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Yaengo

the Flux Knight

ChampionSquare
 
Attackpower
Defensepower
Spellpower
Difficulty
Weejoh-_-
Skirmisher Large

Skirmisher

Reaper Large

Reaper

Melee role

Melee

1 Growth 18
Health 575 (+82) 1969
Health regen. 8.4 (+0.7) 20.3
Mana 283 (+44) 1031
Mana Regen. 7.0 (+0.7) 18.9
Attack Damage 57 (+2.8) 104.6
Attack Speed 0.625 (+2.65%) 45.7%
Armor 23 (+3.35) 80
Magic Resist. 32 (+0.5) 40.5
Attack Range 150
Mov. Speed 345
Yaengo the Flux Knight is a melee skirmisher and mage hybrid that excels at dueling opponents and escaping and turning around tough situations. His kit offers multiple forms of mobility, allowing him to both stick to opponents as well as moving in and out of combat with a single spell-rotation. To counter his hyper-mobility, Yaengo doesn't have access to high, instant burst, instead relying on constant damage and combat-longevity through low cool downs and evasive/defensive abilities.

Having access to a multitude of different dashes and blinks, as well as a movement speed steroid, Yaengo is not only super sticky, but also nimble in combat. There is a restriction to each dash however, preventing him from easily accessing all his dashes at once and instead reliant on chaining the set-ups perfectly for maximum mobility and slippery, as well as damage.

While using mostly AP scalings, it is important for Yaengo to weave auto-attacks in between his ability rotations. Through his W passive, auto-attacking as much as possible even shreds the strongest tanks, who will have trouble retaliating once Yaengo slips away. This pattern of ability and basic attack weaving causes Yaengo to synergies well with Lich Bane and Nashor's Tooth, as well as Hextech Gunblade for life steal, commonly used by other skirmishers.

Instead of making him a standard AD Skirmisher, Yaengo uses AP scaling to rely more on spellcasting as its damage. Because he has access to a lot in his kit, if he were to also have high damage basic attacks, he would be unstoppable in a 1v1-scenario. He is prone to hard CC, if he wasted his W, and if he messes up his ability rotation, he doesn't have basic attacks to seal the deal. This makes him a high skill cap champion, but low cool downs make sure there is some room for error, as well as granting escape options.

Lore

Descendant of an Icathian-born family, Yaengo is a drifter living with a nomad clan at the base of Mount Targon. After a mysterious being revealed Yaengo's heritage, the youngling wandered to his former birthplace, finding it in ruins. Inside his ancestral home, he found the hilt of a weapon, which guided Yaengo to the top of Mount Targon, where it ignited Yaengo's inner flame, the Flux.

Carrying the weapon of light, Yaengo hunts the creatures from the Void, to protect Runeterra and to avenge is ancestry.

Abilities

I
Fluxborne
P - Yaengo
Targeting Affects
None Self

Yaengo converts 70 / 80 / 90 / 100% of damage taken into grey health for 2.5s. Ability damage to champions or large and epic monsters restores 20 / 40 / 60 / 80% of damage dealt (+40% AP) of the grey health.

Obtaining a kill restores 100% of the grey health.

Notes:

Q
Arc Saber
Q - Yaengo
Targeting Affects Damage
Target Direction Enemies Magic

Passive - ionized tip: If Arc Saber hits an enemy with the outer edge of the attack, the target is Stun icon stunned for 1.5s, reduced to 0.75s if stunned previously within 3 seconds.

Active: Upon activation, depending on the charges, Yaengo will use his sword for attack. Charges are acquired by hitting an enemy champion, large or epic monster with a basic attack or final blows of enemy units.

  • 1 Charge: Yaengo stabs his sword in the target direction, dealing magic damage to all enemies hit.
  • 2 Charges: Yaengo swings his sword in a cone in the target direction, dealing magic damage to all enemies hit.
  • 3 Charges: Yaengo spins around in an area of effect, dealing magic damage to all enemies hit.

  • Base Magic Damage: 30 / 45 / 60 / 75 / 90 (+90% bonus AD) (+25% AP) (+15% * Charges AP)
  • Cooldown: 5
  • Cost: 40 / 45 / 50 / 55 / 60 mana
  • Range:
350

Notes:

W
Defensive Stance
W - Yaengo
Targeting Affects
Target Direction Enemies

Active: Yaengo holds his Arc Saber in a defensive stance for 0.75s, during which he can move, but cannot change the stance direction. The stance blocks champion based attacks, nullifying their damage and effects.

If he blocked an attack during the stance, Yaengo can reactivate within 2 seconds for an empowered attack that cleaves to nearby enemy units dealing magic damage.

  • Magic Damage: 5% (+2% per 100 AP) of the target's max health
  • Cooldown: 18 / 17 / 16 / 15 / 14
  • Cost: 80 mana

Notes:

  • The reactivation resets Yaengo's autoattack timer.

E
Plasma Echo
E - Yaengo
Targeting Affects Damage
Target Location or Vector Enemies Magic

Active: Yaengo blinks to a target location after a 0.25s delay. Upon arriving at the location, he dashes in a target direction, dealing magic damage to enemies he passes through. If he strikes an enemy champion, he gains bonus attack speed.

  • Magic Damage: 35 / 55 / 75 / 95 / 115 (+60% AP)
  • Attack Speed: 40 / 50 / 60 / 70 / 80%
  • Cooldown: 22 / 20 / 18 / 16 / 14
  • Cost: 90 / 85 / 80 / 75 / 70 mana
  • Range:
300 (Blink Range) / 325 (Dash Range)

Notes:

  • Blink can go over terrain, dash cannot.

R
Sprite of Flux
R - Yaengo
Targeting Affects Damage
Target Enemies Magic

Active: Yaengo unleashes inner flux for 8 seconds, gaining bonus movement speed for the duration. Basic attacks against champions create flux sprites at Yaengo’s current location. Creation of a flux sprite prevents the creation of another flux sprite for 2 basic attacks.

Flux sprites remain idle at their location. Upon casting Arc Saber, the sprites mimic the attack at nearby enemy champions, prioritizing lower health targets. Multiple strike from different sprites only deal 40% extra damage.

  • Flux Sprite Damage: 60 / 80 / 100% of Arc Saber
  • Cooldown: 120 / 100 / 80 seconds
  • Cost: 100 Mana
  • Range:
550

Notes:

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