"We are stronger together!" Ying build w/ guide.

by ilysuiteheart
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Lifelike
Illusions can now target two allies when Healing, but Illusions heal for 20% less.
Illusion
Rewind
Swapping to the spot of a dead Illusion spawns an illusion with 20-100% Health.
Dimensional Link
1
Encouragement
Eliminations reduce all active cooldowns by 1-5s.
Armor
3
Squadron
Increase the Health of Illusions by 100-500.
Illusion
4
Spring Bloom
When illusions die to an enemy reduce the cooldown of Illusion by 0.5-2.5s.
Illusion
4
Carry On
Your Illusions last 1-5s longer.
Illusion
3

Guide

Squadron IV: Simple. You don't want your illusions to vulnerable and easily destroyed as you can only heal your team if they're alive. But also the tankier your illusions are, the more damage they can absorb, making them a shield as well as healing station if placed correctly.
Spring Bloom IV: I like to use this card as advanced Ying players will know when to play your illusions more in harms way, as a way to absorb some enemy damage whilst still healing your team. It is likely they will be destroyed, so you want to minus the cooldown by 2 seconds so you can more or less have constant uptime.
Encouragement III: You will constantly be getting elimination assists thanks to the heal assist and with the constant flow and movement of a teamfight, your team will constantly be re-positioning so you want to have your illusions on minimal cooldown so you can place them wherever they are needed and keep the heals flowing if the current deployed ones can no longer reach or access your team.
Carry on III: No need for longer, you can have a constant illusion up-time of two illusions with this build. Just be mindful of where you place your illusions and which one will expire when deploying a new one.
Rewind I: If you're trying to get out of harms way, at least you're leaving your team with some form of healing by doing so!

Alternative to Spring Bloom: I sometimes replace Spring Bloom with Tangible if i'm confident with my illusion placements against the enemy team and find they're rarely getting destroyed as i'd prefer the extra health due to the global support hp nerf.

Items:
Morale Boost: Always! Your ultimate gives fantastic healing and maximising it's uptime is crucial. (First priority unless you're dying a lot)
Shield Blast/Haven: Simple. Blast for high area damage and haven for direct damage. Prioritise these if you're dying a lot.
Kill to heal: Constant assists thanks to lifelike and the heal assist function, so you will constantly be getting eliminations in teamfights and self-healing from that.
Cauterise/wrecker: A damage will normally take wrecker, but if they don't and you need it, take one for the team! Otherwise cauterise. Ying's basic attack is so easy to hit an enemy and apply the debuff, but you can also spray multiple enemies by moving the cursor, spreading the ticks.