符文详情
白银T251.00%3.38%200
海洋龙魂 海洋龙魂 海洋龙魂 白银
稀有度
白银
梯队
T3
胜率
50.85%
登场率
1.99%
场次
118

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T250.85%1.99%118
舞会女王 舞会女王 舞会女王 棱彩
稀有度
棱彩
梯队
T5
胜率
50.00%
登场率
2.84%
场次
168

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T250.00%2.84%168
生机迸发 生机迸发 生机迸发 黄金
稀有度
黄金
梯队
T4
胜率
50.00%
登场率
2.36%
场次
140

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T250.00%2.36%140
俯冲轰炸 俯冲轰炸 俯冲轰炸 白银
稀有度
白银
梯队
T3
胜率
49.66%
登场率
2.45%
场次
145

当 俯冲轰炸 的效果契合英雄输出方式、生存需求和团战职责时优先选择。

查看海克斯符文详情
白银T249.66%2.45%145
质变:黄金阶 质变:黄金阶 质变:黄金阶 白银
稀有度
白银
梯队
T1
胜率
49.49%
登场率
3.34%
场次
198

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T249.49%3.34%198
风语者的祝福 风语者的祝福 风语者的祝福 棱彩
稀有度
棱彩
梯队
T4
胜率
49.18%
登场率
2.06%
场次
122

当 风语者的祝福 的效果契合英雄输出方式、生存需求和团战职责时优先选择。

查看海克斯符文详情
棱彩T249.18%2.06%122
雪球扭蛋机 雪球扭蛋机 雪球扭蛋机 黄金
稀有度
黄金
梯队
T2
胜率
49.06%
登场率
2.68%
场次
159

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T249.06%2.68%159
折磨者海克斯 折磨者海克斯 折磨者海克斯 白银
稀有度
白银
梯队
T4
胜率
48.89%
登场率
2.28%
场次
135

当 折磨者海克斯 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T248.89%2.28%135
捐赠 捐赠 捐赠 黄金
稀有度
黄金
梯队
T2
胜率
48.89%
登场率
2.28%
场次
135

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T248.89%2.28%135
最终都市列车 最终都市列车 最终都市列车 黄金
稀有度
黄金
梯队
T3
胜率
48.67%
登场率
2.53%
场次
150

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T248.67%2.53%150
量子计算 量子计算 量子计算 棱彩
稀有度
棱彩
梯队
T5
胜率
48.00%
登场率
1.69%
场次
100

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T248.00%1.69%100
黎明使者的坚决海克斯 黎明使者的坚决海克斯 黎明使者的坚决海克斯 黄金
稀有度
黄金
梯队
T4
胜率
47.30%
登场率
2.50%
场次
148

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T247.30%2.50%148
缩小引擎 缩小引擎 缩小引擎 黄金
稀有度
黄金
梯队
T1
胜率
46.84%
登场率
3.21%
场次
190

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T246.84%3.21%190
侵蚀 侵蚀 侵蚀 白银
稀有度
白银
梯队
T3
胜率
46.76%
登场率
2.35%
场次
139

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T246.76%2.35%139
由心及物 由心及物 由心及物 白银
稀有度
白银
梯队
T2
胜率
46.73%
登场率
1.81%
场次
107

当 由心及物 的效果契合英雄输出方式、生存需求和团战职责时优先选择。

查看海克斯符文详情
白银T246.73%1.81%107
升级:狂妄 升级:狂妄 升级:狂妄 黄金
稀有度
黄金
梯队
T1
胜率
45.99%
登场率
2.31%
场次
137

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T245.99%2.31%137
弹球 弹球 弹球 黄金
稀有度
黄金
梯队
T2
胜率
45.93%
登场率
2.90%
场次
172

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T245.93%2.90%172
属性叠属性! 属性叠属性! 属性叠属性! 黄金
稀有度
黄金
梯队
T1
胜率
45.45%
登场率
2.97%
场次
176

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T245.45%2.97%176
质变:混沌 质变:混沌 质变:混沌 棱彩
稀有度
棱彩
梯队
T2
胜率
45.31%
登场率
2.16%
场次
128

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T245.31%2.16%128
蛋白粉奶昔 蛋白粉奶昔 蛋白粉奶昔 棱彩
稀有度
棱彩
梯队
T5
胜率
45.27%
登场率
2.50%
场次
148

当 蛋白粉奶昔 的效果契合英雄输出方式、生存需求和团战职责时优先选择。

查看海克斯符文详情
棱彩T245.27%2.50%148
面包和果酱 面包和果酱 面包和果酱 黄金
稀有度
黄金
梯队
T4
胜率
44.68%
登场率
1.59%
场次
94

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T244.68%1.59%94
速度恶魔 速度恶魔 速度恶魔 白银
稀有度
白银
梯队
T2
胜率
43.97%
登场率
1.96%
场次
116

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T243.97%1.96%116
溢流 溢流 溢流 黄金
稀有度
黄金
梯队
T2
胜率
43.81%
登场率
1.77%
场次
105

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T243.81%1.77%105
心灵净化 心灵净化 心灵净化 黄金
稀有度
黄金
梯队
T2
胜率
43.33%
登场率
3.55%
场次
210

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T243.33%3.55%210
史上最大雪球 史上最大雪球 史上最大雪球 棱彩
稀有度
棱彩
梯队
T3
胜率
42.96%
登场率
2.28%
场次
135

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T242.96%2.28%135
急救用具 急救用具 急救用具 白银
稀有度
白银
梯队
T3
胜率
42.95%
登场率
2.52%
场次
149

当 急救用具 的效果契合英雄输出方式、生存需求和团战职责时优先选择。

查看海克斯符文详情
白银T242.95%2.52%149
圣火海克斯 圣火海克斯 圣火海克斯 黄金
稀有度
黄金
梯队
T4
胜率
42.55%
登场率
1.59%
场次
94

当 圣火海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。

查看海克斯符文详情
黄金T242.55%1.59%94
砍伤 砍伤 砍伤 棱彩
稀有度
棱彩
梯队
T4
胜率
41.85%
登场率
3.11%
场次
184

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T241.85%3.11%184
无休回复 无休回复 无休回复 黄金
稀有度
黄金
梯队
T4
胜率
41.75%
登场率
1.74%
场次
103

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T241.75%1.74%103
裁决使 裁决使 裁决使 黄金
稀有度
黄金
梯队
T1
胜率
41.67%
登场率
2.43%
场次
144

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T241.67%2.43%144
尊我为王 尊我为王 尊我为王 棱彩
稀有度
棱彩
梯队
T4
胜率
40.20%
登场率
1.72%
场次
102

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T240.20%1.72%102
升级:雪球 升级:雪球 升级:雪球 黄金
稀有度
黄金
梯队
T2
胜率
39.90%
登场率
3.43%
场次
203

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T239.90%3.43%203
残忍 残忍 残忍 棱彩
稀有度
棱彩
梯队
T4
胜率
37.90%
登场率
2.09%
场次
124

当 残忍 的效果契合英雄输出方式、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T237.90%2.09%124
神圣干预 神圣干预 神圣干预 黄金
稀有度
黄金
梯队
T3
胜率
37.80%
登场率
2.77%
场次
164

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T237.80%2.77%164
物法皆修 物法皆修 物法皆修 棱彩
稀有度
棱彩
梯队
T4
胜率
37.50%
登场率
1.89%
场次
112

当 物法皆修 的效果契合英雄输出方式、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T237.50%1.89%112
霸符兄弟 霸符兄弟 霸符兄弟 白银
稀有度
白银
梯队
T3
胜率
58.18%
登场率
0.93%
场次
55

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T358.18%0.93%55
练腿日海克斯 练腿日海克斯 练腿日海克斯 白银
稀有度
白银
梯队
T4
胜率
56.34%
登场率
1.20%
场次
71

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T356.34%1.20%71
魄罗之王的弹跳 魄罗之王的弹跳 魄罗之王的弹跳 棱彩
稀有度
棱彩
梯队
T5
胜率
55.93%
登场率
1.00%
场次
59

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T355.93%1.00%59
火狐 火狐 火狐 白银
稀有度
白银
梯队
T2
胜率
54.69%
登场率
1.08%
场次
64

当 火狐 的效果契合英雄输出方式、生存需求和团战职责时优先选择。

查看海克斯符文详情
白银T354.69%1.08%64
吸血习性 吸血习性 吸血习性 黄金
稀有度
黄金
梯队
T1
胜率
53.62%
登场率
1.17%
场次
69

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T353.62%1.17%69
秘术冲拳 秘术冲拳 秘术冲拳 棱彩
稀有度
棱彩
梯队
T3
胜率
53.52%
登场率
1.20%
场次
71

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T353.52%1.20%71
罪恶快感 罪恶快感 罪恶快感 黄金
稀有度
黄金
梯队
T2
胜率
52.73%
登场率
0.93%
场次
55

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T352.73%0.93%55
潘朵拉的盒子 潘朵拉的盒子 潘朵拉的盒子 棱彩
稀有度
棱彩
梯队
T3
胜率
51.22%
登场率
1.38%
场次
82

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T351.22%1.38%82
属性叠属性叠属性! 属性叠属性叠属性! 属性叠属性叠属性! 棱彩
稀有度
棱彩
梯队
T3
胜率
50.00%
登场率
1.22%
场次
72

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T350.00%1.22%72
会心防御 会心防御 会心防御 白银
稀有度
白银
梯队
T4
胜率
49.21%
登场率
1.06%
场次
63

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T349.21%1.06%63
全能龙魂 全能龙魂 全能龙魂 棱彩
稀有度
棱彩
梯队
T4
胜率
49.02%
登场率
0.86%
场次
51

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T349.02%0.86%51
逃跑计划 逃跑计划 逃跑计划 白银
稀有度
白银
梯队
T3
胜率
48.57%
登场率
1.18%
场次
70

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T348.57%1.18%70
渴血 渴血 渴血 白银
稀有度
白银
梯队
T1
胜率
47.13%
登场率
1.47%
场次
87

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T347.13%1.47%87
面包和黄油 面包和黄油 面包和黄油 黄金
稀有度
黄金
梯队
T2
胜率
46.97%
登场率
1.11%
场次
66

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T346.97%1.11%66
回力OK镖 回力OK镖 回力OK镖 黄金
稀有度
黄金
梯队
T3
胜率
46.91%
登场率
1.37%
场次
81

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T346.91%1.37%81
扳机炼狱 扳机炼狱 扳机炼狱 棱彩
稀有度
棱彩
梯队
T5
胜率
46.48%
登场率
1.20%
场次
71

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T346.48%1.20%71
虚幻武器 虚幻武器 虚幻武器 黄金
稀有度
黄金
梯队
T4
胜率
46.43%
登场率
0.95%
场次
56

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T346.43%0.95%56
冰寒海克斯 冰寒海克斯 冰寒海克斯 白银
稀有度
白银
梯队
T2
胜率
46.30%
登场率
0.91%
场次
54

当 冰寒海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。

查看海克斯符文详情
白银T346.30%0.91%54
当心小蛋糕! 当心小蛋糕! 当心小蛋糕! 棱彩
稀有度
棱彩
梯队
T5
胜率
45.90%
登场率
1.03%
场次
61

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T345.90%1.03%61
利刃华尔兹 利刃华尔兹 利刃华尔兹 棱彩
稀有度
棱彩
梯队
T5
胜率
45.45%
登场率
0.93%
场次
55

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T345.45%0.93%55
穿针引线 穿针引线 穿针引线 黄金
稀有度
黄金
梯队
T1
胜率
45.31%
登场率
1.08%
场次
64

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T345.31%1.08%64
卡皮巴拉空投 卡皮巴拉空投 卡皮巴拉空投 棱彩
稀有度
棱彩
梯队
T5
胜率
44.83%
登场率
0.98%
场次
58

当 卡皮巴拉空投 的效果契合英雄输出方式、生存需求和团战职责时优先选择。

查看海克斯符文详情
棱彩T344.83%0.98%58
神圣雪球 神圣雪球 神圣雪球 棱彩
稀有度
棱彩
梯队
T4
胜率
44.74%
登场率
1.28%
场次
76

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T344.74%1.28%76
激光治疗 激光治疗 激光治疗 棱彩
稀有度
棱彩
梯队
T5
胜率
43.82%
登场率
1.50%
场次
89

当 激光治疗 的效果契合英雄输出方式、生存需求和团战职责时优先选择。

查看海克斯符文详情
棱彩T343.82%1.50%89
踢踏舞 踢踏舞 踢踏舞 棱彩
稀有度
棱彩
梯队
T1
胜率
42.65%
登场率
1.15%
场次
68

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T342.65%1.15%68
炼狱龙魂 炼狱龙魂 炼狱龙魂 白银
稀有度
白银
梯队
T2
胜率
41.67%
登场率
1.42%
场次
84

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T341.67%1.42%84
面包和奶酪 面包和奶酪 面包和奶酪 黄金
稀有度
黄金
梯队
T3
胜率
38.60%
登场率
0.96%
场次
57

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T338.60%0.96%57
最终形态 最终形态 最终形态 棱彩
稀有度
棱彩
梯队
T3
胜率
38.55%
登场率
1.40%
场次
83

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T338.55%1.40%83
超凡邪恶 超凡邪恶 超凡邪恶 黄金
稀有度
黄金
梯队
T1
胜率
38.10%
登场率
1.42%
场次
84

当 超凡邪恶 的效果契合英雄输出方式、生存需求和团战职责时优先选择。

查看海克斯符文详情
黄金T338.10%1.42%84
无限循环往复 无限循环往复 无限循环往复 棱彩
稀有度
棱彩
梯队
T3
胜率
34.83%
登场率
1.50%
场次
89

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T334.83%1.50%89

斯卡纳 Skill Combos

Extracted from the skill order guide

Skill Order
RQEW

R > Q > E > W

REQW

R > E > Q > W (Heavy Engage/CC Build)

RQWE

R > Q > W > E (Sustain/Bruiser Build)

RQEW

Max Q first.

斯卡纳 ARAM Mayhem vs ARAM

Key mode differences extracted from the ARAM comparison guide

ARAM Comparison
FocusNormal ARAMARAM: MayhemTakeaway
Role and TempoPeel-and-engage hybrid that stands near carries, uses E to stun divers, and holds Impale for catch opportunities. Game rewards patience.Constant frontline chaos role that forces fights repeatedly. Short death timers and augments let you spam crowd control without waiting for perfect windows.Shift from patient catch play to relentless disruption; volume over precision wins.
Impale UsageYou wait for the perfect ultimate angle to drag a high-value target. You might go minutes without a good R window, and that's fine.A "bad" Impale that burns enemy cooldowns or trades 1-for-1 is often correct. With reset augments, R becomes a regular weapon rather than an ultimate.Stop waiting for perfect R; a good grab now beats a perfect grab later.
Skill Order FlexibilityYou often max Fracture (E) first or split points between E and W. Crystal Slash (Q) is a low-priority damage tool used mainly to proc Sheen.Augments that amplify damage or add on-hit effects can make Q-max builds viable. Skill order becomes flexible based on which augments you receive.Read your augments and adapt: lean Q for damage, E and W for crowd control.
Snowball EngagementSnowball is a committed engage tool. You use it as a gap-closer for R. If you miss or grab the wrong target, you die for nothing.Snowball becomes a repositioning tool with lower punishment. You can test angles aggressively and use it to escape after deep R pulls.Take risks on Snowball engages; failed attempts cost far less in Mayhem.
Build AdaptationBuild tank with ability haste using Sunfire Aegis, Thornmail, and Spirit Visage. Runes are Grasp or Aftershock for sustain.Damage augments enable bruiser mythics like Divine Sunderer to abuse Q procs. CC augments favor staying full tank. Phase Rush becomes viable for dive-and-exit plays.Don't copy standard tank builds blindly; match your build to your augments.
Crystal Spires PriorityStanding in your spire zone is a big deal for attack speed and movement speed. Careful positioning around zones matters.Fights move too quickly to carefully position around spire zones. Don't chase spire coverage if it means losing your angle or spacing.Ignore spire optimization; the tempo is too fast for zone dependency.

Champion Analysis

定位 / 当前表现

概览

Skarner the Primordial Sovereign serves as one of the most controlling frontline fighters in ARAM: Mayhem, leveraging dramatically reduced cooldowns to unleash crowd control and empowered attacks with unprecedented frequency. His core identity centers on crystal control and sustained combat, making him exceptional at locking down priority targets while maintaining steady damage output throughout extended fights. In this mode, Skarner's gameplay revolves around his powerful crowd control toolkit and exceptional sustained damage capabilities. His Q ability, Crystal Slash, functions as his primary damage tool, with consecutive uses enhancing damage and applying slows to enemies. The reduced cooldowns in Hextech Mayhem allow for frequent casting, maintaining extremely high sustained output that pressures opponents continuously. His W ability, Crystalline Exoskeleton, provides both a shield and movement speed boost, enhancing his survivability and chase potential when engaging or repositioning. His E ability, Fracture, launches crystal shards that mark enemies, and attacking marked targets restores health, giving him sustain and additional chase capability during extended skirmishes. Skarner's ultimate, Impale, defines his strategic value in ARAM: Mayhem. This signature move allows him to seize a target and drag them, enabling him to grab enemy carries and pull them directly into his team. This single-target suppression creates decisive pick opportunities that can eliminate key threats before enemy teams can respond. The combination of his ultimate with his other crowd control tools makes him particularly effective at isolating and removing high-value targets from fights. While his passive, Crystal Spires, grants bonus movement speed and mana regeneration near crystal spires on Summoner's Rift, ARAM: Mayhem has no crystal spires, meaning this aspect of his kit does not factor into his mode-specific performance. However, his remaining abilities more than compensate, creating a kit focused on frontline presence, single-target control, and sustained damage. Skarner's positioning should reflect his role as a frontline fighter who initiates engagements and creates openings for his team. His combination of shields, movement speed, and health restoration through marked targets allows him to survive extended combat while applying constant pressure. The movement speed from his W ability enables him to close gaps and chase fleeing opponents, while his crowd control chain prevents enemies from escaping once engaged. His practical strategic value lies in his ability to control the pace of fights through targeted suppression and sustained pressure. Teams can rely on Skarner to initiate favorable engagements by dragging priority targets out of position, while his sustained damage and survivability ensure he remains relevant throughout the duration of team fights. Skarner the Primordial Sovereign excels as a controlling presence who shapes battlefield positioning through threat of suppression and consistent damage application.

核心技巧

长文技巧 / 玩法模式

文字模块

Skarner in Mayhem lives and dies by how you manage the Crystal Spires. Fighting outside your zones leaves you as a slow bruiser with long cooldowns, while fighting inside makes you a speed demon who sticks to targets like glue. Always check your territory status before committing. If the enemy team is actively contesting a point, wait for them to step onto the crystal before you engage, forcing them to fight on your terms where your attack speed and movement speed are significantly higher. Your primary engage tool is Fracture (E), a linear skillshot that stuns and pulls. In the narrow ARAM lane, you can clip enemies standing behind their minions by aiming for the edges between the minion wave and the side wall. If you land the stun, immediately auto-attack to drag the target back. Walk backwards as you drag to pull them further into your team's damage zone. This "drag and retreat" motion turns a simple stun into a death sentence by moving the enemy out of their own peel range. Mark/Dash is your bridge to the backline. The ideal combo is hitting Snowball on a squishy target, dashing to them, and immediately casting Fracture point-blank for a guaranteed stun. Save Impale (R) for later in the fight or for a different target, as using R immediately after a Snowball dash is often wasteful when the target is already in your face. Do not throw Snowball blindly from max range constantly, as whiffing leaves you with no gap-closer for several seconds. The single lane forces fights into tight clusters, making landing Fracture on multiple targets easier but leaving you vulnerable to crowd control chains. Use the edges of the lane to force enemies to choose between dodging into the wall or toward your teammates. When pushing the wave, stand inside your Crystal Spire zone to clear faster with the attack speed bonus. Your spacing should always threaten the pull, as even the threat of E zones enemies off the wave. Your job is to isolate the highest-value target that cannot escape you, usually the enemy ADC or mage. Use Impale to suppress and drag this specific target, actively walking backward to reposition them under your tower, into your Crystal Spire, or away from their healer. Do not use R on the tank or frontline unless peeling for your own carry, as dragging a tank into your team is often a mistake. Skarner is also a strong counter-engage tool; if the enemy dives your backline, turn around and use Fracture on the divers to save the fight. When your team is behind, Skarner shifts from an initiator to a peeler. Do not force engages if your team lacks the damage to kill the target you drag. Instead, protect your highest damage dealer by standing on top of them and using your CC chain to create space. Patience and peeling win the comeback, as desperation engages usually fail.

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玩法指南

玩法 / 队伍结构

玩法指南

Skarner the Primordial Sovereign begins Mayhem ARAM as a lane bully who controls space through passive crystal zones rather than pure all-in dives. Position near the front of the minion wave and use Q Crystal Slash to last-hit minions while charging passive crystals. Once a crystal is charged, zone enemies off that area, forcing them to either respect the zone and lose farm or take free damage by walking in. The early trading rhythm involves waiting for enemies to step up for poke, landing E Fracture, and following up with Q and an auto-attack. Do not chase deep without passive zones active, as early damage is high but cooldowns are long, requiring immediate disengage after trades. Use Snowball defensively in the early game, saving it to dash to minions for escape against hard engage teams. Snowball can confirm a stun on squishy targets when landing a clean E, but only commit when teammates have cooldowns ready to follow up. Focus on stalling the wave near your side to farm passive crystals safely. If ahead from landing several E stuns, push the wave to force enemies under tower. If behind, give up the push entirely, play off the tower, land E from max range, and wait for gank support or a major augment power spike before hitting level 6. Mid game marks Skarner's power spike with points in Q and the ultimate online, transitioning into a primary engage threat. Position in river brush or off to the side of the lane to become a threat enemies cannot ignore. Standing in the open invites poke, while standing in fog forces enemies to face-check or use vision tools. The trading rhythm shifts to burst windows, looking for targets that have used escapes or major crowd control. Land E, stun them, and immediately use R Impale to drag them back toward the team. This stun-drag combo is the primary kill condition. Snowball becomes the primary engage tool, dashing to frontliners and instantly casting R on high-priority targets behind them to bypass the frontline. Augments define mid-game identity, with damage-oriented augments enabling assassin-style play for isolated picks, while tank or utility augments support warden-style play, absorbing poke and counter-engaging when enemies dive. Late game transforms Skarner into a decisive force where one good R can end the game. Position based on the enemy's biggest threat, flanking from the side against hyper-carries or staying with the backline to peel against strong engage teams. The trading rhythm slows, focusing on one clean initiation rather than small poke trades. Use Q to clear waves and check brushes, but avoid using E to poke unless it leads to a kill, as missing E removes the primary catch tool and signals enemies to engage. Snowball usage becomes high-risk, high-reward, closing gaps only when the team is ready to follow up. Push with numbers or cooldown advantage, taking towers or inhibitors immediately after winning fights. Patience wins late-game Skarner, waiting for enemies to make positioning errors and punishing instantly with R rather than forcing bad engages out of impatience.

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优劣势处理

优势 / 弱点

优劣势

Skarner the Primordial Sovereign excels as a zone-control threat when ahead, transforming crystal segments into safe zones for allies and death traps for overextended enemies. A gold lead should trigger an immediate shift from reactive to dictatorial play. Instead of fishing for perfect Impales, Skarner should shove waves with Q and empowered attacks, then stand on the enemy's side of health relics to force bad choices between losing tower health or walking into threat range. Key trigger conditions include having more gold than the enemy frontline, constant pillar uptime, or killing the same enemy twice consecutively. When ahead, Skarner should zone with pillars rather than chase. Placing pillars to cut off retreat paths and auto-attacking anything close is more valuable than chasing low-HP enemies past towers. Impale should be saved for punishing mispositions rather than initiation, guaranteeing kills without burning escape tools. Building resistances against the biggest damage threat allows Skarner to walk through frontlines, absorb cooldowns, and drag carries back even if it means dying for the trade. Absorbing Snowballs for squishy teammates denies enemy engage attempts and protects damage dealers. The most common throw pattern is overestimating survivability after a streak. Diving past two towers to chase a kill invites collapse and chain-CC before allies arrive. Long death timers at high levels mean one caught-out death can cost two towers and an inhibitor. Players should reset mentally after each kill and evaluate whether an objective is available, recalling if not. Simply being visible and healthy applies pressure that makes enemies waste abilities. When behind, Skarner feels sluggish with pillars that lack duration and a health pool that melts on engagement. Trigger conditions include being down kills, having a tower under 50% health, or facing significant enemy item advantages. The role shifts from playmaker to peeler and setup tool. Impale becomes a defensive suppression tool for catching divers, while pillars should block enemy dive angles rather than attempt aggressive placement in enemy backlines. Skarner should protect long-range allies and let them poke rather than forcing all-ins out of frustration. Snowball usage from behind should focus on repositioning, dodging key abilities, or closing gaps just enough to land E without committing to the jump. Augments providing healing, damage reduction, or revive effects become lifelines that cover fragility. Recovery is possible with waveclear and tower protection, as enemy carries grow impatient and make mistakes. However, unrecoverable states exist when the inhibitor is down, the enemy has Baron, and the team lacks waveclear while down 10 or more kills. In these situations, grouping as five and defending nexus towers while hunting one good Impale on an overconfident enemy offers the only realistic path to stall. Behind play requires accepting the bodyguard role rather than attempting hero plays that guarantee defeat.

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英雄背景

背景 / 身份 / 文本块

背景文案

Skarner the Primordial Sovereign operates around a single defining mechanic in ARAM: Mayhem. His passive creates zones on the map, and standing inside them grants bonus attack speed, movement speed, and mana regeneration. These zones are not optional. They are the engine that powers his entire play pattern. Fighting outside a zone leaves Skarner as a slow bruiser with no sustain, while fighting inside transforms him into a raid boss. The bonuses are significant enough that a level 3 Skarner inside a zone can trade evenly with ranged champions he would otherwise lose to. The mana regeneration is particularly critical in a mode where poke is constant, allowing him to spam abilities on cooldown without running dry. Players must check zone positions at the start of every fight and path through or toward them before committing. If enemies respect the zone, they give ground. If they ignore it, Skarner runs them down with the speed buff. Smart opponents will kite him out of zones and punish the sudden stat drop, so chasing a low-health target out of a zone is dangerous without E or R ready to close the gap instantly. Q serves as Skarner's primary damage tool, a short-range AoE slash that deals physical damage and applies on-hit effects. It has no cast time, allowing him to move and cast simultaneously, which makes him difficult to kite when he has movement speed from passive or W. The ability functions as wave clear, trading tool, and sustained damage source, with players weaving auto-attacks between Qs to maximize output. Q is the filler between E engages and the primary Conqueror stack builder in teamfights. However, using Q on cooldown while out of mana or out of range drains resources without effect, leaving Skarner unable to afford E or R when needed. W provides a shield and a burst of movement speed that decays over time. This is Skarner's only way to close distance on ranged champions who space correctly. The shield scales with health and should be activated the moment before taking damage or committing to a run-in. Using W too early allows the speed to decay before reaching the target and the shield to be chipped away by poke. Without E ready, a W engage results in being kited, the shield breaking, and taking free damage. Enemies can break the shield quickly with burst, leaving Skarner stranded. E is a linear skill shot that passes through minions and stops on the first champion hit, marking the target. Attacking a marked target stuns them and heals Skarner. This is his primary catch tool, and landing it often determines whether a pick succeeds or a dive fails. The projectile is fast but narrow, requiring prediction or close-range fire. The stun is not instant, requiring an auto-attack to trigger, so landing E at max range is risky if Skarner cannot reach the target in time. Missing E leaves him with no pressure for several seconds. R is Skarner's signature ability, suppressing a target champion and dragging them for a short duration. The range is short, requiring W or Flash to get into position. Once active, Skarner can move freely, dragging the target under tower, into his team, or away from their own team. Flash-R is a legitimate win condition if it catches an enemy carry. Using R on a full-health tank and dragging them into your own backline can throw a fight, and Quicksilver Sash or other cleanse effects break the suppression. R has a long cooldown, so whiffing it means the team loses its primary engage tool for the next fight.

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避免常见错误

常见错误 / 风险控制

避坑

Skarner in ARAM: Mayhem lives and dies by his Crystal Spires and his ability to close distance. The mode's chaos amplifies his strengths but also exposes bad habits faster than Summoner's Rift ever would. Fighting outside your Crystal Spire zone for extended periods causes you to lose the massive attack speed and movement speed bonus, shrinking your threat range and getting you kited to death while dealing negligible damage. Treat the Spire zone as your actual champion hitbox, and if a fight drifts outside, disengage or reposition to pull enemies back onto your territory. Missing E (Fracture) and immediately committing to the fight anyway leaves you with no hard crowd control and no way to set up your Q damage. E is your engagement license, so if it misses, pivot to peeling for your carry or waiting for the next cooldown. Wasting R (Impale) on a tank or support with no follow-up from your team drags a low-priority target into your team, potentially getting your backline killed by their AoE. Hold R for high-value carries or to peel assassins diving your backline, as suppressing the right champion for even a moment can swing a fight. Spamming Q (Crystal Slash) on cooldown when no enemies are in range drains your mana pool rapidly, and going OOM means you cannot cast E or R when it matters. Save Q for when you are in melee range or securing a wave. Flashing forward to R without checking if the enemy has QSS or a cleanse augment results in them breaking the suppression instantly, wasting flash, and leaving you deep in enemy territory with no escape tools. Track who has bought Quicksilver Sash or taken cleanse-type augments, and test their reactions with a smaller commitment first. Chasing a low-health enemy deep into their side of the map while your team is dead or retreating often loses more objectives or tower health than you gain. Assess the wave state and your team's position before committing to a chase. Engaging 1v5 because you think your shield makes you invincible gets you burst down before your team can follow up, as Mayhem damage scaling melts through your W shield in a split second. Wait for your team to poke or for the enemy to overextend, as Skarner is a follow-up engager or counter-engager, not a solo frontliner in this mode. Ignoring the enemy backline to duel their frontline tank wastes time hitting a high-resistance target while their ADC and mage freely shred your team. Use your speed and E to bypass the frontline when possible, as your R is one of the best tools to delete a backliner by dragging them into your team. Building pure damage when your team already has multiple carries makes you a squishy diver who dies on contact, leaving your team without a reliable frontline. Adapt your build to the team composition, as your utility and crowd control are valuable enough without full damage items. Taking Snowball and never using it to engage, only to escape, wastes a summoner spell slot, since Snowball is Skarner's best tool to close gaps in ARAM. Use Snowball to mark a target, then follow up with E or R to bypass their frontline. Giving up on the Spire contest because the enemy keeps stealing it means playing the entire game without your passive bonuses, effectively fighting at half strength. Contest the Spire with your team and treat it like an objective.

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FAQ

斯卡纳

FAQ

上古领主 斯卡纳在海克斯大乱斗中选什么海克斯强化? 上古领主 斯卡纳推荐的海克斯强化:任务:艾卡西亚的陷落、慢炖、质变:棱彩阶。详细胜率和选取率请查看本页面。 上古领主 斯卡纳在海克斯大乱斗中怎么出装? 上古领主 斯卡纳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。 上古领主 斯卡纳在海克斯大乱斗中是什么段位? 上古领主 斯卡纳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。

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