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Yasuo Build Guide by GhostTheFi

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League of Legends Build Guide Author GhostTheFi

[ 6.24 ] Top / Mid [True Completed Guide]

GhostTheFi Last updated on December 8, 2016
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Team 1

LeagueSpy Logo
Top Lane
Ranked #24 in
Top Lane
Win 49%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


18 Ferocity
















12 Cunning
















0 Resolve
















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Hello everyone! Ghost here and I'm back with my 2nd guide. (which my first one was jinx) I am a Gold Tier, though rank doesn't matter as long as you do well.I planned to make this guide because Yasuo is one of those champion who destroy, and when I say destroy I mean 100 crit with I.E and properly other types of item with it.The purpose of my guide is to give new players or experience one more in depth as I take my time and research,play and do new combo or mechanics to kill your enemy more smooth and clean.

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Pros / Cons


+ Many combo that can be done
+ Excellent late game with items / 100% crit
+ Low CDR which can make nice outplays
+ No cost on abilites (spam if you like :) )
+ Wind Wall can help in many situations between life in death and how you win team fights
+ High Mobile due to your E) Sweeping Blade

Positive Side

There are so many pros depending on how you look at it, same with the amount of cons on the negative side. Yasuo feels like he could kill many champion in league, however Yasuo is a sustained damage fighter with high mobility, strong utility and damage output that ramps up the longer he survives in combat. The tradeoff here comes in the form of low damage during Yasuo early game. Yasuo early game fragility makes him a champion best suited for the shortest lane on Summoner's Rift. Although top is good due to bush control and how you can surprise your enemy.

Negative Side

Here is a short or long description of Yasuo's Cons. The amount of countless times I enjoyed playing Yasuo. There's many con where I die early game and come back mid game once I got my PD, and I.E. You must poke and execute a full combo or a decent one at least. (combo explanation below) Aside from your Wind Wall, Yasuo can get shutdown very hard if getting caught by cc. It normally occur if your Wind Wall is in CD, or if you're going to face check a bush (which you shouldn't do)


- Hard to master
- Decent Escape if your getting gank where there is no enemy minon
- Need items to kill
- Mix in Fighter / Assassin (Building tank can take off being squishy)
- Can get killed easily if CC / Focused on.
- Needs a lot of Gold

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Greater Mark of Attack Speed

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Attack Speed


  • Greater Seal of Armor: Good against AD match ups for the increased early defensive stats. This is especially important on yasuo as a lot of his kit is designed for killing ranged squishies so you will need all of the advantages possible if you are going into a counter pick.


  • Quintessence of Attack Speed: High attack speed = more Q's and autos = more fervor stacks = high DPS. Same with everything else with AS. Attack speed is a highly efficient stat on Yasuo, as it not only increases your attack speed, it also reduces the cooldown on your Q. Once you got phantom dancer, you are able to reach 1.4 AS which is when the cooldown of your Q caps out at 1.33 seconds.

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21 OFFENSE 9 into Defense or Utility

// Be sure to grab this masteries page, however this materies page has a lot of risk which I run though normally, if u want a safer / more defensive run i suggest check the one below this masteries. The name of the masteries go though the build on the top area where the build are.

My Personal Masteries + Standard Mid / Triforce Mid

This Masteries for Yasuo I normally go for, I also use this on top, same with mid. Only go with this masteries if your sure if u can confirm a kill and get out of there alive. I'll only explain my since this is what I normally use to focus my enemy down.

Fury is a great mastery for Yasuo, the extra 4% attack speed helps his attack speed and add some auto in aside from your runes. Fury allow easier last hitting and more sustained damage onto your opponent.

I take Fresh Blood most of my games or all of games, because if you trade with your E and Q, it'll nearly always be up meaning you'll do an absurd amount of damage in a single run (only if you can trade melee champ without receiving damage inn return.)

Always take Vampirism because 2% lifesteal at level 1 + a Doran's Blade give you 5% total life steal which does help. You can get a good amount of life steal later added to it which you do heavy damage while being in great shape due to sustain.

Battle Trance is a must, since majority of your abilities has short cd which does help you keep in contact with the extra damage for quite a long time if you stick to your enemy since it doesn't have a cd.

You normally should always take this on Yasuo since most of your abilites is AD and you're going to use your auto attack a lot (hopefully you do). This helps with the extra damage later on.

You should always take Fervor of Battle , Yasuo can work with it in many situation, though Fervor of Battle works with getting first blood or trying to put some more damage with your abilities / AA.

Wanderer is a great mystery for Yasuo I personally like it due to your E as it does helps start catching up with your enemy and / or escaping with it.

Assassin is a must if u really want to win with damage, since you're going top / mid with it. However it completely useless for team fight / ganks since you won't gain that extra 2% damage out of it.

Merciless is a get go situation where you gain a nice damage output on low HP enemy champion. You can make an outstanding play and I had games where Merciless can get your final damage in, rather than an enemy with 5 Hp still living.

This is pretty simple for Dangerous Game , kill, instantly restore 5% right away. All day everyday!

Normally for all you Yasuo players out there. + Frozen Force

This Normal / Frozen Force is for newly / intermediate types of Yasuo players, if you wish to not take this masteries, then go the one above. This masteries aim for some damage and provide early defense so you won't die early.

Early Sustain (Good for late game)

Now this Masteries page is aim for sustain most of the game since it provide a decent life steal depend on your situation at top lane and can't do much but to farm. Once you get your life steal items, then Warlord's Bloodlust comes into play.

Same thing with the above masteries, but this just has Fervor of Battle which helps Yasuo's early game with some ad advantage.

Split Push Duelist

Split Push Duelist is what it said, this masteries aim for the people who don't go into team fights often or is normally good for 1v1, 1v2, or possibility 1v3 depending on how you're fed. Don't go too ham on Yasuo or you made a error and there's no room for error here.

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Summoner Spells

100% of the time, you should get Flash since it pretty much the best for escaping / making plays. There's will be combos below explaining the use of Flash for Yasuo

Teleport is great for ganking if the enemy commits to a fight and is around friendly minions or turrets. Also great for top laner roams for bot lane and split pushing.

Use this if you feel you don't need any other defensive summoners spell, and you want to play aggresive, this gives you kill pressure.

Get this if you know your opponent has cc and can lock you down. Cleanse will provide 3 seconds of 65% Tenacity after activation, stacking multiplicatively with other sources. However Cleanse has no effect on suppression ( Warwick and Malzahar

Excellent against champions who can burst quite hard, favorable in late game. Champions such as Fizz, Zed, Syndra, Rengar, and any other assassins who can kill quite quickly.

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> > >

Maxing R > E > Q > W is the best all around ability build for Yasuo. Most of Yasuo's abilities has short CD. Which is a good thing, if you can time your abilities just right you can trade pretty well and you might be able to give damage free without receive them from your enemy.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Skilling Order
#1. Last Breath
6 / 11 / 16

#2. Sweeping Blade
2 / 4 / 5 / 7 / 9

#3. Steel Tempest
1 / 8 / 10 / 12 / 13

#4. Wind Wall
3 / 14 / 15 / 17 / 18

It's more beneficial to max E first. This is because lvling up Q will only increase the damage by 20. Lvling E will increase the damage, lower the cd, and also lower the cd of when you can use E again on the same target. It may not seem like much but it makes Yasuo a lot more mobile and helps you engage and disengage a lot quicker.

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[Passive] Way of the Wanderer

INTENT: Yasuo's critical strike chance is doubled, but his critical strikes deal 90% damage, reduced to 75% damage on Steel Tempest.

RESOLVE: Yasuo generates 1% of his maximum Flow for every 59 / 52 / 46 units he travels by any means, requiring a total of 5900 / 5200 / 4600 units travelled to obtain maximum Flow. At maximum Flow, the next instance of champion or monster damage against Yasuo consumes all of his Flow and shields him for 100 - 510 (based on level) damage for up to 1 second.

The damage reduction applies to the total damage dealt (before damage mitigation). A standard critical strike is 200% damage is reduced to 180%, and a critical strike with Infinity Edge deals 225% damage instead of 250%. The reduction is not a subtraction to his critical damage statistic.

The 10% damage penalty will not affect any on-hit effect (such as Trinity Force), with the exception of Statikk Shiv.

Critically striking with Steel Tempest does not affect the 20 / 40 / 60 / 80 / 100 base damage (both for the purposes of calculating the bonus damage or being reduced by the 10% penalty).

After 333.33 AD (or 266.67 AD if Yasuo has purchased Infinity Edge) critically striking basic attacks will do more damage than critically striking Steel Tempest due to the 25% damage penalty.

Any damage dealt to Yasuo when the conditions are met is instead dealt to Resolve's shield.
Damage that is negated by the shield appears as a white indicator. For example, -60

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[Q] Steel Tempest

RANGE: 475 / 900 / 375

PHYSICAL DAMAGE: 20 / 40 / 60 / 80 / 100 (+ 100% AD)

ACTIVE: Yasuo thrusts his sword forward, dealing physical damage to all enemies in a line. Steel Tempest can Critical strike icon critically strike and will apply on-hit effects to the first enemy hit.

Hitting an enemy grants Gathering Storm Gathering Storm for 10 seconds. At 2 stacks, Yasuo's next Steel Tempest is empowered and will consume all stacks.

EMPOWERED: Steel Tempest unleashes a whirlwind that travels an extended distance, dealing the same damage and knocking airborne all enemies hit.

Yasuo can cast Steel Tempest during Sweeping Blade to change the area of effect to a circle around him, which does not benefit from Empowered's extended range. The cooldown and cast time of Steel Tempest is reduced by 「 0.598% for every 1% bonus attack speed 」, down to a maximum 66% reduction.

  • Steel Tempest is a linear on-attack effect with a linear area of effect component.
  • On-hit effects are applied to the first enemy hit, including Duskblade of Draktharr.
  • Steel Tempest is unaffected by Counter Strike dodge and blind.
  • Steel Tempest is negated by Riposte parry and Aegis Protection block.
    Banshee's Veil Spell shields will block the ability.

  • The cooldown of Steel Tempest is unaffected by cooldown reduction.
  • Yasuo's 2.5% base attack speed from growth is factored into Steel Tempest's cooldown reduction and cast time reduction. At level 18, Yasuo has a total of 42.5% bonus attack speed from leveling alone which reduces Steel Tempest's cooldown by 27% (and he requires only 69% attack speed from items, runes and masteries to reach the cap). Steel Tempest's cooldown is effectively reduced by 1.5% per level.
  • Way of the Wanderer's critical strike damage penalty with Steel Tempest is 25% instead of 10%, and applies only to the AD portion of the damage. With the 100% base critical damage, the bonus damage equates to simply 50% AD (200% × 0.75); with 150% critical damage (Base + Infinity Edge), the bonus damage equates to 87.5% AD (250% × 0.75).
  • Critically striking with Steel Tempest is calculated individually for every enemy hit.
  • Casting Steel Tempest will also "interrupt" Yasuo's attack timer but will not reset it, as Yasuo will auto-attack right afterwards when the spell ends if possible; note that this only applies to the standalone cast, as it possesses a bit of recovery time when casting it from Sweeping Blade.

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[W] Wind Wall

RANGE: 400
COOLDOWN: 26 / 24 / 22 / 20 / 18

WALL WIDTH: 300 / 350 / 400 / 450 / 500

ACTIVE: Yasuo creates a gust of wind that travels forward to form a wall in front of him. The wall slowly drifts forward 50 units over 3.75 seconds, blocking all enemy projectiles with the exception of turret attacks.

  • Wind Wall's is a direction-targeted area of effect that slowly drifts forward over the duration, always casted at maximum range.
    This ability is considered to be a projectile for Unbreakable and Wind Wall.
  • A projectile is any entity with a velocity that is not classified as a unit (champions, minions, monsters, etc).
  • Moving units are not blocked under any circumstance, including dash abilities. Champion-summoned units, such as Orianna's Command: Attack and Maokai's Sapling Toss, are not considered to be units until they hit the ground - and thus will interact with Wind Wall while en route.

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[E] Sweeping Blade

RANGE: 475
STATIC COOLDOWN: 0.5 / 0.4 / 0.3 / 0.2 / 0.1
ON-TARGET COOLDOWN: 10 / 9 / 8 / 7 / 6

「 MAGIC DAMAGE: 70 / 90 / 110 / 130 / 150 」 (+ 60% AP)
「 BONUS DAMAGE: 17.5 / 22.5 / 27.5 / 32.5 / 37.5 」

ACTIVE: Yasuo dashes a fixed distance in the direction of the target enemy, dealing magic damage and marking them briefly. The speed of the dash scales with Yasuo's bonus movement speed.

  • Sweeping Blade is a unit-targeted, fixed-length dash.
  • Applies spell effects as a single target ability.
    Spell vamp is fully applied.
  • Rylai's Crystal Scepter will apply a 40% slow for 1.5 seconds.
  • Magic damage will be mitigated by magic shields.
  • Banshee's Veil Spell shields will block the ability.

  • Sweeping Blade will generate ~7% of Yasuo's maximum flow innately as Flow-generation is based on distance traveled.
  • Yasuo can pass through terrain both before and after he's hit his target - permitting sufficient space for him to make the jump
  • Uniquely, all forms of movement-inhibiting crowd control (airborne, snares, stuns, suppression, etc.) will interrupt Sweeping Blade when they hit him - rather than waiting for him to complete the dash. This is contrary to all other dashes, which are only interrupted by airborne-type crowd control effects.
  • The cooldown of Sweeping Blade is unaffected by cooldown reduction.

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[R] Last Breath

RANGE: 1200
COOLDOWN: 80 / 55 / 30

PHYSICAL DAMAGE: 200 / 300 / 400 (+ 150% bonus AD)

ACTIVE: Yasuo blinks to the nearest visible airborne enemy champion to the cursor, instantly generating maximum Flow. Upon arriving, he suspends all nearby airborne enemies for 1 second and deals them physical damage.

For the next 15 seconds, Yasuo's critical strikes [color=#00ffff]ignores 50% of his targets' bonus armor[/color]. Casting Last Breath clears all stacks of Gathering Storm.

Last Breath is an auto-targeted ability that can only be activated if there is an airborne enemy champion nearby. The cursor's current position will influence the ability's auto-targeting, although it is not technically using quick cast and having your cursor near a valid target is not required to activate the ability.

  • Applies spell effects as an area of effect ability.
  • Spell vamp is reduced to one-third effectiveness.
  • Rylai's Crystal Scepter will apply a 40% slow for 1 second.
  • Banshee's Veil Spell shields will block the ability.

  • Each rank in Last Breath extends the range of Yasuo's strikes.
  • Last Breath will attempt to position Yasuo outside the range of a nearby enemy turret if he initiates the ability on an enemy standing close to one. This does not, however, apply to the Nexus Obelisk.
  • Last Breath's damage will NOT benefit from its own bonus penetration.
  • Bonus armor refers to all sources of armor beyond the target's base armor and armor per level. Bonus armor refers specifically to armor granted through: runes, masteries, items, auras/buffs and champion abilities.
  • When Last Breath is used, the duration of the target being airborne becomes 1 second, regardless of the existing airborne duration caused by a prior displacement ability, as well as any additional airborne duration created by a displacement ability during Last Breath's animation.
  • For example, if Yasuo uses Last Breath on targets knocked up by Malphite's Unstoppable Force instantly the moment they were knocked up, then those targets' duration of being airborne becomes 1 second, not 1.5 seconds as a result of Malphite's Unstoppable Force. If Yasuo uses Last Breath on targets knocked up by Malphite's Unstoppable Force the moment they are about to land, then the duration of the targets being airborne totals to 2.5 seconds.
  • Targets suspended by Last Breath cannot be displaced any further until the ability is completed.
  • Champions affected by knockback are also valid targets for Last Breath.
  • Note that "Airborne" is a classification of enemy-enforced crowd control and not a visual description. Only airborne-type crowd control sourced from an enemy champion will count for the purposes of Last Breath.
  • Jumps, including abilities recognized as self-CC, do not classify the unit as being Airborne.
  • Bouncing animations, such as Zac during Let's Bounce!, do not classify the unit as being Airborne (though the enemy targets he hits with it are knocked Airborne and will function with Last Breath).

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There's different items set for different lane, situation, comp, etc.

Frozen Force Top

Split push Duelist

Triforce Mid

Normal Mid

Enemy Too Tanky? NP


Item Sequence

Mercury's Treads

Phantom Dancer

Infinity Edge

The Bloodthirster

Maw of Malmortius

Guardian Angel

Start with this and 1 Health Potion every game.

Yasuo need to quickly escape team fights or, vice versa, chase down escaping enemy champions will greatly benefit from the Tenacity and movement speed bonuses. Escapees will lower the risk of being pinned or killed by enemy slows or roots, and chasers will be able to keep up better with Slow icon slows and traps being used against them. Get it if you're going against AP or getting CC.

Get this if your not pin down to the ground by your foes, and need more AA in / CDR for your Q.

Same as Mercury's Treads but if you're getting AA a lot or getting poke hard with any physical abilities, then this should help.

This is a must for his double crit from his Way of the Wanderer Passive. This gives any champion with crit damage tight loins. Giving you a chunk of AD, 20% Crit chance and an increased crit multiplier it synergies really well with Yasuo as it does help with his passive crit damage.

Phantom Dancer is a 1v1 item which provide AS and Crit. However in team fights it helps in 2 ways, if u decide to split the people up and then fight them or pick em off using your Sweeping Blade and Steel Tempest. It one the most increased movement speed item, if you're within 500 units of an enemy and gives the ability to move through units. Lastly, it makes you take 12% less damage from the target you most recently dealt damage too, so it mostly a must have core item.

Most of the time you're going to get Phantom Dancer for top / mid, but if you're not doing good or want to farm, then Statikk Shiv will help in that process. this item will deal more damage (AoE and can crit) plus your getting it charge by your Sweeping Blade

Well look at this bad boy, you gain a great amount of life steal with this guy. This is the best lifesteal item aside from Maw of Malmortius and Blade of the Ruined King. Most of the time you'll get this item, but you can always change it up with one of the defensive / lifesteal items.

This is really nice to have if you want to have some damage with defensive, it also could save you in certain ways, by getting caught by a Fizz's Chum the Waters,The Maw of Malmortius will automatically pop which does save your life at low HP rather than dying.

This is your late game tank shredder, you'll want this when your opponents have enough HP/Armour to warrent cutting half of it off, so usually a super tank or 2 late game brusiers with 100 bonus armour each.

Don't forget this item, it reduce the healing by 40% which is quite a lot if someone like Soraka, Illaoi, and Swain. However it was recently buff so it going to help a lot. Only get this item if the enemy champion is receiving a lot of heal, it'll help your team a lot.

Sterak's Gage can block both AD / AP damage like Barrier. It helps with champions who deal a lot of damage in a short time which this does helps in team fights. Aside from that, it's similar to Maw of Malmortius but it only has an effect if you taken certain amount of damage in that time space. This item counter unstoppable burst (also known as 1-3 shot burst)

Guardian Angel provide a second life depending how the team fight or 1v1 turned out. It might turn it all around from a defeat to a victory. Players buy this item normally last, I normally buy it once I have my Infinity Edge and Phantom Dancer. Also aside from Sterak's Gage being useless at late game.

This item provide a nice anti-burst for AP (mage) and it does provide nice MR to go along with it. I normally buy Banshee's Veil if i'm having trouble against one or if someone is fed and can one shot me.

This new item came from the edge of town. Edge of Night is like a Banshee's Veil but you can self cast it and it pretty short on cd than the Banshee's Veil. You get 60 AD, 35 MR with it, if you channels it for 1.5 seconds, you'll get a spell shield that blocks the next enemy ability within the next 10 seconds (45 second cooldown). Damage from an enemy champion will interrupt the channel (remember it a channel, you can't cast it if you are in mid combat.). You can move while channeling. If the channel is interrupted, the item is put on a reduced 5 second cooldown.

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Yasuo's Combo

This section will mostly cover about the unique ways that Yasuo can create combo using his abilites. Lets get started!

Special Thanks to Fiddlezahar 5 for the video.

The combo for Yasuo will be as follow in order from the video. Please advise that you need to try this on custom so your team mates doesn't think that your bad with Yasuo. lets carried on.

BeyBlade (0:12)


AirBlade (0:30)

+ +

Instant Dash (0:52)


Hydra BeyBlade (1:38)


Delayed Ultimate (1:52)

+ AA (Auto Attack)

Unexpected Airborne (2:10)


FlashBlade (2:29)

Steel Wall (Not In Video)

This section will follow up on vision wall trick using Wind Wall. The following picture below will show an example where you could place your Wind Wall in the jungle.

The photos you will be seeing below are what you can do with Wind Wall and Sweeping Blade. It mostly going to show how and where to jump using your Sweeping Blade.





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Laning Phase

This part of the guide will cover how to managed your trades and when to go in.

Most of the time, you'll want to focus on farming up, until you get your core items. Since you don't do any damage early on. Try to poke your enemy and trade, you could do this by using Sweeping Blade to a minion and then use Steel Tempest. If you can get some AA in then the trade would be more than enough and you might even make them use their health pot.

Wind Wall helps so much in trades, however it does help you in a life and death situation. Below the section "Yasuo's Ult ( Last Breath) Synergy" you'll also find the list where Wind Wall block those projectiles.

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Early Game

Depending on your lane opponent you can play differently, either agressive or passive is also depending if you can managed to trade and poke well. When you start out at lvl 1 don't be agressive right away, since you're starting with your q + you don't do damage quite yet. Once you hit level 2 getting E right away and you can be agressive.

However you must trade pretty well if you decide to be agressive. Wind Wall is your best friend, don't be afraid to use it. It helps in trade, but if you know u can kill then you can go in, otherwise back off and farm.

Your ultimate is the best way to trade the champions of the top lane. You gain 50% bonus armor penetration for the next 15 seconds so helps to overpass the tankiness. 80 seconds of cooldown is a lot early on. Use your ultimate when your in trouble of getting ganks.

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Mid Game

By this time you should have your Phantom Dancer, Mercury's Treads,almost finished or finished Infinity Edge. Yasuo's early game fragility makes him a champion best suited for the shortest lane on Summoner's Rift: mid. He farms safest here, concentrating on building up his experience and gold as he itemizes his way to domination, but even though Yasuo is at his weakest in the early game, his strength and mobility still has the potential to surprise his enemies.

Yasuo can use Steel Tempest to last-hit from a relatively safe distance, and if he needs to secure backline minion gold, quick consecutive casts of Sweeping Blade send him dashing to and from, with Way of the Wanderer's shield absorbing some of the inevitable incoming damage. Yasuo can use Sweeping Blade as a handy escape during gank attempts, too: if he's caught between the enemy melee and caster minions, using the ability to dash back towards his own turret should help.

Wait for your tank/initiator to engage and then go in from there. Remember, if you are about to throw a Steel Tempest tornado at multiple people in a team fight, wait for the tornado to hit all of them. If you don't do this you could end up ulting one person when you really wanted all 5.

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Late Game

Late game starts to come in where Yasuo can do insane amount of damage, depends on how you choose your item. If you can manage to do your combos correctly then it a clean fight. However if you make an error, you either burn your summons or die.

Yasuo is a excellent Split pusher duelist, there's many reason why that is. If the enemy team is pushing top, you can push bot or mid, only if u have Teleport up. Since if your team decides to start a team fight without you. There 2 way it could end up, one it might end pretty bad if they don't managed to focus who is fed or the one who's normally do a lot amount damage.

Tell your team that your split pushing and don't want them to force a fight without you. If they pick someone off, good other than that, you want to either keep pushing or take control on objects, such as dragon or baron . Don't forget that Yasuo can be a tank if your team needs one or doesn't do well. It up to you if you are going to decide if you want to build tank items or not.

Being a tank Yasuo isn't that bad once you get Phantom Dancer and Infinity Edge. You can do quite a good amount of damage while tanking some damage for your team + the enemy might be more likely to target you than your ADC. If the enemy decide to go for your ADC, try to peel for your ADC or focus the back line which would be their ADC. Think smart, and find which one of your carries deals the most damage, be sure to rush the one who's focusing your carries. Remember if your carries die, it could end the team fights pretty fast. Here's another tip that you can use, Yasuo's Ultimate Last Breath can lock down a target which is enough time that you carries can do damage or run away.

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Yasuo's Ult (Last Breath) Synergy

These are the list that Yasuo can ult from.

The following abilities have Crowd Control effects classified as airborne and thus, interact with Last Breath:

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Projectiles that Yasuo's Wind Wall can block

The following projectiles are described as passing over or under Wind Wall and do not interact with it:

The following projectiles are bugged and will bypass Wind Wall:

The following projectiles are not destroyed when they hit Wind Wall and their units will drop to the ground beside the wall:

The following projectiles are destroyed when they hit Wind Wall:

All ranged basic attacks (excluding those of turrets, Azir, Kayle, Thresh, Vel'Koz and Viktor after firing Siphon Power)

Item actives: Hextech Gunblade, Mikael's Crucible, Talisman of Ascension and Targon's Brace (Spoils of War)

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Yasuo's Counter

(To do list)

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Special Thanks

jhoijhoi: Some great use for the Premade Coding Templates that I use in my guide.

Hawkken: Provide me some nice general ideas from his BBCode codex guide, and taken that into effects.

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Final Words


I'm a all rounder type of players which I do enjoy doing. If you like my Yasuo guide, then upvote, it really help me out.

jinx Guide
(first guide)

Contact me on the following social media:

Yasuo Montage