why does yasuo need a rework ( updated post for patch 7.12)
Yasuo is a cool champion by design but his kit is flawed in different areas and this correlates to his very high ban rate. After the implementation of the 10 ban system, yasuo is almost never seen.
The reason why the teammates ban yasuo is because he has unreliable mobility and cc hence leading to many yasuo players feeding a lot. Yasuo's dash is targeted meaning he needs minions to dash around. In areas such as the jungle and the river, there are very little targets to dash to meaning yasuo is pretty immobile in those areas and therefore easy to pick off. Yasuo's CC is his knock up but it requires him to land 3 skillshots in order to get the knockup. After the nerf to his Q duration, yasuo cannot freeze his lane without having a large drop in dps and cc which means he has to shove all the time allowing him to be ganked easily in the top lane. This nerf pretty much killed top lane yasuo so mid lane is the only viable lane now.
The reason why the enemy team bans yasuo is because he is a resourcesless champion and has low cool downs. Being able to spam abilities with no cost means he becomes a bigger threat the longer he stays in lane while the other champions go oom. Having low cooldowns mean there are lower windows of opportunity for the enemy laner to counterattack.
What part of
will stay exactly the same?
- His double crit passive with reduced crit damage is what makes yasuo a unique champion. If this passive was not there, I would pick a
instead. His passive allows him to execute minions and kill low health champions easily and he doesn't have reduced crit damage.
What part of
will be removed?
- Yasuo's shield passive is a nightmare to balance. All yasuo needs to do to get his shield is to move around and during late game he would block so much burst from other champions with just his shield.
's passive was another nightmare to balance. - Yasuo's bonus damage for sweeping blade. This active effect encourages players to be more aggressive and therefore causes them to spam E like crazy to get the bonus damage and therefore feed.
Here is the rework of
.
Passive: Intent is still exactly the same. The double crit chance and the reduced crit damage is still there.
New passive: Battle flow- Yasuo gains battle flow when successfully landing attacks on minions and monsters. Yasuo gains more battle flow when he lands attacks on champions. Yasuo can then use his battle flow to recast his abilities when its on cooldown. He has a maximum battle flow of 100. At lvl 6, 11 and 16, Yasuo gains 10 maximum flow meaning at lvl 16, Yasuo will have 130 maximum flow. Yasuo cannot gain battle flow from items that have on hit effects.
auto attacks:
gains 5 flow from minions and monsters
Yasuo gains 10 flow from champions.
Q ability. The whole ability of steel tempest stays the same except that
gains battle flow when landing his q. The cooldown of Q is static and can only be reduced by attack speed.
1st and second cast Q: Yasuo gains 5 flow from minions and monsters
Yasuo gains 10 flow from champions
3rd cast Q: Yasuo gains 5 flow from minions and monsters
Yasuo gains 15 flow from champions.
Yasuo can use his battle flow to instantly cast his second Q. With a lot of attack speed, the cooldown is capped at 1.33 sec but using his battle flow he can burst the enemy down.
Flow cost for instant cast second Q: 38/36./34/32/30
W ability: The bulk of the windwall stays the same but now
can use his battle flow the recast the ability during cooldown.
Cooldown: 22/21/20/19/18 sec. The cooldown can be lowered with CDR. Yasuo can only cast 1 windwall at a time.
Flow cost: 90/85/80/75/70
E ability: Yasuo dashes a fixed distance (scaled with bonus movement speed) dealing magic damage. This ability is now a skillshot.
gains battle flow when landing his E on enemies. He can also use his battle flow to recast the ability during cooldown. The range of the dash is the same(475.) Yasuo can cast the ability on the same enemy multiple times. Yasuo can dash through walls.
Static cooldown: 14/13/12/11/10 sec. The cooldown cannot be lowered with CDR.
Damage: 90/100/110/120/130(+20%AD)(+60%AP)
Flow cost: 68/66/64/62/60
gains 5 flow from minions and monsters
Yasuo gains 10 flow from champions
R ability: The whole ability is exactly the same (yasuo gains 50% bonus armor pen on his crits for 15 sec) except that
gains battle flow when he uses his ult.
Battle flow gain: 50/60/70.
What is the benefit of this
rework?
- Yasuo now has reliable mobility and his playstyle is more tactical and smart with less E spamming.
- Yasuo now has a high skill cap because players now not only need mechanical skill but also resource management as it is vital to use your battle flow wisely.
- Yasuo now has reliable burst using his battle flow. Being able to instantly cast the second Q means yasuo can use his flow to instantly put down an enemy champion.
Having reliable mobility and burst now gives yasuo players a lot of options. Does the yasuo player use up his flow to burst the enemy down or save it up so he has plenty of dashes for the extra safety. Only the highly skilled players can make the right decision and this rework highlights a champion requiring mechanical and macro skill.
Summary. Thank You for reading my own take of the yasuo rework. Please comment on your thoughts of my rework.[slayer-jinx-wink]