Yu'lon by MrBr0s

7 Votes

Yu'lon

By: MrBr0s
Last Updated: Apr 10, 2021
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Yu'lon

Celestial of Wisdom

A nimble Healer that can heal multiple allies and protect them by fighting aggressively.

HEALTH: 1650
MANA: 500
ATTACK DAMAGE: 100
ATTACK SPEED: 0.80
ATTACK RANGE: 5.5

Combat Trait

1
Wisdom of Yu'lon (D)
Trait

Healing an allied Hero allows them to see over obstacles for 4 seconds. Can only affect the last 2 healed Heroes.

Primary Abilities

1
River of Youth (Q)
Mana: 90
Cooldown: 8 seconds

Yu’lon slithers to the target location, healing herself and allies in the way for 150 Health, increased to 300 Health for the last allied Hero hit. Refunds 25 Mana per allied Hero hit, up to 50.

Using River of Youth at 75% of its maximum range or more allows Yu’lon to dash in a target direction within 2 seconds of reaching her destination.
2
Enveloping Mist (W)
Mana: 60
Cooldown: 14 seconds


For the next 2.5 seconds, Yu'lon leaves behind a cloud of mist as she moves, healing allied Heroes in the area for 35 Health every 0.5 seconds. The mist starts disappearing after 5 seconds.

Enveloping Mist does not apply Wisdom of Yu’lon, but it increases its duration on affected Heroes by 1 second, up to a maximum duration of 4 seconds.
3
Jade Lightning (E)
Mana: 40
Cooldown: 7 seconds


Channel for up to 2.5 seconds, dealing 60 damage every 0.5 seconds to enemies in a line that follows your mouse cursor, and reducing their damage done to Heroes affected by Wisdom of Yu’lon by 20% for 2 seconds.

Heroic Abilities

1
Ring of Peace (R)
Mana: 70
Cooldown: 80 seconds


After 0.75 seconds, create a ring of peace in an area for 5 seconds. The first time Heroes damage a Hero while inside the ring, they are Blinded and Silenced for 2.5 seconds and for as long as they stay in the area.

The effect is removed from allied Heroes when they leave the area.
2
August Constriction (R)
Mana: 80
Cooldown: 100 seconds


After 0.5 seconds, Yu’lon becomes Unstoppable, gains 50 Armor, and spins around an area that shrinks over 3 seconds, blocking all units from passing through her wake.

Reactivate to cancel August Constriction at Yu’lon’s current location.

Talents

Level 1



Laminar Flow



Dashing after River of Youth reduces its cooldown by 1.5 seconds.


Tranquil Stream



River of Youth

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Murraythehuman (2) | August 17, 2020 8:40am
It's always nice to read a HotS concepts moveset where the abilities are only two-three sentences long and don't have 4 different permutations, as well as one with a fairly clear vision for what the character is supposed to play like.

I feel like you have something here, especially with the ability River of Youth, as giving a healer high mobility but also forcing them to use that mobility in order to heal creates a unique dynamic. That said, I think there's room for improvement. I'd love to give some more specific, constructive criticism if you'd like to hear it.
1
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MrBr0s (1) | August 17, 2020 1:50pm
Thanks for the feedback! I like to keep my descriptions' style close to what you'd see in the game, as I feel like it brings the concepts to life in a more authentic way.

I'd love to hear your ideas, as design is always better when viewed from multiple angles!
1
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Murraythehuman (2) | August 17, 2020 8:35pm
Well strap yourself in, because this'll be a bit of a long response. I won't be bringing up talents too much here, just the basic kit.

Trait: I feel like Wisdom of Yu'lon is wanting for a more specific identity. Right now it's a soft Uther trait with a somewhat awkward vision element attached. More awkward though is the limit of only buffing two heroes, which would be fine on a Healer with single-target healing, but both of Yu'lon's healing abilities are AoE, so it's somewhat hard to be deliberate with applying its benefits. I understand though that vision is a potentially powerful thing, and so wanting to limit it makes sense from that perspective.

Personally though I do really like the idea of her marking allies she passes through, setting up for other benefits later, as it ties directly into a theme of Value vs. Safety that I'll bring up when I talk about River of Youth. My overall suggestion for the trait though is to commit to either the vision aspect, or the ally buffing aspect (though I'd use something other than armor, to give her a more distinct role separate from Uther. Movement speed? Slightly increased damage?), and work the dropped half into Yu'lon's talents.

Q: This is the key part to her entire moveset and personally I love it. At first I questioned the 'hey, why does this have baseline mana restoration?' but thinking about it more, the purpose is clear and elegant - to force her to primarily use it to heal allies, and implicitly punish her if she uses it to escape. This forces her to stay near where the fight is, meaning she's not going to just dip out of the fight and become one of those frustrating healers that can't be pinned down. You still have the option to retreat with it, it's just punishing. Love it.

What I think really works here is that, in order to get full value out of River of Youth, she'll often need to dash right to where the fight is happening, serving her up to the enemy. To get full value, you have to sacrifice your safety, giving Yu'lon players more to think about than just diving in and diving out.

On that note, the final line of being able to re-use it at high health... I'm not so sure about that one. Personally I think she's better off just going with a more traditional 'has two charges', with adjusted stats to accommodate, or having a talent tier dedicated to Q cooldown reductions, and that being one of the options. I know this goes against the praise I gave above, with her being harder to pin down, but with proper balancing and a healthpool like hers, I'd say she's earned it.

W: This makes enough sense for the character. It solves the question of 'how does she heal herself?', but I tend to think it doesn't quite match their aggressive risk vs. reward playstyle. But I think it's very easily fixed if Yu'lon is forced to leave the mists around her current location. She can dive in, drop the pool, then escape, but she might get caught out in the process. Maybe a channel time could be added before it's created, to increase the risk of use, opening the door to more counterplay.

E: I think E solves the simple problem of "hey, what's she actually gonna do after she's jumped to the front lines other than just dash away?" and the damage reduction does actually have synergy with the limited targeting of her trait and the dive-y nature of her Q, since the last people you hit will probably be in the most danger. That said, I'm iffy on this move's application, since a move that targets one specific location will most likely only hit one or two members of the enemy team, leaving only a small amount of your team receiving the damage reduction from the enemy team. My first instinct is to have it target a specific enemy and allowing you to move while it channels, like an Azmodan or Falstad, but with the stream hitting all enemies between you and the target.

R1: I have no problems with this, aside from that HotS generally avoids including moves that can be used to grief your own team. They exist, of course, but this one could be particularly abused, so you gotta be careful with it.

R2: My only problem with this is that I'm not sure if the HotS engine can handle a hurtbox like this one.



None of these are definitive suggestions. They're just the most immediate solutions that come to mind. Overall I say you have something here, and I really hope it evolves into something even better.
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