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Yasuo Build Guide by Talon12

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Talon12

Preseason 5 Yasuo - One Blade, One Purpose - Trinity and Def

Talon12 Last updated on March 5, 2015
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Yasuo (康夫)

Ability Sequence

1
4
7
8
9
Ability Key Q
3
14
15
17
18
Ability Key W
2
5
10
12
13
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
High
Show all
Threat Champion Notes
2
Twisted Fate Most TF would use w (stun) q quickly in a combo if you can block that with your wind wall he has no chance
Guide Top

Introduction






Hello Summoners, my name is Talon12 or as others simply call me Talon


Melee carries have always been my thing, I love playing Talon, Yasuo and Zed, I find them great to play.

I would really like your feedback and constructive criticism. PM for questions or your own info ( Yasuo has a 100% skill cap and takes lots of practice to master compared to other champions).

Also my thanks to jhoijhoi and her awesome guide (it helped a lot).

(P.S. #1 I have written notes with more extended information and detail on the items.)(P.S. #2 I have a second build (Which I Use))


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Pros / Cons



-

Pros

+ Easy farming
+ Extremely low cooldowns
+ Really good teamfighter
+ Block with Wind Wall
+ High mobility
+ High skill cap
+ Amazing passive Way of the Wanderer
+ Non Mana reliant

Cons

- Useless without items
- Escaping relies on units
- Hard to master
- Magic Resistance doesn't scale
- Weak early game
- Squishy without proper runes
- Easily killed with the right use of cc
- No built in sustain
-


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Masteries


Redemption At Hand

Masteries
1/5
4/5
3/5
1/1
3/5
3/1
1/
1/
3/
1/
2/5
2/5
1/1
3/5
1/1

OFFENSE TREE

Tier 1: Double-Edged Sword is simple, you deal more damage, but take a little bit more. It has more benefits for melee champions so you definitely want to pick this up. Fury is much more useful than Sorcery , your Sweeping Blade has minimal AP scaling, doesn't need cooldown and your Steel Tempest only scales with your attack speed and AD.

Tier 2: The bonus AD from Brute Force is nice, Expose Weakness is not worth it because you don't deal AOE DPS

Tier 3: Martial Mastery gives you a small chunk of damage and Executioner gives a 5% damage increase to champions below 50% hp increasing your damage and heal.

Tier 4: Then Warlord gives you just a little bit more AD, I highly suggest taking Dangerous Game even though it gives mana, it's still an extremely efficient mastery.

Tier 5:
Frenzy really suits Yasuo. You will have over 100% crit chance anyway so you're going to get 15% bonus attack speed at every fight. This will scale with your Steel Tempest's cooldown. Devastating Strikes 's magic penetration is not going to waste, don't forget that your Sweeping Blade and Statikk Shiv deal magic damage! The armor penetration is of course good, as you still mainly deal physical damage.

Tier 6: A lot of people say that Havoc is bad and the bonus damage you get is so insignificant that it's not worth it. If you crit 1000 DMG, it's going to be a pretty decent bonus, especially with a fully stacked Sword of the Occult and The Warlord mastery.
-
DEFENSE TREE

Tier 1: Block reduces basic attack damage by 2 and Recovery gives 2hp per 5 seconds, sounds like nothing but it's there, making the difference over time. Pick these over Enchanted Armor because the build doesn't include much armor nor magic resistance.

Tier 2: Unyielding is just a better version from Block , also melee champions have more benefit from this mastery (2>1). Veteran Scars is your only option, unless you are jungling and want Bladed Armor from this tier.

Tier 3: Juggernaut : +3% Maximum health, some people take either Hardiness or Resistance because they think it's better, I haven't tested it, but taking Juggernaut just feels better.

Wind By My Side

Masteries
1/5
4/5
3/5
1/1
1/1
3/5
1/1
3/1
1/
2/
1/
2/5
2/5
1/1
3/5
1/1
-
OFFENSE TREE

Tier 1: Double-Edged Sword is simple, you deal more damage, but take a little bit more. It has more benefits for melee champions so you definitely want to pick this up. Fury is much more useful than Sorcery , your Sweeping Blade has minimal AP scaling, doesn't need cooldown and your Steel Tempest only scales with your attack speed and AD.

Tier 2: The bonus AD from Brute Force is nice, Expose Weakness is not worth it because you don't deal AOE DPS and you cant get Feast because you didn't level Butcher .

Tier 3: Martial Mastery gives you a small chunk of damage and Executioner gives a 5% damage increase to champions below 50% hp increasing your damage and heal.

Tier 4: Warlord gives you just a little bit more AD, added with the rank 1 dragon but gives an 11% ad increase, I highly suggest taking Dangerous Game even though it gives mana, it's still an extremely efficient mastery, allowing you to pull off those amazing plays.

Tier 5: Devastating Strikes 's magic penetration is not going to waste, don't forget that your Sweeping Blade and Statikk Shiv deal magic damage! The armor penetration is of course good, as you still mainly deal physical damage.

Tier 6: A lot of people say that Havoc is bad and the bonus damage you get is so insignificant that it's not worth it. If you crit 1000 DMG, it's going to be a pretty decent bonus, especially with a fully stacked Sword of the Occult, dragon buff and The Warlord mastery.
-
DEFENSE TREE

Tier 1: Block reduces basic attack damage by 2 and Recovery gives 2hp per 5 seconds, sounds like nothing but it's there, making the difference over time. Pick these or Enchanted Armor because the build contains a reasonable amount of armor and magic resistance.

Tier 2: Unyielding is just a better version from Block , also melee champions have more benefit from this mastery (2>1). Veteran Scars is your only option, unless you are jungling and want Bladed Armor from this tier.

Tier 3: Juggernaut : +3% Maximum health, some people take either Hardiness or Resistance because they think it's better, I haven't tested it, but taking Juggernaut just feels better.


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Runes



-
Runes

Greater Mark of Lethality
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Life Steal
3

Greater Mark of Armor Penetration: There's nothing really special about this one, it just synergizes so well with Yasuo, that's obvious right?. Yes. More Pen is always nice to have, because how over much pen you have over their armor you do that much % more damage. This can also be swapped with Greater Mark of Physical Damage giving a pretty decent boost to early damage, but also sacrificing that decent armor pen that really effect people early removing practically 90% base starting armor.

Greater Seal of Armor: Really good against AD enemies and AP's are going to AA from time to time anyway.

• I mostly go with 9x Greater Glyph of Scaling Magic Resist. Yasuo doesnt need cooldown so don't even think about getting Greater Glyph of Cooldown Reduction. Also Yasuo's magic resistance doesn't scale per level so getting it from runes is mandatory.

Greater Quintessence of Life Steal are great to use because Blade of the Ruined King is a great item but it's sustain isn't the 'best' so by getting these, your life steal is upgraded to a decent 15%(rounded up). Greater Quintessence of Scaling Attack Damage or Greater Quintessence of Attack Damage are also other viable options, Either increasing Yasuo base AD by 6.75 early or doubling that amount for late game, these are both useful on Yasuo because of the decent early ad boost or the scaling boosts, although it take longer to feel the bonus ad take effect.


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Items


Items


Item Sequence

Randuin's Omen
2900

Statikk Shiv
2600

Infinity Edge
3600

Berserker's Greaves - Homeguard
1550

The Bloodthirster
3700

Banshee's Veil
2450

Great tool that slows enemies by a massive amount for a noticeable length, also granting great health and armor, increasing the durability of Yasuo against physical champions.

Blood Thirster Massive sustain and a shield to make up for the lack of the utility on Blade of the Ruined King.

Attack speed + crit chance + on hit damage, practically made for Yasuo

Banshee Banshee veil is a very useful item to have on Yasuo it blocks the next instance of damage or crowd control, ruining the chain of some champions such as Leona's combo.

What else is there to say? This item is a must, this supplies Yasuo with half of his crit chance and a 55% power boost

Berserker's Greaves- Alacrity I like to choose this item on Yasuo because of the bonus attack speed it gives, boosting up Yasuo's attack speed, reaching the lower CD on Steel Tempest faster, this also makes up for the lack of attack speed from Blade of the Ruined King.


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Skill Sequence



-

-

> > >

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


Guide Top

Abilities



-

-

-
This Summoner spell is extremely good early being able to secure your stacks if they try to flee low health and you cant quite get close enough to kill them physically, this item is also good to use in the midst of a battle on opponents such as Warwick whom has massive sustain and are sometimes quite hard to kill without grievous wounds. Heal and Exhaust are also other acceptations as you can get the upper hand in battle with a decent health boost and speed boost or with a slow, attack speed reduction, armor and magic resist reduction and 40% damage mitigation

This is a extremely versatile tool, able to jump walls or use as a useful gap closer, this is great on Yasuo as it also regenerates Flow on use

Yasuo's passive Resolve is an extremely powerful laning tool, mitigating large amount od damage on that first hit, and seeing as most people when they poke use their strongest basic ability you get more out of it. Its also great for plays, say your running away with only 70 health and you know if you even try and stop in that bush you going to die, but with this shield you can make good plays by taking away their initial damage allowing you to get health back while murdering them, so therefore escaping with more health than you started. Intent is also another part of Yasuo's passive doubling your critical strike at the cost of some damage. This allows for large amounts of damage and good wave clear early in the game.

This is Yasuo's only skill shot and only self applied CC, It does extremely large amounts of on hit damage. This ability can be used multiple times in quick succession. Once Yasuo has successfully landed Steel Tempest 2 times within 10 seconds he gains the ability to cast a long range whirlwind (1150) knocking up any enemies hit. This can also be used in a circular motion (375 base/400 Whirlwind) knocking up enemies within the set diameter. Although you must remember this ability has a 25% damage reduction on crits making your aa damage higher late game, but remember Steel Tempest is much more versatile than an auto attack.

This is a useful but high CD skill. This ability can be used to make some of the best available plays in the game, Being able to block any projectile that hits it. This ability makes marksmen champions useless if they are on the other side of the wall to yasuo, It also blocks most spells and AA from mages as well.

This ability is the bulk of Yasuo's mobility. Allowing him to weave through minions avoiding enemy skill shots and making him hard to lockdown with target abilities. This also gets stronger the more frequent Yasuo uses it. This ability becomes more fluent and easier to use the higher rank it is. Sweeping Blade is also Yasuo's gap closer, there is no real restriction to this abilities potential other than the fact Yasuo cannot cast it multiple times on the same target in quick succession as is has a CD on applies to the target much like Udyr's Bear Stance stopping Yasuo from dashing to that target for another 10/9/8/7/6 seconds.

Using Last Breath to engage or start team fights can be extremely rewarding as Yasuo practically gains 50% extra damage to all units. Using Last Breath in team fights can really mess then up for the enemy team, 60% of the time team fights will be won this way, but a safer and more rewarding way of winning this is having a Malphite use Unstoppable Force or a Braum's Glacial Fissure then Yasuo using his Last Breath ability and finally having a Hecarim] use his ultimate Onslaught of Shadows as Yasuo brings his ultimate to an end. This has a 90% chance of destroying an enemy team for an ACE. Ill explain why this strategy is so effective. Malphite's/ Braum's Large AOE knock up does sufficient damage on its own, but added to the suppress of Last Breath this ability alone is usually enough to bring a team to its knees. But when stacked with a reasonably long fear on the end, there is no hope of survival; no matter how tanky they are.

(P.S. Braum's Glacial Fissure is better to use than Malphite's Unstoppable Force because it applies a massive slow and a stun after a few AA, but is much harder to land on a whole enemy team than Unstoppable Force is to. Also Having Leona's Solar Flare during the middle of Yasuo's Last Breath can be used as a compensate instead of Onslaught of Shadows.)


Guide Top

Abilities: Tips And Tricks



Way of The Wanderer:

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:At maximum Flow, the next instance of damage coming from a champion or monster against Yasuo will first convert his Flow into an absorption shield. After 1 second, if not already depleted, the shield dissipates and Yasuo loses all his Flow



Tips & Tricks
• Buying early crit chance is good because it is doubled
• Try to stack your flow from resolve before poking the actually enemy champion to reduce the damage taken dramatically
• The higher Yasuo move speed and crit chance the more Yasuo gets from Way of the Wanderer
• Yasuo can have up to 3 full shields within 5 seconds of the first. This can be accomplished by holding the baron buff, having enhanced recall mastery and having a knock up upon back. Yasuo much charge a shield lose it back and then use Last Breath. This can efficiently give Yasuo 1410 bonus health in a 5 second period


Steel Tempest: Yasuo strikes forward with his sword, dealing 20/40/60/80/100 (+100% AD) physical damage to all enemies in a line. Successfully landing Steel Tempest grants Yasuo Gathering Storm stacks for 10 seconds upon reaching 2 stacks of gathering storm Yasuo may cast his whirlwind ability.



Tips & Tricks
Steel Tempest has its attack speed cap at 66%
Yasuo's weakest state is when he has used his whirlwind as he cannot apply his CC for another 4 seconds minimum
• Try to use Steel Tempest right after an AA. This will not reset Yasuo's AA but will get the most damage out faster.
Steel Tempest's knock up can really mess up ganks, try holding your Whirlwind for as long as you can.
• Using Steel Tempest mid Sweeping Blade will proc Yasuo's Spin a little earlier resulting in less chance of a complete miss as compared to using as you finish, where there is sometimes a wide gap left and the target does not get hurt
• Using the E Q combo while able to cast Whirlwind will make an imitation of Malphite's Unstoppable Force also boosting the circular range to 400 from the base 375
• The circle you get around you when you have two stacks of Gathering Storm is the range indicator of your whirlwind and the range you'd want to be in to be able to use your Last Breath ability


Wind Wall: 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.


Tips & Tricks
• Using Wind Wall in the jungle's narrow paths can mess up a lot of skill shots
• When going 1v1 against a marksman , use the Wind Wall between him and you, and when the enemy marksman moves him/herself through the Wind Wall to get some hits on you, use Sweeping Blade through him to rotate yourself to the other side again.
• If a fight is happening near minions, try to Sweeping Blade trough enemies and those minions as much as possible to generate more flow and to juke more skillshots
Wind Wall can't block abilities such as Lux's Final Spark or Xerath's Arcanopulse but can block abilities such as Braum's Glacial Fissure.


Sweeping Blade:
Yasuo dashes 475-units in the direction of the target enemy, dealing 70 / 90 / 110 / 130 / 150 (+ 60% AP) 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 50% bonus damage. Yasuo cannot use Sweeping Blade on an enemy that's already been marked


Tips & Tricks
• You cannot dash into an enemy that has a mark, the circle around the enemy indicates how long the timer is. The more points you put into this ability, the faster the mark dissipates.
• Use Sweeping Blade to catch up to an enemy.
• Use an AA and Sweeping Blade right after it to maximize the trading potential
• When giving chase use [sweeping blade]] through the enemy minions to catch up
• Using the E Q E combo is effective and extremely annoying to you opposing laner
• Using Steel Tempest then Sweeping Blade quickly on the same target does a very substantial amount of damage
• AA an enemy Q then E is a very efficient way of applying large amounts of damage early game in a short period of time



Last Breath: 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 an additional 1 second. Once he lands, Yasuo deals 200 / 300 / 400 (+ 150% bonus AD) 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.



Tips & Tricks
• Use it at the start of a fight to maximize your bonus armor penetration
• Combo Last Breath with large AOE knock-up abilities such Malphite's Unstoppable Force and Wukong's Cyclone
• No need to save your Last Breath for the "big fight". The cool down will drop down to around 25 seconds at Rank 3.
• When an enemy is knocked up, they are going stay there for a while... No need to rush and spam Last Breath to get the suppress as soon as possible, try to wait as long as you can for as many enemies to be knocked up as you can before activating Last Breath.
• If you are really comfortable about your positioning and the possibility that you can hit your whirlwind. Use it after Malphite's Unstoppable Force or Blitzcrank's Power Fist and basically get a double knock up before your Last Breath suppress!
• If you do not have a Whirlwind available try to get a quick Steel Tempest in before activating Last Breath


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Laning

Yasuo dominated nearly every lane match up due to his ability to quickly farm while also doing a decent amount of poke damage to his opponent. Yasuo is extremely versatile in lane. Poking for large amounts or damage is really simple, after using Sweeping Blade twice dash to the opposing champion and activate Steel Tempest causing the opposing champion to take 50% increased dash damage and by using the spin version of Steel Tempest Yasuo does not attract minion agro, but if Yasuo is to close to the target champion he will dash out of range for the spinning attack to hit and there fore must wait a split second and activate Steel Tempest just after the dash ends. Yasuo can last his effectively in multiple different ways, some that I use are q to make sure you will absolutely get it, e to get multiple in different areas, q to kill the lines the minions form when attacking, by walking to the end of the minion line and activating Steel Tempest Yasuo can hit all 3 minions.


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Conclusion

Yasuo is an extremely mobile champion with high damage output and decent defense. Yasuo excels in quickly removing squishy opposition. He gains large power spikes after buying small even minimal attack speed and critical strike. Yasuo excels in teamfights,either making or breaking them depending on how/if Yasuo activates his ultimate Last Breath. But one, maybe even the most important, this is no substitute for actual experience.