Yasuo General Guide by Machiavvellian
Not Updated For Current Season
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.
Welcome to my first guide on Mobafire and for Yasuo. In this guide i will be sharing my experience with Yasuo. I will also update the guide whenever i find new information that will help improve the guide's quality.
This is merely a guideline, feel free to copy it exactly or use it for your own builds!.
Feel free to leave your own feedback and scores!
With that being said, lets continue!
Pros / Cons
- High (burst) DPS
- Easy to trade damage due to shield
- CC shuts him down
- Feels slow at the start
- Hard to pen armor without your ult
- Champions who dont have projectiles to fire can be hard to fight against due to the fact that you cant negate a chunk of their damage.
Runes & Masteries
- Greater Mark of Attack Damage: I picked these runes instead of greater mark of armor penetration in order to kill the creep waves faster because creeps do not have allot of armor yet
- Greater Seal of Armor: Straightforward protection for the AD mid enemies and potention AD lane ganks from their jungler.
- Greater Seal of Health: Because these got buffed and mixed together with the mastery
it makes a nice addition to your health pool for early game.
- Greater Glyph of Magic Resist: Flat out magic resistance because most mages lack the early nuke damage.
- Greater Glyph of Scaling Magic Resist: More magic resistance but this time scaling to scale into late game for better survivability.
- Greater Quintessence of Attack Damage: Also adds to the creep wave clearing potential
- Greater Quintessence of Life Steal: Sinse i rush for my core straight away i do not have the gold to buy a Vampiric Scepter. So i put these runes in for early - weakmid game sustain untill The Bloodthirster
Way of the Wanderer
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.
As Flow generation is based on distance traveled it is also accumulated while dashing, teleporting or when displaced by crowd control effects.
Consecutive successful casts of Steel Tempest within 10 seconds form a chain.
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.
Empowered Steel Tempest
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.
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.
FLOW: 4 / 8 / 12 / 16 / 20%
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.
This is a list of spells the wall blocks
Arched skills such as zigg's ult and syndra's toss from W can still hit because they fly over the wall. If they come in at a low-arch they will get blocked, for example: Zigg's threw his ult from far away, which makes his arch more stretched out and will come in at an angle, instead of straight down.
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.
ACTIVE: Yasuo blinks to the nearest visible 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 and replenish the flow bar to 100%
This is a list of spells Last Breath will proc on.
Tip: If you suspect one of these, mash R so you dont have to miss the queue of the proc.
Tips and Tricks
I will list the tricks i use with Yasuo per ability.
Steel Tempest trick #1
The advantage i try to get while getting ganked is to get my whirlwind up before running. (i wont do this if it isnt possible ofcourse) Thought behind this is to stop them in their tracks. It also works to negate CC retaliation from them when you're dashing away.
Example: You're getting ganked and he comes from behind. If you were close enough to your tower you'd be dashing through him and you would be home free. But you will mostly get ganked when you're halfway on your lane and one dash isn't going to cut it. What you want to do is stack up your Q and run to a brush. Right around now the ganker will run to the exit of the brush. When he is about to enter the brush you dash through and throw your whirlwind backwards. This will knock up the ganker, and your lane opponent aswell if thrown right. If you Q while you dash you will probably only knock up the lane ganker, which is not bad either, but throwing is preferred and safer.
Wind Wall trick #1
I have been in plenty situations where i was assassinating an ADC on the bot lane. What you usually get is to dash up to them, throw down your wall and swing away. Although thats usually what works for 2-3 AA's before they notice there's a wall between him and his target. He does a step forward and he can now hit you, great! for him... But this sucks for us. What you want to do is take a step back aswell and dash through him with your E, placing you on the other side of the wall again. The wall works both ways, so make use of it!
Sweeping Blade trick #1
I'd like to call this the rope trick. If you find yourself in a situation where you have to chase an opponent but your flash is down, take a look at your own lane minions. Your minions also mirror the position of the enemy creepwave.
Here's an example of what im trying to say:
The red circle is your creep wave's position, the orange circle will be their creep wave's position.
Trick is to take advantage of this by dashing through it to come into AA range. What you could also do is stack Q in the time you're dashing from creep to creep to catch up to him, then finish it with a Last Breath.
Sweeping blade tip #2
This is somewhat of a side-branch of the rope trick. What you want to be doing is dash through minions to get to your opponent as much as possible. Then when there's absolutely no way to get close to him anymore use the Sweeping Blade on him. Situation will be that you use Sweeping Blade on him, he flashes away and you have no gap closer. If you do your approaches like this, you will find yourself having a much better time catching people then always having to burn that flash you might need later, or using the actual rope trick to catch up to a fleeing enemy!
Sweeping blade trick #3
Aside from Sweeping Blade's chasing and fleeing potential, it also has a great juking aspect.
Dashing through creeps is a great way to juke/dodge skillshots!
Sweeping blade trick #4
Here is a list for dash tricks possible with the sweeping blade skill.
Note that you will have a much easier time if you pre-click the location needed to stand at whilst the camp is still in the fog of war (this is the exact location to click). I do this too and its allot easier then to rely on timing of the E while running past the target. This will also make it possible to wait at the current location to maybe kite an opponent. Just wait for him to close in and press E when desired.
Blue Team Dash tricks:
Purple Team Dash tricks:
So now that you have a understanding of how Yasuo works, lets check out how you get to play Yasuo if you use this guide. (note that there are many ways, this is just mine)
I usually start by poking the person, see how much dps im making and how the opponent is responding to it. After that i adjust my playstyle accordingly so i can farm gold and get statikk. After you get a statikk i usually want to test my damage again, see howmuch damage i am making with it. If the opponent is too tanky you can wait for a gank. If you make quite some damage, poke and pick a fight.
If you manage to break the lane go roam and gank other lanes. Do this by eiher communicating with your teammate for a knockup or pass by a jungle camp and stack Q.
Yasuo can be quite an assassin so always try to flank the people in a teamfight. Come from the side or behind them. Always place the wall if it feels it will be a situation where you will have a skirmish or save it for your escape to not get sniped by an ult (looking at you Caitlyn).