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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Way of the Wanderer (PASSIVE)
Yasuo Passive Ability
Introduction
I want this guide to be a resource to help players both learn how to play Yasuo and improve their skills on him. Yasuo can be a great carry for the team so it is important that you build the right items for him. Although he is a new champion, he's easily mistaken by enemy champions. Could this be because he is a melee champion in mid? Don't take this for granted because Yasuo can easily harass his enemies using his abilities and his critical strikes. I decided to make my guide as I felt others were not explaining Yasuo to his full potential.
Again, this is my first build so please let me know how I can improve it and share my knowledge!
The below rune page is the one I will use most of the time on my AD champions.
Precision
Fleet Footwork
Phase Rush
Greater Mark of Attack Damage
The Greater Mark of Attack Damage is aimed on giving Yasuoa big damage advantage early in the game due to his critical hits and his abilities.
Greater Seal of Armor
The Greater Seal of Armor give Yasuo the power to trade and fight with AD oriented champions early game and will aid in freezing the lane. This is pretty much needed on Yasuo in most lanes so I wouldn't really switch this round.
Greater Glyph of Magic Resist
The Greater Glyph of Magic Resist is my standard glyphs for any AD champion. They provide me with a good defence against that one random magic damage spell most champions provide and they help me in a fight where the enemy AP champions shows up.
Greater Quintessence of Attack Damage
Similarly to the Marks, these Quintessences will help Yasuo harass enemies early in the game. These are the popular quints and they are good. I typically prefer utility over early trade damage and last hitting.
Runes
Greater Mark of Attack Damage
The Greater Mark of Attack Damage is aimed on giving Yasuoa big damage advantage early in the game due to his critical hits and his abilities.
Greater Seal of Armor
The Greater Seal of Armor give Yasuo the power to trade and fight with AD oriented champions early game and will aid in freezing the lane. This is pretty much needed on Yasuo in most lanes so I wouldn't really switch this round.
Greater Glyph of Magic Resist
The Greater Glyph of Magic Resist is my standard glyphs for any AD champion. They provide me with a good defence against that one random magic damage spell most champions provide and they help me in a fight where the enemy AP champions shows up.
Greater Quintessence of Attack Damage
Similarly to the Marks, these Quintessences will help Yasuo harass enemies early in the game. These are the popular quints and they are good. I typically prefer utility over early trade damage and last hitting.
Here you can see the mastery tree which I use for Yasuo. In this section I will talk about what Yasuo should take in his Masteries.
First off I am sorry that I do not know how to add images to this guide so I will be using text. Once I learn how to do this, I will update as soon as possible.
Starting Set #1
-> ->
This start is good against champions who have a lot of spammable burst in lane such as Fizz or Riven. This gives you the health to live through their damage and the sustain to survive and farm.
Starting Set #2
-> ->
This start is good if you want to hurt your enemy earlier in the game while taking advantage of your farm. It'll also allow you to hit larger critical hits on the enemy, giving you a good harass in early game.
First Few Backs
-> -> ->
By building Statikk Shiv first, you'll easily take out minion waves quicker than the enemy, while also hitting masses of damage to the enemies. As your abilities also act as normal attacks, they will have an increased damage output, so it is important to build Statikk Shiv first.
As for Boots , make sure you buy them so that you can get Way of the Wanderer a lot quicker.
Main Build
-> -> -> -> ->
Berserker's Greaves
Buying [Berserker's Greaves] will allow you to get your Way of the Wanderer a lot quicker but also giving you reduced cool-down times on all your abilities. This is vital for Yasuo as it will allow his to poke with his Steel Tempest quicker.
Infinity Edge
This item is nice for full damage and critical chance [Yasuo]. The critical damage increase + critical chance this item gives makes it a force to be reckoned with when combined with your and Steel Tempest and Sweeping Blade
Blade of the Ruined King
This item is really strong for hitting enemies in team fight. It will also give you that life-steal needed when you are low on health. The attack speed will allow you to hit critical strikes on enemies more often, taking them out quicker.
Frozen Mallet
The Frozen Mallet will allow [Yasuo] to be a bit more tanky in team fights but also giving him the option to hit higher damages with his abilities and his critical hits. The health from this item will give him that extra couple of seconds to survive in a fight. When I used this item, I would usually survive till the end of the fight, so I would get this item. If the enemy team don't do a lot of damage, I'd take a Trinity Force.
Last Whisper
This item is a strong damage item for when you are poking with your Q and E and need to pierce through enemies with a lot of armor.
Starting Set #1
-> ->
This start is good against champions who have a lot of spammable burst in lane such as Fizz or Riven. This gives you the health to live through their damage and the sustain to survive and farm.
Starting Set #2
-> ->
This start is good if you want to hurt your enemy earlier in the game while taking advantage of your farm. It'll also allow you to hit larger critical hits on the enemy, giving you a good harass in early game.
First Few Backs
-> -> ->
By building Statikk Shiv first, you'll easily take out minion waves quicker than the enemy, while also hitting masses of damage to the enemies. As your abilities also act as normal attacks, they will have an increased damage output, so it is important to build Statikk Shiv first.
As for Boots , make sure you buy them so that you can get Way of the Wanderer a lot quicker.
Main Build
-> -> -> -> ->
Berserker's Greaves
Buying [Berserker's Greaves] will allow you to get your Way of the Wanderer a lot quicker but also giving you reduced cool-down times on all your abilities. This is vital for Yasuo as it will allow his to poke with his Steel Tempest quicker.
Infinity Edge
This item is nice for full damage and critical chance [Yasuo]. The critical damage increase + critical chance this item gives makes it a force to be reckoned with when combined with your and Steel Tempest and Sweeping Blade
Blade of the Ruined King
This item is really strong for hitting enemies in team fight. It will also give you that life-steal needed when you are low on health. The attack speed will allow you to hit critical strikes on enemies more often, taking them out quicker.
Frozen Mallet
The Frozen Mallet will allow [Yasuo] to be a bit more tanky in team fights but also giving him the option to hit higher damages with his abilities and his critical hits. The health from this item will give him that extra couple of seconds to survive in a fight. When I used this item, I would usually survive till the end of the fight, so I would get this item. If the enemy team don't do a lot of damage, I'd take a Trinity Force.
Last Whisper
This item is a strong damage item for when you are poking with your Q and E and need to pierce through enemies with a lot of armor.
Passive:
INTENT: Yasuo's critical strike chance is doubled, but the damage dealt by his critical strikes is reduced by 10%.
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's loses all his Flow.
Q:
FIRST ACTIVE: Yasuo thrusts his sword forward, damaging all enemies in a 475-unit line. If cast while dashing, the area of effect is charged to a ~375-radius circle.
SECOND ACTIVE: Same as the first active.
THIRD ACTIVE: Yasuo brandishes his sword causing a whirlwind to tear forward, damaging and knocking airborne all enemies in a ~900-unit line. If cast while dashing, the area of effect is changed to an ~375-radius circle. This active resets the chain.
Steel Tempest can critically strike, dealing additional physical damage based on X% AD. 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.
W:
PASSIVE: Yasuo generates a percentage of his maximum Flow whenever he uses Sweeping Blade or Last Breath, in addition to the amount that is generated for the distance moved.
ACTIVE: Yasuo creates a wall of wind that slowly drifts forward over the next 3.75 seconds. The wall blocks all enemy projectiles, except tower hits
E:
ACTIVE: Yasuo dashes 475 units in the direction of the target enemy, dealing magic damage and marking them briefly. Each cast increases the next dash's base damage by 25%, up to 100% bonus damage. Yasuo cannot use Sweeping Blade on an enemy that's already been marked
R:
ACTIVE: Yasuo blinks to the nearest airborne enemy champion to the cursor. 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.
Casting Last Breath will reset the chain on Steel Tempest.
INTENT: Yasuo's critical strike chance is doubled, but the damage dealt by his critical strikes is reduced by 10%.
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's loses all his Flow.
Q:
FIRST ACTIVE: Yasuo thrusts his sword forward, damaging all enemies in a 475-unit line. If cast while dashing, the area of effect is charged to a ~375-radius circle.
SECOND ACTIVE: Same as the first active.
THIRD ACTIVE: Yasuo brandishes his sword causing a whirlwind to tear forward, damaging and knocking airborne all enemies in a ~900-unit line. If cast while dashing, the area of effect is changed to an ~375-radius circle. This active resets the chain.
Steel Tempest can critically strike, dealing additional physical damage based on X% AD. 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.
W:
PASSIVE: Yasuo generates a percentage of his maximum Flow whenever he uses Sweeping Blade or Last Breath, in addition to the amount that is generated for the distance moved.
ACTIVE: Yasuo creates a wall of wind that slowly drifts forward over the next 3.75 seconds. The wall blocks all enemy projectiles, except tower hits
E:
ACTIVE: Yasuo dashes 475 units in the direction of the target enemy, dealing magic damage and marking them briefly. Each cast increases the next dash's base damage by 25%, up to 100% bonus damage. Yasuo cannot use Sweeping Blade on an enemy that's already been marked
R:
ACTIVE: Yasuo blinks to the nearest airborne enemy champion to the cursor. 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.
Casting Last Breath will reset the chain on Steel Tempest.
I would highly advise maxing Steel Tempest first as this is your main output of damage in fights.
Max your Sweeping Blade next so that you can easily dash through enemies and poke them with your Steel Tempest and pop back out using Sweeping Blade.
Upgrade Wind Wall last as it is mainly used in teamfights and wont help you that much in the early game.
As with every champion, upgrade your R ability whenever you can. In this case, level up your Last Breath whenever you have the chance.
Skill Combinations
This combination is good for taking out an enemy very quickly.
First use Steel Tempest on a group of minions, then Sweeping Blade sweeping blade through a minion, Steel Tempest at the enemy champion, Sweeping Blade through the enemy to get some distance, Steel Tempest to knock the enemy up into the air and end it off with Last Breath.
This combination is good for farming in the jungle or against minions.
First dash into the group of minions using Sweeping Blade and immediately use Steel Tempest and it will slash your sword in a circle, hitting all enemies in the range. This can also be used with your third stike of Steel Tempest.
Here I have linked some videos to help you improve your skills on Yasuo as reading boring old text wont teach you much.
Yasuo Champion Spotlight
http://www.youtube.com/watch?v=fkM20LgOdKQ
Yasuo Top Guide
http://www.youtube.com/watch?v=d_jG--e8hFA
Yasuo Mid Guide
http://www.youtube.com/watch?v=AkWhHC3Muug
Yasuo Jungle Guide
https://www.youtube.com/watch?v=vWuxjqfPOT4
Make sure to watch these videos so that you know where and how to play Yasuo.
Yasuo Champion Spotlight
http://www.youtube.com/watch?v=fkM20LgOdKQ
Yasuo Top Guide
http://www.youtube.com/watch?v=d_jG--e8hFA
Yasuo Mid Guide
http://www.youtube.com/watch?v=AkWhHC3Muug
Yasuo Jungle Guide
https://www.youtube.com/watch?v=vWuxjqfPOT4
Make sure to watch these videos so that you know where and how to play Yasuo.
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