Where is Yon Biasso?

Mondo games Updated on 2024-02-11

According to many years of experience in matching the opposite Yasuo, the line technology is not as good as the opposite Yasuo is the only reason why Yasuo was blown up, the line mobility and wind wall are there, no hero can hard counter Yasuo at the same time, E dodge damage close-quarters AQA saves wind and holds the wind This style of play also determines that Yasuo will not have Sindra, Enchantress, robbery like the burst damage, the fight is the operation technique, as long as the technique is good, Yasuo can fight anyone.

Losing to Yasuo is not as good as others, and hitting Yasuo is not as good as you on the other side, and it has nothing to do with the hero skill set, and the skills that can play professional games will not be too bad, and no one dares to guarantee that they will win, if they can't get an advantage in the line period, everyone has a big piece of that wave of team battles, and Yasuo's low control and no outbreak of the mid laner is too difficult to play. Yon looks similar to Yasuo, but I've played nearly 200 games and feel that this hero's E is far more important than Q.

E's mechanism determines that this hero uses E to play a set of close-quarters is the most cost-effective way to play, not to mention that Q has a forced displacement with a certain distance, the landing position is completely fixed, the risk is too high, and the early CD of E is too long, and the line before the sixth level of this hero is really thin. But Yongen has a big move, forced displacement of a large group control, with a good material law of real three injuries mixed and w percentage of blood, put it can really be a wave of reversal To sum up, Yongen can go to the field because of E's mechanism and ultimate, and there is a large group control when the line is thin in the early stage, and Yasuo is really pulled from beginning to end.

As we all know, heroes with a lot of displacement have a higher difficulty in operability, and high difficulty also brings high returns. Like Raven, Sword Girl, Sword Girl, etc. In the hands of journeymen and ordinary people, they are two heroes, they can be very showy, and they are also sinkholes. Compared with Yasuo, Yon'en lacks that little flexibility, but also ensures the safety and hit rate of the output.

In my opinion, Yongen has a higher lower limit and easier to use the operation, and it is easier to play a set of skills in the later stage, and the E skill also ensures the safety of its entry, and it is easy to hit good damage when there is a certain equipment base.

At the beginning, if Yasuo fights in the small dragon pit, as long as there is a knock fly, he can fly directly from the middle lane, and the passive shield of Yasuo at the beginning is one-third of the blood thick, and it is easy to brush three in team battles.

Some veteran players can understand that there are more and more new heroes, and there will always be new heroes of a similar type that can replace the old heroes. A classic example of this is Anne's assistant being replaced by Lowe. At first glance, you may think that there is a big difference between Anne and Lowe, but the reason is the same, because Lo R and Flash were cut. You must know that Lowe's RW Company is knocked flying by the charm plus, and the effect is the same as Annie's, unless it flashes in advance. And then Luo's words can still come back, which is the perfect replacement for the old hero.

Yon sacrificed a few things in exchange for more, compared to Yasuo has higher magic damage, the ultimate does not need to rely on teammates, E skills allow themselves to exit after entering the field, W skills give a lot of shields to the group, CD is not long, compared to Yasuo only sacrificed high mobility and wind walls on the line, and at the same time, positioning Yon is more like an assassin, Yasuo is more like a warrior, Yasuo's EW skills make him have a higher upper limit of operation.

In general, the operation of Yong'en's group is much simpler than Yasuo's, Yasuo's team needs to consider too many details if he wants to be comfortable, especially the release angle of W, Yong'en is more brainless, E starts to find the angle Q R, and Yasuo's initiative is much higher than Yong'en's in terms of line, Yong'en is still an anti-pressure hero, and Yasuo wants to maintain the line excellence (depending on the summoner's level).

Yongen wants to be conscious, after all, he lacks the ability to escape, and if he doesn't have consciousness, it's easy to blow up. But the fault tolerance rate is high, and the E skill is very inexplicable in the late stage with the resurrection armor to save his life, the ultimate initiative is high, the card vision or special terrain is not easy to dodge, and it is not easy to die after the control is played, although the output is not very high, but it is definitely not low for AD. The later control hero is too popular, even if Yasuo is against Yongen, it is easy to die violently if he eats a big move in a group.

Yasuo is flexible, but control requires conditions, how can Yong'en's ultimate move be opened, no conditions, Yasuo is useless except for the wind wall before playing the group, and it is basically difficult to win a warrior of the same development in the case of no wild monsters in the wild area, it is too easy to be restricted, and it also needs the cooperation of teammates.

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