Yasuo Rework

N0rth Wind·10/21/2015, 11:53:26 AM·2 votes·1,051 views

##NUMBERS ARE SUBJECT TO CHANGE! Downvoting is fine as long as you comment and discuss. Downvoting just because it's Yasuo is not cool. (:

  • Passive: Way of the Wanderer Yasuo generates Flow as he moves, increasing his maximum Flow by 1% every 59 / 52 / 46 units he travels. Standing still for several seconds causes Flow to decay by 5% per second, down to a minimum of 50% Flow. His critical chance is increased by 1% for every 1 Flow he has (doubling at lvl 16). Max Flow: 25 / 50 / 75 / 100 / 125 At levels: 1 / 6 / 11 / 16 / 18

  • Q: Steel Tempest | Cooldown: 4, reduced by attack speed, not reduced by by CDR | Range: 475 (thrust), 900 (tornado), 375 (circle) Yasuo thrusts his sword forward, dealing physical damage to all enemies in a line, dealing 20 / 40 / 60 / 80 / 100 (+ 100% AD) plysical damage.

Hitting an enemy grants Gathering Storm for 10 seconds, stacking up to twice. At two stacks, the next Steel Tempest unleashes a whirlwind that deals 20 / 40 / 60 / 80 / 100 (+ 120% AD) physical damage, knocks up all enemies hit and clears all stacks of Gathering Storm. This ability can critically strike. Using this in conjunction with Updraft or Boreal Breath causes it to strike in a circle.

  • W: Wind Wall | Range: 400 | Cooldown: 26 / 24 / 22 / 20 / 18 Yasuo creates a wall of wind that drifts away forward for 2 seconds, destroying enemy projectiles that touch it. The Wind Wall lasts for 0.8 seconds longer for every 25 Flow Yasuo has, up to 6 seconds (at 125 Flow). The width of the wall is 300 / 350 / 400 / 450 / 500.

  • E: Updraft | Range: 550 | Cooldown: 6 / 5 / 4 / 3 / 2 | On-target Cooldown: 9 / 8 / 7 / 6 / 5 Yasuo dashes forward in a gust of wind, striking the enemy (if he targets one) and dealing them 80 / 85 / 90 / 95 / 100% AD physical damage. Dashing to _minions _ causes Yasuo to dash a fixed distance. Dashing to champions causes Yasuo to appear behind them. Dashing without a target puts the ability on a cooldown equal to the on-target cooldown.

Boreal Flurry can be cast on the same target once more, ignoring the on-target cooldown, but costing 50/45/40/35/30% of Yasuo's current Flow. Cannot be re-cast when under 50 Flow. Recasting it refreshes the on-target cooldown and it cannot be recast until it refreshes.

  • R: Boreal Breath | Range: 1200 | Cooldown: 80 / 65 / 50 | Suspension Radius: 375 | Airborne Suspension Radius: 575 Yasuo blinks to the nearest visible airborne enemy champion to the cursor, instantly generating maximum Flow. Upon arriving, he suspends all nearby enemies for 1 second, all knocked up enemies in a larger radius by 1 second, and deals them all physical damage. Damage: 50 / 100 / 150 (+200% bonus AD)

For the next 8/10/12 seconds, Yasuo gains 20/25/30% armor penetration and his Flow remains at 100%. Yasuo can use Steel Tempest during the suspension. This ability can critically strike. On use, all stacks of Gathering Storm are reset.


#Explanation of mechanics:

  • Passive: Very similar to his current passive, however it no longer has a shield and the critical chance increase depends on his Flow. Standing still will hurt his Flow, so he cannot fill it up and then stop caring about it. Also, he can no longer achieve 100% crit chance early in the game, because the increase is limited by his level. To make up for it, his critical chance increase is now +125% instead of +100% at lvl 18 (requiring him to buy just 45% crit chance to hit 100%), and his crit damage penalties are removed.

  • Q: Similar to his current Q, however the critical damage penalties are removed, keeping it relevant throughout the game. The whirlwind also has an increased AD scaling because it's his only way of safely dealing ranged damage, now that his shield is gone.

  • W: Again very similar to current Windwall, however I wanted to gate his ability to just camp behind it for several seconds, yet preserve the lightning-reflex-skill-blocking that he can do. He can still block bursts of skills instantly, but he cannot camp behind the wall until later in the game -- however at lvl 18 the maximum duration is longer than the current one.

  • E: Several changes were made to his E, as it was the cause of most players' hate towards Yasuo. Its base cooldown has been increased to 2 seconds at rank 5, from 0.5, so he cannot dash in and out so fast. However, the on-target cooldown was lowered, and after level 6 Yasuo is able to cast it twice on the same target, in case of emergency -- however that hurts his critical chance significantly. This means less random dashing around in lane, however it makes Yasuo much more slippery if he needs to survive by dashing twice on the same target (keep in mind he no longer has a shield), although after doing that, he must sit back and move around for some time in order to regain his lost Flow, which gives an opening to his opponent.

  • R: Yasuo's ultimate currently has a lot of conflicting properties: its damage is lower than a Q crit, late game, it's a suicidal move if you don't catch everyone with it, and the buff it gives affects only tanks. This version suspends all nearby enemies in a small radius, and all knocked airborne enemies in a larger radius (like the current one). He gains normal armor pen instead of bonus armor pen, which actually affects non-tank targets as well, and his Flow remains at 100% for the duration of the buff, allowing him to dash much more in the frontlines without losing damage. All this was done to ensure he can do his job better despite the loss of his shield, which was annoying in lane but useless later on, where a single autoattack can crit for much more than 500 damage.


#Feel free to leave a comment below~!

Want more? Check out my Vladimir Rework!

22 Comments

SEKAI10/21/2015, 2:47:53 PM2 votes

Idk man, sounds like a stronger version of the Yasuo we have now.

Cut some fat from that passive and it would actually look decent (standing still should drop quicker than 5%, and 125% crit chance is just ridiculous and you can't have that anyway, and no double flow gain beyond lvl 16). Let's just keep the rest as what we have atm.

Ruin Lance10/21/2015, 11:27:46 PM2 votes

good idea, let's remove his shield AND his mobility so that he has an even weaker laning phase!

Ńord10/22/2015, 3:17:58 AM2 votes

I like the fact that his flow expires and that his windwall uses his flow. However I don't like his e or the fact that you took out his shield. The e is meant for poke and the shield helps him trade. If you take that out, he will get out traded way hard since he can't retreat or remedy the damage against champs with range. He'll basically turn into an all in champ which he is not (at least not fully). He doesn't have the damage to survive an all in unless the target's health is low from trading. Though, I like the ad scaling on his e. This may actually be one of the reworks that I don't entirely hate, though I still don't agree with it fully.

edit: also his ult is op. xD

Ichigoforthewin10/22/2015, 3:23:51 AM2 votes

I think that Yasuo is best the way he is. Also, I main Yasuo, so maybe that changes my point of view, but I don't think Yasuo needs a rework.

SnugglePuggle9410/21/2015, 2:45:21 PM1 votes

Hell no. That makes him more oppressive than his overloaded kit already is.