Your favorite champion is being redesigned by CertainlyT in this year of 2015. Give them a kit

Yasuo

Passive - I alone decide my fate (RANGE: 1000)

Yasuo abilities change depending on whether a friendly ally champion is nearby.

  • A wanderer isn't always lost: If there are no nearby ally champions withing a 1000 unit range, Yasuo gets a buff called "A wanderer isn't always lost." Yasuo's attack damage and crit chance is increased by 2% for each level.

  • Never could stay in one place: If there is/are nearby ally champions within a 1000 unit range, Yasuo will gain a debuff called "Never could stay in one place" which will decrease Yasuo's attack damage and crit chance by 75%.

  • Flow. (stays the same except for generation)

*Yasuo can have up to 60 / 65 / 70 / 75 / 80 / 90 / 100 / 110 / 125 / 140 / 160 / 185 / 215 / 250 / 290 / 340 / 400 / 470 Flow. Yasuo generates 1% of his maximum Flow with every 46 units he travels, requiring a total of 4600 units-traveled to obtain maximum Flow. Flow does not decay or generate idly. As Flow generation is based on distance traveled, it is also accumulated while dashing, teleporting or when displaced by crowd control effects. If alone, flow generation is increased by 50%

*Steel Tempest RANGE: 475 STATIC COOLDOWN: 4 * Consecutive successful casts of Steel Tempest within 10 seconds form a chain. * Steel Tempest FIRST ACTIVE: Yasuo thrusts his sword forward, dealing physical damage to all enemies in a 475-unit line. * Gathering Storm SECOND ACTIVE: Same as the Steel Tempest.png first active. * Empowered Steel Tempest THIRD ACTIVE: Yasuo brandishes his sword, dealing physical damage and knocking up all enemies in a 475-unit line and unleashing a whirlwind that tears forward an additional 425-units (total 900 range), dealing the same physical damage and Airborne icon knocking up all enemies hit. This active resets the chain. PHYSICAL DAMAGE: 20 / 40 / 60 / 80 / 100 (+ 100% AD) Each cast can critically strike and on-hit effects will apply to the first enemy hit (excluding the third cast's whirlwind). Additionally, each cast can be used during Sweeping Blade.png Sweeping Blade to change the area of effect to a 375-radius circle around Yasuo. The cooldown and cast time of Steel Tempest is reduced by 1% for every 1.72% of Yasuo's bonus attack speed.

**A wanderer isn't always lost: Steel tempest cooldown is halfed, its range increased by 25%, and it's second active will trigger its whirlwind

**Never could stay in one place: Steel tempest range is increased by 150%, but it can no longer crit. It will now require 5 actives to activate its whirlwind.

Absorbing Wind Wall RANGE: 400 COOLDOWN: 26 / 24 / 22 / 20 / 18 ACTIVE: Yasuo creates a gust of wind that travels forward to form a wall 400 units away from himself. The wall slowly drifts forward over 3.75 seconds, blocking all enemy projectiles with the exception of tower hits.

  • A wanderer isn't always lost: Wind wall will absorb and store the first attack that hits it letting you spit out back the attack that it absorb the next time you use it. Also increases flow generation while standing withing a 5 unit range.

  • Never could stay in one place: Wind wall becomes bigger,however, it dissapears after blocking three projectiles.

Sweeping Blade RANGE: 475 STATIC COOLDOWN: 0.5 / 0.4 / 0.3 / 0.2 / 0.1 ON-TARGET COOLDOWN: 10 / 9 / 8 / 7 / 6

ACTIVE: Yasuo dashes 475-units in the direction of the target enemy, dealing magic damage and marking them briefly. The speed of the dash scales with Yasuo's bonus movement speed. MAGIC DAMAGE: 70 / 90 / 110 / 130 / 150 (+ 60% AP) Each cast increases the next dash's base damage by 25% for 5 seconds, up to 50% bonus damage. MAXIMUM DAMAGE: 105 / 135 / 165 / 195 / 225 (+ 60% AP) Yasuo cannot use Sweeping Blade on an enemy that's already been marked.

  • A wanderer isn't always lost: Sweeping blade flow ON-TARGET COOLDOWN: 10 / 9 / 8 / 7 / 6 is decreased by 50% 5/4.5/3.5/3, and every three times is used will grant yasuo 100% flow.

  • Never could stay in one place: Sweeping blade flow may only be used once every 10/9/7/6 seconds

Last Breath RANGE: 1200 COOLDOWN: 80 / 55 / 30

Last Breath ACTIVE: Yasuo blinks to the nearest visible Airborne enemy champion to the cursor, instantly generating maximum Flow. Upon arriving, he suspends all airborne units within a 400-radius of his target in the air for 1 second. PHYSICAL DAMAGE: 200 / 300 / 400 (+ 150% bonus AD) Once he lands, Yasuo deals physical damage to all nearby units and gains 50% penetration to bonus armor for 15 seconds (this affects armor from items, buffs, runes and masteries). Casting Last Breath will reset the chain on Steel Tempest.png Steel Tempest.

*Never could stay in one place: Yasuo depends on his teammates to execute this strike, Damage is increased by 100% 400/600/800 and now gains +200 + bonus AD

PLEASE NOTE I honestly first starting writing this as a joke, but while I was writing this I thought "Wouldn't it be cool to have a champion like this?" ** * **A champion that suffers from being near its team mates * A champion that is rewarded for playing solo * A champion that doesn't need a team

It also made me think that it too would be awesome to see it the other way around * ** A champion that benefits from being near allies thus encouraging team participation**

I don't know I think its a neat concept, I wonder if RITO (RIOT) has ever thought of introducing a solo champion that suffers from depending on its other allies as well as a champion that gain a additional abilities or benefits for being near allies.

/r/leagueoflegends Thread