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Recommended Items
Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Exhaust
Flash
Items
Ability Order
Way of the Wanderer (PASSIVE)
Yasuo Passive Ability
Threats & Synergies
Azir
Annoying champion to deal with, only real way of winning is A. He's not skilled with the champ.
B.Farm safely and give up farm to harass
C. Get jungle ganks
Azir
Azir
Introduction



What is








Follow me on www.twitch.tv/autoswitched
Like my facebook @ https://www.facebook.com/autoswitched
I make some youtube videos displaying my plays or just funny videos - https://www.youtube.com/channel/UCyFndBoB8rLHlhdJbj6ushQ/
My other guides:
Master Yi - http://www.mobafire.com/league-of-legends/build/wuju-need-a-guide-indepth-5-22-411808
Katarina - Need to edit/tweak more.
New video out! -
Funny video XD
So... Let's begin!

Keystones!
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Is probably the best rune on ![]() ![]() ![]() ![]() |
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is actually very strong once you get enough stacks, but it takes a while to stack and can be risky as you need to damage to opponent who is below 50%, also this rune has been nerfed too many times to be viable in season 9, and you may as well take ![]() ![]() |
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is insane as it grants us 40-110% attack speed scaling with level once we wait 1.5 seconds after damaging an enemy champion, this is insane as it allows us to exceed the attack speed cap so long as we keep attacking champions as this effect lasts 3 seconds, but can be extended to 6 is quite strong. This rune in my opinion isn't good on ![]() |
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Grants sustain and movement speed, very good vs poke lanes as it can help you survive, received a nerf in which critical strikes no longer do bonus healing thus making this rune much weaker. |
Rune choices - Precision:
Tier 1:






Tier 2:





Tier 3

Domination










Sorcery






Overall, sorc tree in my eyes domination and resolve will be the best tree to go for.
Resolve








Inspiration







Secondary best option? I find domination and resolve to be the best.
The adaptive stats from runes are usually the same in all matchups and don't really make a large difference, if you're vs a range ap champ, going hp can help as it will make you a bit tankier, you can go magic resist to reduce burst, and armor to reduce basic attack damage.
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Use this 100% of the time as it's too good. Being able to escape bad situations or secure kills. |
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Use this if you feel you don't need any other defensive summoners, and you want to play aggresive, this gives you kill pressure and can save your life thanks to ![]() |
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Good against match ups where you'll be forced out of lane a lot, and can be used to roam even more effectively by ![]() |
Okay spells
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Useful against high burst assassin type champions such as ![]() ![]() ![]() ![]() ![]() |
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Not really that useful, but good for baiting under tower, or useful for tanking ![]() |
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Same as ![]() ![]() ![]() |
Bad spells, but not useless.
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Rubbish, ![]() ![]() ![]() ![]() |
Completly rubbish, and never use:
All other spells.






Rushing defence items after you complete your core isn't a bad idea as you'll be harder to kill but still deal insane damage,






Your final item ranges from:








Start item explanation:











As soon as you hit level 9 upgrade your trinket to the blue one, this trinket gives you so much vision and is such a safe trinket. You do not ward jump thus yellow isn't needed.
Boots to choose from? Situational. If you want to be mobile and they lack cc,










This is a very typical end build for yasuo and is quite solid -






Situational items for this build -




Abilities
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His passive which has a double effect. First giving a shield which scales with level. You can gain a shield by moving, using your ![]() ![]() |
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His Q, max first due to ![]() ![]() |
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His W Self explanatory, blocks projectiles, however it can be used to grant vision over walls, say for example the chicken camp which allows you to ![]() |
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His E. Max second as they nerfed the base damage of this ability by quite a lot., This ability has a very low cooldown but can only be used once placing a mark on the target which goes gradually gets removed, you can tell when you cannot dash to the target when they have a ring around them. This ability can be used to go through walls if spaced correctly, and can even go directly through walls if the target is behind walls. You can go through the following walls: Krug wall, chicken wall, blue buff wall and wolves. You can use your ![]() ![]() ![]() |
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His R. High damage, low cooldown aoe knockup. Game changing ability as it is a massive displacement which can only be used on airborn targets, and can even but used on multiple ones. ![]() ![]() |
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should be your first point as it will allow you to farm safely. You can also start with ![]() ![]() ![]() |
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No longer maxed due to nerfs of his base damage, q overall does more damage. This ability allows you to dash through units, and can even allow you to dash through walls if you angle it properly, generally use to buy time for ![]() ![]() ![]() |
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put a point in at level 3, even if your laner has no projectiles, reason is you may get ganked and die because you couldn't windwall the junglers ability, or even the support may gank. Also you may be able to actually use it to escape sticky situations due to it granting vision even over walls. This can also be used to animation cancel and buffer the ![]() ![]() ![]() ![]() |
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Put a point whenever available which is: 6, 11, 16. |
+ High damage output thanks to double critical strikes
+ Very mobile due to his

+ No costs on abilities
+ Has slightly higher auto attack range than most melee champions
+ Can trade well, and can be deceptively tanky with his shield.
+ Most game changing ultimate in the game if used correctly
+ Low cooldown on all abilities, even his ultimate
+ No longer banned as often due to meta shifts
+ Considered weak thus often under estimated due to his high skill cap.
+ His



Cons:
- Weak to cc
- If abilities used incorrectly, can be left vulnerable
- Requires knowledge of match ups, and must know how to trade.
- Has no proper reliable cc as his only cc's require knockups, or stacks which dissipate quite quickly
- Needs a minion/person to use escape effectively.
- Squishy
- Needs to know how to team fight
- High skill cap





Trade with a basic attack, fully stacked




All in combo:






You should also note, that if you land a



































For the lulz




q flash, this will extend the range of both your tornado

Using e to reduce q cooldown - when your q is around 0.4 seconds till the ability is back up, you can use your e, and you'll be able to cast q, this is useful when kiting in minion waves, or generally dueling, or even getting quick tornado stacks. The exact time is 0.5 but doing it at exactly 0.5 is VERY hard, and half the time you can't even tell if you did it correctly at 0.5, thus 0.4 is safer plus if you mess up, it could end you making you lose a fight.
Airblade - With tornado ready, use e cast q, and just slightly after pressing q, flash in the direction you wish to transfer the knockup, very useful as it's surprising and pretty cool to see.
Video of me doing these in depth -
patch 4.21
Base movement speed increased to 345 from 340.
Q cooldown now 4 seconds at all ranks
Patch 5.8
Flow generation reduced to 1 stack per 59 / 52 / 46 units from 1 per 46 at all levels.
Shield strength increased to 100 - 510 (based on level) from 60 - 470 (based on level). Overall buff
Patch 6.18
His ultimate nerfed, now only gives armor ignore debuff on critical strikes
Base attack speed increased to 0.67 from 0.658.
Attack speed growth reduced to 2.5% from 3.2%.
Basically, stronger for first 3 levels, gains less attack speed overall meaning he doesn't hit the 1.33 q cap with just phantom dancer and 13% attack speed anymore. Now needs an additional 20% attack speed.
Patch 7.2
His

Patch 7.5!

Patch 7.9







Patch 7.11


Patch 7.12 -
His

Crit item changes affect his damage and spiking as he no longer can do a lot of damage.
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