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Why everytime fiora gets nerfed she get a buff immediately

Lord Kuma··58 votes·3,805 views

Quick gameplay thoughts

7.16 Balance Changes A couple more things that should be hitting PBE soon, or are being worked on for 7.16: Fiora - Hit too hard. Giving her some of the movement speed we took off her passive back (ult still doesn't grant movement speed just for being near an ulted target however).

Surprise surprise, fiora is getting buffed that will hit PBE in any minute. Im not saying shes gonna be op again or anything but why fiora has the special treatment that everytime she gets deserved nerfs that made her little bearable to fight against then riot buffs her in the next few PBE cycle saying "we hit her too hard"..

Most fighters and tanks or hell any class gets harsher nerfs then they leave them couple months to buff them again, but fiora is in the special baby list and riot cant stand that people not picking fiora every game now.

honestly how did riot think that they nerfed fiora too hard? they didnt even touch her bitch made stance(her W) or even her stoner ult damage

FYI im not saying her buffs will make her dumb again(her damage is still dumb) but why does she get a buff everytime they nerf her?

85 Comments

AFilthyCaitMain31 votes

A lot of people agree she was hit too hard last nerf.

Lord Kuma9 votes

Shes a late game split pusher who beats any fighter/assassin 1v1(not sure about darkin kayn) shes suppose to have a weak early game thats the trade off

Asayake 5150glow8 votes

[{quoted}](name=Lord Kuma,realm=NA,application-id=3ErqAdtq,discussion-id=q6EYAgW4,comment-id=00020000,timestamp=2017-07-25T21:04:18.663+0000)

Shes a late game split pusher who beats any fighter/assassin 1v1(not sure about darkin kayn) shes suppose to have a weak early game thats the trade off

The trade off is shit teamfighting ability. Not lane.

Maybe they buffed her because she never needed nerfs? Anyway, to answer your question of why it happened so fast, it's probably since Fiora is a pretty popular champion. Plus, I don't think anyone will complain about having a tank counter be good.

GayFluffyUnicorn31 votes

"tank counter" and bruiser counter and squishy counter she counters basically everything except pantheon for the first 5 mins. Shit teamfighting is the biggest myth EVER.

Asayake 5150glow4 votes

{quoted}

"tank counter" and bruiser counter and squishy counter she counters basically everything except pantheon for the first 5 mins.

Um what? She can do well against anyone, but is by no means a bully (except against Sion, but what skirmisher doesn't bully him?)

Shit teamfighting is the biggest myth EVER.

I know right! Just like how people think humans landed on the moon, lol.

GayFluffyUnicorn2 votes

Yeah she IS a bully which is EXACTLY the problem with her. She is a bully against more than half of the roster and has no losing matchup against the other half as someone who becomes unstoppable 1v1 even 1v2 sometimes after only two items. And a slightly worse teamfight because of lack of hard CC and AOE damage just doesn'T justify that. If you look up my profile you see who my main is so i might be a bit biased in that regard but seeing how someone with a godlike mid-lategame who ACTUALLY needs 4 items is a Q bot for the first 15 mins it's hard to understand how fiora is allowed to be a lanebully for how hard she scales.

Asayake 5150glow2 votes

{quoted}

Yeah she IS a bully which is EXACTLY the problem with her.

That's simply not true though, which is why you think there's a problem with her when there really isn't.

She is a bully against more than half of the roster and has no losing matchup against the other half as someone who becomes unstoppable 1v1 even 1v2 sometimes after only two items.

Fiora bullies 2, 3 champions maximum when even. Everything else is a skill matchup, barring Pantheon where she gets wrecked.

And a slightly worse teamfight because of lack of hard CC and AOE damage just doesn'T justify that.

Not because of lack of hard CC and AoE damage - it's because of a SHIT gapcloser and squishy. She will never reach the backline, and will thus melt instantly in a teamfight.

If you look up my profile you see who my main is so i might be a bit biased in that regard but seeing how someone with a godlike mid-lategame who ACTUALLY needs 4 items is a Q bot for the first 15 mins it's hard to understand how fiora is allowed to be a lanebully for how hard she scales.

But Fiora isn't a lanebully -_-

And she doesn't scale that well because she can't teamfight (unless it happens to just be a 10 man clown fiesta which cannot be really called a teamfight). But by then you could say Pantheon or Tryndamere is a good teamfighter.

Even as Gangplank, you can probably bully out most of the juggernauts via range, and when played well can 1v1 a lot of people without very strong early games. Gangplank's damage also becomes notable the moment he gets Triforce (where if allowed to get multiple Q's off, preferably max range, he will easily take out most of the roster). Gangplank's ability to take out 1/3 of your health from range means that if you can't engage on him, his early isn't actually that bad (as long as he doesn't try to engage stupidly after using his combo).

Gangplank against Fiora is actually a purely skill matchup until the early midgame where she gets a lot stronger, but later on you outscale even harder (3 items) because you won't even need to get into Q range to do massive damage anymore.

ChaoticPinecone4 votes

If you dont think Fiora has shit teamfighting, who does?

I mean, just because you have poor teamfight presence doesnt mean youre useless in a teamfight. Its that other champions are better. I would much rather have a champion like Rumble in a teamfight than Fiora, wouldnt you?

GGLineaR2 votes

Kled is useless in a teamfight. Tryndamere is worse.

ChaoticPinecone3 votes

As someone who only plays Kled only on ARAM (so basically, only in teamfighting situations), I can say he has one of the best engages you can ask for. No distance is "safe" enough. Enemy team needs to check baron? There is no way of doing that safely. Someone gets picked off? Unless you have 2+ disengage champs, youre going to be fighting a 4v5. He is also amazing at getting to the backline, and provides that extra "ooph" for your engage. (you dont need to wait for a Gragas or someone to land a bodyslam or wait for your Annie to have Flash to run people down).

As for Tryn - I agree. His teamfight presence is pretty bad. But guess what? He is also another tank counter, bruiser counter, and squishy counter. Is he useless in a teamfight? Not really. He can still flank. And youre vastly underestimating how strong -80AD on all 5 members of the enemy team can be.


Again, no champion is useless in a teamfight. There are those who are better, and there are those who are worse. Fiora is near the bottom of the table for teamfighting champions since her rework. That doesnt mean she cant do anything - its just that her real strengths lie elsewhere.

I mean, you can probably count the list of champions worse than Fiora in a teamfight with your hands (I can think of Aatrox, Udyr, Tryn, and Morde, with Xin, Camille, and Eve depending on how strong or weak they are on that particular patch. Honorable mention to Shaco, Teemo, and Nasus). When youre comparing her to the bottom tier of teamfighting champions, that means shes pretty terrible at it.

GGLineaR1 votes

When I say useless, I'm exaggerating.

It just seems like even when smurf acc play them, their contributions are minimal.

Ofc, this is coming from a bronze player who was demoted from 1 to 3, and 3 to 4. So what do I know.

Vulconix1 votes

Shit team fighting isn't a myth. Bruiser counter is a complete joke. Squishy counter is also a complete joke.

Where the hell are you getting these facts from? [zombie-brand-mindblown]

Lord Kuma4 votes

Yeah a tank counter you say? lol

bad teamfighting? jesus christ some people

Asayake 5150glow6 votes

[{quoted}](name=Lord Kuma,realm=NA,application-id=3ErqAdtq,discussion-id=q6EYAgW4,comment-id=0002000000000001,timestamp=2017-07-25T21:46:10.433+0000)

Yeah a tank counter you say? lol

Um yeah. What do you think the %maxhealth True damage is for?

bad teamfighting? jesus christ some people

I know, it's weird how some people think her teamfighting is actually good.

Lord Kuma4 votes

so shes only good vs tanks? not like she can just win 1v1 against any fighter who tries to stop her split pushing??

yes her "bad teamfighting" is a myth and its not entirely true

DuskDaUmbreon3 votes

She's not "bad" at team fighting, per se, but she's certainly not good at it, either.

She sucks against anyone who can out-maneuver or out-range her (which, right now, is just about anyone in the game. She literately cannot function without item 3142 right now, as she can never proc all of her ultimate without killing someone on the first hit). Or anyone with instant CC. Seriously, just play Annie or Ahri if you see Fiora in the game.

Hell, she's actually not always that good against tanks. She consistently lost to Singed before they buffed him. Singed, of all people. Back when he was considered a joke, and you were called a troll for picking him.

And, let's be realistic. If Fiora's bad, Cho'gath (and other insanely tanky champions with absurd amounts of damage and CC) just gets that much worse. She's one of the few people able to fight him in late game (the others being Morgana and Vayne).

Tyde DV3 votes

Singed actually was a really bad pick into Fiora last patch before Singed buffs and Fiora nerfs and the stats showed that. Idk how you're saying otherwise.

Also, no one builds ghostblade on her..

nargnargnarg1 votes

Darshan popped off on her vs. Immortals. I thinks she's in a pretty decent spot.

DunkinNoobs17 votes

Fiora can't get her ult off against basically anyone after the nerfs which is the same problem she had when her rework was released. She needs a little bit back.

Weiner the Pooh15 votes

Because she couldn't function? Fiora is a champ that needs to be quick and nimble, the nerfs made her slow and clunky. Honestly without her ult ms, she'll still be in a pretty shitty place.

Lord Kuma5 votes

Top laners been SCREAMING at riot to nerf her W and remove her unnecessary AS slow or even nerf her overall damage but riot decently nerfed fiora to not be stupidly oppressive at the early game where shes not suppose to and you actually can run away as an immobile melee fighter

dont tell me shes not functioning she still has her low Q cooldowns and still beats anyone 1v1 late game

EminenceVoid7 votes

[{quoted}](name=Lord Kuma,realm=NA,application-id=3ErqAdtq,discussion-id=q6EYAgW4,comment-id=00010000,timestamp=2017-07-25T20:59:10.328+0000)

Top laners been SCREAMING at riot to nerf her W and remove her unnecessary AS slow or even nerf her overall damage but riot decently nerfed fiora to not be stupidly oppressive at the early game where shes not suppose to and you actually can run away as an immobile melee fighter

dont tell me shes not functioning she still has her low Q cooldowns and still beats anyone 1v1 late game

okay you have to admit that not being able to keep up with a mordekaiser with Thunderlord's is a bit much. Now when people flash i dont follow or think about flashing cause ik even if i Q and proc a vital i wont keep up with them. hopefully new Runes do something or they revert it.

Tyde DV4 votes

the W AS reduction is absolutely necessary in many matchups.

SpookyNeedle1 votes

People don't seem to understand this, don't know why

GayFluffyUnicorn2 votes

God forbit a hypercarry actually has losing matchups, eh?

Tyde DV1 votes

If it makes you feel any better, Master Yi destroys Fiora :)

GayFluffyUnicorn1 votes

XD. Are you actually suggesting lane master yi? Yi is trash at all levels. And it's not about feelings which seems to be where most of you commenters get their idea of "balance" off. It's about who would have guesses: BALANCE And a hypercarry who basically has no losing matchup is not good design and very unhealthy to the game.

Tyde DV1 votes

Kennen, Kayle, Pantheon, quinn are matchups fiora loses pretty hard against in lane.

Jax, Darius, Riven, Rumble, Jayce, Yasuo, Irelia are Skill matchups in lane.

Vs tanks she generally performs well.

Also, I meant jungle yi, if there happens to be one on the enemy team, Yi can easily 1v1 fiora in the lategame in a couple auto attacks.

Cowseed9 votes

Hitting her ms is the same as hitting her in the shins (no puns).

That's an important stat she needs for her kit to function.

Dominick Destine9 votes

You spelled "Ekko" wrong.

[And to a lesser extent Lee Sin]

idontgiveabother1 votes

I believe the last time ekko got a buff was in preseason and (correct me if im wrong) but that was a few months after nerfs to tank ekko and ap ekko was still garbage and lee has only been receiving nerfs this season

Sexy Jack Rabbit1 votes

Was a strict buff even? Didn't they adjust anther ability at the same time?

PrinceOfStorms3 votes

Ekko has received token buffs, but mostly massive nerfs.

Here's a list (discounting bugfixes):

  • 5.11: Base MS down to 340 (from 345), W grants vision 2s after cast instead of immediately, mana cost increased to 50/55/60/65/70 mana (from 30/40/50/60/70 mana) - Overall, nerfs.
  • 5.12: Mana per level increased to 50 (was 40), base AS down to .625 (from .644), AS per level increased to 3.3% (from 3%) (buff #1), Passive damage decreased to 10 + 10 per level (from 15 + 12 per level), Q initial hit ratio decreased to 0.1 AP (was 0.2 AP), R mana cost increased to 100 (was 0), radius decreased to 375 (was 400) - Overall, big nerfs
  • 5.14: Q cost reduced by 10 at all ranks, E CD down early. - Overall small buff (interestingly, the amount the CD was reduced by in 5.14 is equal to the amount it was reduced by this patch)
  • 5.15: Passive ratio increased to 0.8 AP (was 0.7), slow reduced to 30/40/50/60%, MS steroid increased to 40/50/60/80%, W base shield reduced by 50%, scaling increased by 100%. R base heal reduced by 50%, increased by 1% per 15 AP (was 1% per 30 AP). - Overall a wash, though this nerfed Tank ekko really hard.
  • 6.3: Q CD decreased to 9/8.5/8/7.5/7 (from 11/10/9/8/7) - Small buff.
  • 6.6: Passive MS increased to 50/60/70/80%, was 40/50/60/80%. E CD reduced to 11/10/9/8/7, was 13/11.5/10/8.5/7. - Small buff again.
  • 6.8: W passive on hit damage reduced to 3% missing health (was 5% missing health), W passive ratio increased to 1% per 33 AP, was 1% per 50 AP. Minimum 15 damage to non-champions added. E base damage reduced by 10/15/20/25/30, ratio increased to 0.4 AP (from 0.2 AP). - Tank ekko nerfed again, AP ekko still is bad here.
  • 6.11: Passive cooldown increased to 5s (was 3s), Q outgoing ratio nerf from 5.12 reverted, return damage reduced by 20 at all ranks. W stun duration reduced by 0.5s (to 1.75 seconds). R damage reduced by 50 at all ranks, ratio increased to 1.5 AP, was 1.3 AP. - Tank ekko now thoroughly gutted, AP Ekko is still trash.
  • 6.18: Base AD reduced to 55, was 59.
  • 6.22: Base mana regen increased to 7 (was 6). Passive no longer slows, damage changed from 20-190 (from 1-18) to 30-140 (from 1-18). Q outgoing ratio increased to .3 (was .2), Q radius increased by 50 near the end of its path, returning to normal when it returns. R now heals for 0.6 AP, increased by 3% per 1% health lost in the past 4 seconds, from 20% health lost in the past 4 seconds + 6% per 100 AP. R now triggers W if Ekko passes through it while ulting. - Tank Ekko is now dead, AP ekko is now barely viable.

There are only two patches where Ekko has received only buffs, every other patch where he was changed came with a relatively hefty nerf to what was basically his only viable build.

6.22 was the last real change that Ekko received. Everything past that was a bugfix, or visual change.

Even now, Ekko can't really assassinate someone, 100-0, until he's on 1.5 items, whereas other assassins, like Zed or Talon can do it with much greater ease, because Riot nerfed Ekko's bases into the ground.

Dominick Destine3 votes

{quoted}

Ekko has received token buffs, but mostly massive nerfs.

The above quoted is a lie... it's very late and I'm tired but let's examine the data and see;

  • 5.11: Base MS down to 340 (from 345), W grants vision 2s after cast instead of immediately, mana cost increased to 50/55/60/65/70 mana (from 30/40/50/60/70 mana) - Overall, nerfs.

Nerf after release, when he was insanely broken.

  • 5.12: Mana per level increased to 50 (was 40), base AS down to .625 (from .644), AS per level increased to 3.3% (from 3%) (buff #1), Passive damage decreased to 10 + 10 per level (from 15 + 12 per level), Q initial hit ratio decreased to 0.1 AP (was 0.2 AP), R mana cost increased to 100 (was 0), radius decreased to 375 (was 400) - Overall, big nerfs

Buff + nerf.

  • 5.14: Q cost reduced by 10 at all ranks, E CD down early. - Overall small buff

Multiple buffs.

  • 5.15: Passive ratio increased to 0.8 AP (was 0.7), slow reduced to 30/40/50/60%, MS steroid increased to 40/50/60/80%, W base shield reduced by 50%, scaling increased by 100%. R base heal reduced by 50%, increased by 1% per 15 AP (was 1% per 30 AP).

Buff + nerf.

  • 6.3: Q CD decreased to 9/8.5/8/7.5/7 (from 11/10/9/8/7)

Buff.

LOL, should we continue or is my point proven yet? let's continue.

  • 6.6: Passive MS increased to 50/60/70/80%, was 40/50/60/80%. E CD reduced to 11/10/9/8/7, was 13/11.5/10/8.5/7

Multiple buffs.

  • 6.8: W passive on hit damage reduced to 3% missing health (was 5% missing health), W passive ratio increased to 1% per 33 AP, was 1% per 50 AP. Minimum 15 damage to non-champions added. E base damage reduced by 10/15/20/25/30, ratio increased to 0.4 AP (from 0.2 AP).

Buff + nerf.

  • 6.11: Passive cooldown increased to 5s (was 3s), Q outgoing ratio nerf from 5.12 reverted, return damage reduced by 20 at all ranks. W stun duration reduced by 0.5s (to 1.75 seconds). R damage reduced by 50 at all ranks, ratio increased to 1.5 AP, was 1.3 AP.

Buff + nerf.

  • 6.18: Base AD reduced to 55, was 59.

Oh no, a nerf -4 AD!

Good heavens! trolololol.

  • 6.22: Base mana regen increased to 7 (was 6). Passive no longer slows, damage changed from 20-190 (from 1-18) to 30-140 (from 1-18). Q outgoing ratio increased to .3 (was .2), Q radius increased by 50 near the end of its path, returning to normal when it returns. R now heals for 0.6 AP, increased by 3% per 1% health lost in the past 4 seconds, from 20% health lost in the past 4 seconds + 6% per 100 AP. R now triggers W if Ekko passes through it while ulting.

Buff + nerf.

There are only two patches where Ekko has received only buffs

Nobody gives a FFFFFiddlesticks. The point is Ekko gets buffs with each set of nerfs so he is never actually truly nerfed....

Even now, Ekko can't really assassinate someone, 100-0

He's not supposed to. He has multiple low CD escape mechanisms and fairly high defensive stats.

until he's on 1.5 items

LOL.

Ekko mains...

PrinceOfStorms1 votes

Are you just going to ignore how pretty much every other assassin in the game can 100-0 their lane opponent in one combo without even finishing their first item?

Literally all the patches you're quoting as buff + nerf were overall nerfs because they shifted power away from his early game as an assassin, as a consequence of nerfing his tank build. Yet Ekko doesn't have lategame either because he simply doesn't have the range that a lot of other assassins like Zed do, and has no AoE unless he uses his primary escape tool, his ult, offensively, at which point he's a sitting duck and can't escape after that.

The point is Ekko gets buffs with each set of nerfs so he is never actually truly nerfed....

I listed several patches in which he was truly nerfed. The fact that you're assuming that he received buffs in one area doesn't negate the fact that he was nerfed in several others.

It would be like saying "We're reducing the damage of all ADCs by 95%, but increasing their base MS by 5" - and saying that's not truly a nerf.

Dominick Destine3 votes

{quoted}

Are you just going to ignore how pretty much every other assassin

And how many assassins have a massive radius, long duration AoE slow/stun coupled with a huge self-shield?

How about instant ultra high range , high damage , get-out-of-death free move? no?

How about some of the highest defensive stats in the class?

I listed several patches in which he was truly nerfed.

Read the breakdown I did and realize you are wrong.

Your argument is flimsy at best.

PrinceOfStorms1 votes

Your "breakdown" at best is a half-assed attempt at equating negligible buffs (like increasing Ekko's base Mana Regen from 6 to 7) with massive nerfs, like a 0.5s duration reduction on the stun from Ekko W, which is probably the single hardest ability to land in the game.

How about instant ultra high range , high damage , get-out-of-death free move?

Ekko ult isn't "ultra high range" - it's barely 1 screen at most unless you use it with teleport or to return to lane after backing. In both cases you're not using it for damage. It's also the most telegraphed skillshot in the game. Seriously. Just don't fucking stand next to the ghost and you're not getting hit by it. The damage, like all of Ekko's abilities, is low earlygame because Riot nerfed tank Ekko out of existence. And if Ekko is using it as a "get out of death free" move then he isn't using it for damage either, since if he's getting damage out of it, it leaves him in the middle of the enemy team.

Compare to champions like Zed that have both huge damage and a built in escape on their ultimate, and can do both at once.

Again, your "breakdown" could be summarized as saying that a 95% damage nerf to every ADC in the game wouldn't be a real nerf if Riot increased the base MS of ADCs by 5. - That is literally the argument you're making and if you refuse to acknowledge it you're just showing your own biases.

Plus, if you count the total number of nerfs that he's received (moving damage out of his bases is a nerf, since assassins need to snowball the earlygame), Ekko has received far more nerfs, and of much greater magnitude, than he has buffs.

Dominick Destine3 votes

{quoted}

Your "breakdown" at best is a half-assed attempt at equating negligible buffs

Not interested in what you think a good buff is compared to a bad buff.

My point was he gets buffs alongside nerfs and that statement has yet to be refuted.

Ekko ult isn't "ultra high range" - it's barely 1 screen at most unless you use it with teleport or to return to lane after backing

Translation: "It's not ultra high range except when it is"

It's also the most telegraphed skillshot in the game.

Morgana Cassiopeia Chogath Sion ?

Plus, if you count the total number of nerfs that he's received Ekko has received far more nerfs, and of much greater magnitude, than he has buffs.

Strawman argument.

I don't remember saying otherwise, the entire argument is that he gets buffed and nerfed at the same time, which is what is often referred to as "Adjust" rather than either one. You can think that this is not the case but you would be wrong, the data does not lie.

Etc etc. Victriam, gg.

Jinzo Torrance1 votes

I'm so happy you didn't quit League like you said 2 months ago, your comments are the best thing on the Boards.

Dominick Destine1 votes

[{quoted}](name=Cinquino Show,realm=EUW,application-id=3ErqAdtq,discussion-id=q6EYAgW4,comment-id=00080001000000000000000000000000,timestamp=2017-07-27T12:49:11.330+0000)

I'm so happy you didn't quit League like you said 2 months ago, your comments are the best thing on the Boards.

Uhhhhnnn, you will never know how deeply that cuts through me. Like a scythe.

But anyway, VERY QUICKLY moving on.... it's funny you should say that, I get that comment/message in game a lot, usually something like "I hate you and everything you say, but your comments are the best/funniest thing to read on the forums/boards".

FantasySniper3 votes

It was a poor nerf that made it too difficult to proc her ult without outright killing the target when it was already difficult to do.

Want to talk about real favoritism, look at Yasuo and Lee Sin patch history.

Etheręal3 votes

Yasuo has only received nerfs, his so called "compensation buff" is pathetic, and right now no matter how much the biased hate and circlejerk from bronze/silver players may scream otherwise, his performance in the higher tiers is average if not outright lacking (supported by Riot's own statistics, they also confirm his high skillcurve). Lee Sin is no longer a S+ Tier jungler and rather a good decent balanced pick which is of course what you want a champion to be, not gutted into oblivion unless their kit is too unhealthy to keep, but Lee Sin's counterplay is clear when you make it to the midgame, I will give you that his early game is bs but even that can be matched with junglers like Kha'Zix.

TL;dr I see no clear favoritism here.

FantasySniper2 votes
  • Yasuo
  • 6.18 was a net buff, 5.8 was a buff, 4.21 was a buff right after his 4.18 nerf.
  • Yasuo is in fact doing quite well for himself - in all tiers - and especially top-lane.
  • "Skill curving" is a term used only in learning champions, not balancing them.
  • Lee Sin
  • "No longer S+ tier"? His unchanging domination says otherwise. (Hell, he's still at the top of tier lists.)
  • Lee Sin is too versatile and oppressive to be considered healthy. Elise was gutted for the same reasons - and also continues to be a problem.
  • There is no definitive counterplay to Lee Sin. I've never seen any advice (if any is even offered at all instead of the classic "get gud") hold up under scrutiny in logic or practice.
  • "Wait him out" doesn't realistically work. Even a half-decent Lee understands how to build bruiser and pick or peel for the endgame.
Etheręal1 votes
  1. How is doing quite well when he has a average/below average performance stastically? Please explain.
  2. Same thing, Lee Sin's "unchanging domination" does not seem to be supported by statistics, you may be correct about his versatility and lack of counterplay but right now there are far stronger junglers such as Cho'Gath, Zac, Elise, and Sejuani.
Etheręal1 votes

Also, in patch 6.18 it was not a net buff, he lost armor pen on non-critical strikes, his ult double aa bug was removed, and he lost AS growth meaning his attackspeed caps later. It was a nerf. Patch 5.8 makes his shield stronger but is harder to reach, therefore it is a shift in power technically and not a flat out buff. Patch 4.21 was admittedly a buff.

FantasySniper2 votes
  • Yasuo
  • Statistically, he's around 50% win rate with a 15% play rate. That high of a play rate is always an indicator that the champion is worth playing - especially outside of bot lane where pick diversity should generally be better.
  • His ban rate has been insanely high for a while now and only dips Daimond+. But surprise! He's even been (sparingly) banned and played in tournaments, including the most recent ones.
  • He lost AS growth, but he gained base AS. At Lv1 he got more AS. Anything more than 9.134% bonus AS at Lv18 means he got more AS.
  • He hits 100% crit like nothing, and is usually already at 40% by the time he hits 6, so that particular nerf did little to nothing to his actual damage output against a great majority of his matchups, and barely something against tankier matchups.
  • The shield change was a buff. Before it was 76.66 units per 1 shield HP, then it became 59 units per 1 shield HP. The time difference to hit 100 stacks is under 4 seconds of walking. 28% more walking in return for 66% more shielding, and this increased payout only became better as his passive scaled.
  • Lee Sin
  • "Domination" means best play rate. Still #1 in play rate.
Etheręal1 votes

Where're you getting your statistics from? His playrate is nowhere near 15% and his winrate is a decent bit less than 50%.

FantasySniper1 votes

Both leagueofgraphs and lolalytics match on their stats.

Etheręal2 votes

Your Leagueofgraphs data uses Gold+ , whereas Lolalytics uses Platinum only. I think the reason why OP.GG has different statistics is because it uses data only from Korean Plat elo+ games. That being said, I want to elaborate on your argument that high banrate must equal he is overpowered. Although most of the time overpowered champions reach high banrates, you have to realize that it's mostly low elo players banning him. His platinum banrate is 20%, which might be significant but not INSANELY HIGH which you claim it to be. This leads to the conclusion that as players improve in skill Yasuo becomes less of a problem for them.

I want to note something. Unlike all other yasuo "haters" you actually have good arguments and data to back up your claims, and don't just scream about how toxic yasuo mains are. That's refreshing and I want to thank you for that, even if we differ in opinion.

FantasySniper3 votes

Both leagueofgraphs and lolalytics can do any rank+. The only difference is that lolalytics does the past week outside of the default plat+ option, but despite that their numbers are closer together than the other statistics sites; lolking, champion.gg, op.gg. Even the obscure (and questionable) lolskill matches better.

He's still in the top 5 bans at plat+, and still in the top 10 at diamond+. And then the fact that he's been banned multiple times in the LCS when barely half of champions even are... Players in higher elos are more likely to ban based on actual power, matchups, or compositions. Players in even higher elos will ban based on an opponent's champion pool. Being so high on the ban list is a huge indicator he's worth using at that level.

Most Yasuo haters have valid arguments, they just don't have valid reasoning skills. It also doesn't help if opponents in the argument aren't any more competent and are being condescending. But you're level-headed and willing to make a case, and for that you also have my thanks.

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