Yasuo, the Unforgiven (Rework Idea)

Prospector Pete·6/7/2017, 10:11:04 PM·9 votes·790 views

Since his release and to this day, Yasuo has been one of the most hated champions in League of Legends? Why is that? Usually the answer is that he is toxic due to his free stats through his passive, and sometimes how his windwall is broken. There have been some suggested reworks before, but I feel like this one is good in that it reduces his toxicity while still keeping him viable and keeping his high skill cap.

(Passive) Sheathed Blade- If Yasuo hasn't basic attacked or used an ability for 4 seconds, he Sheaths his blade, causing his next basic attack or ability to gain an extra effect. Basic Attack or Steel Tempest- 30/35/40% increased damage Windwall- 30/40/50% increased health Sweeping Blade- Cooldown reduced by 40/45/50% Last Breath- Suspension duration increased by .25/.35/.45 seconds

The goal of this ability is to give Yasuo options on what to do in certain situations, while removing his free shield and crit chance. It promotes for him to wait and use abilities when it counts rather than spam them and hope that something happens. Additionally, the bonus suspension duration on Last Breath encourages Yasuo to coordinate with his team and use their knock-ups rather than his own.

(Q) Steel Tempest- Yasuo thrusts his sword forward, dealing 20/40/60/80/100 (+100% AD) physical damage to all enemies hit, gaining a stack of Gathering Storm for 6 seconds if he successfully hits an enemy. If he has 1 stack of Gathering Storm, he can cast the ability again to apply all of the same effects from the first cast. If he has 2 stacks, his next Steel Tempest consumes all stacks to generate a whirlwind that flies in a targeted direction, dealing the same damage to and knocking-up enemies hit.

Cooldown: 4-1.33 seconds (based off of bonus attack speed)

Same ability as before.

(W) Windwall- Yasuo unleashes a powerful gust of wind that extends slightly outwards from him after a .25 second delay. The windwall blocks the first projectile hit with no penalties, and then gains health. The windwall starts with 250/400/550/700/850 (+20% of Yasuo's Bonus Health) health, which decays by 20% every second until the wall depletes. If the wall doesn't get hit by a projectile, it vanishes after 6 seconds. If the wall is still alive 7 seconds after being cast, it instantly collapses.

Cooldown: 26/24/22/20/18 seconds

Basically the same ability, but now it has more ability to play around it. As it now depletes quickly over time, you can decide to let it be or whittle it down with some basic attacks or abilities. In addition, the health scales with Yasuo's bonus health, encouraging him to buy more defensive items.

(E) Sweeping Blade- Yasuo dashes a fixed distance through a target, dealing 60/70/80/90/100 (+25% Bonus AD) physical damage to them and marking them for 10/9/8/7/6 seconds. Yasuo cannot dash to marked targets. If Yasuo uses Sweeping Blade while his blade is Sheathed, it stays Sheathed. If he doesn't have it Sheathed, he Sheaths it after dashing through 3 targets within 5 seconds.

Cooldown: 1/.8/.6/.4/.2 seconds (not reduced by cooldown reduction)

Also basically the same ability, but now synergizes with Yasuo's passive to allow good Yasuo players to be more effective with it. Also rewards Yasuo for already having his blade Sheathed by reducing the cooldown to the current cooldown.

(Ultimate) Last Breath- Yasuo dashes to a targeted knocked-up enemy, causing all knocked-up enemies in the area to be suspended in the air for an extra 1 second. Afterwards, Yasuo deals 200/300/400 (+150% Bonus AD) physical damage to them and automatically Sheaths his blade.

Cooldown: 80/55/30 seconds

Basically the same ability, but without the armor penetration.

This rework aims to reduce some of Yasuo's toxicity by increasing his counterplay, while keeping his skillcap high and his kit viable. Now, Yasuo has to choose what effect he wants to have, in addition to having to rely on his teammates more. Some of the numbers might not be perfect, but I'd rather focus on the kit itself rather than the values, since I'm not the master on balance. If you have any suggestions or comments, leave a reply!

10 Comments

Spicy Rice6/7/2017, 10:16:52 PM2 votes

Bruiser yasuo, here I come

Death by Glamour6/7/2017, 11:25:07 PM1 votes

Actually pretty good, although it looks pretty weak for a laner

How do you think people would build your reworked yasou now that you have taken away his crit passive?

fuffychan6/7/2017, 11:34:56 PM1 votes

I like the passive idea for this Yasuo, especially removing the free crits and shield. However he still has way too much mobility and his wall lasts too long. Also it looks like bruiser Yasuo is the way to go.

Rewt6/7/2017, 11:52:04 PM1 votes

If you are going to remove the double crit you should buff the Q damage. Yasuo's Q has never been scary on paper. Its just the double crit made it scary in practice.

Possibly 100/125/150/175/200

Hong Kong Revolt6/8/2017, 12:16:05 AM1 votes

In what situations is this new Yasuo playable? After dumpstering his damage and passive shield, he no longer has the stats to fight, but his 3q stayed, so he still wants to fight. This version either runs over people with base stats and becomes tank Elko 2.0, or he's useless as a skirmisher.

IronwallJackson6/8/2017, 12:17:30 AM1 votes

So you took away both of Yasuo's damage steroids. Ok, that means he no longer scales well into the late game, he lacks the inherent tools to chew through tanks the way other skirmishers do, his laning pattern is now 100% hit and run because he has zero incentive to continue trading blows since his Q sucks, and he also can't take ranged harass.

I guess this means everyone is going back to playing top lane frozen force Yasuo exclusively because this version isn't viable in mid lane anymore. I'm not even certain he'd be good there with his slow, whatever power spike off Trinity. item 3111 item 3078 item 3071 item 3022 item 3742 and item 3193 would probably be his full build because his damage is trash already, might as well go full ham as a diver.

EDIT: I just noticed, 850 health on the Wind Wall? The reason his W doesn't have health is both that health would encourage bad players to attack the wall instead of repositioning and also the ability is too binary in its impact to deal with having hit points. 1000 health would only be enough to eat two autoattacks from a late game ADC, but still enough to block most projectile ults. That is ludicrous.

AR URF6/8/2017, 12:21:32 AM1 votes

Would you people stop calling yasuo toxic. in about 30 games you'll find 1 that has a toxic yasuo. Stop with the "yasuo players are toxic" People tried the same thing with Riven,Draven,Darius etc. It's an NA thing, not a champion specific thing.

Jo0o6/7/2017, 10:13:45 PM1 votes

I have no idea how balanced or realistic this would be, but I just want to say that I really like that passive idea. It's thematically sweet, and would add an interesting wrinkle to the kit.

DesolationKaizer6/8/2017, 1:56:49 AM1 votes

Honestly, the passive is horrible imo, it basically kills any incentive for Yasuo fighting over an extended period...like a skirmisher should. Basically just destroys any lategame potential he has.