Yasuo mini-rework Idea (Leave suggestions, please)

Emerald Fang··1 votes·470 views

The rework focuses on removing his early-game strength, rewarding him with more mid-game power, and SLIGHTLY reducing his late-game oppressiveness (but otherwise keeping his late-game damage about the same).

Please leave (preferably respectful) comments saying what is good and what needs to be changed. This is definitely a very rusty start and I plan on tweaking the rework until it is acceptable. I need to know what to fix, though, and saying only "this is trash" a) will make me not want to read your comment, and b) is not helpful to my improving of this.

Also you kind of have to read the whole thing in order to understand his ultimate change etc.

Stats: (change) Attack Range: 175 -> 200

Passive: (unchanged) Yasuo's critical strike chance is doubled. (NEW) Yasuo's maximum critical strike chance is 75/80-90% (at 75/80% at 0/20 minutes, then increasing by 1% per 90 seconds). (removed) Critical strikes deal 10% less damage.

(NEW) Flow is now a resource bar, and Yasuo's abilities both generate and use Flow. (NEW) Gain 1% of maximum flow on each autoattack. (change) Flow scaling by level: 100/105/110/120/130/145/160/180/200/230/260/300/340/380/420/460/500/550 (change) Gain 1% of maximum flow every 59/52/46 -> 70 units at all levels. (shifted) Shield on-hit is now moved to Yasuo's Ultimate. There are now two parts to his ultimate and this is one of them.

Q - Steel Tempest (damage change) Deals 100% AD damage in a line. If the attack does not critically strike Yasuo will deal an additional 20/40/60/80/100 true damage. (NEW) If the attacker is within Yasuo's melee range this true damage will apply regardless. (NEW) Yasuo gains 1% of his maximum flow for each enemy struck, doubled if they are an enemy champion, and doubled further if they are in attack range. (change) Cooldown increased by 20%, cast time decreased by 20% overall (for all levels and attack speed). (change) Range: 475 -> 500 Allows him to deal more damage if he is stuck onto the target as opposed to simply poking them, meaning he has to go in harder for trades.

W - Wind Wall (unchanged) Blocks projectiles in a 300-500 unit line. (NEW) Can absorb a maximum of 200/300/400/500/600 (+50% of Yasuo's maximum HP) damage before breaking. (NEW) Flow Cost: 80/90/100/110/120 Relies on him managing his Flow in order to use the ability. Costs over 70% of his max flow early on which decreases early-game safety. Also prevents a wind wall from rendering a ranged team useless in fights by making it breakable. Could lead to a tank Yas support role opening up so I probably will tweak these numbers.

E - Sweeping Blade (unchanged) Dash in the target direction. (damage change) Deals 80/90/100/110/120 (+20% bonus AD) (+60% AP) magic damage. (NEW) Flow Cost: 30 per dash [Debating between 25 and 30, please give advice] (NEW) Flow Cost is reduced by 5 for each consecutive dash, minimum 15 (3 stacks). (removed) Damage increased by 25% for each consecutive dash.

R- First Whisper / Last Breath (NEW): Yasuo can now activate this ability when enemies are not knocked up. First Whisper (Cost: 100% of current flow): If Yasuo takes damage within the next 8 seconds, he will convert 100/125/150% of his flow into a temporary shield that will block the damage and any more incoming for the next 1.5 seconds. Yasuo will be refunded a percentage of his flow spent equal to the percentage of the remaining shield. Static Cooldown: 15 seconds after end of shield or ability duration. At ability level 3 (champion level 16) this ability will convert into a passive; it will automatically activate every 15 seconds when hit by champion damage. The scaling on his flow makes up for the fact that this ability is not a passive and you need to activate it. At level 3, it may be an inconvenience to use all of your flow so it will be refunded to you if the shield is not completely damaged.

This is a bit complicated so here is a TLDR: When activated, for the next 8 seconds, any champion damage will be blocked by a shield based on Yasuo's current flow. The shield will last 1.5 seconds. Yasuo will be refunded his flow based on the percentage of the shield remaining. At level 3 this ability will become a passive and automatically activate.

Last Breath (Only available when enemies are knocked up): No Cost (unchanged) Yasuo rushes to an airborne champion and suspends them for an extra second, completely filling his Flow in the process. (damage is unchanged) (change) Cooldown: 100/85/70 seconds, reduced by 15 seconds for each champion hit. If you hit all 5 champions at level 16 (somehow) then it will immediately be refunded. (NEW) For the next 15 seconds, Yasuo's basic attacks will deal (10/15/20% AD) true damage and the true damage from Steel Tempest is doubled. (removed) For the next 15 seconds, Yasuo's critical strikes gain 50% bonus armor penetration. NOT bonus true damage; 10-20% of his attack will be CONVERTED into true damage.

Thank you for reading this mess. I will say it again: Please leave (preferably respectful) comments saying what is good and what needs to be changed. This is definitely a very rusty start and I plan on tweaking the rework until it is acceptable. I need to know what to fix, though, and saying only "this is trash" a) will make me not want to read your comment, and b) is not helpful to my improving of this.

7 Comments

Bio Sparkz1 votes

its pretty cool, but looks like a new champion rather than a rework

Spicy Rice1 votes

Problem is, there is no reason to build like a melee carry with this rework. You take away his main form of dealing with random poke (passive shield) early on, gated his windwall behind his new resource, and gave him true damage out the ass.

To sum it up, there is almost no reason not to go tank/frozen force, as my defensive tools are gone/not as reliable making my lane phase worse than post rework kassadin if I choose to go damage.

ChaddyFantome1 votes

Main issue i see is that it would feel rather unwieldy to suddenly have to get used to your Flow depleting by itself when you get attacked at R rank 3 as opposed it you having control over it. Just seems jacky from a design perspective.

MoldyCheese11 votes

How bout, WE JUST DONT TOUCH IT, the more he gets nerfed into the ground the sooner riot will re-buff him back into the meta and break the game, people complain about Yasuo too much if you cant deal with him counter pick him....over 60% of yasuo's in ranked/norms just feed their asses off regardless its irritating (not even being a yas main) to see at least 20 of these fucking NERF/REWORK yasuo posts every god damn day

Shahamut1 votes

Breaking Yasuo's windwall is a noob trap that will have people wasting time killing it rather than playing around it as intended. All windwall needs is a shorter duration (like, 3 seconds) and a fixed size (like rank 2 or 3?) and it would be fine.

Giving him true damage is a bad idea. Period, especially if it procs on him NOT scoring a critical hit. Yasuo will just build bruiser.

Gating his crit damage is fine, I would suggest level though, -20/15/10% crit damage at levels 1/6/11.

Making his flow a resource is a bad idea. Especially since you pretty much make him have to choose between one of 2 defensive tools (arguably 3) or mobility (the arguable 3rd). This alone makes the entire concept a huge nerf. Yas needs those defensive tools together in order to survive at all. He is very squishy.

Honestly, people need to relax and just learn how to curb stomp the champion. For top lane, you can easily beat him as Renekton, Darius, or even Skarner. Akali is a super hard counter for him either mid or top. Annie and Morgana do well against him in mid lane.

For top lane, just dont try to fight/all in levels 1 and 2. Get all your abilities and then decide if you can fight him. Build a randuins if you were going to build a defensive item at all.

Its not super hard to shut this guy down early. Just make sure if you get a lead, you extend it. things like, freezing the wave by your tower instead of rushing first tower blood. If you get ahead of Yasuo, and you just continually deny him farm until you are just too massive to care, he cant really farm back in without hurting the rest of his team. Reliable cc is awesome as well. Nautilus, when you are out of lane phase, can melee root him, point blank hook him and then ult, Yas will be locked down long enough that your carries can finish him off.

5050BS1 votes

Base Movement lowered to 100 Q CD increased to 8s Q Knockups only first target hit E damage lowered to 0 W damage liek Braums shield Passive Crit changed from x2 Crit to 1.5

We are done he is perfect now.

Takazaki1 votes

This is how you make yasuo a top lane bully tank cancer

his Q makes his top lane even more opressive then post top lane yasuo nerf

his windwall is telling him to stack HP

removing his shield to his ult so it isnt a laning tool means you have to buff his base stats or he just straight up doesnt have a laning phase

then you doubled up and tied to to his engage making it even more rewarding for him to go tank

More from Gameplay

More by Emerald Fang