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.
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.
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 onlyGain 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 sourceKillshot 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.
The Sniper
Game data onlyGain 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.
Class modifiers
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
Critical Invigoration
Assassin / Duelist / WarriorOn Crit, heal 50% Crit health and gain 3 Mana.
Rush Overdrive
Assassin / Vanguard / WarriorRush abilities last 3 seconds longer. Backup.
On Crit, inflict 1 (+10% Crit) Poison on the target.
Gain +80% Crit against enemies with Poison.
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.
On Crit, permanently gain 1 Attack and 1 Magic.
For Rush (10), gain +100% Crit.
Every other Crit, gain 1 Shard.
On kill, gain 8 Shards.
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.
Gain 60 Crit and 20 Omnivamp.
MysticVia The Conduit15 modifiers
Stall Certainty
Mystic / TankStall abilities trigger 6 seconds faster. Backup.
Mystics gain 1 Mana Regen for each reroll this game. Backup.
Every other cast, gain 3 Shards.
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.
After Stall (30), permanently gain 4 Mana Regen.
When this Hero applies Shields, apply 50% more Shields.
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, permanently gain 2 Magic.
On cast, increase the amount of each Debuff on enemies in range by 50% Mana Regen.
On cast, gain 1 Mana Regen for each type of Debuff on all enemies.
On cast, give the lowest percent health Hero 1 Shield per 2 Debuffs on all enemies.
WarriorVia The Sniper15 modifiers
Critical Invigoration
Assassin / Duelist / WarriorOn Crit, heal 50% Crit health and gain 3 Mana.
Ranger
Duelist / WarriorGain 1 Range. Duelists also gain 40 Attack Speed; Warriors also gain 50 Attack.
On Crit, permanently gain 2 Attack.
For Rush (10), gain +100% Crit.
Rush Overdrive
Assassin / Vanguard / WarriorRush abilities last 3 seconds longer. Backup.
Gain 100 Attack and 20 Omnivamp.
On combat victory, Warriors permanently gain 25 Attack. Backup.
On damage dealt for Rush (8), gain lasting Shields equal to 50% of the damage dealt.
This Hero's auto attacks gain 150 Crit.
For Rush (8), gain +100% Attack.
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.
Single-hero sandbox. The source names The Hunter, so it is preselected. Position, items, teammates, and relics are left blank.


