Eirin Yagokoro by Lahharl

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Eirin Yagokoro

By: Lahharl
Last Updated: Aug 6, 2018
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Eirin Yagokoro

Brain of the moon

Eirin Yagokoro is a natural born genius, really important figure in the fundation of the lunar society, in charge of the moon emissaries as well as leader in the medical deparment.

Her most recent important discoveries include the Hourai Elixir, (capable of granting someone inmortality) which also made her a fugitive, since inmortality is considered taboo in the lunar society. After running away from the moon alongside her dearest friend Kagura Horaisan she's passing as a normal pharmaceutist in the land of Gensokyo.

She has now been called to the nexus where she hopes she can keep making progress within her field of expertise.

Eirin is an extremely fragile healer with the benefit of inmortality. Her abilities are not extremely strong at first and she relies on great positioning and being capable of keeping her Overheal status in as many allies as it is possible which can result hard.

Eirin will mainly benefit from strong frontlines and will add that extra bit your assassins need in several different ways to deal with the enemy.

Her main enemy would be enemies that can easily dive and focus her, however, her W is an anti-dive tool to deal with just that if used properly plus an array of talents she obtains later in the game.

Overall, even if heavily countered, you still have your trait to resurrect quickly, remember though that your allies will still miss you for some precious seconds, so be careful.

Combat Trait

1
Never Ending Crescent Moon
Eirin's bow can tell between allies and enemies; she can thus AA her allies to heal them for 20% of her normal AA damage. Aditionally, Eirin can't die. When her HP reaches 0, she will teleport back to base. You will be able to move after she recovers fully. Your deaths count as half the experience of a normal hero.

Primary Abilities

1
False Hourai Elixir
Cooldown: 10 seconds
Mana cost: 80


Throw a false hourai elixir dose on an ally. It restores 350(+4%) on an ally and an extra percentage that matches the missing health of a hero. The amount healed can go over the maximum HP of a hero up to a 33% of their maximum HP; this extra HP does not increase the maximum HP of said hero and will go into the Overheal status until his HP goes below 100%. The extra HP will last for 25 seconds.

For example if the hero is missing 60% of its health, False Hourai Elixir will restore 350+60% HP
2
Lunar Ilmenite
Cooldown: 15 seconds
Mana cost: 60


Eirin will travel to the chosen position, she'll do so in 2 jumps, during the first one she will move a bit to the side closer to your cursor instead of jumping in a straight line. It also leaves a small rune where the first jump landed that will explode after 2 seconds, dealing 460(+4%) damage; will also root someone that steps on it (before it explodes) for 1 second.
Resets your AA.

Ability range is about muradin's jump range
3
Elixir: Mercury sea
Cooldown: 10 seconds
Mana cost: 50


Get an arrow coated in a special elixir before shooting it. The arrow will go in a straight line through all units until it reaches an enemy hero, enemy building or it reaches its maximum range. Allies hit by it will recover 120(+4%) of their HP and enemies will take 180(+4%) damage. If this ability hits an enemy hero, the cooldown will go down to 4 seconds.

Heroic Abilities

1
Forbidden Arcanum: Hourai Elixir
Cooldown: 100
Mana cost: 100


Throw a real Hourai elixir on an ally. The ally will be stunned for 2 seconds and then become invulnerable for the next 4 seconds, move 20% faster and will recover 700 (+4%) HP. This healing can go beyond the maximum HP of the targeted hero.
2
Esoterica: Astronomical Entombling
Cooldown: 70
Mana cost: 70


Eirin herself will jump really high, becoming invulnerable and will leave in her place a small black hole that will slowly attract enemies to the center, also dealing 30(+4%) damage. Any enemy swallowed will dissapear from the field until the black hole ceases to exist, taking 90 (+4%) damage per second they pass eaten in the hole. Eirin can also shoot up to 3 arrows in the direction her cursor is and only inside the black hole's gravitational field, these arrows will deal 200(+4%) damage and slow an enemy by 35% for 2 seconds.

The ability lasts for 6 seconds and 1 second after it's finished, eirin will land at your cursor's location (landing area will be within where the gravitational field was).

Talents

Level 1

(Active) Icy ammunition

- Activate your trait to empower your arrows with Icy arrows. Every arrow shot in this state will, when attacking an enemy, consume 5 mana to slow them down 10%. Lasts up to 3 seconds, can be stacked twice.

(Active) Explosive ammunition

- Activate your trait to lose 1 range but make it so your arrows explode around the target, dealing 25% of its original damage (or heal). About Junkrat's grenades radius.

(Trait/Active) Experimental coating

Active cooldown: 30

- Gather 20 regen globes. Each orb collected will increase the amount your arrows heal when used for that purpose by 1%. Once you gather 10 regen globes, activate your trait to throw 2 arrows in quick succesion to the same target over 0.5 seconds. After you gather 20 regen globes, your arrows will also grant a 10% movement speed when used on an ally target for 3 seconds. Can be stacked up to 2 times.

Level 4

(Q) Improved elixir rations

- Hourai elixir will apply the same amount of healing on Eirin as overheal was made. This healing can make Eirin go into overheal status.

(Q) Extra exciting dose

- Whenever an ally enter the Overheal status, they will move 20% faster until the overheal status ceases.

(W) Omoikane's brain

- Whenever Eirin jumps, she will also leave a rune where she started doing her first jump. Lunar ilmenite cooldown reduced 3 seconds.

Level 7

(E) Red stone of Aja

-Quest:
+Heal 10.000 HP with "Elixir: Mercury sea". Reward: Your arrow will now go through 1 enemy.
+Hit 2 allies and 1 enemy with a single arrow 7 times with "Elixir: Mercury sea". Reward: Cooldown will be reduced an extra second if an enemy is hit.

(E) New coating formula

- Your "Elixir: Mercury Sea" can now apply Overheal.

(W) Medicine Sign "Butterfly Dream Pill - Nightmare Type"

- Your runes will have an increased 30% radius and sleep enemies that are hit by the explosions for 2 seconds.

(Passive) Secret Elixir "Lunar incense"

- Whenever you use an AA, you will leave a small thin wall of fog in the trayectory of your AAs, the enemy can't see what's behind the wall of fog. They last 3 seconds.

Level 13

(Q) Revival: Game of life

- Your False Hourai Elixir will now apply a heal of 215(+4%) on a hero who is into the Overheal status but the heal won't proc until the hero's hp goes below 100%.

(Q) Resurrection: Game of rising

- As long as one allied hero is into the Overheal status, you will also be into the Overheal status. Aditionally, grants 7 armor per ally with Overheal.

(E) "Heaven Spider's Butterfly-Capturing Web"

- Your "Elixir: Mercury sea" will apply a 0.35 second root on an enemy hero per each hero hit prior to hitting the enemy hero.

Level 16

(Q) Spacesphere "Earth in a Pot"

- The maximum HP a hero on Overheal can reach goes up to 50%. Aditionally, any allied hero with Overheal will also obtain a 5% lifesteal on their abilities. This lifesteal can Overheal.

(W) Omoikane's device

- Whenever an ally hero steps into a rune, the ally will be healed 160(+4%). Each rune can proc up to 2 times when used like this, but the same hero can't proc the same rune twice. This heal can proc the Overheal status.

(Trait/Active) Pharmacist's poison mixing

- Empower the effect of your level 1 talent as follows:
+Icy ammunition: Enemies will be slowed down an extra 5%. Time it lasts will be increased to 4 seconds. Maximum slow up to 30%.
+Explosive ammunition: No longer loses 1 range. Explosion radius widened (new radius about junkrat's cannonball talent).
+Experimental coating: Reduce the active part of the quest's cooldown by 10 seconds. Movement speed per arrow increased to 15%. Duration increased to 4 seconds. Maximum speed increased to 30%.

Level 20

(R1) God Sign "Genealogy of the Celestials"

- Forbidden Arcanum: Hourai elixir won't stun the target anymore. Aditionally, if an enemy hero dies the 4 seconds after having used the ability, it's cooldown will go down 20 seconds.

(R2) Curse of the Heavens "Apollo 13"

- 8 Balls of energy will now appear around the blackhole. If an enemy touches it, they will be forcefully dragged to the center (once the ball is touched, this effect can't be avoided even with teleports, only with unstoppable). Eirin will be able to shoot 4 arrows now. Every ball that gets activated and drags an enemy hero to the center will explode after the ability ends, dealing 150(+4%) damage on every enemy that got dragged inside the black hole.

(Q) Pinnacle of medicine

- Every hero with the Overheal status will become unstoppable.

(Q) Cooling down

- Every hero with the Overheal status will obtain a 15% ability damage and AA damage. Overheal now lasts 45 seconds.

Stats

HP: 1100
Hp regen: 35/s


AA damage: 170
AA/s: 0.66

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