User:Beatnik Doctor/Master Yi Rework

This is in response to NicknameMys blog for Master Yi.

While I haven't played Master Yi in a PvP, I have a knack for theorycrafting this sort of stuff. I decided to make some changes based on feedback to that blog, as well as general complaints about him. I'm also taking some information from Riot into account. Even if I haven't played him, I have seen an extensive amount of gameplay, I know his weaknesses, and his skillset is rather simple, so I believe that this rework should at least be taken into consideration.

One thing I believe, though, is that he shouldn't have any sort of CC unless it's from Lizard buff or items. I also think that he should stay vulnerable to CC - we want him to have some weaknesses.

Anyway, this (fictional) rework will help his laning/early jungling phase, and make him powerful outside of his ultimate, while toning down his power slightly inside of his ultimate. I also wanted AP Yi to be a more viable build as well.

Base Stat changes
First off: Increased his base Health Regen from 6.75 to 7.75 per 5 seconds. This will make a difference early-game, mind you. Increased base Mana from 199 to 230. Increased scaling mana per level from 36 to 40. This will allow Master Yi to cast more often. Increased his health scaling from 86 per level to 90. This will push him just a bit past 2000 health at level 18. Decreased his movement speed from 330 to 320 to compensate for his improved chasing ability with Alpha Strike.

Double Strike changes
As for his Innate - it's not argued about too often, but I wanted to see a version where it outputs the same amount of damage per second, but is reliable. Therefore, I made it happen more often, but Double-Strikes deal less damage. There wasn't anything gamebreakingly wrong with his old passive (100% additional damage every 7 attacks), but this will make his damage more reliable. It also counts as a Double Strike, so it will apply on-hit effects twice.

Alpha Strike changes
Lowered the cooldown on Alpha Strike, but lowered ratios and base damage. I have removed the chance to deal bonus damage to minions, but it now passively deals more damage. However, I have decreased the range from 600 to 500, so that it is somewhat harder for Master Yi to harass in-lane through Alpha Strike - these changes otherwise would have made it harder on opposing laners.

The reason I removed the bonus magic damage chance is for 2 reasons: 1 - Riot has made it clear that they wish to prune luck-based abilities and components. 2 - This will allow Master Yi to more reliably farm (and hopefully jungle easier).

These changes will make Alpha Strike a better part of Master Yi's abilities outside of Highlander, but nerf his Highlander state somewhat (if going AP).

Meditate changes
Meditate nerfs are present: the amount of health regenerated is lower, the AP ratio is lower, and the armor and magic resist provided is lower. However, it has been balanced accordingly - it's cooldown has been greatly decreased, and the rate of regeneration is extremely high at the beginning but slows down towards the end, allowing you to heal more health in a short amount of time.

Many Yi players like the heal amount, so I haven't horribly nerfed it. Thecost is around 15 mana lower. If I put it any lower, it'll make Yi too sustainable in-lane.

Wuju Style changes
I've reduced the cooldown of Wuju Style from 25 seconds to 20 seconds. This will ensure that you'll have the active available 50% of the time if you're repeatedly using it. However, I've also made it a static cooldown, because really, a 12 second cooldown on Wuju Style is a bit much too powerful.

AP Master Yi rejoice! I've also added an AP ratio to his Active on Wuju Style - that is, while it's active, he'll deal additional physical damage per attack. However, AP Yi's won't be getting Armor Penetration, and AD Yi's won't be stacking AP, so it's not as powerful as you think. It's just a buff to AP Yi's autoattacks, though late-game they won't count as much.

Highlander changes
As for Highlander, it is fine, but making Highlander's cooldown completely refresh after a kill is a bit much. I've increased the early-game duration, but decreased the late-game duration. Your Highlander cooldown is refreshed if you get a kill anyway, so having a 12-second duration steroid refresh upon a kill is a bit much.

From a quick glance, it seems that this character will be more powerful than before outside of his Highlander state, and less powerful than before while under the effect of Highlander.

Anyway, here's the finalized version.

Finalized Master Yi Abilities and Stats
Master Yi, the Wuju Bladesman is a champion in League of Legends.