A thought-out Master Yi rework
If there's one thing that most LoL players can agree upon, it's that Master Yi is a massive pain in the ass. He either goes 0/10 b/c he can't get early-game power, or 20/0 because he builds a glass cannon and gets a few lucky kills that lead him to a snowball.
I have devised a full Master Yi rework that will hopefully balance out these two issues mentioned above. I was looking for him to get some early game power, but not snowball too much late game. I think this rework makes him a better mid-game jungler and maybe even top laner. Here it goes:
(Notes are in italics, actual text in regular) Master Yi Rework
PASSIVE:
Double Strike: Master Yi strikes twice every 4th attack. The second attack deals 50% damage.
To be named Master Yi has 25%/30%/35%/40%/45%/50% slow resistance at levels 1/4/8/11/15/18. However, all slows will reduce his attack speed by 40%/44%/48%/52%/56%/60% of the slow value. Slows under 30% will count as full value. (All movement-blocking debuffs have no effect.)
This passive is designed to lower his potential attack speed while still keeping the whole idea of "Gotta go fast!" that Master Yi is associated with.
Q: Alpha Strike Tweaking the ability a little bit to make it more fair. Yi strikes blindingly fast, teleporting across a small area while being untargetable and attacking up to 4 enemies for {50/90/130/170/210 [+70% Attack Damage]} physical damage. Each kill increases the subsequent damage by 25%, stacking linearly. Enemy champions will not be damaged or targeted, but any enemy champion within 200 units of an affected minion will be terrified for 0.5 seconds for each minion affected in the radius.
Mana: 120/115/110/105/100 Cooldown: 20/18.5/16/14.5/12
This change to Alpha Strike will encourage enemies to back away, but leaves Master Yi relatively weak when it is on cooldown. Its high mana and cooldown will ensure that it can't be spammed. It also limits Yi's early-game potential, incentivizing Blue Buff and making jungle more objective-based for him.
W: Meditate Master Yi channels his thoughts, pushing evil away while taking in good. He will heal {2.25% of missing HP + [50/55/60/65/70] + [20% of Ability Power]} health per second for up to 5 seconds, while creating a field 600/625/650/675/700 units in radius around him. Each enemy champion inside this field will reduce his healing by 20%, but increase his damage resistance by 10%.
Mana: 50 Cooldown: 40/37/34/31/28
This rework to Meditate will prevent Master Yi from popping it when he is about to die and basically becoming invulnerable. His escape tactics will be a little bit more limited. He is given much higher early-game sustain in the jungle but late game the ability falls off so it isn't as overpowered.
E: Wuju Style (Tweaks) -Passive: Every attack deals {1/2/3/4/5} additional true damage. The ability is more effective against higher-armor champions: 0-99 Armor: No additional damage. 100-199 Armor: an additional 12.5% of your Attack Damage is converted 200-299 Armor: 300+ Armor:
-Active: Every 4th attack deals true damage over 3 seconds instead of physical damage. Lasts 8/8.5/9/9.5/10 seconds. Lose passive while this ability is active/on cooldown.
This ability gives Yi some late-game power that I took away with his W. W
R: Highlander (Tweaks)