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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
- 950
+70 法术强度 +350 生命值 +15 技能急速 虚空腐蚀: 在与敌方英雄作战时,每过1秒,就会造成2%额外伤害,至多至8%。在最大强度时,获得全能吸血。 虚空灌注: 获得相当于你2%额外生命值的法术强度。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 2,600
- 价格
- 450
+65 法术强度 +400 生命值 凝霜 伤害型技能会使敌人减速30%,持续1秒。
可选装备前 12
- 总价
- 3,100
- 价格
- 950
+70 法术强度 +350 生命值 +15 技能急速 虚空腐蚀: 在与敌方英雄作战时,每过1秒,就会造成2%额外伤害,至多至8%。在最大强度时,获得全能吸血。 虚空灌注: 获得相当于你2%额外生命值的法术强度。
57.31%- 总价
- 3,000
- 价格
- 800
+60 法术强度 +300 生命值 折磨: 伤害型技能会灼烧敌人,每秒造成2%最大生命值的魔法伤害,持续3秒。 受苦: 在与敌方英雄作战时,每过1秒,就会造成2%额外伤害,至多至6%。
57.00%- 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。
51.66%- 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。
54.94%起始装备
核心装备
- 总价
- 3,100
- 价格
- 950
+70 法术强度 +350 生命值 +15 技能急速 虚空腐蚀: 在与敌方英雄作战时,每过1秒,就会造成2%额外伤害,至多至8%。在最大强度时,获得全能吸血。 虚空灌注: 获得相当于你2%额外生命值的法术强度。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 2,600
- 价格
- 450
+65 法术强度 +400 生命值 凝霜 伤害型技能会使敌人减速30%,持续1秒。
可选装备前 12
- 总价
- 3,100
- 价格
- 950
+70 法术强度 +350 生命值 +15 技能急速 虚空腐蚀: 在与敌方英雄作战时,每过1秒,就会造成2%额外伤害,至多至8%。在最大强度时,获得全能吸血。 虚空灌注: 获得相当于你2%额外生命值的法术强度。
55.50%- 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。
53.17%- 总价
- 3,000
- 价格
- 800
+60 法术强度 +300 生命值 折磨: 伤害型技能会灼烧敌人,每秒造成2%最大生命值的魔法伤害,持续3秒。 受苦: 在与敌方英雄作战时,每过1秒,就会造成2%额外伤害,至多至6%。
54.20%- 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。
56.68%- 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。
54.46%起始装备
核心装备
- 总价
- 3,100
- 价格
- 950
+70 法术强度 +350 生命值 +15 技能急速 虚空腐蚀: 在与敌方英雄作战时,每过1秒,就会造成2%额外伤害,至多至8%。在最大强度时,获得全能吸血。 虚空灌注: 获得相当于你2%额外生命值的法术强度。
- 总价
- 1,250
- 价格
- 550
+20 魔法抗性 +45 移动速度 30%韧性
- 总价
- 2,700
- 价格
- 650
+400 生命值 +50 魔法抗性 +10 技能急速 +100% 基础生命回复 无拘活力 你身上的治疗和护盾效果提升25%。
可选装备前 12
- 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。
48.35%- 总价
- 3,100
- 价格
- 950
+70 法术强度 +350 生命值 +15 技能急速 虚空腐蚀: 在与敌方英雄作战时,每过1秒,就会造成2%额外伤害,至多至8%。在最大强度时,获得全能吸血。 虚空灌注: 获得相当于你2%额外生命值的法术强度。
53.27%- 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。
54.34%- 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%。
48.68%- 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。
51.29%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 | |
|---|---|---|---|---|---|
获得一个随机棱彩海克斯符文,不会包含当前三选一里的另外两个选项。 查看海克斯符文详情 | 黄金 | T1 | 57.03% | 7.55% | 1,501 |
当 质变:黄金阶 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 54.90% | 3.91% | 776 |
当 属性叠属性! 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 52.96% | 3.91% | 776 |
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 | 52.81% | 4.83% | 960 |
当 炼狱导管 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T1 | 52.29% | 4.50% | 895 |
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 | T1 | 51.55% | 10.86% | 2,157 |
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 | 51.41% | 5.17% | 1,027 |
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 | 51.39% | 5.78% | 1,148 |
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 | T1 | 51.33% | 4.74% | 941 |
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 | 50.97% | 4.91% | 975 |
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 | T1 | 50.95% | 9.03% | 1,794 |
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 | 50.90% | 8.96% | 1,780 |
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 | T1 | 50.64% | 11.06% | 2,198 |
当 巫师式思考 的效果契合英雄输出方式、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 | 50.29% | 5.27% | 1,048 |
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 | T1 | 50.16% | 4.81% | 955 |
当 吸血习性 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 50.13% | 11.76% | 2,336 |
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 | T1 | 49.75% | 5.08% | 1,009 |
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 | 49.48% | 6.29% | 1,249 |
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 | 49.11% | 6.21% | 1,234 |
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 | 49.03% | 9.32% | 1,852 |
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 | 48.95% | 10.55% | 2,096 |
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 | 48.42% | 9.69% | 1,925 |
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 | 48.36% | 14.72% | 2,924 |
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 | 47.91% | 5.19% | 1,031 |
当 珠光护手 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T1 | 47.69% | 4.69% | 931 |
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 | T1 | 47.43% | 5.49% | 1,090 |
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 | T1 | 47.37% | 10.04% | 1,995 |
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 | T1 | 47.20% | 4.86% | 966 |
当 穿针引线 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 47.18% | 4.37% | 869 |
当 物理转魔法 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 46.60% | 5.11% | 1,015 |
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 | 46.47% | 7.28% | 1,446 |
当 死亡之环 的效果契合英雄输出方式、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 | 46.43% | 4.93% | 980 |
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 | 58.06% | 2.28% | 453 |
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 | 56.63% | 2.54% | 505 |
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 | T2 | 55.46% | 2.86% | 568 |
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 | 55.44% | 2.36% | 469 |
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 | T2 | 54.72% | 2.88% | 572 |
当 有始有终 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 54.34% | 2.03% | 403 |
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 | 54.29% | 2.11% | 420 |
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 | 51.93% | 2.74% | 545 |
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 | T2 | 51.69% | 2.24% | 445 |
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 | 51.48% | 2.04% | 406 |
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 | 51.42% | 2.66% | 529 |
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 | T2 | 51.26% | 1.99% | 396 |
当 狂热者 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 | 51.10% | 2.51% | 499 |
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 | 50.76% | 3.31% | 658 |
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 | 50.22% | 2.31% | 458 |
当 帽上加帽 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T2 | 49.77% | 2.22% | 442 |
当 尤里卡 的效果契合英雄输出方式、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 | 49.52% | 3.17% | 630 |
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 | T2 | 49.26% | 2.74% | 544 |
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 | 49.06% | 2.42% | 481 |
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 | 49.05% | 2.91% | 579 |
当 魔法飞弹 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 48.76% | 2.85% | 566 |
当 不祥契约 的效果契合英雄输出方式、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 | 48.70% | 2.89% | 575 |
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 | 48.68% | 3.25% | 645 |
当 虚空裂隙 的效果契合英雄输出方式、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 | 48.67% | 2.46% | 489 |
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 | 47.78% | 2.26% | 450 |
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 | T2 | 47.34% | 1.99% | 395 |
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 | 47.07% | 2.49% | 495 |
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 | T2 | 46.63% | 2.61% | 519 |
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 | 46.54% | 2.62% | 520 |
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 | 46.42% | 3.31% | 657 |
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 | 45.76% | 2.25% | 448 |
当 超强大脑 的效果契合英雄输出方式、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 | 44.46% | 2.82% | 560 |
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 | 44.16% | 2.20% | 437 |
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 | 54.66% | 1.24% | 247 |
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 | 54.20% | 1.20% | 238 |
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 | 52.40% | 1.58% | 313 |
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 | T3 | 52.25% | 1.45% | 289 |
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 | 52.23% | 1.46% | 291 |
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 | T3 | 52.03% | 1.36% | 271 |
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 | T3 | 51.92% | 1.83% | 364 |
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 | 51.81% | 1.25% | 249 |
当 任务:沃格勒特的巫师帽 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 51.80% | 1.68% | 334 |
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 | 51.67% | 1.66% | 329 |
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 | T3 | 50.63% | 1.60% | 318 |
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 | T3 | 50.59% | 1.28% | 255 |
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 | T3 | 50.55% | 1.82% | 362 |
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 | 50.37% | 1.36% | 270 |
当 史上最大雪球 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 50.00% | 1.77% | 352 |
当 虚幻武器 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 49.47% | 1.42% | 283 |
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 | T3 | 49.21% | 1.59% | 315 |
当 作弊:我能回城! 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 48.81% | 1.69% | 336 |
当 双生火焰 的效果契合英雄输出方式、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 | 48.51% | 1.35% | 268 |
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 | T3 | 48.23% | 1.42% | 282 |
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 | 48.06% | 1.56% | 310 |
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 | T3 | 47.65% | 1.50% | 298 |
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 | T3 | 47.60% | 1.26% | 250 |
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 | 47.13% | 1.23% | 244 |
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 | T3 | 47.10% | 1.39% | 276 |
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 | 46.99% | 1.34% | 266 |
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 | 45.29% | 1.39% | 276 |
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 | T3 | 45.16% | 1.09% | 217 |
当 终极刷新海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 45.04% | 1.22% | 242 |
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 | T3 | 44.75% | 1.48% | 295 |
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 | 43.14% | 1.76% | 350 |
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 | T3 | 43.08% | 1.64% | 325 |
当 面包和奶酪 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 42.70% | 1.34% | 267 |
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 | T4 | 55.87% | 0.90% | 179 |
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 | 54.98% | 1.06% | 211 |
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 | T4 | 54.75% | 0.90% | 179 |
当 舞会女王 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 52.52% | 0.70% | 139 |
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 | 52.21% | 0.57% | 113 |
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 | T4 | 52.10% | 0.84% | 167 |
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 | T4 | 52.00% | 0.63% | 125 |
当 海克斯科技龙魂 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T4 | 51.75% | 0.72% | 143 |
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 | T4 | 51.60% | 0.95% | 188 |
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 | 51.43% | 0.53% | 105 |
当 任务:海牛阿福的勇士 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 50.89% | 0.56% | 112 |
当 升级:中娅 的效果契合英雄输出方式、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 | 49.77% | 1.07% | 213 |
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 | 49.69% | 0.81% | 161 |
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 | T4 | 49.22% | 0.97% | 193 |
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 | 48.80% | 0.63% | 125 |
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 | 48.21% | 0.56% | 112 |
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 | T4 | 47.83% | 0.58% | 115 |
当 基石法师 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 | T4 | 47.59% | 0.84% | 166 |
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 | T4 | 47.46% | 0.89% | 177 |
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 | 47.06% | 0.51% | 102 |
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 | 46.96% | 0.58% | 115 |
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 | T4 | 45.83% | 0.60% | 120 |
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 | T4 | 44.76% | 0.72% | 143 |
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 | 43.62% | 0.75% | 149 |
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 | T4 | 43.24% | 0.56% | 111 |
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 | T4 | 40.37% | 0.55% | 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 | T4 | 40.20% | 1.00% | 199 |
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 | T4 | 40.18% | 0.56% | 112 |
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 | T5 | 56.16% | 0.37% | 73 |
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 | T5 | 54.55% | 0.33% | 66 |
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 | T5 | 53.03% | 0.33% | 66 |
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 | T5 | 51.19% | 0.42% | 84 |
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 | T5 | 49.43% | 0.44% | 87 |
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 | T5 | 49.33% | 0.38% | 75 |
当 和我一起困在这里 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T5 | 49.18% | 0.31% | 61 |
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 | T5 | 48.96% | 0.48% | 96 |
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 | T5 | 48.24% | 0.43% | 85 |
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 | T5 | 46.59% | 0.44% | 88 |
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 | T5 | 45.10% | 0.26% | 51 |
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 | T5 | 45.05% | 0.46% | 91 |
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 | T5 | 44.19% | 0.43% | 86 |
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 | T5 | 43.42% | 0.38% | 76 |
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 | T5 | 43.33% | 0.45% | 90 |
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 | T5 | 42.62% | 0.31% | 61 |
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 | T5 | 42.17% | 0.42% | 83 |
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 | T5 | 41.94% | 0.47% | 93 |
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 | T5 | 38.98% | 0.30% | 59 |
当 纯粹主义者 - 术师海克斯 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 | T5 | 36.54% | 0.26% | 52 |
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 | T5 | 34.29% | 0.35% | 70 |
莫德凯撒 Skill Combos
Extracted from the skill order guide
A clean normal priority looks like Q > E > W after your first three basic points, with R taken whenever it appears.
If your augment makes you a true frontline or rewards surviving burst, use R > Q > W > E.
Take Q, W, and E early, then max Q first.
莫德凯撒 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Usually a frontline AP bruiser who wins by standing in the fight long enough for passive and area damage to matter against teams lacking peel. | Less guaranteed to be the default frontline; augments decide if he becomes a raid boss or is forced into a pick-and-isolate role against mobile carries. | Check augments and enemy mobility before committing to a frontline plan. |
| Pull Discipline | Missing a pull is bad, but the fight often slows down enough for you to walk back up and try again. | A missed pull creates a window for enemies to burst you or punish your team while you are out of position much faster. | Use pull as a commitment check after enemies use dashes or allies land crowd control. |
| Snowball Usage | Already good because it solves his biggest problem of getting into range to start fights. | More important but also more dangerous; taking every recast is a bad habit that leads to throwing fights. | Recast only when you can survive the first punish or your team can follow up. |
| Ultimate Targeting | Removing any strong enemy can be fine since steady frontline pressure often wins extended fights. | Target choice decides the whole fight; ulting a tank while carries free-hit your team is usually a lost trade. | Ult carries you can kill, divers threatening your backline, or tanks only when isolation opens fights. |
| Teamfight Spacing | Can often stand directly in front and dare enemies to walk up, relying on durability to absorb pressure. | Standing too far ahead gets you layered by burst, crowd control, or augment-enhanced engage before your team helps. | Stand close enough to threaten pull but not so far that shield becomes a panic button. |
Champion Analysis
定位 / 当前表现
Mordekaiser the Iron Revenant functions as an oppressive juggernaut and AoE damage specialist in ARAM: Mayhem, excelling at isolating and eliminating key targets through his signature ultimate ability. His core strategic value lies in R, Realm of Death, which drags an enemy champion into a separate 1v1 dimension where Mordekaiser gains bonus stats and can eliminate most squishy targets in isolation before returning to the main fight with enhanced statistics. This ability defines his role as a high-value target assassin who can remove the enemy ADC or mage from teamfights entirely. Q, Mace of Spades, provides Mordekaiser with three-hit damage that deals bonus damage against single targets, enabling enormous burst damage that can one-shot squishy champions when no other enemies are nearby. W, Iron Man, offers shielding and healing that contributes to his sustained damage presence. E, Death's Grasp, pulls enemies toward Mordekaiser, creating opportunities to drag enemy backliners into his team's damage range for instant eliminations. Mordekaiser's primary strategic strength centers on his R soul isolation capability, high Q single-target burst, practical E pull utility, and strong sustained damage output. His ability to force 1v1 scenarios against high-priority targets makes him particularly valuable in the single-lane ARAM environment where escape routes are limited. The optimal approach involves selecting the most valuable enemy target, typically the ADC or mage, and using R to isolate them for elimination. However, Mordekaiser carries significant weaknesses that opponents can exploit. He possesses no mobility abilities and suffers from slow movement speed, making him highly susceptible to kiting by ranged champions. Additionally, his R can be cleansed by Quicksilver Sash, allowing aware opponents to escape his isolation dimension. These vulnerabilities mean Mordekaiser must carefully time his engagements and rely on E pulls to close distance against mobile or ranged opponents. In practical ARAM: Mayhem gameplay, Mordekaiser serves as a heavy fighter who combines sustained damage with the unique ability to remove key enemies from teamfights. His success depends on identifying and isolating high-value targets while managing his vulnerability to kiting and crowd control. The champion's combination of soul-stealing mechanics, sustained damage, and isolation utility makes him a formidable presence in ARAM's confined battlefield.
核心技巧
长文技巧 / 玩法模式
Mordekaiser wins ARAM: Mayhem fights by turning chaotic lane brawls into isolated, unfair duels rather than playing as a pure frontliner who engages first every time. The best fights begin after enemies have already spent their mobility, crowd control, or burst on someone else, allowing Mordekaiser to step forward, pull a key target into his zone, and force them to answer his sustained damage. Engage after the enemy commits rather than walking straight through five champions with no setup, as ranged teams will kite and burn the shield before a useful target is reached. Use the pull to punish predictable movement by casting where enemies have to walk, not where they stand. In the narrow lane, players retreat in straight lines after throwing spells, so aim behind them when they back up or slightly to the side when hugging walls. Counter-engage is one of Mordekaiser's strongest roles. When an assassin, diver, or bruiser jumps onto the backline, turn and pull the diver away from carries rather than chasing enemy carries immediately. A saved carry often wins more than a flashy ultimate on the enemy marksman. Snowball works best after confirming the enemy has no clean peel remaining. Watch for shields, displacement, stuns, and dashes before committing. Use Snowball as a gap closer rather than a panic button, throwing when the wave is thin or the target stands near their frontline. Snowball into ultimate is strongest when the target cannot instantly rejoin their team after the duel. Use Snowball defensively when being collapsed on by marking a minion or champion behind the fight to reposition. Stand slightly off-center rather than directly in the lane middle, as this positioning lets the pull cut off more retreat paths and forces enemy carries to choose between walking toward Mordekaiser or into allied skillshots. Use minion waves as cover but do not hide behind them forever, since Mordekaiser needs room to reach melee range. Respect long-range control before having a target, as being rooted or stunned before the shield is charged usually forces an exit from the fight. The best ultimate target is usually the champion the team cannot safely reach, such as a fed marksman, artillery mage, enchanter, or reset assassin. Pick targets that can actually be pressured. If a mobile champion still has every escape and no Snowball mark is available, isolating them may waste the strongest tool. Ultimate the engager when the backline is the win condition, removing that champion from the map for the opening seconds of the brawl. Push when the team has health, cooldowns, and minions, as Mordekaiser excels at standing in the space enemies want to occupy. Pull back when the shield is down and the wave is gone, as this is the enemy's cleanest punish window. Dive only when the enemy's first peel spell is gone or aimed elsewhere. When behind, stop starting fights from max distance and instead stand near carries to punish enemies who enter your half of the lane. Save pull for disengage if enemy engage is stronger. Use shield before enemy burst finishes rather than after dropping too low to stay. The clean Mordekaiser game is about choosing the one enemy who makes the fight easy for their team, dragging them into a bad trade, and giving the team enough time and space to win the rest of the brawl.
Read full guide玩法指南
玩法 / 队伍结构
Mordekaiser the Iron Revenant approaches Mayhem fights as a zone-control bruiser who wins through disciplined positioning, deliberate trades, and well-timed isolation rather than reckless aggression. During levels 1 through 6, Mordekaiser should hold the front line without donating health for free. He starts as a short-range bruiser positioned just behind the main wave or beside a tank, close enough to threaten enemies who walk up but far enough to force long-range poke to choose between hitting him or clearing minions. Early trades should be short and deliberate, walking up when enemies use key poke spells on the wave, tagging them with damage, then stepping back before the enemy team collapses. Snowball serves as a commitment tool rather than a poke spell, and Mordekaiser should only recast it when his team can follow or the target is isolated. Push when the team has better wave clear or the enemy wasted important spells; stall when low on health or when engage tools are unavailable. Reaching level 6 with enough health to threaten a real all-in is the primary goal, with a target in mind for the first ultimate fight. During levels 7 through 11, Mordekaiser enters his most important setup phase. He should play near the front but angle from brush or the side of the wave to force enemies to either give space or expose a carry to pressure. Trading should happen when the team can turn the next two seconds into a fight, with random single hits mattering less than forcing enemies to respond to his zone. The ultimate should solve the fight at hand: isolating fed carries, removing divers threatening the backline, or taking out enabling supports. After winning an isolated duel or forcing enemies low, Mordekaiser should push, as his melee zone makes it difficult for enemies to contest. When behind, he should use the ultimate defensively to remove the enemy's strongest diver or highest-damage champion. In levels 12 and beyond, one bad engage can end the map, so Mordekaiser must position where enemy carries have to respect him while remaining close enough for his team to help after his ultimate ends. He should stop taking low-value poke trades and preserve health for the final commit. Late-game Snowball usage requires a clear plan before throwing, and augment value depends on discipline in playing to the conditions created. When ahead, Mordekaiser forces enemies to answer two threats simultaneously: the team's push and his isolation threat. When behind, he plays for enemy impatience, keeping carries alive and saving the ultimate for the champion who commits first. After the late fight starts, Mordekaiser must consider what happens when his ultimate ends, exiting toward his team to pressure the nearest carry or structure if he wins the isolated fight, or rejoining defensively to protect damage dealers if the isolated target survives. Mordekaiser's late game is strongest when every isolation creates a map result through a won fight, a saved carry, or a structure taken.
Read full guide优劣势处理
优势 / 弱点
Mordekaiser the Iron Revenant excels when ahead by controlling space rather than charging into fights alone. His lead becomes valuable by shrinking the enemy's safe area and forcing them into bad positions. When the enemy team is grouped behind minions or under tower, Mordekaiser should threaten his pull from the side of the wave rather than running straight through, which prevents ranged champions from dealing free damage. If an enemy carry uses mobility or peel tools to dodge his first threat, he should hold his ultimate and continue walking them down, making their next escape much harder. Death Realm target selection separates good Mordekaiser players from highlight hunters. Ulting a fed carry only works if he can stay on them after the cast or if removing them lets his team win the outside fight. Often the better play is ulting the support, tank, or control champion that prevents his team from engaging, since removing the enemy's structure can be more valuable than chasing a kiting carry. When his backline is winning, Mordekaiser should use his ultimate to trap the champion most likely to disrupt them rather than hunting solo kills. After winning fights, Mordekaiser must convert kills into safe pressure without overextending. He should lead pushes and zone respawning enemies while maintaining enough distance to retreat behind his next wave. Before diving, he needs to verify his carries can actually deal damage during the engagement. Snowball should force panic movement rather than taking every mark, which leads to shutdowns from exhaust, roots, and knockbacks. When behind, Mordekaiser must abandon dueling mentality and focus on buying time, punishing overextensions, and isolating enemy follow-up. Walking first into five champions wastes his kit entirely. Instead, he should stand near carries, clear safely, and use his threat to stop divers. Fighting without his shield cycle turns every trade into permanent damage that behind teams cannot afford. Defensive Death Realm usage becomes critical when behind. If an assassin or engager reaches his backline, ulting them can break enemy combo timing and turn a lost engage into a playable fight. He should never force an ultimate on a protected fed carry from desperation range, instead isolating the champion enabling them or waiting for the carry to step forward after the fight begins. When his team is being wiped, using his ultimate to delay the highest-pressure enemy only helps if allies can respawn, retreat, or finish an objective afterward. Recovery comes through punish windows, not full-health brawls. Mordekaiser should combine allied crowd control, Snowball threat, and his pull to punish enemies who step forward expecting no answer. Entering after major disengage spells are spent lets his lower gold matter less. Protecting the remaining damage source often beats chasing low-health enemies into fog. Augment choices should address specific problems. When ahead but getting kited, sticking power and movement access become priorities. When dying before finishing targets, durability and shielding options keep shutdowns safe. When behind and unable to reach targets, entry and control resistance augments restore relevance. Teams lacking engage need augments that help with entry rather than pure dueling power.
Read full guide英雄背景
背景 / 身份 / 文本块
Mordekaiser the Iron Revenant is a juggernaut who turns extended close-range contact into inevitable defeat for his opponents. His kit in ARAM: Mayhem revolves around forcing enemies to stay near him long enough for his passive damage aura, ability combos, and ultimate isolation to overwhelm them. He is not a burst assassin or a ranged poker; he is a brawler who wins by making opponents regret standing in his presence. His passive, Darkness Rise, is the core of his identity. After landing abilities or attacks on enemy champions, Mordekaiser activates a damaging aura that rewards patience and positioning. The goal is not to one-shot enemies from range but to force them into prolonged fights where the aura burns them down while his other abilities keep them close. This requires Mordekaiser to create range through his E pull, Snowball follow-up, brush control, or ultimate isolation. The passive is strongest when he is already in the pocket of a fight, not when chasing fleeing targets. Q, Obliterate, serves as his primary damage tool and zone control. It slams a targeted frontal area, punishing enemies who stand in predictable lines or get pulled into him. The ability is not a lock-on and can be sidestepped, so Mordekaiser must aim where enemies will walk rather than where they currently stand. Q is most effective after E pulls, allied crowd control, or when terrain limits enemy movement. It also becomes a powerful isolation punish inside his ultimate. W, Indestructible, is what separates a real frontliner from a slow melee target. It stores damage dealt and taken, then converts that value into a shield. The timing of W activation determines whether Mordekaiser survives burst or falls to crowd control and executes. He must build shield value through combat before committing fully, then decide whether to maintain the shield for fighting or recast it for healing during disengage. E, Death's Grasp, gives Mordekaiser his engage tool and zone threat. The delayed line pull punishes straight-line movement and forces enemies to respect the space where being caught means eating his full combo. Missing E is one of his biggest punishment windows, as it leaves him with no way to close distance beyond walking directly at opponents. R, Realm of Death, defines his teamfight control by isolating one enemy champion in a separate duel space. The ultimate removes outside help and forces a direct test of survival. Target selection is critical: ulting a fed marksman can remove the enemy's damage, ulting an assassin can protect his backline, and ulting a tank only makes sense when doing so breaks enemy engage. A poor ultimate choice can lose the teamfight instantly, as Mordekaiser returns to whatever situation his four teammates face without him. Mordekaiser excels when he controls space, punishes overextension, and forces enemies into unwinnable close-range brawls. He struggles when kited, when his abilities are dodged or wasted, and when he commits without backup. His success depends on patience, target selection, and understanding when to isolate a fight versus when to stand with his team.
Read full guide避免常见错误
常见错误 / 风险控制
Mordekaiser is simple to understand, but easy to throw on ARAM: Mayhem because every fight starts fast and mistakes get punished before you can walk them back. Most bad Mordekaiser games come from two habits: missing the spell that starts your passive, or using Realm of Death on the wrong target at the wrong time. Mechanical mistakes often begin with swinging Q into multiple enemies when you could isolate one target. This causes your damage to lose threat, the target survives the trade, and you often stand still long enough for the enemy backline to unload on you. The correct approach is to angle Q so it clips only an isolated carry, enchanter, or low-health bruiser. If enemies are stacked, use E or movement first to separate someone before committing the hit. Similarly, throwing E straight through the enemy frontline without checking spacing leads to missing completely or pulling the wrong tank into your face, giving enemy carries a free window to kite you. Cast E from fog, behind minions, after an ally slow, or when the target is locked into an animation. Pulling one squishy half a step out of position is better than grabbing three champions you cannot kill. W management separates good Mordekaiser players from poor ones. Activating W only after you are already almost dead wastes the shield value, gets you burst before it matters, or heals for too little. Treat W as a tempo button, not a panic button, using the shield when you are about to take focused damage. Recasting W for the heal while enemies are still hitting you freely removes your own protection and gives burst champions the exact opening they wanted. Keep the shield while damage is still incoming, and recast only when you are out of immediate danger or when the shield would expire. Standing still after casting Q or E also punishes you, as mobile champions sidestep and kite. Cast while moving toward the target's escape route. Realm of Death mistakes prove costly. Ulting while your passive is not active and key spells are unavailable traps you in a duel without damage flow, letting the enemy stall you out. Ult when you can immediately threaten the target with passive ready, Q available soon, and W prepared for counter-burst. Using Snowball recklessly by aiming at the first visible champion and instantly taking it lands you alone in the enemy team, causing you to die before your team can follow. Throw Snowball when allies can follow or when the marked target is isolated enough for Realm of Death. Decision mistakes include ulting the enemy tank because they are closest, which removes you from the real fight while enemy carries kill your team outside the realm. Use Realm of Death on the champion whose absence changes the fight: a fed marksman, a burst mage with key cooldowns ready, an enchanter keeping everyone alive, or a diver threatening your backline. Ulting a target your team was about to kill accidentally saves them from allied damage and wastes your strongest tool. Picking fights before your team can stand behind you leaves Mordekaiser as a slow melee champion walking into five people who can kite and chain crowd control. Additional errors include building only for damage when enemies have heavy burst, chasing one low-health enemy past the wave and away from objective space, treating Realm of Death as a guaranteed kill button, ignoring enemy cleanse or immunity counterplay when choosing an ult target, and walking into poke repeatedly before the fight starts believing W will fix it.
Read full guideFAQ
莫德凯撒
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Read full guide最新指南
最新攻略指南
