A Patient Swordsman [Master Yi Concept]

Stacona··2 votes·1,038 views

This fan-rework concept I definitely need further feedback on to know what people like about Master Yi.

For this however, I want to emphasize both on counter play and making Master Yi unique rather than a mindless melee basic attacker. I think it would be cool to have Master Yi where he waits... and then strikes, so he has a semi-assassin play style in this regard. I do want an option for Yi to go an AP build, but whether he goes AD or AP, his play style will be the same with just options to customize your build to your preference.


Attack Range: 150 units Attack Speed: 0.554 +4% per level (very easy to get off attacks even at low attack speed) Movement: 355 units per second Base Attack Damage: Normal to what you would see as a melee attack damage assassin


Meditation (Passive): If Master Yi stands still and does not attack for 1.5 seconds then he begins to channel in place and meditate and empowers his next basic attack to deal (+150%AD)(+70%AP) adaptive damage each attack.

While meditating, Master Yi heals for 14[+2 per level] (+20%AP) health per second, increased by 1% per 1% critical strike chance. If Master Yi took champion damage in the last 1 second then the healing is doubled for the next tick of healing.

Master Yi's critical strikes do not deal bonus damage, instead he will attack twice. Master Yi's basic attacks deal 60% damage from all sources against champions when not empowered by Meditation.

Alpha Strike (Q): Cooldown: 24/23/22/21/20 seconds; Cost: 90 mana Passive: Every second of meditating reduces Alpha Strike's cooldown by 1/1.25/1.5/1.75/2 additional seconds.

Active: Master Yi stands still and vanishes for 1.5 seconds, meditating with his reappearance. His next basic attack within 6 seconds deals 80/120/160/200/240(+40%bAD)(+40%AP) bonus magic damage and attacks twice.

Casting Alpha Strike refunds Ionian Slash's cooldown.

Tranquil Return (W): Cooldown: 20/17/14/11/8 seconds; Cost: 40/60/80/100/120 mana; Range: 1400 units Passive: Meditating will form a tranquil zone at the target location for 10/15/20/25/30 seconds.

Active: Master Yi instantly returns to the target tranquil zone and begins to meditate upon arrival.

Ionian Slash (E): Cooldown: 10/9/8/7/6 seconds; Cost: 70/80/90/100/110 mana; Range: 400+800 / 800+1600 units Master Yi quickly dashes in the target direction, dealing 40/55/70/85/100(+40%AD)(+40%AP) physical damage to struck enemies and sending his spirit self with him that travels twice the distance, dealing 40/55/70/85/100(+40%AD)(+40%AP) magic damage to struck enemies. The same target can take damage from both Master Yi and his spirit.

If Ionian Slash was cast during Meditation then distance traveled for Master Yi and his spirit is doubled.

Spiritual Force (R): Cooldown: 110/90/70 seconds; Cost: 100 mana; Range: 600 units 1st Cast: Master Yi instantly goes into Meditation and gains 60/70/80% damage reduction for the next 3 seconds while meditating and building up power.

2nd Cast: Master Yi summons a massive spiritual force around him, dealing between 10/40/70(+50/75/100%AD)(+50%AP) to 40/160/280(+200/300/400%AD)(+200%AP) magic damage to nearby enemies based on how much power was built up.


This is aimed to be played middle lane and jungle, but mostly middle lane where Ionian Slash is meant to be his wave clear and range harass tool and returns to a save point with Tranquil Return.

2 Comments

Ghazter1 votes

Finally, someone that realizes Yi needs a nerf.

As long as they make it so his whole game isn't just RQQQQQQQQQQ I'm happy.

Stacona1 votes

Less of a nerf and more of a massive change to make him more interesting to play as and offer better counter play against him. A change like this should make him better at high elo after you learn how to play him well and a lot less noob stompy. Most importantly, change his gameplay to not just be about right clicking his target while in R mode and no thought process or skill expression about it.

So for defense I left in his vanish, but is no longer a blink. His gap closer is no longer a blink and is instead a dash so that the opponent can dodge the damage, this can grant him power like help him wave clear and give him range harass.

Overall he should feel better and more to play as and feel more like an assassin and hopefully less frustrating to play against because there should feel like there is something you can do to play around Yi and reversely let's Yi do more for those that put in time to master his kit.


Rather than nerf Yi, I say just rework him to fix his main gameplay flaws.

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