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HoyoungAssassinCritRed RiftVideo guide

Hoyoung Red Rift guide: Early kill and shard specialist

Hoyoung is dependable Act 1 damage and income but usually becomes replaceable once he stops securing kills in Act 2.

Use as templateCreates a private editable copy.
Chapter 01

Hoyoung overview

Any B-rank Hoyoung can provide enough early damage to reach the first boss. His shard-on-kill route makes that temporary strength productive for the rest of the run. He has a possible Mystic scaling line, but the guide considers the required kill volume uncommon.

Chapter 02

How to use Hoyoung

Game plan

  • Use him as the main Act 1 damage dealer when he ranks early.
  • Convert his kills into shards where possible.
  • Sell him when Act 2 enemies prevent reliable finishing blows.

Items

  • Attack, magic, and crit are all useful, making his itemization flexible.

Positioning Adjust his placement for each encounter so his line of fire and targeting produce finishing blows; the video does not give one universal square.

Source limits The creator explicitly says he cannot provide an optimal positioning rule for every fight.

B
Demo 0.5.5 · Rank B pathsCards ↗Developer 0.5.5

Hoyoung upgrades

Rank B cards and A/S pools are current to Demo 0.5.5. The guide itself remains tied to the older video patch; notes appear only when the video covers a choice. The Mystic-flavored route can scale only when he secures an unusually high number of kills.

The Conduit

Game data only

Gain the Mystic class and 6 Mana Regen. On kill, permanently gain 3 Mana Regen and Stealth for 4 seconds. At start of combat, other Assassins and Mystics gain all Mana Regen gained from this ability. Backup.

The Hunter

Discussed in source

Killshot gains 50 (+50 Rank) Crit the first 1 (+1 Rank) times it is cast each combat. On kill, gain 1 Shard for each hex from the enemy.

Discussed in sourceThe Hunter is the usual choice because it generates shards on kills.

The Sniper

Game data only

Gain the Warrior class, 50 Attack, 40 Max Mana, and 5 Attack Range. Always choose to target the furthest enemy. Auto attacks gain 10 (+10 Rank) Attack and 4 (+4 Rank) Crit for each hex from the enemy.

Demo 0.5.5 · Ranks A + S

Class modifiers

Data source ↗

A and S use the same pool. Each rank adds one modifier. Offers are random; S excludes the modifier already owned. Base pools always apply; a Via pool applies only when that Rank B path is selected.

AssassinBase class15 modifiers

Rush Overdrive

Assassin / Vanguard / Warrior

Rush abilities last 3 seconds longer. Backup.

At start of combat, inflict 30 (+50% Crit) Poison on all enemies.

At start of combat, if this Hero is in the front row they gain 250% Crit Defense.

On Rush trigger, Assassins gain 15 Crit, 15 Attack, and 15 Magic. Backup.

For Rush (10), Assassins gain 1 Crit per Shard in bank. Backup.

At start of combat, gain Stealth for 5 seconds. On kill, gain Stealth for 5 seconds.

At start of combat, if this Hero is in the back row they gain +100% Crit and Stealth for 5 seconds.

MysticVia The Conduit15 modifiers

Stall Certainty

Mystic / Tank

Stall abilities trigger 6 seconds faster. Backup.

Mystics gain 1 Mana Regen for each reroll this game. Backup.

Backup Only: At start of combat, gain 5 Shards and give Heroes 500 (+500 per rank) Shields.

On Stall trigger, gain 1 Shard and give Heroes 3 Mana Regen. Backup.

On cast, give other Heroes 100% Mana Regen Attack and 100% Mana Regen Magic.

At start of combat, give this Hero and adjacent Heroes 400 (+250% Magic, +1000% Mana Regen) Shields.

Backup Only: At start of combat, give Heroes 4 (+4 per rank) Mana Regen, 50 (+25 per rank) Attack, and 50 (+25 per rank) Magic.

On cast, give the lowest percent health Hero 100 (+500% Mana Regen) Shields.

On cast, increase the amount of each Debuff on enemies in range by 50% Mana Regen.

On cast, give the lowest percent health Hero 1 Shield per 2 Debuffs on all enemies.

WarriorVia The Sniper15 modifiers

Ranger

Duelist / Warrior

Gain 1 Range. Duelists also gain 40 Attack Speed; Warriors also gain 50 Attack.

Rush Overdrive

Assassin / Vanguard / Warrior

Rush abilities last 3 seconds longer. Backup.

On damage dealt for Rush (8), gain lasting Shields equal to 50% of the damage dealt.

Warriors gain 2 Attack per Rush trigger this game. Backup.

At start of combat, Warriors gain 1000 (+500 per rank) lasting Shields. Backup.

Gain 2 Omnivamp and 2 Crit per 1% of this Hero's missing health.

This Hero gains 1 Attack per 8 Shields it has (Max Bonus: 1000).

At start of combat, if this Hero is adjacent to exactly one other Hero they both permanently gain 33 Attack.

Search Hoyoung's Rank A/S pool ↗

Single-hero sandbox. The source names The Hunter, so it is preselected. Position, items, teammates, and relics are left blank.