A mini Rework Idea for Yasuo I had in mind
First: Disclaimer
I made this post purely for the fun of having made it. I have no intentions of even dreaming about my idea being actually viable, or serious. I am just experimenting here and there to see if I can, or anyone could for the matter, create a Yasuo rework that makes him at least less unfun to deal with or even play with, let alone balances him out a bit more.
My Ideas are not in their final stage either, room for improvement is always present.
As I said, this is just an experiment to see if it is possible to balance Yasuo more out for his experience and turn his kit into a less toxic version without losing any elements.
The goal is to design a version of Yasuo that can still utilize crits but not go as nuts over 2 items as he currently is and put his Item focus more on a full AD build and not the 2 crits, Bloodthirster then tank Items. I hope this isn't a complete failure of an Idea.
- Passive: The Wind-Technique
When Yasuo Attacks a Champion struck with a Stun, Root, Suppression or a Displacement, His next 3 Basic attacks + his 3 strikes of Steel Tempest within 6 seconds Deal Critical damage with a 150% critical damage Multiplier.
Duration and Basic Attack count both resets after using Last Breath.
- Q: Steel Tempest
Cooldown: 3 Seconds (Lowers for 0.5 sec per 75 bonus AD)
Yasuo Performs a 3 Strike Combo.
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Yasuo lunges his sword forward, dealing damage in a small area in front of him (Range 150), dealing 15 / 25 / 35 / 45 / 55 (+100% total ad) Damage to all enemies hit. If Yasuo hits a Champion, he enables his second strike. (5 Seconds before Steel Tempest goes on Cooldown)
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Yasuo Swings his blade in a Cone in front of him (Range 250, Cone angle 60°), Dealing 15 / 25 / 35 / 45 / 55 (+100% Total AD) Damage to all enemies hit. If Yasuo hits an enemy Champion, he enables his third strike. (5 Seconds before Steel Tempest goes on Cooldown)
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Yasuo Throws a Tornado forward (Hitbox 70, Range 1200), Dealing 15 / 25 / 35 / 45 / 55 (+100% Total AD) To any enemy hit and knocks them up for 1 Second. (5 Seconds before Steel Tempest goes on Cooldown)
Steel Tempests cooldown is also the Intervening timer between 2 casts.
If Yasuo is Dashing with Sweeping Blade while casting the third Combo-strike of Steel Tempest, He will instead attack in a circle around him, Dealing 25 / 35 / 45 / 55 / 65 (+90% Total AD) damage to any enemies hit and knock them up.
Steel Tempests' Strikes can Critically strike when 'The Wind Technique' is Activated.
- W: Wind Wall Cooldown: 26 Seconds. Wall Width: 400
Yasuo Swings his Blade in front of him, Creating a small Wall for 4 seconds that blocks all Projectiles.
If Yasuo Dashes with Sweeping Blade through the wall, he gains a Shield that blocks 80 / 120 / 160 / 200 / 240 (+60% AP) Damage for 5 seconds. If Yasuo Dashes repeatedly through his Windwall, he refreshes his Shield.
Yasuo can refresh his shield with a total of 3x or until the Windwall disappears.
Enemy Minions, Turret shots and Epic monsters (Dragon, herald, and baron) Ignore the Shield.
- E: Sweeping Blade (Unchanged)
- R: Last Breath Cooldown: 100 / 85 / 70 seconds
Yasuo Blinks to an Enemy champion/Multiple Enemy champions that are Knocked up and extends the duration of the knock-up for 1 second (duration of the Animation) as well as dealing 250 / 375 / 500 (+120% Bonus AD) Damage.
Last Breath Ignores 50% Armor and triggers/refreshes Yasuo's 'The Wind-Technique'. (Yes, Turret Safety is Gone)