Champion ability 英雄技能
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- For the
Teamfight Tactics trait, see Shapeshifter.
关于
云顶之弈的特质,请参见 变身者。
An ability is a unique action (as opposed to summoner spells / active ability items) performed by and only available to a champion. Each of these special moves make up a portion of a champion's 'kit'.
技能是一个独特的动作(与召唤师技能/主动道具相对),由英雄执行且仅对该英雄可用。这些特殊技能构成了英雄"技能组合"的一部分。
Note that , and are currently the only examples of non-champion units with abilities.
请注意,
阿塔坎、
男爵领主和
峡谷先锋目前是唯一具有技能的非英雄单位。
Champion Kits[edit | edit source]
英雄技能编辑 | 编辑源代码
Every champion kit (with some exceptions) follows the same basic structure: an innate with no ranks, three basic abilities with five ranks each, and an ultimate with three ranks.
每个英雄技能套组(有少数例外)都遵循相同的基本结构:一个无等级的固有技能,三个可升级5级的基础技能,以及一个可升级3级的终极技能。
- Innate: Available as soon as the game starts. Innate abilities passively affects a champion for the entire match but cannot be ranked up like an ability, often scaling with other effects (such as the champion's level) to compensate.
被动技能:游戏开始时即可使用。被动技能会在整场比赛中被动影响英雄,但不像其他技能那样可以升级,通常会随着其他效果(如英雄等级)的变化而调整。- Innates sometimes feature a unique mechanic that helps define a champion's playstyle.
固有技能有时会包含独特的机制,帮助定义英雄的玩法特点。
- Innates sometimes feature a unique mechanic that helps define a champion's playstyle.
- Basic abilities: Available from level 1 and controlled by the
-
-
keys. Basic abilities are learned over the course of the game by ranking them up after every level-up, the earliest for maxing one out being level 9.
基础技能:从 1 级开始可用,由
、
、
键控制。基础技能可以通过升级来学习,最早可在 9 级时将某个技能升至满级。- The current rank of an ability cannot be higher than half the champion's rounded out level, limiting each new rank for the same ability to every odd, single-digit level.
一个技能的当前等级不能超过英雄四舍五入后等级的一半,这意味着每个技能的新等级只能在单数、个位数的等级时获得。
- The current rank of an ability cannot be higher than half the champion's rounded out level, limiting each new rank for the same ability to every odd, single-digit level.
- Ultimate: Available from level 6 (can only be ranked up again at levels 11 and 16 at the least) and controlled by the
key, Ultimates are considered a champion's strongest, most characteristic, and most game-changing ability.
终极技能:从 6 级开始可用(最少需要在 11 级和 16 级时再次升级),由
键控制。终极技能被认为是英雄最强大、最具特征、最具游戏改变性的技能。- Ultimate abilities feature a HUD indicator attached to the champion's portrait letting allies know the state of each other's ultimate cooldowns (black if not learned yet, blue when on cooldown, green when ready to cast).
大招技能在英雄头像的 HUD 指示器上会显示其冷却状态,让队友了解彼此大招的情况(尚未学习时为黑色,冷却中为蓝色,可使用时为绿色)。
- Ultimate abilities feature a HUD indicator attached to the champion's portrait letting allies know the state of each other's ultimate cooldowns (black if not learned yet, blue when on cooldown, green when ready to cast).
- Pseudo-Ultimate: Classified as an ultimate for effects that interact with ultimates, such as .
伪终极招式:被归类为终极招式的技能效果,例如可与
塞拉斯的
劫持相互作用。
Components[edit | edit source]
组件编辑 | 编辑源代码
- Any given ability can possess one or more of the following components (combinations may vary)
任何给定的技能都可能具有以下一种或多种组件(组合可能会有所不同)
- Scaling: Abilities increase in potency and/or strength through a portion of certain stats that the champion has acquired, such as from items and/or runes.
缩放:技能通过英雄获得的特定属性部分(如装备和/或符文)增加其威力和/或强度。 - Cost: Most abilities require the champion to expend a resource cost (
mana,
energy,
health or other) in order to be cast, becoming unable to do so if they possess less than the required amount (the ability's HUD icon will turn blue).
消耗:大多数技能需要英雄消耗资源(如
法力、
能量、
生命值或其他)才能施放,如果拥有的资源少于所需数量,将无法施放(技能的 HUD 图标将变为蓝色)。- Toggles continuously consume a resource until the ability is toggled off manually or does so automatically upon resource depletion.
持续切换的技能会不断消耗资源,直到手动关闭或因资源耗尽自动关闭。 - Resourceless champions do not have costs on their abilities.
无资源消耗的英雄不需要为技能支付任何成本。
- Toggles continuously consume a resource until the ability is toggled off manually or does so automatically upon resource depletion.
- Cooldown: Champions must wait a certain length of time before they can use the same ability again via a
cooldown. This wait can be shortened by the haste stat.
冷却时间:英雄在通过
冷却机制后,必须等待一定时间才能再次使用同一个技能。这个等待时间可以通过急速属性缩短。 - Ammo: Some abilities run on charges (as opposed to a cooldown) in order to be used.
弹药:一些技能是通过充能方式使用(与传统冷却时间不同)。- Stock: Activation charges are generated periodically up to a maximum (recharge time is affected by ability haste)
库存:激活充能会定期生成,并有最大充能数(充能时间受技能急速影响) - Barrage: Charges are generated upon activating the ability, and are available for the duration (all unused charges are lost when it ends). Used charges incur no additional resource costs, but are gated with static recast cooldowns.
轮射:充能会在激活技能时生成,并在技能持续期间可用(当技能结束时,所有未使用的充能都将丢失)。已使用的充能不会产生额外资源消耗,但受静态重复施放冷却限制。
- Stock: Activation charges are generated periodically up to a maximum (recharge time is affected by ability haste)
- Range: Describes the number of units the caster and the target must be from one another in order for the ability to be cast / to hit (hitbox collision detection determines if the range used is
center-based or
edge-based).
射程:描述施法者和目标彼此之间必须保持的单位距离,以便能够施法或命中(命中判定取决于是以
为中心还是以
为边缘)。- In-game tooltips do not display either range or targeting (visually drawn by placing the cursor over an ability's icon on the HUD)
游戏内提示不会显示施法距离或目标类型(通过在 HUD 上将光标悬停在技能图标上来直观地绘制) - Some abilities feature an unlimited global range, commonly ultimates.
一些技能具有无限的全地图范围,通常是终极技能。
- In-game tooltips do not display either range or targeting (visually drawn by placing the cursor over an ability's icon on the HUD)
- Cast time: Abilities may incur a casting time in which the champion is unable to perform any other actions for a short period of time until the ability takes effect (can only be interrupted by the champion's death). Cast times are measured in seconds and commonly last for 0.25, 0.5, and 1 second(s). They prevent abilities from triggering their effects instantaneously.
施法时间:英雄可能需要一定的施法时间,在这段时间内无法执行任何其他动作,直到技能生效(只能被英雄死亡中断)。施法时间以秒为单位测量,通常持续 0.25、0.5 和 1 秒。它们阻止技能立即触发效果。- A cast may include a lockout that prevents certain actives until afterward (buffer), or disables them entirely. This lockout can extend past the cast time up until the ability ends.
一次施法可能包括锁定期,在此期间阻止某些主动技能(缓冲),或完全禁用它们。此锁定期可能延续到技能结束。
- A cast may include a lockout that prevents certain actives until afterward (buffer), or disables them entirely. This lockout can extend past the cast time up until the ability ends.
- Channel: Abilities may incur a channeling time in which the champion is either unable to or must not perform any other actions for a period of time in order for the ability to successfully take effect during the time of the channel or after it completes. Channels can be interrupted by the caster themselves by performing certain actions that would do so (unless otherwise stated) and all forms of
cast-inhibiting crowd control in addition to
disrupt.
引导:英雄可能需要引导时间,在此期间要么无法执行其他动作,要么必须不执行其他动作,以确保技能在引导期间或引导完成后成功生效。引导可以被施法者通过执行某些会中断的动作中断(除非另有说明),以及所有形式的
施法限制控制效果和
打断效果。- Note that channeled abilities which cause the caster to move will have their channels be also interrupted by
root and
ground effects.
请注意,在引发施法者移动的引导技能中,
定身和
地缚效果都将中断其引导过程。 - A special form of channel includes charged abilities, where the caster must maintain their channel in order to increase the ability's effectiveness over the duration. These abilities have both an active and a recast component.
一种特殊的引导形式是蓄力技能,释放者必须维持引导以在持续时间内提升技能的效果。这些技能具有主动和重新施放两个组件。 - Interrupted channels will not refund the ability's cost nor cooldown as a consequence. Some channels may compensate with a reduced cooldown from certain conditions of the channel being interrupted, such as the caster interrupting it themselves.
中断的引导不会返还技能的法力消耗或冷却时间。某些情况下,如果释放者自行中断引导,可能会获得部分冷却时间补偿。
- Note that channeled abilities which cause the caster to move will have their channels be also interrupted by
- Active: Must be cast at a target unit / location / direction in order to be used (innate abilities never feature this component). Autonomous actives usually require a nearby target or no targets in some cases to be used.
主动:必须对目标单位/位置/方向进行施法才能使用(先天技能绝不具备此组件)。自主类主动技能通常需要附近有目标,或在某些情况下不需要目标即可使用。- Some abilities, after being activated, feature a Recast component which can be used after the initial activation to cast a second part of the ability's effects. Abilities with multiple recasts are considered to have numbered casts, referred to as the First Cast, Second Cast, and Third Cast (no known abilities feature more than three casts including the active).
某些技能在激活后会具备重复施法组件,可在初始激活后施放技能效果的第二部分。具有多次重复施法的技能被认为拥有编号施法,分别称为首次施法、第二次施法和第三次施法(尚无已知技能包含超过三次的施法,包括初始激活)。
- Some abilities, after being activated, feature a Recast component which can be used after the initial activation to cast a second part of the ability's effects. Abilities with multiple recasts are considered to have numbered casts, referred to as the First Cast, Second Cast, and Third Cast (no known abilities feature more than three casts including the active).
- Passive: Affects the champion without any specific input required on their part, similar to an innate.
被动:在不需要英雄特定输入的情况下影响英雄,类似于先天技能。 - Toggle: Allows the champion to cycle the ability between an on and off status, with the ability continuously applying its effects while it is on and being stopped after it is turned off.
切换:允许英雄在开启和关闭状态间切换该技能,技能在开启时持续生效,关闭后停止。- Some toggles will swap an ability's effects for another.
某些切换会将一个技能的效果替换为另一个。
- Some toggles will swap an ability's effects for another.
- Stance: Causes the champion to shapeshift themselves and/or their abilities, gaining persistent effects (mutually exclusive) and/or temporary ones while losing others.
姿态:使英雄改变自身和/或技能形态,获得持续性(互斥)和/或临时效果,同时失去其他效果。- Rapid stance-swapping is usually regulated by a brief global cooldown in order to prevent a champion from continually accumulating temporary effects.
为防止英雄持续积累临时效果,快速切换姿态通常会受到短暂的全局冷却限制。 - Some stances replace temporary effects by granting completely different basic abilities based on the active stance.
某些姿态通过授予完全不同的基础技能来替换临时效果,具体取决于当前激活的姿态。
- Rapid stance-swapping is usually regulated by a brief global cooldown in order to prevent a champion from continually accumulating temporary effects.
- Summon: Champions can bring forth other units to assist them and/or their allies on the battlefield.
召唤:英雄可以召唤其他单位来协助自己和/或盟友在战场上。 - On-Action Effects: Abilities within a champion's kit can interact with certain actions and/or each other for synergistic effects and results.
行动触发效果:英雄技能组中的技能可以与某些行动和/或其他技能产生协同效果和结果。- Most abilities apply spell vamp, omnivamp and/or spell effects from items and runes.
大多数技能都能应用法术吸血、全能吸血和/或来自物品和符文的法术效果。- A select few apply on-hit effects and on-attack effects (but only if specifically stated to be able to do so).
只有极少数技能能够触发攻击特效和攻击时效果(但仅限于明确声明可以这样做的情况)。
- A select few apply on-hit effects and on-attack effects (but only if specifically stated to be able to do so).
- Most abilities apply spell vamp, omnivamp and/or spell effects from items and runes.
Effects[edit | edit source]
效果编辑 | 编辑源代码
- Any given ability can possess one or more of the following effects (combinations may vary)
任何一个技能都可能具备以下一种或多种效果(组合可能有所不同)
- Combat: Enhances offensive and/or defensive aspects.
战斗:增强攻击和/或防御方面的属性。- Damage allows champions to kill enemy units.
伤害允许英雄击杀敌方单位。 - Buffs affect the caster and/or their allies for their benefit.
增益效果会对施法者和/或其盟友产生有利影响。 - Debuffs affect the caster's enemies for their detriment.
减益效果会对施法者的敌人造成不利影响。- Special forms of debuffs include crowd controls which disable the target's actions or hinder their combat capabilities in other ways.
特殊的减益效果包括群控效果,这些效果会禁用目标的行动或以其他方式限制其战斗能力。
- Special forms of debuffs include crowd controls which disable the target's actions or hinder their combat capabilities in other ways.
- Damage allows champions to kill enemy units.
- Utility: Enhances non-combat aspects.
实用性:增强非战斗方面的能力。
Blinks and
dashes serve as forms of mobility for a champion, allowing them to move around obstacles or create distance between their opposers.
位移和突进技能是一种移动机制,使英雄能够穿越障碍或与对手拉开距离。
Healing provides a means of sustains.
治疗技能提供了一种恢复生命的方式。
Shields enhance survivability by absorbing damage to prevent health loss.
护盾通过吸收伤害来增强生存能力,防止生命值直接损失。
Stealth grants
invisibility and
camouflage to avoid enemy detection.
赋予
和
能力,以避免被敌人侦测到。
Invulnerability gives immunity to sources of enemy damage.
使单位免疫敌人的所有伤害来源。
Untargetability grants immunity to enemy focus-fire (preventing targeted abilities from acquiring a unit as a target)
使单位免疫敌人的锁定攻击(阻止敌方技能将其作为目标)。
Trivia[edit | edit source] 琐事编辑|编辑源代码
Innate abilities[edit | edit source]
天赋能力编辑 | 编辑源代码
- , , , , , , and are the only innate abilities featuring two independent effects.
月银之刃、
敏捷战士、
活体锻造、
坑道毅力、
赤红契约、
流浪者之道、
猎人之道和
细胞分裂是唯一具有两个独立效果的内在能力。 - and are the only innate abilities with two effects that stack with others and/or with abilities.
蜘蛛女王和
美洲豹形态是唯一能与其他能力和/或效果叠加的两种内在能力。 - has the most independent effects (four).
超越能力拥有最多的独立效果(四个)。 - , , and are the only innate abilities that allow for post-mortem activity.
、
和
是唯一允许死后行动的被动技能。 - , and are the only summon innate abilities.
、
和
是唯一的召唤类被动技能。 - , , and are the only stance innate abilities.
、
和
是唯一的姿态类被动技能。 - is the only innate abilities that generate a new item for their owner.
是唯一能为其主人生成新物品的被动技能。 - and are currently the only abilities preventing a champion from purchasing an item.
和
目前是唯一能阻止英雄购买物品的技能。
Basic abilities[edit | edit source]
基础能力编辑 | 编辑源代码
- basic abilities can each be ranked up six times.
的基础技能每个可以升级六次。 - basic abilities (he has no ultimate) are stances that grant both persistent and temporary effects (each can be ranked up six times).
的基础技能(他没有终极技能)是姿态,可以同时提供持续和暂时性效果(每个都可以升级六次)。 - basic abilities each have two parts.
李青的基础技能都有两个部分。 - and are currently the only champions that can truly evolve their abilities to new abilities.
卡兹克和
维克托是目前唯一能够真正进化技能为全新技能的英雄。- , and gain extra effects on their abilities.
卡莎、
雷恩加尔和
辛德拉的技能会获得额外效果。
- , and gain extra effects on their abilities.
- / , , / , , , , / , and / , are stance abilities that 'shapeshift' their wielders, granting them one or more extra basic abilities.
蜘蛛形态/
人形态、
狂怒基因、
汞锤/
汞炮、
暗裔镰刀、
怯懦的蜥蜴斯卡尔、
美洲狮形态、
敌后/
天空突袭、
钻地/
出土,这些姿态技能可以"变形"其持有者,赋予他们一个或多个额外的基础技能。- and 'shapeshift' both their wielders and basic abilities.
和
都会改变其持有者和基础能力的形态。 - allows only a single stance change per game.
暗裔镰刀在每场游戏中只允许改变一次姿态。
- and 'shapeshift' both their wielders and basic abilities.
- On Summoner's Rift: , , , , and are basic abilities that cannot be ranked up at Level 1.
在召唤师峡谷:阿兹尔的
征服之砂、
流沙位移、
慎的
精神庇护、
泽丽的
爆裂射击、
霞的
刃回召和
基兰的
倒流是无法在 1 级时升级的基础技能。- On
ARAM: starts with 1 point in and starts with 1 point in .
在
阿拉姆模式:阿兹尔开局时在
起兵!中有 1 点,
泽丽开局时在
爆裂射击中有 1 点。
- On
Ultimate abilities[edit | edit source]
- , , , , , , , and ultimate abilities each have two differing casts within a single ability usage.
的、
的、
的、
的、
的、
的、
的以及
的终极技能都在单次技能使用中拥有两种不同的施放方式。- This excludes ultimates that are repeatable, toggleable or terminable by their second cast.
这不包括可重复使用、可切换或可通过第二次施放终止的终极技能。
- This excludes ultimates that are repeatable, toggleable or terminable by their second cast.
- , , , , , , , , ,
nearsight, , , , and are the only global ultimate abilities.
、
、
、
、
、
、
、
、
、
、
、
、
以及
是唯一的全地图大招。 - / and are all available at level 1 and each has four ranks (levels 1, 6, 11, and 16).
/
和
均在 1 级时可用,每个形态都有四个等级(分别在 1、6、11 和 16 级)。- / is available at level 1 and has only one rank.
/
在 1 级时可用,仅有一个等级。
- / is available at level 1 and has only one rank.
- is the only ultimate ability that evolves a champion into a different form and grants extra stats.
无尽盛宴是唯一能将英雄进化为不同形态并获得额外属性的终极技能。
Pseudo-Ultimate abilities[edit | edit source]
- /
杰斯的
变形:水银战锤 /
变形:水银加农炮
Others[edit | edit source] 其他编辑 | 编辑源
- , , and are the only abilities that provide pure invulnerability.
反击风暴、
神圣审判和
宇宙光辉是唯一提供纯无敌效果的技能。- , , (non-champions only), and grant invulnerability through
stasis effect.
命运裁决、
冰封陵墓、
意志之力(仅限非英雄)以及
时间回溯通过
停滞效果授予无敌状态。 - , , , and have a conditional invulnerability. and are vulnerable if enemies enter their respective zones; and allied champs can be displaced outside of and lose the invulnerability. is only invulnerable in the direction he faces with his shield.
圣灵之雾、
新月守护、
羊灵的庇护和
庇护突袭具有条件性无敌效果。
格温和
赵信若敌人进入各自的区域则会变得脆弱;
千珏和其盟友可能被移出
羊灵的庇护区域并失去无敌状态。
潘森仅在举盾的方向上处于无敌状态。
- , , (non-champions only), and grant invulnerability through
