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Hello everyone, I'm Xiaodi from Gaming.
Do you still remember that every time Honor of Kings releases a new hero, the win rate in the first few days is generally not very high? After all, players are not familiar with the skill mechanics, and it always takes some time to figure them out before the win rate recovers. This is the norm for new heroes. However, this time things are a bit different. The newly released Luyana broke through 50% on her first day, stabilizing at that level in both all segments and peak matches. This is relatively rare among new heroes released in recent years. But strangely, forums and communities are almost full of players complaining, saying this hero's strength is ridiculously low. On one hand, the win rate data exceeds 50%; on the other hand, players' experience says she's weak. Which one is the truth?

It's not without reason that players feel she's weak; the main issue lies in the early-game damage. Luyana's attack speed is relatively slow in the early game, and her base stats are very low. Although her first skill provides a movement speed bonus of 60 to 120, the damage aspect is indeed unimpressive. So in most cases, players learn the second skill, which allows them to safely clear minion waves from a distance.

But overall, her basic attacks feel like scratching, and the ring blade damage is also low. During the laning phase, hitting enemies is like tickling them. This is similar to the common early-game weakness of most marksmen, but Luyana is more pronounced. Her early-game strength can be compared to Sun Quan or Marco Polo.
Another reason is actually the playstyle. Whether it's the intuitive feeling given by this hero or the actual gameplay experience, it feels like a mobile marksman. This might be an illusion created by the continuous attack effect, further reinforced by the wall-climbing effect of the first skill. So players tend to play aggressively and like to kite.

But in reality, this hero's self-preservation ability is not good. The wall climb only has one chance, and once she comes down, the skill ends. The second skill "Snake Kiss Assault" only has a small pull-back at the starting position, which is not hard crowd control. If an assassin gets close, she can barely escape. As for the ultimate's blind effect, it's decent but not very effective against melee fighters. Essentially, she is still a stationary marksman who needs protection from teammates. Standing still and outputting is the correct way to play.
On one hand, Luyana basically has no learning curve; she is very easy to play. As long as you can play heroes like Hou Yi or Jia Luo, you can directly pick her up. The only operation point might be the wall-climbing effect of the first skill. So even low-elo players won't make mistakes due to unfamiliarity with the hero. She has a relatively high floor, making it easy to perform at a decent level.

On the other hand, her late-game strength is truly exaggerated. This numerical curve might need some optimization. It's completely a trade-off: early weakness for late-game dominance. Once equipped, she is extremely powerful, capable of instantly deleting squishy targets with almost no room for counterplay. Especially the ring blade mechanism: three cuts count as one basic attack, which can trigger both critical hits and on-hit effects. The output frequency is strongly correlated with attack speed. Once attack speed is stacked, the combination of ring blade and fire rain in team fights is quite impressive. So once the game reaches the mid-to-late stage, Luyana's performance is generally not bad, and naturally her win rate won't be low.

That's all for today. If you think it's not bad, feel free to like and support. If you have anything to say, ask, or want to see, leave a comment below. I'll read them all~
No game unknown, no matter unknown; I'm Xiaodi, let's chat freely!
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