Yasuo Build Guide by The Smooth Dr J
Not Updated For Current Season
Not Updated For Current Season
Threats to Yasuo with this build
|Nidalee||Nidalee relies on one thing to harass her opponent early on, her spear. Yasuo's windwall and dash negate the effectiveness of her spears, and weaken her kill potential. This is another matchup where you can expect to be camped, which isn't a bad thing as long as you don't overextend, and have a jungler that ganks other lanes consistently, allowing your other lanes to gain leads. In addition, beware her traps, as with her "Hunted" passive, they allow her to be significantly Stronger in her cougar form.|
How to Lane/Farm:
Laning with Yasuo is fairly simple. Use your Q to last hit groups of minions, and use your E to last hit a single minion or to quickly last hit a group with an E->Q combo. Due to the extremely low cooldowns of his damaging abilities as well as his lack of mana or anyother cost, you can play extremely aggressive. Yasuo's Q can go through minions into Champions and other Minions, therefore you can use it to poke through Virtually anything. Yasuo can also travel extremely quickly through minion waves due to his E dash, which allows you to hit almost every minion, as long as you time your Q's well. After using your Q twice successfully in a quick amount of time, the next Q will launch a Tornado in a straight line from the cast, knocking up all enemies in that line, use this knowledge to Farm and last hit minions that are distant, or to poke champions and deny farm.
How to fight an Opponent.
Yasuo's passive is probably one of his best features for laning phase. By the time you get to lane from nexus your Flow Should be fully charged. Moving around as well as using your E help builds Flow. When your Flow is maxed, if you take damage from an enemy champion (or Monster) a shield is activated that blocks damage equal to your flow. This pretty much negates any poke early on, as long as you play it right. If the matchup is even, then let your flow charge up before going in.
An important thing about fighting is being able to escape. An important fact to keep in minf when fighting an even battle is to have an enemy minion wave in the vicinity. This allows you to dash through minions if you get in trouble and escape. If you are going to initiate a fight, Dash through a minion wave in order to build up its Damage before Dashing to the enemy.
This is where Q knowledge is important. Seeing as Yasuo's ult only works on Airborne targets, you need to get the enemy airborne. Yasuo's 3rd Q will knockup a champion if they are hit by it. In addition, if Yasuo Q's when he dashes, he spins around the landing spot, doing damage in a circle, and instead of launching a tornado (if one is ready) it just knocks up all enemies hit in the circle. This is very good against other mobile champions as they cant dodge the tornado, and hence, your Ult.
Two observations need to be made in a team fight, how tight the enemy team is together, and does anyone on your team has an AOE knock up.
The first, Where is the fight taking place? Can you dash from each enemy to the next? In Dragon or Baron pit, as long as the entire team is present, you can dash through them all, dodging most skill shots, and putting down some damage. Essentially, you have a worse Fiora ult between your E and Q, as you can quickly poke most champions down. Assuming your team does not have a better knockup than your Q, try to hit as many champions with your Q or E->Q. Q should be used if they are in a straight line, but fairly spaced out. E->Q is best if they are in a tight group, for example after an Orianna ult (if you are top or she is support, just a frame of reference).
Secondly, does your team have a better AOE Knockup? Examples include: Wu-kong Ult, Braum Ult, Thresh Flay, Nami Q, and Draven E (this one really only works if you mash R or are in voice chat with the Draven). You should allow these to be used instead of your Q as they will knock up more enemies, which results in more Champions being taken out of the fight for a time.