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Luyana's win rate has basically stabilized, making her the most balanced new hero in recent years? Almost no risk of being overpowered.

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The strength curve of new heroes is something everyone should be familiar with after all these years. Upon release, win rates are generally not very high, and the more complex the hero's mechanics, the worse the win rate. It always takes some time for players to adapt before the true strength is revealed. However, this time the new hero Luyana seems completely different. On the first day of release, her win rate exceeded 50%. I originally thought it would continue to rise, but on the second day, the win rate was similar to the first day, as if it had stabilized. Considering that both the pick rate and ban rate have increased significantly, this likely reflects Luyana's true current strength. If that's the case, then Luyana can basically be considered the most balanced new hero upon release.

Obvious advantages

Luyana's biggest advantage is her considerable damage in the mid-to-late game. With a good output environment, she can deal decent burst damage. Her ultimate's blinding effect is unique in the canyon. Blinded enemies have their basic attacks disabled, and projectile skills will be deflected. Her late-game suppression is very strong.

Additionally, with the wall-climbing mechanic of her first skill, her mobility is better than traditional stationary shooters, making kiting less passive. Moreover, Luyana's role is very clear. In a lineup with a frontline and crowd control, she can roughly take on the niche of a traditional marksman. Combined with the continuous cutting of her ring blade, her teamfight damage is quite impressive.

Plenty of drawbacks

Luyana's weaknesses are almost as prominent as her strengths. The biggest pain point is her fragility. Even at max level with full build, she only has about 6000 HP. A burst assassin can kill her even if they miss one skill. Therefore, her damage output environment heavily relies on teammates. She needs a frontline, crowd control, and protection, otherwise she becomes an ATM for the enemy team.

Then she is very susceptible to crowd control and weak in the early game. Her skill cast times are relatively long, so if she gets CC'd, she's basically done. Additionally, her early damage is low, with low base numbers. So she is easily pressured in the laning phase. With no mobility, she can't easily escape when engaged and also has poor chasing ability. This leads to weak snowballing and often letting low-health enemies escape.

Where is the balance?

Since both strengths and weaknesses are obvious, why is it considered balanced? Actually, the key to Luyana's balance is that her strengths and weaknesses are proportional. Her mid-to-late damage is good, but her fragility and fear of CC are clear, so the enemy has counterplay room and won't be steamrolled all the way to the end. The blinding mechanic is novel, but its 1.5-second duration is not long, and it doesn't work against many heroes, especially some melee ones. Early damage is not high, but as long as she develops normally in the mid game, the late game experience is generally fine; she won't be constantly suppressed without any game experience. Although she lacks self-protection, she still has the wall-climbing mechanic from her first skill, allowing some kiting when walls are present, which is slightly better than traditional stationary shooters.

Simply put, she is more like a slightly more mobile Luban No.7, a bit stronger than Di Renjie, belonging to the same tier as Irene. She can't compete with T0 marksmen like Ao Yin or the Yuanliu Zhizi Archer, and most likely won't be overpowered. Players who want to practice her can rest assured; heroes at this strength level will only receive minor adjustments later and won't be nerfed to unplayability.

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