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Yasuo Build Guide by OTGBionicArm

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League of Legends Build Guide Author OTGBionicArm

Yasuo: Complete Guide to the Road to Ruin.

OTGBionicArm Last updated on June 1, 2014
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Ability Sequence

2
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
1
8
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



Table of Contents


Quick Guide

Preface

Basic Information

Advanced Tactics

Wrapping Up

Items
Synergies and Counters
Summoner Spells
Runes
Masteries

About the Author
Introduction
Who is Yasuo?



|

Yasuo's Skillset
Skilling Order
Itemization



|

Laning
Roaming and Ganking
Teamfighting
Strategy and Tactics
|

Synergies
Counters
Epilogue



|


Starting Items


Core Build



Early Game




Mid Game




Late Game


Boots


Offensive Items


Defensive Items


Synergies and Counters

Yasuo is good against:


Yasuo is weak against:


Yasuo works well with:

Summoner Spells


__
+
__

or

Flash is mandatory. Simply put. Your second choice is up to your personal preference or team setup. Ignite helps you to secure kills, especially at level 6. Teleport is a team-oriented pick with synergy with top or bottom laners who posses knock ups for sneaky ganks.

Runes

I use a specialized page for Yasuo. Attack Damage Marks are for trading and last-hitting purposes. Additionally I use some critical chance runes to have 100% critical chance with Infinity Edge and Statikk Shiv. I also use 2 Attack Speed Quints to get the lowest cooldown for his Q as soon as possible. Armor and MR runes are standard.


Masteries

I use a vary standardized mastery page for Yasuo. He builds like an AD carry, so his mastery page is nearly identical to one. Only questionable mastery used is Dangerous Game , and I use this because Yasuo is very great at multi-kills. This mastery can be very useful in clutch situations to keep him alive and keep his kill chains going.








































































































































































































































































































About the Author

I'm OTGBionicArm, a veteran here on MOBAFire and Yasuo has almost immediately become one of my favorite mid champions, and I have played him obsessively since his release. I play him quite cautiously, looking for mistakes of the enemy and using disjointed engagement angles to confuse the enemy. His outplay potential is massive. I was drawn to Yasuo by his very high skill cap kit, his high focus on team coordination and the fact that he is both a samurai AND a cowboy.

GrandmasterD coded the entirety of this guides' format, Veng LMAO created the amazing intro banner and HogoPogo made the dividers!

Introduction

Yasuo a highly mobile Assassin and Melee Carry. He also walks the line of a Fighter through his various defensive abilities, but generally he acts as an Assassin. He boasts "infinite" dashing capabilities, consistent DPS, skill chains, refreshing personal shields, a potent burst combo, and a projectile destroyer. As he has so many things going for him, he obviously has a catch. He's highly team reliant. On his own, it can be hard to pull off his combo on the right targets, but on a coordinated team, he can devastate entire teams with proper initiation.

In this guide I will showcase a hyper reactive and fast paced style of playing Yasuo, the Unforgiven. I focus on team synergy, outplaying the enemy and dominating team fights. Yasuo works best with a duo partner, or full team in ranked as he requires highly synergetic champions for best results. If you want to play him in solo queue, it's advised that you ask your team mates to pick champions that flow well with him, if they can.

Just some Yasuo mood music; Listen while reading the guide!


Who's Yasuo?

Pros

+ High Mobility
+ Wind Wall
+ High Synergy with Knock Ups
+ OP Shield
+ High DPS/Burst
+ Strong Late Game
+ Leet Harmonica Skillz

Yasuo boasts many strengths. He has very high DPS through his Steel Tempest and itemization, as well as high burst and initiation follow up through his ultimate: Last Breath. In lane he is also very hard to harass, when compared to other melee Assassins/Carries due to his passive, dashes to dodge with and Wind Wall. Wind Wall is situationally broken ability and can shut down multiple methods of initiation.

Yasuo's Limitations

While Yasuo is very good at blocking harass, consistent DPS Mages, like Orianna or Ziggs can give him issues as they can easily trigger his shield, eat through it and further abuse him. Additionally, Yasuo is strongest with a synergetic team and he is at much higher risk doing his job when no one else on his team can provide him with a Knock Up. As a Melee character with no real escapes (without enemy minions in his path), he is easily dropped by CC focus if he comes into a fight at the wrong time.

Cons

- No True Escape
- Hard To Play
- Weak Early Damage
- Needs a Proper Team
- Prone to Consistent Harass
- Vulnerable without Wind Wall
- I can't understand Japanese

Yasuo's Skillset


Way of the Wanderer
Yasuo has two passives. Intent simply doubles Yasuo's critical chance meaning his gold efficiency with a cheap crit item like Statikk Shiv is insanely high. Resolve provides Yasuo with a shield that is triggered upon taking damage and recharges by moving or dashing to regain Flow. This shield blocks a whopping total of 470 damage at level 18, which a pretty insane number for a refreshing shield on a melee carry.



Steel Tempest
Yasuo's primary damage and combo ability. It has about the same range as Thresh's auto attacks and can be used to harass lower ranged enemies as well as safely last hit. The first two hits of Steel Tempest will be normal strikes, and casting it a third time causes you to throw a tornado in the path that knocks targets up and enables use of your ultimate. Bare in mind that this ability is treated as an auto attack, and does proc on-hit effects (to the first target hit) and can critically strike.



Wind Wall
This ability is absolutely amazing against various ranged initiations such as Enchanted Crystal Arrow, Charm, Glacial Prison and various other projectiles. It can block any projectile you can think of, including basic ranged attacks, but it will not block Thresh's or Kayle's (with E on) auto attacks, or projectiles with massive arcs that go over the wall such as Mega Inferno Bomb. The passive portion of this ability causes you to replenish even more Flow when dashing, making your shield come up much more often.



Sweeping Blade
Sweeping Blade is Yasuo's main form of outplaying his enemies in lane. It can be used to dodge various skill shots and get in from awkward or disjointed angles to initiate on them with Steel Tempest, provided there's enough creeps for your movements. It also amps up in damage when you use it repeatedly, but damage isn't the main reason you use it at all. Additionally, when you use Steel Tempest during the dash, it becomes a point blank AoE, with the third strike of it becoming an AoE knockup instead of a projectile. Remember that you cannot dash to the same target until the mark wears off.



Last Breath
Yasuo's ultimate is a heavy burst and supplemental CC. It also gives you a metric eff-ton of armor penetration to eat through even tanks. He can only trigger it on airborne enemies, meaning he needs a team mate to knock up or back enemies, or hit with the third strike of Steel Tempest. This ultimate has a massive range of 1300, meaning Yasuo can instantly follow up heavy initiations with ease from the likes of Malphite or Jarvan IV. Nearly any knock up or knock back can trigger this ultimate with varying amounts of reaction time required.

Skilling Order



1




E
2




Q
3




Q
4




W
5




Q
6




R
7




Q
8




E
9




Q
10




E
11




R
12




E
13




E
14




W
15




W
16




R
17




W
18




W

Steel Tempest is obviously maxed first as it is Yasuo's primary damage ability. Sweeping Blade is maxed second because it drops the delay between dashes to .1 second which allows for far greater mobility, as well as charged Dash damage. Generally you want to start with E and take two ranks of Q, to charge the dash to max and all in for a cheesey kill. You can opt to max Wind Wall second for the high Flow generation from dashing, and the cooldown reduction on the ability, if you so please, but currently maxing Sweeping Blade is overall more useful.


Itemization

When itemizing Yasuo, you should focus on Critical Chance, Attack Damage, and Attack Speed. Yasuo scales very well with on-hit effects, critical chance and attack speed due to the nature of Steel Tempest. Additionally, Armor Penetration and Movement speed help him greatly.
Let's go over some items that are arguably the best you can buy for Yasuo as well as a few interesting picks.


Early Game

Zeal is part of your first core item and grants you with AS, crit chance and MS. All things that are very useful for Yasuo. Ideally, you'll want to rush Statikk Shiv as fast as possible, but if you feel you need some buffed up sustain to stay in lane against constant harass, get a Vampiric Scepter early on. Boots of Speed can be built whenever you feel like it early on.


Mid Game

Yasuo's core damage items synergize incredibly well with Steel Tempest and Sweeping Blade. Statikk Shiv provides you with a total of 40% critical chance due to Yasuo's passive, and the passive on this item highly synergizes with Sweeping Blade as the lightning procs will refresh much faster via dashing, giving some decent magical burst and DPS. Infinity Edge is Yasuo's "big" purchase and it will increase his damage output ten-fold. The heavy AD, crit damage boost and critical chance while make Yasuo tear things apart with his Steel Tempest. Upon completing this item, you should have 100% crit chance. Brilliant! Mercury's Treads can be built as needed during mid game.


Late Game

Using the massive amount of Lifesteal through your shields can keep you a live for insane amounts of time in duels or skirmishes. Last Whisper is purchased to eat through Tanks without using your ultimate, and is a great overall damage booster. Blade of the Ruined King is a utility item as it provides on-hit effects, AS and a small amount of AD, as well as an amazing active effect to soften people up for chasing, or help you escape. Guardian Angel is a general defensive item to give you a second chance when you die. Try as hard as you can to not die with this, to keep the threat of you coming back from the grave alive, and sell it for another defensive item when it is consumed.


Offensive Buys

Ravenous Hydra is a replacement for Blade of the Ruined King is you'd prefer to splitpush. The main reason this item is awesome is for the active, which is essentially an auto attack reset in an AoE, for some additional burst. Trinity Force can be built if you are insanely fed, but otherwise I feel like it takes too long to build. All of the components help Yasuo a lot, however. The MS from the Phage is great for refreshing your Flow as well as chasing, and Sheen does apply to Steel Tempest, but only to the first enemy struck. Trinity Force is an overall amazing item for Yasuo, but a tad too expensive to be core when it's competing with Infinity Edge. The Black Cleaver is a very situational purchase for when the enemy team is stacking a lot of armor, and your team has too many AD champions.


Defensive Buys

As Yasuo primarily fights mages at mid lane, an early Hexdrinker will be a very common build. You don't really need it's upgrade but it's there should you feel like building it. The Hexdrinker's passive alone makes it worth. Randuin's Omen gives you some health padding and a great amount of armor. The passive and active are amazing to hinder enemy AD's from damaging you, and is useful to help you survive AD Bruiser focus, or to duel and kill ranged carries with ease. Banshee's Veil is great for preventing yourself from being caught out as easily. It's heavy MR and shield also hamper champions like Nidalee and Xerath from harassing you further in lane game sieges.

Laning

Yasuo has a deceptively powerful laning phase. Due to his frequent shields from Way of the Wanderer, he can brush off a lot of harass and use this to force trades. Sweeping Blade can deal up to 140 magical damage at rank 1, making Yasuo one of the highest damage dealing characters that early on in the game. A strategy to get first blood you can use on weak laners is to grab E at level 1, and get two ranks of Q, charge the dash to max and all in them with Sweeping Blade and a third Q hit, finishing with Ignite. Additionally, Wind Wall can save him from potentially fatal skill shots such as Charm. Being manaless has it's perks as well, as many Mages will often run out of mana trying to harass Yasuo before he actually takes meaningful damage.

Try to dodge skill shots with Sweeping Blade and stack it's damage amp. If they miss and their abilities are on cooldown, you have an opening to dash to them and harass them with Steel Tempest. Remember to use Sweeping Blade to position better to land a Tornado Steel Tempest for even more damage, with less chance of retaliation.

Despite his high mobility, Yasuo is rather prone to being ganked because he tends to push hard and has no true escape moves without enemies being behind him. If there are creeps behind you when you get ganked, attempt to dash to them with Sweeping Blade and throw up Wind Wall to block any skill shots from your enemy mid laner. If the jungler comes in behind you, you can dash through him with Sweeping Blade as well to create some distance.

Warding and Ganking

In lane, you'll wanna use your Warding Totem to ward either side of the river or at the enemy wraiths to track their jungler's position. Buy as many Stealth Ward's as you think you'll need to be safe from jungler ganks whenever you back. Later on, you'll be using your trinket simply to supplement your team's vision of the map wherever you see fit.

Upon reaching level 6, Yasuo can become a terrifying roaming ganker, depending on his team's champions. On his own, his team would simply need to CC people long enough for Yasuo to land his third Steel Tempest, and even then there is a chance they could escape before he actually manages to use it. Or he could miss! This is unreliable. However, with a top lane Malphite/ Wukong or a support Janna/ Nami initiating with their knock ups as Yasuo is coming into range, the result will be a surprising and utterly petrifying burst combo with Last Breath. Last Breath is on a very short cooldown, meaning Yasuo can gank relentlessly for allies with Knock Ups.

Teamfighting

Yasuo is not actually a strong team fighter on his own accord. His supplemental CC and initiation follow up makes him a deadly team fighter with a proper team. His job is about 10x harder when his team lacks proper set ups for him. You basically need to get your 3rd Q and hope you can catch a squishy or key target enemy out of place with it.

Try to stay mobile in team fights! Dash when you can to charge your Flow and get more shields up repeatedly. Fighting in creep waves in the middle of lanes can actually be the best place for Yasuo to fight. Creeps = mobility. Choosing whether or not to use the projectile or point blank for of the Tornado Steel Tempest relies heavily on context. If they are bunched up, use the point blank version.
Uniquely, Yasuo can actually orbwalk effectively, compared to other melee characters. By using Steel Tempest while retreating on pursuing champions, he can create distance as well as damage people. Getting his 3rd Q and a shield can lead people into bait scenarios and give Yasuo a kill, should his ultimate be up. Use this tactic to kite melee attackers. In a reverse scenario, You can use Steel Tempest while chasing people with a lot of Attack Speed. It will have nearly no cast time, and it keeps the damage up as you are chasing. If you can dash to an enemy with a Tornado Q, use the point blank variant to ensure a knock up.

Your job in team fights is to obliterate squishy characters with your DPS and burst while maintaining mobility to refresh shields and stay alive. With a proper Yasuo-friendly initiation, team fights are a no-brainer and you will likely win most of them unless people with Knock Ups miss or hit the wrong targets.

Lastly, use Wind Wall to save your team from key spells! In a team fight Wind Wall may actually be more beneficial to your Marksman or other backliners than yourself. As mentioned before it can kill projectile based initiations, and create massive advantages for your team by eating long cooldown ultimate engages.

Strategy and Tactics

In a nutshell, we've covered Yasuo's core gameplay, follow up initiations, destroy key projectiles with Wind Wall, and maintain mobility. But now I will go over some more advanced tricks and nifty hints.

Enemy Creeps

As mentioned a few times before, enemy creeps are Yasuo's best friends. Clones, Jungle, and other summoned enemy units also fulfill this role perfectly. They provide Yasuo with free dashes for positioning and regaining Flow, and if possible, you should always try to have enemy creeps nearby for added mobility in skirmishes and team fights.

Solo Queue!

Playing Yasuo in Solo Queue is completely different than playing him with a partner or coordinated team. You have to be very reactive on your own and take any opportunities and openings to get kills. You'll likely have to take any engagement you can off silly things like Lee Sin's Dragon's Rage or Thresh's Flay to trigger your ultimate. Solo Queue requires more cheese and catching people out instead of team fighting to win with Yasuo, and as such I personally wouldn't recommend using him for Solo Queue ranked unless you are very persuasive to your team to pick Yasuo-friendly initiators.

Wind Wall

Wind Wall appears to begin blocking projectiles as soon as it starts coming out of the ground. This means that you can be very clutch and block skill shots nearly split second before they reach you. Remember though, the cooldown is very unforgiving and having it readily available is a threat to champions that rely on a single ability to engage, or who have to use their entire skillshot combo to kill you. Using it to block unimportant skills or combos can get you killed while it is on cooldown.

Last Breath

Yasuo's ultimate has a few eccentricities. First, you don't actually have to target anybody with the ability. You can merely click R if you are in range of an airborne target. The cursor's position while influence which enemy you will appear next to when you ult if you hit multiple targets. The bonus armor penetration from using this ability functions differently from the armor penetration from Last Whisper in that it only effects bonus armor. It also is applied before other percentage penetrations, meaning that the formula when using this and Last Whisper would be to remove 50% of their bonus armor, and THEN subtract 35% of their remaining total armor. Using Last Breath will stop the trajectory of any knock backs used to trigger it, meaning you can actually mess up Vayne's Condemn stun if you use your ult on it. Lastly and very oddly, Last Breath appears to keep going and dealing it's damage, even if Yasuo dies during the animation. If you know you're gonna die and can ult, might as well!

Synergies

I should have already beaten it into your head what synergizes well with Yasuo: Knock Ups. But I have to write stuff here anyway so I'll point out that ally buffs go a long way to helping Yasuo's job. Janna for instance provides not only an AoE projectile knock up, but an AD steroid shield and a movement speed aura. Nami provides similar buffs, and Jarvan IV can provide an armor shred on top of his knock up.

Additionally, anything that can peel well for Yasuo as he retreats or is attempting to kill a squishy target is highly appreciated.


Counters

Yasuo suffers heavily when matched against low cool down harass champions like Orianna or Ziggs. They can easily trigger his shields, eat through them with their empowered auto attacks and abuse him with their spammable abilities. Some champions at mid also don't give a rat's *** about your Wind Wall. Some examples are Kayle, Zilean and Cassiopeia. Kayle, specifically can easily dominate Yasuo simply by auto attacking to zone because Wind Wall does not block it and she will eat your Last Breath's burst with her ultimate if she's good enough.

Additionally, attack speed slows kick Yasuo in the shins. Since Steel Tempest's cast time and cooldown is affected by attack speed, being debuffed in this manner further kills his DPS by making this ability harder to use. And lastly, as with nearly every melee Assassin/Carry, hard CC and focus will kill him easily if he can't regain his Flow for shields.

Epilogue

This concludes my guide to Yasuo, the Unforgiven. He is an extremely difficult champion to play effectively and he almost entirely relies on his allies cooperating with him well, so do not be discouraged if your first game doesn't go well, every one is new at some point! I hope you enjoy playing him as much as I do. That's all for now, but remember, follow the wind, but watch your back!

OTGBionicArm