Is Windwall Too Strong?

BlâckLotus··4 votes·788 views

personaly i always ban yasuo,not just because of premades taking him to wombo combo in late game,but also because of his windwall,i believe he is too strong as a champion for the reasons below: 1,most stuns in the game are skillshots and can be blocked by yasuo. 2.if you pick backline mages youre screwd against him 3.why can a midlaners skill provide more support to his team with his windwall than a whole support champion(just windwall the adc and he is practicaly disabled for 2 seconds to go around). 4.yasuo mains/otps 5.his R though its damage has been reduced in previous patches is still pretty usefull as a disable too for the people he R's ..\ i hope this post doesnt get burried by yasuo mains /../ nerf yasuo plox summoner 14 summoner 14 summoner 14 summoner 14 summoner 14 summoner 14 summoner 14 summoner 14 summoner 14 summoner 14 summoner 14 summoner 14 summoner 14 summoner 14 Yasuo summoner 14 summoner 14 summoner 14 summoner 14 summoner 14 summoner 14 summoner 14 summoner 14 summoner 14 burn yasuo.

7 Comments

Totalwanabe3 votes

strong vs ranged useless vs melee

Oleandervine2 votes

Plus, Viktor, Karthus, Malzahar, and Taliyah can cast spells behind his wall and screw him over.

BlâckLotus1 votes

thats true you can get an advantage by counterpicking him,but thats a luxury you dont always have.

BlâckLotus1 votes

i used to main lux back when i used to play mid,even though her R can go through his wall it seemed like an unfair matchup from the begining.i dont think a champion should have just a strong advantage just from counterpicking,i mean it was a more dificult matcup than malzahar versus gankplank,thats not right.

BlâckLotus1 votes

and it seems that his counterpicking potential apply to 80% of the games midlaners tbh

bottledpoop1 votes

I only agree to this because I main Sona

Koala Frenzy1 votes

I think it persists for too long for a champion that has no mana costs. It should always be used as a reaction to incoming attacks rather than granting your team free siege for 4 seconds every minion wave.

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