User blog:Slashingstrike/Master Yi Concept by SlashingStrike

Master Yi is a champion in League of Legends. This is idea for small Rework, preserving the entire kit while expanding his mastery level by giving the Master more options on how he can outplay his opponents as well as giving him some swift combos on auto attack resets

Abilities
Latest Idea=

2nd Idea=

Abilities
Double strike passive idea was to remove the randomness from spells while allowing Master Yi abilities to scale with critical strike chance. The active part idea is to make Double Strike spamable spell similar to other basic attack buff without being overpowered



Old idea=

Strategy
Latest = [Innate] is a buff therefor it always resembled passive ability. Therefor Wuju Style is Master Yi - the Wuju Bladesman innate ability. It's applied on Alpha Strike, his basic attacks, Double Strike and may on basic attacks. Now scales with without any flat values so Yi has to build  Items to get more true damage and if he wants to maximize Wuju Potential he has to get critical strikes as well because Master Yi concept always been a Critical Strikes by basic concept

[Q] Instead being able to critically strike is now Execution type Ability. it does which is increased based on target missing health. When alpha strike damages enemies they are marked for few seconds. Upon 2nd cast Yi will jump to strike a marked target dealing target. This will allow Yi to outplay his opponents better, engage in a short duel and retreat to safety or give Yi more stickiness to his target. Both Yi and his opponents will know which enemies are marked so they can play around that.

[W] grands Yi shield that reduces  and  by percent. In order to make it effective the damage reduction shield last AT LEAST 1 second so Yi doesn't get instantly countered upon activation. Meditate restores and does not scale with AP or AD since  based items seems to be better choice. Now Yi have to choose: - get tanky for better healing and do less damage or - go glass cannon, deal more damage and heal less to live on the edge of survival. if Meditate is canceled at the first second after activation the damage reduction shield still last at least 1 second, will reset the attack timer, restores % instantly and reduce its cooldown by noticeable amount. It still has high cooldown, but with early cancel of meditate the Master will feel more dynamic.

[E] now is ACTIVE ability because it always did resemble as one. Master Yi will empower his basic attack to strike twice and will reset his attack timer. Both attacks are still considered basic attacks and will apply all types of on hit effects fully and both attacks will be able to Double Strike also gains massive bonus movement speed for very short time either for better chase or escape from danger or just to maneuver around with greater agility. Since Alpha Strike and Double Strike are reduced by basic attacks now Double Strike has PASSIVE – each basic attack reduces all cooldowns

[R] is pretty much as before but now cooldown refresh mechanic is shifted into lategame while giving more power in his other stats – more movement speed, more attack speed for early game. Better Escape or better Chase



Old Idea= This concept is about defining the assassin nature of master Yi which is focused on AP Master Yi as AD Caster playstyle while scaling with AD and preserving on-hit effect / critical strike playstyle completely. This will make him fully flexible in his build, who will scale with attack damage, attack speed and crits as well as giving him the opportunity to go semi tank if the team has no tanks.

[Innate] Since is a passive ability and  resembles of active ability I decided to swap their places. This will make Yi more fun for Ability Caster players, giving him burst damage at all stages of the game while preserving entirely the ad aspect, crits and oh-hit effect gameplay. The "new" Wuju still critically strike but for much less amount because now it deals true damage insteal physical, but still can be enhanced by.

[Q] will deal decent amount of damage scaling up to the solid 800 physical damage late game, while ap version of alpha strike would deal over 1200 Magic Damage. Taking into account that magic resist is almost twice weaker than armor if players decide to buy something like frozen gauntlet / thornmail / frozen heart they should be fine versus the current alpha strike. At the same time he will be less overwhelming by reducing alpha strike damage early game starting around 70 physical damage, which used to be 100 magic damage. I disliked the idea Crits on spells because alpha strike has high cooldown making the criticals unreliable. Every burst assassin must have solid damage before he enter in a fight.

[W] now gives bonus armor and magic resist and the reason is because Master Yi is melee champion and as a melee champion he needs some protection. The passive bonus will not make him a real tank, but would make him a little bit tougher. Scaling with ability power isnt viable now because master Yi is full AD now so missing health seems better idea instead. Because Meditate can be shut down way too easy master Yi has no chance to survive a teamfight if he decide to active Meditate. As a primary defense, the healing will stop, but damage reduction will continue for a little while. That way he would have some chance for survival.

[E] still preserves its original concept except now you have to active it. The reason that Master Yi was buying was that Yi doesnt have seconds active ability and Double Strike is the exactly he needed, a low coowdown ability that can be cast often. Now when entering in battle you would have nice burst from Alpha strike and Double strike. Double strike can still scale with critical strikes but for less crit damage. Double strike not only will have burst potential after Alpha strike but preserves the cooldown reduction per auto attack as it suppose to be so Yi would have great sustain damage and would be great dualist as well.

[R] is preserved the way it was, except now at late rank he will get near full resets of his basic abilities which will return the original gameplay from Ability Power based Yi. This is what made Yi dynamic champion and is suppose to be that way. On activation master Yi removes crowd controls like stun, fear, knockups and so on and still gains slow immunity, but this doesnt mean he gains any tenacity.

Yi doesnt have any crowd control like Stun, fear, slow, root, suspension or anything like that. Thats why he would deal more damage than champions with crowd control. Still the damage scaling would have better balance potential. For example if he is too weak early game we would increase his flat values, while if he is too strong late game we would reduce his scaling values

Overall Yi is made to deal damage and being threat in teamfights. So this is my concept and i hope there are some people that would like it as the way i see it.