Yasuo Build Guide by WowSuchCarry
Not Updated For Current Season
Standard End Build
Defensive Build For AP Enemy Team
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.
Introduction To This Guide
Hello and welcome to my first guide on Mobafire. I did not know which champion I should write a guide for first, but I love Yasuo. When I first started playing this champion I found him very hard to play, but over time and with lots of practice, it grew easier. I consider myself to be a good Yasuo player and felt that I should make a guide to help budding Yasuo players and even experienced ones, learn a little more about this champ.
This guide is going to be very short and simple so that you can read all of it without being bored but getting all of the information.
Please sit back and enjoy!
Summary and Abilities
Before we get into all the statistics and legistics, I just want to give my overall thoughts on Yasuo. I think that Yasuo is not an overpowered champion. He is hard to play and at times can feel clunky and his abilities not functional. Many people talk about his passive being overpowered and I think that it is true. Even thought they slightly decreased the amount of damage his crits do, it still gives him twice the chance. If I am doing well in lane, it is possible to reach 90 crit chance before 11 minutes.
One of the things I love overall about Yasuo, is that you can spam his spells. In lane against a skillshot person, a good Yasuo won't even have to take any skillshots if you time your E right. By spamming your E in lane you can close gaps between the enemy, escape from ganks, and be able to move freely throughout the lane. I try and avoid CSing with my E because I personally think it is hard to time and does not deal as much damage as I would like it to. My favorite strategy is to E-E-E across the minion wave and slow or knock them up. If the creep wave is big enough, you can then back off and weave through the minion wave easily so that you escape with a good amount of damage dealt and traded.
It takes a long time to master his W but it is one of his best abilities. Despite the long cooldown, this ability can prove effective against any skillshot-based opponent (if timed right). Once mistake a make with wind wall is always putting it too early. I try and predict when the enemy is going to skillshot me and most of the time I'm right.
I have seen different strategies with people playing Yasuo involving his Q. When Scarra plays Yasuo, he doesn't proc his Q a lot but still pushes the lane (mostly with his E). When other pros play him, (ex. doublelift) they like to get the third strike on his Q in order to maximize poke potential. A bit of caution you should have when playing Yasuo is don't waste your Q trying to harass because the range isn't as long as you think it is. I prefer to play Yasuo where you push the wave frequently once you have your stattik shiv so you can have other opportunities to go into other lanes and gank squishy targets. I love you proc my Q at least 3 times on a wave and then try and land the last knockup one when the enemy goes for CS under the tower. This tactic is particularly easy with meelee champions because they are easy to predict CSing-wise.
Yasuo's ult is OP Besides having insane range on his ultimate, it is amazing how it synergies with his Q. Since the cooldown is relatively short, whenever I land a knockup onto them in lane, I look for easy harass with my ult. One of the best things about Yasuo's ult is that the range is insane. This makes it easy to get involved in the fight even if you come late into it.
Yasuo depends so much on his teammates more than you would think. With a no-knockup based team, you are going to have to knockup enemies by yourself and make your own plays. With a malphite, Alistar, or a Lee Sin, teamfights almost always go your way.
As a final note in this long summary I would like to explain my Yasuo play style. I try and play Yasuo like the ninja he isn't. I build movement speed and critical chance so that I can strike quickly and then escape even quicker. When you play Yasuo remember this saying, "dash in, dash out"
Way of the Wanderer
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 time Yasuo would take damage from a champion or monster he first converts his Flow into a shield that absorbs damage. After 2 seconds, if not already depleted, Yasuo loses all his Flow.
Steel TempestRANGE: See belowSTATIC COOLDOWN: 5 / 4.75 / 4.5 / 4.25 / 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. If cast while using Sweeping Blade, the area of effect is changed to a ~375-radius circle around Yasuo.
Gathering Storm SECOND ACTIVE: Same as the first active.
Empowered Steel Tempest 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.
PHYSICAL DAMAGE: 20 / 40 / 60 / 80 / 100 (+ 100% AD)
Wind WallRANGE: 400COOLDOWN: 26 / 24 / 22 / 20 / 18
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.
FLOW: 4 / 8 / 12 / 16 / 20%
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.
WALL WIDTH: 300 / 350 / 400 / 450 / 500
Sweeping BladeRANGE: 475STATIC COOLDOWN: 0.5 / 0.4 / 0.3 / 0.2 / 0.1
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.
MARK DURATION: 10 / 9 / 8 / 7 / 6
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 100% bonus damage. Yasuo cannot use Sweeping Blade on an enemy that's already been marked.
MAXIMUM DAMAGE: 140 / 180 / 220 / 260 / 300 (+ 60% AP)
Last BreathRANGE: 1300COOLDOWN: 80 / 55 / 30
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.
PHYSICAL DAMAGE: 200 / 300 / 400 (+ 150% bonus AD)
Casting Last Breath will reset the chain on Steel Tempest.
Runes and Masteries
I like the combination of movement speed, attack damage, and life steal because it gives me an all-around easier time in lane. When staying in lane for a while, that 2% of Life Steal can go a long way. I like to get 1 quint of movement speed because Yasuo with movement speed combined with a slowing item and other speed items is amazing. An attack speed quint is just for an overall easier time CSing.
Choose your own Seals depending on what the other team's main composition is.
Are they mostly AD champions = Armor Seals
Mostly AP champions = Magic Resist Seals
I usually go for boots of swiftness because it synergies well with his flow bar. This item can be great in lane for collecting flow and also for split pushing later on in the game.
I always try and get stattik shiv first because it is a relatively cheap item that Yasuo benefits from.
Trinity force is one of my favorite items on Yasuo because it gives him a little AP for his E and also gives him movement speed when he attacks, the crit chance is just a bonus. Infinity Edge is amazing on Yasuo because it doubles his crit chance damage.
Yhomus ghostblade works well with Yasuo because it gives him movement speed and crit chance.
For your last item you can decide between any of these 4 items. You can go more defensively with frozen mallet and also get the advantage of slowing auto attacks. You can also go for the great burst effect of ravenous hydra (+ lifesteal). Or you can go for just more damage and life steal with the Blood Thirster.
I would recommend the bloodthirster but the last item is always situational for me.
Bonus Yasuo Stuff and Conclusion
Thank you for reading my first guide and if you liked it, remember to give it a vote. I love making short and simple guides like these so that you can read through the whole thing in less than 10 minutes. Here are some Yasuo videos I recommend you watch and some other Yasuo stuff. My next guide will be either Riven, Vayne, or Ahri. Thank you for reading and keep on slicing!