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[Champion Suggestion] Yanred, the Transcendent

Creator: dauqS May 23, 2012 3:55pm
dauqS
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Laura Yanred, the Transcendent

Cost: 975RP / 6300IP


Attributes

Assassin, Pusher, Stealth


Ratings

Attack Power: 7/10
Defense Power: 4/10
Ability Power: 8/10
Difficulty: 10/10


Base stats

Health: 340 (+93)
Health regen: 4.75 (+0.75)
Mana: N/A (Manaless)
Mana regen: N/A
Range: 500

Attack damage: 53 (+4)
Attack speed: 0.625
Armor: 9 (+4.5)
Magic res.: 30 (+1.25)
Mov. speed: 305



Abilities

Passive - Afterlife Calls

(Innate): Yanred's basic attacks don't proc on-hit effects and are unaffected by attack damage and attack speed bonuses. As instead they have a constant 0.625 attack speed and deal 44/45/46/48/50/52/55/58/61/64/68/72/76/80/85/90/95/100 (+1% of total gold earned) true damage.
Upon dying, Yanred's soul returns from the transcendent, allowing her to move around and autoattack for an additional 5/7/9 seconds. During this time she is untargetable and all of her passive ability effects are working at their fullest potential. The duration is deducted from the respawn time.


Q - (Growing Nebula) Soul Blaster / Warrior's Bane

(Passive): Each autoattack and ability usage increases the damage of Yanred's basic attacks by 1/2/3/4/5% for 4 seconds, stacking up to 5 times, and causes them to splash, dealing 200% of the bonus damage to nearby enemies. While the Spectral Blade is unfolded the bonus damage is doubled and is dealt to all enemies in front of her.

- Splash radius from target: 125

(Active): Yanred's next attack, within 4 seconds, will deal magic damage equal to 80/110/140/170/200 plus 60/65/70/75/80% of Yanred's and her target's ability power plus 8% of target's missing health. On dealing a killing blow Yanred gains 10% ability power for 8 seconds and refreshes the cooldown of Soul Blaster. Killing a champion with Soul Blaster doubles the ability power bonus and also refreshes all of Yanred's other cooldowns. If it doesn't deal a killing blow, she loses 20% ability power for 8 seconds.

- Cooldown: 10 seconds

(Active): Yanred's next attack, within 4 seconds, will deal physical damage equal to 60/95/130/165/200 plus 80/90/100/110/120% of Yanred's and her target's attack damage plus 8% of target's missing health. On dealing a killing blow Yanred gains 10% attack damage for 8 seconds and refreshes the cooldown of Warrior's Bane. Killing a champion with Warrior's Bane doubles the attack damage bonus and also refreshes all of Yanred's other cooldowns. If it doesn't deal a killing blow, she loses 20% attack damage for 8 seconds.

- Cooldown: 10 seconds


W - (Supernatural Vision) Emanation / Elusive Motion

(Passive): Yanred can see invisible units within 600/750/900/1050/1200 distance but without other kind of stealth detection she cannot target them. However while the Spectral Blade is unfolded, she can also target nearby invisible champions.

(Active): Yanred covers herself with an unworldly aura for 2.5 seconds that absorbs 24/30/36/42/50% damage of all abilities and negates their effects. After successful absorption it deals magic damage to each attacker equal to the absorbed amount of damage they dealt plus 80/120/160/200/240 and stuns them for 1.5 seconds. If no abilities were absorbed, it slows Yanred by 50% for 3 seconds.

- Cooldown: 20/18/16/14/12 seconds

(Active): Yanred generates a ghost image for 2.5 seconds that absorbs 24/30/36/42/50% damage of all autoattacks and negates their on-hit effects. On successful absorption it deals physical damage to each attacker equal to the absorbed amount of damage they dealt plus 60/105/150/195/240 and reduces their armor and magic resist by 25% for 4 seconds. If not, it reduces Yanred's armor and magic resist by 25% for 4 seconds. Works on champions, large monsters, large minions and turrets.

- Cooldown: 20/18/16/14/12 seconds


E - (Haunting Steps) Carrier Flush / Dual Crescent

(Passive): Yanred passively gains 5/10/15/20/25 movement speed. This value is doubled if she has dealt or received damage in the last 3 seconds. Yanred also gains an additional 5/10/15/20/25 movement speed while the Spectral Blade is unfolded.

(Active): Yanred casts a cone of transcendent energy dealing 50/70/90/110/130 (+0.4 per bonus attack damage) (+0.35 per ability power) magic damage to all enemies in the area and slows them by 25% for 4 seconds. Enemies closer to Yanred take an additional 50/70/90/110/130 (+0.4 per bonus attack damage) (+0.35 per ability power) damage and are knocked back a distance of 375. If it hits at least one unit, Yanred heals herself for 12.5% of the total damage dealt. If it hits noone, she takes damage equal to 25% of the greater damage value of the ability as magic damage.

- Cooldown: 15/14/13/12/11 seconds
- Primary range: 375
- Secondary range: 750
- Cone Width: 45°

(Active): Yanred throws her dagger forward that deals 35/60/85/110/135 (+0.8 per bonus attack damage) (+0.2 per ability power) physical damage to the first enemy it hits. On successful hit Yanred dashes to her target who takes 35/60/85/110/135 (+0.8 per bonus attack damage) (+0.2 per ability power) additional physical damage and is unable to move for 1.2 seconds. If it hits noone, Yanred cannot use autoattacks and abilities for 1.2 seconds.

- Cooldown: 15/14/13/12/11 seconds
- Range: 750


R - Spectral Blade

(Passive): Using this ability also sets off a 0.8 second cooldown to all basic abilities.

(Active): Unfolds the blade of Yanred's weapon, losing 375 range and granting a new set of abilities. If Yanred activates an ability in the next 3.2 seconds, she becomes stealthed for up to 4/5/6 seconds. If not, she is revealed to the enemy team for 5 seconds.

- Cooldown: 30/24/16 seconds

(Active): Folds the blade of Yanred's weapon. If Yanred attacks an enemy in the next 3.2 seconds, she gains 10/20/30% magic penetration for 8 seconds. If not, she becomes silenced for 2.4 seconds.

- Cooldown: 30/24/16 seconds



Lore

Only a few know that after crossing the river of death, one passes to a different world where all the departed live together eternally. There are even less who can travel between the living and the dead without risking their own lives and who refer to themselves as soul guardians. Soul guardians who may seemingly be ordinary people among the living share an occult, unimaginable power that can twist the dimensions of the afterworld, creating various forms of magic to protect their territory crowded with spirits from other guardians. They are the rulers of the afterlife and Sandra Yanred is inarguably one of the mightiest and most distinguished members of them.

Albeit it is very unlikely to have two of them in a family, Laura Yanred was born with the power that made her ancestor famous. She outright idolized Sandra for her greatness and she reckoned her own abilities as her mother's legacy. After years of studies in spite of the fact that she acquired everything Sandra could teach to her, driven by her endless pursuit of perfection Laura didn't cease to practice. Before Sandra died, she could witness how her still youthful daughter surpassed her; for soul guardians it was impossible to use their powers amongst the living ones, but Laura has developed a way to bring her otherworldly weapon over. However, using its abilities were still dangerous, and she was in need of a training ground where she could further improve. She found the ideal place for this purpose and now Laura Yanred fights as a champion in the League of Legends. Though she does not really try to socialize with others, rumors about her being a goddess of the dead and the enigmatic nature she brings along quickly made her popular among summoners and other champions.

"There's a solid reason why no living thing wants to be on bad terms with her."
- LeBlanc


Quotes

Upon selection

- "Seeking knowledge until death and beyond."

Attacking

- "I got this."
- "Talk later."
- "I won't fail now."
- "Hope you know what you're doing..."
- "Yield their soul."
- "All set."
- "Be ready."

Movement

- "I go."
- "Alright."
- "As expected."
- "Let me see."
- "Take your time."
- "A new goal again..."
- "Empower me."
- "Keep your composure."
- "Stay alert."

Upon dying

- "It's not over yet."
- "I can't rest now."
- "Must keep on..."
- "Come with me!"

Taunt

- "I'm not here for bragging."
- "Pride is out of my line."

Joke

- "Just because I know what's on the other world, you don't have to send me there on every occasion."
- "I'm still a mortal human being, and as such I wouldn't like to check that bush alone."

When Soul Blaster / Warrior's Bane does not deal a killing blow

- "I'm so weak..."
- "They don't fall."
- "Such a tough spirit."
- "Could have done it better."
- "That's disappointing."
- "Still not enough."
- "Can't prevail."

When Emanation / Elusive Motion does not absorb an attack/ability

- "That was pointless."
- "It's no use."
- "What a shame."
- "My senses..."
- "I'm misled."

When Carrier Flush / Dual Crescent does not hit an enemy

- "I failed."
- "Why I don't practice..."
- "Intolerable."
- "I've let you down."
- "My aim..."

Upon revealing self after using Spectral Blade

- "Well look at me."
- "How ridiculous."
- "Not even this one..."

Upon silencing self after using Spectral Blade

- "No-"
- "Why-"
- "Uh-"
dauqS
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Ability Details

Passive - Afterlife Calls

Afterlife Calls is a passive ability that alters the behaviour Yanred's basic attacks so that they have constant attack rate and do not proc on-hit effects, and they deal true damage instead that scales with level and total gold earned.
  • Yanred's autoattacks do not benefit from attack damage.
  • Yanred's autoattacks do not proc any on-hit or on-ability effects other than the buffs from her own abilities.
  • Yanred's autoattacks cannot crit.
  • Yanred's autoattacks cannot be dodged (Counter Strike), parried (Riposte), blocked (Aegis Protection) or missed (blinds).
  • Yanred's attack speed cannot be slowed or boosted.

Afterlife Calls also grants Yanred a passive ability that will trigger whenever she dies, making her untargetable and allowing her to move and attack for a period of time.
  • Yanred is untargetable and immune to all effects while in this state and her autoattacks cannot be interrupted.
  • Yanred cannot use abilities, item actives and summoner spells while in this state.
  • Yanred's other passive abilities will still proc while in this state.
  • Yanred gains maximum Growing Nebula stacks and is considered being in fight for the whole duration.
  • If Spectral Blade is unfolded the moment Yanred dies, it remains unfolded and Yanred will autoattack in melee range and gains the benefits of the situational bonuses of her other passive abilities.


Q - (Growing Nebula) Soul Blaster / Warrior's Bane

Growing Nebula is a passive ability that increases the damage of Yanred's autoattacks whenever she hits or uses an ability. Subsequent attacks or abilities will refresh the duration and stack this effect up to 5 times.
  • Growing Nebula will gain a stack after Yanred's autoattack dealt damage or she uses an ability.
  • Growing Nebula does not gain any stacks from summoner spells.
  • Yanred's abilities only need to be used, not hit with them.

Growing Nebula also provides an AoE effect on Yanred's autoattacks, causing them to damage nearby enemies aswell. If the Spectral Blade is unfolded the damage is dealt in a frontal cone in front of Yanred, otherwise the damage is dealt in a radius around the attacked target.
  • If Spectral Blade is folded Yanred will not deal 200% of the bonus damage to the attacked target, only to the surrounding enemies.
  • Even if Yanred's autoattack with Growing Nebula stacks hits multiple enemies, Growing Nebula will still gain only one stack.

Soul Blaster is an autoattack modifier causes Yanred's next autoattack to deal magic damage based on a flat amount plus both Yanred's and her target's ability power plus 8% of the target's missing health. If the target dies to Soul Blaster, Yanred gains additional ability power for a short period of time and the cooldown of Soul Blaster refreshes. If Soul Blaster kills a champion all of Yanred's ability cooldowns refresh. If Soul Blaster does not kill the target, Yanred loses a portion of her ability power for a short period of time.
  • The autoattack that consumes the buff will not deal true damage.
  • Soul Blaster does not proc on-hit effects.
  • Soul Blaster procs spell vamp and Rylai's slow similarly with all single target spells and abilities with full effect.
  • Soul Blaster cannot crit.
  • Soul Blaster cannot be dodged (Counter Strike), parried (Riposte), blocked (Aegis Protection) or missed (blinds).
  • Soul Blaster pops spell shield.
  • Soul Blaster will damage Black Shield.
  • Soul Blaster resets Yanred's autoattack timer on cast.
  • The cooldown will not start until the buff is used or expires.
  • If the buff expires before hitting an enemy Yanred does not lose ability power.
  • If Yanred unfolds Spectral Blade while Soul Blaster is active, the buff automatically expires.
  • Soul Blaster can affect enemy structures.
  • Yanred gains the benefits from last hitting any targetable enemy unit, including turrets, inhibitors, wards, Yorick's ghouls, Shaco's Jack In The Box, Teemo's Noxious Trap, Malzahar's Summon Voidling, or Annie's Tibbers.
  • Soul Blaster adds a Growing Nebula stack on activation and when the buff is consumed, adding a total of 2 stacks.

Warrior's Bane is an autoattack modifier causes Yanred's next autoattack to deal physical damage based on a flat amount plus both Yanred's and her target's attack damage plus 8% of the target's missing health. If the target dies to Warrior's Bane, Yanred gains additional attack damage for a short period of time and the cooldown of Warrior's Bane refreshes. If Warrior's Bane kills a champion all of Yanred's ability cooldowns refresh. If Warrior's Bane does not kill the target, Yanred loses a portion of her attack damage for a short period of time.
  • The autoattack that consumes the buff will not deal true damage.
  • Warrior's Bane does not proc on-hit effects.
  • Warrior's Bane procs spell vamp and Rylai's slow similarly with all single target spells and abilities with full effect.
  • Warrior's Bane cannot crit.
  • Warrior's Bane cannot be dodged (Counter Strike), parried (Riposte), blocked (Aegis Protection) or missed (blinds).
  • Warrior's Bane pops spell shield.
  • Warrior's Bane will not damage Black Shield.
  • Warrior's Bane resets Yanred's autoattack timer on cast.
  • The cooldown will not start until the buff is used or expires.
  • If the buff expires before hitting an enemy Yanred does not lose attack damage.
  • If Yanred folds Spectral Blade while Warrior's Bane is active, the buff automatically expires.
  • Warrior's Bane can affect enemy structures.
  • Yanred gains the benefits from last hitting any targetable enemy unit, including turrets, inhibitors, wards, Yorick's ghouls, Shaco's Jack In The Box, Teemo's Noxious Trap, Malzahar's Summon Voidling, or Annie's Tibbers.
  • Warrior's Bane adds a Growing Nebula stack on activation and when the buff is consumed, adding a total of 2 stacks.


W - (Supernatural Vision) Emanation / Elusive Motion

Supernatural Vision passively grants Yanred stealth detection within a distance shorter than her sight radius. While Spectral Blade is folded Yanred cannot target stealthed enemy units unless a friendly champion consumed Oracle's Vision or Oracle's Extract or the enemy unit is in the sight radius of a Vision Ward. While Spectral Blade is unfolded Yanred can target stealthed enemy champions within the radius.
  • Supernatural Vision grants stealth detection only to Yanred. Other friendly champions and units cannot see and target stealthed enemy units without another source of stealth detection.
  • Even while Spectral Blade is unfolded Yanred cannot target stealthed enemy units other than champions; wards, Teemo's Noxious Trap and Shaco's Jack In The Box will remain untargetable without another source of stealth detection.
  • If an enemy unit can be seen by another source of stealth detection which allows to target stealthed units, Yanred can target them within the detector's sight radius regardless of unit type and Spectral Blade's current state.

Emanation is a self-target ability that reduces the damage and blocks all on-hit effects of the next basic attack directed at her and will return magic damage to the attacker and slows it. The damage returned is increased by a flat amount. If Emanation expires without absorbing an ability, it slows Yanred instead.
  • The damage returned by Emanation is based on a percentage of the total damage dealt to Yanred without counting in damage reductions (e.g. armor or absorption shield).
  • The damage bonus coming from on-hit and on-ability effects are ignored when calculating the damage returned by Emanation.
  • Emanation does not proc on-hit effects.
  • Emanation procs spell vamp and Rylai's slow similarly with all area of effect spells and abilities with diminished effect.
  • Emanation pops spell shield.
  • Emanation will damage Black Shield and the stun will be negated.
  • When hit by an ability that deals no instant damage, Emanation returns no damage from that ability.
  • Emanation does not reduce True damage, and it returns no damage from it either.
  • Emanation will protect against the placement of certain effects, like Time Bomb and Unspeakable Horror, but if activated after the placement, it won't protect from the latter effects like the explosion and the fear, respectively.
  • The damage reduction of Emanation and Elusive motion stacks additively when being hit by an ability that procs on-hit effects.
  • Emanation adds a Growing Nebula stack on activation.


Elusive Motion is a self-target ability that reduces the damage and blocks all effects of the next enemy champion ability directed at her and will return physical damage to the attacker and reduces their armor or magic resist. The damage returned is increased by a flat amount. If Elusive Motion expires without absorbing an ability, it reduces Yanred's armor and magic resist instead. This effect does not work on regular minions.
  • The damage returned by Elusive motion is based on a percentage of the total damage dealt to Yanred without counting in damage reductions (e.g. magic resist or absorbtion shield).
  • The damage bonus coming from on-hit and on-ability effects are ignored when calculating the damage returned by Elusive Motion.
  • Elusive Motion counts in its own armor reduction effect when returning damage.
  • Abilities that proc on-hit effects will be treated as autoattacks for the purposes of reducing and returning damage.
  • Elusive Motion reduces the damage of the next autoattack directed at her, including attacks from turrets but excluding attacks from regular minions and small neutral monsters.
  • The damage reduction of Emanation and Elusive motion stacks additively when being hit by an ability that procs on-hit effects.
  • Elusive Motion does not work against an enemy Yanred's basic attack.
  • Elusive Motion does not proc on-hit effects.
  • Elusive Motion does not proc spell vamp or Rylai's slow.
  • Elusive Motion pops spell shield.
  • Elusive Motion will not return damage to turrets.
  • Elusive Motion negates on-hit effects like Frozen Mallet's slow and the true damage from Hiten Style.
  • Elusive Motion reduces the damage of Pick a Card and blocks all of its effects.
  • Elusive Motion will not damage Black Shield but the armor and magic resist reduction will be negated.
  • Elusive Motion adds a Growing Nebula stack on activation.


E - (Haunting Steps) Carrier Flush / Dual Crescent

Haunting Steps passively increases Yanred's movement speed by a flat amount. The movement speed bonus is increased for 3 seconds whenever Yanred deals or takes damage from any source. The movement speed bonus is further increased while Spectral Blade is unfolded.
  • Dealing or taking further damage will refresh the duration of the movement speed bonus that was granted by dealing or taking damage.
  • Haunting Steps can affect the strength of movement speed buffs or debuffs.

Carrier Flush is a conic area of effect ability that will deal magic damage to all enemy units in the area and slows them. Units within the primary range take additional damage and are knocked back instead of being slowed. Carrier Flush heals Yanred on successful hit equal to a percentage of the total damage dealt. If Carrier Flush does not hit anyone, it deals damage to Yanred instead.
  • Carrier Flush does not proc on-hit effects.
  • Carrier Flush procs spell vamp and Rylai's slow similarly with all area of effect spells and abilities with diminished effect.
  • Carrier Flush pops spell shield.
  • Carrier Flush will damage Black Shield and the slow/knockback will be negated but it will still heal Yanred.
  • If Carrier Flush is completely blocked by an absorption shield or spell shield, it will not heal Yanred, but she does not take damage either.
  • Carrier Flush has a brief channel time (0.4s) upon cast before it activates.
  • Carrier Flush can hit stealthed enemy champions.
  • Carrier Flush adds a Growing Nebula stack on cast.

Dual Crescent is a collision linear skillshot that deals physical damage on the first enemy unit it hits. On successful hit it immobilizes the target and Yanred will dash to a location linearly behind it, dealing additional physical damage to it on arrival. If Dual Crescent is missed, Yanred becomes unable to autoattack and use her abilities for a short period of time.
  • Dual Crescent does not proc on-hit effects.
  • Dual Crescent procs spell vamp and Rylai's slow similarly with all single target spells and abilities with full effect.
  • Dual Crescent pops spell shield, but the immobilize will still be applied and Yanred will still dash to the target's location, dealing the second part of Dual Crescent's damage.
  • Dual Crescent will not damage Black Shield and Yanred will still dash to the target's location, dealing the second part of Dual Crescent's damage. The immobilize will be negated.
  • Dual Crescent has a brief channel time (0.2s) upon cast before it activates.
  • Yanred may act freely before Dual Crescent hits a target.
  • Dual Crescent can travel through walls.
  • If the target uses a dash during the dash animation, Yanred will dash to the target's new location.
  • After the dash effect, Yanred is automatically ordered to attack the targeted enemy champion.
  • If Yanred is under crowd control effects after Dual Crescent is cast and she hits an enemy, she will still dash to the target's location.
  • Dual Crescent can hit stealthed enemy champions, applying its effects and damage normally.
  • Even if Yanred cannot autoattack or use her abilities due to missing Dual Crescent, she can still use item actives and summoner spells.
  • Dual Crescent adds a Growing Nebula stack on cast.


R - Spectral Blade

Spectral Blade passively adds 0.8 second cooldown on all of Yanred's basic abilities on use. When activated, Yanred unfolds the blade of her weapon, gaining access to her secondary abilities. While Spectral Blade is unfolded, Yanred has reduced range. After activation, Yanred may cast another ability within the next 3.2 seconds to become stealthed for a short period, otherwise she becomes visible through Fog of War for all enemy champions for 6 seconds. While Spectral Blade is in unfolded state, Yanred has reduced range.
When Spectral Blade is cast again, Yanred folds the blade of her weapon, regaining access to her primary abilities and range. Shortly after Yanred may hit any unit within the next 3.2 seconds to gain bonus magic penetration for a short period, otherwise she becomes silenced for 2.4 seconds.
  • Spectral Blade has a brief channel time (0.4s) upon cast before it activates.
  • Spectral Blade resets Yanred's autoattack timer on cast.
  • Spectral Blade adds a Growing Nebula stack on cast.
  • The stealth bonus of Spectral Blade has a brief delay (0.2s) before it procs due to its animation.
  • Yanred's animations change while Spectral Blade is unfolded.



Strategy

Skill usage
  • Yanred is a manaless champion, allowing her to use her abilites whenever they are available without worrying about running out of mana.
  • As Yanred's basic attacks have a gold scaling ratio, it is recommended to always seek for farming opportunities outside fights. Though the damage they deal in the early stage of the game is negligible, a well farmed Yanred can use her autoattacks as a significant part of her burst combo later on.
  • For the abovementioned reason a Yanred player may prefer to take a solo lane, either top or middle.
  • Once her autoattack is farmed, it can benefit Yanred and her team to initiate a team fight by herself especially if built tanky; while you are focused, the rest of your team can freely work on the enemies' health bar. Additionally, you can still contribute in the fight thanks to Afterlife Calls, just keep attacking the carries and other squishy targets for as long as possible. A dying Yanred can be very difficult to kite as she runs fast and she cannot be shut down by crowd control abilities.
  • If you are certain that you will die, make sure you have the appropriate weapon state for retaliation. If you are about to finish multiple enemies who have just turret dived you, a folded Spectral Blade might work better as you don't have to run up to each one of them; however if you want to chase down a single runner, unfolding the Spectral Blade will give you some bonus movement speed for that purpose.
  • Soul Blaster and Warrior's Bane enables Yanred to farm extremely well in the laning phase as their cooldown refreshes if they deal a killing blow. Just make sure you always last-hit with them as a single mistake can put them on cooldown and you may miss some minion kills.
  • Soul Blaster and Warrior's Bane also resets the autoattack timer. Using them after autoattacking to gain 2 hits in a quick succession can further improve your farming rate and pushes turrets even harder.
  • Last-hitting a minion or a monster with Soul Blaster or Warrior's Bane right before engaging in a fight can give you a slight advantage.
  • Carrier Flush allows Yanred to sustain herself in lane. Use it on multiple waves of minions at once to recover a large amount of health.
  • The long secondary range of Carrier Flush makes it a viable harassment tool aswell.
  • Supernatural Vision is ideal for locating enemy wards and can help your jungler at by-passing them during a gank attempt. You can also detect stealthed enemy champions trying to gank you, allowing a much easier retreat.
  • Growing Nebula and Carrier Flush makes Yanred an excellent pusher. However it is often better to save Carrier Flush for escaping ganks or saving allies.
  • Using Dual Crescent on enemy minions or neutral monsters through wall can help Yanred to get out of trouble or to follow an enemy champion who is trying to escape across the jungle.
  • Another method for avoiding unwanted fights is to unfold Spectral Blade and quickly activate Warrior's Bane to proc the stealth effect. Letting Warrior's Bane expire will leave you with no penalties.
  • Using this method also makes Yanred a very potent ganker. Getting near your target while stealthed then snaring it with Dual Crescent can be enough to grant your allies an easy kill.
  • Unlike Twitch or Evelynn, Yanred can enter stealth very quickly but for a much shorter period of time.
  • Closing in and immobilizing an enemy champion with Dual Crescent then quickly folding Spectral Blade to send them back to your allies or an allied turret with Carrier Flush can be devastating, but this combo also leaves you particularly vulnerable in team fights.
  • Bear in mind that Elusive Motion reduces the damage of turret hits which can easily change the outcome of a turret dive. It also helps against physical abilities that apply on-hit effects and can deal heavy damage (e.g. Parrrley or Siphoning Strike); absorbing up to half of their damage and hitting back even harder may surprise the enemy and put you at a great advantage.
  • If you are going for a champion kill, make sure to finish them with a Soul Blaster or a Warrior's Bane. That way all your cooldowns including Spectral Blade will refresh, giving you even more burst and/or a safer escape.
  • Use Soul Blaster on AP champions and Warrior's Bane on AD champions for maximum damage.
  • A well placed Carrier Flush can divide off members of the enemy team which usually helps your allies in a team fight. If enemy champions are piled up, autoattacking them with stacked Growing Nebula may deal a significant amount of damage and can turn the tides of a fight.
  • If the enemy team has a champion with a channeled ultimate such as Karthus (Requiem), Katarina (Death Lotus) or Nunu (Absolute Zero), you may aim for interrupting that ability with Carrier Flush.
  • Due to Haunting Steps Yanred is also an excellent chaser. Hitting fleeing enemy champions further increases her movement speed and if they are fighting back even with low health, an Emanation or Elusive Motion could possibly finish them off.
  • Haunting Steps also aids Yanred at juking. Getting hit once gives a burst of movement speed which can be used to enter and leave a bush faster than expected. Combined with Dual Crescent on neutral monsters or the stealth bonus after unfolding Spectral Blade Yanred can easily trick her opponents in the jungle.
  • Consider taking Emanation and Elusive Motion as parts of your burst combo; they can deal high damage and may proc painful debuffs to the entire enemy team. Enemies who are about to be bursted down usually attempt either to kite or to fight back. Try using these abilities when the enemy is already in half-swing or when their ranged basic attack or ability is in mid flight to avoid penalties.
  • Using Emanation or Elusive Motion while you are retreating is a high-risk, high-reward option. Emanation can stun the chasers which can save your life, however wrong usage of it may virtually kill you instead.
  • A well timed Elusive Motion can turn fights in your favor. Time it to counter high damage abilities such as Requiem or hard CC then focus your attacker who now also are stunned.
  • Folding Spectral Blade and quickly autoattacking the enemy to proc the bonus magic penetration can improve your damage output dramatically against champions who stack a lot of magic resist such as Galio.


Build usage
  • Yanred can be played in a lot of different ways. Generally the enemy team composition may greatly affect the way you are building her.
  • As Yanred is a manaless champion, some of the ability power items are less cost-efficient on her.
  • Note that Yanred has no way to proc on-hit effects. This makes items that are used mainly for their powerful on-hit bonuses like Lich Bane or Madred's Bloodrazor very ineffective.
  • Yanred's basic attacks behave differently than those of other champions, therefore it could be problematic to build AD on her without piling up useless stats and passives.
  • Yanred has a weaker early game than many champions. Starting with Doran's Shield or Boots of Speed + 3 Health Potions and leveling up Carrier Flush fast can help you stay in lane for a longer time. A Hextech Revolver further increases your regeneration power through your abilities.
  • Even though Soul Blaster/Warrior's Bane can refresh your cooldowns, having some cooldown reduction is a good idea as you can't rely exclusively on last-hitting enemy champions with them. Investing in some CDR runes or picking utility masteries is much more reliable.
  • You can choose between a variety of boots depending on what you are focusing on. If you need more utility and more frequent bursts, Ionian Boots of Lucidity is an excellent choice. If you would like to gank and roam occasionally, increasing your mobility with Boots of Swiftness or Boots of Mobility is also a good option. However if the enemy team has a lot of CC and/or dangerous AP champions, buying Mercury's Treads might be much better.
  • Items that generate gold (such as Heart of Gold or Kage's Lucky Pick) are ideal for Yanred due to her autoattacks scaling with gold income.
  • Void Staff has great synergy with Spectral Blade's magic penetration and Arcane Knowledge, making your bursts deal heavy magic damage even against tanks.
  • If you want an even higher burst as an AP Yanred, consider buying a Deathfire Grasp. All of its stats are useful on her and its active is a great addition to her combos.
  • By the time the enemy carries are getting close to finish their builds, your skills become very powerful against them and your autoattacks deal enough damage to let you sacrifice some offensive items. Switching to a tanky build in late game keeps you alive for longer in team fights which often benefits you and your team much more.


Recommended builds

Classic
  • Doran's Shield
  • Ionian Boots of Lucidity
  • Will of the Ancients
  • Deathfire Grasp
  • Rabadon's Deathcap
  • Void Staff

Dominion
  • Amplifying Tome
  • Boots of Swiftness
  • Hextech Gunblade
  • Deathfire Grasp
  • Rabadon's Deathcap
  • Void Staff


Countering
  • Yanred is fairly squishy early game and she relies on farming to become strong later on; however she has a decent range and can last-hit minions with ease. Work with your jungler and try to zone her.
  • Afterlife Calls allows Yanred to keep autoattacking after her death. If you are going to finish her, make sure that you can get away without giving her a champion kill or assist as it ruins the purpose of denying her farm.
  • Always keep an eye on Yanred's items. She is a very versatile champion who can adapt to your team if built correctly.
  • It can be very dangerous to turret dive Yanred since she can CC you while returning damage from your own attacks, making it difficult to escape from turret shots. Also be aware of Afterlife Calls.
  • An AP Yanred can easily hit through magic resist with Elusive Motion and the bonus magic penetration from Spectral Blade. Instead of stacking magic resist, buying items that give a lot of health such as Warmog's Armor will greatly increase survivability against her.
  • Yanred has high mobility and unleashing your burst combo at the wrong time can sometimes cost your own life. Wait until Emanation/Elusive Motion wears off before focusing her down.
  • If you have to 1v1 her, try to predict her abilities so that they fail and debuff herself instead. A self-handicapped Yanred is much easier to fight against.
  • Once Yanred reaches level 6 and unfolds her Spectral Blade, run back to your turret for a few seconds to stay clear of a surprise attack from her.
  • Stay behind your minions to avoid getting hit by Dual Crescent. This is crucial when playing an AD carry as it can save you from being bursted down by Warrior's Bane.
  • Be aware of Supernatural Vision if you are playing a champion with stealth ability (e.g. Twitch, Evelynn, Shaco). Yanred can see invisible units and inform her team about them which can keep you from successful ganks. If you are not targeting her, try to avoid her detection range.
  • Pay attention to Growing Nebula. If they are on maximum stacks, Yanred's autoattacks deal much more true damage and can also hit nearby enemies. Keep your team spread to minimize its damage potential.
  • Dash or blink through a wall to retreat from Yanred. This way you give her a hard time trying to catch you up.
  • If you are on low health, Yanred will more likely attempt to finish you with Soul Blaster or Warrior's Bane. Save your heals for surviving the hit and to mitigate her ability damage output.
  • Another option is to kite her while the ability is active. This may be harder to achieve due to her high movement speed particularly if Spectral Blade is folded and you are under a slow effect.

Items that counter this champion: Banshee's Veil, Health items
Mechanics that counter this champion: Baiting Penalties, Damage Over Time, Denying Farm, High Health Targets, Spell Shielding
This champion is strong against: Akali, Alistar, Brand, Ezreal, Evelynn, Gangplank, Jax, Karthus, Katarina, LeBlanc, Orianna, Pantheon, Renekton, Shaco, Teemo, Twitch, Twisted Fate, Veigar, Wukong, Urgot
This champion is weak against: Cho'Gath, Corki, Dr. Mundo, Fiddlesticks, Fizz, Kayle, Irelia, Malzahar, Nocturne, Olaf, Ryze, Singed, Sivir, Soraka, Swain, Talon, Tryndamere, Vladimir, Warwick, Zilean


Hidden Passive

Yanred's hidden passive grants her a buff whenever there is a LeBlanc in the enemy team that says "See Through; LeBlanc has difficulties with deceiving this unit." She also shouts one of the three special emotes below whenever she kills LeBlanc and receives 8 extra experience.
- "I have seen that coming."
- "I don't fall to this one."
- "Save your tricks for someone else."
dauqS
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Bumped the thread in hope for comments.
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There is A LOT to be read here, and I couldn't. Why?:

Yanred's basic abilities are too complicated in terms of explanation. I think of this like Magic: The Gathering - everything has to be said the easiest, most understandable way. It has to leave the least possible to imagination/deviated interpretation. I got some of the basics of what you were going for, but the problem is you wanted to make her so complete she gained a lot of "when", "if", "but", which makes it very hard to memorize or fully grasp the full package together.
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Thank you for the comment.

While I understand your concern about the complex abilities, I haven't read about others complaining about the descriptions being 'incomprehensible'; you may be alone with that.
Besides, Yanred is not meant to be a champion for everyone. In fact she may be the only one (along with Orianna) I would truly accept having maximum difficulty.

I keep the thread bumped in hope for more comments.
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Added a hidden passive, a short countering section and updated some of the abilities to fit the names and functions and to give Yanred a safer pre-6 laning and a much stronger team fight presence other than autoattacks. Also bumped the thread.
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Even though this concept may be older than Jayce, as I think his superman-face appearance is plain annoying, I don't want Yanred to have a similar dual skill set, so along with the splash art I may consider reworking her abilities. Also, bump.

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