LOL: I just turned 18, let me fight back and be reborn

Chapter 270 The Wall of Waves! The Sigma Man!

Chapter 270 The Wall of Waves! The Sigma Man!

"The top lane matchup should be 50/50, and the mid lane matchup between Yasuo and Ahri should be about the same."

"V5 has a slight advantage in the bot lane, while JDG has a slight advantage in the jungle."

After a brief and rough assessment of the "paper strength," the commentators turned their attention to the arena.

Neither side had any particularly strong heroes to rely on at level one, so whoever wanted to make a move would likely have to use Flash to initiate, so neither side had any intention of engaging in a level one team fight.

As analyzed from a god's-eye view perspective, both sides' lineups are all "mid-game power spike" lineups—especially the mid-jungle duos on both sides!
A Yasuo and a Diana, a Ahri and a Vi, both of whom need to reach level six to become truly powerful.

No matter how you look at it, there's no reason for any conflict to break out before level six.

But it's obvious.

Some people on JDG's team don't think that way.

"I can't out-farm Diana in the jungle."

Kanavi knows Diana quite well. He used her frequently during the S11 season when she was all the rage, and often picked her solo even without Yasuo. He has a clear understanding of the champion's characteristics.

"I have to go counter him. You're in the mid lane this game, so you should be able to push the lane, right?"

Before level 6, Diana jungle has almost zero ganking ability and no means of locking down enemies. Even her dashes are only effective if she gets within range to use Q and then E, otherwise she can only use E to close the gap.

Heroes with such attributes were once very popular in the jungle, which naturally means they have their own unique strengths.

Jungle clearing efficiency!

It's no exaggeration to say that Diana's jungle clearing efficiency ranks at least in the top three among regular junglers, and fast clearing is almost the only way to play this champion.

Kanavi would never let his opponent have their way, because as long as Diana farms comfortably, his jungle will naturally be at a disadvantage.

The best way to stop a jungler is to interrupt their jungle route and disrupt their jungle development plan!
While Vi may not be as good as Diana at clearing jungle camps, she is by no means afraid of fighting.

However, this requires coordination from the mid lane.

When Zuo Shou heard the jungler's plea for help, he didn't seem to dare to give a definite answer, only muttering something vaguely to himself.

Kanavi, whose Chinese skills were only so-so, couldn't understand what his mid laner was saying at all, and simply assumed that the other party had already agreed.
After all, this was originally a tactic devised by the coach before the game!
The moment the minions in the middle lane clashed, the tension immediately escalated.

Yasuo has a point that might be considered counterintuitive—he's actually quite strong in the laning phase.

The reason why many people subconsciously feel that this hero is trash in lane is simply because this is definitely one of the heroes in League of Legends that requires the most skill and micro-management; the difference between the upper and lower skill levels is truly enormous.

Putting everything else aside, the fact that the Q skill has no cost and AOE, and only has a 3-second cooldown when you start the game, already makes its melee combat power in the mid-lane meta far surpass those mages who rely on a single skill combo.

In contrast, his brother Yone, although he also has a similar Q skill, is much weaker in the early laning and fighting stages.

The key difference lies in the design of the two skills.

Yone's W is a purely defensive skill. Although the damage seems to be percentage-based, it doesn't do much damage in the early game. Its main function is definitely to provide a shield.

While Yone's E is a skill with a very strong mechanism, its cooldown is too long, and its core function is to "safely turn around" rather than increase damage, making it essentially a defensive skill.

Yasuo is different.

Compared to Yone's Rinnegan, Yasuo's Wind Wall is a purely utility skill with zero damage, but it is mostly used to block key skills during extreme duels, making it a more offensive skill.

E goes without saying; it's an absolutely pure offensive skill—as long as he's on the minion wave, Yasuo has the most outrageous dash and engage ability in League of Legends!
When you combine them, you'll find that almost all of Yasuo's skills are designed for "offense".

Compared to Yone, who is positioned between a warrior and an assassin, Yasuo is more like a combination of an assassin and a melee ADC.

Fortunately, although Zuo Shou suffered a setback in the previous game, he clearly regained his confidence after picking his favorite hero and immediately sought opportunities to engage in a battle of wits with Yasuo.

He listened to Kanavi's words.

The sign language he just mumbled was actually "I'll try my best".

However, Ahri is actually one of the strongest mages in the current version, with top-tier wave clear and laning abilities.

Redmi chose Ahri specifically for lane priority in the mid lane.

The reason why the left hand hesitated was because when Ahri plays against Yasuo, the normal strategy is not to "push the lane" but to "control the lane"!

Kanavi, as the jungler, was naturally unaware of this.

Even though coach Hongmi knew this before the match, he never expected the opponent to pick a champion like Yasuo.

My left hand has never known how to refuse.

Despite knowing the risks of pushing the line, they still started pushing forward.

What's a little strange is that Ahri didn't choose the more powerful and stable W Foxfire at level one, but instead chose Q [Orb of Deception].

Even a novice Ahri knows that when laning, you should definitely level up W at level one.

This is common sense!

Ignoring everything else, Yasuo immediately activated his E skill, [Stomping Slash], and started stomping on the minions' heads, sliding forward with a whooshing sound!
Easily slide to Ahri, sliding past four minions to gain a total damage increase of 17.5% * 4 = 70%.

A followed by E deals 75+121 damage, a direct, powerful kick to Ahri's chest!

Despite Ahri's best efforts to kite and counter-attack, Yasuo's passive wind shield at the start, coupled with the high mobility of his Sprint, made it difficult for Ahri's Q to land two hits.

A massive loss is inevitable with any blood transfusion!
Guan Zeyuan, who didn't fully understand "this blood transfusion," couldn't help but break out in a cold sweat.

"Actually, there's no problem," Scout commented, feigning composure.

Clearly, he could see through Zuo Shou's true thoughts and also understand the other party's understanding of Ahri.

Even if Ahri levels up her W, she can only go toe-to-toe with Yasuo at best. At level one, she has no way to escape Yasuo's forced close-range trade of blows.

However, once Ahri uses her W to trade damage, she loses all wave clear ability and might even be forced to level 2 by Yasuo, who can then use the same combo on her at level 2!
Learning Q is a blood transfusion and a loss.

However, a closer look reveals that Ahri wasn't actually aiming at Yasuo when she used her Q; her real purpose was to push the lane.

If Ahri can secure lane priority at level one, she can then secure lane priority at levels two and three—only then can she coordinate with the jungler's offensive intentions!

Scout put himself in the other person's shoes, thinking that the best solution he could come up with while sitting there was this one, and that was already the best answer.

And as it turns out, this was true.

Yasuo's wave clear efficiency was originally higher than Ahri's, thanks to his 3.5-second Q's AOE push.

While learning E can result in a significant advantage in level 1 trades, the 10-second internal cooldown per unit means it's impossible to recklessly use E to clear the wave, inevitably leading to the loss of the first wave of lane control.

Level 2 Ahri continued her lane-pushing strategy, further demonstrating the significance of her level 1 decision. Level 2 Yasuo then used his E skill, Wave Rider, to come in again, attempting to repeat his previous tactic.

As a result, Ahri's flying red lips kiss interrupted her casting of the [Step Forward Slash] spell!
Because {the Stomp Slash only inflicts damage when the target is moved to the target}.

Being interrupted halfway through not only caused no damage, but Ahri's 10-second internal cooldown still worked as usual—while Ahri's Kiss cooldown is only 12 seconds, leaving almost no downtime!
That's why Ahri should level up her Q skill at level 1, even if it means losing a lot of health in the process.

Because when Ahri plays against Yasuo, leveling up her E skill at level two is almost a must, as this is the only skill that can counter his dashes.

If Ahri takes W at level 1, then all of Ahri's skills will be single-target abilities, making it entirely possible for Yasuo to forcefully push the lane.
"Xun is pushing the lane hard; the enemy jungler might be looking for you," Ye Bo relayed his observations to the jungle.

"Then, I'll go switch to his top half of the map." Xun, who had just finished clearing the red zone, was about to head to his bottom half of the map when he thought for a moment and replied.

Actually, it's not that he can't defend the bottom half of the map; theoretically, his own bottom lane still has the initiative in the laning phase.

However, if the mid laner doesn't have lane priority, forcibly defending the jungle will definitely force the mid laner to lose lane time to provide support, and even if they manage to defend the jungle, they may not necessarily gain an advantage.

In Xun's opinion, it's acceptable for him to lose a little money.

But the mid lane absolutely cannot be affected because of me!

This is also the biggest difference between the two junglers, both of whom are jungle-centric and aggressive players.

"It's okay, go ahead and refresh, I can get there."

Kanavi had already quickly cleared the bottom half of the map to reach level three, and then rushed towards Diana's bottom half of the map without any vision control.

This judgment is based on Kanavi's experience in the jungle and his reading of the game.

He believes that neither side has any chance in the early game, and going there would be a waste of time, while V5's bot lane Alistar and Tristana have a certain advantage in small-scale skirmishes.

Based on comprehensive analysis, Diana wants to clear the jungle in the safest way possible.

The best option is to start with red and brush downwards.

"Wow, Kanavi is getting revenge for last time! This time he caught Xun, and it looks like he caught him red-handed!"

Doinb's tone changed incredibly quickly; upon noticing a good omen on the left, he immediately spoke up.

"Vi has already gained a lot if she can just drive Diana away, even if Xun can get an equivalent jungle camp!"

"The speed at which both junglers reach level six is ​​crucial in this game. You have to understand that whoever reaches level six first will experience a huge qualitative change for their team! The first wave of momentum could trigger a chain reaction."

"Wait! What's going on in the mid lane!?"

While the commentators were still bragging, the director suddenly switched the camera to the mid lane.

I saw.

Ahri is being chased by Yasuo and is running away with her head in her hands!

With the full stacks of {Lethal Tempo}, the steel blade swings rapidly, granting an attack speed of 1.34% at just level 3, and reducing the Q skill cooldown to 1.7 seconds.

Two basic attacks are enough to unleash a [Steel Slash]!
It seems like just now Ahri was almost at full health after using a healing potion, but now she looks like she's about to die!

"Ahri was forced to use Flash!" Guan Zeyuan hadn't even reacted to what had happened yet: "Yasuo's damage is so high!"

"If you don't use Flash now, you're going to die." Scout was still trying to appear calm, but his puzzled expression betrayed his true feelings.

"Oh my god! What happened?!"

Doinb, seeing the mid laner being driven away, once again displayed a lightning-fast change of expression: "Oh no! Kanavi sees that the mid laner can't come to support and has to go back to base, so it seems he can only retreat back to farm his own top side of the map!"

"But it's just like I said before. Although we don't lose development, we lose time! Time is too important for this lineup!"

"Hey, YE is still YE!"

The director finally switched to the replay.

Only then did everyone realize why, despite having secured lane control, the mid-laner was chased down and forced to use his Flash after just one moment of inattention!

Ahri was the first to reach level three and was almost able to push the minion wave into the tower. This should have been the scenario where Yasuo was pinned under the tower and unable to move, and Diana was forced to give up the jungle.

Just when Yasuo finally reached level three and the minion wave situation seemed to be settled, he actually pushed through the wave and used his E to slide up again!

The left hand handled the situation very meticulously from the start, without rushing to use E.

Not only is the long-range E skill likely to be blocked by the Wind Wall, but even if the charm is successful, Yasuo can still forcefully close the gap after the control ends, at most the trade of health won't be as profitable.

The key to Ahri's matchup against Yasuo is to use Charm when he locks onto you and uses [Sweep Slash]. This will interrupt his movement and put his E on cooldown, completely preventing him from getting close!
The left hand reacted quickly, only sending out a hot kiss into the air when Yasuo had already clearly slid his E towards him.

Only visible.
Yasuo, in the mid-air before his dash, unexpectedly unleashed a Wind Barrier from back to front!
They intercepted and confiscated the flying kiss in advance!
Ahri, who was about to push the minion wave into the tower, was positioned very far forward, and was chased all the way by Yasuo, almost getting solo killed!

"Wow, that was close! If he had gotten solo-killed at level three, I think his mentality would have been ruined."

After Guan Zeyuan finished his exclamation, he looked at both sides with a humble expression of seeking advice: "So, this?"

"I remember, you can't use skills while Yasuo is using E, you have to land first!"

Scout shook his head.

This champion isn't in his champion pool either. Apart from playing Diana Yasuo once during S11 when it was trending, the last time he picked it in a competitive match was in S8.

Unfortunately, Doinb, despite having a "deep champion pool," doesn't know much about Yasuo either, having only played him when he was younger.

Doinb didn't play it even during the peak of the S11 season, as he had completely "evolved" into a "team mid laner" and had no interest in it.
[So this is what pro players are like? I feel like I'm way better! I knew this was a Yasuo trick; you can use EQ to trigger W mid-cast!]

[It sounds so simple, so can you please block Ahri's kiss 100% and become a Sigma man?]

That's enough. These two are currently one a toxic, lifesteal-heavy carry, and the other a toxic, lifesteal-heavy but non-carrying monster. Are you expecting them to create a fun, easy-to-play Yasuo?

[Don't make fun of him, actually he has a mouth ulcer on his left hand, and the Level 2 kiss almost made Master Ip faint, which is why he only got kissed once — I bet from now on, he won't be able to take a single kiss!]

[When you kiss me, an image suddenly pops into my head: Ahri's body, Zuo Shou's face, and her pouting red lips. Suddenly, I feel like being kissed by Master Ye is more painful than losing!]

[Alright! Let's get started! I declare that after this game, the top rating on Hupu (a Chinese sports forum) for Zuo Shou (a nickname for Zuo Shou) will definitely be this picture!]

Actually, to be honest.

The controls for "Riding the Waves and Wind Walls" are not as simple as you might imagine.

Whether in practice or in principle.

In practice, this technique only "unlocks" the restriction that you can't use skills during the E dash, but it can't be blocked whether you use it too early or too late, so it really tests your on-the-spot reaction.

In terms of principle, it involves one of the most important core mechanisms of almost all of Yasuo's "advanced operations".
(End of this chapter)

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