Manaless 无资源消耗
- Main article: Casting Resource
A manaless champion is one that does not use nor benefit from
mana or
mana regeneration.
To date, there are 28 champions that do not use mana. Some manaless champions utilize an alternative resource for casting or empowering their abilities.
The following champions do not use
mana:
Alternative gating mechanics[edit | edit source]
There are a number of alternative mechanics that gate the availability of or empower a champion's abilities. Each champion may expend or generate these resources uniquely through abilities.
Energy[edit | edit source]
- Main article: Energy
Energy is a resource designed to limit how much a champion is able to use their basic abilities during a set time frame rather than through the use of
mana. It is represented by a yellow bar instead of blue.
Energy has a maximum of 200 (except for , with 400), and regenerates rapidly, at a rate of 10 energy per second. This means that energy champions are not at risk of depleting their resource over a long period of time, however the small capacity restricts the rapid usage of multiple spells.
Champions that use energy:
Ferocity[edit | edit source]
- For the 2016-2017 mastery tree, see Ferocity Mastery Tree (2016).
Ferocity is a resource specific to . Ferocity acts similarly to
Fury.
Ferocity is generated by casting abilities, and grants access to versions of his abilities when full.
狂暴值通过施放技能生成,当满值时可以解锁
的技能强化版本。
Fury[edit | edit source]
狂怒编辑 | 编辑源
Fury is an umbrella term for many named resources that must be generated before being usable, compared to
Mana or
Energy that exist in some quantity beforehand. For most users, this resource is only required by a single ability or passive effect.
狂怒(Fury)是一个涵盖多种有名资源的总称,这些资源需要在使用前先生成,不同于已经存在一定数量的
法力或
能量。对于大多数使用者来说,这种资源通常只用于单个技能或被动效果。
It represents momentum and encourages sustained aggression from users, often gating a power-spike or empowerment.
它代表着动量,并鼓励使用者持续发动攻击,常常能够触发一个强力时刻或强化效果。
Fury generation varies between users, but is always generated in-combat (e.g. on-hit, ability casts or taking damage) and often decays when out of combat.
狂怒的生成方式因使用者而异,但通常都是在战斗中生成(例如通过攻击命中、施放技能或承受伤害),并且在脱离战斗时往往会衰减。
- Known as 众所周知的是
狂怒
Frenzy[edit | edit source]
狂怒编辑 | 编辑源代码
Frenzy is a resource used exclusively by that is only generated when she finds an enemy target for her Frenzy state (via or ) and represents the remaining duration of it. Frenzy is removed upon her state ending or otherwise being canceled.
狂热是由
布莱尔专属的资源,仅在她找到狂热状态的敌人目标(通过
血之狂热或
必死无疑)时生成,并代表该状态的剩余持续时间。当她的状态结束或被取消时,狂热会随之消失。
Heat[edit | edit source]
热量 | 编辑源代码
Heat is a gating mechanic unique to that is intended to limit up-time but, like
Energy, does not have an indefinite down-time. Heat is not required to cast abilities and is instead generated on-ability-cast, with Overheating preventing users from performing certain actions for a set time.
热量是
拉姆伯的
垃圾场泰坦独特的限制机制,旨在限制使用时间,但与
能量类似,并没有无限的冷却时间。热量不是释放技能的必需条件,而是在施放技能时生成,过热会导致使用者在一定时间内无法执行某些动作。
Health[edit | edit source]
生命值编辑 | 编辑源代码
- Main article: Health 主条目:生命值
Some champions use
Health as a resource to cast abilities. It is critical to note that champions can never kill themselves due to ability casting. This is because they will be left at 1 health if their current health is below the cost.
一些英雄使用
生命值作为施放技能的资源。需要注意的是,英雄永远无法因为施放技能而自杀。如果当前生命值低于技能消耗,他们将始终保留 1 点生命值。
Abilities that cost health can be used even if the champion does not have enough health to pay for the cost. With the exceptions of , which cannot be used if he does not have enough mana or health for the cost, and , which cannot be cast if she lacks the mana for the cost or if she is below 5% health.
即使英雄没有足够的生命值支付技能消耗,他们仍可以使用这些技能。但存在两个例外:
艾翁的
森林之友技能,如果没有足够的魔法值或生命值则无法使用;以及
索拉卡的
星界灌注,如果缺少魔法值或生命值低于 5%则无法施放。
While these champions can cast their abilities more freely than most, their disadvantage is that frequent ability usage will bring them closer to taking
fatal damage.
虽然这些英雄可以比大多数英雄更自由地施放技能,但他们的缺点是频繁使用技能会使自己更接近承受
致命伤害。
Health costs ignore
invulnerability as well as effects that prevent falling below a certain health value.
生命值消耗会无视
无敌效果以及阻止生命值低于某个值的效果。
Champions who use their own health as a casting resource:
以自身生命值作为施法资源的英雄:
Mana champions that also use health as a casting resource:
同时使用蓝量和生命值作为施法资源的英雄:
- upon placing a grove via
艾翁在放置树丛时通过
森林之友技能 - upon casting
在施放
时 - while under the effects of
处于
效果下时 - upon casting
施放
时
Besides , each of these champions have at least one ability capable of restoring their health:
除了
,这些英雄每个都至少有一种能够恢复生命值的技能:
- , , , and
布莱尔的
血腥诅咒,
零食突袭,
寒冷尖啸,以及
必死无疑 - , , , and
蒙多医生的
我想去哪就去哪,
感染性骨锯,
心脏电击器,以及
最大剂量 - and
奥拉夫的
狂战士怒火和
鲁莽打击 - and
索拉卡的
星辰之陨和
许愿 - and
吸血
和
血瘟
- Note 注意
- Health costs will not be paid while under the threshold of .
在
凯德琳的
羊灵庇护状态下,生命值消耗不会生效。
Other uses of the secondary bar[edit | edit source]
其他用途的次级资源栏 | 编辑源码
Shield[edit | edit source]
护盾编辑 | 编辑源代码
uses a resource called Potential Shield to store damage dealt and taken. Mordekaiser can spend it to gain a
shield or choose to
heal for a portion of it.
莫德凯撒的
【不可摧毁】使用名为潜在护盾的资源来存储所造成和承受的伤害。莫德凯撒可以消耗它来获得
护盾,或选择
治疗其部分值。
Yasuo's Flow[edit | edit source]
亚索的流编辑 | 编辑源代码
uses Flow to represent the current charge toward a shield. At maximum charge, Yasuo may gain a shield upon taking damage from a champion or monster.
亚索的
【流浪者之道】使用流来表示获得护盾的当前充能。当充能达到最大时,亚索可以在受到来自英雄或野怪的伤害时获得护盾。
Yone's Flow[edit | edit source]
亚索的技能编辑 | 编辑源代码
uses Flow to count down the ability's remaining duration in centiseconds. It is functionally different to Flow.
亚索的
灵魂不羁使用 Flow 来倒计时技能的剩余持续时间(以百分之一秒为单位)。其功能与
亚逊的 Flow 有所不同。
Champions with abilities without cost[edit | edit source]
没有技能消耗的英雄编辑 | 编辑源代码
The following champions have no costs (including
health) related to their abilities:
以下英雄的技能没有任何消耗(包括
生命值):
Champions without a secondary bar[edit | edit source]
没有辅助资源系统的英雄 | 编辑 | 源代码
The following champions have no applicable resource bar:
以下英雄没有适用的资源条:
