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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Way of the Wanderer (PASSIVE)
Yasuo Passive Ability
Threats & Synergies
Azir
One of the only match-ups where you can't wind wall anything. You can e away from his soliders but it wont really do much. If you all in him he can just ult. A really hard match up. But if the Azir is bad, just kill him as much as you can.
Intro
Flash is something you ALWAYS pick on a champ like Yasuo. There is no match up where you dont pick Flash. It is the most common summoner spell in league of legends. You use it to be aggressive. You can Flash and then Sweeping Blade to catch up another enemy champion. You can Flash and Steel Tempest to finish up the enemy in lane if there is still a timer on them for your Sweeping Blade. You can also use your Flash to dodge important skillshots or to Flash away from a gank etc.
Ignite is something to pick most of the time. It's great for winning 1v1's in the early game. It's the perfect summoner spells for assassins, high damage mages and fighters like Yasuo. (And it also reduces the healing of champions with heal like Vladimir and Nidalee or champions with the summoner Heal. The spell does not fall off late game either like you would think it would. The true damage of ignite scales with your champion level. You mostly pick Ignite when going mid. But sometimes,you can use it when going top.
The timing on Ignite is something that will improve the more you get to know Yasuo's damage. If you know the amount of damage you do with your abilities you can use your Ignite before going all in so that you atleast do it before they Flash away.
This is the ultimal summoner spell for top laners. And some patches ago it was really popular at the mid lane too. Now its mostly only Twisted Fate. When top lane Teleport is better than Ignite. Mostly beacuse showing up in team fights on bot or around dragon is a lot more important than securing a kill on top lane. If you go Ignite and then enemy top Renekton goes Teleport. He has chance to use the Teleport to go down to bot lane, get a double kill and then take dragon, while you can not do anything else than farm top.
When should you pick Teleport mid lane? Since mid lane is the center of it all you have the chance to just walk down to the bot lane. Therefor Teleport is mostly used mid to match up with your enemy if he is using Teleport. But since you can't see that in champion select, you just have to guess. In this meta Twisted Fate is maybe the only mid laner that uses Teleport mid. So to summarize, use Teleport if top. And if mid pick only Teleport if against a Twisted Fate.
Exhaust is in my opinion a very underrated summoner spell. It's used sometimes as a support, but not so much in the mid lane. Exhaust is a great sub for Ignite when up against a champion with high burst damage like LeBlanc or Katarina. It reduces their damage by a lot. A Katarina jumps in the middle of your team and ults? Exhaust her and her damage is heavily reduced. And there is no way she gets out of it either since she's so slowed. Exhaust can be used both defensive and offensive. But i dont reccoment picking Exhaust in blind pick where you dont know your opponent.
Personally i dont think Barrier is better than Exhaust. But since Exhaust is a much more situational pick, Barrier can be better if you want to be defensive in blind pick.
This is not a summoner spell you see that often. But it's not too bad with Yasuo since his biggest counter high cc. This can be a great pick against someone like Annie or maybe even Brand if you get hit by his really deadly stun. The other option is to include Quicksilver Sash in your build.
Passive - Way of the Wanderer
This Passive has two parts.
Intent - Yasuo's crit chance is doubled, but his crit deals only 90% extra damage instead of 100%. And on his Steel Tempest he deals only 75%.
Reolve - Instead of mana, Yasuo has something called flow. Flow charges up when walking and dashing around with your Sweeping Blade. When full, the next damage Yasuo takes from an enemy champion or a jungle monster will turn the flow into a shield.
Q - Steel tempest
This is Yasuo's most important ability. As it's the only way for him to use his ultimate. This is Yasuo's longer range version of his basic attacks. You can use it to easily farm more minions at the time. It also deals more damage than your basic attack. On your 3rd cast, it becomes a long range whirlwind that knocks up whatever is hit by it. This is Yasuo's only option for knocking up enemies. This ability is important beacuse enemies has to be airborn (knocked up) for you to ult them. Steel Tempest also proc on hit effects like lifesteal, crit and statikk shiv.
W - Windwall
Wind Wall is one of the most unique abilities in league. it's a wall that exdends out and blocks every projectile in the game. It's the reason for most of Yasuo's counters. It's a great ability and makes the game very fun beacuse of how unique it is, and the outplays and saves that you can do with it.
E - Sweeping Blade
I can not say enough of how fun Yasuo is as a champ. This is another one of his abilities with big outplay potential. It is so much fun to use. It has a 0.1 seconds cooldown. (that's around the time of the animation so when you're done dashing through something you can basically dash again immediately.) After dashing one time, the next dash will deal 25% more damage, this stacks it way up to 50%. (Used to be 100% but then he got nerfed.) This does magic damage btw.
R - Last breath
His ult makes him dash to all knocked up targets in a range, keeping them up in the air a little longer, and then deals a decent amount of damage to them and grants you 50 armor pen. Which is huge. That way you will shredd tanks. This ability also counts as hard aoe cc.
"The Regular One" You level up your Steel Tempest first beacuse for 1) you can farm with it and 2) on the third cast it's a good poke. You also max it out first beacuse it's the biggest source of damage on Yasuo. You level up your Sweeping Blade second beacuse of just how good it is as an ability. You use it to make trades, and dodge skillshots. You level up your Wind Wall at level 4. Beacuse the extra damage from your Steel Tempest is nice when you level it up again at level 3. This is the skill sequence you use when the enemy laner does not have any important skillshots you need your Wind Wall for. Talking about that.
"The enemy has projectile abilities one" The only difference really is that you get the wind wall at level 3. You could get it on level 1 or 2 but the other abilities are just fairly better for the early game.
"The early magic damage" Does your squishy enemy have a bad and weak level 1? Did she/he start cloth armor? Do this skill sequence. It is great to ignore the armor and make really good trades at level one. The rest is just as same as the other ones. There is one more skill sequence if your enemy keeps building armor.
"The dashing sequence" This is great when your enemy laner buys armor beacuse of the magic damage that your Sweeping Blade does. And you will still have your steel tempest}} maxed out for the late game, so dont think you will miss any damage by not maxing out your [[steel tempest first.
Runes
- Greater mark of Attack Damage: After 100% crit chance what more to build to one shot everyone? Damage. There's nothing more that needs to be said about that. Great runes for Yasuo.
- Greater Seal of Armor: When you all in the enemy it's good to be tanky enough to just not die. This is very useful if you're up against an AD midlaner. But that does not mean you're not using these runes when you're not up against an AD midlaner. Every team has AD damage.
- Greater Glyph of Magic Resist:Since most midlaners are mages, this will make him survive against pokes etc.
- Greater Quintessence of Attack Damage:The same reasons as why you take AD marks.
Other runes
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