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Recommended Items
Runes: Lethal tempo (Best)
1
2
3
4
5
6
7
Precision
Resolve
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
1
2
3
4
Flash teleport
Flash
Teleport
Items
Ability Order Q>E>W
Way of the Wanderer (PASSIVE)
Yasuo Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Renekton
Ideal
Strong
Ok
Low
None
Champion Build Guide
Guide
I explained everything about the runes/items in Notes above Don't forget to check it.
Top yasuo Best Builds/Runes S15 [15.3].
Top yasuo Best Builds/Runes S15 [15.3].
Why yasuo top?
Why yasuo top? :
+ Good Mobility
+ Good farm
+ Easy to OTP
+ Strong Early game (lvl 1-2)- Mid game
+ High dmg on Towers (Easy Spilit Push)
+ High dmg and High Dps
+ Can block some abilities by his W
----
Cons:
- Bad late-Early game (3-10 Mins)
- Bad teamfights
- Squishy
- Bad vs CC
- Have a lot of counters
- Hard to Master
- The wrong use of E can get him killed
- Bad late-Early game (3-10 Mins)
- Bad teamfights
- Squishy
- Bad vs CC
- Have a lot of counters
- Hard to Master
- The wrong use of E can get him killed
Yasuo Power Spike
Abilities Yasuo
Passive -Way of the Wanderer

Resolve: Moving grants flow, which is tracked on Yasuo's resource bar. Moving faster grants more flow. At maximum flow, damage from a champion or monster briefly grants 125-600 shield (depending on level).
Intent: Yasuo's critical strike chance is increased by 150%, but his critical strikes deal 10% reduced damage. Gain 0.4 bonus attack damage for every 1% critical strike chance above 100%
Q-Steel Tempest

Range: 450
Cooldown: 4 / 1.33
Yasuo thrusts, dealing 20 / 45 / 70 / 95 / 120 (+1.0 per attack damage) physical damage. If he hits, he gains a stack for 6 seconds. While he has 2 stacks, his next use of this ability fires a whirlwind from range, dealing the same damage and knocking up for 0.75 second. If used while dashing, this ability strikes in a circle rather than a stab
W-Wind Wall
E-Sweeping Blade

Range: 475
Cooldown: 0.5 / 0.4 / 0.3 / 0.2 / 0.1
Yasuo dashes through a target, dealing 60 / 70 / 80 / 90 / 100 (+60% of ability power) (+0.2 per bonus attack damage) magic damage. Each use of this ability grants 15-25% bonus damage to the next use for 5 seconds, stacking up to 60-100%. If Steel Tempest is cast while dashing, it will strike as a circle. This ability can only be cast on the same target once every few seconds.
R-Last Breath

Range: 1400
Cooldown: 70 / 50 / 30
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