And even when Yasuo isn’t spamming his Mastery 7 after solo-killing Marc “Tryndamere” Merrill’s Lux, he’s dealing more damage than Riven to champions, turrets, and objectives. Jeopardy: Dealing damage is nice, but you know what else is nice? Not being a meals-on-wheels service for the enemy team.
- Get 2 E stacks (E base damage stacks by 25% up to 2 times) and 2 Q stacks and E-Q your enemy in lane, it's 2 free autos followed by the E-Q damage. Also, taking fervor on Yasuo is pretty big for early game damage since the Yasuo meta is to build a PD first, fervor gives you that extra AD to land kills efficiently in the early game.
- Feb 05, 2014 3. 'Yasuo deals too much damage' No. With the same amount of gold, Tryndamere, Master Yi and Fiora can all outdamage Yasuo with ease. 'Yasuo's E gives him too much mobility and chasing power' I disagree with this statement. I think Yasuo's E is another part of his kit which is perfectly balanced. Yasuo's mobility is very conditional.
- Yasuo main here, early game is no problem for me, all you have to do is q whilst running around, last hit the minions with ur q and at the same time constantly be mobile, this i means that you can be less predictable and at the same time charge up ur shield, once you last hit minions and q and aim to get to the 2 stack when u can knock up with.
Yasuo Do No Dmg Early Life
![Yasuo do no dmg early life Yasuo do no dmg early life](/uploads/1/2/5/3/125384993/444441856.jpg)
I'm not an English Major, so excuse any grammar or formatting mistakes or inefficiencies.
First, what is Yasuo considered? A fighter.
When I think of fighters, I think of:
Riven
Jax
Lee Sin
Yasuo I think is a melee carry.
When I think of melee carry, I think of:
Fiora
Master Yi
Now that we've gotten that out of the way, I want to talk about Yasuo in lane.
Yasuo early game in lane:
Yasuo's early game in lane is very strong. His ability to harass is strong, and easy to execute. Proccing your Q to last hit is easy, while using the dash can be finicky at times. The problem I come across is based on user error rather than the champion itself, as I tend to push the lane ALOT when trying to proc my Q.
Normally the lane goes as follows: I dash through my minions, Q them, dash on them, auto attack, dash back through my minions to safety and keep last hitting. I keep doing this, trying my best not to push the lane with a procced Q (Its very easy to push the lane.) I'll normally kill them easily pre level 6, and then get ganked because of how easily I push the lane up (Again, could be user error.)
After going back to buy a damage item, I'll come back to lane and hit 6, where I'll easily get another kill on the mid laner. Around this time though, I'll get ganked yet again, as Yasuo, again, pushes the lane to no end.
MID GAME:
His mid game is very weird, you're strong enough to duel SOME enemies, but missing a q proc to knock them up to land your ult is almost a sure death, and forget trying to escape if an enemy comes and CC's you. Sure, you could try to be cute and dash through jungle minions, but its so damn finicky...I don't think it works consistently enough.
This is around the time team fights happen, while I'd like to say that he melts through foes in a team fight, hes so squishy that you're more often then not going to get bursted down with half a rotation of spells from 2 of the enemy team, or dying in your ultimate. Now, if you build tanky on yasuo you'll survive longer, but you won't have nearly enough damage to really contribute.
LATE GAME:
Late game is an extension of Yasuo's mid game. He deals an amazing amount of damage late game, with the ability to solo anyone that doesn't have hard CC. That is an issue though, considering that even with 2 defensive items, example build being Static Shiv, Infinity Edge, Bloodthirster, Zerkes greves, Randuins omen, banshees veil, he STILL gets bursted down so fast its ridiculous. His shield does help alot, but its most likely going to get procced in the poke war before engagements, and I feel useless in teamfights where I can't go in because I know I would immediately be focused.
So, here are my thoughts condensed:
PROS:
Tons of damage late game
Great duelist if you hit every Q proc
Ability to block the majority of enemy spells in mid lane
Ridiculously good early game bullying and lane harass
Extremely high skill cap
CONS:
Dashing can be finicky
Bursted down so fast its ridiculous
Ultimate just gets you killed....
...that is even if you manage to proc it, which doesn't happen as often as you like
he pushes the lane very very hard early game, leading to being ganked
No escape
Doesn't feel powerful even when you're fed to hell, as you can always misplay and miss your Q
Extremely high skill cap
Proposed changes (A combination of 1 of them, a few of them, or all of them):
I'd like to see his early game shield nerfed, but his late game shield buffed and pushed hard. This will take some of the strength out of his already amazing early game and shift it towards teamfighting.
Make him invulnerable in his ultimate!
Have his E apply some sort of steriod to him per stack.
Those are my thoughts. I've played at least a dozen games with him
First, what is Yasuo considered? A fighter.
When I think of fighters, I think of:
Riven
Jax
Lee Sin
Yasuo I think is a melee carry.
When I think of melee carry, I think of:
Fiora
Master Yi
Now that we've gotten that out of the way, I want to talk about Yasuo in lane.
Yasuo early game in lane:
Yasuo's early game in lane is very strong. His ability to harass is strong, and easy to execute. Proccing your Q to last hit is easy, while using the dash can be finicky at times. The problem I come across is based on user error rather than the champion itself, as I tend to push the lane ALOT when trying to proc my Q.
Normally the lane goes as follows: I dash through my minions, Q them, dash on them, auto attack, dash back through my minions to safety and keep last hitting. I keep doing this, trying my best not to push the lane with a procced Q (Its very easy to push the lane.) I'll normally kill them easily pre level 6, and then get ganked because of how easily I push the lane up (Again, could be user error.)
After going back to buy a damage item, I'll come back to lane and hit 6, where I'll easily get another kill on the mid laner. Around this time though, I'll get ganked yet again, as Yasuo, again, pushes the lane to no end.
MID GAME:
His mid game is very weird, you're strong enough to duel SOME enemies, but missing a q proc to knock them up to land your ult is almost a sure death, and forget trying to escape if an enemy comes and CC's you. Sure, you could try to be cute and dash through jungle minions, but its so damn finicky...I don't think it works consistently enough.
This is around the time team fights happen, while I'd like to say that he melts through foes in a team fight, hes so squishy that you're more often then not going to get bursted down with half a rotation of spells from 2 of the enemy team, or dying in your ultimate. Now, if you build tanky on yasuo you'll survive longer, but you won't have nearly enough damage to really contribute.
LATE GAME:
Late game is an extension of Yasuo's mid game. He deals an amazing amount of damage late game, with the ability to solo anyone that doesn't have hard CC. That is an issue though, considering that even with 2 defensive items, example build being Static Shiv, Infinity Edge, Bloodthirster, Zerkes greves, Randuins omen, banshees veil, he STILL gets bursted down so fast its ridiculous. His shield does help alot, but its most likely going to get procced in the poke war before engagements, and I feel useless in teamfights where I can't go in because I know I would immediately be focused.
So, here are my thoughts condensed:
PROS:
Tons of damage late game
Great duelist if you hit every Q proc
Ability to block the majority of enemy spells in mid lane
Ridiculously good early game bullying and lane harass
Extremely high skill cap
CONS:
Dashing can be finicky
Bursted down so fast its ridiculous
Ultimate just gets you killed....
...that is even if you manage to proc it, which doesn't happen as often as you like
he pushes the lane very very hard early game, leading to being ganked
No escape
Doesn't feel powerful even when you're fed to hell, as you can always misplay and miss your Q
Extremely high skill cap
Proposed changes (A combination of 1 of them, a few of them, or all of them):
I'd like to see his early game shield nerfed, but his late game shield buffed and pushed hard. This will take some of the strength out of his already amazing early game and shift it towards teamfighting.
Make him invulnerable in his ultimate!
Have his E apply some sort of steriod to him per stack.
Those are my thoughts. I've played at least a dozen games with him
Yasuo Do No Dmg Early Pregnancy
![Yasuo do no dmg early date Yasuo do no dmg early date](/uploads/1/2/5/3/125384993/710826601.jpg)
Yasuo Do No Dmg Early Education
It is no secret that Yasuo is on the strong side, and with a >50% win rate, >80% ban rate, and a pre-nerf-Riven-level-QQ-rate on GD, windman will probably be hit with many nerf hammers in the near future.
Despite the constant complaints on GD about Yasuo being badly designed, I think he is one of the best designed champions so far. After finally having a viable Melee ADC in League of Legends, I would like to see Yasuo properly nerfed instead of being completely gutted and becoming Olaf.
There are many ways to nerf a champion, especially a champion as overloaded as Yasuo, but to properly nerf a champion, we must first realise WHY Yasuo is overpowered.
GD's reasoning for why YasuOP
1. 'Yasuo gets a free 50% crit from his passive'
On the contray to popular belief, this is actually one of the most balanced parts of Yasuo's kit. Intent is Yasuo's only steroid. At a first glance, an average GD would think that after Yasuo reaches late game, buys an Infinity Edge, and reaches 50% crit, his damage output would be multiplied by 250%.
This is not the case. Intent is actually ALOT weaker than what GD percieves it to be. For the first few minutes of the game, this passive doesn't exist. Even after Yasuo reaches mid-late game and spends 6.3k gold on IE + Shiv, purely offensive stats (not including 800 for vamp, 440 for a blade/shield, and 1000 for boots), he only gains 45% crit unless if he gets 5% crit from runes.
Even then, his damage output is severely reduced by the current meta and the built in 10% reduction.
Damage reductions for Yasuo's Q, which people do not usually take into account:
- Built in 10% reduction
- Reinforced Armour in the defensive mastery, reduces Critical Strikes by 10%, usually taken by 3/5 of roles(Jungler, top lane, support)
- Ninja Tabi, reduces basic attacks and on-hit effects by 10%
Heres are some numbers:
Base crit dmg modifier * built in reduction * reinforced armour * Ninja Tabi
Without Infinity edge
= 2.0 * 0.9 * 0.9 * 0.9 = 145.8% crit damage, a loss of 54.2% crit damage
With Infinity edge
= = 2.5 * 0.9 * 0.9 * 0.9 = 182.25% crit damage, a loss of 67.75% crit damage
Yasuo's damage steroid compared to other Melee ADCs
Yasuo: up to 50% bonus crit chance, but with a loss of 54.2% or 67.75% crit damage
Master Yi: 80% attack speed, 10% passive total AD, base 30 + 20% AD scaling true damage on-hit effect active
Fiora: 140% attack speed, 35 passive AD
Tryndamere: 35% Crit chance, 25 passive AD (60 when ulting)
as you can see, Yasuo's double crit passive is not why he is overpowered, and is actually on the weaker side compared to the steroids of other Melee ADCs.
2. 'Yasuo's shield is too strong late game, at 690, not to mention it refreshes when you ulti'
I have to agree with this statement. A 690 damage shield is already pretty damn high, and being able to instantly refresh it with the ulti for a 1380 shield just makes Yasuo too tanky. Riot has three ways of nerfing this:
i) reducing the shield values at later ranks (down to something like 500)
ii) reducing the flow recharge rate on Wind Wall's passive
iii) Reverting the buff which refreshes the shield on R
I prefer option iii), but since Riot hates admitting mistakes and probably won't revert changes, option i), ii), or a mixture of both should be fine.
3. 'Yasuo deals too much damage'
No. Just no. With the same amount of gold, Tryndamere, Master Yi and Fiora can all outdamage Yasuo with ease.
4. 'Yasuo's E gives him too much mobility and chasing power'
I disagree with this statement. I think Yasuo's E is another part of his kit which is perfectly balanced. Yasuo's mobility is very conditional. If he chases the enemy through a wave of minions, he is able to gapclose very quickly, but if the right conditions aren't met, his E is just a low damage, low range gap closer. Even during the laning phase with many minions to dash to, Yasuo's E is still inferior to escaping ganks compared to dashes or blinks like Tryndamere's E or Katarina's E.
5. 'Yasuo's Windwall is too overpowered, as it can block projectiles and ultimates'
While I think that Yasuo's Windwall is on the strong side, I have to disagree with this statement. Saying that the Windwall is overpowered only because it can block ultimates is wrong. Spell shields like Nocturne's W can also fizzle long cooldown ultimates.
'But Yasuo's wall can block more than 1 ultimate!!!!'
Yeah, because when your team sees Yasuo's windwall everyone is going to cast their ultimates at it.
A way to nerf it is to let projectiles do what they are supposed to do when hitting the wall, instead of completely disappearing. For example, when Gragas ults, instead of the barrel disappearing, the AOE explosion will happen on the wall.
@CertainlyT @Morello
Despite the constant complaints on GD about Yasuo being badly designed, I think he is one of the best designed champions so far. After finally having a viable Melee ADC in League of Legends, I would like to see Yasuo properly nerfed instead of being completely gutted and becoming Olaf.
There are many ways to nerf a champion, especially a champion as overloaded as Yasuo, but to properly nerf a champion, we must first realise WHY Yasuo is overpowered.
GD's reasoning for why YasuOP
1. 'Yasuo gets a free 50% crit from his passive'
On the contray to popular belief, this is actually one of the most balanced parts of Yasuo's kit. Intent is Yasuo's only steroid. At a first glance, an average GD would think that after Yasuo reaches late game, buys an Infinity Edge, and reaches 50% crit, his damage output would be multiplied by 250%.
This is not the case. Intent is actually ALOT weaker than what GD percieves it to be. For the first few minutes of the game, this passive doesn't exist. Even after Yasuo reaches mid-late game and spends 6.3k gold on IE + Shiv, purely offensive stats (not including 800 for vamp, 440 for a blade/shield, and 1000 for boots), he only gains 45% crit unless if he gets 5% crit from runes.
Even then, his damage output is severely reduced by the current meta and the built in 10% reduction.
Damage reductions for Yasuo's Q, which people do not usually take into account:
- Built in 10% reduction
- Reinforced Armour in the defensive mastery, reduces Critical Strikes by 10%, usually taken by 3/5 of roles(Jungler, top lane, support)
- Ninja Tabi, reduces basic attacks and on-hit effects by 10%
Heres are some numbers:
Base crit dmg modifier * built in reduction * reinforced armour * Ninja Tabi
Without Infinity edge
= 2.0 * 0.9 * 0.9 * 0.9 = 145.8% crit damage, a loss of 54.2% crit damage
With Infinity edge
= = 2.5 * 0.9 * 0.9 * 0.9 = 182.25% crit damage, a loss of 67.75% crit damage
Yasuo's damage steroid compared to other Melee ADCs
Yasuo: up to 50% bonus crit chance, but with a loss of 54.2% or 67.75% crit damage
Master Yi: 80% attack speed, 10% passive total AD, base 30 + 20% AD scaling true damage on-hit effect active
Fiora: 140% attack speed, 35 passive AD
Tryndamere: 35% Crit chance, 25 passive AD (60 when ulting)
as you can see, Yasuo's double crit passive is not why he is overpowered, and is actually on the weaker side compared to the steroids of other Melee ADCs.
2. 'Yasuo's shield is too strong late game, at 690, not to mention it refreshes when you ulti'
I have to agree with this statement. A 690 damage shield is already pretty damn high, and being able to instantly refresh it with the ulti for a 1380 shield just makes Yasuo too tanky. Riot has three ways of nerfing this:
i) reducing the shield values at later ranks (down to something like 500)
ii) reducing the flow recharge rate on Wind Wall's passive
iii) Reverting the buff which refreshes the shield on R
I prefer option iii), but since Riot hates admitting mistakes and probably won't revert changes, option i), ii), or a mixture of both should be fine.
3. 'Yasuo deals too much damage'
No. Just no. With the same amount of gold, Tryndamere, Master Yi and Fiora can all outdamage Yasuo with ease.
4. 'Yasuo's E gives him too much mobility and chasing power'
I disagree with this statement. I think Yasuo's E is another part of his kit which is perfectly balanced. Yasuo's mobility is very conditional. If he chases the enemy through a wave of minions, he is able to gapclose very quickly, but if the right conditions aren't met, his E is just a low damage, low range gap closer. Even during the laning phase with many minions to dash to, Yasuo's E is still inferior to escaping ganks compared to dashes or blinks like Tryndamere's E or Katarina's E.
5. 'Yasuo's Windwall is too overpowered, as it can block projectiles and ultimates'
While I think that Yasuo's Windwall is on the strong side, I have to disagree with this statement. Saying that the Windwall is overpowered only because it can block ultimates is wrong. Spell shields like Nocturne's W can also fizzle long cooldown ultimates.
'But Yasuo's wall can block more than 1 ultimate!!!!'
Yeah, because when your team sees Yasuo's windwall everyone is going to cast their ultimates at it.
A way to nerf it is to let projectiles do what they are supposed to do when hitting the wall, instead of completely disappearing. For example, when Gragas ults, instead of the barrel disappearing, the AOE explosion will happen on the wall.
@CertainlyT @Morello