Yasuo has pretty good waveclear because of his E Q

KoKoboto··1 votes·364 views

Bleh... Yasuo...I think Yasuo E Q in terms of wave clear early is similar to Ziggs. You leave Ziggs and than he gets the wave to your tower pretty than other champions regardless of how far behind he is. Man I really hate Yasuo.

Can't wait for Yasuo to be permabanned he is pretty cancer.

3 Comments

Nahui1 votes

Ziggs and Yasuo's aren't comparable. Yasuo's is much less damage, requires a lot more time, and requires melee range.

Ziggs ends your tower if you leave lane, Yasuo doesn't.

He doesn't get permabanned because higher ELO can deal with him. Any low ELO problems are irrelevant as we can't play the game correctly.

KoKoboto1 votes

You leave Yasuo alone in a lane they do the same thing Yasuo can spam E Q so he has same waveclear as Ziggs and he is AD so he takes the tower faster

Avienal2 votes

{quoted}

You leave Yasuo alone in a lane they do the same thing Yasuo can spam E Q so he has same waveclear as Ziggs and he is AD so he takes the tower faster

Pretty much what KoKoboto said Nahui...

Even though 'AP champions' for a while, have a part of their own AP applied to structures for damage, if it wasn't for Ziggs having the 'tower execute' on Satchel Charge and an empowered autos that let him do HUGE damage to turrets, his ability to maul a lane would not be as workable especially with how much mana he would be required to chunk out, forcing him like a good deal of 'mages' to invest in mana items early on or let the mana cost increases and enemies scaling up in stats along with laning opponents who may have 'weak' early games but scale out of it rather fast, forcing him to back more often.

A good deal of AD based champions especially mid laner types end up having alot less 'costs' to deal with, whether its costs staying the same as they rank up 'priority abilities', abilities which they do not use in laning so the 'laning abilities' they have are likely pumped with more damage to 'compensate'.

THAT or they just dont have mana costs to begin with (Yasuo Zed to be specific, because some of these champions aren't updated and there is no proper 'standard line' to dictate the balance so the formula follows something like this "Kit power+Mana Cost Efficency+Scaling Power+Early Game Power+Itemization Power= 100%[Aka the 'value' where a champion's power SHOULD be at]".

Not exactly a proper formula, but basically that every champion should have the same overall power in general but distributed in ways so if a champion is 'strong' in early game, the 'scaling' power they should have is relatively weak'. Likewise, if a champion can dish out 'lots of damage', then the 'kit' either needs to be complex AND/or the mana costs/cooldowns need to be high to prevent the kit from being able to do that say 3 or 5 times in a row, otherwise the champion can be so overpowered because it can just penta kill a enemy team in a 1vs5 with little effort, especially if no measures to allow counterplay aren't properly in place and 'ENOUGH of them' to where the default logic isn't just "Lulz bring a summoner 21".

Yasuo has had multiple occasions where he has pulled off many shenigans over the few seasons since his release, from mid laning with item 3087 to harass your melee mid opponent, going with item 3046 as part of his current 'item 3031' norm combo to just out duel his opponents using the damage reduction from PD, his E to 'kite' between his Q stacks and tornado throws to even his 'tank fighter build' and his top lane builds. With only really once he did his Tank Fighter build' that finally got Riot to nerf his R with a crit requirement to the 'damage bypass', which his double crit chance is going to make that not too hard to pull off but at least make his R's 3 step massacre bringer a little more gated.

Namely his R lets him instantly jump to an opponent that been knocked up, even if he didn't do it, dish out a good chunk of damage and then get a partial 'armor bypass', now only on crits thank Greg. Which is all tied up in a relatively not very long cooldown R and him being 'without mana costs' makes it easy for him to just pop his R, E thru his target, kite them around, if his opponent is stupid enough, allow Yasuo to wait till R is back up while 'kiting' and just Q tornado+R the opponent again.

Zed 's R requires him to do damage 'immediately' after using it otherwise the 'detonation' damage is basically trash without the 'damage pile up' to add the bonus damage onto the 'detonation' and he does a huge enough telegraph to make a shield or Flash be popped to 'counter' it'.

Shyvana 's R requires her to have a full 'Fury gauge' and in order to keep it sustained she has to aggressively attack opponents or lose it relatively fast. Even if it has no 'physical' cooldown, the time it requires to build it up takes time and requires Shyvana to be auto'ing a bunch of targets for some time or for it to slowly recharge until the MUCH later game when the R's rank is higher aka where the fury per second and fury per auto is more substantial.

LeeSin doesn't even count because he might as well be more cancerous then Yasuo for very obvious reasons.

Akali's R at least doesnt trigger her passive or her Q 'charges' and is at least on a 'stock system'...

Kennen already got his R fixing by requiring him to be more active in 'staying' with the opponent so the damage piles up with stronger hits in its 'last seconds' so he can't be pulling summoner 4+Ulitmate+item 3157 bs nukery bs as much as he did before, even if he still can do it with the stuns (which are at least GATED by reduced stun duration for repeated stuns).

Even if AP champions are on the rise for mid lane, Yasuo can still middle finger them because most of them are still projectile types, stuck with bothersome mana costs or just plain immobile enough for him to dance around them. Beyond maybe Ahri using her R to instantly 'dash away from' a Fizz Q or Yasuo E 'dash path' too i assume, not many ways really exist to maul a Yasuo besides being aggressive to break past his passive shield, force him to use his W and then proceed from there, but long as he has a target he can E thru, likely he'll just point blank E you can easily gain enough distance to get out of your attack range then(Especially if the jungler gets between him and his turret to try and hard CC him).

[slayer-jinx-unamused]

He gets alot of things and maybe only the first 2 levels i ever felt 'klunkyness' from him but once he gets those attack speed items and boots, his E goes quite a good distance and his Q is being fired 'quite fast'. With a completed item like item 3046 making it 'REALLY short' thanks to that attack speed to Q cooldown reduction scaling.

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