Farming 补兵
Farming is the act of killing waves of
minions and camps of
monsters, gathering
experience and
gold in the process. Within a drafted team, champions designated to gain the majority of those resources through farming may or may not assume the role of a carry — however, all carries are meant to farm.
耕地(Farming)是指击杀小兵波和野怪营地,在此过程中获取经验和金币的行为。在一个组队中,负责通过耕地获取大部分资源的英雄可能会也可能不会担任核心输出(carry)角色 — 但所有核心输出角色都必须进行耕地。
Farming is an essential component of laning, when laners (the
toplaner,
midlaner, and
bottom carry) try to overpower the enemy through an arms-race of learning abilities and gaining resources, whereas the
jungler is given monsters in order to match laners. Lane rotations often involve the most efficient distribution of resources from minion kills at a certain point of the game.
耕地是对线的重要组成部分,对线英雄(上单、中单和下路输出)试图通过学习技能和获取资源的军备竞赛来压制敌人,而打野则获得野怪资源以与对线英雄匹敌。对线轮换通常涉及在游戏特定阶段对小兵击杀资源进行最有效的分配。
The game tracks killed creeps as a score, the Creep Score (CS): killing any single minion gives 1 point, killing a full camp of monsters gives 4 points. CS per minute (CSPM) is a metric that can be used to gauge the relative performance of farming and carry roles within a game or across the ranks.
游戏通过击杀小兵来跟踪得分,即小兵击杀数(CS):击杀单个小兵得 1 分,击杀一整个野怪营地得 4 分。每分钟小兵击杀数(CSPM)是一项可用于衡量游戏内或跨段位农场能力和核心输出位置相对表现的指标。

Fundamentals[edit | edit source]
基础知识编辑 | 编辑源代码
In order to achieve the best gold distribution and defensive power, one champion is assigned to farm minions within a lane (a laner) and one is assigned to farm the jungle (a jungler), with only minimal crossing during the game and practically none in the earlier stages. The general objective for all farming roles is balancing the time and effort spent on farming, with other aspects of the game.
为了获得最佳的金币分配和防御力,一名英雄被分配在线道上耕种小兵(线道手),另一名英雄被分配在野区耕种(打野手),在游戏过程中只有最小的交叉,尤其是在早期阶段几乎没有交叉。所有耕种角色的总体目标是平衡耕种所花费的时间和精力,以及游戏的其他方面。
Laners are supposed to kill minions as they come in order to defend their structures, on top of gaining resources to become stronger. While killing a
monster guarantees that the killer is awarded its full experience and gold bounty, dying enemy minions passively split their experience bounty to all nearby allies. When dealing the killing blow on a
minion, the killer is guaranteed to gain the minion's gold bounty, as well as their experience share regardless of range. This is known as a last hit and is considered one of the most fundamental mechanics of the game.
线道手应该在小兵到来时杀死它们,以保卫自己的建筑,同时获取资源使自己变得更强。虽然击杀一个
怪物可以保证击杀者获得全部经验和金币奖励,但死亡的敌方小兵会被动地将其经验奖励分配给附近的所有盟友。当对一个
小兵造成致命一击时,击杀者无论距离如何都可以保证获得该小兵的金币奖励以及经验份额。这被称为"补兵",是游戏中最基本的机制之一。
- As a rule, champions can earn significantly more income by last-hitting than simply from passive gold generation or using gold income (Quest) items. Because of this, items that farming roles tend to buy are more expensive than items that non-farming roles tend to buy.
通常情况下,英雄通过最后一击可以获得比被动金币生成或使用金币收入(任务)道具更多的收入。正因如此,农场型角色购买的道具往往比非农场型角色的道具更加昂贵。
Players must use damaging spells (attacks and abilities) in order to last-hit. They may choose to use the lowest cost, lowest downtime spell, meaning their basic attack; or an ability, the vast majority of which have longer downtimes than a basic attack and often include a resource cost.
玩家必须使用伤害性法术(攻击和技能)来完成最后一击。他们可以选择使用成本最低、冷却时间最短的法术,即基础攻击;或者使用技能,而大多数技能的冷却时间比基础攻击更长,并且通常还包含资源消耗。
Successful last-hitting requires precise timing and attentiveness to ally minions, turrets, and/or other champions. A higher damage spell evidently makes last-hitting easier. Higher attack speed may render last-hitting with basic attacks easier. Certain abilities incentivize using them for farming due to mechanics such as
cooldown refunds,
mana refunds, or otherwise simply by being basic attack replacements (e.g. , , , etc). Other factors that influence last-hitting are travel speed of basic attack or ability
projectiles, windups, cast times, and animation times.
成功的最后一击需要精确的时机把控和对友军小兵、防御塔以及其他英雄的细心关注。显然,更高伤害的法术能让最后一击变得更容易。更高的攻击速度可能会使用基础攻击进行最后一击变得更加容易。某些技能通过机制(如
冷却刷新、
法力返还,或者简单地作为基础攻击的替代(例如
卡尔萨斯的
死亡射线,
卡西奥佩娅的
双牙,
艾瑞莉亚的
刃舞)而鼓励用于 farming。影响最后一击的其他因素包括基础攻击或技能
投射物的飞行速度、前摇、施法时间和动画时间。
Note that all minions that aren't have zero resistances, meaning champion damage will deal the exact amount listed.
请注意,除了
超级小兵外,所有小兵都没有防御力,这意味着英雄造成的伤害将完全按照显示数值生效。
Early game[edit | edit source]
早期游戏编辑 | 编辑源
The laning phase specifically forces laners to interact with each other while occupied with the common objective of farming. Using any
unit-targeted spell — including basic attacks — on a champion who is near their ally minions, or standing in front of moving minions, will cause minions to automatically target and potentially deal damage to the intercepting enemy champion instead, until that champion is sufficiently far away.
在分路阶段,玩家被迫在与对手互动的同时专注于补兵。使用任何
单位目标法术(包括普通攻击)攻击站在友军小兵附近或移动小兵前方的敌方英雄,将导致小兵自动转换目标并对拦截的敌方英雄造成潜在伤害,直到该英雄离开足够远的距离。
When two laner counterparts farm equally, there is no resource advantage on either side. It is therefore important for a farming role to both be present in lane when minions are dying and to secure last-hits, as much as possible, in order to at least stay equal in resources with their counterpart when no other rewards affect resources gained. A farming role may fall behind in
experience and
gold if they are not present in lane and last-hitting, due to enemy minions dying to ally minions or a
turret.
当两个对线对手均匀地补兵时,双方没有资源优势。因此,对于补兵型角色来说,在小兵死亡时必须出现在线上并尽可能地确保最后一击,以确保在没有其他奖励影响资源获取的情况下,与对手保持资源相当。如果补兵型角色不在线上且未进行补兵,可能会因为敌方小兵被友军小兵或
防御塔击杀而在
经验和
金币上落后。
Takedowns and objectives such as epic
monsters, turrets and turret plating, and others, allow a laner or a team as a whole to break the equilibrium or even potentially overcome a farming deficit (depending on the game state). If a significant advantage exists, snowballing can happen. On the other hand, champions that have better scaling than everyone else may get most or all of their power by exclusively farming throughout the early game and mid game.
击杀和目标,如史诗
野怪、防御塔和防御塔护甲,允许单个玩家或整个团队打破平衡,甚至可能克服补兵劣势(取决于游戏状态)。如果存在显著优势,就可能会形成雪球效应。另一方面,比其他英雄更具后期潜力的英雄可能通过在早期和中期阶段专注于补兵来获得大部分或全部实力。
The Farming Loop[edit | edit source]
农兵机制编辑 | 编辑源代码
Minions have a destined course within the game. Two opposing champions can influence the course of each minion.
小兵在游戏中有预定的行进路线。两个敌对的英雄可以影响每个小兵的路线。
One wave of minions marches down each lane every 30 seconds; the strength of this wave determines the pace of the game. Upon meeting with the enemy wave, minions will stop and attack each other at their
attack range until the targeted minion dies. After that, the surviving minion will change their position until they acquire the next one and attack them until one of them dies, repeating the cycle. Excluding minions, all other minions take a significant amount of time to slay each other.
每 30 秒有一波小兵沿着每条线道前进;这波小兵的强度决定了游戏节奏。当与敌方小兵相遇时,小兵会在其
攻击范围内停止并相互攻击,直到目标小兵死亡。之后,幸存的小兵将改变位置直到锁定下一个目标并攻击,直到其中一方死亡,如此循环。不包括
超级小兵在内,所有其他小兵相互攻击都需要相当长的时间。
- A melee minion is stronger than a caster minion.
近战小兵比法师小兵更强。 - A siege minion is stronger than both melee and caster minions.
攻城小兵比近战小兵和法术小兵都要更强。
Depending on how minions meet, many different combinations of minion fights are possible at any given time, dictating which minions die and how quickly or slowly they die. By default, when only two even waves meet uninterrupted, all minions will first acquire and attack the opposing minions, since they are the first/closest in line.
取决于小兵相遇的方式,任何给定时间内都可能发生多种不同组合的小兵战斗,决定哪些小兵会死亡以及它们死亡的速度。默认情况下,当两个相同的小兵波未受干扰地相遇时,所有小兵将首先攻击并锁定对方的
近战小兵,因为它们是最前面/最接近的目标。
Champions from each side interact with these fights between minions by inputting external damage or control. The actions that two laners take in order to influence minion fights while trying to last-hit and defend the upcoming structure, creates a dynamic farming loop. This loop restarts whenever two equal and opposing minion waves reach the exact middle of a lane anew. Each champion presents a different farming loop, and this is intentional design.
来自双方的英雄通过输入额外伤害或控制与这些小兵战斗进行互动。两个线上英雄为了尝试补兵和防守即将到来的防御塔,而影响小兵战斗的行为,创造了一个动态的发育循环。每当两个相等且相对的小兵波重新到达线道中间时,这个循环就会重新开始。每个英雄都呈现出不同的发育循环,这是有意的设计。
When minions reach enemy
turret attack range, this loop changes. Turret attacks deal a lot more damage to minions than minion attacks, and they also deal a specific percentage of each minion type's maximum health. This behavior results in a much simpler and static farming loop, which is identical for the majority of champions during the earliest stages of the game.
当小兵到达敌方
防御塔攻击范围时,这个循环会发生变化。防御塔攻击对小兵造成的伤害比小兵攻击要高得多,并且它们还会对每种小兵类型的最大生命值造成特定百分比的伤害。这种行为导致了一个更简单和静态的发育循环,在游戏最初阶段对大多数英雄来说是相同的。
- For every minion type below, the amount of turret attacks needed to kill one is listed first, and the course of damage a minion can withstand in order to secure a last-hit is listed below that. Because champions differ, these are only general rules and not precise calculations that work for all.
对于下面每种小兵类型,首先列出了击杀所需的防御塔攻击次数,然后列出了为确保尾刀(last-hit)可以承受的伤害路径。由于英雄之间的差异,这些只是一般性规则,而非适用于所有情况的精确计算。
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Minions upgrade based on game time, whereas champions' damage from different sources increases at a larger or slower pace relative to each other and relative to minion upgrades, so different champions need different sources and timing of damage in order to farm enemy minions and deny enemies from threatening ally structures effectively as the game progresses. Regarding the
turret farming loop, as champions increase their basic attack's damage (
attack damage + any
on-hit effects) the loop may start to vary greatly, and players may have to incorporate a different amount of attacks and abilities during farming to successfully last-hit minions targeted by a turret.
Critical strikes may also randomly influence farming loops, especially under turret.
小兵会根据游戏时间进行升级,而英雄从不同来源获得的伤害增长速度可能会比小兵升级更快或更慢,因此不同的英雄需要在游戏进程中采用不同的伤害来源和时机,以有效地收割敌方小兵并阻止敌人威胁友方防御塔。关于
防御塔收兵循环,随着英雄的基础攻击伤害(
攻击伤害 + 任何
的额外攻击效果)增加,循环可能会发生很大变化,玩家可能需要调整攻击和技能的数量以成功在防御塔下尾刀小兵。
暴击可能也会随机影响收兵的节奏,尤其是在防御塔下。
Wave Management[edit | edit source]
兵线管理编辑 | 编辑源
- A wave line is the virtual line across a lane, where any (even or uneven) number of minions have met and are clashing upon.
兵线是指在某条道路上相遇并发生碰撞的(相等或不相等数量的)兵线所形成的虚拟线。 - A wave state describes the position in the lane where wave lines are or will be when taking into account various circumstances in the game, such as the current difference in minion number and health, and champion activity during laning or absence from the lane. Wave states determine champions' farming loop at a certain point of the game.
波线状态描述了在游戏中考虑各种情况时,波线在线道上的位置或将要处于的位置,例如当前小兵数量和血量的差异,以及在线期间或离开线道时的英雄活动。波线状态决定了英雄在游戏特定阶段的补兵循环。 - A player deliberately influencing and controlling a lane's wave state by any means is called wave management or wave manipulation. Players may execute wave management as part of various proactive or reactive strategies, depending on the game.
玩家通过任何手段故意影响和控制线道的波线状态,被称为波线管理或波线操控。玩家可以根据游戏情况执行波线管理,作为主动或被动策略的一部分。
The default behavior as minions come, fight each other, and die, is for the wave line to remain at exactly the midpoint of the lane, called a "neutral" wave state, since neither side advances or retreats.
当小兵到来、相互战斗并死亡时,默认行为是波线停留在线道正中间,称为"中立"波线状态,因为双方都不会推进或撤退。
Champions can directly influence a neutral wave state by:
英雄可以直接影响中立波线状态,方式包括:
- Dealing more total damage to enemy minions than the opposing side deals to ally minions.
对敌方小兵造成的总伤害要比对方对己方小兵造成的伤害更多。 - Changing enemy minions' course of movement (in practice, only temporarily). For example, by intentionally causing them to aggro the player and leashing them for any amount of time; by blocking their path and forcing them to take a slightly longer one in order to advance; by
slowing and
immobilizing them; etc.
改变敌方小兵的移动路线(实际上,通常只是暂时性的)。例如,故意让它们攻击玩家并拉扯一段时间;通过阻挡它们的路径,迫使它们绕行;通过
减速和
定身;等等。
All wave states have a destined progression if champions choose to not interact with it. Under normal circumstances, any wave state returns to neutral sooner or later when not interacted with. This happens due to
turrets being more durable and dealing more damage than minions. Waves can become uneven when at least one minion has been buffed by specific effects, or when only one side is spawning .
如果英雄不与小兵波互动,所有小兵波都有其预定的进程。在正常情况下,未被干预的小兵波最终会恢复中性状态。这是因为
防御塔比小兵更耐久且伤害更高。当至少有一个小兵被特定效果增强,或者只有一方生成
超级小兵时,小兵波可能会变得不平衡。
Considering the above, there exist two different types of wave states:
考虑到上述情况,存在两种不同类型的小兵波状态:
- Pushing happens when one side has a minion health and number advantage at the wave line.
推线发生在一方在小兵数量和血量上具有优势的情况下。 - Freezing happens when neither side has a minion health and number advantage at the wave line.
定格发生在双方在兵线上既没有兵线数量优势,也没有兵线生命值优势的情况下。
More precisely, how much the resulting wave line pushes or not, is a linear function of the minion health and number advantage at the wave line (more minions or minion health means more pushing power) over the time advantage at the wave line (ally minions will arrive at the wave line and reinforce it faster when it is closer to one side's Nexus than the other). 'Linear' because minion movement speed and health in each lane is linear and even for both sides per regular wave spawned.
更准确地说,兵线的推进或不推进程度是兵线数量和生命值优势(更多的兵线或兵线生命值意味着更强的推线能力)以及时间优势(当兵线更接近一方的水晶基地时,友方兵线将更快到达并支援)的线性函数。之所以称为"线性",是因为每条道路上兵线的移动速度和生命值在每个常规兵线刷新时都是线性且均匀的。
Wave management techniques are based on two facts:
兵线管理技术基于两个事实:
- Turrets are more efficient at killing minions than minions themselves.
防御塔比小兵更高效地杀死小兵。 - The timing of incoming minion waves and their influence on the current wave line.
进攻小兵波的时机及其对当前兵线的影响。
Fast Push[edit | edit source]
快速推线(Fast Push)编辑 | 编辑源
A fast push, also called a shove, means to kill enemy minions fast enough while maintaining an advantage until all (or most) ally minions alive can advance into the upcoming turret. During a fast push, the wave line is advancing a large distance per incoming wave.
快速推线,也称为强推,是指以足够快的速度消灭敌方小兵,并保持优势,直到所有(或大多数)友军小兵可以推进到即将到来的防御塔。在快速推线过程中,兵线每波都会前进相当大的距离。
Note that ally minions that have acquired a
turret cannot change that target so they cannot attack the incoming enemy minions either unless that turret falls. If the push is executed perfectly, no ally minions are stopped by enemy minions and it is possible for the ally side to not miss any enemy minions when all ally minions eventually die.
需要注意的是,已经攻击了某个
防御塔的友军小兵无法改变目标,除非该防御塔被摧毁,否则它们也无法攻击即将到来的敌方小兵。如果推线执行完美,没有友军小兵被敌方小兵阻挡,并且当所有友军小兵最终阵亡时,可以不 miss 任何敌方小兵。
What matters for shoving is a champion's Wave-clearing power. This is the efficiency of killing minion waves with all damaging basic abilities and basic attacks, measured in seconds.
对于强推来说,重要的是一个英雄的清线能力。这是指使用所有具有伤害的基础技能和普通攻击清理小兵波的效率,以秒为单位衡量。
Slow Push[edit | edit source]
缓推编辑 | 编辑源
A slow push means to damage enemy minions slow enough while maintaining an advantage until a sufficiently large number of minions accumulate and can advance into the upcoming turret. During a slow push, the wave line is advancing a small distance per incoming wave.
慢推意味着以缓慢的速度损伤敌方小兵,同时保持优势,直到积累足够数量的小兵并能够推进到即将到来的防御塔。在慢推期间,兵线每波推进一小段距离。
The resultant wave can overpower a
turret, and cause enemy players to avoid the large minion wave as it can do a lot of damage.
由此产生的兵线可以压制一个
防御塔,并导致敌方玩家避开这个可能造成大量伤害的庞大兵线。
Freezing[edit | edit source]
冻结兵线 edit | edit source
Manually freezing the wave line means to allow it to stay closer toward the upcoming allied turret for at least one minion wave and the succeeding one while only last-hitting. A freeze is "broken" when one of the two sides' minions are allowed to advance toward either side eventually. During a freeze, the wave line is not advancing nor retreating a notable amount per incoming wave.
手动冻结兵线意味着允许兵线停留在即将到来的友军防御塔附近至少一波小兵,并在下一波中仅通过尾刀补兵。当双方任意一方的小兵被允许向任何一侧推进时,"冻结"就会被打破。在冻结期间,兵线每波推进或后退的距离都不明显。
In order to freeze, the minion health/number advantage at the wave line has to remain close to zero. In practice, the closer that the wave line is toward one side's Nexus, the more enemy minions are needed in order to freeze, since ally reinforcements will arrive sooner at the wave line. In order to account for last-hitting, this advantage also has to be slightly negative.
为了冻兵,需要保持兵线上的小兵血量/数量优势接近于零。实际上,兵线越接近一方的水晶基地,冻兵所需的敌方小兵数量就越多,因为己方援兵会更快到达兵线。为了考虑尾刀,这个优势还需要略微为负。
CS Chart[edit | edit source]
CS 图表编辑 | 编辑源代码
- Last updated: V25.04 最后更新:V25.04
The chart below shows the maximum/perfect CS from minions possible in a single lane at given minutes, up until the 60-minute mark. For example, the first wave starts spawning at 1:05, and the second wave starts spawning at 1:35 — this means that until 1:35, only 6 CS are possible from minions in a single lane. The chart does not take super minions into consideration, which may increase the number of minions spawned per wave, or any other units that grant additional CS (jungle monsters, champion-summoned units, and wards).
下面的图表显示了从 1 分钟到 60 分钟,单条线道上可能获得的最大/完美小兵补刀数。例如,第一波小兵在 1:05 开始生成,第二波小兵在 1:35 开始生成 — 这意味着直到 1:35,单条线道只能获得 6 个小兵补刀。该图表未考虑超级兵,超级兵可能会增加每波生成的小兵数量,也未考虑其他可额外获得补刀的单位(如野怪、英雄召唤的单位和守卫)。
Black cells denote a minion wave that includes a .
黑色单元格表示包含一个
攻城小兵的小兵波次。
| Wave # 波次 # | Game time 游戏时间 | Minions 小兵 |
|---|---|---|
| 1 | 1:35 | 6 |
| 2 | 2:05 | 12 |
| 3 | 2:35 | 18 |
| 4 | 3:05 | 25 |
| 5 | 3:35 | 31 |
| 6 | 4:05 | 37 |
| 7 | 4:35 | 44 |
| 8 | 5:05 | 50 |
| 9 | 5:35 | 56 |
| 10 | 6:05 | 63 |
| 11 | 6:35 | 69 |
| 12 | 7:05 | 75 |
| 13 | 7:35 | 82 |
| 14 | 8:05 | 88 |
| 15 | 8:35 | 94 |
| 16 | 9:05 | 101 |
| 17 | 9:35 | 107 |
| 18 | 10:05 | 113 |
| 19 | 10:35 | 120 |
| 20 | 11:05 | 126 |
| 21 | 11:35 | 132 |
| 22 | 12:05 | 139 |
| 23 | 12:35 | 145 |
| 24 | 13:05 | 151 |
| 25 | 13:35 | 158 |
| 26 | 14:05 | 164 |
| 27 | 14:35 | 170 |
| 28 | 15:05 | 177 |
| 29 | 15:35 | 183 |
| 30 | 16:05 | 190 |
| 31 | 16:35 | 196 |
| 32 | 17:05 | 203 |
| 33 | 17:35 | 209 |
| 34 | 18:05 | 216 |
| 35 | 18:35 | 222 |
| 36 | 19:05 | 229 |
| 37 | 19:35 | 235 |
| 38 | 20:05 | 242 |
| 39 | 20:35 | 248 |
| 40 | 21:05 | 255 |
| 41 | 21:35 | 261 |
| 42 | 22:05 | 268 |
| 43 | 22:35 | 274 |
| 44 | 23:05 | 281 |
| 45 | 23:35 | 287 |
| 46 | 24:05 | 294 |
| 47 | 24:35 | 300 |
| 48 | 25:05 | 307 |
| 49 | 25:35 | 314 |
| 50 | 26:05 | 321 |
| 51 | 26:35 | 328 |
| 52 | 27:05 | 335 |
| 53 | 27:35 | 342 |
| 54 | 28:05 | 349 |
| 55 | 28:35 | 356 |
| 56 | 29:05 | 363 |
| 57 | 29:35 | 370 |
| 58 | 30:05 | 377 |
| 59 | 30:35 | 384 |
| 60 | 31:05 | 391 |
| 61 | 31:35 | 398 |
| 62 | 32:05 | 405 |
| 63 | 32:35 | 412 |
| 64 | 33:05 | 419 |
| 65 | 33:35 | 426 |
| 66 | 34:05 | 433 |
| 67 | 34:35 | 440 |
| 68 | 35:05 | 447 |
| 69 | 35:35 | 454 |
| 70 | 36:05 | 461 |
| 71 | 36:35 | 468 |
| 72 | 37:05 | 475 |
| 73 | 37:35 | 482 |
| 74 | 38:05 | 489 |
| 75 | 38:35 | 496 |
| 76 | 39:05 | 503 |
| 77 | 39:35 | 510 |
| 78 | 40:05 | 517 |
| 79 | 40:35 | 524 |
| 80 | 41:05 | 531 |
| 81 | 41:35 | 538 |
| 82 | 42:05 | 545 |
| 83 | 42:35 | 552 |
| 84 | 43:05 | 559 |
| 85 | 43:35 | 566 |
| 86 | 44:05 | 573 |
| 87 | 44:35 | 580 |
| 88 | 45:05 | 587 |
| 89 | 45:35 | 594 |
| 90 | 46:05 | 601 |
| 91 | 46:35 | 608 |
| 92 | 47:05 | 615 |
| 93 | 47:35 | 622 |
| 94 | 48:05 | 629 |
| 95 | 48:35 | 636 |
| 96 | 49:05 | 643 |
| 97 | 49:35 | 650 |
| 98 | 50:05 | 657 |
| 99 | 50:35 | 664 |
| 100 | 51:05 | 671 |
| 101 | 51:35 | 678 |
| 102 | 52:05 | 685 |
| 103 | 52:35 | 692 |
| 104 | 53:05 | 699 |
| 105 | 53:35 | 706 |
| 106 | 54:05 | 713 |
| 107 | 54:35 | 720 |
| 108 | 55:05 | 727 |
| 109 | 55:35 | 734 |
| 110 | 56:05 | 741 |
| 111 | 56:35 | 748 |
| 112 | 57:05 | 755 |
| 113 | 57:35 | 762 |
| 114 | 58:05 | 769 |
| 115 | 58:35 | 776 |
| 116 | 59:05 | 783 |
| 117 | 59:35 | 790 |
Notes[edit | edit source] 注释编辑 | 编辑源代码
- and are the only two items that can change minion stats and therefore influence wave states.
舒雷亚的战歌和
破敌者是唯一能改变小兵属性并因此影响兵线状态的两件装备。- grants
movement speed to all nearby allied minions, which reduces the time it takes for them to reach the wave line.
舒雷亚的战歌会为周围所有友军小兵提供
移动速度,从而缩短小兵到达兵线的时间。 - grants
armor and
magic resist to nearby siege and super minions, creating a minion advantage.
破城者会为附近的攻城兵和超级兵额外提供
护甲和
魔法抗性,从而创造兵线优势。
- grants