Master Yi re-work[]
Yeah, I know someone did this already just awhile, but what can I say, I was inspired by Bloodstrider. I wanted to do this for fun, so this is my re-work.
I think Master Yi is a good choice for a remake due to his high potential with his huge snowballing but restraining kit due to it's lack of utility and easily countered. I hope I addressed it a bit in my re-work.
First off, to justify any form of buffs, I decided that his snowball tendencies had to be toned down, as well as his ability to back door.
I made some changes, and did my best to make it overall balanced. A bit more utility was added and a bit more tankyness was given to Master Yi, but in the end, I want him to feel like the same odd AD carry that his kit was designed for.
I didn't attend to make AP builds worthless on my Master Yi re-work, so it still can work, but just it's just not as strong as his current kit.
As I said earlier, I really tried to make this champion balanced, so if you find reason why you believe this re-make is overpowered, or even possibly underpowered, please voice your opinion so I can make adjustments. If you do make a comment about it, can u please try to be constructive with it, so I know why you consider it that to be true.
Also, I'm not a Master Yi player, so... yeah.
Thank you and please enjoy.
Stats[]
Role(s) | |
To be announced. |
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Abilities[]
Patch v1.0.0.132 | ||
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Double Strike |
(Innate): Master Yi basic attack deals bonus physical damage equal to 2 / 5 / 8 / 11 / 14 (based on level) plus 5% of the target's missing health. Double Strike deals double the base damage against minions and monsters. Bonus damage caps at 200.
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Ability | Description | Leveling up |
Alpha Strike |
(Active): Master Yi leaps across the battlefield striking up to 4 enemies, dealing magic damage and silencing each enemy for 1.5 seconds.
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Cost: 60 / 70 / 80 / 90 / 100 mana Cooldown: 13 / 12 / 11 / 10 / 9 seconds Magic Damage: 60 / 100 / 140 / 180 / 220 (+1.0 per ability power) (+0.5 per bonus attack damage) |
Meditate |
(Active): Master Yi channels, gaining massive amount of mana regen, armor, and magic resistance, and reduces his other abilities' cooldown by an additional 1 second per half of second for 2.5 seconds.
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Cooldown: 24 / 22 / 20 / 18 / 16 seconds Mana Regained per second: 20 / 30 / 40 / 50 / 60 (+0.3 per ability power) Bonus Armor and Magic Resist: 100 / 150 / 200 / 250 / 300 |
Wuju Style |
(Passive): Master Yi's basic attacks grants him a Wuju Style stack. Each stack restore a percentage of his damage as health and can stack up 5 times. | Damage to Health Restored Ratio: 2 / 2.5 / 3 / 3.5 / 4 % per stack Max Damage to Health Restored Ratio: 10 / 12.5 / 15 / 17.5 / 20 % |
(Active): Master Yi focuses on his attacks for 6 seconds, receiving max stack on Wuju Style and gaining armor penetration.
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Armor Penetration: 16 / 22 / 28 / 34 / 40 % | |
Highlander |
(Active): Master Yi's gains increase, movement speed, and attack speeds, as well as making him immune to any slow or snare effects and taking 25% less damage from area of effect abilities for 10 seconds.
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Cooldown: 70 / 60 / 50 seconds Movement Speed: 20 / 25 / 30 % Attack Speed: 30 / 45 / 60 % |
My Change Log[]
- Health per level increase to 89 from 86
- Base Attack Damage decrease to 53.8 from 58.3
- Attack Damage per level increase to 3.6 from 3.1
- New effect: Master Yi basic attack deals bonus physical damage equal to 2 / 5 / 8 / 11 / 14 (based on level) plus 5% of the target's missing health.
- Old effect: Master Yi strikes twice every 7th basic attack.
- Damage decrease to 60 / 100 / 140 / 180 / 220 from 100 / 150 / 200 / 250 / 300
- No longer deals 400 damage to minions and neutral monster
- Cooldown decrease to 13 / 12 / 11 / 10 / 9 seconds from 18 / 16 / 14 / 12 / 10 seconds
- Silence all units for 2 seconds
- Gain Bonus Attack Damage Scaling
- New effect: Master Yi channels, gaining massive mana regeneration, armor, and magic resistance, and lower cooldowns for 2.5 seconds.
- Old effect: Master Yi channels, gaining massive health regeneration, armor, and magic resistance for 5 seconds.
- Cooldown decreases to 24 / 22 / 20 / 18 / 16 seconds from 30 seconds
- Cost decreases to 0 mana from 100 mana
- Passive Attack Damage and bonus Attack Damage Removed
- Gain Armor Penetration
- Restore health per basic attack, stacking up 5 times
- Cooldown decrease to 15 seconds from 20 seconds
- Cost increase to 150 mana from 100 mana
- Bonus Movement Speed decrease to 20 / 25 / 30 % from 40 %
- Bonus Attack Speed decrease to 30 / 45 / 60 % from 40 / 60 / 80 %
- Lost Cooldown refresher on kills or assist
- Duration Change to 10 seconds from 8 / 10 / 12 seconds
- Cooldown decrease to 70 / 60 / 50 seconds from 75 seconds
- Now immune to snares as well
- Takes 25% less damage from area of effect abilities