This is a community-driven one-for-all Yin build guide. You are welcome to update it if you see any aspect of his gameplay is missed. All updates are moderated.
Last updated on Jun-04: added video on Backlash
Table of Contents
- Abilities Analysis
- Deck Considerations
- Deck Build #1
- Deck Build #2
- Heroes Synergy
- Yin Updates
TL;DR on Yin
Yin is a melee Carry who uses her whip and powerful wind magic to dispatch her enemies. Though she and Aurora came from a life of crime Yin rose to the rank of first guardian of her City.
Focus on buying cards that increase your power and critical strike chance.
Windburn allows Yin to focus her wind magic increasing her attack range and dealing 100% cleave damage to all enemies in a straight line. Windburn will let you crack down on your enemies, so make sure to position yourself to cleave as many targets as possible.
Lash Kick allows you to target and ally, enemy or minion and immediately jump to that target. Lash trick make you very unpredictable and elusive. You can use it to take down a target or to hop to an ally to escape.
Backlash will deflect all incoming enemy projectiles back to where they came from. Consider saving Backlash to deflect a key enemy ability.
And finally your ultimate is Quelling Gale. Quelling Gale allows Yin to manipulate the wind around her creating a vortex that slows all incoming enemy projectiles. And when paired with Backlash you can set up some game altering plays.
Yin has a variety of tools that reward precision play. When approaching a fight focus in on your enemies and use your ability to control the fight. When playing Yin timing is everything. Using an ability too soon or too late could end in your death. Remain focused and manipulate the wind to overtake your enemies .
Lore of Yin
- Connected to Aurora (go to Aurora Build Guide)
- Connected to Feng Mao (go to Feng Mao Build Guide)
- Read more Yin Lore.
- Good potential for battlefield control.
- A high skill-cap hero.
Yin's Abilities Analysis
Melee basic attack dealing Basic Damage. Yin's whip has a longer range and narrower width than common melee attacks.
- Base damage is 55 and increases by 1.6 each Hero level up to 77.4 at level 15.
- Attack speed increases with Hero level.
- Ability Card scaling factor is 92%.
An uncommon basic attack for a melee Hero. Unlike the others Yin has range indicator which is around two times smaller than the one of ranged Heroes. Can be modified with Windburn (see below). Whip Crack is one of the only two Yin's abilities dealing damage.
Yin cracks her whip, creating a sphere of pressure around her for 0.5 seconds. If enemy projectiles hit the sphere, they are reflected back toward the enemy who fired them.
- Base cooldown is 16 seconds and decreases by 4 each ability level down to 4 seconds at level 4.
- Base cost is 60 Mana and increases by 5 each ability level up to 75 Mana at level 4.
Remember, Basic Attacks are projectiles as well as many abilities. Backlash requires perfect timing for activation to reflect incoming damage so you have to listen carefully for audio ques. The mindset for using Backlash is pretty similar to the one for Deflector Shield with GRIM.exe. Be always ready to press the button. The only obvious difference is that Yin can use her ability offensively but only for projectiles while Grim can only defense himself but from any ability.
Similar "mindset" means that you can do all that type of tricks with Yin like with Grim:
- Body-guarding for your ally absorbing an ability with your Backlash
- Provoking an enemy to use an ability to reflect it back
Yin swings her whip 750 units to pull herself to a target, jumps off of their head for Ability Damage, then lands in the direction of her choice. This can be performed on Allies, Minions, and Enemies.
- Base damage is 80 and increases by 50 each ability level up to 230 at level 4.
- Cooldown remains constant 10 seconds at all ability levels.
- Cost remains constant 55 Mana at all ability levels.
- Ability Card scaling factor is 50%.
Don't mix it with Riktor's Riplash. Though it seems to be pretty the same, Lash Kick works and targets differently. Where Riktor displaces an enemy to himself Yin does vice versa. It has some similarity to Shadow Slip of Countess with pretty much similar range of effect. You can do engage with Lash Kick and you can try escaping in a similar way as Countess does - target a minion and dash to it. Note that after you pull yourself to your target you will make a jump that will help you to escape even better.
Yin extends her whip, increasing the range of her basic attack to 1050 units and gains 100% Cleave for 6 seconds.
- Base cooldown is 21 seconds and decreases by 3 each ability level down to 12 seconds at level 4.
- Cost remains constant 40 Mana at all ability levels.
Imagine Crunch doing his empowered and maxed out Left Crunch for a short period of time but ranged and with narrower width. It will be Windburn.
Windburn is the most used Yin's ability. Early game it ensures fast wave clear while late game it will help you do devastating damage to a grouped enemy and increase your survivability if combined with Lifesteal.
When doing minions make sure you activate Windburn when the wave is perfectly lined up so that you hit the maximum possible number of minions with each Basic Attack.
Yin surrounds herself in gale winds, displacing all enemies within range. After a short period of time, the AOE will apply Slow to enemies. Projectiles that travel through it are halted. Has a radius of 500 units.
- Base slow effect is 250 and increases by 50 each ability level up to 350 at level 3.
- Base Ability duration is 5 seconds and increases by 0.5 each ability level up to 6 seconds at level 3.
- Base cooldown is 90 seconds and decreases by 25 each ability level down to 40 seconds at level 3.
- Cost remains constant 75 Mana at all ability levels.
The official description is a little confusing here. Slow is being applied to any enemy target (Hero or Minion) in AOE of Quelling Gale. With this effect alone this ability is similar to Dekker's Slow Bubble or let's say non-damaging Gadget's Seek & Destroy. And therefore its utility can be pretty much the same - preventing enemies from going through certain points in the map (e.g. narrow places in the Jungle), disrupting initiation or a potential escape. However there is a big difference from the two abilities mentioned above Yin can't cast Quelling Gale remotely as both Dekker or Gadget can.
Except of Slow Quelling Gale does 2 other very important things: a displace and a slow-mo of projectiles. Combined this makes a very powerful ability of initiation and splitting enemy team into two pieces not able to help one another. It requires very precise timing of execution but in return it may give you a team-fight of a dream. On the other hand Quelling Gale can do nothing with AoE abilities impacting team-fights like Tesla Dome, Make it Rain or Black Hole. Though for the latter there is an exception. If Gideon was not high enough from the ground while activating the Hole the Quelling Gale will disrupt it with its displace.
Yin's Deck Considerations
Core Cards for Yin
Hunter's Guile - Main Anti Crown Control Card. A must-have against CC-heavy compositions.
Madstone Gem - an Early and Mid game throw-away card to unlock equipment cards bonuses and get maximum from your Card Points.
Yin Deck Build #1
Yin Deck Build #2 (Coming soon)
Gameplay with Yin
Yin's place is Safe or Mid Lane. This mostly depends on who you play against. Going Mid will be beneficial against a projectile-based midlaner like Howitzer while Safe Lane will obviously be a safer approach to put pressure and gain CP fast.
Playing Yin you need to be careful during the early game no matter what Lane you choose. If you prefer Safe Lane - ensure either you or your Support has a ward to avoid early ganks and put pressure on the Tier 1 enemy Tower. Your main goal will be to farm up to level 5 as quickly as possible and prevent the enemy offlaner from doing Jungle camps. Ideally he should not have any time to even recall to base without being substituted by his jungler or midlaner.
Ensure you activate your Windburn when enemy minions are perfectly lined up to maximize impact of 100% Cleave damage. Obviously take the Gold Buff on cooldown. Remember that the faster you get CP early game the more CP you'll be able to earn each minute during Mid and Late game.
If you prefer the Mid Lane then the idea is pretty similar but you will have to be even more careful. A ward is a must. Do your last-hitting stuff and ensure you prepare a good wave push towards an enemy tower right before the River Buff is about to spawn.
Once you have your Ultimate available the game is becoming safer for Yin. But still the main goal is to keep scaling up fast and transitioning int the late game. Since you are a damage dealer you will need to join team-fights however do not forget about farming. Do your jungle camps and look for an opportunity to pick off Raptors with your teammates.
When fighting keep your Lash Kick ready and what is more important - keep an eye on a minion or an ally you can jump to in order to escape. Use this ability aggressively only if you are 100% sure you are not going to be punished. When you dive in always have your Windburn activated,
You are a key to any team-fight in the Late Game. Yin has a lot of potential for making exceptional plays with her Backlash and Quelling Gale. When you go in you have to watch carefully for any incoming projectiles and reflect them. If you manage to engage your enemy in a narrow point (let's say in the Jungle or River) activate your Ultimate instantly and split opponents to deal with them one by one.
Tips and Tricks with Yin
- When doing minions make sure you activate Windburn when the wave is perfectly lined up so that you hit the maximum possible number of minions with each Basic Attack.
Heroes Synergy (Coming soon)
Yin and Dekker
Name goes here
Description goes here. Description goes here. Description goes here. Description goes here. Description goes here. Description goes here. Description goes here.
Description goes here. Description goes here. Description goes here.
v40.0 (May-16 2017)
- Range reduced (950 → 750 units)
- Mana cost increased (20 → 40)
- Cooldown increased (20 / 15 / 12 / 8 → 21 / 18 / 15 / 12)
v38.5 (Mar-28 2017)
- Reduced slow (350/400/450 → 250/300/350).
Health per level reduced (70.4 → 67.2).
v38.4 (Mar-21 2017)
- Base HP increased (475 → 513)
- HP gained per level increased (64 → 70.5)
- Base resistance to Basic Attacks gained per level increased (2 → 2.3)
- Card Scaling increased (85% → 92%)
- Increased range (650 → 950)
- Cooldown decreased (11 → 10)
- Slow magnitude increased (150/200/250 → 350/400/450)
v38.3 (Mar-13 2017)