Source: 邪神攻略站, August 26, 2026 at 17:33 as displayed in the saved page (timezone not stated). Original article. Edited for this site on October 12, 2026.
Scope: Dated Chinese-server observations and source-author recommendations, not independently tested here. Overseas-server behavior and official English names remain unverified. English names are provisional; Chinese identifiers are retained for matching.
Panel haste is not the author’s whole explanation
The August 26 source reports that sufficiently stacked slowing effects can leave enemies standing still and not casting even when Control/Ultimate icons are ready. Only Piercing Roar (刺耳怒吼) and Frost on Hit (击中寒霜) visibly changed panel haste in their observation; Chill and Anat mostly changed displayed movement speed.
The author quotes a customer-service explanation that panel haste differs from actual combat haste and uses the lockout observation as supporting evidence. The original developer conversation and a complete combat formula are not supplied, so this remains the author’s reported explanation, not an independently authenticated official rule.
An earlier turret test in the saved image reports:
| Setup | Attacks reported |
|---|---|
| Cow companion, panel haste 25% | 11 |
| No Cow, Conqueror three-stack buff at 24% haste | 9 |
| Demon Egg, +20% haste | 10 |
| Dark Energy gear + turret haste at 15% | 11 |
| Cow + Demon Egg + 5% Paragon, total panel 50% | 13 |
The first line of the image spells the Cow result as 25%, whereas other build sheets list a 15% Cow aura at their shown level; do not silently normalize these different saved values. The author says attack distance was held constant. Test duration and full conditions are not provided, so the counts are evidence of their observation, not a universal conversion formula.
Slow and Spell Counter constrain each other
- Going all-in on slow can sacrifice damage and be countered by 100% slow resistance. The author reports a slow-resistant Thorns build beating a higher-power Frozen slow setup, using the original shorthand gap 50,000 兆; that figure alone is not a win-rate dataset.
- 100% Spell Counter is described as preventing Control/Ultimate casts and reducing a fight to Basic/Core attacks.
- A sufficiently strong slow lock can prevent the Spell Counter user from making the cast needed to start that loop. The author nevertheless says there is no easy counter to Spell Counter in general and speculates it could eventually be changed. This is a conditional matchup argument, not proof of an unbeatable build or an announced patch.
- Check armor’s first four affixes, especially slow or stun resistance in the second slot. Prefer suitable bases rather than spending unnecessarily to reroll every item.
The Vortex source lists 70% movement reduction, with Chill around 40% additional displayed movement reduction. Sticky jewelry felt more reliable at suppressing Control/Ultimate casts; standalone jewelry favors damage. The proposed hybrid adds both slow and Spell Counter to ordinary Thorns, retaining damage if an opponent has full slow resistance. It is described as higher damage than pure Frozen slow Archer.
Affix table for this August version
| Slots | Affixes | Enhancement |
|---|---|---|
| Weapon / head / shoulders | Physical; Ultimate damage; Luck/critical chance; Thorns/critical damage; Gun-Fu damage; healthy damage | Fifth and sixth |
| Chest / bracers | Mixed/slow resistance; regeneration; block; Shadow Arrow haste; Kick Them While Down / Night Raid / Ace Marksman | Sixth > fifth > regeneration > slow resistance |
| Gloves / belt | Same first four; Trap cooldown; Control energy recovery / Flash of Insight | Same order; two energy rolls or one energy + one Insight |
| Pants / boots | Same first four; Shadowstep cooldown; Spell Counter | Same order |
| Jewelry | Physical; Ultimate; Luck/critical chance; Thorns/critical damage; Revenge cooldown; reductions | Revenge cooldown / sixth; over 40% Revenge cooldown |
Reach 100% critical chance, then Luck. Offerings favor Thorns/critical damage, then additional damage. Enhancing fifth/sixth rolls raises displayed power in the source’s approach, but survival bases still matter. Devour + Spell Counter + Anat can also be adapted to other PvP classes. Compare the later September update before copying its changed energy/Insight preference.
Build-sheet details and saved evidence
The August sheet uses Shadow Arrow–Ricochet, Gun-Fu–Thorns, Trap–Vortex, Shadowstep–Onslaught, Revenge–Rainstorm; passives Kick Them While Down, Night Raid, Ace Marksman and Fanatic. The Corrupting Assassin four-piece enters a 7-second post-Ultimate state, giving 50% Ultimate damage and Core damage equal to 70% of Ultimate bonus, explaining why denying the Ultimate matters.
Holy Silver’s Bounty Mark is pictured as 56% physical damage taken plus 80% extra against bosses for 3 seconds, treated as Armor Break; Break-Dawn Divine Light is an alternative. Standalone pieces: Spirit Pattern Hoop head, Adversity’s Fortune pants, Watcher’s Expectation boots, Watcher’s Spirit chest and Cold-River Arm bracers. Sticky jewelry Vivian’s Resolve has 30% on-hit chance, 18% movement/12% haste reduction per stack, 3 stacks for 3 seconds, with 30% cooldown-reduction loss at full stacks.
Devour Heaven and Earth, Aftershock, Fortification, Omnipotence and Rainbow Drain are the pictured imprints. Omnipotence gives 25% damage amplification and 20% damage reduction while healthy. Lightning and earth resonance; Demon Egg main, Lilith/Bro and Anat reserves. Anat’s tooltip says 15% lower haste and 10% longer cooldowns around the companion. Earth 8-piece in this image removes 3 seconds of a random skill’s remaining cooldown per 100 energy; the later September image says 4 seconds, an unresolved version difference.

