Final build I generally use
Final item to choose from
Threats to Yasuo with this build
|Katarina||Easy matchup as her q won't even damage you if you have your passive up, and if she goes in for a combo, make sure you punish her hard because you out damage her. Ensure you windwall her q if you don't have your passive up. If she ultimates you, e through her, and activate windwall.|
|Kassadin||simple matchup, you out shove, and out damage him, his q will just about pop your shield, you can also wind wall his q.|
Welcome to my way of building and playing Yasuo. I am a diamond player and found Yasuo to be one of my favorite champions, even after his "nerfs". I enjoy playing Yasuo as he does indeed require more knowledge to play such as using his abilities correctly, and knowing when to use his ultimate.
What is Yasuo? He is a mobile fighter who deals a huge amount of upfront damage due to the items which sync perfectly with his kit. He can 3 shot an adc with ease with the build above. He can clear minions at exceptional speeds, being able to use his Sweeping Blade combined with Steel Tempest to one shot half a minion wave, basic attack, repeat for the next part to clear it in around 2 seconds. With Statikk Shiv Yasuo can push like a monster due to Sweeping Blade counting as movement for the charges. Yasuo is deceptively tanky thanks to his shield which late game shields for a whopping 510 damage, which gets reproced if he lands his ultimate. Yasuo has one of the best team fight ultimates in the game as it is a knock up, meaning it will always have the same duration regardless of tenacity, Last Breath even allows Yasuo to IGNORE 50% of bonus champions armor.
Yasuo in my eyes is essentially a melee adc with some hard cc, thus he can effectively engage fights, and do huge amounts of damage. He excels in burst and dps so regardless if someones squishy, or tanky, they will die.
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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
Note: Runes are situational... Thus you must know your numbers well when it comes to selecting them, use armor against AD laners, use flat damage when you need to stomp early, etc.
Greater Quintessence of Life Steal
This is important as it helps with trades, but also with healing in lane, and most of the time you will be going Doran's Shield thus life steal will give you that extra edge in lane. I use these almost every time just because it allows your early to become so flexible.
Greater Quintessence of Attack Damage
I don't use these that often, but they will give you more kill potential in lane, but can also open you up if you're in a tough match up.
Greater Quintessence of Attack Speed
Use if you either do not have life steal, or you're in an easy match up. Increases dps, and over all damage output.
Other quints in my opinion aren't worth it, attack speed is worth it if you can't afford the life steal, but life steal overall is better unless in a high kill pressure lane where survivial isn't needed, if that's the case, use attack speed quints, with flat ad marks.
Greater Mark of Lethality
Useless now, do not buy as they scale into late game and are less effective to what they used to be.
Greater Mark of Attack Damage
Weaker late, stronger early. Helps with csing too as you deal more damage. Use these if you want help csing.
greater mark of critical strike chance
Critical chance isn't worth it as you will have 100% critical strike with this build, plus it only buffs your early slightly
Greater Mark of Attack Speed
Very strong due to Steel Tempest being reduced in cooldown as well as the animation being quicker, however can make csing a bit harder, and makes short trades weaker as you'll be lacking damage, but will make extended trades more favourable due to lower cooldown on q, and more dps, but you should note that if you're in a minion wave, this can work against you.
Greater Seal of Scaling Health
Gives you decent mid game health, and late game health. Nothing much to say as these clearly outscale +9 armor, and by level 7-8 the 9 armor will do little. You can easily rush a Cloth Armor if you feel you'll get bursted out as it can be built into a Guardian Angel later on
Greater Seal of Armor
Once again, up to you. Health helps more mid to late, whereas armor gives you an advantage early. I usually play passive until about 6-7 while safely poking them down, so armor doesn't suit my play style. However if you're up against hard AD lane match ups, use this.
Greater Glyph of Scaling Magic Resist
Why not flat? I have wind wall to block almost any ap projectile, and I once again play passive, thus will not be getting hit by abilities much, so by the time I do go aggressive, the mr blues would have out scaled the flat ones, plus Yasuo does not get any magic resist per level, so this makes up for it.
Greater Glyph of Magic Resist
Use these if you're up against targeted type magic abilities for example Ryze, as you will actually take most of his abilities to the face. I usually use a mixture of 3 scaling, and the rest flat.
New season, new masteries, new play style...
Warlord's Bloodlust got changed so now it only gives life steal based on how low you are which quite frankly sucks compared to what it used to do on critical strike champions. You no longer get attack speed, or an instant heal however you do get decent lane sustain from healing on minion
Fervor of Battle is now a very strong choice on yasuo due to the fact he can crtically strike. He gets around 50 AD at max stacks which is quite easy for him to get, 50x2.5 = 125 damage which is around the same amount of damage old fervor used to do regardless however it takes longer to stack which kind of sucks, and is weaker early until you get critical strike.
warlords bloodlust or Fervor of Battle I'm leaning more towards wardlord bloodlust but both are about equal, warlords just does it for me due to huge sustain given.
However Grasp of the Undying gives Yasuo decent sustain when trading and slightly extra damage but I generally only use this in top lane where you'd generally just poke them with it, and walk away. Your Steel Tempest tornado also procs it. Once again if you have success in mid lane with this, stick to it, but try Fervor of Battle and see which one you prefer, gaining an additional 3% of your health as damage, whilst healing it in a trade, or more damage on hit?
You also will start with an additional 2% lifesteal and spellvamp so your ultimate will heal you slightly as well as your Sweeping Blade
Veteran's Scars got nerfed so, Runic Armor is better, enough said as you'll get more healing as well as a stronger shield. You could try using Veteran's Scars for an early all in cheese but no recommended.
Insight is honestly the reason we use this tree because it gives you cool downs on summoners, and it will mean that enemies will not suspect your summoners to come back up so early. 180 second cool down on your Ignite, and 255 on your Flash or Teleport.
Useful spells to take
|Use this 100% of the time as it's too good. Being able to escape bad situations or secure kills.|
|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 Dangerous Game|
|Good against match ups where you'll be forced out of lane a lot, and can be used to roam even more effectively by Teleport ganking bot for example. Adds a lot of pressure as well as if you get forced out, or even killed, you can teleport back without missing a lot of creeps.|
|Useful against high burst assassin type champions such as Kha'Zix Fizz Rengar LeBlancand a few more.|
|Not really that useful, but good for baiting under tower, or useful for tanking Ignite|
|Same as Barrier, but the movement speed can be useful. Heal isn't as good due to a lot of laners running ignite, and if you're ignited, half the effectiveness of heal along with Barrier able to shield for more damage|
Bad spells, but not useless.
|Rubbish, Flash is better, there's no situation where Ghost would be better then Flash unless long chases, and if you need mobility, your Sweeping Blade is enough]|
Completly rubbish, and never use:
All other spells.
Rush your Statikk Shiv or Phantom Dancer then you can get your Cloak of Agility and you'll hit 100% critical strike chance, just with 3.3k gold... Yeah you heard me. Proceed towards Infinity Edge and now the rest depends on the situation. You have many choices but this is the common damage route.
Rush defence items if you're even in farm/kills as you'll be harder to kill but still deal insane damage, rushing either Dead Man's Plate Randuin's Omen or if you're against an ap heavy team Banshee's Veil isn't a bad idea, otherwise continue to snowball with The Bloodthirster or Blade of the Ruined King as it will make you impossible to duel and escape from.
Your final item ranges from: Blade of the Ruined King , Last Whisper Quicksilver Sash Banshee's Veil The Black Cleaver
Sterak's Gage is my favourite defensive item as it gives anti burst properties, and nice AD.
Last Whisper has now two upgrades but it now only deals 50% of bonus armor which sucks if they haven't got much armor stacked thus having a The Black Cleaver is a much better alternative if they don't have much armor, but you want slight tank stats with the hp it offers.
Start item explanation:
Doran's Shield is a cost effective item, and gives you a lot of innate sustain which doesn't require you to hit a minion, you heal 1.2 health every second, and reduce single target spells, and auto attack damage by 8. Remember that you'll have 5% life steal from runes regardless.
Cloth Armor is also a decent start if against a Riven allows you to trade, and heal up thanks to the 4 Health Potion You can also go Refillable Potion but it is a tad more riskier but more cost efficient.
Doran's Blade good start if you want to play aggressive as you'll have plenty of sustain and it gives decent starting AD.
Cull You do not reallly need life steal as you'd have it from the runes, also you'd actually heal more from getting this item than Doran's Blade until you get around 150 AD although you do lose 80hp which could turn the fight. This item very gold efficient and you actually profit from it, however beware that if you suck at farming, this item is bad as it requires you to be very good at farming.
Boots of Speed If you feel confident and they have a lot of skill shots, you can use this to be able to juke a lot of their skills and abilities. Mobility is the most under rated stat, however you suffer with lack of damage and tank stats.
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, Boots of Swiftness is an excellent choice, if you're vsing an AD laner ninja tabi's is good, there's no wrong choice unless you build Boots of Mobility as in my opinion they suck, and are too easy to turn off. Ninja Tabi is going to be your choice of boots when faced against ad auto attackers due to the passive being overpowered.
Trinity Force got changed as of 6.11, so it now no longer gives critical strike chance, but now gives cdr and more attack speed. This in my opinion is a nerf costwise but a buff itemwise for yasuo, if you have 100% critical strike already, this item is very strong as the only wasted stats is the cdr, but having a shorter ultimate can be handy. This item is also key for tanksuo
This build is a very strong damage orientated build. You should swap The Bloodthirster out for Guardian Angel if the enemy team has a lot of mixed damage, or burst damage as this will help you tank the damage, and stay alive in a fight.
Phantom Dancer Frozen Mallet Infinity Edge blade of the ruined Ninja Tabi Dead Man's Plate
Situational items for this build - edge of the night, Sterak's Gage, Mercurial Scimitar Replace Boots of Speed with any situational boot item.
His passive which has a double effect. First giving a shield which scales with level. You can gain a shield by moving, using your Sweeping Blade and even recalling counts as movement for it. Also using your ultimate will instantly refill it to full. Second part is intent which gives you double critical strike chance at the cost of 10% of your critical damage. So you will deal 180% extra damage instead of the usual 200%, and 225% if you have an Infinity Edge rather than the 250% AKA 1.8x, 2.25x.
His Q. Max second generally, however if vs melee champion who dashing on can be considered dangerous, max first. This ability scales with attack speed, which means more attack speed results in a lower cooldown capped at 1.33. This can apply on hit effects and will critically strike. If you land two consecutive strikes with it, you will be able to use a projectile like tornado, however beware, it comes out slower and NOW APPLY ON HIT EFFECTS, so life steal will now finally proc, however it can still critically strike. Also finally, this ability has a built in critical strike modifier, which means the more AD you get, the less your critical strikes crit for so eventually, your basics will do the same damage as your Steel Tempest so keep a look out for that, it's around 330 AD when your basics will do more damage.
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 Sweeping Blade over for either a cool juke, or to farm. This ability will stop almost any projectile no matter how close it is to hitting you, so you need to be on point on your reactions. Either put a point in it third or fourth depending on match ups.
His E. Max first as it deals the most damage, and the lower cooldown is invaluable when dashing through multiple targets, 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 Sweeping Blade to go through more walls if positioned but those are the 100% can go through and not dependent on a champion being present. You can also use your Steel Tempest during the Sweeping Blade animation for an aoe damage ability which can also knockup if you have 2 stacks, use this to land your ultimate as they cannot avoid it unless they walk in the opposite direction, or if they dash/flash. Also another thing is when you use your E when your q is around 0.5 second until it's on cooldown, it will automatically refresh which is a bug, and will most likely get patched.
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. Yasuo requires to be in range, but blinks to the targets so walls do not matter as long as you're in range. Tips I can give is that during the end of it, you can use Steel Tempest and they will be forced to take this unless they flash as soon as they land. Do not ultimate right away if you knock them up, basic them while they're in the air for maximum damage and if you landed a max range tornado, you can actually dash and use the aoe q, before using your ultimate for maximum damage.
|should be your first point as it will allow you to farm safely. You can also start with Sweeping Blade if you want to try for an all in, and hope that they don't do anything. Can be maxed first as it provides a more safer poke source of damage whereas Sweeping Blade is more risky but more damage. Steel Tempest maxing will also increase amount healed due to more damage being dealt, max this ability when vsing matchups where using Sweeping Blade will cause you to lose a lot of hp e.g. vsing Riven.|
|Maxed first in most circumstances for the following reason. You gain 30 damage per point, which also increases thanks to the 50% bonus damage amp if you use it twice, whereas Steel Tempest gives no cooldown reduction as it now has a static cooldown which scales with attack speed, and also gives only 20 damage per point. Yasuo sucks at long trades until he gets enough attack speed, and critical chance The 6 second mark doesn't mean anything as all you'll be doing short trades with your passive.|
|should be maxed second. Self explanatory, and by the time you get critical strike, and attack speed you will have 3-4 points in it already so you dueling power will not be effected.|
|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 Steel Tempest in the windwall animation allowing him to cast it faster, and hide the animation. To do so simply cast Wind Wall and then activate Steel Tempest this will make it difficult to dodge, and harder to see as well as quicker to cast.|
|Put a point whenever available which is: 6, 11, 16.|
Pros / Cons
+ High damage output thanks to double critical strikes
+ Very mobile due to his Sweeping Blade having a 0.1 second cooldown at max rank
+ 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 Wind Wall blocks projectiles and can completly deny an enemy team, the only other champion that can do that is Braum but he only completely absorbs the first hit whereas Wind Wall blocks an unlimited amount
- 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.
- Needs to know how to team fight
- High skill cap
Yasuo can trade very well if done properly due to his shield. His shield will allow you to win most trades, so try to force small trades as these will be in your favor, but try to avoid long trades until you get a few items as Yasuo has very weak extended trades due to his Sweeping Blade having a long cooldown on the target.
Trade with a basic attack, fully stacked Sweeping Blade by ensuring you last hit with it without taking damage if possible, Steel Tempest use Sweeping Blade on a minion to get out, and if you had your shield up, you should instantly win the trade by at most taking maybe one ability, and an auto attack. Use Steel Tempest stacks to deny the enemy from farming or getting close.
All in combo: Sweeping Blade Steel Tempest with full stacks, auto attack, Last Breath Steel Tempest basic attack, and use Sweeping Blade if they're still somehow not dead to finish them off. Ignite should be thrown somewhere in there, use common sense when to use it.
You should also note, that if you land a Steel Tempest tornado from the distance, you will have enough time to be able to Sweeping Blade Steel Tempest combo just as they land still Last Breath your target, this ensures maximum damage, but this also requires execution so use this technique at your own discretion
Creeping / Jungling
Self explanatory, use Steel Tempest to farm as it is one of the few long range melee abilities which give life steal allowing him to farm at a distance, and use your Sweeping Blade to make it do more damage by last hitting if possible. If under tower, you should be able to cs with ease as you can auto, and use Sweeping Blade to finish of the casters, and if the melee is low enough hp that the tower would kill it, you can auto, Steel Tempest and Sweeping Blade to secure it.
Champions which make Yasuo very scary:
Malphite self explanatory, but yeah, his ultimate is really quick, and if the enemies are all grouped up, you will pretty much ace them.
Vel'Koz probably the most broken combo in the game. His e will knock up all enemies in its path. If Yasuo lands a Last Breath, vel'koz gets a fully channeled Life Form Disintegration Ray dealing around 2-3k damage depending on his ap, with a lot of it being true damage, not to mention whatever damage yasuo did. Early levels landing this will instantly win a team fight. This can be looked overpowered considering the ease of landing it, but it's balanced due to vel'koz being quite squishy and him needing to be in range.
Alistar is very strong for setting knock ups however you need to wait before committing and see who's knocked up or whether he's failed the combo or not as you do have time before using your ultimate.
Lee Sin if you get a gank from this guy, there is almost a 95% chance you will kill your target, just because of the fact Lee Sin Dragon's Rage does a ton of damage, and combine that with your Last Breath and that alone should take 40-70% of the laners health. You should also be aware not to ultimate right away when he hits multiple people, wait a little bit, and then ultimate to ensure all the targets are hit by your ultimate.
Vi not as broken as the other champions but still pretty good as her q and ultimate can be used to knock enemies up, as well as her utlimate being point and click so locking down targets can be easy.
Wukong excellent as he can go invisible and knock up quite a few people whilst dealing huge damage, if you can land a 3/4 man ultimate this can win you a fight.
Blitzcrank You can ultimate on his pull, and his e, quite simple.
Thresh you can ultimate on both his Death Sentence, and his Flay allowing for sweet plays, and if by chance you're not in range, you can get lanterned in, which looks quite cool
Orianna very strong, and devastating due to the huge amount of damage, forget the crowd control introduced because of this. You can even initiate as Yasuo with the ball on you, and one shock wave will just destroy them.
Diana isn't as good as the others due to the risk involved and the fact her e range isn't as big, but very strong combo if successful.
Azir is a very strong combo with Yasuo if he can get the whole enemy team hit by that wall, the damage is almost impossible to survive.
Cho'Gath Rupture is pretty strong but the follow ups can be a bit limited as it is tricky to hit, if Yasuo uses his ultimate it can end up getting him killed due to Rupture having quite a long range and your team not being ready to follow up with as it is a ranged knock up.
For the lulz
Darius yeah, his pull is basically a death sentence if Yasuo uses Last Breath on this.