Skillshots
I've noticed that you've been adding a lot of skillshots, recently. I just wanted to make a couple of suggestions. 1stly - Master Yi's Q:
Alpha Strike *Note that it should hold two charges with no cooldown until the 2nd charge was been used, or hasn't been used in under a second.
Master Yi dashes up to a range of 600 toward your mouse. He can hit all enemies in a line and damage them for 25 / 60 / 95 / 130 / 165 (+ 100% AD). On the second charge, Master Yi dashes toward your mouse once more, hitting all enemies again dealing 30 /65 /100 /135 /170 (+ 100% AD + 100% critical acting as extra damage.) If Master Yi manages to hit at least three champions on both charges, he is granted a speed boost of +40 that will decay over 2.5 seconds.
With that, I'm hoping that it will still give a significant reward to Master Yi, while at the same time, making him a bit more easy to counter. I was also hoping to add a bit more mobility to Master Yi. He's used to going into a fight deep with little to no repercussions, so I thought the mobility it would add to him would maybe cushion any repercussions making this into a skillshot may cause him.
Now for one of my favorite champions, Janna.
I'll be honest. Zephyr is pretty annoying, even though you've nerfed it a great deal. I rarely have to play against it, but it's really useful when trying to get a team member a kill. For that reason, I propose that you make it a skillshot as well.
Janna's W:
Zephyr
Janna launches the element in a cone up to a range of 450. It should be three champion units wide It goes through a row of enemies knocking them back 10 units and reducing the attacks full range by 25 which each champion it hits. (25 units for minions. It should still continue to go a reduced range of 375 with 10% less damage and slowing to any enemy it hits) and slowing them by 20 / 25 / 30 / 35 / 40% (+ 10% AP) for 2.5 seconds dealing magic damage of 60 / 110 / 160 / 210 / 260 (+ 50% AP + an extra 25 true damage if she manages to knock an enemy into any terrain.)
*Note that if a minion hits a champion, it will cause no damage to that champion.
Her passive should remain the same. I figured since it is wind, it should hit multiple targets just like her Q, but very much unlike her Q, the damage should be lessened depending upon the amount of targets it goes through. Wind is strong, and it should be able to knock an enemy back, but Champions and minions are resilient, so it shouldn't be such a powerful knock back. They should be able to bounce back pretty easily.
These are just some ideas I had. Yay or nay for me. Tell me what you think?