Mayene | Honor of Kings Hero Guide
Overview
Mayene is a hero in Honor of Kings.
Class: ファイター.
Recommended position: クラッシュレーン.
Lanes: クラッシュレーン, ジャングラー.
Features
Role: Fighter, Charge Fighter. Playstyle: Dash/CC. Difficulty: Very Hard. Power spike: Balanced
Key stats
Win rate: 49.4%
Pick rate: 0.5%
Ban rate: 0.1%
Kills: 5.1
Damage: 66133
Assists: 4.7
How to play
Mayene is a Fighter who can put out high burst damage while staying mobile. By chaining Skill 1 into a Basic Attack, Skill 2, Ultimate, Skill 1, Basic Attack, Skill 2, Skill 1, Basic Attack, and Skill 2, you can draw out her burst damage to the maximum.
Mayene's signature trait is that when she uses a skill, she gains an additional effect on her next skill depending on which one she uses. Skill 1 pulls an enemy in front of her and then deals damage. Using Skill 1 again results in heavy damage and a Knock-up, while using Skill 2 instead grants a different additional effect.
For leveling skills, prioritize the Ultimate first, and when the Ultimate is unavailable, prioritize Skill 1.
Advanced tips
Here are some tips if you're playing Mayene and feel like your damage is lacking, you're weak in lane, or you die too easily.
A lack of damage comes from not handling her skills correctly, even though she has plenty of agility in combat. It's important to judge how much damage you deal and the most effective timing to do it. In lane, change up your combos depending on your opponent. Dying too easily can be improved through equipment and positioning.
Since Mayene's effects change based on the order of her skills, learn her combos well and unleash your damage in one burst.
Skills (level values & ratios)
Passive: Slack Off a Lil Bit:Base Form:Slack Off a Lil Bit|Casting skills consumes stamina (striking power and endurance), so relaxing a little causes him to retreat and doze off. Dozing and the stamina recovery speed increase by 25%, and he eats various snacks to randomly restore 110 (110 + 2% of Bonus HP) HP at 1x/1.5x/2x.
Healing is not interrupted by attacking or being attacked. It is interrupted in Serious Mode.
After casting a combo skill, casting a different combo skill within 3 seconds increases the effect by 25%. HP Restore 110〜220 / Stamina Recovery Speed 25%〜50% / Combo 1:Slack Off a Lil Bit|Casting skills consumes stamina (fist power and leg power), so relaxing a little causes him to stand and slack off. Slacking increases the stamina recovery speed by 25%, and he eats various snacks to randomly restore 110 (110 + 0.2% of Bonus Magic ATK) HP at 1/1.5/2 portions.
When attacking, the resupply is removed, and after moving or attacking he waits a few seconds. He does not slack off during Serious Mode.
After casting a combo skill, casting a different combo skill within 3 seconds increases the effect by 25%. HP Restore 110〜220 / Stamina Recovery Speed 25%〜50% / Combo 2:Slack Off a Lil Bit|Casting skills consumes stamina (fist power and leg power), so relaxing a little causes him to stand and slack off. Slacking increases the stamina recovery speed by 25%, and he eats various snacks to randomly restore 110 (110 + 0.2% of Bonus Magic ATK) HP at 1/1.5/2 portions.
When attacking, the resupply is removed, and after moving or attacking he waits a few seconds. He does not slack off during Serious Mode.
After casting a combo skill, casting a different combo skill within 3 seconds increases the effect by 25%. HP Restore 110〜220 / Stamina Recovery Speed 25%〜50%
Skill 1: Whatever (I):Base Form:Whatever (I)|Dashes in the designated direction. If there is an enemy ahead, pulls it directly in front and deals 300 (300 + 100% of Bonus Physical ATK) Physical Damage to targets in the area in front, slowing them by 30% for 1 second.
Exploit Weakness: If "Whatever (I)" is cast again right after casting it, leaps up and unleashes a graceful strike, dealing 400 (400 + 125% of Bonus Physical ATK) Physical Damage + Physical Damage equal to 10% per current enemy count to enemies in range, and knocking them up for 1 second.
(Deals 50% damage to enemies toward the center of the area.) During the skill, reduces damage taken by 25%.
Defend by Attacking: If "Whatever (I)" is cast right after using the skill, unleashes a kick-and-punch strike combo. First punches 3 times, each dealing 200 (200 + 10% of Bonus Physical ATK) Physical Damage, then finishes with a strike dealing 200 (200 + 70% of Bonus Physical ATK) Physical Damage and knocking back slightly (no CC). At the same time, restores 200 (200 + 5% of Bonus Magic ATK) HP.
This skill consumes 1 gauge from the enemy. The enemy regains 1 gauge every 5 seconds (the max gauge varies according to CD reduction). CD (s) 0 / Combo 1:Exploit Weakness|Casting "Whatever (I)" again right after casting it changes the skill.
Leaps up and unleashes a powerful strike, dealing 400 (400 + 125% of Bonus Physical ATK) Physical Damage plus Physical Damage equal to 10% of the target's HP to enemies in range, and knocking them up for 1 second.
Enemies at the center of the area take an additional 30% damage.
During the skill, damage taken is reduced by 25%. Base Damage 400→800 / Damage Ratio 10%→20% / Damage Reduction 25%→50% / CD (s) 0 / Combo 2:Defend by Attacking|Casting "Whatever (I)" right after casting "Whatever (II)" changes the skill.
Teleports behind the enemy and unleashes a roundhouse kick. Knocks the target back and deals 350 (350 + 110% of Bonus Physical ATK) Physical Damage, plus an additional Physical Damage equal to 15% of the target's missing HP.
Defeating the target restores 300 (300 + 5% of Bonus HP) HP and 50% stamina. Defeating a hero doubles the restore effect. Base Damage 350→700 / Heal Amount 300→600 / CD (s) 0
Skill 2: Whatever (II):Base Form:Whatever (II)|Rolls forward to dodge the enemy's attacks. During the cast, gains Super Armor, reduces damage taken by 30%, and restores 200 (200 + 5% of Bonus Magic ATK) HP.
Flee Danger: If "Whatever (II)" is cast again right after casting it, unleashes a flying kick at the enemy, dealing 500 (500 + 150% of Bonus Physical ATK) Physical Damage, restoring 200 (200 + 5% of Bonus Magic ATK) HP, and jumping into the air from the recoil. During the cast, twirls gracefully, reducing damage taken by 25% and restoring 300 (300 + 5% of Bonus Magic ATK) HP.
Defend by Attacking: If "Whatever (I)" is cast right after casting it, teleports behind the enemy and unleashes a roundhouse kick, knocking them back and dealing 550 (350 + 110% of Bonus Physical ATK) Physical Damage, plus an additional Physical Damage equal to 15% of the target's missing HP. Defeating the enemy restores 300 (300 + 5% of Bonus Magic ATK) HP and 50% stamina (once per kill). CD (s) 0 / Combo 1:Feint to Retreat|Casting "Whatever (II)" right after casting "Whatever (I)" changes the skill.
Unleashes a kick-and-punch strike combo. Punches the target 3 times, each dealing 200 (200 + 70% of Bonus Physical ATK) Physical Damage, then finishes with a knee strike dealing 200 (200 + 70% of Bonus Physical ATK) Physical Damage and knocking them back slightly (no CC), while restoring 200 (200 + 5% of Bonus Physical ATK) HP to self. Base Damage 200→400 / Base Heal 200→400 / CD (s) 0 / Combo 2:Flee Danger|Casting "Whatever (II)" right after casting "Whatever (II)" changes the skill.
Unleashes a flying kick at the enemy, dealing 500 (500 + 150% of Bonus HP) Physical Damage, restoring 200 (200 + 5% of Bonus HP) HP, and leaping into the air with the momentum. During this, gains Super Armor, reduces damage taken by 25%, and restores 300 (300 + 5% of Bonus HP) HP. Base Damage 500→1000 / Base Heal 200→400 / Bonus Heal 300→600 / Damage Reduction 25%→50% / CD (s) 0
Ultimate: Get Serious:Base Form:Get Serious|Enters Serious Mode, dealing 360 (360 + 100% of Bonus Physical ATK) Physical Damage to nearby enemies.
Upon entering Serious Mode, immediately restores 1 gauge each of fist power and leg power, and the stamina stack cap becomes 1 gauge. During the cast, movement speed increases by 15% and slows applied are reduced by 50%. This state lasts 10 seconds. CD (s) 60→48 / Base Damage 360→720 / Move Speed Up 15%→30% / Combo 1:Get Serious|Enters Serious Mode, dealing 360 (360 + 100% of Bonus Physical ATK) Physical Damage to nearby enemies.
Upon entering Serious Mode, immediately restores 1 each of striking power and endurance, and the stamina stack cap becomes 1 gauge. During the cast, movement speed increases by 15% and slows applied are reduced by 50%. This state lasts 10 seconds. CD (s) 60→48 / Base Damage 360→720 / Move Speed Up 15%→30% / Combo 2:Get Serious|Enters Serious Mode, dealing 360 (360 + 100% of Bonus Physical ATK) Physical Damage to nearby enemies.
Upon entering Serious Mode, immediately restores 1 each of striking power and endurance, and the stamina stack cap becomes 1 gauge. During the cast, movement speed increases by 15% and slows applied are reduced by 50%. This state lasts 10 seconds. CD (s) 60→48 / Base Damage 360→720 / Move Speed Up 15%→30%
Mayene — Early / Mid / Late Game
姫小満は、狙った相手に距離を詰めて張り付きたい状況依存型のクラッシュレーンファイターです公開ガイドのデータでは、静謐の靴、シャドーアックス、蒼天の剣を中心とした構成が示されており、レーンで圧力を受け止めつつサイドの目標を脅かすために使われます。 瑶による対策を軸に組まれていない相手に、姫小満が届くドラフトのときに選びましょう。相手がCCを連鎖させてきて、ダメージが入る前に仕掛けを止めてくるときは避けましょう。
Early game: 序盤は、姫小満の中盤の装備が揃う前に、安全なレーン戦とジャングルの圧力の把握に集中します。
Mid game: 中盤は、クールダウン短縮が揃うことで、距離を詰めるスキルが十分に速く戻ってきて、複数の戦いに連続して持ち込めます。
Late game: 終盤は、クールダウンが十分に短くなり、奥義が一発限りの手段ではなく、すべてのチーム戦に影響を及ぼすようになります。