Normal order: R > Q > E > W.
推荐出装
装备 / 胜率 / 登场率
出装配置
16.9核心装备
- 总价
- 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
- 3,100
- 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
- 2,700
- 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%。
- 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
- 2,700
- 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
- 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%。
50.00%- 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。
46.02%- 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)。
46.98%- 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。
54.12%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
- 2,700
- 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
- 3,300
- 价格
- 150
+65 攻击力 +15 技能急速 12%生命偷取 顺劈 攻击会对附近的敌人们造成物理伤害。 血斩 对你周围的敌人们造成物理伤害。 你的生命偷取会作用于此伤害。
59.82%- 总价
- 3,100
- 价格
- 825
+65 攻击力 +5% 全能吸血 20%韧性 饥馑 获得技能急速,基于你的额外攻击力。 盛宴 如果一名在近期曾被你造成过伤害的英雄阵亡,则获得持续适中时长的全能吸血。
62.05%- 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。
55.29%- 总价
- 3,200
- 价格
- 725
+40 攻击力 +25% 攻击速度 10%生命偷取 雾之锋 攻击造成一部分敌人当前生命值的额外物理伤害 攻击特效。 抓挠之影 攻击一位英雄3次会对其造成持续1秒的30%减速。
59.87%- 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。
56.87%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
- 3,100
- 价格
- 675
+45 攻击力 +450 生命值 龙之力量 获得25基础技能急速。 专注意志 使用技能造成伤害会使你的英雄技能和被动伤害提升3%,持续6秒。(叠加4次)。
可选装备前 12
- 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。
56.88%- 总价
- 3,100
- 价格
- 675
+45 攻击力 +450 生命值 龙之力量 获得25基础技能急速。 专注意志 使用技能造成伤害会使你的英雄技能和被动伤害提升3%,持续6秒。(叠加4次)。
55.34%- 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。
56.66%- 总价
- 3,100
- 价格
- 825
+65 攻击力 +5% 全能吸血 20%韧性 饥馑 获得技能急速,基于你的额外攻击力。 盛宴 如果一名在近期曾被你造成过伤害的英雄阵亡,则获得持续适中时长的全能吸血。
57.46%- 总价
- 3,300
- 价格
- 750
+40 攻击力 +25% 攻击速度 +450 生命值 顺劈 攻击会对附近的敌人们造成物理伤害。 破阵冲击波 对附近的敌人们造成物理伤害和35%减速。 每命中一个英雄就会获得持续衰减的+35% 移动速度 ,持续3秒。
60.57%- 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。
54.56%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 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 | 64.51% | 3.96% | 479 |
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 | 63.87% | 7.90% | 955 |
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 | 59.54% | 3.94% | 477 |
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 | 58.93% | 8.62% | 1,042 |
当 罪恶快感 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 57.75% | 5.28% | 639 |
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 | 57.64% | 4.49% | 543 |
当 更万用的瞄准镜 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 57.13% | 13.15% | 1,591 |
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 | T1 | 56.17% | 6.56% | 794 |
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 | 56.02% | 7.28% | 880 |
当 万用瞄准镜 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 55.93% | 6.62% | 801 |
当 渴血 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 55.52% | 15.97% | 1,931 |
当 灵巧 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 55.32% | 6.75% | 817 |
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 | 54.43% | 7.00% | 847 |
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 | T1 | 54.37% | 5.29% | 640 |
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 | 53.87% | 4.59% | 555 |
当 残暴之力 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T1 | 53.61% | 6.75% | 817 |
当 踢踏舞 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T1 | 53.60% | 4.94% | 597 |
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 | 53.47% | 20.74% | 2,508 |
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 | 53.45% | 7.90% | 956 |
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 | 53.17% | 10.56% | 1,277 |
当 战争交响乐 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T1 | 53.17% | 5.74% | 694 |
当 升级:狂妄 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 52.83% | 11.39% | 1,378 |
当 闪电打击 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T1 | 52.35% | 5.45% | 659 |
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 | 52.20% | 5.64% | 682 |
当 最万用的瞄准镜 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T1 | 52.16% | 5.36% | 648 |
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 | T1 | 52.00% | 4.13% | 500 |
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 | 51.72% | 6.99% | 845 |
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 | 65.03% | 2.53% | 306 |
当 潘朵拉的盒子 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T2 | 63.76% | 1.80% | 218 |
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 | 61.67% | 2.37% | 287 |
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 | 61.40% | 2.25% | 272 |
当 关键暴击 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 58.82% | 2.53% | 306 |
当 大力海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T2 | 58.66% | 2.72% | 329 |
当 最终形态 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T2 | 58.33% | 2.28% | 276 |
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 | 58.12% | 1.93% | 234 |
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 | 57.78% | 1.86% | 225 |
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 | T2 | 56.31% | 1.84% | 222 |
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 | T2 | 55.90% | 3.22% | 390 |
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 | T2 | 54.86% | 3.57% | 432 |
当 双刀流 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T2 | 54.80% | 2.07% | 250 |
当 砍伤 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T2 | 54.73% | 2.79% | 338 |
当 魔法转物理 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T2 | 53.35% | 3.33% | 403 |
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 | T2 | 53.13% | 3.03% | 367 |
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 | 53.13% | 3.70% | 448 |
当 升级:耀光 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 52.85% | 2.17% | 263 |
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 | 52.67% | 2.48% | 300 |
当 台风 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T2 | 52.51% | 2.14% | 259 |
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 | T2 | 52.35% | 2.29% | 277 |
当 灵魂虹吸 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 52.04% | 3.24% | 392 |
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 | T2 | 51.53% | 2.70% | 326 |
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 | 51.50% | 2.76% | 334 |
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 | T2 | 51.36% | 3.65% | 442 |
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 | 51.34% | 2.79% | 337 |
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 | 51.12% | 2.59% | 313 |
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 | 51.12% | 2.59% | 313 |
当 缩小射线 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 50.83% | 2.99% | 362 |
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 | T2 | 50.81% | 3.08% | 372 |
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 | 50.55% | 2.27% | 275 |
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 | 50.42% | 1.98% | 240 |
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 | 49.35% | 1.91% | 231 |
当 珠光护手 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T2 | 49.23% | 3.21% | 388 |
当 一板一眼 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 48.34% | 2.74% | 331 |
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 | 47.51% | 1.83% | 221 |
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 | T2 | 47.15% | 3.19% | 386 |
当 接二连三 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T2 | 46.27% | 3.22% | 389 |
当 升级:收集者 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T2 | 44.52% | 2.41% | 292 |
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 | 59.65% | 0.94% | 114 |
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 | 59.62% | 1.76% | 213 |
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 | 58.96% | 1.11% | 134 |
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 | 58.69% | 1.76% | 213 |
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 | 58.64% | 1.34% | 162 |
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 | 57.14% | 1.45% | 175 |
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 | 56.59% | 1.50% | 182 |
当 刃下生风 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 56.50% | 1.46% | 177 |
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 | 56.07% | 1.77% | 214 |
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 | 55.90% | 1.33% | 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 | 55.56% | 1.12% | 135 |
当 地狱三头犬 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 55.45% | 1.74% | 211 |
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 | T3 | 55.10% | 1.22% | 147 |
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 | 54.96% | 1.08% | 131 |
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 | 54.62% | 0.98% | 119 |
当 量子计算 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T3 | 54.61% | 1.26% | 152 |
当 易损 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 54.41% | 1.12% | 136 |
当 自我毁灭 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 54.31% | 0.96% | 116 |
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 | T3 | 54.24% | 0.98% | 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 | T3 | 54.10% | 1.01% | 122 |
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 | T3 | 53.50% | 1.65% | 200 |
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 | 53.29% | 1.38% | 167 |
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 | 53.23% | 1.03% | 124 |
当 夜狩海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 53.13% | 1.06% | 128 |
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 | 53.09% | 1.34% | 162 |
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 | 51.88% | 1.32% | 160 |
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 | T3 | 51.27% | 1.63% | 197 |
当 升级:无尽之刃 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 51.01% | 1.64% | 198 |
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 | 50.36% | 1.15% | 139 |
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 | 49.76% | 1.71% | 207 |
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 | 49.66% | 1.20% | 145 |
当 神圣干预 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T3 | 49.46% | 1.54% | 186 |
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 | T3 | 48.91% | 1.13% | 137 |
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 | T3 | 47.90% | 1.38% | 167 |
当 终极不可阻挡 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T3 | 45.65% | 1.14% | 138 |
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 | T3 | 45.24% | 1.04% | 126 |
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 | 44.72% | 1.33% | 161 |
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 | 67.09% | 0.65% | 79 |
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 | 61.25% | 0.66% | 80 |
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 | 61.25% | 0.66% | 80 |
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 | 60.76% | 0.65% | 79 |
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 | T4 | 57.58% | 0.82% | 99 |
当 连拨击锤 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 57.58% | 0.82% | 99 |
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 | T4 | 57.58% | 0.55% | 66 |
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 | 56.88% | 0.90% | 109 |
当 溢流 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 56.19% | 0.87% | 105 |
当 升级:花晓之剑海克斯 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 56.14% | 0.47% | 57 |
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 | 55.41% | 0.61% | 74 |
当 夺金 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 55.36% | 0.46% | 56 |
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 | T4 | 54.84% | 0.51% | 62 |
当 侵蚀 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T4 | 54.39% | 0.47% | 57 |
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 | 54.37% | 0.85% | 103 |
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 | 54.29% | 0.58% | 70 |
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 | 52.94% | 0.42% | 51 |
当 和我一起困在这里 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 52.17% | 0.76% | 92 |
当 闪现向前 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 51.90% | 0.65% | 79 |
当 面包和果酱 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 黄金 | T4 | 51.00% | 0.83% | 100 |
当 精怪魔法 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 50.94% | 0.44% | 53 |
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 | T4 | 50.00% | 0.89% | 108 |
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 | T4 | 50.00% | 0.45% | 54 |
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 | T4 | 48.39% | 0.77% | 93 |
当 冰霜 幽灵 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 白银 | T4 | 48.24% | 0.70% | 85 |
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 | 48.15% | 0.67% | 81 |
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 | T4 | 48.08% | 0.43% | 52 |
当 你肩上的恶魔 的效果契合英雄输出方式、生存需求和团战职责时优先选择。 查看海克斯符文详情 | 棱彩 | T4 | 48.08% | 0.43% | 52 |
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 | T4 | 40.54% | 0.61% | 74 |
亚恒 Skill Combos
Extracted from the skill order guide
If an augment directly upgrades E and changes your engage or chase pattern: R > E > Q > W.
If an augment directly upgrades W into a repeatable damage or survival engine: R > W > Q > E, or R > W > E > Q if E is needed to stay in range.
If an augment directly upgrades W into a repeatable damage or survival engine: R > W > Q > E, or R > W > E > Q if E is needed to stay in range.
亚恒 ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Fight Identity | Acts as a secondary engager or cleanup melee who waits for someone else to start, then commits when the enemy backline has limited room to kite. | Needs flexibility to be the first body in if durable enough, or a second-wave threat entering after the first round of enemy spells has been used. | Adapt entry timing based on your augments and durability rather than defaulting to a cleanup role. |
| Snowball Usage | Often used as a simple engage button to start fights or reach targets directly. | Use as a threat check to force respect, or as a repositioning tool to dodge damage, rather than always taking the recast. | Treat Snowball marks as options, not orders; check target state before committing. |
| Skill Order Priority | Max the spell giving the most reliable wave contact and champion damage, prioritizing consistent damage and safe trading. | Prioritize spells that let you enter, stick, or survive if your augment setup rewards repeated fighting over raw damage. | Adjust max order to match augment needs like uptime or durability instead of copying normal builds. |
| Teamfight Spacing | Usually stands just behind or beside the main frontline, waiting for poke to soften targets or for a clear engage. | Hover at the edge of enemy engage range to punish missteps without being forced to spend tools defensively. | Stay close enough to threaten but far enough to avoid forced defensive tool usage. |
| Health Thresholds | A melee champion can sometimes sit low and bait because the enemy lacks the speed to finish. | Extra mobility and stronger burst patterns make low-health bait much riskier, requiring you to stop posturing when low. | Stop frontlining when low; let teammates take space while you re-enter after enemies overextend. |
Champion Analysis
定位 / 当前表现
Zaahen The Unsundered is a melee fighter-tank in Hextech Mayhem with tremendous sustained combat power and outstanding durability. His passive, The Darkin Bloodwell, rapidly regenerates health when out of combat, granting exceptional sustainability that allows him to recover between engagements. This makes him one of the hardest champions to kill in the mode. His Q, The Darkin Blade, is his core damage ability: a three-part combo where each strike deals area-of-effect damage in different shapes. The third strike, Deathbringer, has the largest area, highest damage, and knocks up enemies at the edges, making it consistently effective at hitting multiple champions in the crowded team fights that define Hextech Mayhem. His W, Infernal Chains, pulls back enemies attempting to flee, which is a crucial tool for preventing escapes and keeping opponents locked in combat. His E, Umbral Dash, provides repositioning capability to set up his Q combos effectively. Zaahen’s ultimate, World Ender, grants bonus attack damage and healing while providing a death-defying mechanic: upon taking lethal damage, he enters stasis before reviving with substantial health recovery. This ultimate makes him incredibly resilient and capable of turning fights around even when he should be eliminated. Zaahen grows stronger the longer a fight persists, so his strategic value lies in extended engagements where he can fully leverage his sustain, AoE damage, and escape denial. Positioning is melee-focused; he needs to close distance and remain in the thick of battle to maximize his Q combos and ultimate uptime. His damage pattern is sustained area-of-effect through repeated Q rotations, while his utility includes a knockup on the third Q cast and a pull on his W that counters mobile champions or fleeing targets. The practical takeaway is that mastering his Q combo timing and ultimate usage transforms him into an unstoppable force, capable of absorbing heavy punishment while dishing out consistent damage and controlling enemy movement.
核心技巧
长文技巧 / 玩法模式
Zaahen The Unsundered performs best when he enters a fight second, punishing enemies after they have committed their crowd control, dashes, or peel. Walking in first without backup leaves him exposed to slows and poke before he can reach a real target. The optimal engage window appears when the enemy backline steps past its own frontline, often after chasing poke too far. He should not burn every gap-closer just to start contact; walking as far as safely possible forces the enemy to reveal a slow, root, or displacement first. Allied minions block skillshots and hide approach angles, so fighting when the wave is alive is far safer than pushing into an open lane. When an enemy diver jumps onto an ally, Zaahen is stronger turning on that diver first rather than chasing the backline, because killing the first engager removes the enemy’s safe space. His strongest burst or control should be held until opponents commit, not thrown at max range where they can simply back up and wait it out. Standing close enough to punish without being chained means hovering just behind the frontline and stepping in when a catch tool misses, or peeling backward if it lands. Planning an exit before entering is critical; the escape route runs back through the team, not deeper into enemy territory. Side spacing along the bridge edges breaks target focus and provides a cleaner retreat behind terrain-side minions. If slowed before the fight, forcing an engage is a mistake—better to back up, wait for the next wave, and let sustain or shields reset the health gap. Zaahen should not stack directly on his tank; a half-step to the side avoids both champions eating the same engage tool. Brush control shortens the lane for him while giving enemies easy chain crowd control if he face-checks. Against heavy poke, moving with the wave instead of between waves keeps projectiles from targeting him. Target priority demands hitting the closest high-value target, not always the farthest carry; killing the mage, enchanter, or diver in front may win the fight faster than walking past enemies. When the first target shields, becomes untargetable, or dashes away, swapping targets fluidly draws cooldowns and punishes the next exposed body. Finishing low-health opponents requires a safe path; chasing through three healthy enemies often gives away a shutdown. Snowball is a threat before a ticket in—landing it forces repositioning, and taking the recast only when the team can follow within a second or two. Using Snowball after enemy peel is down, or defensively to threaten re-entry without walking through poke, maximizes its value. Fight rhythm should align with augment windows: extended-combat augments call for safe damage before committing, burst augments need one clean crowd-control window, and defensive augments must be triggered before the enemy burst lands. Takedown or reset-style augments require choosing realistic targets that are already chunked or separated. Pushing after winning health, not after losing it, and pulling back after forcing major cooldowns prevents overstaying. Dives are only successful with wave, health, and follow-up, and should avoid untouched crowd control; exiting sideways after the kill avoids delayed spells. When behind, Zaahen stops looking for hero engages and instead punishes oversteps and protects carries, saving cooldowns for the enemy’s mistake while peeling first before chasing. Every decision revolves around patience, positioning, and punishing the moment the enemy overcommits.
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玩法 / 队伍结构
Zaahen The Unsundered’s playstyle in Mayhem evolves through three phases built on patience, positioning, and punishing enemy mistakes. In the early game (levels 1–6), he starts in the second line slightly off-center from the minion wave to avoid free poke while maintaining threat range. His trading rhythm involves short melee patterns only after the enemy uses their main crowd control or long-range poke; stepping into a trade when all five enemies hold spells gives them the exact fight they want. Snowball is primarily a punish tool—use it after an enemy steps past their wave, misses crowd control, or when your team can follow instantly. If Snowball lands on a tank in front of four ready carries, hold the re-cast unless it creates a clean numbers advantage. Early augments should solve the first problem: reaching fights, surviving burst, or winning extended contact. Push only when your ranged champions already hit the wave and the enemy cannot punish your step-up; when outranged, stall near turret to preserve health. When ahead, take brush control and keep the wave moving without chasing into turret. When behind, stop contesting every minion, let the wave come in, and punish enemy overstepping near your turret. The goal before level seven is to reach the mid game with enough health, item progress, and summoner pressure to start real fights. During the mid game (levels 7–11), Zaahen shifts between second line and front line based on cooldowns and wave control. He stops taking random chip damage and forces committed skirmishes, calling a target when an enemy squishy uses mobility, cleanse, shield, or major peel too early. Snowball can start fights, but only with a second plan—check that your team is close, the target is not baiting under turret, and you have a way to keep fighting or exit. Augments define his fight pattern: engage augments let him threaten from fog to burn defensive tools, defensive augments make him the first body in but then turn back to protect carries, and damage augments mean he avoids starting into tanks and finishes priority targets. Push when a won fight gives turret pressure or next health relic control; stall when your team lacks cooldowns or has low-health carries. When ahead, walk forward with minions to split enemy attention and pick isolated targets. When behind, look for side-entry Snowballs and counter-engage after the enemy’s first rotation. By level eleven, identify your job for the next two fights—either bodyguard for fed carries or hunter against immobile enemy carries. In the late game (level 12+), patience becomes critical. Deaths cost too much, so Zaahen stands where he can threaten a flank or protect damage dealers without giving the enemy a free start. He wants the second or third beat of the fight, not the first blind jump. Trading stops unless it leads to a kill, turret, relic, or forced retreat; waiting for the enemy to misplace a carry or waste peel is essential. Snowball is either a fight-winning bridge or a throw button—use it on priority targets when team can chain damage, or defensively to follow an enemy diver. Avoid re-casting onto full-health tanks unless killing that tank opens the base. Augments define risk level: durability lets him start fights when allies are in range; burst or chase means entering after defensive tools are gone; extended combat rewards staying mobile and hitting the safest reachable target. Push after kills or when the enemy loses waveclear, walking with the cannon wave to force spells.
Read full guide优劣势处理
优势 / 弱点
When ahead, Zaahen The Unsundered must force clean fights rather than brute forcing blindly. Positioning just outside enemy hard crowd control range lets him threaten the first target that steps forward and force the enemy to spend disengage before he fully commits. Diving first into five ready players turns a lead into a shutdown window. Key triggers for aggression include the enemy having just used major peel, engage, or anti-dive tools; Zaahen should move in immediately with his team close enough to follow. Another trigger is wave control near the enemy side, where holding a forward brush or side angle instead of hitting minions in the open makes his entry line unpredictable. When an enemy carry walks past their tank or support, Zaahen can commit only if he can finish or force them out before the rest collapses. If his frontline has already started the fight, he should step to the side to cut off the next escape path rather than overlapping into an already dead target. Augment choices while ahead should remove the one thing that can still stop him: mobility and sticking power against kiting, durability and tenacity against lockdown, or defensive options if he already kills anything he touches. The ahead fight pattern begins by marking the enemy answer that can stop entry, entering from a side angle instead of the middle, spending enough to secure but not everything to start, and resetting after the first kill to take repeated winning trades rather than one endless chase. The most common throw is diving past a still-living wave while ranged champions are clearing or shopping. Respect death timers and staggered spawns: push the wave, hit the structure, and leave before enemies respawn around you. When behind, Zaahen cannot brute-force first contact and must play as a punish champion, standing near carries and waiting for an overextension. Triggers include an enemy frontline stepping too far ahead of their carries, the enemy using mobility forward to poke or chase, a carry being dove (peel first then re-engage), and when his team has no wave and the enemy is grouped under his structure. Behind augments should fix access and survival before greed damage: sustain against poke, tenacity or cleanse against control, and mobility or gap-closers if he cannot reach targets. The behind fight pattern requires holding health until the real fight, letting the enemy show their target first, using snowball or long-range engage only when the landing zone is playable, and exiting after the punish without chasing into fresh cooldowns. Avoid fights that cannot be recovered even with a one-for-one trade, and use low-risk pressure to rebuild the game by threatening anyone hitting the wave without committing until the enemy wastes something. The recovery mindset is simple: ahead, Zaahen forces enemies to spend answers and punishes the gap; behind, he makes enemies spend answers first and punishes the mistake.
Read full guide英雄背景
背景 / 身份 / 文本块
Zaahen The Unsundered’s ability data is not verified for ARAM: Mayhem in the current patch, making it critical to approach his kit without assuming specific damage types, crowd control, or cooldown behavior. Instead, each spell must be treated as a variable to be identified and adapted to during the first waves and skirmishes. His Passive functions as a baseline fight rule: players must discover what condition activates it—whether it requires stacking, taking damage, landing hits, or staying in combat—and then play around that trigger rather than assuming it is always active. In Mayhem’s fast, repetitive fights, testing the Passive during the first wave is essential before committing to an all-in. Zaahen’s Q is the first spell to classify; it may be poke, a melee strike, a cleave, a setup tool, or a finisher, and every trade pattern changes based on that answer. Reliable damage and wave control should be prioritized over flashy angles, and missing Q invites a clean punish window that forces a retreat. W represents his second identity check: it might protect him, control enemies, amplify damage, restore health, or create a zone. Defensive uses should be saved for enemy burst rather than small poke trades, while offensive uses require allied follow-up to be effective on the Howling Abyss layout. The spell enemies punish hardest, W must be committed only after resources are expended. E is the spell most likely to decide whether Zaahen can start fights or must wait; it may grant mobility, engage, repositioning, or secondary damage. Wasting E as mobility often leaves him trapped in the lane with no clean exit, so it should be used conservatively early and reserved for following enemy crowd control or engaging after key cooldowns are spent. R is the fight-defining button, whether it functions as execute pressure, transformation, burst, control, durability, mobility, or a reset-style payoff. Its exact purpose must be confirmed in-game, and it should be used when it creates a clear swing—securing a kill, blocking enemy burst, starting a fight the team can follow, or turning a messy brawl into a numbers advantage. The first ultimate fight should focus on the target allies are already damaging to avoid a wasted spell. Across the entire kit, the primary strategic principle is adaptability: early waves are for learning, not forcing. Every ability carries a punishment for misuse, and recovering from a mistimed or missed spell requires playing safely behind minions, waiting for allies to create openings, and avoiding compounded mistakes. By reading each spell’s function in real time and prioritizing reliable damage and survival over heroic plays, Zaahen can be effective even without confirmed mechanics, making his value in Mayhem a product of careful observation and disciplined execution.
Read full guide避免常见错误
常见错误 / 风险控制
Zaahen The Unsundered gets punished hard when played as a mindless first-contact brawler in ARAM: Mayhem. Fights start fast and damage is messy, so one bad entry can turn the match into a spectator screen. The most important distinction is between mechanical mistakes—how you press buttons in the fight—and decision mistakes—when you choose to fight at all. Mechanically, opening with mobility just to touch the first enemy in range leaves you without a way to adjust when the enemy kites, shields, or throws crowd control. The correct habit is to walk up with minions or allied pressure first, then spend mobility after the enemy commits a peel spell. Dumping every damage button into the enemy frontline without checking their carries lets you trade health for a target built to survive; hit the frontline only when it is safe or when your team can finish quickly. Using defensive tools after you are already locked down wastes the chance to survive the first punish window; protect yourself as the enemy starts their counter-engage, not after the combo connects. Cancelling basic attacks over-prioritizing spells makes damage come out awkwardly; weave attacks between spells. Aiming key abilities through the widest part of the formation can let them get blocked by minions or shields; cast from an angle after the wave thins. Taking Snowball without checking the landing area voluntarily delivers you into layered damage and chain crowd control; take it only when your team can follow or the target is isolated. Fighting with camera locked too tightly causes you to miss flanks or key control abilities; scan both backlines before entering. Decision mistakes start with engaging while your team is not ready, creating a one-man engage; engage only when allies are in range to follow. Diving the backline every fight without checking peel makes you predictable; vary target selection. Ignoring health relic and wave timing leaves you with poor setup; fight around recovery windows and allied presence. Building only for highlight damage when the enemy has burst or kite tools exposes greed; choose durability or sticking power against heavy control. Chasing low-health enemies past the wave into fog trades a kill for a likely death; chase only when you know the team cannot collapse. Treating every crowd control as equal leads you to walk into the one effect that stops your engage; identify the fight-ending spell before committing. Staying on the map at low health because Zaahen feels strong in close fights loses your threat; play behind the wave until you recover or the fight becomes a cleanup. The clean Zaahen game is about entering after the enemy shows their answer, keeping damage on a target your team can finish, and respecting when your tools are down. If you make a mistake, shrink the play fast: stop chasing, regroup, and make the next fight slower for the enemy.
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亚恒
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最新攻略指南
