Sakeer | Honor of Kings Hero Guide
Overview
Sakeer is a hero in Honor of Kings.
Class: サポート, メイジ.
Recommended position: ローム.
Lanes: ローム.
Features
Role: Support/Mage, Buff Support. Playstyle: CC/Team buff. Difficulty: Hard
Key stats
Win rate: 53.6%
Pick rate: 0.5%
Ban rate: 0.0%
Kills: 2.0
Damage: 50199
Assists: 12.4
How to play
Sakeer is a Fighter who combines Crowd Control with high damage. With a combo that chains Skill 2 into Skill 1, the Ultimate, a Basic Attack, and the Ultimate, you can leverage your advantage while moving in and out of fights. Every time you use a skill, your Basic Attacks are empowered.
Skill 1 knocks up enemies and deals damage. Skill 2 makes a short dash and can then dash farther forward. The Ultimate dashes forward while knocking up enemies along its path, and using it a second time deals bonus damage.
For skill leveling, take Skill 1 first, then prioritize the Ultimate whenever possible. When the Ultimate is unavailable, prioritize Skill 2.
Advanced tips
Here are some advanced combos and positioning tips for Sakeer.
Deal burst damage by combining empowered Basic Attacks with Skill 1 and Skill 2, and aim for the kill or bonus damage with the second hit of the Ultimate.
Play by carefully timing your engages and disengages.
Skills (level values & ratios)
Passive: Firefly Protection:When a basic attack deals damage, summons 1 firefly, dealing 100 (100 + 20% of Magic ATK + 3% of Bonus HP) Magic Damage to the enemy and applying stealth-disable for 3 seconds. At regular intervals, restores 60 (60 + 10% of Magic ATK + 1.5% of Bonus HP) HP to the nearby allied hero with the lowest HP.
When no enemies are nearby, charging a basic attack can restore 60 (60 + 10% of Magic ATK + 1.5% of Bonus HP) HP to self, but the healing of allies is interrupted.
Skill 1: Ride the Wind:Flies to the selected brush, gaining 1 stack of "Firefly Power" and summoning 1 firefly for each set distance flown. After 3 seconds, the firefly flies toward the hero with the lowest HP, dealing 100 (100 + 20% of Magic ATK + 3% of Bonus HP) Magic Damage to an enemy and applying stealth for 3 seconds, or restoring 60 (60 + 10% of Magic ATK + 1.5% of Bonus HP) HP to an allied hero.
This skill can be charged twice; tapping flies toward the selected brush. Charge Time 12→9.5 / CD (s) 0.2 / MP Cost 50
Skill 2: Mulberry Power:Fires "Firefly Power" at the designated area, dealing 500 (500 + 10% of Magic ATK) Magic Damage to enemies within range and knocking them up for 1 second. Each enemy hit consumes Firefly Power, dealing 100 (100 + 20% of Magic ATK + 3% of Bonus HP) Magic Damage per stack of Firefly Power.
If an allied hero is nearby, consumes Firefly Power to restore 60 (60 + 10% of Magic ATK + 1.5% of Bonus HP) HP to the allied hero with the lowest HP per stack of Firefly Power.
"Firefly Power": Gains 1 stack of Firefly Power every 1.5 seconds (up to 9 stacks). The skill's range expands according to the number of stacks. CD (s) 10→8 / Skill Damage 500→1000 / MP Cost 50
Ultimate: Firefly Fields:Summons a light brush at the designated location. Casting again within 6 seconds flies to the summoned brush and gains 1 stack of "Firefly Power."
"Light Brush": One second after the light brush is summoned, every 1 second it summons fireflies toward up to 5 surrounding heroes, and each firefly deals 100 (100 + 20% of Magic ATK + 3% of Bonus HP) Magic Damage or restores 60 (60 + 10% of Magic ATK + 1.5% of Bonus HP) HP to an allied hero. When an enemy unit enters the light brush, it breaks the firefly boundary at that spot. Fireflies in the light brush stop appearing when the disappearance threshold is reached. After the light brush disappears, it becomes a normal brush for 30 seconds. CD (s) 25→20 / Duration 9→15 / MP Cost 80
Sakeer — Early / Mid / Late Game
啓はスタンとスロウで仕掛けの隙を作る、バランス型のロームサポートです。公開ガイドのデータでは、極影の盾・救済、疾風の靴、サンライズケープを中心としたビルドが示されており、これでマークスマンを守り、視界を確保し、相手のクールダウンの隙に合わせて仕掛けます。 溟月のような対策を軸に組まれていない相手に啓が届く構成のときに選びましょう。逆に、啓の仕掛けに必要な隙を消してくる相手のときは避けましょう。
Early game: 序盤:啓の中盤の装備が揃うまでは、安全なレーン戦と、ジャングルの圧力の把握に集中しましょう。
Mid game: 中盤:奥義が使えるようになると、スキル2でCCの持続時間を伸ばせるようになります。一撃当てるだけで集団戦が雪だるま式に有利になります。
Late game: 終盤:クールダウンが十分短くなり、スキル1の風乗りが一度きりの手段ではなく、あらゆる集団戦に影響を与えられるようになります。