Some real thought on Yasuo's kit.
I am here to give real reasons why Yasuo's kit is overloaded, not just whine that he is overpowered. Let's go through his kit just to make sure I'm not just being butthurt because I lost a game to him.
HEALTH 518 – 1912 |ATTACK DAMAGE 55 – 110 HEALTH REGEN. 6.5 – 21.8 |ATTACK SPEED 0.658 (+0% – 54.4%) NO RESOURCE | ARMOR 24.7 – 82.5 MAGIC RES. 30.0 MELEE 175 |MOV. SPEED 345
Health is lower than average. AD is low to average. Health regen is average to higher than average. Attack speed is average to higher than average. He has no resource at all. Armor is average. Magic resist is below average, with the people that don't scale. He is tied at the highest melee attack range without modifiers. Mov. speed is above average.
Passive: INTENT: Yasuo's critical strike chance is doubled, but the damage dealt by his critical strikes are reduced by 10% (25% on Steel Tempest.png Steel Tempest). RESOLVE: At maximum Flow, the next instance of champion or monster damage against Yasuo consumes all of his Flow and generates a shield that lasts up to 1 second, absorbing up to「 100 – 510 」damage.
Intent is a really, really strong passive. By building this you only need to go for 50% crit chance. It is more than reasonable that his crit damage is reduced. Despite this it is one of the strongest passives in League, almost flat out doubling your damage by mid game onward, and with a little bit of luck, the beginning of it as well. Resolve is unbelievably strong against poke, whilst helping a bit in melee trades. Poking champions down is something many champions rely on. Without the ability to poke half the time Yasuo doesn't have to fear those champions. And by level 18 the shield it gives isn't a joke.
Q: Steel Tempest RANGE: 475 / 900 / 375 COOLDOWN: 4 Yasuo thrusts his sword forward, dealing physical damage to all enemies in a line. PHYSICAL DAMAGE: 20 / 40 / 60 / 80 / 100 (+ 100% AD) Hitting an enemy grants Empowered Steel Tempest Gathering Storm for 10 seconds, stacking up to twice. At two stacks, the next Steel Tempest unleashes a whirlwind that deals the same physical damage, knocks up all enemies hit and clears all stacks of Gathering Storm. Each cast can critically strike, and applies on-hit effects to the first enemy hit. Additionally, each cast can be used during Sweeping Blade to change the area of effect to a circle around Yasuo. The cooldown and cast time of Steel Tempest is reduced by 「 0.58% for every 1% of Yasuo's bonus attack speed 」, down to a maximum 66% reduction.
This is what Yasuo levels up first. This gives him a nice last hit ability at level one, and nice have clear throughout the game. From level one it is also a ranged poke cc ability that can crit and applies on hit effects. It works wonders in terms of damage. It also makes him out-range many melee champions, and can make him compete with some ranged people.
W: Wind Wall RANGE: 400 COOLDOWN: 26 / 24 / 22 / 20 / 18 ACTIVE: Yasuo creates a gust of wind that travels forward to form a wall in front of him. The wall slowly drifts forward over 3.75 seconds, blocking all enemy projectiles with the exception of turret attacks. WALL WIDTH: 300 / 350 / 400 / 450 / 500
This wall is worth infinite value on a champion, being able to block so much damage it can't be counted. From winning a trade early game to ending it by stopping a full AP Veigar ultimate on you or another carry to save your/their entire health bar, this wall can do it all. The ability comes out of Yasuo, making it easy to use to stop any major threats.
E: Sweeping Blade RANGE: 475 STATIC COOLDOWN: 0.5 / 0.4 / 0.3 / 0.2 / 0.1 ON-TARGET COOLDOWN: 10 / 9 / 8 / 7 / 6 ACTIVE: Yasuo dashes a fixed distance in the direction of the target enemy, dealing magic damage and marking them briefly. The speed of the dash scales with Yasuo's bonus movement speed. 「 MAGIC DAMAGE: 70 / 90 / 110 / 130 / 150 」 (+ 60% AP) Each cast increases the next dash's base damage by 25% for 5 seconds, up to 50% bonus damage. 「 BONUS DAMAGE: 17.5 / 22.5 / 27.5 / 32.5 / 37.5 」 Yasuo cannot use Sweeping Blade on a marked enemy.
This is an insane mobility spell, with practically no cooldown. In lane there is a minion wave 90% of the time, giving him dashes to always have at disposal. The positioning Yasuo has is insane. He can go from behind the wave to in the face of his opponent, or he can leave from a trade when he sees a gank with no worries. Trying to hit a good Yasuo with skill-shots is near impossible with his dashes always available.
R: Last Breath RANGE: 1200 COOLDOWN: 80 / 55 / 30 ACTIVE: Yasuo blinks to the nearest visible airborne enemy champion to the cursor, instantly generating maximum Flow. Upon arriving, he suspends all nearby airborne enemies for 1 second and deals them physical damage. PHYSICAL DAMAGE: 200 / 300 / 400 (+ 150% bonus AD) For the next 15 seconds, Yasuo ignores 50% of his targets' bonus armor. Casting Last Breath clears all stacks of Gathering Storm.
This ultimate is game changing. It scales really well with AD and is an addition to hard cc, but the one real issue it has is reliability. It requires Yasuo to have his Q ready to knockup, or some synergy from his allies. One good land though, and the battle is just about over. Even tanks have to fear this because he ignores their armor after he ults. As long as Yasuo's team is there and alive, if he gets the ult they will probably win the fight. Even without his allies Yasuo can do some wonders with it.
I'm not going to add anything else to this. You figure out what you think of it on your own.
Thoughts? Is the kit overloaded?
don't think we don't see your bullshit ill probably be downvoted to the bottom by the butt hurt vayne and yasuo mains for telling the truth