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Yasuo Build Guide by Juggerome

Middle [13.14] Death Is Like The Wind | Mid Lane Guide | 1.3m Mastery

Middle [13.14] Death Is Like The Wind | Mid Lane Guide | 1.3m Mastery

Updated on July 30, 2023
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League of Legends Build Guide Author Juggerome Build Guide By Juggerome 18 4 51,440 Views 1 Comments
18 4 51,440 Views 1 Comments League of Legends Build Guide Author Juggerome Yasuo Build Guide By Juggerome Updated on July 30, 2023
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Choose Champion Build:

  • LoL Champion: Yasuo
    Yasuo Mid
  • LoL Champion: Yasuo
    Test Builds

Runes: Default

1 2 3
Precision
Lethal Tempo
Triumph
Legend: Alacrity
Last Stand

Resolve
Unflinching
Second Wind
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist

Spells:

1 2 3 4 5 6 7 8
Default
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Flash

Flash

Items

Early Game
•Vs Lvl 1-3 all-in
•Vs Safe Laner / Farm Lane
•First Back
•First Back
Switch Boots around 25-30 minute mark only if:
•Vs Autoattack Based Champs
•Vs Heavy CC
•Otherwise Keep
Late Game Situationals: Offensive Items - If Need More Damage

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[13.14] Death Is Like The Wind | Mid Lane Guide | 1.3m Mastery

By Juggerome
About Me
IGN: Juggerome (LAS)
Joined League: Season 6 (September)
Main Role: Mid Laner Mid
2nd Role: Support
3rd Role: Jungle
Favorite Item: Blade of the Ruined King
Main Champions: Yasuo, Yone, Riven, Pyke, Qiyana, & LeBlanc
Youtube Channel: Juggerome
Favorite Players: Faker, Yassuo, Yasuicide & Pz ZZang.
Introduction


Welcome to my Yasuo Guide! I hope this guide helps you on your journey to Yasuo, The Unforgiven.

I've been a Yasuo Main ever since Season 7. What pushed me to learn him (still pushing me) was his ability kit / hidden mechanics / flashy plays that can be pulled off in a match.

Currently im sitting at 950k mastery points on Yasuo. My peak rank is Platinum 2.

In this guide, I will cover everything I know about Yasuo. Note that for the following chapters, I write having in mind the AD Duelist Yasuo build.

If there is anything that I missed, you want to give some advice/criticism or you want to start a discussion feel free to leave it in the comment section.
Yasuo's Choice
Yasuo has a very deep learning curve due to how many situations you are able to create with your kit by pulling a trick / mechanic that will often surprise your opponents given the amount of Yasuo players able to execute them.

On top of that Yasuo has an immense for not saying infinite skill ceiling due to the constant improvements / shifts you can do to your play. Yasuo is a champion that definitely outstands among all in terms of skill ceiling, amount of mechanics and difficulty.

It is very particular about Yasuo to have such extremely low cool downs in his abilities and to add up his abilities have 0 costs, except for his passive which uses Flow as resource. Paired up with an insane mobility when used at full.

The previous points are key to execute those 1v1 outplays / unseen engages / 1v2 1v3 / escape tools /etc.

Ignore negative random comments about Yasuo or towards yourselve.
Yasuo's Story
"An Ionian of deep resolve, Yasuo is an agile swordsman who wields the air itself against his enemies. As a proud young man and after the Ioanian invasion, he was falsely accused of murdering his master—unable to prove his innocence, he was forced to slay his own brother Yone in self-defense. In time, his master's true killer was revealed to be an accident by the Noxian Riven. Then his brother mysteriously returned from death, yet Yasuo still could not forgive himself for all he had done. Now, he wanders the world with only the wind to guide his blade."

SOURCE
Pros & Cons

Pros

Cons

Carry Potential
Low base stats
Big Outplays
Low Cooldowns
Resourceless
Strong shield for damage mitigation (trades, escapes, all-in's)
Some champions range or abilities can easily proc your shield
Decent CC on Q3 due to multiple uses
Vulnerable to point-click hard Crowd Control
W can be a team fight deciding factor
W is non-existent in some matchups
God Mobility on E when used at full
Mobility on E is mostly dependent on minions so it can get really weak
Wall Dashes escape & engage tools due to jungle camps and champions
Wall Dashes are mostly dependant on neutral monsters presence
Synergizes well with Airborne champions due to R
Can be hard to coordinate when no synergies are present for your R
Armor shdredder with 50% Armor Penetration stat on crits after using R
Abilities


"Passive: Way of the Wanderer



Yasuo's Critical strike chance is multiplied by 2.5 from all other sources, but his Critical strike deal only (57.5% + 31.5%) AD bonus physical damage. Additionally, every 1% critical strike chance in excess of 100% is converted into 0.4 bonus AD.

Yasuo generates Flow for every 59 / 52.5 / 46 (based on level) units he travels by any means. At 100 stacks and upon taking damage from enemy champions or monsters, Yasuo consumes all Flow to shield himself for 115 − 525 (based on level) for up to 1 second.




Q: Steel Tempest



Yasuo thrusts his sword in the target direction, dealing physical damage to enemies hit and applying on-hit and on-attack effects at 100% effectiveness to the first enemy hit. Steel Tempest can critically strike for (40% + 28%) AD bonus physical damage.

If Steel Tempest hits an enemy with the thrust, Yasuo gains a Gathering Storm stack for 6 seconds, which refreshes upon receiving the second stack.

While Yasuo has two stacks of Gathering Storm, Steel Tempest consumes the stacks to instead unleash a whirlwind that travels in the target direction, dealing the same damage and knocking up all enemies hit for 0.75 seconds, or 0.9 seconds if used in combination with Sweeping Blade.

Steel Tempest's thrust is interrupted if Yasuo is affected by total crowd control during the cast time but its cooldown is reset to 0.1 seconds.

Casting Steel Tempest during Sweeping Blade will instead affect enemies around Yasuo at the end of the dash, or doing so immediately at his landing location after blinking while ending the dash prematurely. Casting Sweeping Blade when Steel Tempest's remaining cooldown is less than 0.5 seconds resets this remaining cooldown to 0.

If Yasuo becomes unable to cast abilities during the dash after buffering, Steel Tempest will not cast, but will still go on cooldown.


Physical Damage: 20 / 45 / 70 / 95 / 120 (+ 100% AD)

Cooldown: 4 – 1.33 (based on attack speed)

Range: 450 - 1150

Speed: 1200

Cast Time: 0.4 - 0.133 (based on attack speed)





W: Wind Wall



Yasuo creates a gust of wind that travels in the target direction over 0.25 seconds to form a wall in front of him. The wall slowly drifts forward another 50 units over 3.75 seconds, blocking all hostile non-turret projectiles that attempt to pass through it.

The effect grants sight in a small static area in front of the cast location.


Wall Width: 300 / 350 / 400 / 450 / 500

Cooldown: 30 / 27 / 24 / 21 / 18

Cast Time: 0.013





E: Sweeping Blade



Yasuo dashes a fixed distance in the direction of the target enemy, dealing them magic damage if they are in range upon arrival.

Each Sweeping Blade cast increases the next dash's base damage by 25% for 5 seconds, stacking up to two times for a 50% increase.

Yasuo cannot target the same enemy more than once every few seconds.

Yasuo will be knocked down by any immobilizing crowd control during Sweeping Blade.

Last Breath can be cast during Sweeping Blade. If Steel Tempest has been buffered, Wind Wall may also be cast during it.


Magic Damage: 60 / 70 / 80 / 90 / 100 (+ 20% bonus AD) (+ 60% AP)

Bonus Damage: 15 / 17.5 / 20 / 22.5 / 25

Cooldown: 0.5 / 0.4 / 0.3 / 0.2 / 0.1

Target Cooldown: 10 / 9 / 8 / 7 / 6

Target Range: 475

Range: 475

Speed: 750 (+ 60% Movement Speed)





R: Last Breath



Yasuo blinks to the other side of a visible airborne enemy champion nearest to the cursor, instantly generating maximum Flow while resetting Steel Tempest's stacks.

Upon arrival, he knocks up the target and all airborne enemy champions around them for 1 second, revealing them and slashing them with his sword over the duration, dealing physical damage thereafter. Enemy champions around the target that become airborne before the effects end will also be knocked up for the remaining duration and dealt damage at its end.

For the next 15 seconds, Yasuo's critical strikes gain 50% bonus armor penetration .

If Yasuo would be placed inside a turret 's attack range upon blinking, he will instead attempt to position himself outside it (does not apply to Nexus Obelisk).

A nearby airborne enemy champion is required to cast this ability.


Physical Damage: 200 / 350 / 500 (+ 150% bonus AD)

Cooldown: 80 / 55 / 30

Target Range: 1400

Cast Time: None"

Skill Learn Sequence
Coming soon...
Skill Max Sequence


Priority #1 R Last Breath:



This is just the convention for every champion and Yasuo is not the exception to the rule. Though, it is important to clarify that this skill has the highest scaling per point, meaning you get the best value out of it.




Priority #2 Q Steel Tempest:



Main damage dealing source. Better alligned with the meta due to the crit changes.


Some of you may wonder Q > E or Q < E ?

The answer is Q > E .

1. Q's damage is greater than E's by nature.
2. An old balance patch buffed Q and nerfed E , both in terms of damage.
3. You can always land more Q's on a target than E's .
4. E's extra mobility doesn't compensate.
5. If you want to deal damage with E it forces you to go in deeper when compared with Q .

Though, note that in some very specific matchups when they have 2+ skillshots and a fraction of a second makes the difference if you dodge, then you may want to take some early points (1-2) on E before maxing Q .





Priority #3 E Sweeping Blade:



You need to unlock the mobility to unlock your hips, outplay and play making potential. This things come into play at mid game. When mid game starts you usually have 2 - 4 points on E so you come somewhat prepared.




Priority #4 W Wind Wall:



This ability is great don't get me wrong, however, the previous skills are just a better option into the early game. You also get the less value per point on this ability out of Yasuo's kit.
Additionally, in some matchups where having W is useless, you can instead add a point to your Q or E , and learn W at level 4.
Summoner Spells
So, here's an overview of which summoners you can take on Yasuo. You should always run Flash. The four options to go with it are Ignite, Cleanse, Exhaust and Teleport.
Slot 1
Slot 2
Always
Standard
Situational
Can make the difference whether you land a kill or not, same goes if you live or not. There are so many other variants. It also opens the gates to new combos.
Kill pressure. Anti-healing tool.
Against hard CC team comps. Or against a lane that relies on their hard cc.
Anti-burst tool. Escape or anti-escape tool. Good scaling. Amazing in team fights.
Safe back. Roam potential. Lane & wave management. Against a non killable laner. Take if you don't need cleanse nor exhaust.
Runes




Standard Keystones






Lethal Tempo:

-1. Good All-in's
-2. Good against melees/short range laner/team comp
-3.
a. 10/10 prolonged fights
b. 0/10 momentary fights
c. 10/10 early-game
d. 8.5/10 mid-game
d. 9/10 late-game
-4. Increased Range
-5. Easy to counter (in early game) for your opponents by stoping the trade once it fully procs or not allowing you to fully proc it or even stack it (if their range is huge).

Enables you to build Plated Steelcaps or Mercury's Treads earlier and to switch Legend: Alacrity for Legend: Tenacity or Legend: Bloodline.




Fleet Footwork:

-1. Better por poking
-2. Better against mid/long range laner/team comp
-3. Better for roaming
-4. Engage & disengage tools given the Movement Speed.
-5. The sustain it provides you with that can help you out-trading your opponent and forcing its recall alongside keeping you healthy in lane/skirmishes after bad / multiple trades.
-6. Jungle sustain > Minion sustain

-7. Can either be played aggressively and defensevelly.
-8. Versatile and easy procing.
-9. Better Blind choice




Conqueror:

-1. Good All-in's
-2. Good against melees/short range laner/team comp
-3.
a. 8/10 prolonged fights
b. 2/10 momentary fights
c. 6/10 early-game
d. 7/10 mid-game
d. 8/10 late-game
-4. Extra sustain
-5. Easy to counter (in early game) for your opponents by stoping the trade once it fully procs or not allowing you to fully proc it or even stack it (if their range is huge).


How to choose between Standard Keystones?


1. Lane Matchup (50% decision)

a. Unknown Matchup w/different runes:

Diana/Morgana/Alistar in same team. You think Alistar goes Support but don't know who will go Jungle/Midlane between Morgana & Diana.
For Diana you take Lethal Tempo / Conqueror, Morgana Fleet Footwork. The thing is when both matchups would require different runes, you then take the best blind choice which is Fleet Footwork.
Fleet Footwork works better as a blind pick because in case you go against the Diana its totally playable. Against morgana the Lethal Tempo / Conqueror would be unplayable and you will suffer. So you minimize your downside without coin flipping.

b. Unknown Matchup w/same runes:

Sylas/Yone in same team. You don't know who will come midlane.
For both you take Lethal Tempo / Conqueror. The thing is when both matchups would require the same runes, you then take the required one and don't opt for the better blind choice ( Fleet Footwork). Since you aren't really blind here. Same applies if both matchups would require Fleet Footwork.

2. Team Composition (50% decision)

a. Against melees / close combat / short range without much disengage/disruption you will be able to stack your Lethal Tempo / Conqueror and keep it up stacked so go ahead.

b. Against mid range\combat / long range\combat with a large amount of disengage/disruption you won't properly stack your Lethal Tempo / Conqueror so don't even think about keeping the stacks up. Take Fleet Footwork.

c. Usually team compositions aren't black & white so they'll be mixed. You need to weight what stands out and decide accordingly.


Exotic Keystones






Grasp of the Undying:

-1. Similar to Fleet Footwork, however:
-a. You lose the Movement Speed.
-b. Defensive side can be harder to proc since you only have whirlwind from Steel Tempest as a defensive proc.
-c. In exchange you have much better offensive side due to the bonus magic damage.
-d. The healing has a better scaling.
-e. Bonus health.
-2. Bring this into even or better matchups.




Hail of Blades:

-1. Insane early game kill pressure due to:
-a. The attack speed bonus interacting with your Q cooldown time, bringing Q's cooldown to the minimum at level 1 once the rune procs.
-2. Bring this into an easy matchup you feel comfortable and know you will get a fat early lead.




Precision.





Overheal: Always useful, though, its max potential starts once you get your first lifesteal item. Good scaling and synergizes well with any form of life drain and Shield Bash. Helps with any matchups.




Triumph: This rune is a lifeline for early game, tower dives, surviving ganks & post kill damage (ignite, zed ult, etc) and teamfights.




Legend: Alacrity: Don't pair this rune with Lethal Tempo. Gives Yasuo one of his two most desired stats (attack speed and critical strike chance). Helps reducing Steel Tempest's cooldown during all stages of the game due to Yasuo losing attack speed from his build compared to previous seasons.




Legend: Tenacity: Only when you take Lethal Tempo. Against Hard cc.

Situation: If you go conqueror and realize they have huge amounts of crowd control you may want to opt for Lethal Tempo to enable you to take Legend: Tenacity. (Or the other way around you opt for Legend: Tenacity and subsequently Lethal Tempo to make up for the lose of Legend: Alacrity).




Legend: Bloodline: Only when you take Lethal Tempo and not in need of Legend: Tenacity.




Coup de Grace: Very similar to Last Stand in terms of damage output increase. However, it clearly has an edge in early game since you should be healthier than your opponent in most matchups. Snowball potential.




Last Stand: Very similar to Coup de Grace in terms of damage output increase. It clearly has an edge in late game since its easier for you to fall low health than the entire enemy team falling low health so your increased damage goes against the whole enemy team not just one target like with Coup de Grace. Outplay potential.

After some testing on Coup de Grace vs Last Stand: Post-game numbers don't match, the difference in damage dealt by both runes is 2-3x times, which is substantial. Coup de Grace > Last Stand.




Cut Down: Against 3+ tanks.





Resolve.





Shield Bash: Very strong synergy with Overheal, Way of the Wanderer, Immortal Shieldbow, Bloodthirster, etc. Gives you extra damage and tankiness.




Demolish: Allows you to go for turret plates without overextending. Early game gold lead & it increases your splitpushing firepower.




Bone Plating: Lifeline. Either use it offensively for a quick trade or defensively to negate a burst trade.




Second Wind: Outperforms bone plating against strong pokers. Pair it up with Doran's Shield.




Unflinching: Clutch rune against crowd control team comps.




Revitalize: Nice healing amplifier. Though, only if three conditions are met I'll take it; when I don't go with Overheal, meaning I don't take Shield Bash and I don't need Unflinching.





Domination.





Taste of Blood: Good source of sustain. Amplifies Overheal synergy.




Sudden Impact: Increases your kill threat. Bring this with the first blood runes.




Ghost Poro: Better vision team wins. Set up an early ward on brush and play around it for a safer hyper agression. Only take this rune with first blood runes.




Ravenous Hunter: 2nd rune alternative for domination. Synergyzes with Yasuo's build.




Ingenious Hunter: Reduces your item's built-in cooldowns e.g Guardian Angel, Immortal Shieldbow or Galeforce.
Build Examples
Coming soon...
Game Plan
-
Matchups
Coming soon...
Early Game / Laning Phase
" Yasuo's Early game and Laning Phase can either be really easy or very difficult depending on what lane and what champion you are laning against.

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 isn't really beating your laner 1v1 but it's more 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 because of the lack of CDs which means he can fight the enemy laner anytime he wants to 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 your other lanes and get your jungler a level advantage or let him get a successful gank off. This is easier said then done though and will take many games to learn the perfect balance of playing too aggressive and too passive.

Another key thing about the early game is deciding rather to roam and dive the enemy sidelanes or to just dumpster your lane and kill the enemy raptors and get that turret plating gold. Yasuo isn't really the best roamer compared to most midlaners due to his lack of crowd control and mobility without minions, so I usually just focus on my own lane and play for turret plating and solo killing my lane. 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 Rift Scuttler and getting your jungler ahead of the enemy jungler . Get priority and get good Control Ward to dominate Rift Scuttler and you will have a huge edge in the early game."

Mid Game / Transition
"Mid game generally starts when the first couple towers go down at about 12-15 minutes. Once Mid game starts, your job as Yasuo is to pick up as much gold as possible and will most likely want to be in a sidelane since you can duel a lot of mages in long lanes. If you are not taking Teleport as Yasuo, you should ALWAYS be in the sidelane of the objective you are looking to secure and your toplaner should be in the opposite sidelane because he has the Teleport. So in short, if Rift Herald is up then be in the toplane sidelane and if you are playing for dragon then be in the botlane sidelane.

Another thing thats super important in the Midgame, is expanding on the lead and getting even further ahead with the lead you build 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 and 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 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."

Objective Priorities

Elder Dragon > Ocean Soul > Infernal Soul > Mountain Soul > Baron Nashor > Cloud Soul > Rift Herald > Dragon > Rift Scuttler



Elder Dragon , also known as the "game changer" is what lists it above all objectives. But why Elder Dragon > Baron Nashor ?



Case 1: Game is close to even or even, with both Baron Nashor and Elder Dragon alive.

The team with Aspect of the Dragon will just force a teamfight everywhere converting it into an auto-win teamfight or free objective if not contested. Hand of Baron gets overshadowed by Aspect of the Dragon .

Case 2: Game is unbalanced with 1 team clearly ahead, with both Baron Nashor and Elder Dragon alive.

Team ahead will just straightly end the game with their empowered team fight by picking Aspect of the Dragon . So it becomes a priority for them. Team behind can't allow it, so Elder Dragon is their priority aswell, it is also their only chance to win team fights at the moment.


Here is when it gets tricky. Dragon Soul or Baron Nashor ?



You want to Baron Nashor when:



1. You need to end the game right now or inflict great damage into their base -due to them having a better (not just above, but considerably better) scaling- and it is a viable choice.

2. Dragon Soul won't provide a better benefite due to their hard scale.

3. You won't survive baron's siege into your base

4. Costs of enemy team having baron aren't worth it.


You want to Dragon Soul when:



1. You can't end the game right now nor inflict big damage to their base with Hand of Baron , due to your later team haven't scaled properly yet.

2. Baron Nashor wont provide a better benefit due to them being able to stop the siege and they have an earlier power-spike and a power spike advantage by now.

3. You will Survive Baron Nashor 's Siege at an affordable price, meaning the trade off is worth it.

4. Costs of enemy team having Soul aren't worth it


Additionally I think the Cloud Soul in almost any game, has no advantage over Baron Nashor due to the lack of utility you have from a 60% movement speed increase after ultying on most champions. Its utility is extremely situational to movement speed reliant champions.


And the last one to discuss is, Why Rift Herald > Dragon ?



The early game meta allows Rift Herald impact to be much higher in the majority of games, due to matches not lasting long enough for Dragon 's buff to dominate / opress the Eye of the Herald's early lead created.

Keep in mind this are just general guidelines and are not meant to be taken as a solid law / principle, which means that a priority might change given your team's situation, composition, etc. In short, be versatile and evolve with the situation.
Late Game / Team Fighting
"When late game comes around the main objective is to choke out even deeper vision if you are ahead and force a teamfight to get Baron Nashor and close out the game. At this phase of the game if you don't have Teleport, you should be grouping with your team 90% of the time to secure vision and choke out the enemy vision. Obviously it depends if you are ahead or behind at this point of what to do but basically if you are behind when it gets to this point, you just have to try your best to kill their Control Ward and not let them Baron Nashor / Elder Dragon / Ocean Soul / Infernal Soul / Mountain Soul / Cloud Soul for free and win the game off a teamfight.

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 and the highest threat as Yasuo, 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 crowd control s used on the rest of your team, examples being Kennen and Fiddlesticks Ults. Use Wind Wall wisely to prevent getting bursted.


Engager:


If you are the only engage and you have other high damage dealers on your team as Yasuo then you are the Engager.

Obviously we all know Yasuo isn't really the ideal engage champion and more of a follow up champion but in some teamcomps unfortunately you are the only start to a fight. Your job in thesee scenarios are to set up a decent size ultimate or an ultimate on a key enemy carry to start the fight so your other high damage threats can get their damage off even if it means you dying to start the fight. I'm not telling you to just charge in, hard int, then ping your team and leave the game but rather use your brain and only start the engage if your team is in range to follow up.


Peeler:


If your ADC or APC is insanely fed and hyper carrying the game while you are even or a bit behind as Yasuo then you are the Peeler.

This job probably sounds foreign for 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 a teammate. Basically if your teammate is 1v9ing the game, it is okay to take a backseat and just defend him and let him take over. Your job in these scenarios are to use your Wind Wall to block major damage from killing your carry and to knock up and Last Breath 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 you went more of a tanky build and aren't the main damage dealer as Yasuo then you are the Disruptor.

This is the last role I'll list and it's basically just making sure you save your Wind Wall for key ultimates and buying time for your carries since you probably went more of a tanky build if this is the role you are taking in fights. Since you are tankier you can save Wind Wall and just tank damage upfront instead so you can save it to block really important abilities like Miss Fortune, Seraphine and Ornn's Ultimates. Aside from that your job is to just be annoying and constantly be getting knock ups on important enemy champions while your heavy damage dealers win the fight.

This is the best I could describe Yasuo's roles in a teamfight as I could without seeing the individual teamfight myself. Obviouslly if you see opportunity's to win a teamfight another way like getting a 5 man Last Breath or getting a game changing Wind Wall you should do that and not just only play Yasuo as that one role in a fight because your job can change in seconds depending on what is happening. Don't take these too literal and make actions that will win you the fight."

Abilities Hidden Mechanics


Passive: Way of the Wanderer



- Yasuo needs 40% critical strike chance to reach to 100%.
- 100 flow is generated by traveling 5900 / 5250 / 4600 (based on level 1 / 7 / 13) units.
- It will take Yasuo X seconds to generate 100 flow by walk with the following movement speed:

345 (base movement speed) -> 17.10 / 15.22 / 13.33
370 Boots -> 15.95 / 14.19 / 12.43
390 Berserker's Greaves -> 15.13 / 13.46 / 11.79
405 Boots of Swiftness -> 14.57 / 12.96 / 11.36
460 Mobility Boots -> 12.83 / 11.41 / 10.00




"Q: Steel Tempest



- All enemies hit by Q3 will be knocked up by 0.75 seconds.
- All enemies hit by Q3 released while Yasuo is performing his E will be knocked up by 0.9 seconds.
- Q rolls its critical strikes individually against each enemy hit.
- Life Steal will heal based on the damage dealt to the first target hit.
- Q applies basic damage for the first enemy hit and area damage for secondary enemies.
- Q will apply on-hit effects to the first target hit, but will not do so to the secondary ones."




W: Wind Wall



"- W starts blocking projectiles on-cast (despite not being fully formed)."
- To check Yasuo's W's interactions with all projectiles check the Projectile Wiki




E: Sweeping Blade



- Yasuo dashes 475 units.
- E's dash speed is affected by Movement Speed.
- E generates 8.05 / 9.05 / 10.33 flow (based on level 1 / 7 / 13).




R: Last Breath



- Needs vision of his target to be performed.
- Airborne includes -> Knock up, Knock back, Knock aside & Pull/Fling.
- Generates maximum flow.
- Resets Q's stacks.
- Places himself outside of turret range (not with the fountain) when possible.
- Neutral monsters knock back (rift herald and dragons) synergyzes, meaning you may launch R .
- Yasuo does not need vision of enemy champions near his target to affect them with this ability.
- For the next 15 seconds Yasuo's critical strikes gain 50% bonus armor penetration .
- " Camille's Hextech Ultimatum will prevent Yasuo from casting R on an airborne enemy champion outside its borders.
- R's knock up (suppression time) can be fully cleansed but its damage is applied instantly after the removal."
Advanced Abilities Mechanics / Uses


Passive: Way of the Wanderer



- None




Q: Steel Tempest



- It will be easier to land Q when enemies are performing animations.
- Use (3) for 0.75s cc.
- Use (3) for 0.9s cc.
- Casting E when Q's remaining cooldown is less than 0.5 seconds resets this remaining cooldown to 0.
- Q will only draw minion aggro if the first target is a champion.
- Use Jungle Camps to stack Q .
- If you are going to Ult someone and have Q3 on hand, use it, otherwise you lose that crowd control .




W: Wind Wall



- Grants vision.




E: Sweeping Blade



- Use E wisely on champions since its unlikely you will have 2 dashes per champion on skirmishes.
- Only use E on your primary target when there isn't a secondary target between you and the target, or you need to dodge and it's the best way to do it, or to finish off.
- "W can be cast during E's dash only if Q was previously buffered."
- E can be used to dash in and out of jungle camps.
- E can be used on any targetable unit to dash through a wall as long as the distance covered by your E exceeds 50% of the wall (as seen in the skill indicator).
- With enough lifesteal you can dive towers with + ...
- To dash as fast as possible, try to time the cooldown time between your dashes (don't spam E ). This is easier by inputing movement commands between dashes.




R: Last Breath



- You can use R to dodge and reposition yourself.
- You can use R just to apply crowd control
- You can use R early to obtain the 50% armor penetration buff on crits.
- You don't need to use R as finisher, you can also use it for engages, disengages and trades.
- You can use R to obtain max flow and tank that extra damage.
- You can wait for an airborned enemy to almost land to the ground, then ult it to apply max crowd control time.
- Aim your R with cursor, so that your ult location isn't random (this is the reason why you found yourself landing a "5 man nado" only to find out you ulted 2 of them).
Wind Wall Secret Ineractions
Coming soon...
Combos
Speed Comparison:

+ >

+ AA + > + AA


Beginner Level



Flash Blade: +

Failed Whirlwind: (3) +

Fake Flash Blade: + Fake (range-mindgame)

Windy Blade: / (3)

Wind Blade:

Beywind Blade:


Intermediate Level



Airblade:

Saiblade:

Fake Beyblade + Airblade

(3) + +

Beyblade: +

Fast Beyblade:

Fake Beyblade: + Fake (range-mindgame)


Advanced Level



Keyblade:

Beyblade + Airblade

+ +

Flyblade:

Knock Plant + + Keyblade


Keyblade variations:

No Flash:

(3) +

(3) + AA

(3) +

(3) + AA

(3) +

(3) + AA

(3) +

(3) + AA

(3) +

(3) + AA

(3) +

(3) + AA

Fake Keyblade:

(3) +

(3) + +

(3) + AA +

(3) + + AA +


DPS: (3) + AA + AA

Original: (3) + +

Fast Keyblade: (3) +


Expert Level



AA: (3) + + AA

E + E: (3) + +

E + E + AA: (3) + + AA


Main Level



Pre W:

(3) + +

(3) + +

Post W:

(3) + +

(3) + +


AA + W:

(3) + + AA

(3) + + AA

(3) + + AA

(3) + + AA
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General Combo Requirements
In this section I'll provide four different tables about the requirements to perform the most important combos, from a human and a robot, player perspective. Two of those tables are simplified, and the other two go a little bit more in depth.

Don't use the robot table as an in-game reference please, as those values are extremely unlikely to work for you or me. I'm just providing you with robot combo requirements for your knowledge, but bear in mind that you are not a robot, so you won't pull off the combos (perfectly) with the minimum requirements.
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Wind Wall Interactions
Coming soon...
Wall Dashes

Level 1:

Dash into the jungle camp from outside. Using 1 monster from inside.


Level 2:

Dash outside the jungle camp from inside. Using 1 monster from inside.


Level 3:

Dash into the jungle camp from outside, move, then dash outside the jungle camp from inside. By using 2 monsters.
(Level 1 + Level 2).


Level 4:

Dash outside the jungle camp from inside, using 2 monsters. Between dash 1 and 2 you can move.


Level 5:

Dash into the jungle camp from outside, don't move, then dash outside the jungle camp from inside. By using 2 monsters.


Level 6:

Dash into the jungle camp from outside, don't move, then dash outside the jungle camp from inside. By using 3 monsters.


Level 7:

Dash outside the jungle camp from inside, using 2 monsters. Between dash 1 and 2 you can't move.


Level 8:

Hit a monster located in a jungle camp. Then take that monster close to a wall so that you can dash the monster and go through the wall.


Level 9:

Dash a champion who's near the wall then go through the wall.


Watch 1st


Watch 2nd


Watch 3rd

There are some other walldashes, you can just get creative (specially with level 8). I'd like to record those wall dashes, but as of now I can't do it due to a LOL issue.
Acknowledgements
jhoijhoi: BBCoding


Katasandra: Table BBCoding Knowledge & Ideas


Universe: Lore


League of Legends Wiki: Abilties Info


WayOfTheTempesst: Early / Mid & Late Game Chapters


Videos:

League Of Logins

ProGuides

OTT Gaming

Black

Yavender

RAKASAMA
Final Words
That was it for my Yasuo guide "Death Is Like The Wind, Always By My Side"! If you made it all the way here and even if you don't, I appreciate your visit. I hope the content provided helps you in your way to Yasuo. Head to the discussion if there's anything you want to point out.

And remember that the one thing you wont't loose, is the wind by your side!
Notes
There's some information I used from other sites as specified by quotes. All the content provided in those quotes alongside all videos are credited to their authors. And I by no means pretend that content to be mine, nor use it without giving its credits.

Just covering the legal side of things.

Stay grounded
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Teamfight Tactics Guide