My Changes To Yasuo

Meilouse·6/19/2017, 8:27:30 PM·1 votes·958 views
Yasuo

Yasuo Yasuo – the Unforgiven

**Way of the Wanderer ** INTENT: Yasuo gains double the critical strike chance from all sources but his basic attacks and Steel Tempest respectively deal 90% and 85% damage when Critical strike icon critically striking. RESOLVE: Yasuo generates a Flow stack for every 59 / 52 / 46 units he travels by any means. At 「 100 stacks 」 and upon taking champion or monster damage, Yasuo consumes all Flow to shield himself for 60/70/75/85/95/110/120/130/145/160/200/225/255/290/330/380/440/510 (based on level) for up to 1 second.

_Bringing down the shields value at earlier levels will expose Yasuo to more poke early while still having moderate scaling on his shield in mid to late game. _

**Steel Tempest ** TARGET RANGE: 475 / 910 - EFFECT RADIUS: 375 - STATIC COOLDOWN: 4 - 1.33 (based on bonus attack speed) FIRST CAST - STEEL TEMPEST: After 0.54 - 0.18 (based on bonus attack speed) seconds-delay, Yasuo thrusts his sword, dealing physical damage to all enemies in the target direction and granting Gathering Storm upon dealing damage.

Steel Tempest can Critical strike icon critically strike for 85% damage and applies on-hit effects to the first target hit. Casting Steel Tempest after Sweeping Blade affects enemies around Yasuo instead.

**SECOND CAST - STEEL WIND RISING: ** For the next 8 seconds, Yasuo can gain another Gathering Storm stack by hitting an enemy with Steel Tempest, empowering it for the same duration. ** THIRD CAST - GATHERING STORM: ** Yasuo consumes all stacks to unleash a whirlwind that travels an increased distance in the target direction, dealing the same damage and knocking airborne all enemies hit. Steel Tempest's knockup does not gain increased range when cast during Sweeping Blade.

PHYSICAL DAMAGE: 20 / 40 / 60 / 80 / 100 (+ 90% AD)

By making empowered Q go a little bit farther and giving more time to hold his Q he can still be the playmaker we know today, I also touched his critcal percent from 75 to 85 and bring the AD Ratio on Q from 100 to 90, this change was directed towards his early game and giving him more power into mid game.


Wind Wall TARGET RANGE: 400 - COOLDOWN: 26 / 24 / 22 / 20 / 18 ACTIVE: Yasuo creates a gust of wind that travels in the target direction over 0.5 seconds to form a wall in front of him. The wall slowly drifts forward 50 units over 3.75 seconds. NEW: Windwall now has a health bar and can only block 3/5/7/8/10 (based on how many points is in the skill) projectiles.

WALL WIDTH: 300 / 350 / 400/ 450/ 500

By giving the windwall a health bar and increasing the cast time allows more counterplay to Yasuo while still letting him have his outplay potential.

Last Breath: TARGET RANGE: 1200 - COOLDOWN: 100 / 55 / 30 ACTIVE: Yasuo blinks to the visible airborne enemy champion nearest the cursor, instantly generating 100 Flow stacks but resetting Steel Tempest

Upon arrival, he suspends all nearby airborne enemies for 1 second, dealing physical damage.

For the next 5/10/15 seconds, Yasuo's critical strikes gain 50% bonus armor penetration.

PHYSICAL DAMAGE: 200 / 300 / 400 (+ 155% bonus AD)

I brought down the amount of time you get the 50 percent bonus armor penetration and increased the CD at earlier ranks but I increased the ratio onto Last Breath minimally to still give him a little edge with the ult

I want feedback on these changes and I'll be putting a link for the current stats so you can compare my changes to the current Yasuo. This was honestly pretty fun to make and I hope you guys think some of these were necessary, if you think something needs to be changed please drop a comment down below.

6 Comments

AmetDeCrypt6/19/2017, 8:44:09 PM2 votes

too many words for such simple changes, and I don't think a health bar works on windwall. just increase the distance away from him it gets summoned from on top of him to some units away so he needs to have better reactions to use it.

HOT BEEF 6/19/2017, 9:40:36 PM1 votes

HIs passive just does way too much imo :p