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Yasuo Build Guide by Lightning330

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League of Legends Build Guide Author Lightning330

Yasuo Guide ~ The Unforgiven Way

Lightning330 Last updated on December 13, 2015
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Ability Sequence

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

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
5/
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
5/
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 18

Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 0

Recovery
 
 
5/
Unyielding
 
 
 
 
 
Explorer
1/
Tough Skin
 
 
 
 
 
Runic Armor
 
 
5/
Veteran's Scars
 
 
 
 
 
Insight
1/
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 12



Threats to Yasuo with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Katarina OMG, lucky just got luckier, if you matched up with this opponent, you pretty much won, even a good katarina will have problems with a yasuo, unless you did not even try to poke, which u are supposed to...
1
Teemo He thinks blind dart can make a difference, what a joke. Just go in and harass all you want, if you can, get 2/3 kills in laning phase, i cannot tell you how easy this is. Try not to push lane though, it will deny you kills as the tornados do almost no damage by itself.
Table of Contents
Guide Top

About Myself

Herro Thar, I'm Lightning330 from Asia servers (Garena) currently unranked but plays with Gold and Silver Friends so i commonly see gold and silver plays. Some are easy to outplay as a yasuo and some are not. And i still cannot figure out how to outplay a riven. Nonetheless, i yearn to be gold during season 6. It may take some time but hey, rewards do not come before hard work. BTW, I main Malphite <3


Guide Top

Abilities

~STEEL TEMPEST~

Your Q is your main source of damage, ever since Redmercy started Maxing E for outplay potential, some warriors out there forgot about their main sources of damage, in this case your Q (Steel Tempest), i agree with outplay potentials but i feel maxing E first is taking too far, so i reduced it to 2 bars then upgrading Q after that, some of you may argue that the E has more damage increase per point, but the fact that most opponents just runs away if you dash near them which forces you to dash to them (incredibly dangerous if a jungler ganks, and it can lead to a free poke by your enemy) unless your...one point Q can outdamage a trade with them, then go ahead with the Maxed E.

~WIND WALL~

Your W is a wind wall that negates any projectile that hits on it (e.g Ahri's Orb of Deception). It is an important asset to Yasuo's defense since he is really squishy, if you are going Fighter Yasuo, that does not mean you can forget about it, it can help your team, your early game and your teammates if you time your wall right. The only few reasons why you should put a point in Wind Wall at level 5 is when, 1.Your enemy does not have a projectile ability or only when they reach level 6 (e.g Riven's Wind Slash), 2.Your enemy jungler does not have a projectile ability, even before level 6 (e.g Rammus's Abilities and Sejuani's True Ice Bola respectively), 3.You are badly losing lane and there is no way they can poke you whatsoever or you need extra E damage to CS under tower. Otherwise this ability should be put a point at level 3.

~SWEEPING BLADE~

Your E is a dash that does MAGIC damage to enemies, although it has a very low CD of 0.5 seconds at one point, it has a 10/9/8/7/6 second cooldown to an enemy that yasuo has just dashed across. Your E is a massive power spike in the laning phase as it is an extremely powerful gap closer and incredibly dangerous to champions like teemo and katarina who have no proper gap opening techniques which are mostly required for them. If played well and if you do not dash absent mindedly, this ability can be a game changer for teamfights, whether you lose or win or if you get out of a sticky situation. For e.g if you are ganked by a lee sin and a fizz mid-lane, fizz would cast Playful to get to you and Lee Sin's Resonating Strike after Sonic Wave hits. If i were you i would dash out of that mess, they would attempt to run after you so you should dash to safety, even if it means running to the other bush of the mid-lane, learning how to dash through the jungle is incredibly skill-testing but rewarding.

~LAST BREATH~

Your R is an ability that can only be cast on airborne targets to deal massive damage at the mid-late game, and a good engage or 1v1 changing fights in the early game. This ability is ranked Second for me in being the best ability in the entire game for teamfights (First being Orianna's Command: Shockwave, and Third being Malphite's Unstoppable Force, which both abilities happen to go well with Last Breath). This ability can be used as an escape route by casting the ultimate to a weaker opponent from a heavily outnumbered teamfight, remember not to spam R and aim at the opponent after the tornado hits so this can work properly!