Normal order: Q > E > W, with R whenever available.
推荐出装
装备 / 胜率 / 登场率
出装配置
16.9核心装备
- 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
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 2,900
- 价格
- 800
+300 生命值 +50 护甲 +15 技能急速 咒刃: 在施放一个技能后,你的下一次攻击造成额外物理伤害攻击特效并生成一个持续2秒的冰冷地带,这个地带可造成减速。
- 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%。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 2,900
- 价格
- 800
+300 生命值 +50 护甲 +15 技能急速 咒刃: 在施放一个技能后,你的下一次攻击造成额外物理伤害攻击特效并生成一个持续2秒的冰冷地带,这个地带可造成减速。
- 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%。
- 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。
可选装备前 12
- 总价
- 2,900
- 价格
- 800
+300 生命值 +50 护甲 +15 技能急速 咒刃: 在施放一个技能后,你的下一次攻击造成额外物理伤害攻击特效并生成一个持续2秒的冰冷地带,这个地带可造成减速。
50.00%- 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%。
51.72%- 总价
- 2,400
- 价格
- 300
+550 生命值 +500 法力 +15 技能急速 敬畏 获得+0 生命值 。 法力流 (8秒,最大4层) 普攻和技能在命中时会提供3最大法力值(对英雄时翻倍)。 在360最大法力值时转变为末日寒冬。
49.92%- 总价
- 3,300
- 价格
- 50
+40 攻击力 +600 生命值 顺劈 攻击附带物理伤害并对目标身后的敌人们造成物理伤害。 刚斩 强化你的下一次顺劈,使其造成额外物理伤害 攻击特效并对目标身后的敌人们造成额外物理伤害。
44.34%- 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。
47.95%- 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。
49.85%核心装备
- 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%。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 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。
- 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%。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 2,400
- 价格
- 300
+550 生命值 +500 法力 +15 技能急速 敬畏 获得+0 生命值 。 法力流 (8秒,最大4层) 普攻和技能在命中时会提供3最大法力值(对英雄时翻倍)。 在360最大法力值时转变为末日寒冬。
- 总价
- 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%。
- 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
- 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。
可选装备前 12
- 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%。
50.97%- 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。
48.98%- 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。
51.73%- 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。
52.17%- 总价
- 3,100
- 价格
- 500
+1000 生命值 +100% 基础生命回复 狂徒之心 如果你拥有2000额外生命值,并且在8秒内没有受到伤害,则每秒回复+0 生命值 。 狂徒之活力 获得额外生命值,相当于你12%的装备生命值(0)。
51.55%起始装备
核心装备
- 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%。
- 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
- 3,000
- 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%。
- 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
- 3,100
- 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。
可选装备前 12
- 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%。
50.62%- 总价
- 3,200
- 价格
- 775
+400 生命值 20%韧性 抓人双爪 获得额外攻击力。 救主灵刃 在受到将使你的生命值跌到30%以下的伤害时,提供持续4.5秒的不断衰减的护盾值。
49.53%- 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。
50.39%- 总价
- 3,300
- 价格
- 275
+60 攻击力 +50 护甲 +15 技能急速 无视痛苦 所受的一部分伤害会以流血形式在3秒里持续扣除。 蔑视 如果一名在过去3秒内曾被你造成过伤害的英雄阵亡,会净化无视痛苦的剩余伤害,并在2秒里持续为你回复生命值。
44.86%- 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。
51.30%- 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。
46.22%- 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 。
48.70%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 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 | T1 | 56.60% | 5.75% | 576 |
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 | 56.55% | 6.71% | 672 |
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 | T1 | 55.54% | 7.39% | 740 |
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 | T1 | 55.00% | 11.29% | 1,131 |
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 | T1 | 54.00% | 8.12% | 813 |
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 | T1 | 53.20% | 5.14% | 515 |
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 | T1 | 52.96% | 16.01% | 1,603 |
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 | T1 | 51.36% | 5.87% | 588 |
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 | T1 | 51.34% | 9.71% | 972 |
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 | T1 | 51.14% | 5.68% | 569 |
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 | T1 | 51.09% | 5.04% | 505 |
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 | T1 | 50.82% | 21.81% | 2,184 |
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 | T1 | 50.42% | 5.88% | 589 |
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 | T1 | 50.10% | 14.79% | 1,481 |
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 | T1 | 50.07% | 14.00% | 1,402 |
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 | 50.00% | 5.19% | 520 |
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 | T1 | 49.64% | 5.57% | 558 |
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 | T1 | 49.56% | 10.11% | 1,013 |
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 | T1 | 49.19% | 14.11% | 1,413 |
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 | T1 | 49.13% | 9.23% | 924 |
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 | T1 | 49.01% | 6.54% | 655 |
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 | T1 | 48.50% | 17.64% | 1,767 |
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 | T1 | 47.52% | 6.85% | 686 |
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 | 47.06% | 4.58% | 459 |
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 | T2 | 58.43% | 1.78% | 178 |
当 无休回复 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 58.21% | 2.01% | 201 |
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 | 57.40% | 3.31% | 331 |
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 | 56.73% | 3.48% | 349 |
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 | T2 | 55.79% | 2.42% | 242 |
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 | T2 | 54.92% | 2.95% | 295 |
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 | 54.49% | 1.78% | 178 |
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 | 53.66% | 2.46% | 246 |
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 | T2 | 53.47% | 2.02% | 202 |
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 | 53.38% | 2.81% | 281 |
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 | 53.37% | 3.40% | 341 |
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 | T2 | 52.88% | 1.91% | 191 |
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 | 52.74% | 2.01% | 201 |
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 | T2 | 52.65% | 3.21% | 321 |
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 | 52.13% | 2.82% | 282 |
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 | T2 | 51.98% | 1.77% | 177 |
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 | T2 | 51.54% | 2.27% | 227 |
当 负重爆气 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T2 | 51.43% | 2.10% | 210 |
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 | 51.34% | 3.34% | 335 |
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 | T2 | 50.90% | 2.22% | 222 |
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 | 50.69% | 2.17% | 217 |
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 | 50.63% | 2.37% | 237 |
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 | 50.20% | 2.53% | 253 |
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 | 50.00% | 2.14% | 214 |
当 无限循环往复 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T2 | 50.00% | 1.90% | 190 |
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 | T2 | 49.60% | 3.70% | 371 |
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 | 48.56% | 2.08% | 208 |
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 | 48.49% | 3.32% | 332 |
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 | 48.33% | 3.29% | 329 |
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 | T2 | 47.16% | 3.34% | 335 |
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 | 46.70% | 3.78% | 379 |
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 | T2 | 46.24% | 2.66% | 266 |
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 | 46.24% | 1.86% | 186 |
当 面包和奶酪 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 46.23% | 2.12% | 212 |
当 心灵净化 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 45.75% | 3.40% | 341 |
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 | T2 | 45.16% | 1.86% | 186 |
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 | T2 | 44.97% | 1.89% | 189 |
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 | 44.94% | 1.78% | 178 |
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 | T2 | 44.19% | 2.15% | 215 |
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 | T2 | 43.24% | 1.85% | 185 |
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 | T3 | 53.21% | 1.09% | 109 |
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 | 52.99% | 1.34% | 134 |
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 | 52.86% | 1.40% | 140 |
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 | 52.63% | 1.33% | 133 |
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 | 52.17% | 1.38% | 138 |
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 | T3 | 50.93% | 1.61% | 161 |
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 | T3 | 50.46% | 1.09% | 109 |
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 | 50.00% | 1.24% | 124 |
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 | 50.00% | 1.16% | 116 |
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 | T3 | 50.00% | 0.88% | 88 |
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 | T3 | 49.57% | 1.17% | 117 |
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 | 48.39% | 0.93% | 93 |
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 | 48.31% | 0.89% | 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 | T3 | 48.05% | 1.54% | 154 |
当 罪恶快感 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 47.66% | 1.07% | 107 |
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 | T3 | 47.50% | 0.80% | 80 |
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 | 47.30% | 1.48% | 148 |
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 | T3 | 47.25% | 0.91% | 91 |
当 小丑学院 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 45.57% | 0.79% | 79 |
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 | 45.52% | 1.34% | 134 |
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 | 45.19% | 1.35% | 135 |
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 | T3 | 45.00% | 0.80% | 80 |
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 | 44.37% | 1.51% | 151 |
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 | T3 | 43.59% | 1.17% | 117 |
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 | T3 | 43.36% | 1.43% | 143 |
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 | T3 | 43.10% | 1.16% | 116 |
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 | 42.06% | 1.26% | 126 |
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 | T3 | 41.80% | 1.22% | 122 |
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 | T3 | 41.67% | 0.84% | 84 |
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 | T3 | 40.82% | 1.47% | 147 |
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 | T3 | 38.71% | 1.24% | 124 |
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 | T3 | 37.93% | 0.87% | 87 |
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 | 61.11% | 0.54% | 54 |
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 | 52.38% | 0.63% | 63 |
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 | 52.17% | 0.69% | 69 |
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 | T4 | 52.17% | 0.69% | 69 |
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 | 51.85% | 0.54% | 54 |
当 回归基本功 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 51.35% | 0.74% | 74 |
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 | T4 | 49.15% | 0.59% | 59 |
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 | T4 | 47.89% | 0.71% | 71 |
当 当心小蛋糕! 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 44.74% | 0.76% | 76 |
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 | T4 | 43.55% | 0.62% | 62 |
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 | T4 | 42.59% | 0.54% | 54 |
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 | T4 | 39.06% | 0.64% | 64 |
波比 Skill Combos
Extracted from the skill order guide
R > Q > E > W is the clean default.
Use Q > W > E only when W is solving the game.
Maxing Q first keeps Poppy useful even when she cannot find a wall angle for E.
波比 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Poppy is usually a durable peel tank or short-range engage tool who protects carries and uses ultimate to create breathing room. | Poppy becomes a tempo controller whose value spikes against dash-heavy compositions, denying enemies who rely on augment-driven engage. | Shift from passive front-line absorption to actively reading and punishing enemy mobility commits. |
| E Usage Timing | Poppy has plenty of side-wall angles and can often stun enemies who hug the lane edges without much risk. | Enemies bait E harder, and failed engage gets punished severely, so check ally follow-up before committing to a wall stun. | Missing E gives enemies permission to collapse on your backline; hold it until they actually commit. |
| W Activation | You can save W for obvious dash champions and use it when clear engage threats appear in the fight. | Fights are decided by the first champion denied at the edge, making W a fight-winning spell rather than a passive button. | Press W only when a mobility play would convert into damage, crowd control, or a kill. |
| Ultimate Priority | Poppy often uses ultimate to disengage a fed bruiser, interrupt hard engage, or create a numbers advantage. | The knock-away choice is more critical because augments can make one champion's return extremely dangerous. | Remove the enemy who enables the next burst window, not always the closest tank. |
| Snowball Discipline | Snowball helps Poppy reach targets she could never walk to, creating easy E angles on wall-adjacent carries. | Instant recast can deliver you into layered damage; hold the mark and recast only when E will pin or allies follow. | Use Snowball to create angles, not coin flips; wait for movement responses before committing. |
| Teamfight Positioning | Poppy can stand on the front edge and soak pressure while waiting for enemies to overstep near terrain. | Standing too far forward baits your own team; best position is slightly off-center, close enough to threaten E and W. | Diagonal spacing forces enemies to choose between respecting the wall or entering your anti-dash zone. |
Champion Analysis
定位 / 当前表现
Poppy Keeper of the Hammer serves as one of the premier anti-dive tank champions in ARAM: Mayhem, establishing herself as the ultimate assassin counter through her exceptional ability to shut down enemy dive champions and protect her team's backline. Her defining strength lies in her W ability, Steadfast Presence, which prevents all enemy champions in the area from using dash abilities, making it a god-tier tool for countering assassin engages. When enemy assassins such as Yone, Talon, or Kayn attempt to dive, activating W immediately blocks their dashes, leaving them disabled and vulnerable for her team to eliminate. Poppy's kit provides multiple forms of crowd control that make her valuable in teamfights. Her Q, Hammer Shock, delivers AoE damage and applies a slow, while her E, Heroic Charge, allows her to dash to a target and stun them, with longer stun duration when enemies are pushed into walls. This terrain interaction rewards strategic positioning and makes wall usage essential for maximizing stun duration. Her ultimate, Keeper's Verdict, knocks enemies a massive distance, enabling her to split teamfights by separating enemy backline carries from their team and creating opportunities for focused takedowns. In terms of strategic positioning, Poppy functions as a protector who excels at holding the frontline and peeling for teammates. Her anti-dive capabilities make her particularly effective against dash-reliant assassins, and her strong base tankiness allows her to absorb significant damage while disrupting enemy engages. However, she faces notable weaknesses that players must consider. Her short range leaves her easily kited, her damage output is relatively low, and she must fight in melee range to be effective. Against poke-heavy compositions, Poppy struggles to close the distance needed to engage, making her less effective in certain matchups. The practical strategic value of Poppy in ARAM: Mayhem centers on her role as a defensive anchor who can single-handedly neutralize dive-heavy enemy compositions. Her W ability creates a zone where mobile champions lose their primary engage tools, fundamentally altering how teamfights play out. Players should prioritize using E for initiation or chasing while seeking wall stuns for maximum crowd control duration, and reserve R for battlefield manipulation rather than simple damage. Poppy Keeper of the Hammer represents a specialized counter-pick that excels when the enemy team relies heavily on dash-based champions, offering reliable peel and fight-winning crowd control in exchange for limited range and damage output.
核心技巧
长文技巧 / 玩法模式
Poppy Keeper of the Hammer excels in ARAM: Mayhem when played as a defensive anchor rather than a blind diver. The most effective approach positions Poppy slightly in front of her carries, threatening wall stuns and denying enemy dashes that attempt to reach the backline. Sprinting past the team for hero engages typically creates clean punish windows for opponents, so the best strategy forces enemies to move first and then punishes their mistakes. Engage success depends on finding wall angles before selecting targets. Poppy's cleanest engages happen when enemies walk near side walls, turret rubble, alcove edges, or narrow-lane corners. Stepping sideways before charging into terrain produces better results than running straight down the lane, where opponents can back up in a line and deny the angle. Snowball should create the angle rather than simply providing arrival, with a small sidestep after taking it turning messy engages into locked targets. The anti-dash field should be held for champions who must dash to escape or engage, rather than being used purely for movement. Counter-engage works best when Poppy stands still in the right spot between enemies and carries. When dash-heavy divers posture forward, activating denial and punishing their failed entry creates opportunities for the team to collapse. Peeling the first real threat matters more than targeting the first visible champion, and the ultimate should be used defensively when fights lose shape, knocking away extra bodies or the highest damage threat. Spacing defines Poppy's effectiveness. Owning the side lanes of the lane makes the Howling Abyss walls into weapons, as hovering near one side forces enemies to choose between giving wall angles or moving into teammate skillshots. Standing a step ahead and slightly off-center from carries prevents enemy area damage from hitting everyone while maintaining charge angles. Target priority focuses on pinning carries when they disrespect walls, peeling divers when carries are the win condition, and hitting tanks only when isolated or when the team has shred. The knock-away ultimate removes problems that cannot be killed, sending fed bruisers out of fights to collapse on weaker remaining targets. Snowball timing requires patience. Throwing after enemy poke tools are used reduces suicide risk, and not every landed Snowball should be taken if the team cannot follow before Poppy dies. Late-fight Snowballs often prove safer than opening Snowballs once enemy mobility and peel tools are spent. When behind, Poppy should stop starting fights from the center line and instead play near turret-side walls, holding control for enemies who overextend. Trading health only to protect high-value teammates preserves resources, and the ultimate prevents enemy resets and cleanups. The fundamental rule remains consistent: if enemies must dash, walk near walls, or dive through Poppy, she is powerful. Chasing through open space with no follow-up makes her feel useless. Controlling lane shape and holding denial for real commits turns every narrow angle into a fight enemies regret taking.
Read full guide玩法指南
玩法 / 队伍结构
Poppy wins Mayhem games by controlling space, not by chasing every fight. Her best moments come when enemies walk near walls, dash into her team, or overcommit into a narrow lane. She should play like a bouncer: stand between carries and enemy engage, punish anyone who crosses the line, then use Snowball or her ultimate only when the fight is already forced. In the early game, Poppy should start slightly in front of her carries but not so far forward that she takes free poke before the wave arrives. She is strongest when enemies have to walk into her, so hugging the side of the lane with the most wall threat forces opponents to respect the angle. Trading should be short: walk up when the minion wave is healthy, threaten a wall angle, hit once or twice, then back out before the enemy backline gets a full rotation. Early Snowball serves primarily as a threat tool aimed at immobile carries, squishy poke champions, or enemies beside terrain. Taking the recast requires team follow-up, no clean retreat path for the target, and a landing spot that creates a wall stun or forces them back. If Snowball hits a tank in front of five enemies, let it expire. When ahead early, hold the lane center and make enemies clear from bad angles, standing near the wall that protects the backline. When behind, stop fishing and play beside the lowest-health carry while saving the anti-dash tool for enemy divers. Let the wave come closer so enemies must walk farther to finish someone. During the mid game, Poppy reaches her best control window. Position one step ahead of carries when enemy engage is ready, and one step to the side when the team is ready to engage, maintaining access to the wall without giving enemies a straight line onto the backline. Trade around enemy cooldown mistakes: if a dash champion uses mobility to poke or clear, step up and punish the return path. Mid-game Snowball can start real fights but only with a landing plan, targeting enemies near walls, low-mobility damage dealers, or those past their tank. When ahead mid-game, zone first, hit the turret second, and dive third. When behind, use the ultimate and anti-dash tools as comeback buttons to split fights or stop reset champions from reaching the backline. In the late game, positioning becomes less forgiving. Stand where one enemy mistake becomes a kill, but one mistake from Poppy does not lose the game, usually guarding carries near the lane center while holding a side-wall threat. Stop taking casual trades because late damage is too high. Look for decisive windows: a carry near terrain, a diver entering too early, or an enemy team split by minions and narrow space. Late Snowball decides games, so use it to punish separated carries, follow teammate crowd control, or reposition to block assassins. When ahead late, play for clean structure pressure and controlled picks. When behind, protect the highest-damage teammate at all costs, letting enemies walk into Poppy instead of diving into them. Use the ultimate to remove the biggest frontliner or create a temporary numbers advantage on a target the team can actually kill. Before the final fight, choose one assignment: peel the fed diver, catch the exposed carry, or disengage the enemy frontline, and do not swap jobs halfway unless the enemy gives a free wall stun.
Read full guide优劣势处理
优势 / 弱点
Poppy Keeper of the Hammer excels at controlling space through terrain interaction and dash denial, with her strategic role shifting dramatically based on game state. When ahead, Poppy becomes oppressive by taking space and threatening wall angles rather than casting abilities immediately. Standing slightly off-center toward one wall forces enemy carries into awkward paths, making engage threats real without burning summoner spells. Her W serves as a denial tool that should be held for dash triggers rather than used for movement, as stopping one dash often wins fights when damage dealers are positioned aggressively. Converting picks into structure pressure requires bodyguarding carries at turrets rather than chasing past them, and her ultimate should remove problem targets like tanks blocking turret access or assassins diving the backline. Augment choices shape ahead-state play significantly. Durability augments allow Poppy to stand in chokes and absorb poke for carries, with the throw risk being staying too long after defensive tools expire. Movement speed or engage range augments widen threat zones through side angles, covering her weakness of enemies backing away. Ability haste augments enable short trades that preserve resources for counter-engages, preventing the common throw of winning the first five seconds then having nothing left. Damage augments should target squishies only when angles are clean, punishing frontline first when carries are protected. Avoiding throws while ahead requires not chasing into fog without minions, not wasting W before enemies commit, and not ultimating low-value targets your team is already killing. A single overextended death can flip tempo in Mayhem due to quick fight restarts and explosive comeback augments. When behind, Poppy shifts from main engager to fight breaker, denying dashes and interrupting overextensions. She plays closer to carries than enemy carries, standing in paths assassins and bruisers want to use. Defensive E usage punishes divers who enter her half of the lane, turning enemy engages into catches. Her ultimate becomes primarily a disengage tool, removing dangerous members to buy wave-clear time. Snowball should only be taken when teams can follow and targets are isolated or near walls. Behind-state augment use focuses on survival and peel. Resistance and shield augments make Poppy an anchor who buys time for carries to scale. Crowd-control augments enable repeated peel across multiple dive attempts. Movement speed augments reposition for dodge and peel rather than coin-flip engages. Damage augments finish divers the team is already hitting rather than chasing backlines. Unrecoverable fights are avoided by never engaging while carries clear waves, fighting near terrain against kiting teams, not splitting team damage with random knock-aways, and immediately peeling backward after failed engages. The core principle remains simple: ahead Poppy takes space and forces enemies into walls, while behind Poppy guards space and punishes enemies who enter too far.
Read full guide英雄背景
背景 / 身份 / 文本块
Poppy Keeper of the Hammer brings a distinct identity to ARAM: Mayhem centered on denying enemy movement and controlling the narrow lane through positioning, timing, and terrain awareness. Her kit rewards patience and precise decision-making rather than aggressive spam, making her a powerful tool for teams that need to stop dash-heavy engages and protect key allies. The passive ability Iron Ambassador provides periodic shields that enable short trades and frontline durability, but the buckler mechanic demands discipline. Throwing it carelessly or tunneling for unsafe pickups leaves Poppy vulnerable to poke and removes her easiest source of sustain before real fights begin. The shield should be treated as permission to step forward, not a reason to overextend. Hammer Shock serves as her primary damage and zone control tool, with the delayed second hit punishing enemies forced to stand their ground or path through choke points. Landing Q after a wall stun or on slowed targets maximizes its value, while missing it removes most of her threat for several seconds. Steadfast Presence defines her strategic role in Mayhem, creating an area that stops enemy dashes and interrupts engage attempts. This ability alone makes Poppy a strong answer to mobile champions, but wasting it early opens a window for enemies to commit freely. Positioning between dash champions and their targets ensures the ability matters when the fight arrives. Heroic Charge offers both engage and peel potential, with wall stuns turning the ability into fight-winning lockdown. Walking sideways before casting improves angles and catches enemies expecting obvious lines, but charging without a stun or team follow-up leaves Poppy stranded in dangerous territory. Keeper's Verdict functions as a fight editor rather than a pure finisher, capable of removing frontlines, denying dives, or creating temporary numbers advantages. Quick casts provide instant disruption while charged versions require space and timing. Using R without creating a kill or saving an ally wastes her strongest emergency button and leaves the backline exposed. Across all abilities, Poppy's identity in ARAM: Mayhem revolves around reading the enemy, punishing overcommits, and controlling space through well-timed denial rather than raw damage output.
Read full guide避免常见错误
常见错误 / 风险控制
Poppy is strongest when she turns the bridge into a bad place to dash, retreat, or stand near walls. Most bad Poppy games come from forcing the heroic play before the target is actually pinned down. Players should treat every engage as a checklist: wall angle, enemy dash threat, ally follow-up, and exit strategy after the first crowd control. Mechanical mistakes often begin with casting Heroic Charge without checking wall angle. This pushes targets away from the team or only displaces them slightly, leaving Poppy stranded in enemy lines with her main engage wasted. The correct approach involves walking or using Snowball to reposition first, then charging when the target lines up with terrain, turret rubble, or the lane edge. If the wall stun is unlikely, players should use the charge defensively or hold it. Another common error is activating Steadfast Presence after enemy dashes already finish, wasting the anti-dash tool for movement speed only while enemy assassins get clean follow-up plays onto the backline. Players should hold W until dashes are about to cross the zone, positioning between enemies and carries rather than beside enemy tanks. Decision mistakes frequently involve engaging on a wall-stun angle when allies are too far back to follow up. This creates highlight-worthy plays that turn into deaths, since Poppy's lockdown only matters when damage arrives during it. Players should check ally positions first and threaten angles rather than taking them when carries are clearing waves or zoned by poke. Another critical error is wasting Keeper's Verdict on the closest enemy tank instead of using it with purpose to remove fed divers, split enemy formations, interrupt collapses, or protect low-health allies. The ultimate is Poppy's best tool for breaking enemy formation and should target real threats. Players also err by building and playing as pure carry hunters every game. Against heavy dive or reset compositions, backlines die while Poppy chases targets who can kite or cleanse. Players should decide their role from champion select, playing as anti-engage walls when teams have sufficient damage, and only hunting backline picks when enemies lack escapes and the team needs initiation. Additional mistakes include starting fights at low health, ignoring enemy dash champions until they are already killing someone, taking every portal or aggressive path just because Poppy is a tank, and chasing low-health targets past enemy teams after won skirmishes. Good Poppy play requires patient aggression, holding the button that ruins enemy plans and spending it when they commit. If a play fails, players should switch to peel, reset the line, and make the next dash or wall angle count.
Read full guideFAQ
波比
圣锤之毅 波比在海克斯大乱斗中选什么海克斯强化? 圣锤之毅 波比推荐的海克斯强化:任务:艾卡西亚的陷落、升级:荆棘之甲、慢炖。详细胜率和选取率请查看本页面。 圣锤之毅 波比在海克斯大乱斗中怎么出装? 圣锤之毅 波比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。 圣锤之毅 波比在海克斯大乱斗中是什么段位? 圣锤之毅 波比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
