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== Abilities == {{AbilitySection | hero_name = Yamato | ability_num = 1 | notes = * Starting a charge quickly slows Yamato to {{DataProp|Power Slash|ChannelMoveSpeed}}m/s. This slowdown can be partially mitigated by [[Yamato/Movement#Dash_Slash|dashing]] before casting or [[Ziplines/Zipline_Momentum_Conservation|ZMC]]. * There are 4 stages the charging goes through. Every stage change is indicated by reticle lighting up pairs of vertical marks. ** 0.0s - 0.35s: initial phase where the ability can not be casted yet. ** 0.35s - 0.85s: "short charge" phase indicated by blue flames. Finishing here results in '''{{DataProp|Power Slash|ShortChargeDamagePct}}%''' damage. ** 0.85s - 1.4s: "medium charge" phase indicated by red flames. Finishing here results in '''{{DataProp|Power Slash|MediumChargeDamagePct}}%''' damage. ** 1.4s: "max charge" where ability automatically casts for '''100%''' damage. * }} {{AbilitySection | hero_name = Yamato | ability_num = 2 | notes = * After grappling, Yamato can go through walls and does not break connection regardless of distance or visibility. * The target can break the connection via dispel (e.g. {{ItemIcon|Dispel Magic}}) or [[Invincible|invincibility]] (e.g. {{HeroIcon|Ivy}}'s {{AbilityIcon|Stone Form}}). * Yamato can break the connection at any time during the flight by pressing the ability button (default <code>2</code>) or cancel ability button (default <code>SPACE</code>). * Breaking connection triggers the slash animation but does no damage. }} {{AbilitySection | hero_name = Yamato | ability_num = 3 | notes = * Crimson Slash has a {{DataProp|Crimson Slash|AbilityCastDelay}}s delay between cast and the actual hit. }} {{AbilitySection | hero_name = Yamato | ability_num = 4 | notes = * Faster ability speed results in following changes: ** {{AbilityIcon|Power Slash}}: full charge time from {{DataProp|Power Slash|AbilityCastDelay}}s to {{#expr: {{DataProp|Power Slash|AbilityCastDelay}} * (100-{{DataProp|Shadow Transformation|AbilitySpeedPct}})/100 }}s. ** {{AbilityIcon|Flying slash}}: due to several phases, some of which are not affected by casting speed, the effect is unstable. Generally it varies from being ~20% quicker for short range casts to ~30% quicker for long range casts. ** {{AbilityIcon|Crimson Slash}}: cast delay from {{DataProp|Crimson Slash|AbilityCastDelay}}s to {{#expr: {{DataProp|Crimson Slash|AbilityCastDelay}} * (100-{{DataProp|Shadow Transformation|AbilitySpeedPct}})/100 }}s. * T1 bonus weapon damage applies to each pellet in a shot. Total increase is {{DataProp|Shadow Transformation|Upgrades.1.WeaponDamageBonus}} (extra dmg) * {{DataProp|Yamato|Weapon.BulletsPerShot}} (pellets/shot) = '''+{{#expr: {{DataProp|Shadow Transformation|Upgrades.1.WeaponDamageBonus}} * {{DataProp|Yamato|Weapon.BulletsPerShot}}}} damage''' to each shot. Alt fire has only 1 pellet. This bonus is '''not''' increased further with bonus weapon damage from items or weapon [[investment]]. }}
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