Yasuo's Q has four forms.
The first is to stab forward, with a range of 475, causing a normal attack and a little extra damage.
The second type is to press Q at the same time (E) in the process of advancing, and it will make a circular AOE damage with Yasuo as the center, and the damage value will not change.
The third type is that after each use of Q skills twice, a whirlwind value will be accumulated. The Q skills within ten seconds will cast a whirlwind slash at a distance of 900 yards. The whirlwind can knock the enemy into the air, and it is also Yasuo's own cooperation. The only knock-to-fly skill for the ultimate.
The fourth type is to rush forward and press Q while the cyclone Q is present. All targets within the ring with Yasuo as the center will be knocked into the air. If used properly, it can be used as a small group control.
Yasuo’s W Skill: Wind Barrier
Throw a 400-yard wind wall towards the front for four seconds. It can withstand the attacks of all flying skills, all the skills of Ashe, all the little skills of Giggs, all the skills of vn, and all the bra-shield-pants can be blocked.
Many people don’t use this skill well, and they always feel that the release is not in place. The main reason is the problem of understanding. Yasuo’s W does not mean that you put it in front of you. It is 100 yards away in front of you. It appears at a distance of 1000 yards. In fact, this skill is only 400 yards away. No matter if you point your mouse beside you or point it very far, the W is a fixed distance when you release it, you just need to choose the direction. Just fine, this skill suggests smart casting.
However, the glorious ultimatum and the murloc's ultimatum were unstoppable.
The glorious ult is completely unstoppable. The little murloc’s ult will stop at the position where you put W, but the murloc’s ult will still be damaged, so it’s in close hand-to-hand combat with the murloc. At that time, keeping W is of no use.
In addition, W can't resist the attacks of minions and defensive towers, but can resist the attacks of dragons and dragons. Putting a W on the dragon's face can resist the output of four seconds, but be careful not to let your head go too far. It's useless if you put it behind the big dragon.
This is also the way Yasuo can single-handedly defeat the dragon in the later stage.
A wave of team battles, if Yasuo's W skill is cast in place, it can block tons of skills.
But if you encounter some skills that cannot be blocked by Yasuo on the laning, it is equivalent to Yasuo missing one skill, and the big move is unstable, which means that there are only two skills to fight with others. It is also very detrimental to Yasuo.
So on how to beat Yasuo, the best way is to target in the selection of people. He can't stop him from choosing any skill. Then the probability of defeating Yasuo will be more than 70%. For example, Master Yi Manzi Zhao Believe this, if you look at A, Yasuo is A but none of them.
Yasuo's E skills: slash forward.
Rush into the side of an enemy unit, causing a certain amount of magic damage. Each insult increases the magic damage by 25%, up to 50%. The cast range is 400 yards. Cannot take effect on the same target within ten seconds.
Yasuo’s E skill can be stacked to 100% when it first comes out, so there is the Yasuo master E style of play. You can wear it in the small pile, and you can play with an E skill after it is full. 140 magic damage. This is only one level.
The first-level mage skills did not have such high damage, which shows that Yasuo was strong when he first came out.
This skill can be regarded as Yasuo's core skill. It is used to escape and chase magic skills. This effect can be achieved by constantly E creeps.
It is also worth noting that the cast range of the E skill is the same as that of the W, and the nature is the same as that of the W. It has a fixed range of 400 yards.
Yasuo's longest distance E minion in which the E skill takes effect, if it's just 400 yards away, he can rush to the minion's side.
But if you want to stand next to the creep E, you will pass the creep, and you have to rush forward some distance.
Grasp the use of E skills, you can use some monsters to achieve the effect of wall penetration.
For example, the mob in F4 closest to the second tower of the middle road can walk through the wall by standing next to the mob, and then the three wolves and the wall next to the ghost.
If you want to use the EQ cyclone, you'd better grasp the distance, otherwise it is easy to cause you to rush in, and the cyclone is also released, and people don't blow up this embarrassing situation.
Yasuo's ultimate move: slash with the wind.
Like the name, this is a very cool big move, within 1200 yards of the enemy being knocked into the air, you can quickly rush to the enemy's side and let the enemy fly for a while.
The damage of this ultimate move is actually not that impressive. After reaching the full level, it may be able to play less than 1000 damage, but in the later stage, Yasuo's Q can play thousands of damage.
But Yasuo's big move was not strong in his damage, but in the 50% sunder attack after the end of his big move.
The 50% armor piercing that lasted for 15 seconds, coupled with all the 35% armor piercing of the whisper, was also very sour and sour when hitting the flesh.
However, it is worth noting that the 50% armor penetration of Yasuo's ultimate move is somewhat different from the 35% armor penetration of Qingyu.
The armor penetration of Yasuo's ultimate move comes from rune talent and his own growth armor, and has nothing to do with equipment.
For example, if Galen's own armor grows to 100 points in the late stage, and the armor provided by the equipment also has 100 points, then it is 200 armor.
After Yasuo's ultimate move penetrates, the rune talent growth armor is reduced by 50%, and Galen's own growth armor is only 50, while the armor provided by the equipment remains unchanged.
That is (100*50%+100=150), there are 150 armor points left.
Whisper is the percentage penetration of the full armor, and 200 armor has 70% penetration, which is equivalent to the remaining 130 armor.
Therefore, the penetration effect of Yasuo's ultimate move is not as abnormal as expected. But the 15-second duration cannot be underestimated.
White gives an armor penetration that lasts for 15 seconds. Why not? This buff is effective for everyone on the enemy.
Another passive aspect of Yasuo's ultimate is that he can quickly refresh a passive shield to resist some damage.
Regardless of whether the white shield value under your health bar is full, as long as the ultimate move is used, it will automatically refresh the passive shield during the flight. This is also a small detail when you escape. When I ignite my dying breath, if the big move is still in hand, if there is a knock-up to cooperate, use the big move quickly, although rushing up is also dead, but maybe you can rely on a small amount of blood to counter-kill the opposite, and the opposite of the successful show A face.
If you go up in stages, your teammates will all play, and they all start to cooperate with each other. In the lower stage, there are fewer and fewer people who play whatever I want.
The mid laner Anyang took Yasuo, went on the road and took a stone man directly, hit the blind man in the wild, and assisted to get Thresh on the road, adc Lucian. The Rockman walks half AP and half meat. This lineup is considered reasonable. There are three flying with Yasuo, and there are two large groups of Thresh and Stone to control. In the early stage, there are also super powerful wild area hegemons such as blind men. There is also a current version of the strongest adc, Lucian.
An Yang's lineup can be said to be good.
[Speaking of the strongest adc, Lucian is indeed undisputed. At the third level, every skill can hit two Aces, although the damage is halved, but for no reason three more Aces than the opposite adc is really too bad. I heard that I'm going to be cut again recently, and I have been slashed four times in a row-it seems that Sword Sister is too strong, let's weaken Lucian. 】