Yasuo rework concept

Espurr VI··7 votes·1,397 views

It's no joke that Yasuo is extremely frustrating to play against. His kit is simply way too overloaded, there isn't much else to say. He's too safe, he's too mobile, his damage is insane, the list goes on. So here is my take, on making this obscenely powerful champion, and making him balanced.

Passive: Way of the Wanderer: Every 3 seconds, if Yasuo has not attacked or used any abilities, he sheathes his blade and gains the buff "Sheathed." Attacking or using an ability will consume the Sheath buff. Some abilities gain bonus effects if used while he has Sheath. While Yasuo has Sheath, his crit chance doubled.

Q: Steel Tempest: Katanas are not made for stabbing! Yasuo SWIPES the area in front of him, in a crescent shape (think Diana's passive) dealing physical damage. After using this ability, Yasuo can cast this ability again after an initial cool down of 1 second before it goes on it's actual cool down. If Yasuo casts this ability 3 times, the third Steel Tempest will knock enemies back, deal higher damage, and then cause Yasuo to instantly sheath his blade. Steel Tempest is immediately put on cool down after the 3rd cast. This ability does not reset Yasuo's auto attack timer.

Sheath Bonus: The swipe from Steel Tempest will also block all enemy projectiles it hits. Additionally, Steel Tempest will apply on hit effects this one time.

W: Wind Wall: Yasuo slashes the ground, creating a wall of wind that travels in a line, blocking all projectiles that come into contact with it as it travels for 4 seconds. If the Wind Wall blocks an increasing number of projectiles as it levels up, it will disappear early. (It's about the size of Ezreal's ult)

Sheath Bonus: The Wind Wall is bigger can block more projectiles.

E: Sweeping Blade: Yasuo dashes a fixed distance through a target, dealing magic damage. If Yasuo dashes through an enemy champion, he gains a small movement speed buff.

Sheath Bonus: Yasuo can dash an additional 2 times, but not through the same target.

R: Last Breath: After a brief delay, Yasuo dashes through a target at lightning speed, dealing physical damage based on how low his target's HP is to both him and his target.

Sheath Bonus: Last Breath deals noticeably higher damage, and will also cause Yasuo to sheath his blade right after.

8 Comments

Apocalypse Lemon2 votes

Putting that very frustrating shield on a 3 second cooldown, no thanks. I like the only one attack having double crit though.

Q: Katanas have no indifference towards stabbing. The stabbing move is called Tsuki, and is common practice in Kendo. Otherwise his Q sounds over powered, especially considering he still has wind wall. It's an AOE cleave with 3 strikes, which means 3 auto resets, plus spamming it is super rewarding because it both resets his passive and has a chance to just randomly block abilities and autos. Unless it has one hell of a cool-down after the third there's no balance. He gets damage, survivability, and utility out of one move. Notably, the one downside there is the knock-back.

W: Windwall is already amazing in every way. Giving it a random knock up isn't needed.

E: limiting his dashes is gonna hurt him bad in lane. Why is the damage magic?

R: I like the theme, I'm not sure about the CC though. He's already king of 1v1. Giving him the win for free just for going even with him seems unhealthy. It also rewards Yasuo for going Ham in bad scenarios and possibly feeding. It also doesn't fit his kit. Hes the king of high octane 2000000 apm pro plays. Having all that stop dead for a minute would be jarring and break all the Yasuo main's brains.

Espurr VI1 votes

Mm, maybe the shield should be removed on the passive.

I remember watching a documentary on this. Katanas are really not meant for stabbing. In terms of power, they are MUCH more suited from slashing. Two people took 2 swords, one katana, and one english sword. The english sword did well in both slashing and stabbing, but the katana could not deal much damage with stabbing, compared to it's amazing slashing.

W: This new wind wall is meant to be relatively small (which I should have mentioned) and moved like a skill shot. (Think a mini ezreal ult, but slower)

E: That's the goal. Yasuo SHOULDN'T have an infinite amount of damage with the only downside being he needs a new target for each dash. Also, it already does magic damage.

R: What I had in mind was that moment when a samurai dashes through an enemy and then sheathes his sword. Then only after, his target dies. But I will change it a little so it isn't so OP in terms of 1v1.

theonlyaustin2 votes

I'm so tired of people saying that Yasuo is broken, needs a rework, etc. while his mid to late game is fantastic, playing the right champion into him to abuse his weakest point being the early game will cause him to not be an issue. Figure out the right champions to play into him and then do it. Stop complaning

Edge of Daybreak2 votes

You know the yasuo QQ has gone too far when people are supporting a rework where his ultimate deals damage to himself...Also there is a reason he has the double crit passive. Melee carries need a strong steroid to function or else you have no reason to play them. Your sheath thing is almost impossible to use during laning phase as you have to farm minions anyway. Taking away his shield would also make laning with him almost impossible against any competent opponent.

Instead of proposing poorly thought out nerfs take the time to learn the matchup and improve your play. It would serve you far better than wasting time on this nonsense.

Espurr VI1 votes

Actually the damaging himself part is new. But, unless you'd like to give out some suggestions, or some useful information (and not opinions) then you can just leave, because I'd rather not "waste my time on your nonsense"

Apocalypse Lemon1 votes

Hes not unbalanced, hes just an absolute bitch to play against. His entire game is based in the first 10 minutes but you can't FF until 20. Either he gets dumped on in lane, is worthless and feeds the whole game, or he goes 25/0 and one shots the entire enemy team with his SUPER cost effective steam roll passive. There's nothing fun or healthy about his kit to anyone who isn't currently at 5 kills up or more, and at best your opponent is just relieved not to have lost.

It's like sitting in a car with a 5 year old. Hes annoying, hits you a lot, and screams if he doesn't get his way. The only joy you muster after a 10 hour drive is being rid of him until you get back in that car again. This is laning against Yasuo.

There's not even much joy in beating him because unless your team is spot on he's gonna pick up a triple or two by accident and be right back into the fight later. It's just tension and irritation for at least 20 minutes.

Calabok1 votes

upvoted

But change

W: Wind Wall: Yasuo slashes the ground, creating a wall of wind that travels in a line, blocking all projectiles that come into contact with it for 4 seconds. If the Wind Wall blocks an increasing number of projectiles as it levels up, it will disappear early.

60sec cooldown all levels

ModWulf Helhammer1 votes

No.

Just, no.

No he doesn't need a rework, no I don't play Yasuo, and no, this isn't in the slightest a good idea, for either party

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