Avalon Heroes Yohong Rainbow Entertainer Guide



Avalon Heroes Yohong Rainbow Entertainer Guide by Kurakresh

NOTE: This guide is for mainly Battle purposes, although it features tips for Adventure mode. As the Table of Contents shows, users may also suggest changes to or ideas for the guide, and I’ll record them there.

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By: Kurakresh (IGN: Melchior)

Table of Contents:
Search the terms in square brackets for browsing convenience.

[#YY] Character Synopsis
[#YG] Stat Growth
[#YE] Ethereal Stones
[#YS] Skills

Skill Sets

  • [#ST] Talchum [Mask Dance]
  • [#SB] Bonglaeui [Phoenix Dance]
  • [#SG] Geommu [Sword Dance]
  • [#SJA] Seungjeonmu [Dance for Victory] A
  • [#sJB] Seungjeonmu [Dance for Victory] B

Item Builds

  • [#IT] Talchum / Geommu / Seungjeonmu A
  • [#IB] Bonglaeui / Seungjeonmu B

[#YF] Friends and Foes
[#YR] Conclusion
[#YU] User-Submitted Suggestions
[#GL] Glossary

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Character Synopsis: [#YY]
Yohong, an AGI-based hero for Oriens, is modelled around a Korean entertainer, or sort of jester. Her strength lies in her variability; Yohong can either be built as a disabling Support-type Hero, or a DPS (or Carry, to those more familiar with the term) Hero. She can dispel in an AoE, use a damaging teleport Skill, remove an ally temporarily from battle, or even Silence her foes. She can be purchased from the Lobby Store for Aron, but not available through any gameplay mode (similar to most other Heroes). Yohong can only be used on the Free Server. Yohong can be comfortable in the early-mid game, although her strong point is in the mid-late game. In short, she can either be a formidable DPS Hero, or a disabling and harassment Support Hero.

Something to note is that Yohong is a mid-ranged character. She can attack from a distance further away than a close-ranged Hero, but not as far as a long-ranged Hero. She bypasses close-range or long-range damage reflection this way, but suffers from a lack of life-steal or range-increasing items (with the exception of Despera or consumables). She also starts off with 600 Movement Speed, faster than a long-ranged Hero, but not as fast as a close-ranged Hero. Keep this in mind when chasing Heroes alone.

She works well with most team setups, and can completely nullify a majority of Aeonian Ulimate Skills; her main hard-counter, arguably, is Fletcher Brothers. I’ll explain this reasoning in the Skills section.

Stat Growth: [#YG]
Level 1 -> 25:
17 STR -> 65 STR
20 AGI -> 80 AGI
18 INT -> 42 INT
20 PHY -> 80 PHY

Yohong’s highest natural stats, in the mid-late-game, are AGI and PHY, with . This means she’ll have a high Attack Speed and damage output, as well as fair bit of Maximum HP. She has a rather poor INT stat, meaning she’ll have lower Maximum MP. This isn’t a problem at first, because of the low MP Costs of most of Yohong’s Skills, but if used too frequently, it could create serious strain on your MP.
Take this into consideration when choosing pieces of equipment, if you’re following your own builds.

Ethereal Stones: [#YE]
Yohong benefits the most from:

  • AGI
  • All Attributes / Accuracy
  • Block Rate / Movement Speed

Skills: [#YS]
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Dimensional Hideout:
Yohong’s beginning Skill.
An Active Skill with 4 Skill Levels.

Yohong’s first Skill, and an amazing one at that. Dimensional Hideout restores a sliver of HP back to an allied Hero (yourself included) if they’ve been damaged at all, and removes them from the game for two seconds. At first, it may not seem like the most dangerous thing to be using, but its minimal HP recovery is made up for by its extremely short cooldown. In addition, the removal from gameplay will help allies dodge powerful Skills or render any DoT or negative effect harmless for that duration. Do not use it constantly, however, as team-mates will probably become angered if it’s unnecessary. If, however, a PHY character is hit by Spirit Erosion, or perhaps you want to save a wounded team-mate from Secmat or Fletcher Brothers’ Ultimate Skills, then use it on them. You’ll allow team-mates to dodge the Skills, or cancel others (i.e.: Secmat will stop biting, go back to being visible, and your team-mate now is free of her grasp). Also note that effects applied to a character, whether they’re beneficial or disabling, do not affect a removed Hero while their timer still decreases. Extremely handy when surviving Spirit Erosion, or even holding out for a few more seconds before your Home Scroll refreshes.
Dimensional Hideout is easily punished when used at inopportune times, though, such as fleeing from a large mob or at risk of being stunned or held. As such, be sure to get to a safe location before removing yourself, or you risk giving the enemy time to set-up and ambush you. If you’re confident you have a tiny bit of time before the enemy catches up, and you’ve equipped Ghost Walk (explained later), you can afford to use Hideout on yourself and then Ghost Walk away to safety.

I recommend Dimensional Hideout because of its incredible utility. It’s a strong Support Skill, when used correctly.

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Jester Play:
Yohong’s beginning Skill.
A Passive Skill with 4 Skill Levels.

Yohong’s only Passive Skill, and a fairly simple one at that. It increases her AGI by a percentage, going up to 40% at Skill Level 4. Due to the nature of a percentage-based buff, it is more effective in the mid-late game than it is the early-mid game, and as such doesn’t need immediately Skill Points into it. Due to Jester Play increasing AGI, though, it gives Yohong a bonus to Total Damage, Attack Speed, and Evasion; very useful for a DPS / Carry-type Yohong. Not much else to be said, aside from it having less priority in the beginning phases of the game. Has good synchronicity with other DPS Heroes, or even a Caster-type like Hekami.

Although I do love DPS, on Yohong, I don’t personally recommend it. It works out very nicely in smaller games where hybrids are more appreciated because of increased functionality, so I’m sure there are those who prefer it over other Skills.

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Rainbow Dance:
Yohong’s beginning Skill.
An Active Skill with 4 Skill Levels.

Yohong’s Rainbow Dance is her final beginning Skill, and functions as a wide-spread AoE Dispel for both enemies and allies. Functions just like a Dispel Potion, Spell Breaking Boots, or Magic Protection Armor would, except in an increasingly large radius. Very effective against Pallas’ War Cry, Amkatar’s Ultimate Skill, Laina’s Illusion, etcetera. It helps to remove a mass of Magic Protection Scrolls, as well as any Vampire Potions, from the opposition. It has a wide array of uses, and is more suited towards the Support role of Yohong. Since Rainbow Dance has such a wide reach at the higher Skill Levels, you can use it from more of a distance to maintain safety or security. Very handy when the enemy is on a lower ground than you, since the effect doesn’t give away Yohong’s position and only where she targets.

A very useful Skill for balancing out the battlefield, and as such I recommend it.

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Grand Festival:
Yohong’s Ultimate Skill.
An Active Skill with 1 Skill Level.

Yohong’s Ultimate Skill is looked down upon, but in actuality, it’s incredibly powerful. It has the potential to completely block an offensive push by the enemy, as it provides Silence to a large area surrounding Yohong for 15 seconds. Although Magic Protection Scrolls defend against this, a simple Dispel or Rainbow Dance will render the enemy silenced unless they escape from the aura around you. The aura follows Yohong, which makes hunting Heroes much easier. Just as a quick refresher, Silence prevents the target from using their Home Scroll, activating any Switch Skills (any that are already active will stay active), using any non-passive Skills, and disabling the distribution of Skill Points upon levelling up. This means that only Aeonian DPS Heroes will be able to continue attacking, while their Support Heroes retreats from outside the range (or is hunted by Yohong and cohorts). The cooldown is about the average 150 seconds, though, so you don’t want to burn it on every skirmish you enter. Grand Festival does help to turn the tides of a battle very quickly, especially so if you can dispel any Magic Protection Scrolls immediately. If at all possible and at no real expense to your team, try to expend all of the nearby Warpgates prior to the Aeonian Heroes pushing out, so as to limit their escape options even more when Grand Festival is present. Also very useful when you organize a sort of pincer attack with another ally, and prevent the enemy from simply running the entire time.

This is the main reason why I would argue Yohong can counter Fletcher Brothers, aside from Dimensional Hideout (which essentially renders any of his nukes useless), as it removes his damage output, and cancels his only means of emergency escape.

A very powerful Skill when deployed correctly, as it relies more on utility and cunning than outright Magic Damage.

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Grand Elemental Stance:
Yohong’s 500 SP Skill.
An Active Skill with 4 Skill Levels.

Yohong’s first unlockable Skill. It targets only a friendly Juajin player, specifically, so be careful when adding this Skill to your Skill Set. It gives a bonus to Total Damage, Attack Speed, and Defense for both Yohong and Juajin. While this Skill is very specific in its target, both you and the friendly Juajin will receive a large bonus to your DPS capabilities, as well as strengthening your durability. It works with all of Juajin’s other stances, too, as it is merely a buff with the name of Stance. While Juajin deals crazy damage, your vast arsenal of Support Skills adds another degree of longevity to her assaults, and so Juajin and you become more willing to help each other out.

I cannot say whether or not I recommend this Skill, because it’s so situational. If a Juajin is indeed on your team, though, I suppose it would definitely be of use.

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Ghost Walk:
Yohong’s 1250 SP Skill.
An Active Skill with 4 Skill Levels.

Yohong’s second unlockable Skill, and essentially a teleport Skill with a small Magic Damage attached to it. Ghost Walk delivers a fair bit of Magic Damage to a small radius around where you aim to land. The good news is that this affects pretty much everything, save for the Guardian. This includes Buildings, such as Outposts or Radars. It’s also rather quick in execution. The downside to Ghost Walk, though, is its obvious activation (Yohong jumps into the air when the Skill’s destination is being selected) and leaves a large rainbow streak from Yohong’s previous location to her new one. Ghost Walk’s teleport functions the same as every other teleport does, giving you instant mobility in a short distance. This lets Yohong abuse cliffs, high ground, and walls – effectively giving her more escape routes.

Ghost Walk’s Magic Damage does let you ambush Heroes easier, or get a head-start in damage in a battle. It’s very useful for catching up with a retreating foe, or killing off a wounded Aeonian fleeing from another ally. It can be used, if your team is in position, to initiate a flank or pincer attack, as well as simply stealing a kill from an enemy who is creeping.

I recommend Ghost Walk, for its practicality in most situations. Very useful for starting a fight, or retreating from one.

Skill Sets:
Numbers refer to the Level at which you obtain each Skill.
You also need not follow these strictly, but these are some Sets which I found to be effective or common.

  • Talchum [Mask Dance] [#ST]
    • Dimensional Hideout / Jester Play / Rainbow Dance
    • Yohong’s beginning Skill Set.
    • It functions similarily to a hybrid between DPS and Support, so cover the early-mid game as the more useful Supporter, and transition into a mid-late DPS / Carry Hero.
    • Yohong covers both phases of the game quite well, but in very distinct ways. In addition, simply because she turns into a DPS Hero in the mid-late game, does not mean you should no longer use her Support Skills. They still retain quite a bit of use.
    • Seeing as the Skill Set is a hybrid, your inventory might suffer a bit in both the Maximum HP and Total Damage areas, in order to balance out your dual role.
      1. Dimensional Hideout
      2. Rainbow Dance
      3. Dimensional Hideout
      4. Rainbow Dance
      5. Dimensional Hideout
      6. Grand Festival
      7. Rainbow Dance
      8. Dimensional Hideout
      9. Rainbow Dance
      10. Jester Play
      11. Jester Play
      12. Jester Play
      13. Jester Play
      14. Stats (for the remaining Levels)
  • Bonglaeui [Phoenix Dance] [#SB]
    • Dimensional Hideout / Ghost Walk / Rainbow Dance
    • Yohong’s main Support Skill Set.
    • Dimensional Hideout and Rainbow Dance were kept, as they perform wonderfully. Ghost Walk is added in place of Jester Play to give Yohong more mobility, and to snipe enemy Radars ahead of time to prevent the Guardian from delaying or stopping an offensive push too soon. Ghost Walk is also very efficient in harassment or picking off stray, weakened Heroes.
    • This Skill Set compliments a team, and although you delay maximizing Rainbow Dance, the early point will help in simple Dispels in the early-mid game. Ghost Walk’s mobility in the early-mid game helps to give Yohong an advantage in aiding team-mates, or just switching from lanes to creeps quickly. The quick increase in its Magic Damage is also very effective in the early-mid game, when hunting enemy Heroes or taking on larger creeps.
    • Note that when abusing Ghost Walk to snipe enemy Radars, you’ll want to be able to withstand a decent amount of damage from the Towers and possibly the Guardian. In addition, you’ll want to abuse the short cooldowns of both Ghost Walk and Dimensional Hideout, buying yourself more time to escape. This is extremely advantageous when performed correctly, as you’ll be able to escape without dying and destroyed one Radar in the process.
    • As a trade-off, you lack the bonuses from Jester Play, and as such, your role is more geared towards Support; your DPS is still okay, but it’s best to focus on aiding the team and eliminating troublesome opponents or Buildings.
      1. Dimensional Hideout
      2. Ghost Walk
      3. Rainbow Dance
      4. Dimensional Hideout
      5. Ghost Walk
      6. Grand Festival
      7. Ghost Walk
      8. Dimensional Hideout
      9. Ghost Walk
      10. Dimensional Hideout
      11. Rainbow Dance
      12. Rainbow Dance
      13. Rainbow Dance
      14. Stats (for the remaining Levels)
    • Alternatively:
      1. Dimensional Hideout
      2. Ghost Walk
      3. Ghost Walk
      4. Rainbow Dance
      5. Ghost Walk
      6. Grand Festival
      7. Ghost Walk
      8. Rainbow Dance
      9. Rainbow Dance OR Dimensional Hideout
      10. Rainbow Dance
      11. Dimensional Hideout OR Rainbow Dance
      12. Dimensional Hideout
      13. Dimensional Hideout
      14. Stats (for the remaining Levels)
  • Geommu [Sword Dance] [#SG]
    • Dimensional Hideout / Ghost Walk / Jester Play
    • Yohong’s DPS Skill Set.
    • Yohong can still Support her allies through her Dimensional Hideout and Grand Festival, but also through sheer damage. Jester Play does a good job of boosting her Total Damage and Attack Speed, and her natural STR is fair enough to keep her alive under most circumstances. Using Dimensional Hideout to avoid stronger Skills is recommended, though.
    • Ghost Walk is also effective in keeping up with Magic Damage in the early-mid game, and giving you more mobility in the process. Great for initiating combat due to its fair damage output in the beginning stages of the game.
    • You’ll end up sacrificing the utility of Rainbow Dance’s AoE Dispel, as well as a substantial amount of Maximum HP due to building towards Total Damage.
      1. Dimensional Hideout
      2. Ghost Walk
      3. Dimensional Hideout
      4. Ghost Walk
      5. Dimensional Hideout
      6. Grand Festival
      7. Ghost Walk
      8. Dimensional Hideout
      9. Ghost Walk
      10. Jester Play
      11. Jester Play
      12. Jester Play
      13. Jester Play
      14. Stats (for the remaining Levels)
  • Seungjeonmu [Dance for Victory] A [#SJA]
    • Dimensional Hideout / Grand Elemental Stance / Rainbow Dance
    • One of two Yohong / Juajin specialized Skill Sets.
    • Aimed more towards the mid-late game through Support Skills and the assistance of Juajin’s DPS.
    • This Skill Set compliments you and Juajin nicely, and although you delay maximizing Rainbow Dance, the early point will help in simple Dispels in the early-mid game.
    • This Skill Set focuses more on building and supporting Juajin in the early-mid game to accelerate her usefulness later on in the game.
    • You’re not as powerful alone as you once were, so try to stick with Juajin (or at least when assaulting enemy Buildings / Heroes).
      1. Dimensional Hideout
      2. Grand Elemental Stance
      3. Dimensional Hideout
      4. Rainbow Dance
      5. Dimensional Hideout
      6. Grand Festival
      7. Grand Elemental Stance
      8. Dimensional Hideout
      9. Grand Elemental Stance
      10. Grand Elemental Stance
      11. Rainbow Dance
      12. Rainbow Dance
      13. Rainbow Dance
      14. Stats (for the remaining Levels)
  • Seungjeonmu [Dance for Victory] B [#SJB]
    • Dimensional Hideout / Grand Elemental Stance / Ghost Walk
    • The second of two Yohong / Juajin specialized Skill Sets.
    • Aimed more towards the mid-late game through Support Skills and the assistance of Juajin’s DPS.
    • This Skill Set compliments you and Juajin nicely, and maintain good synchronicity. Making up for Juajin’s lack of range or Magic Damage through Ghost Walk, and protecting her (and your other team-mates) with Dimensional Hideout and Grand Festival.
    • Delaying Grand Elemental Stance gives you more time to take advantage of early Magic Damage, and doesn’t slow down Juajin’s style of play.
    • You’re not as powerful alone as you once were, so try to stick with Juajin (or at least when assaulting enemy Buildings / Heroes). You are still formidable in the early-mid game phase, though, due to Ghost Walk.
      1. Dimensional Hideout
      2. Ghost Walk
      3. Dimensional Hideout
      4. Ghost Walk
      5. Dimensional Hideout
      6. Grand Festival
      7. Ghost Walk
      8. Dimensional Hideout
      9. Ghost Walk
      10. Grand Elemental Stance
      11. Grand Elemental Stance
      12. Grand Elemental Stance
      13. Grand Elemental Stance
      14. Stats (for the remaining Levels)

Item Builds:
The numbers refer to the amount of Gold you have.
This excludes the use of Magic Protection Scrolls, Dispel Potions, and various other General Store items.
As with Skill Sets, you don’t have to follow this strictly, but it’s an okay build for those with little idea of how to build Yohong.
Lastly, note that on most of the Builds, I leave a slot open in your inventory. This is for General Store items. If you wish to fill it, or have a Box, then add a Bow of Chaser [Numpad 6] or Shield of Combat Master [Combine]. A good Despera item would be the Helmet of Longing [Numpad 7], or the Vampire’s Mantle [Numpad 7].

  • Talchum / Geommu / Seungjeonmu B [#IT]
    • 900 – Sword of Poison [Numpad 9]
    • 1150 – Battle Hammer [Numpad 1]
    • 1500 – Boots of Quickness [Numpad 2] OR 1400 – Stone of Truthful Vision [Numpad 9]
    • (If Detection was bought) 1500 – Boots of Quickness [Numpad 2]
    • 650 – Sword of Fatal Venom [Combine]
    • 825 – Chain Boots of Darkness [Combine]
    • 1450 – Sharp Shooter Bow [Numpad 1]
    • 1850 – Blade Claw of Storm [Combine]
    • 1150 – Battle Hammer [Numpad 1]
    • 1200 – Glove of Light Speed [Numpad 2]
    • 800 – Sword of Conviction and Punishment [Combine]
    • 1474 – Sell Chain Boots of Darkness, buy Boots of Red Flame [Numpad 2]
    • 4300 – Sword of Fear [Numpad 4]
    • 3550 – Kaiser Knuckle [Numpad 4] OR 4350 – Bleeding Dagger [Numpad 4]
    • (If Detection was bought) 1800 – Sword of True Vision [Combine] OR 1810 – Sell Stone of Truthful Vision, buy Mask of Divine Power [Numpad 9]
    • (If not) 3200 – Harp of Muse [Numpad 6] OR 4650 – Ether Tunic [Numpad 4]
  • Bonglaeui / Seungjeonmu A [#IB]
    • NOTE: that this Item Build is intended for a ‘high HP Support’ like the standard Item Build for Support Heroes. If you prefer a more offensive Yohong Build, look to the one above. This Build is only here for those who wish to have a ‘tanking Yohong’ or something of the like. Yohong’s Bonglaeui and Seungjeonmu A Skill Sets work fine with the above Item Build.
    • 900 – Sword of Poison [Numpad 9]
    • 1150 – Battle Hammer [Numpad 1]
    • 1500 – Boots of Quickness [Numpad 2] OR 1400 – Stone of Truthful Vision [Numpad 9]
    • (If Detection was bought) 1500 – Boots of Quickness [Numpad 2]
    • 650 – Sword of Fatal Venom [Combine]
    • 825 – Chain Boots of Darkness [Combine]
    • 1450 – Slayer’s Ax [Numpad 1]
    • 1850 – Armor of Chief Gatekeeper of Hell [Combine]
    • 1450 – Slayer’s Ax [Numpad 1]
    • 1325 – Armor of Transcendent Hardness [Combine]
    • 1800 – Clairvoyant’s Telescope [Numpad 9] OR 3200 – Harp of Muse [Numpad 6]
    • 1474 – Sell Chain Boots of Darkness, buy Boots of Red Flame [Numpad 2]
    • 2355 – Sell Sword of Fatal Venom, buy Ether Tunic [Numpad 4]
    • 3650 – Armor of Ghost [Numpad 4]
    • (If Detection was bought) 1685 – Shield of True Vision [Combine] OR 1810 – Sell Stone of Truthful Vision, buy Mask of Divine Power [Numpad 9]
    • (If not) 3960 – Fan of Bloody Wind [Combine] OR 3550 – Robe of Red Flame [Combine]

Friends and Foes: [#YF]
Friends:
Image Juajin:
Juajin and Yohong make a lovely couple, bringing both DPS and Support to the team. Yohong can help Juajin finish off out-of-range Heroes, protect her from powerful early-mid game Heroes, tank Buildings, and just accelerate her usefulness. Juajin, in return, provides Yohong with a formidable bodyguard, and can deal out extraordinary damage (in a wide-spread area with High Mountain Stance) very quickly. There is a lack of Magic Damage between them, with the exception of Ghost Walk, but it shouldn’t matter much if Juajin has High Mountain Stance, since her Total Damage is turned into Splash Damage (with the exception of the original target) and pierces both Magic and Physical Defense. Yohong’s Support also increases Juajin’s life-span between Dimensional Hideout and Grand Festival.

Image Yunkwangchung:
Yunkwangchung’s high Magic Damage output is something that a DPS Yohong would appreciate to cover her weaker moments. In addition, Yohong can provide Yunkwangchung with a lot more freedom in harassing the enemy base, or even when pumping INT for maximized damage through Skills. Dimensional Hideout should be used after something cancels his Ultimate Skill or endangers Yunkwangchung, so as to avoid giving the enemy a sliver of time to pile on the disabled Hero. Yohong can also aid in the Building destruction herself with Ghost Walk, and can distract more fragile Yunkwangchung builds from the Guardian long enough to give him time to burn down a Barracks or a few Towers.

Image ARC:
An unusual pairing, but Yohong’s Support Skills make up for ARC’s lack of mobility in his Ultimate Skill. In return for your protection and aid, he’ll provide long-ranged DPS, possibly Building destruction, and scouting. Yohong’s DPS can also work wonders with ARC providing supportive fire from behind, sniping off the Heroes softened up by Yohong. Dimensional Hideout can protect ARC when he’s immobile, and Grand Festival can ward off most Aeonian Heroes from attacking. If the Heroes ignore the Silence and go straight for ARC, you can use Dimensional Hideout to draw the attention temporarily, or use Rainbow Dance / dispels to remove their immunity – leaving them exposed to Arrow of Sudden Death and a lack of Home Scroll. ARC’s longevity is extended when Yohong is nearby, but is ultimately decided where he plants himself to.

Image Kazure:
Kazure provides Yohong with a periodic stun, tanking body, and even more Building destruction. His lack of range and Magic Damage can be covered by Yohong, and his natural hard-counter (Dukan) will have trouble killing him with solely Spirit Erosion thanks to the removal effect of Dimensional Hideout. Yohong and Kazure make for a very hearty team, bringing high Maximum HP and lethal DPS / Support combination to the field. The only thing they lack is range, akin to a Juajin / Yohong pairing, but Kazure’s stuns will often result in holding a Hero still long enough for a kill. Coupled with Grand Festival to ensure nobody interferes, or can use Home Scroll, and you’ll be able to scramble nearby reinforcements and force a retreat.

Other Friends: Takiru, Subaekrim, Yoichi, Seimei

Foes:
Image Secmat:
Although Secmat’s Ultimate Skill can be cancelled by Dimensional Hideout when on an ally, she poses a large threat to Yohong in the event she targets you. Secmat has a high Evasion rate, and either lots of life-steal and high DPS, or a plethora of painful Active Skills to instantly whittle away your HP. Her Ultimate Skill will also render you helpless, since you cannot use Dimensional Hideout (or anything, for that matter) when being bitten. Due to her Ultimate’s lengthy duration, you can’t wait it out by spamming Dimensional Hideout in anticipation, as she’ll just bite once you come back to reality. Grand Festival is probably the only bet at besting Secmat, or abusing Ghost Walk’s teleportation. She’s not the easiest person to deal with for Yohong, and so Juajin or another person – if only to intimidate – will aid in your success. Do note, though, if you’re slow on using Ghost Walk, Secmat can teleport with you when in her Ultimate Skill.

On the plus-side, you have a lot of HP to burn, but you’ll by no means out-damage her in the mid-late game without help.

Image Dukan:
Dukan can either be a joke or a real pain in your side. Good Dukan players will exploit Yohong’s lack of range with his own, and play mind-games with your Magic Protection Scroll reflexes. You can, however, dodge the entire arsenal of DoTs that Dukan brings, with Dimensional Hideout, and even if Spirit Erosion hits you can simply use the Dimensional Hideout repeatedly to save yourself a Home Scroll. A Dukan running a DPS set, however, poses a much larger problem to you, as Yohong is easily out-ranged by him. Ghost Walk can be used to close that gap, but only for a split second – before Dukan turns invisible with an increased Movement Speed and kites out of your reach again. Dukan’s are fairly low on Maximum HP, however, so ambushing one with Ghost Walk may help you to whittle his HP down enough for a short battle. Escaping from a losing battle with Dimensional Hideout and Ghost Walk will help you survive, and Grand Festival is always nice for disabling use of his hiding, Spirit Erosion or a Home Scroll. It is always advised to try to pincer Dukan, to limit his escape routes, and to dispel his life-steal from a Vampire Potion whenever possible (or if you see / hear the potion being used) as it will severly alter his durability in a fight.

Image Keias:
Keias can prove to be extremely threatening to Yohong, even with her abundance of HP to burn and Support Skills. Using Dimensional Hideout at the wrong time will allow Keias to land a Shield Stun and quite possibly either kill or cripple you. Yohong may be able to kite outside his range at times, but Keias can also Summon Cain to give himself an incredible boost to longevity and reduce your own Total Damage by a fair bit. When Keias is gaining on you, try to escape using Ghost Walk and abusing cliff-sides, or using Grand Festival while retreating to disable his Shield Stun. Keias has very limited range in comparison to your mobility, however, and that should be abused when encountering him alone. Bringing another character or ally to eat the Shield Stun while you hide them to prevent the majority of the stun’s effects will help you to survive a battle against Keias. His damage output is also greater than yours alone, more often than not, and will have life-steal (not to mention him being a STR Character, and featuring high natural Defense). Bringing another DPS or perhaps a Caster Hero will help to intimidate, cripple, or kill Keias.

Image Bazraal:
Bazraal’s high Maximum HP, slowdowns and mighty Splash Damage can ward off most Heroes (Yohong included), due to his resilience. Although he benefits from both DoT and Splash Damage, his Skill Set generally has him soaking up damage, while working his damage slowly. Yohong’s Silence doesn’t last for too long, and her DPS is not always enough to take down the Aeonian beast. As a result, you’ll want to bring someone who can deal out more damage than Bazraal, and support them through both Skills and DPS yourself. In a larger battle, Bazraal is less of a key problem character, but can still prove very annoying through harassment and slowdowns. Bazraal, like Ignes, is also usually fast to get Movement Speed bonuses very early on in the battle, so try to avoid confrontation with Ghost Walk if you feel uncomfortable. Dimensional Hideout can be used to dodge his Curse, as it is a slow-moving projectile, and also renders his Ultimate Skill harmless to you.

Other Foes: (Double Passive) Bentilus, Neklit, Adelia, Gai

Possible Targets: MOON, Fletcher Brothers, Amkatar, Maguiel

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Conclusion: [#YR]
Yohong is a hilariously fun character to play as, or even just to experiment. Her versatility lends her to a lot of opportunities, although her mid-range really shrinks her possible Item Builds and equipment. Her Support Skills are amazing, even when playing DPS or Carry, and is a valuable asset to any team as she can effectively perform either role fair enough. Yohong strengthens any part of the team, and is fairly mobile in doing so, allowing for ambushes and pincers quite easily. Her DPS, disabling, and Support Skills all work wonderfully together, and it’s a shame people underestimate her ridiculous appearance or seemingly lack-luster abilities. She’s not the strongest on her own, but with Juajin or another DPS Hero, she can break the offensive push of the enemy, strengthen the Oriens’ attack, or cripple the Aeonian base defenses for other sieges later into the game.
And that mask still creeps me out. I mean, look at it. Even the shading is eerie.

User-Submitted Suggestions: [#YU]
Rikidiki (Varjutud):

  • Dimensional Hideout dodges projectiles, just like any other Teleport. Great against MOON and DoT Dukan.
  • Dimensional Hideout tends to cancel Hekami’s Cure of the Fireflies on anyone but herself. In a similar situation, Yunkwangchung’s Ultimate isn’t interrupted by Dimensional Hideout.
  • Grand Festival is slightly interrupted when using Dimensional Hideout on yourself. As such, try to avoid giving your enemies an opportunity to use Home Scrolls – unless you would die otherwise.
  • Going for a fast Ghost Walk / Rainbow Dance and maximizing Dimensional Hideout will reduce funds spent on Dispel Potions, and still give you the removal feature of Dimensional Hideout. Mobility and damage are provided through Ghost Walk.
  • Kaiser Knuckle is a great item for Yohong, when going up against Heroes with high Physical Absorption.

Glossary: [#GL]
Prohong – A portmanteau of ‘pro’ or ‘professional’, and ‘Yohong’. A compliment given to a Yohong player who plays well or helps their team-mates exceptionally.
Scout – Relaying information to your team and yourself by viewing parts of the battlefield, or information about the opponents. Helps to set up ambushes, escapes, or pincer attacks.
Pincer – When you flank an enemy, catching and trapping them between two or more sides of an offensive push by your team. Helps in dividing the attention away from a particular individual, and lessening the amount of damage suffered on all sides.
Harass – Generally concerns using a long-range Skill or item that inflicts either DoT or high Magic Damage early-mid game to deter the enemy from moving. Alternatively, it can simply be to force the enemy to stay on their side of the map, for fear of encountering the harassment. Wrath of God, Arrow of Pain, Summon Mandrake, and Purification Light are all examples of pressure or harassment.
Buff – A term used when referring to a distribution of bonuses to nearby allies or yourself.
Micro – An abbreviation of ‘micromanagement’, which is the process of controlling your Hero to maximize efficiency. This can be done through kiting the enemy – attacking them from out of their range, and running when they come close.
DPS – Damage per Second. Refers to the average amount of damage that a Hero can deal within a second with normal attacks.
Carry – A term used in other RTS games, such as DotA or HoN, to describe a mid-late game Hero that will help to ‘carry’ the team to victory. Harder to use in the early-mid game, though.
Disable – A term used to describe a Skill or effect that hinders or stops enemies from doing much of their role in a battle. Stun, Sleep, Silence, and Hold all accomplish this.
DoT – Damage over Time. Poisons, Bleeding, Burning, etc.
Nuke – Large radius, high-damage inflicting Skills. Fletcher Brothers and Hekami specialize in this.
Nukers – Those who use Nukes. See above.
APM – Actions per Minute. An average of your ability to perform lots of tasks under a minute. Useful when attempting to fumble around with the General Store in the midst of a Battle, for Magic Protection Scrolls, Dispel Potions, or Deceleration Potions.
AoE – Area of Effect.
Early-mid game: The beginning of the game, to its middle. Levels are estimated to be from 1 to 16. Heroes associated with this phase are generally nukers or have a high Magic Damage output.
Mid-late game: The period of the game where everyone is a high level, and has a nearly completed inventory, if not complete. Levels range from 17 to 25. Heroes associated with this phase are often those who have two or three Passive Skills, or are dedicated DPS characters that are forced to line early-mid game.

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