[Champion Remake for CCFC Contest] Master Yi

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WonderBoy55

Senior Member

09-24-2012

NOTE: All of these changes are NOT necessary for Master Yi. These are suggestions. Implementing all of these changes could potentially make him Overpowered. Each individual change is a way to improve his current usability and / or viability.

Goals of this remake:

  • Keep the same playstyle Yi currently has for both AP and AD builds.
  • Increase Master Yi’s potential to survive in team fights
  • Make each ability useful for both AP, AD and Hybrid builds
  • Increase Master Yi’s usability by reducing cooldowns and mana costs
  • Increase synergy and coherence between his abilities
  • Allow for counter play and a way to overcome counter play

Passive - Double Strike
(Innate) Master Yi builds stacks with each basic attack. At 8 stacks, Master Yi’s next basic attack will strike twice. The second attack applies on hit effects and can critically hit. Critical hits and kills or assists will grant 2 stacks.

Q - Alpha Strike
(Active): Master Yi leaps across the battlefield striking up to 4 enemies, dealing magic damage to each enemy. This ability deals 80% bonus damage to minions.
  • Range: 600
  • Cost: 60 / 65 / 70 / 75 / 80 mana
  • Cooldown: 14 / 13 / 12 / 11 / 10 seconds
  • Magic Damage: 80 / 135 / 190 / 245 / 300 (+1.0 per ability power)
  • Damage to Minions: 144 / 243 / 342 / 441 / 540 (+1.8 per ability power)

W - Meditate / Transcend
Meditate
(Active): Master Yi channels, gaining massive health regeneration and damage reduction for 4 seconds. Master Yi is healed for 30% of the total amount initially, and the rest over the duration of the channel. At any point during the channel, Master Yi can use Transcend, canceling the channel.
  • Cost: 70 / 80 / 90 / 100 / 110 mana
  • Initial Heal: 60 / 105 / 150 / 190 / 240 (+1.05 per ability power)
  • Maximum Heal: 200 / 350 / 500 / 650 / 800 (+3.5 per ability power)
  • Damage Reduction: 50 / 55 / 60 / 65 / 70%

Transcend
(Active)Master Yi calmly walks to a target location. While walking, Yi is untargetable and any targeted projectiles on Master Yi are popped. Transcend can be used to move through walls and ignores unit collision.
  • Cost: 90 mana
  • Cooldown: 30 / 28 / 26 / 24 / 22 seconds
  • Projectile Speed: 800
  • Range: 600

E - Wuju Style
(Passive): Increases attack damage while Wuju Style is off cooldown.
(Active): Master Yi can activate this ability to double the passive bonus attack damage.
  • Cost: 40 mana
  • Cooldown: 20 seconds
  • Passive Bonus Attack Damage: 15 / 20 / 25 / 30 / 35 (+.1 per ability power)
  • Active Bonus Attack Damage: 30 / 40 / 50 / 60 / 70 (+.2 per ability power)

R - Highlander
(Active): Increases Master Yi's movement speed by 40% and attack speed for a few seconds, as well as making him immune to any slow effects. Kills will refresh all of Master Yi's basic ability cooldowns and increase the duration of Highlander by 10 seconds. Assists will refresh basic cooldowns by half of their base amount and increase Highlander’s duration by 5 seconds.
  • Cost: 100 mana
  • Cooldown: 90 / 75 / 60 seconds
  • Attack Speed: 40 / 60 / 80%
  • Duration: 10 seconds

Changes Made:

Base Stats
  • Base Mana increased to 220 (+40) from 199 (+36)
  • Mana Regen increased to 7.25 (+.5) from 6.5 (+.45)
Passive - Double Strike
  • Second attack can now critically strike
  • Tooltip properly notes that second attack applies on hit effects
  • Crits, kills and assist grant 2 stacks towards Double Strike
  • Now requires 8 stacks, though the 2nd attack will provide a stack itself, effectively making it 7

Alpha Strike
  • Mana cost reduced to 60 / 65 / 70 / 75 / 80 from 60 / 70 / 80 / 90 / 100
  • Cooldown reduced to 14 / 13 / 12 / 11 / 10 from 18 / 16 / 14 / 12 / 10
  • Master Yi no longer loses benefits from Aura’s while using Alpha Strike
  • Minion damage proc normalized to do consistant damage

Meditate
  • Simplified the healing mechanics of the abillity. Now heals 30% upfront and the rest over the channel
  • Total heal amount adjusted to 200 / 350 / 500 / 650 / 800 (+3.5 per ability power) from 165.33 / 329.67 / 505 / 685.33 / 882.7 (+4.0 per ability power)
  • Channel reduced to 4 seconds, down from 5
  • Changed the AR / MR buffed to % Damage Reduction
  • Cooldown lowered from 35 at all ranks to 30 / 28 / 26 / 24 / 22
  • Added secondary spell: Transcend, which moves Yi to a target location and makes him untargetable while moving

Wuju Style
  • Cooldown reduced from 25 to 20 at all ranks
  • Given an ability power ratio of +.1 (+.2 while active)

Highlander
  • Cooldown adjusted to 90 / 75 / 60 from 75 at all ranks
  • Duration adjusted to 10 at all ranks from 8 / 10 / 12
  • Kills and Assist now increase Highlander’s duration by 10 and 5 seconds respectively, but only decrease the cooldowns of his basic abilities, not Highlander.

Reasons for Changes

Base Stats
  • His mana and mana regen were remarkably low, especially considering his old mana cost. With more mana, he can fare better in the jungle without being as reliant on blue buff.

Passive
  • The second strike was not a full attack, as it couldn’t critically strike. Now it can critically strike, and applies a stack of his passive. To compensate, it now takes 8 stacks to proc. It also now gains 2 stacks with crits, kills and assists to allow for more potentially rewarding engages and build synergy.

Q
  • The mana cost and cooldown at early ranks were remarkably high for an AD champion with such a low mana pool, especially since his Q is often leveled first. They have been lowered to make this ability more usable.
  • To compensate for the cooldown reduced at early ranks, the damage at early ranks has been lowered to prevent super fast jungling.
  • Master Yi no longer loses bonuses from Auras while casting. If Yi or an ally had a WotA, he would not receive the bonus AP or spell vamp while casting Alpha Strike. This fix allows him to benefit from such auras while casting.
  • The RNG factor to deal bonus damage has been removed, as it made his jungle time and lane farming unreliable. The effect has been normalized to 80% bonus damage to minions. This also allows the bonus damage to scale with his AP. The new amounts were calculated using the following method:
    Quote:
    • 400 (old amount) * [.2 / .3 / .4 / .5 / .6] (old % chance) = 80 / 120 / 160 / 200 / 240
    • At rank 5: 240/300 = .8
    • Damage at early ranks lowered to compensate for lower cooldown: 80 / 135 / 190 / 245 / 300
    • Bonus Damage scaled down to match early game damage changes, now equates to 80% bonus at all ranks: 64 / 108 / 152 / 196 / 240 (+.8 per AP) or 144 / 243 / 342 / 441 / 540 (+1.8 per AP) total damage

W
  • The heal mechanics of the spell were needlessly complex. It has been simplified. It now gives a nice initial heal upfront for clutch survivability and heals the remainder over the channel.
  • The channel duration of 5 seconds was a bit long for a champion to stand there. The shorter cooldown and channel duration now makes it more combat friendly.
  • The cooldown of 35 seconds made it incredibly punishing when used at the wrong time. The lower cooldown and slight scaling gives him more leniency on using this ability.
  • The AR / MR buff has been changed to % Damage Reduction, as it benefits Yi more effectively when he has less base AR/MR and cannot be penetrated (except by True damage)
  • The total Heal amount has been reduced to compensate for more benefits from the lower channel duration and cooldown and the new secondary component.
  • The new Secondary component gives Yi a hard disengage from fights. He can pop threatening projectiles similarly to Vladimir and Fizz and relocate for better positioning during a fight. Using this comes at the cost of canceling the heal and damage reduction and spending additional mana.

E
  • The cooldown of 25 seconds was very long especially early game. If used while jungling, it could actually lower his jungle speed. Having it at 20 seconds gives it a fair 50% uptime, reducing the punishment for using it.
  • This ability was almost entirely useless for AP builds. Providing a small AP ratio makes it worth ranking as AP Yi, and increases the potency of Hybrid items. This also opens up potential benefits for niche items such as Malady, Nashor’s Tooth, and Guinsoo’s Rageblade.

R
  • The duration spanning from 8-12 seconds made it difficult to gauge and adjust to at each level. Normalizing it to 10 seconds makes it more consistent.
  • The flat 75 second cooldown made it a bit too strong for early game but punishing lategame. Scaling it with rank makes it more usable later in the game when team fights become more frequent.
  • Having to reactivate Highlander each time it resets could cause players to burn through mana very fast and wouldn’t benefit them fully from getting a kill or assist. Changing it to increase the duration both decreases the need to use 100 mana again and allows Yi to reap maximum benefit from kills and assists.

Goals Achieved:

Keep the same playstyle Yi currently has for both AP and AD builds.
  • Yi’s core mechanics maintain the same functionality with more usability.
Increase Master Yi’s potential to survive in team fights
  • Initial Heal on Meditate and Transcendence achieve this
Make each ability useful for both AP, AD and Hybrid builds
  • Addition of an AP ratio on his E achieves this
Increase Master Yi’s usability by reducing cooldowns and mana costs
  • Value adjustments across his kit achieve this
  • Not having to recast his Ult conserves mana
Increase synergy and coherence of his abilities
  • AP ratio on his E now allows AP Yi to output damage after using Q
  • Passive now provides more potency for both AP and AD builds
  • Adjustments to functionality of R no longer punish him for overlapping ults.
Allow for counter play and a way to overcome counter play
  • Hard CC and burst damage is still Yi’s major threat, Transcendence allows Yi to potentially avoid these threats, but the long cooldown makes him vulnerable after use.


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proXc

Senior Member

09-24-2012

What an amazing carry, this is crazy... I'm impressed, I think.


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WonderBoy55

Senior Member

06-19-2013

YAY finally!!!!!

http://na.leagueoflegends.com/board/....php?t=3567137

They even gave him %DR and the increased Ult duration (doubt they got the idea from me though, its just a better design). I like their rework better than mine, more offensive and less annoying (transcend would be OP). Can't wait to pwn newbs with my doubleswords!

http://i.imgur.com/xZwQ38d.gif