This is just an idea for a remake on Master Yi.
After 10 basic attacks and spell casts, Master Yi will strike his next target twice (if the first strike doesn't kill the target). The second strike will deal damage equal to his total attack plus 10 (+5 x level) (+ 20% AP) magic damage. This second strike will applie on-hit effects and can critically strike (the physical damage portion). Kiling or assisting on a kill with Highlander active will count for two counters for double strike.
Alpha Strike Cooldown: 14 / 13 / 12 / 11 / 10 Cost: 60 / 65 / 70 / 75 / 80 mana
Active: Master Yi charges at a target enemy, dealing magic damage to it and up to three other enemies within a small range of the target, with a 50% chance to deal additional damage to minions and monsters. Master Yi is untargetable for Alpha Strike's duration, appearing at the initial target's location after the effect ends.
- Magic damage: 70 / 100 / 130 / 160 / 190 (+ 40% AP)
- Additional damage to minions & monsters: 150 / 200 / 250 / 300 / 350
- Range: 600
- Maximum bonus Range: 250
- total Range: 850
Blade of Wuju Cooldown: 18 / 17 / 16 / 15 / 14 Cost: 50 / 55 / 60 / 65 / 70 mana
Active: Master Yi creates a 200 range spirit sword for 6 seconds, dealing damage to any enemies caught. Additionally, Master Yi gains bonus armor, life steal and spell vamp while within the general vicinity of the sword.
- Armor: 20 / 25 / 30 / 35 / 40
- Bonus life steal and spell vamp: 10 / 12 / 14 / 16 / 18%
- Magic damage: 60 / 90 / 120 / 150 / 180 (+ 40% AP)
Chi Disruption Cooldown: 8 / 7.5 / 7 / 6.5 / 6 Cost: 40 mana
Active: On master Yi's next auto attack, he will deal additional magic damage, as well lower the target's movement speed by 20% for 1.5 seconds. Additionally, this attack can apply on-hit effects, as well as critically strike for the physical portion.
- Additional Magic damage: 20 / 45 / 70 / 95 / 120 (+ 20% AP)
Highlander Cooldown: 80 Cost: 80 mana
Active: For 8 seconds, Master Yi gains increased movement speed, increased attack speed, increased armor, increased magic resist and immunity to movement speed slows (but remains vulnerable to other forms of crowd control). Killing a champion during Highlander will restore all of Master Yi's cooldowns, and each assist during Highlander will restore half of his base cooldowns.
- Attack Speed bonus: 40 / 50 / 60 %
- movement speed bonus: 20 / 25 / 30 %
- Duration: 8 / 9 / 10 seconds
The goal of this remake was to satisfy both sides of the Yi fans. I noticed that if you play master Yi as a mage, he only really makes full use of two skills, while as AD Yi, he has great ad skills, but no CC or burst to use them with. Here, I try to make the best of both worlds by doing what Riot did for Katarina. I decided to work in what I could to allow AP Yi players to feel rewarded in using him, while at the same time working on allowing AD yi to be used as a glass cannon build like back then. Of course some of the older numbers were lowered, but that's to help balance out his kit a little bit.
First off is the change to his passive. Back then, only full on AD yi could appreciate the double hit, as the second hit meant nothing. Now, AP Yi gets some benefit from the passive, as they don't normally build anything to benefit it.
If you notice, the Alpha strike was nerfed in damage. I apologize for the loss of that damage, but that was to counteract the new skill Yi gets to increase his offense. Besides, the mana cost has lowered to allow for some better lane maintain early mid. For those jungling Yi, again this is because of a new skill for him.
I must admit that the blade of wuju is not truly a new idea, but mimicry is a form of respect. XLeonhart hit upon a really good idea about creating a magic sword at an area. Truth is, meditate is stupid in this day and age. Back then, the main idea was for Master Yi to have sustain in lane so he can farm more. With the advent of AP Yi however, this skill essentially gives him a free base heal for mana and a 30 second CD. I wanted to make it so he actually needed a way to maintain healing with some counterplay. The idea is that he needs to hurt things in order to gain some life back with this skill, so if Master Yi stuck him neck out a little too far and got caught, the healing would be for naught. Besides, it has a long CD and is used for location based sustain. If you don't want his sustain up, fight somewhere else. This skill also helps jungling and AD Yi in lane/jungle sustain and dueling.
The new chi disruption is a means of getting rid of the old skill. Certainly the AD Yi fans loved getting 70 - 105 bonus AD with Highlander, but I'm thinking of trading that for an actual burst. Master Yi now has damage in the early game all he traded was a potential 210 physical damage when he crits... This skill now allows the extra burst both sides enjoy, adding extra utility to his kit and allowing him to duel and trade in damage, while back then, AD Yi would have only had Alpha Strike as his only means of burst. Not only that, the extra AP ratios allow the new Yi to combo and to deal more damage then the old Master Yi if they are willing to risk engaging on their target.
Finally, the changes to Highlander. The numbers for offense was lowered due to the increase of power in his kit. When it comes to chasing a target, team fights or tower diving, Master Yi's kit allows that to happen better. In return, I made it so he doesn't do that old job as strong as before, but hopefully with the extra skill added in, it should be enough. As an added note, the duration for the ult is shortened, but again it's for balancing purposes.
If there's anything you guys feel is wrong with him, go ahead and tell me.