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.
simple matchup, you out shove, and out damage him, his q will just about pop your shield, you can also wind wall his q.
simple matchup, windwall her q, use your e to dodge her e, or just avoid it. You can easily outfarm and zone her away from creeps, you also out damage her, and the only real way for her to win is either, you missplay, or you get camped.
similar to lux except she has a strong team fight, and she can simply stay safe until you get ganked. Just farm, unless she plays aggressive.
Skilled matchup, start cloth 4 and out sustain his mana pool and it's easy, if you make mistakes it can be difficult but your aim is simply to keep your flow up, and out sustain his mana pool.
Skill based matchup but a skilled Yasuo will have the edge, max q to maximise dps.
You can windwall every one of her abilities however this is mostly a skill orientated match up, if confident, rush statikk, if you feel like you want to play safe, rush hexdrinker.
She can also aa you to break your shield.
Bit difficult but still she lacks high range, so you can farm quite safely as she is forced to push the wave, and her e is predictable, so if she just used it, you can just wait it out.
You can easily stop his q heal by dashing into him, and will win all short trades thanks to your shield, but be careful as once he hits 6, he will kill you.
This matchup is a bit iffy in the fact you can outplay him, and out trade him early due to your shield, but he can kill you once he gets 6. Try to obtain a lane advantage pre-6, and make sure you dodge/windwall his q. He does a lot of damage if he lands a full combo, but if he misses it, he cannot fight back. Exhaust helps.
A skilled annie player is difficult due to how she will position herself, try to shove her in tower and force her to miss cs as the only way you'll kill her is if she makes a huge missplay, at 6 she can one shot you so ensure you have a hexdrinker as usual.
pre-6 she's easy, post 6 she's difficult because of her stealth and ability to wait for her cooldowns, don';t underestimate her damage, and poke her down with q, never go for an all in as her thunderlord, and q proc will do huge damage.
Pre-6 (as usual) he can be bullied, but once he hits 6, and has at least an armor pen item, he will be looking to poke you down with his rake, and once your at least 70% hp, he will all in you and kill you. Exhaust is helpful.
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
difficult, just play safe and farm. Cloth 5 + pots can cheese him as you'll be able to out trade him and do a lot of damage back. If he jumps on you, e away, if he does a full combo, don't let him get away and fight him due to his cooldowns being down.
High threat due to his silence, suppression, and generally annoying kit with his passive. If you get flash ulti'd by this guy, you're most likely getting ganked so the only option is to either rush a qss which will offer magic resist and will mean you'll never die to his ultimate, or rush a hexdrinker for a shot at "winning lane" Generally playing passive is enough. Items to rush - Qss, hexdrinker, life steal, phantom dancer, frozen mallet. Mallet is so he can't kite you. Start Doran's blade and aim to get a early refillable as you'll be popping potions a lot. Life steal is helpful but generally farm, you will out scale him and will easily 1v1 him later in the game.
He wins all short and long trades, so the only way to win this is not to die, and try to outplay him by using your dash to dodge his e, and q, but that's easier said than done. RUSH HEXDRINKER because once he hits 6, if he lands a fish on you, you're dead. You can windwall it but the animation is a bit tricky to see.
exhaust is almost a must.
Dangerous matchup due to how she can 100-0 you everytime you get into lane once she hits 6 as she has a targeted stun. Mostly just farm, and try to poke her down so she will be less likely to go for an all in. Rush survivability such as doran shield, and steraks and try to keep your health up with the life steal quints.
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.
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, however your damage output suffers due to q having a longer cooldown as well as dps being lower, but think of it as an extra doran's but without the stats.
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 as these don't give much for the rune slot, and typically are better on AD casters such as Renekton and Zed for example.
Greater Quintessence of Attack Speed
Best rune setup in my opinion in general for the lower Steel Tempest cooldown as well as being able to hit the 1.33 cooldown cap on it a lot quicker, it also means more dps but slightly harder to play vs hard matchups.
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.
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. Generally want to avoid using these unless you're jungle Yasuo for whatever reason
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 when you have it charged up similar to Statikk Shiv thus it sucks on him in my opinion ti,l you reach mid game when you have 100% crit chance in which case it becomes quite strong
Fervor of Battle is now a very strong choice on yasuo due to the fact he can crtically strike. He gets around 70 AD at max stacks which is quite easy for him to get, 70x2.25 = 157 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.
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. Using this means you lose out on a lot of damage, so use at your own preference.
You also will start with an additional 2% lifesteal and spellvamp so your ultimate will heal you slightly as well as your Sweeping Blade granting 2% spellvamp thanks to
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
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.
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
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.
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 2% life steal from
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 This item actually gives more hp per auto than Doran's Blade however you lose out on the +80hp and also falls off as an item, however will grant you around 280 gold in profit when you sell the item after killing 100 minions, this is equal to 1 kill worth of gold but slows you down by around a kill worth of gold too, up to you, if you're good at csing, potentially get this 2nd item due to the loss in 80hp is quite big.
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 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.
Frozen Mallet is an excellent item for Yasuo as not only does it provide tanky stats and somewhat decent AD, it makes it impossible to escape him and makes certain match ups almost unberable for the opponent e.g. Singed struggles to run even with rylais slow, Tryndamere can't reach you due to the constant 40% slow so you can infinitly kite him, Fiora can only hit you with q casts, and finally big tanks who have no gap closers can't really do much against you on their own.
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 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.
Blade of the Ruined King has been changed, overall this shouldn't make much of a difference but in my opinion it's clearly a nerf because the active used to be steal 10% of opponents maximum health, and gain that back as health, whereas the current active is simply do flat 100 damage. Overall I'd say your damage output hasn't changed much.
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 first due to Sweeping Blade getting nerfed. 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 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 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, however has been there since release, this bug also is key to maximizing yasuo's damage, this bug is similar to zeds shadow bug in which he could cast his abilities first, then use the shadow giving them less time to react.
] 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, however nerfs will mean you do less damage. 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.
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 Steel Tempest stacks when kiting backwards, and just escape/chasing. If you cast Steel Tempest as you use your dash, it will transform it an aoe circle, this is very useful as it means the enemy will find it much harder to dodge, if vsing Ezreal and other champions who have dashes.
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 Wind Wall 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
Pro's: + 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
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
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.
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.
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.