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Yasuo Build Guide by Flowstylex

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League of Legends Build Guide Author Flowstylex

Yasuo - The son of Janna and Yi [Top/Mid/Jungle]

Flowstylex Last updated on December 22, 2013
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Lane

[VS]

Jungle

Ability Sequence

1
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
2
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: 22

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 8

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


Table of Contents

FLOWSTYLEX


















LANE

_ JUNGLE










1. Introduction


2. Summoner Spells


3. Runes


4. Masteries


5. Abilities


6. Items


7. The Game


8. Hall of Fame


9. The End



About the Author

Hello dear Summoners, I'm Flowstylex, currently Gold V and I'm playing League of Legends since May 2012. Today I welcome you to my new Guide, make sure to bring some time with you if you want to read everything, because this guide is my biggest project for now! And the lazy guys can read the cheat sheet + the notes! :)




About the Guide

So what will you learn from this guide? This guide contains a lot information about the Champion himself, his playstyle and how I build him. That means I'll show you which Items, Runes, Masteries etc. I use and I'll try to explain as good as I can why. I'll divide each part in the topics "Jungle" and "Lane". Usually I don't make guides about new champs, but when Yasuo was released I fell in love with him immidiately with him, played him 24/7 on the PBE and yeah, here's the guide! :)



About the Champion

Yasuo is a very mobile Champion with high damage output, he can be played Top or Mid as an "Assassin", but he's also very viable and effective in the Jungle, and I think he'll be one of my favorite junglers because of his unique playstlye. His high damage output combined with much Utility makes him viable in nearly every teamcomposition, and he has a very good synergy with champs that have knockup-spells (like Jarvan IV, Malphite or Zyra).


Okay guys, now let's start!
Pros and Cons


Pros

+ His spells have no Cost!
+ New kind of ressources (Flow)
+ HUGE mobility (2 Dashes, Last Breath + Sweeping Blade, which can be used multiple times)
+ Can block projectiles with Wind Wall
+ Has the strongest kind of CC in the game (Tenacity doesn't affect knockups)
Cons

- Weak Early-Game
Sweeping Blade can only be used every 6 seconds on the same target
- To use your ult someone has to be knocked up
- Very short range on Steel Tempest
- Steel Tempest needs to be stacked to knockup the enemy

Lane + Jungle








flash


ignite


smite


ghost






For runes I take the same rune page for Jungle and Lane:





Click me to see Rune Page!
  • : These runes help with last hitting, trading, and boost our spell damage in the lane or increase our clearing speed and ganking potencial in the jungle, pretty standard marks.
    crit runes
  • : Physical damage is everywhere, no matter if you are laning or jungling. These seals gives you more durability against AA pokes, physical spells or the damage from the jungle creeps. No other options here.
  • : If you are facing against an AD Champion (or simply derp around in the jungle) then MR won't be effective in the early few levels, so we take Greater Glyph of Scaling Magic Resist to be more prepared for the APC's in Mid-Late Game
  • : Same as Greater Mark of Attack Damage, nothing to say here.
Other options



This could be another option for marks in the jungle, because it increases our clearing speed and lowers the cooldown from Steel Tempest.



I don't really like both options, but they are worth mentioning. The reason why I don't like them is because they don't fit to our kit, we have enough mobility, a bit more MS shouldn't have too much impact, and lifesteal is not really needed after getting a lifesteal item.

If you are facing an AP champion in the Mid/Top-Lane, then feel free to get flat MR instead of the scaling version. It'll help alot in the laning phase




Lane


_

Offense Tree

Tier 1-2:
We take Double-Edged Sword , Brute Force and Fury to gain more DPS, where Yasuo really excels.

Tier 3-5:
Here we get Spell Weaving and Blade Weaving because Yasuo has a very good combination of AA's + Spells and Executioner , Warlord , Havoc , Frenzy and Devastating Strikes for higher damage output


Block , Recovery , Unyielding and Recovery to be slightly tankier and having a bit more sustain, which is really helpful in the laning phase. I don't get the last point in a Tier 3 Mastery because they are only worth getting if you either are a tank or go 9/21/0, so I invest the point into Frenzy in the offense tree.

Defense Tree


Jungle

_

Offense Tree

Tier 1-2:
We take Double-Edged Sword , Brute Force and Fury to gain more DPS, which helps at ganking or clearing the jungle.

Tier 3-5:
Here we take Spell Weaving and Blade Weaving because Yasuo has a very good combination of AA's + Spells and Executioner , Warlord , Havoc and Devastating Strikes for higher damage output


We take Recovery and Veteran Scars to be slightly tankier and Tough Skin , Hardiness + Bladed Armor to have a bit easier time in the jungle.

Defense Tree







[P] 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: 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.
sp [P]


Tips and Tricks
  • Move between AA's! Try to move as often as possible to get your Flow up, so you receive the shield
  • Don't build to much Crit Chance items, 50% is enough to get the cap


[Q] Steel Tempest:

FIRST AND SECOND CAST: Yasuo thrusts forward with his sword, dealing 20/40/60/80/100 (+100% AD) physical damage to all enemies in a line. Successfully landing Steel Tempest grants Yasuo Gathering Storm stacks for 10 seconds.

THIRD CAST: The third stack of Gathering Storm causes Steel Tempest to send out a whirlwind that travels in a line of 900 range and sends all enemies caught Airborne.
If Yasuo casts Steel Tempest during Sweeping Blade, the ability strikes all enemies immediately around him, having a radius of 375 instead.

Steel tempest can critical strike and apply on hit effects for the first 475 range. The ability is also unaffected by cooldown reduction, instead, the cooldown and cast time is reduced by Yasuo's attack speed.
sp [Q]


Tips and Tricks
  • Try to get 1 or 2 Stacks before you engage for a Trade or a Gank
  • After using your Whirlwind Steel Tempest you have to be very cautious, because you will have no CC for a long time.
  • The usage of the Sweeping Blade + Steel Tempest combo is very good for waveclearing
  • If you use Sweeping Blade and your empowered Steel Tempest you'll do the same move, but also knock-up everyone around you!
  • At lvl 18 with 55% AS Steel Tempest will have the lowest CD

[W] Wind Wall:

Passive: Dashing replenishes Yasuo's Flow faster for 4/8/12/16/20% of his maximum flow.
Active: Yasuo creates a wall of wind with a width of 300/350/400/450/500, that slowly drifts forward for 3,75 seconds. The wall blocks all enemy projectiles except tower hits.
sp [W]


Tips and Tricks
  • Use this skill in narrow places to block nearly EVERY damage by ranged Champions
  • If you think the Wall is a bit to short, feel free to invest 1 or 2 points in it earlier, it helps alot


[E] Sweeping Blade:

Yasuo dashes a fixed distance through an enemy, dealing 70/90/110/130/150 (+60% AP) magic damage and marking them briefly. If Yasuo uses Sweeping Blade multiple times in succession, the ability deals extra 25% damage with a 100% bonus maximum. When sweeping blade is casted on a target, the target will get marked for 10/9/8/7/6 seconds. Yasuo cannot use Sweeping Blade on an enemy that's already been marked.
sp [E]


Tips and Tricks
  • Try to not use Sweeping Blade directly on your target, dash to the closest enemy or minion to close the gap and attack him, if he flashs away you can follow up with Sweeping Blade
  • The higher the rank on this ability the lower is the "cooldown" for dashing to the same target
  • Before engaging on an enemy, try to get a few stacks from Sweeping Blade, so you have a slightly higher damage output


[R] Last Breath:

Yasuo teleports to a nearby Airborne enemy champion. Upon arrival, he suspends all airborne units within a 400-radius of his target in the air for 1 second dealing 200/300/400 (+150% bonus AD) physical damage to them. Once he lands, Yasuo gains 50% armor penetration against his enemy's bonus armor for 15 seconds.

Casting Last Breath will reset the chain on Steel Tempest.
sp [R]


Tips and Tricks
  • It doesn't matter which spell set them airborn, you can use your ult though. So Yasuo is very good with champs like Malphite or Zyra
  • It has a very low Cooldown, so don't be afraid to use it more frequently
  • Use Last Breath at the beginning of the fight, so you can use your ArPen buff efficiently




Skill sequence
> > >

We want to max out Steel Tempest first because it gives us the most amount of DPS early game, then Sweeping Blade second to get dash to the same target more often, which is really important, and then we max out Wind Wall last, but it can be helpful investing a few points in it earlier to block more projectiles. Of course we take our Ultimate everytime it's available (6,11,16).





Lane

Starting Items



Early-Game is the time where Yasuo is the weakest, you will want to have a safe a safe laning phase, where you concentrate on farming only. Doran's Shield gives us Health, Health regen and a Passive that reduces AA damage, which really helps surviving in the laning phase. Take this especially if your enemy is ranged and/or can poke you alot.

This is a very aggressive start, I only recommend this start for certain match-ups (will be covered soon in the Match-Ups section). You'll have less sustain than with Doran's Shield but it really boosts our dueling power in the early few levels.

This start lets you move efficiently in lane and provides much sustain through 4x Health Potion. If your enemy is very skillshot reliant, you can dodge them much easier with the extra movement speed. A really good start for Yasuo, because it also helps us generating Flow a bit faster.
Like mentioned before, when you play Yasuo on a lane you want to have a very safe Laning Phase because he is not very strong Early Game, that's why we want to take Warding Totem to prevent getting ganked, and the other Trinkets aren't very good for Yasuo anyways.


Early Game Items



I really like rushing this item on Yasuo, because it has everything we need to snowball in Mid-Game. The crit chance gets doubled because of Way of the Wanderer, the AS increases our DPS and lowers the CD from Steel Tempest, and Steel Tempest also procs the passive from Statikk Shiv. That's why it is a real Core Item for Yasuo

Choose either Mercury's Treads if you want magic resist and tenacity or Boots of Mobility if you want to roam alot to help out the lanes. I prefer Mercury's Treads,though, because Yasuo really needs the survivability and tenacity.

So this item really gives you all you need to burst the enemy, AD, AS, HP shred and an awesome active that gives even more mobility to generate Flow slightly faster. Consider delaying the buy of this item if they don't have many HP-stackers.


Late Game




High damage output, combined with increased Crit chance + crit damage in combination with Way of the Wanderer turns Yasuo into an assasin beast, very expensive item but it i way too strong to skip.


Okay, now you have high crit chance and high AS and you have enough AD, but you still lack Armor Penetration. So we get Last Whisper to ignore a big chunk oftheir armor


Last but not least you should get an defensive item. Guardian Angel gives you some resistance and "a second life" which is really really helpful in teamfights. My first choice for a defensive item!

If you have some gold to spare, feel free to get Greater Stealth Totem to ward more frequently.


Situational Items




Gives some nice AD and Lifesteal and really improves our burst. Steel Tempest also procs the AoE effect, the more I use this item the more I like it. (Replacement for Blade of the Ruined King)

If you play midlane and the enemy's AP Carry is fed and you know you'll have a hard time against him buy an early Hexdrinker and build it into Maw of Malmortius later. Only finish Maw of Malmortius as your last item! 1850g is way too expensive for the extra stats.


Replacement for Guardian Angel gives a huge chunk of health and some health regeneration. I prefer Guardian Angel though ... But if they have much Penetration, health might be more effective


Can be replaced for Guardian Angel too. If the enemys ADC or toplaner who relies on AA's is fed take this one, it will help you.

Pretty funny item for Yasuo, it has pretty useful stats like Crit chance, ArPen and AD, and a pretty useful active, if you like this item feel free to get it, it's quite good on Yasuo .

Jungle

The Jungle Item Build is very similiar to the Lane Build, so I will only mention the differences.

Jungle Items



Try to get this item ASAP because it gives you some sustain and increases your clearing speed, and also it builds into Spirit of the Elder Lizard, which is really good on Jungle Yasuo


Our first Item as Jungle Yasuo, it gives some nice AD, true damage DoT on our AA's and every spell except Sweeping Blade. The gold income passive is very good, too, because it gives us the opportunity to snowball quite hard.


The reason why Randuin's Omen is my core item as Jungle Yasuo is because it not only makes us tankier, it helps sticking to the enemies and is very good for teamfights, and that is what Jungle Yasuo should be focusing on.
This trinket helps us ganking in the first few levels because we can deward the lane and come back few seconds later without the enemy noticing. Sell this Trinket later in the Game and get Greater Totem instead.





Early Game

LANE


JUNGLE

Mid-Late Game

Well, from this point Jungle and Lane Yasuo is quite the same, so there is no need for splitting them up anymore.

If you've done well in the laning phase and managed to survive, ganked successfully or even get 1 or 2 kills, Yasuo should be a real beast right now. Just continue farming and splitpushing, but don't forget your team! Yasuo has a huge impact on Teamfights because of his Wind Wall and AoE CC. You'll be quite squishy, though. So wait with engaging in a Teamfight until a majority of the enemy's CC is burned to engage. With Yasuo you can easily dash through their frontline and get to their carrys to kill them, but don't overstay because you will get killed most of the time if you stay too long. Just continue pushing the towers and maybe you will win the game!





Coming soon!


Well, that was my Yasuo guide! I hope you enjoyed it, I'll continue updating it of course, because IMO Yasuo is one of the funniest champions to play if you manage to master him. He needs alot of practise, but isn't that interesting somehow?

Anyways, feel free to Vote or Comment to give me some Feedback! And please excuse me for my bad english, grammar, etc. Because it's not my native language :)

Good luck on the Field of Justice!

changelog