Yasuo rework ideas

Taliyah Rocks·1/21/2018, 7:57:08 PM·2 votes·174 views

There were talks about a small scale Yasuo rework. Nothing that would change his overall feel, but that would reduce the frustration that players have toward him, and that would hopefully reduce his status as a perma-banned champion, which must also be frustrating for Yasuo players. So here is my take on what his abilities could be reworked into:

Passive: Same, but crit damage penality initially increased to 25%, but being reduced to 0% by lvl 18.

Q: Same as live, but third hit no longer spawns a tornado, but it now gains a range bonus (scaling with level) when Yasuo's passive is up or active.

W: Now fires a slow moving Windwall in target direction (moving at a speed similar to Anivia's Q) The wall blocks projectile and it's width is the same as live. Champions hit by the wall take damage and are knocked up. The windwall spawns outside his basic attack range.

W (empowered by E): Using W while dashing creates a vortex around Yasuo, which knocks and deals damage to enemies around him, while also blocking projectiles that touch the vortex. Duration of the vortex is lower that the wall, but it has no dead zone.

E: Now has two charges and no longer requires a target to cast. Yasuo gains a charge if he kills at least one unit with E or E empowered Q. E charges are displayed under his health.

R: Yasuo sheaths his sword and a flash appears in a line in front of him. After a brief moment he slices in front of him (Similar how Lucian's Q has a flash of light before the actual shot is fired) It is now a linear skillshot. If the slice connects with one or more target, Yasuo teleports to them. Stunning them briefly (or knocking up targets that were knocked up for a longer duration) and granting him armor penetration against enemies hit.


Passive changes would smooth out his early power spike that he gets after purchasing his first crit item, but also rewards him with more damage than live lategame.

Q changes reduces his zoning potential from spamming Q tornados every few seconds, and range increase gives him incentive to trade when his passive is up.

W changes forces Yasuo to either use his windwall defensively or to use it to get a knockup. It also gives him a way to actualy proc a knock up without the need of a minion wave to stack his Q first.

E changes would still grant him infinite dashes if he uses it to last hit minions, but it would reduce his ability to mindlessly spam E around minions. On the plus side it would give him mobility even when there aren't minion waves around.

R changes would still give him great synergy with teamates, and would be easy to combo if he lands a knock up with W. And even without a prior CC, he can still try to land it as a skillshot.

Overall: -Increase his reliability by reducing his dependancy on minions. -Smooth his power cuvre -Force him to use his toolkit either offensively or defensively, and reward him when successful -Create bigger outplay windows for his opponents when his kit is on cooldown.

So what do you guys think? I'm personnaly a Yasuo hater myself, and enjoy seeing him banned almost every game. On the other hand i can't help but feel bad for players who enjoy him when i see all the hate and bans. It is clear that something has to be done for both parties, even if it means that some Yasuo players might dislike the changes.

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