Yasuo Build Guide by Rinsel
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First Big Item
Second Big Buy
Useful Defensive Items
Useful Damage Items
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.
About The Author
Hey all, many people call me "Rinse" or "Kyon" and I have been playing league of legends for an incredibly long time. I currently main Nidalee, Orianna, LeBlanc, and i'm working on Yasuo and Zed. I am currently Gold 4 but I play at a Diamond 4 mmr quite frequently, obviously it's not that high but it is a good way to improve my mechanics and work my way up to becoming a top tier player! ^.^'
I love to help people get better and will answer ANY question that is asked in full detail. (No hold backs.)
About This Guide
This guide's main objective is to teach many new players how to properly play the champion Yasuo and teach people who are looking for a way to stomp elo tiers using Yasuo. This guide will be written in a way that all people will be able to understand (Noobs and Pro's alike) and should completely answer all questions about
1.) How to build Yasuo
2.) How to properly execute Yasuo in normals
3.) How to win games in ranked play
4.) Give a better and deeper understanding of League of Legends as a whole
Why Play Yasuo?
Well, here is a song that gives a brief look at what Yasuo is.
/league-of-legends/champion/yasuo-117 INCREDIBLY hard to shut down.
Pro's & Con's
-Scales Incredibly with skill
-Can be very tanky
-Can split push incredibly well
-Almost no escape
-Super squish if no defensive items
- INTENT: Yasuo's critical strike chance is doubled, but the damage dealt by his critical strikes is reduced by 10% (25% on Steel Tempest).
RESOLVE: 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 travelled, it is also accumulated while dashing, teleporting or when displaced by crowd control effects.
-At maximum Flow, the next time Yasuo would take damage from a champion or monster he first converts his Flow into a shield that absorbs damage. After 1.5 seconds, if not already depleted, Yasuo loses all his Flow.-
- FIRST ACTIVE: Yasuo thrusts his sword forward, dealing physical damage to all enemies in a 475-unit line. If cast while using Sweeping Blade, the area of effect is changed to a ~375-radius circle around Yasuo.
SECOND ACTIVE: Same as the first active
THIRD ACTIVE: Yasuo brandishes his sword causing a whirlwind to tear forward in a ~900-unit line, dealing physical damage and knocking airborne all enemies hit. If cast while using Sweeping Blade, the area of effect is changed to an ~375-radius circle around Yasuo. This active resets the chain.
-Steel Tempest can critically strike, having a 25% damage penalty. Without any additional critical damage the bonus damage equals 50% of Yasuo's attack damage. Additionally, on-hit effects will be applied to the first enemy hit within 475-unit range. The cooldown and cast time of Steel Tempest is reduced based on Yasuo's bonus attack speed and unaffected by cooldown reduction.-
- PASSIVE: Yasuo generates a percentage of his maximum Flow whenever he uses Sweeping Blade in addition to the amount that is generated for the distance moved.
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.
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.
Each cast increases the next dash's base damage by 25% for 5 seconds, up to 100% bonus damage. Yasuo cannot use Sweeping Blade on an enemy that's already been marked.
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 while dealing physical damage to all of them. Once he lands, Yasuo gains 50% penetration to bonus armor for 15 seconds.
-Advanced- Casting Last Breath will reset the chain on Steel Tempest.
Fury - Normally you would think of getting Sorcery for the reduced cooldowns like you would playing Riven but Yasuo's kit works a little differently; Being that his Steel Tempest scales down the cool down with attack speed instead of CDR (Cool Down Reduction).
Double-Edged Sword - The increased damage done is very nice and the increased damage taken isn't really going to be too big of a concern when playing Yasuo. You can swap this out for the last point in Executioner .
Brute Force - Increased damage? I'll take that real quick.
Martial Mastery - More increased damage? Sureeeeeeee
Executioner - Does increased damage after you get them low health, completely a must have when playing Yasuo.
Spell Weaving - Damaging with auto's increase your Steel Tempest damage... Why not have this?
Blade Weaving - Similar to Spell Weaving , using Steel Tempest and Sweeping Blade increases auto attack damage!
Warlord - Increases bonus attack damage by percentage, sooo good.
Frenzy - You get pretty much 100% crit chance playing Yasuo ... why not just pick this up?
Devastating Strikes - It's practically free armor and magic pen... Why not?
Havoc - Increased all damage by 3% why wouldn't you take this?
Enchanted Armor - The magic resist and extra armor is very nice to help with sustaining in lane
Block - Lower auto attack damage from poke champions? I think YES!
Unyielding - Reduces all incoming damage, why not right?
Veteran's Scars - Flat HP totally good.
Juggernaut - A bonus of 3% extra HP, useful at all stages of the game
Greater Quintessence of Attack Damage
These runes are really good to have since they give you extra flat attack damage which gives you a lot of early game damage and stays relevant throughout the game.
Greater Glyph of Magic Resist
Greater Seal of Armor
Armor runes are always great to have on any champion and Yasuo is no exception. The extra armor helps out against enemy auto-attacks and those random j4 ganks.
Greater Seal of Health
Since the nerf to armor runes and the buff to base armor health runes in the mid lane will provide you a bit more defensiveness when matched up against AP (Ability Power) champions.
Greater Mark of Attack Damage
Taking straight attack damage runes over armor penetration runes is a smart choice on Yasuo seeing how he has built in armor penetration there's not much reason to get anymore.
Playing Yasuo in the early game is pretty important due to his enormous power to either stomp the lane completely or get destroyed. But even if you get destroyed your Yasuo, you're similar to Nidalee and Orianna in the way that you are capable of living in a behind state and then getting yourself back in the game within a few plays. On the other hand, you are capable of utterly dominating an enemy team simply by being ahead. This makes playing champions like Yasuo, Nidalee , Orianna , and Syndra pretty low-risk seeing as how you can pick any of them into almost ANY match-up and end up coming out ahead with the right amount of skill. That being said, some of these champions do not do so well in the early game, Depending on who you're up against as Yasuo you can have a really bad early game, but it'll be okay because all you have to do is hide under your turret spam Wind Wall's and get that CS with Steel Tempest and you should be able to keep up with the enemies CS. If you don't end up dying this is where you will flourish in the mid game.
When you reach into the middle game as Yasuo you can pull out a TON of tricks and amazing plays, but that's not what makes Yasuo strong. His ability to survive in teamfights and constantly have presence EVEN when he is behind, all he needs is an item or two to make his presence known and he has the ability to turn fights in his favor. The reason I normally get a Blade of the Ruined King is because of its tremendous effect when you hit mid game. By having a Statikk Shiv it gives you the proc effect and some nice attack speed for your Steel Tempest cooldown, but having a Blade of the Ruined King in the mid game turns fights, because you build MR / ARMOR boots you have some defense and will be able to take a beating or two. Having both Statikk Shiv and Blade of the Ruined King gives you the ability to SHRED tanks and destroy a squishy target within a double Steel Tempest or a Last Breath --> Sweeping Blade --> Steel Tempest, it also gives you the ability to stick to targets and gives you alot of sustain right after you ult into a mid game teamfight. This is also why you build a randuins, because if you ult into a teamfight in the mid game you have to make sure you get out alive. If you die, it wasn't worth it. You have to always remember you are one of the biggest initiators on your team AND you have the biggest amounts of damage. By utilizing this in the way you initiate into fights you can come out not only ahead, but you can start taking objectives and come a step closer to closing out games.
Late Game, This is the area that I thrive. I live in the mid and late game areas. Most Yasuo players end up throwing their lives away in the late game on engages that they didn't have to make OR that they thought their team would follow up on. The key to playing Yasuo in the late game is to be a little late to the party. When the enemy team doesn't feel you are there, they are more likely to get out of position. This in turn will allow you to get better positioning around them and then get a bigger impact on your engage and POSSIBLY get a free kill on a prime target and then swing the game in your favor. Playing Yasuo in the Late Game is all about predicting how much damage you do to how many targets and how fast you can do that damage and then how long the entire ordeal will take AND then how much damage overall you will take.
Fighting Akali is the MOST annoying thing you will ever do. She can't do much early on and you could probably get a kill on her, but after it's going to be very difficult. After level 6 you really can't fight her... You need to get some MR early on and out rotate her and you should be fine.
Katarina is very strong champion but as long as you don't let her poke you down with her knife tosses you should be able to win trades, the key to winning duels against her after level 6 is holding your 3rd Steel Tempest until she ults into you and then you Last Breath her right after she is knocked up interrupting her ult and then she has pretty much nothing.
LeBlanc is a SUPER strong champion and is incredibly hard to shut down. You have to play safe throughout the entire game and you have to either out rotate her OR shove the lane continuously the second she roams punishing her. There's not really much else you can do unless you simply out skill her.
-Brandon Exhale for helping me with high level Yasuo play
-Keith Perkins for helping me with alternative builds and gameplay
I will continuously update this guide weekly.
Stay tuned for increased content! :D