Yasuo Build Guide by LDrago123456
Not Updated For Current Season
Crit-Bruiser Yasuo mid-lane
Not Updated For Current Season
Introduction to Yasuo
Whats up guys! I am LDrago123456 and i am bringing you a Yasuo guide. I bought him on release (like many of you)and have been experimenting on him for a while. I focus playing Yasuo mid-lane, as he is quite squishy until you finish your third item. Yasuo has great dueling ability with really low cool downs on his Q Steel Tempest and quick dashes Sweeping Blade that add up in damage. In this guide, I aim to tell people about my playstyle with Yasuo and what I think is best for him, if you don't agree with me you can go your own path, this is simply a guide on my point of view.
Here is his Lore if you want to read it:
The story of a sword is inked in blood.
Yasuo is a man of resolve, an agile swordsman who wields the wind itself to cut down his foes. This once-proud warrior has been disgraced by a false accusation and forced into a desperate fight for survival. With the world turned against him, he will do everything in his power to bring the guilty to justice and restore his honor.
Formerly a brilliant pupil at a renowned Ionian sword school, Yasuo was the only student in a generation to master the legendary wind technique. Many believed he was destined to become a great hero. However, his fate was changed forever when Noxus invaded. Yasuo was charged with guarding an Ionian Elder, but, foolishly believing his blade alone could make the difference, he left his post to join the fray. By the time he returned, the Elder had been slain.
Disgraced, Yasuo willingly turned himself in, prepared to pay for his failure with his life. He was shocked, however, to find himself accused not just of dereliction, but of the murder itself. Though confused and racked with guilt, he knew the assassin would go unpunished if he did not act. Yasuo raised his sword against the school and fought his way free, knowing his treason would turn all of Ionia against him. Left truly alone for the first time in his life, he set out to find the Elder's real killer.
Yasuo spent the next several years wandering the land, seeking any clue that might lead him to the murderer. All the while, he was relentlessly hunted by his former allies, continually forced to fight or die. His mission drove him ever forward, until he was tracked down by the one foe he dreaded most – his own brother, Yone.
Bound by a common code of honor, the two warriors bowed and drew their swords. Silently they circled one another under the moonlight. When they finally charged forward, Yone was no match for Yasuo; with a single flash of steel he cut his brother down. Yasuo dropped his weapon and rushed to Yone's side.
Overcome with emotion, he demanded to know how his own kin could think him guilty. Yone spoke: “The Elder was killed by a wind technique. Who else could it be?” Understanding swept over Yasuo as he suddenly realized why he had been accused. He professed his innocence once more and begged his brother's forgiveness. Tears streamed down Yasuo's face as his brother passed in his arms.
Yasuo buried Yone under the rising sun, but could take no time to mourn. Others would be after him before long. His brother's revelation had given Yasuo newfound purpose; he now had the clue that would lead to the true killer. Swearing an oath, he gathered his belongings and, with one last look at Yone's grave, set out with the wind at his back.
Pros and Cons:
- Double Crit Chance
- Free Shield
- Spammable Skills
- hard CC
- can dodge skill shots easy
- no reliable escape spell
- weak laning phase
- squishy early on
- CC is hard to land
- Hard to master E, Q and R
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Lethality
Greater Quintessence of Attack Damage
Greater Quintessence of Critical Chance
This is my rune set for Yasuo and I think it compliments him greatly. Flat AD marks give him a stronger early game so he can farm better and if it comes down to it, his duelling with Q would be better. Flat Armor seals are in my opinion are pretty good on him, as from experience most teams are composed of more AD then AP, also, if people like Talon go mid, you have more resistance early on as they could snowball a lot harder if gotten an early kill. Flat MR Glyphs are good in my opinion, as it is pretty much the same reason as flat Armor Seals. If you let people like Syndra get fed, it could be the end of the game for you. I run 1 Crit Chance Quint and here is why I only run one. Yasuo's passive doubles it, so you get 3 crit chance to start the game with, and if you rush youmouu's ghostblade, then you would have a significant edge over your lane opponent. I run 1 AD and 1 ArPen quint to strengthen my auto-attacks and Steel Tempest. Correct me if i'm wrong, but crit chance can get reduced by Armor, all the more reason to get ArPen!!
I build Bruiser Yasuo, so you might be thinking "Why does he run 21/9/0???". Well here is the reason:
Tier 1: 4x Fury - because his Q CDR scales with attack speed, it would help reduce it by a certain degree, and since Yasuo is kind of a melee dependent champ (needs to land crits), it would help his team more if he killed people faster. Some people take Double-Edged Sword to make his damage output greater, it's not that great for a melee Squishy like Yasuo, especially before he build tanky.
Tier 2: Expose Weakness - I take this because you will most likely be spamming Steel Tempest and Sweeping Blade, so dealing more damage with attacks after your spells seems better. 3x Brute Force - More Attack Damage = more kills.
Tier 3: Martial Mastery - more AD. 3x Executioner - 5% increase in damage for enemies below 50% HP? AWESOME!! Yasuo is a crit-based champion like Gangplank and Garen so you will be dropping people even faster with this mastery.
Tier 4: 3x Warlord - More AD = better game. Dangerous Game - If you tend to tower dive a lot, you might just get out alive if you manage to score a skill. Also, since Yasuo is better in long team fights, it is better if you can sustain a tiny bit more.
Tier 5: Frenzy - you will be stacking crits so fast with Steel Tempest and Auto attacks, you will very literally be in a Frenzy. 3x Devastating Strikes - More ArPen so our Ult will help us deal more damage.
Tier 6: Havoc - more damage, what can you ask for?
Tier 1: 1x Block - my only reason for this is so I can get Juggernaut in Tier 3, but it can help in avoiding harass from a ranged mid like Annie. 2x Recovery - Sustain longer in lane even by a bit, this can help you farm while taking a bit of damage. 2x Enchanted Armor - more Resistance can help you take more damage so you can farm, as a melee character this can benefit you tonnes.
Tier 2: 3x Veteran Scars - more HP = more sustain.
Tier 4: Juggernaut - sustain more damage since you are better in long fights.
Start to Early Game Items
This start gives sustain as well as a good 10 AD. I prefer this start over other starting items such as Rejuvenation Bead, Boots of Speed, Cloth Armor or dorans blade. This is because the 3 pots add up to 450 HP regeneration and the AD it gives is the same as dorans blade. Dorans blade start gives a flat 80 HP, but the regen is very little and 1 HP pot is all you can buy, giving you a total of 230 HP to sustain in lane. The only exceptions I would make to how you would start is with Cloth Armor and 5 HP pots. This is only if someone with a great amount of AD is against you, such as Fiora or Pantheon.
For Early game Items, I like to rush Berzerker's greaves and youmouu's ghostblade because it gives me nice attack speed bonus and crit chance. The active on youmouu's ghostblade synergies with Yasuo's kit, this is because 1: it lowers Steel Tempest CD; 2: MS + Sweeping Blade = a big gap closer. You can hit the active, dash to a minion then dash to the enemy champion, plus the CD on Sweeping Blade is less then a second, so you can dash great distances. I try to at least get an infinity edge before mid game starts, this is because the crit chance I get from this items is simply fabulous, and the passive allows our Steel Tempest and Auto Attacks to hurt all over.
Mid to Late Game Items
Maw of Malmortius
I get these items depending on the enemy team composition. You might be wondering, why no warmogs? this is because it gives plain health and that health can be easily ripped away without good resistances. I would only get Warmogs as a last item to switch out for another item, if you find your self always going in first. I don't put it into the Items list, because I find myself never getting it, but you can if you want.
I max R first, because it will have a cooldown below one minute and the CC it provides is awesome. Suspending people in the air while your team slaughters them? YES THANK YOU!!
I max Q second because it is your "Bread-and-Butter" Skill. It deals the most damage aside from your ultimate, it has good CC that can be easily reached with blue buff, and can trigger your ultimate more often.
I max E third, because the Cooldown gets to 0.1 seconds and you can dash through the enemy one by one and eventually getting to the ADC. The damage stacks up, so you can farm easily and dodge skill shots if you positioned right. (more depth in Ability Section)
You can max this first if you feel like going AP Yasuo (Watch pawnce on youtube for that).
I max W last, because the only time you will be using this would be to stop the enemy ADC from hurting your team or when someone like Jayce Shoots a bomb at you.
Abilities (more in-depth)
Passive: Way of the Wanderer
What it does: Intent: Yasuo's critical strike chance is doubled.
Resolve: Yasuo gains Flow as he moves – the faster he moves, the faster his Flow meter fills. When full, Yasuo activates a brief shield after taking damage from enemy champions or monsters.
You get a shield before the enemy hits you! so people like Akali will deal 0 damage to you early on. You just walk around and get a free shield, the crit part of it is too good to be true. You can get to 100% crit chance so easily it's laughable. You can sit there and laugh at the enemy Gangplank for still buying items that have crit on them. To usilize the shield bit, I prefer the enchantment Furor because you will move faster and with Wind Wall your shield will recharge quickly granting more sustain.
Q: Steel Tempest
Cool downs: 6/5/4
What it does: Yasuo thrusts forward with his sword, damaging all enemies in a line. Successfully landing Steel Tempest grants Yasuo Gathering Storm stacks for a short period. The third stack of Gathering Storm causes Steel Tempest to send out a whirlwind that travels in a line and sends all enemies caught Airborne. If Yasuo casts Steel Tempest during Sweeping Blade, the ability strikes all enemies immediately around him.
This ability can crit! much like Gangplank and it's better! It deals 100% of your AD, which would be at least 280+ and because of your passive, you don't need to keep buying crit items! The range of this is pretty short, so make sure you understand it. Learning the range can make or break a good Yasuo player. The reason is because of it's short range, you need to learn how to stack your Q safely and quickly.
W: Wind Wall
What it does: Passive: Dashing replenishes Yasuo's Flow faster.
Active: Yasuo creates a wall of wind that slowly drifts forward for a few seconds. The wall blocks all enemy projectiles.
This is a really OP spell if you know how to use it. It blocks ALL RANGED attacks, Auto Attacks counts. See an enemy jayce? Block that bomb. See that jinx? Block that bomb. See that Brand? HELL NO YOU AINT STUNNING ME.
E: Sweeping Blade
What it does: Yasuo dashes a fixed distance through an enemy, dealing damage and marking them briefly. If Yasuo uses Sweeping Blade multiple times in succession, the ability deals extra damage up to a cap. Yasuo cannot use Sweeping Blade on an enemy that's already been marked.
If you know how to use the circle slash like a pro, you will ult the whole enemy team up regardless of what happens. Yes, the circular slash can indeed proc the third effect, which is kind of good and bad; 1: you will be in the centre of the enemy team; 2: People like wukong work wonders with you. This can be used to harass with your Q. All you do is, E and before you stop, you Q and at the end of the line you will spin.
R: Last Breath
What it does: Yasuo teleports to a nearby Airborne enemy champion, briefly suspending them and all surrounding Airborne enemies mid-air as he damages them. Once he lands, Yasuo gains significant armor penetration against his enemy's bonus armor for an extended period of time.
This ultimate is really powerful, but hard to get into a fight. This is in my opinion, why they said long team fights are Yasuos greatest Strength. If he manages to set off his ultimate off, it will probably mean GG. The armor penetration it gives you after it gets set off, is powerful if you manage to live. That is why I build Bruiser Yasuo, he can live out the fight and potentially carry.
Flash: Your free escape spell and allows you to engage or disengage from a fight. This can be a gap closer and allow you to catch up to fleeing enemies. If you flash into a enemy minion wave, and E towards the enemy you can cover vast distances.
Ignite: Early game, this will be a beast, because your a crit champion and you happen to get a "lucky" crit, this can help lead to a easy first blood. This has saved me quite a bit as well, When I get dived by the enemy jungler and i am on the run, afraid that if I turn to hit, they might kill me and survive. So I splash my ignite on them, since it counts as an "attempt to kill" so when they die I score a kill.
Ghost: If your low level or you suck at flashing, this is a viable spell, it provides a consistent gap closer and has a shorter cooldown then flash, so you know oyu would have the upper hand in terms of chasing and fleeing.
Barrier: This spell can potentiall save oyu quite a few times. I personally never use it since I am an aggressive player, but having 2 shields can block quite a lot of damage. You can also use this to bait the enemy in diving you and scoring a free kill.
Don't use spells: