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Runes: Usual Runes I Go
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Champion Build Guide
I've been playing Yasuo since 2015, I've never been bored by his playstyle! Although since Yone has released I've been mostly playing him instead of Yasuo.
Why Yasuo
Yasuo is one of the most fun and interesting champions to play due to how many things you can pull off and how you can always do something better in a fight with him. Yasuo has one of, if not the highest skill ceiling in the game, and has so many small tricks and mechanics. You will always find yourself in new scenarios and improving on something.
Pros and Cons
Pros
+ Very high carry potential, can kill multiple people in a teamfight once he has his core items.
+ Can melt through squishies and tanks due to his mixed damage.
+ Has one of the best basic abilities in the game Wind Wall.
+ Highlight champion, flashy, and makes you standout.
+ Next to no cooldowns on main abilities and doesn't use mana.
Cons
- Has one of the weaker laning phases in the game.
- A lot weaker if you don't have setup for his ultimate.
- His approach is very linear and very easy to counterplay in higher ranks.
In the early game, Yasuo can be played as a massive lane bully that can always get the shove in the majority of his matchups. The hardest part about his early game is not dying to ganks and falling super behind. The reason why a lot of Yasuo players either go 10/0 or 0/10 is simply bc of his lack of CDs which means he can fight the enemy laner anytime he wants. But, just because you can go on your opponent doesn't mean its the right move. One of the most important things about the early game is drawing pressure to the point where the enemy jungler comes to your lane and not dying to his pressure. When you do this, you relieve pressure off both of your other lanes and get your jungler a level advantage or let him get a successful gank off. This is easier said than done though, and will take many games to learn the perfect balance of aggression and non-aggression.
Another key thing about the early game is raoming to dive the enemy sidelanes, dumpster your lane, kill the enemy raptors, or get turret plating gold. Yasuo isn't really the best roamer compared to most midlaners due to his lack of cc and lack of mobility without minions, so I usually just focus on my own lane and play for turret plating and solo killing my laner. You can usually only dive sidelanes if you play with your jungler and 4 man botlane, or you can dive top easily if he has a knockup.
Besides those things, the main thing about the early game for Yasuo and midlane in general is to just get priority and play for scuttle crab all while getting your jungler ahead of the enemy jungler. Get priority and get good Control Wards down to control scuttle crab and you will have a huge edge in the early game.
Another thing thats super important in the Midgame, is expanding on the lead you've built in the early laning phase. The best way to do this is after you push a wave into enemy tier 2 tower, always take the enemy jungle camps, whether it be Gromp , Rift Scuttler , Krugs , etc. You will build up an extremely huge level lead and is one of the most important things to do to win more games. Not only do you get extra experience from doing this, you also deny experiance from the enemy, so this is a double positive win. This is why you see high elo toplaners and split pushers get such a massive level lead.
So in short: Get in a sidelane and push to the enemy tier 2 tower, get control wards and clear their vision in the enemy jungle, and deny as many jungle camps as you can to build a massive lead and starve the enemy team. If you do these things and have already built a lead in the early game, you will find yourself winning so many more games as Yasuo.
Yasuo has many different jobs when it comes to teamfighting and every scenario is different, so I can't really give a cookie cutter answer on "how to teamfight with Yasuo" but, I will list roles that Yasuo can take in a teamfight.
Main Carry
If you are the most fed person on your team, you are the Main Carry.
Basically, your job is to be the highest damage dealer in the fight and survive as long as possible, taking as many people down as you can. You should play the fights slow and wait to go in once you see crucial CCs used on the rest of your team, examples being Kennen ult or Annie's tibbers. Use Wind Wall wisely to prevent getting bursted.
Peeler
If your ADC or APC is insanely fed, and you're even or behind, then you Peel
This job is foreign to a lot of Yasuo players since they always want to be the center of attention even when they are 0/10. But, Yasuo is surprisingly not bad at peeling for his team. Basically, if your teammate is 1v9ing the game, it is okay to take a backseat, just defend him, and let him take over. Your job in these scenarios are to use ur Wind Wall to block major damage from killing your carry and to knock up and ult anyone getting to close to them. Enabling your carry to win you the teamfight is a lot better than dying instantly trying to make a montage play.
Disruptor
If the enemy team has key ultimates you need to block with Wind Wall, or if you went more of a tanky build, then you are the Disruptor.
This is the last role and it's basically just making sure you save your Wind Wall for key ultimates and/or buy time for your carries. Since you are tankier, you can save Wind Wall and just face tank damage instead. You can save Wind Wall to block really important abilities like Miss Fortune, Seraphine, or Ornn Ultimates. Aside from that, your job is to just be annoying and constantly knock-up important enemy champions while your heavy damage dealers win the fight.
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