Lee Sin Rework Idea
Lee Sin has always been bashed for his strong power spike mid-game but inability to fall off after that. This rework aims to reduce his power spike at level 6, while maintaining a steady power level throughout the game.
Passive: Flurry- After using an ability, Lee Sin's next basic attack strikes 10 times over 2 seconds, dealing 15% damage and applying on hit effects with each strike.
Q: Sonic Wave- Lee Sin sends out a sonic wave, dealing 100/125/150/175/200(+100% AD) physical damage to the first enemy hit. Lee Sin can activate the ability a second time to dash to the enemy, dealing the same damage again. If Lee Sin activates it a third time, he teleports back to where he was when he first cast the ability, deals the same damage again a third time, and heals for 20/25/30/35/40% of his missing health. Cooldown: 10 seconds
W: Safeguard- Lee Sin dashes to an allied champion, shielding them both for 15/17.5/20/22.5/25% of Lee Sin's and his target's maximum health. Afterwards, they both take 25/28/31/34/37% less damage for 4 seconds. Cooldown: 10 seconds
E: Tempest- Lee Sin deals 50/100/150/200/250(+100% Bonus AD) physical damage to all nearby enemies, reducing their movement speed by a flat 200/225/250/275/300 for 3 seconds. Lee Sin can cast Tempest a second time, causing all enemies hit by the original cast to take 20/23/26/29/32% of their maximum health as true damage. Cooldown: 10 seconds
Ultimate: Monk's Senses- Lee Sin reveals all enemies on the map for 10 seconds. During this time, his next ability cast has a global cast range/radius. If the ability is a skillshot, it becomes targeted, and if it has multiple casts, all of the casts become global. Cooldown: 100/80/60 seconds
The point of this rework is to even out Lee Sin's power curve while still keeping him a high skillcap champion. Reply with any changes you'd make!