Yasuo, the Unforgiven [A Minor Rework with Major Consequences]
Hello, League! Yasuo is a champion with a relatively high mechanical skill ceiling. Players who master the champion should feel rewarded for having invested a sizable amount of time and effort to play such a difficult champion. Instead of outright reducing the ability of Yasuo players to work with the tools that they have, we can generate creative solutions on how to improve the champion for the health of League of Legends moving into the future. You see, Yasuo generates frustration because of a lack of clarity in his kit. Player frustration begins when a champion fails to properly project the right cues – Yasuo’s a samurai who should deal damage by cutting his enemies down with this sword, but his fantasy is improperly aligned with the actual gameplay.
What is this lack of clarity? Well, for starters Yasuo deals damage with an ability that doesn’t telegraph the message “I deal damage!”: Sweeping Blade. It doesn’t make much thematic sense. Second, his passive grants too much power, too early. Double critical strike chance from the get go means the moment Yasuo starts building any meaningful amount of the stat, he gets a ton of free damage at a point in the game where champions are ill-equipped to deal with undeservedly high auto attack damage. Then finally there’s his shield, which grants him perpetual extra tankiness for simply existing, as it scales only with level. Yasuo isn’t Malphite – he’s a fighter, not a tank. Removing the “perpetual” aspect of “extra tankiness” ensures Yasuo doesn’t get any free power that contributes to his overall lack of clarity.
Making Yasuo more clear means properly addressing all of these issues and hidden boosts that generate most of the frustration in players playing against him. The first thing to hit, therefore, would be his passive. Let's go through this iteration of his kit ability by ability.
Way of the Wanderer (Passive): Yasuo generates his resource, flow, by moving (distance covered by Sweeping Blade counts). Upon reaching maximum stacks, he instantly gains a five-second shield equal to his total AD plus a base amount that scales with level.
Right away, Yasuo’s ability to gain double critical strike chance without any active input on his part is cut from his passive entirely. We solidify the theme of flow being a movement-generated, time-sensitive resource by forcing Yasuo to be instantly shielded whenever he reaches the right number of stacks. Proper management of this resource becomes, -cough- critical, to Yasuo’s success. To wrap things up, the shield has a lower base value, but lasts much longer and scales with Yasuo’s AD, thereby reducing the power Tank Yasuo gains just for leveling up while incentivizing the building of AD.
Emphasis: The shield lasts five times as long as it currently does and scales with AD, so it will be STRONGER when it does activate. Good Yasuo players can time this by influencing how often they decide to dash with Sweeping Blade and how often they pace back and forth.
Wind Wall (W): Passively, Yasuo gains an additional bonus critical strike chance from items (this bonus increases with this ability's level). When activated, Yasuo creates a wind wall that destroys all projectiles that encounter it, except Turret shots.
The bonus critical strike chance Yasuo gains is moved to his basic ability, Wind Wall. If Yasuo wants to access the “double” critical strike chance passive that was straight up handed to him for free before, he’ll have to level up his wind wall. The late-game power of Yasuo is unaffected, while the early and mid-game power of Yasuo is drastically reduced if Yasuo decides to build pure critical chance without first building damage items.
Steel Tempest (Q): Damage dealt changed to equal Yasuo’s total AD. Does not apply on-hit effects, but can critically strike. Steel Tempest’s whirlwind deals an additional 50% damage. Higher ranks reduce this ability’s cooldown.
While moving down Yasuo’s kit, we first return to his Q. These Q changes increase the clarity of his kit – Q works almost just like a basic attack. Dodge the whirlwind – it deals a lot of damage, always. With these clarity updates, when you lose to Yasuo, you will know exactly why you’ve lost when you’ve lost. You didn’t dodge his whirlwind; shame on you.
Sweeping Blade (E): Yasuo dashes a fixed distance in the direction of a target enemy, allied champion, or allied pet (allied minions are not targetable). Each dash marks the enemy Yasuo dashes through, rendering it untargetable by this ability for a moderate duration, and generates a stack of Powerful Gust. Each stack of Powerful Gust increases Yasuo’s movement speed moving directly away or towards enemy champions.
We touched upon free damage earlier and emphasized the whimsicality of Sweeping Blade’s magic damage. Instead of dealing damage, Yasuo gets better at chasing and kiting when moving directly towards or away from enemy champions and can also target his allies to get around in teamfights. Having the Samurai chase or kite you while thrusting his blade for physical damage makes much more sense than having him body tackle you for magic damage.
Last Breath (R): Yasuo blinks to the location of any airborne champion(s) and keeps them in the air for a second, dealing damage three times (one and two in the air, three on the way down). Enemies with ≥half their maximum health have their armor reduced for a duration, while enemies with <half their maximum health are dealt additional damage based on their missing health. Instantly generates some stacks of flow on cast.
If there’s one thing that Yasuo players could use, it’s a finisher ability that looks cool and does what it looks like it should do. This change gives Yasuo players the ability to contribute in a meaningful way to their team when they do Last Breath a bunch of enemy champions at the start of a teamfight, but also rewards them for using it to finish off low-health adversaries at the end of close duels. The whole three separate strikes instead of one thing is just icing on the cake to ensure the ability functions exactly the way it appears to function – you might just survive a 1on1 fight you wouldn’t otherwise have survived because you killed your opponent a split second earlier with this version of Last Breath, activating your Dangerous Game mastery just in time to cover a final tick of Ignite.
Summary
- Yasuo’s core identity isn’t a problem. He can be a samurai who dashes around constantly to confuse his opponents. He can retain his mobility, have the cake and eat it too. The problem only arises when players get frustrated because a part of his kit doesn’t belong in the right place at the right time. Double critical strike chance can exist, just not so damn early on. A very strong wind shield passive can exist, but not without windows of weakness and active management on Yasuo’s part as well. These changes to his kit reinforce his core identity as an agile, skilled warrior that hacks and slashes at foes to victory.
TL;DR
- Yasuo’s passive shield is much stronger, scales with AD, and lasts five times as long as long when properly and actively managed.
- Yasuo’s double crit chance is moved to his W.
- Q is more intuitive; deals the damage of an auto, whirlwind deals more damage.
- E doesn’t deal damage; instead grants stacks of Powerful Gust.
- R deals more damage to low health targets, reduces armor for high health targets.
- Thank you for reading if you went through the entire post with me, seriously.
Yours in Faith, Cardi