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Yasuo Build Guide by Fluxanoia

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League of Legends Build Guide Author Fluxanoia

Aseryo! - Yasuo MidTopADC Guide

Fluxanoia Last updated on June 15, 2015
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Team 1

Ability Sequence

1
8
10
12
13
Ability Key Q
3
14
15
17
18
Ability Key W
2
4
5
7
9
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0



Threats to Yasuo with this build

Threat
Low
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Threat Champion Notes
1
Karthus Dash around with E and dominate him in lane. Avoid Wall of Pain.
Table of Contents
Guide Top

Introduction


Hello! Welcome to my Yasuo guide. I've been playing him a while and I feel I've gotten to the point where I can give advice. I have provided three separate but similar builds for Yasuo as an ADC, mid-laner or top-laner. I hope it helps people get to the point where they realise that there is a big difference between an idiot Yasuo and one that knows what they are doing.


Guide Top

Runes

What I do:


I pick the standard nine flat armor seals and magic resist glyphs.

However, what is different for Yasuo from other AD assassins is that you take two critical chance quintessences and only one attack damage quintessence along with two flat attack damage marks and seven critical chance marks to reach 20% critical chance at level one (10% x 2 - Yasuo's passive)!

What I don't do and why:


What about more critical chance? I'd prefer not to because it's not necessary and extra AD is much better on him.

What about more AD? My runes supply 10% critical chance which is massive! It's a critical strike every five auto attacks (approx.). It also supplies enough AD to balance it out too.

What about critical damage increase? I feel like it's pointless if you buy an IE. But if it works, it works.

What about *insert rune here*? Not worth taking anything off the page for it.


Guide Top

Masteries

5% attack speed bonus
It increases the cooldown of his Q and the frequency of his auto attacks - perfect!

5% cooldown reduction
Increases the frequency of your E, I prefer it over other lower tier masteries - but feel free to change it to your liking.

Scaling AD (+10 at level 18)
This helps make up for the AD we replaced for critical chance in our runes.

Flat AD (+4)
This helps make up for the AD we replaced for critical chance in our runes.

Increased bonus AD
Helps us snowball or come back after a rough lane. This helps make up for the AD we replaced for critical chance in our runes also.

Stacking AS on-hit
This is good for early game fights and can even be noticed in late game teamfights. It's perfect for Yasuo because he can critically strike every strike early in the game.

Increased damage (+3%)
Helps us snowball or come back after a rough lane. This helps make up for the AD we replaced for critical chance in our runes also.

Extra damage to low-HP enemies
Really good for 1v1 fighting or doing that extra bit of damage to finish someone off.

HP on kills or assists
Really good for 1v1 fighting, getting away or getting those precious pentakills.

Decreased incoming auto-attack damage
This stacks beautifully with your Doran's Shield if you are top or mid and helps killing people in the midst of minions as you will be doing it a lot.

Increased HP regeneration
This stacks beautifully with your Doran's Shield if you are top or mid and helps your lane sustain.

Decreased incoming champion damage
This stacks beautifully with your Doran's Shield if you are top or mid and helps everywhere on the map. Good for 1v1's mostly.

Flat HP
Gives us more survivablity which is always helpful.

Percentage HP increase
Gives us more survivablity which is always helpful.


Guide Top

Spells

Flash is always great, it helps chasing, running away and making those *flashy* plays. It's good on Yasuo for closing the gap, dodging deadly CC or repositioning for the knock-up.

Barrier is so good when used effectively and when flow is recharging. Using barrier effectively can be difficult at times. I use it when I get the enemy team diving into my turret. It keeps them taking turret shots for just a little longer and can seal a kill. I have also used it for last second comebacks in 1v1's or even re-entering a teamfight on low HP to finish people off whilst not dying yourself.

Heal is preferred as an ADC because it helps your support and supplements the poor escapes Yasuo has in general.

Teleport as a top laner because it allows you to split push, get back in to lane quick or even gank.