Idea for a Yasuo Rework

NightshadeNymph·4/23/2018, 10:34:59 PM·1 votes·1,015 views

Okay, first things first - I'm not a fan of Yasuo. I like the idea behind his kit, but it just doesn't feel right and I know a lot of people want him to be reworked. This is my idea - criticism is welcome, and appreciated. But please make sure it's constructive. Please don't just say its bad without reason.

Passive: Yasuo does not attack as a normal champion does. Rather, he attacks at a reduced attack speed, sheathing his blade between swings. Each swing moves faster than can be defended, ignoring 15% of armor, scaling with level. Critical strikes ignore twice this amount, and attack speed increases how quickly he sheathes the sword between attacks.

Q: Yasuo quickly draws his sword and swings vertically upwards, dealing increased damage within a short range and resetting his auto attack timer. If this attack strikes a non-auto attack projectile, it destroys it. Can critically strike.

W: Yasuo pauses briefly before swinging his sword horizontally, generating a blade of wind that deals damage to every unit it passes through, knocking up champions and large monsters. If the projectile interrupts a dash, it crits for 150% damage. Channel time decreases with attack speed.

E: Yasuo dashes to a position behind the target champion, increasing the damage for his next auto attack or W on that target by X% (scaling with rank). Auto-attacks and spells against champions decrease the cooldown by 1.5 seconds each.

R: Yasuo quickly blinks behind a nearby airborne enemy, suspending them for one second before sheathing his blade, dealing damage, and knocking them down. This can affect multiple opponents at once.

So, my logic behind this is that Yasuo feels very strange for what he is. In my eyes, he's supposed to be a samurai duelist that focuses on quick movement to reposition and deal damage in quick bursts between dashes. The idea for my kit keeps his main facets in place, in my opinion. Q is still an AA reset, but now can destroy a projectile if its timed correctly. W no longer blocks infinite projectiles while out, but still allows him to disrupt the enemy team and outplay other dash-y champions. E retains his dash, but sets it to champion-only, and can be reset quickly in combat. R is literally the same thing but with different visuals - think old Fiora ultimate, dashing around the target almost invisibly, but with the old swordsman cliche of the sheathed-blade-multiple-sword-strikes.

Alongside this, I feel like it gets rid of some of his overloaded kit issues in exchange for more outplay potential and teamfight power.

I didn't think up much in terms of numbers for this yet, as it'd be a bit difficult to think these up alone without feedback for it, so I'd appreciate input, whether its positive or negative criticism.

4 Comments

TheGreatRasputin4/26/2018, 7:49:32 PM1 votes

Honestly, the only thing that makes Yasuo hard to play against is his Passive crit chance. Nerf that part, and he should be much more balanced.

TempName748144/26/2018, 7:51:22 PM1 votes

LOL