User blog:Qwertyfatcat/master yi remake idea (edited)

This is just an idea for a remake on Master Yi.

Master Yi, the Wuju Bladesman is a champion in League of Legends.[1]

Abilities Edit
Double Strike &lt;img alt="Double Strike" src="data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D" width="64" height="64" data-src="http://images2.wikia.nocookie.net/__cb20090913215431/leagueoflegends/images/0/01/Double_Strike.jpg" class="lzy lzyPlcHld" onload="if(typeof ImgLzy==&amp;quot;object&amp;quot;){ImgLzy.load(this)}" /&gt;&lt;noscript&gt;&lt;img alt="Double Strike" src="http://images2.wikia.nocookie.net/__cb20090913215431/leagueoflegends/images/0/01/Double_Strike.jpg" width="64" height="64" /&gt;After 7 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). This second strike will applie on-hit effects and can critically strike (the physical damage portion). Alpha Strike * Range: 600 &lt;img alt="Alpha Strike" src="data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D" width="64" height="64" data-src="http://images4.wikia.nocookie.net/__cb20090913215338/leagueoflegends/images/d/d9/Alpha_Strike.jpg" class="lzy lzyPlcHld" onload="if(typeof ImgLzy==&amp;quot;object&amp;quot;){ImgLzy.load(this)}" /&gt;&lt;noscript&gt;&lt;img alt="Alpha Strike" src="http://images4.wikia.nocookie.net/__cb20090913215338/leagueoflegends/images/d/d9/Alpha_Strike.jpg" width="64" height="64" /&gt; 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. Meditate * Cooldown: 35 &lt;img alt="Meditate" src="data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D" width="64" height="64" data-src="http://images3.wikia.nocookie.net/__cb20090913215357/leagueoflegends/images/a/af/Meditate.jpg" class="lzy lzyPlcHld" onload="if(typeof ImgLzy==&amp;quot;object&amp;quot;){ImgLzy.load(this)}" /&gt;&lt;noscript&gt;&lt;img alt="Meditate" src="http://images3.wikia.nocookie.net/__cb20090913215357/leagueoflegends/images/a/af/Meditate.jpg" width="64" height="64" /&gt; Active: Master Yi channels for 5 seconds, gaining increased armor, health regeneration, and magic resistance while channeling. Master Yi also heals at the beginning and end (if it lasts for the full 5 seconds) of the channel. Chi Disruption * Cooldown: 9 / 8.5 / 8 / 7.5 / 7 &lt;img alt="Wuju Style" src="data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D" width="64" height="64" data-src="http://images4.wikia.nocookie.net/__cb20090913215410/leagueoflegends/images/d/d4/Wuju_Style.jpg" class="lzy lzyPlcHld" onload="if(typeof ImgLzy==&amp;quot;object&amp;quot;){ImgLzy.load(this)}" /&gt;&lt;noscript&gt;&lt;img alt="Wuju Style" src="http://images4.wikia.nocookie.net/__cb20090913215410/leagueoflegends/images/d/d4/Wuju_Style.jpg" width="64" height="64" /&gt; Passive: Master Yi has increased attack damage.
 *  Cooldown: 18 / 16 / 14 / 12 / 10
 *  Cost: 60 / 65 / 70 / 75 / 80 mana
 * Magic damage:  80 / 120 / 160 / 200 / 240 (+ 70% AP)
 * Additional damage to minions & monsters: 200 / 250 / 300 / 350 / 400
 *  Cost: 50 / 65 / 80 / 95 / 110 mana
 * Armor, magic resistance: 100 / 140 / 180 / 220 / 260
 * <span style="color: rgb(187, 187, 255); text-transform: uppercase; font-size: 95%; font-weight: bold;">Bonus Health Regeneration Per Second: 40 / 70 / 100 / 130 / 160 <span style="color: rgb(151, 252, 151);">(+ 40% AP)
 * <span style="color: rgb(187, 187, 255); text-transform: uppercase; font-size: 95%; font-weight: bold;">Maximum heal: 200 / 350 / 500 / 650 / 800 <span style="color: rgb(151, 252, 151);">(+ 200% AP)
 * <span style="color: rgb(187, 187, 255);"> Cost: 50 mana

Active: On master Yi's next auto attack, he will deal additional magic damage, as well lower the target's movement and attack speed by 20% for 1.5 seconds. Additionally, this attack can apply on-hit effects, as well as critically strike for the physical portion.
 * <span style="color: rgb(187, 187, 255); text-transform: uppercase; font-size: 95%; font-weight: bold;">Passive attack damage bonus: 15 / 20 / 25 / 30 / 35
 * <span style="color: rgb(187, 187, 255); text-transform: uppercase; font-size: 95%; font-weight: bold;">Additional Magic damage:  30 / 60 / 90 / 120 / 150 <span style="color: rgb(151, 252, 151);">(+ 30% AP)

<span style="color: rgb(151, 151, 252); font-size: 140%; font-weight: bold; display: inline-block;">Highlander *<span style="color: rgb(187, 187, 255);"> Cooldown: 75 &lt;img alt="Wuju Style" src="data:image/gif;base64,R0lGODlhAQABAIABAAAAAP///yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D" width="64" height="64" data-src="http://images4.wikia.nocookie.net/__cb20090913215410/leagueoflegends/images/d/d4/Wuju_Style.jpg" class="lzy lzyPlcHld" onload="if(typeof ImgLzy==&amp;quot;object&amp;quot;){ImgLzy.load(this)}" /&gt;&lt;noscript&gt;&lt;img alt="Wuju Style" src="http://images4.wikia.nocookie.net/__cb20090913215410/leagueoflegends/images/d/d4/Wuju_Style.jpg" width="64" height="64" /&gt; 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. Additionally, each auto attack while this skill is on cooldown will lower the cooldown by 0.5 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.
 * <span style="color: rgb(187, 187, 255);"> Cost: 100 mana
 * <span style="color: rgb(187, 187, 255); text-transform: uppercase; font-size: 95%; font-weight: bold;">Attack Speed bonus:  40 / 55 / 70 %
 * <span style="color: rgb(187, 187, 255); text-transform: uppercase; font-size: 95%; font-weight: bold;">movement speed bonus:  20 / 25 / 30 %
 * <span style="color: rgb(187, 187, 255); text-transform: uppercase; font-size: 95%; font-weight: bold;">bonus armor and magic resist:  20 / 25 / 30 <span style="color: rgb(252, 138, 1);">(+ 10% bonus AD)

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, and to allow the multi Yi spam to work a bit better. For those jungling Yi, again this is because of a new skill for him.

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 now they get an additional burst skill to level other than Alpha Strike. This skill not allows the extra burst both sides enjoy, it adds extra utility to his kit and allows him 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 slightly lowered, but that was to balance out the fact that Master Yi gets a bit bulkier from it. I put in a lower number because I didn't want him to have as high of a defense boost as Jax from his ult, but just enough for a glass cannon Yi to not completely die in mid fight. When it comes to chasing a target or tower diving, now Master Yi can take the tower's assault better and have better utility. 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.

If there's anything you guys feel is wrong with him, go ahead and tell me.