Yasuo Rework
Hello, I am a
main. I like this champion as a character and as a playable wind samurai. But every time I play against him, there is little to no counter play or fun. Awesome to play as him, terrible to play against him. Playing a good amount of games as him I have a few proposed changes that will allow him to have more counter play and maybe make him more balanced in general.
Passive: way of the wanderer- no extra crit, instead Yasuo gains bonus movement speed per level while out of combat Flow- flow is generated naturally and by moving. flow is used to cast spells. Dashes do not count towards flow.
Q: Steel tempest- deals 20/40/60/80/100 (60/70/80/90/100% ad) in a line CD 4 sec (scales with attack speed) cost: 20 flow
this change allows for Yasuo to still attain power late game, but not be such a lane bully early game.
W: Wind wall- now blocks projectiles in only one direction( I.E. if a projectile hits from behind the wall it will go through) CD: 30/28/26/24/22 cost: 40 flow
this change is just to make Yasuo's wind wall less annoying. Also re code to what is and what is not a projectile.
E: sweeping blade- now generates charges, can hold a maximum of 2 charges. charges are generated periodically. the Dash will deal 70/90/110/130/150 magic damage (70% ap ratio). Dash will now no longer be affected by cc. CD: static 1.4/1.3/1.2/1.1/1.0 sec charges generated every: 19/18/17/16/15 sec cost: 10 per dash
this allows yasuo to still maintain some mobility, but not dash around infinitely, making skill shots hard to land.
R: Last breath- deals 200/300/400 (110% bonus AD) physical damage to all airborne targets within an area. Yasuo only gains an 50% bonus armor pen on ulted targets.
CD: 80/55/30 cost: none
This allows for Yasuo to not be such a threat in team fights and to use his ult more carefully and not jump on the first guy that gets airborne by a Blitzcrank.
These are my ideas for a Yasuo rework. Leave a comment or a suggestion down below and tell me what you think!
needs love still.