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
For reference this is from my most recent Yasuo game, the only death I have early game is from a jungle invade where I was alt-tabbed and as the game progresses I noticeably start to die more and more, my dmg is on the lower end of the scale and I have the lowest total. Is there a way to download a dmg on windows. Welcome to the Forum Archive! Years of conversation fill a tonne of digital pages, and we've kept all of it accessible to browse or copy over. Whether you're looking for reveal articles for older champions, or the first time that Rammus rolled into an 'OK' thread, or anything in between, you can find it here. Nov 06, 2019 Yasuo Guide for League of Legends. Champion guides for the League of Legends champion Yasuo.Created and rated by players, find the best Yasuo guides that will teach you which items to build, runes to select, tips and tricks for how to how to play Yasuo, and of course, win the game!
![Yasuo do no dmg early pregnancy Yasuo do no dmg early pregnancy](/uploads/1/3/3/3/133300676/557244774.jpg)
The skill-floor of Yasuo is also very high, you think he has no counter because countering him is all down to individual player skill hence the fact there isn't really a hard counter to him. The one champion that counters him the hardest is probably Jax. (who is perfectly viable mid, just like Riven and Pantheon for example)
You say there is no way to go farming? Why not? His Q has a range, stay out of it, if you're getting poked down and killed you're either under position or not trading with him at all.
Escaping is a problem? Why are you running through your minion wave to escape from him? That's a death sentence.
Try to avoid him? Most mages/midlaners outrange his Q and E.
Killing him is impossible? Why are you throwing abilities at him when he has his shield up?
Farming under tower is a non-issue, if you're losing lane by being under tower you should probably learn how to last-hit under tower as whatever champion you play.
Guard rune with crit dmg summoners war. He's actually very balanced with respect to other champions and he really doesn't need any limits on his passive or E at all.
You say there is no way to go farming? Why not? His Q has a range, stay out of it, if you're getting poked down and killed you're either under position or not trading with him at all.
Escaping is a problem? Why are you running through your minion wave to escape from him? That's a death sentence.
Try to avoid him? Most mages/midlaners outrange his Q and E.
Killing him is impossible? Why are you throwing abilities at him when he has his shield up?
Farming under tower is a non-issue, if you're losing lane by being under tower you should probably learn how to last-hit under tower as whatever champion you play.
Guard rune with crit dmg summoners war. He's actually very balanced with respect to other champions and he really doesn't need any limits on his passive or E at all.
Yasuo Do No Dmg Early Life
![Work Work](/uploads/1/3/3/3/133300676/205866429.jpg)
Yasuo Do No Dmg Early Date
Maxing E over Q was good, until it`s multiplier was nerfed from 100% to 50% bonus damage. The only possible reason I could see for maxing E first is to establish lane dominance and early aggression. Also, you must consider your match ups. Yasuo is totally destroyed by Riven, Akali gives him a hard time. 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.