The recent changes to Yasuo have been met with mixed reactions, but one thing is for certain: the nerfs are here. If this trend continues and game balance shifts towards tanky champions, we’re going to be playing a very different style of League. Just don’t break all your hearts too badly in the process.

The “yasuo build” is a popular build that Yasuo players use. It has been nerfed in the past, but this time it should be nerfed instead of having his early game buffed even more. This is coming from an experienced Yasuo player.

Botlane Yasuo should be nerfed instead of having his early game buffed even more (coming from an experienced Yasuo player)

TDLR/Summary for those who don’t have time to read it all:

Yasuo’s botlane is near to being broken (ugg says 52.5 wr), his midlane is ok (ugg says 49 wr), and there’s no justification for an overall buff, particularly early game, as Lethal Tempo provided a major boost to his early game. He needs a compensating boost and a botlane nerf (windwall duration nerf).

Yasuo’s botlane is near to being broken (ugg says 52.5 wr), his midlane is ok (ugg says 49 wr), and there’s no justification for an overall buff, particularly early game, as Lethal Tempo provided a major boost to his early game. He needs a compensating boost and a botlane nerf (windwall duration nerf).

Yasuo receives an ult CD buff early in the game, boosting his basic HP from 490 to 520.

We yasuo mains always wanted the basic hp nerf from season 10 reversed since it made him too squishy too early. So now we’re all rejoicing…

Except that I’m not right now for a variety of reasons:

  1. Before the massive benefit to Yasuo’s early game when new Lethal Tempo was implemented to the game, we were asking for a base health bump. It immediately makes Yasuo/Yone one of the best early-game champions in the game, despite the fact that they are intended to be great mid-game champions. Even if you only lower their power level in the early game, having a powerful midgame is more enjoyable than the braindead deadly tempo playstyle. Increasing his basic HP is merely another way to help him in the early game and maintain a devastating pace.
  2. On yasuo, the lifesteal nerfs seem to be more terrible than they are. In the same patch, Revitalize received an undocumented enhancement that allows the 5% heal and shield power to improve lifesteal instead of simply omnivamp. So, if you take 8% of your life, you steal 8.4% of your life (it used to be 10%), and if you steal 29% of your life, you steal 29.4% of your life (before it was 30 percent ).
  3. According to u - Botlane Yasuo should be nerfed instead of having his early game buffed even more (coming from an experienced Yasuo player) u.gg his win rate in plat+ is 49.1% midlane and 51.1% botlane (lifesteal nerfs changed nothing)In Dia2+ it’s 48.9% midlane and 52.5% botlane. So he’s fine midlane and is broken botlane. I don’t see any reason why he should get buffed especially when the buff affects botlane yas. What he needs is a botlane nerf and midlane buff.
  4. His ban rate is already high even in high elo. He has a 13% ban rate in dia2+ according to u - Botlane Yasuo should be nerfed instead of having his early game buffed even more (coming from an experienced Yasuo player) u.gg. Since his early game is a very obnoxious part of playing against him due to lethal tempo, making the early game even stronger will increase his ban rate even more.
  5. Non-shieldbow builds can only function with Cut Down. Builds like Zeal Eclipse, Kraken BT, Bork Rush, and others only function due of reduced rune costs (you start longsword). Yasuo’s initial health is one of the lowest in the game. For example, at level 3, you will have 618 HP, but 80 percent of champions would have 680 to 700 basic HP. The 618 requires at least 680 hp to activate, therefore it hits the sweet spot perfectly. When the perks wear off, the opponent will need 713 health to activate. As a result, the rune will be worthless early game against around 80% of champions, while it previously functioned against about 80% of champions.
  6. Because the HP has no synergy with it, it makes his passive more forgiving/proccing it less lucrative. Also, since botlane has more ranged matchups than mid/toplane, it’s more of a botlane benefit.

So don’t increase his basic HP now, when it’s the worst buff you can think of. Don’t listen to the happy yasuo mains who believe it’s a nice buff since they have no idea why it’s no longer a good buff.

So don’t increase his basic HP now, when it’s the worst buff you can think of. Don’t listen to the happy yasuo mains who believe it’s a nice buff since they have no idea why it’s no longer a good buff.

So, what do I recommend instead? A move away from botlanes and toward solitary lanes.

This would be the ultimate botlane nerf:

Windwall duration: 4s -> 3s

Because in the midlane, you’re more likely to utilize it as a spellshield against mages and less frequently against ADCs’ damage (and eventually their ranged support). You don’t get to utilize Toplane too often.

My suggestion for a compensating boost is as follows:

Q: 1st and 2nd cast act like a normal basic attack, 3rd cast acts like an unstoppable basic attack -> all 3 casts act like an unstoppable basic attack

If Yasuo is stunned, knocked airborne, or suppressed while performing his Q1 or Q2, the spell is annulled and reset to 0.1s. His Q3 is unstoppable, hence it, like Nasus or Garen Q, will always go through. This may not seem to be a big deal, but it causes Yasuo to lose 1-2 Qs of damage against comps with an average amount of cc all of the time, and it also causes his nado to be delayed by 1-2 Q since the cc usually lasts as long as his Q cd, if not longer. Yasuo players despise it, and the worst part is that it occurs inadvertently 90% of the time, allowing the opposition to “outplay” you with luck.

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“Yasuo is overloaded” is a statement made by an experienced Yasuo player who believes that the botlane should be nerfed instead of having his early game buffed even more. Reference: yasuo is overloaded.

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