Mobafire League of Legends Build Guides Mobafire League of Legends Build Guides

Yasuo Build Guide by Pure Panphobia


1118K
Views
64
Comments
326
Votes
Like Build on Facebook Tweet This Build Share This Build on Reddit
League of Legends Build Guide Author Pure Panphobia

[8.11] MY YASUO GUIDE + Yassuo / ArKaDaTa / Témpest's Build

Pure Panphobia Last updated on June 4, 2018
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!

Thank You!

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Team 1

Cheat Sheet
Previous Champion Build Next Champion Build

MID LANE DOMINATION

Yasuo Build

Precision
LoL Path: Precision
LoL Rune: Conqueror
Conqueror
LoL Rune: Triumph
Triumph
LoL Rune: Legend: Alacrity
Legend: Alacrity
LoL Rune: Coup de Grace
Coup de Grace

Resolve
LoL Path: Resolve
LoL Rune: Bone Plating
Bone Plating
LoL Rune: Chrysalis
Chrysalis
Bonus:

+9% Attack Speed and +15-135 Health (at levels 1-18)

LeagueSpy Logo
Middle Lane
Ranked #57 in
Middle Lane
Win 49%
Get More Stats

Ability Sequence

1
4
5
7
8
Ability Key Q
3
14
15
17
18
Ability Key W
2
9
10
12
13
Ability Key E
6
11
16
Ability Key R


Threats to Yasuo with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Veigar If he overextends, he's yours. His stun can interrupt you but it's fairly easy to avoid and has enough delay that if you can't avoid it, you can preemptively Windwall to avoid some of his combo.


Table of Contents






Change Log


7.9 - Added Guardian Angel to more locations due to the changes adding AD to the item.

7.12 - Death's Dance implemented in to main build and core items due to recent nerfs to Blade of the Ruined King.

7.12 - Completely revamped the guide to give more information, more details, and have a cleaner overall look.

7.24 - Revamped guide for Season 8. Updated items, Runes, and advice as according to my increased knowledge and success rate with the Champion.

8.1 - Updated Runes. Added the most commonly used runes and builds by Yassuo and ArKaDaTa in their own sections. *DISCLAIMER* I am not Yassuo or ArKaDaTa and as such I do not know the reasons their builds'/runes' Champion Match Ups. All I know about them is what they've been using and building in what situations based on their match history on OP.GG for their respective regions. *END DISCLAIMER*



Pros

+ Has a Displacement Ability
+ High Late Game Scaling
+ Frequent Disruption Abilities
+ Outplay Potential
+ AoE Physical Damage
+ Fast Charging Shield Passive
+ Snowballs Hard
+ Low cooldown on all abilities, even his ultimate

Cons

- No Natural Sustain
- No Mobility Without Non-Allied Units
- Easy To Gank
- High Learning Curve
- Weak To CC
- Easily Caught Out If Overextended
- Weak Early Game
- Negative Stigma







KEYSTONE
  • Conqueror: This is the best Keystone for Yasuo at the moment. The true damage gives you a lot of aggressive ability. You can deal a very surprising amount of damage very quickly.


SECONDARY RUNES
  • Triumph: This is easily one of the best secondary runes in the current state of the game. Kills and assists give back 12% of missing health and give you extra gold. This means that early game fight that went the distance and placed an ignite on you at low health doesn't always mean a 1 for 1. You can walk away alive.
  • Legend: Alacrity: Attack speed affects the cooldown of Steel Tempest as well as allowing you to auto attack faster, therein dealing more DPS. The more kills and assists you get, the sooner you get the Steel Tempest to max cooldown reduction and the more DPS you do.
  • Coup de Grace: Deal 9% extra damage to champions on low HP. Honestly I ake this one mid-lane because it's easier to get opponents to low health for the benefit. Top lane I recommend Cut Down to get the extra damage against the tanks. You can still take Coup de Grace against top laners such as Riven or Tryndamere who don't build much extra HP.


Resolve Tree
  • Bone Plating: Bone plating gives you a lot of defense and survivability to prolonged aggression. It's especially helpful vs DoT champs like Malzahar or Teemo.
  • Chrysalis: This allows you to gain extra HP in the early game to help survivability and then the AD conversion gives you more damage later on.


FLASH


Flash is a must have for Yasuo. He has no reliable way to escape without non-allied units behind him. If you get into a tight spot, Flash can be your fastest way out.

IGNITE


Ignite is an extremely useful, offensive Summoner Spell that allows you to inflict massive damage on an enemy even if they get away from you before you can ensure a final blow. Ignite is what I take most often because it allows for more kill pressure and faster, easy snowballing.

EXHAUST


Exhaust is another go-to for me on Yasuo if I feel ignite won't be the best option. The attack speed and movement speed slow, as well as the damage reduction is extremely helpful, and even though Exhaust is considered a defensive summoner, it can provide a lot of kill pressure for you as well.

TELEPORT


Teleport is a good option as a Summoner Spell as well. If you don't feel like you'll be in too much danger from the enemy laner's damage and you don't feel you need the extra kill pressure, Teleport is a great choice so that you can assist your team more easily.

CLEANSE


Cleanse isn't exactly a common Summoner Spell for anyone, at least in NA, but it has it's benefits as Yasuo is very susceptible to CC early on without a Quicksilver Sash or Edge of Night. It takes some practice, but you can take it against high CC matchups for some extra protection.


Top Laners Who Synergize With Yasuo:



  • All of these champions are able to safely hard-engage and have knockups in their kits, making it very easy to combo with Yasuo's Last Breath.
  • Gnar in mega form also has several other forms of hard CC to continue locking enemies in place.
  • Galio has 2 knockups, one being his Justice Punch which will briefly knock up a single enemy, and the other being his Hero's Entrance, which has the potential to simultaneously knouck up the entire enemy team.
  • Malphite has a large AoE knock up with his Unstoppable Force ability. He also has a slow with his Seismic Shard and can reduce multiple enemies' attack speed with Ground Slam. The slow makes it easy for you to pursue enemies after the engage, and the attack speed reduction makes it harder for enemies to kill you while the fight happens.
  • Wukong only has the one form off CC, being the knock up from his Cyclone ability, but he carries a lot of damage with him to help wipe out the enemy team after the initial engage. At one point in season 5, games which had a Wukong and a Yasuo on the same team in platinum and below had almost a 60% winrate for the Yasuo/ Wukong teams.

Junglers Who Synergize With Yasuo:



  • All of these champions are able to effectively gank for Yasuo with ease and have knockups in their kits, making it very easy to combo with Yasuo's Last Breath.
  • Zac is a cannon of hard CC. Most of his abilities are hard CC and he has multiple knockups in is kit. Zac has some of the best synergy with Yasuo of any other champions.
  • Vi also has great synergy with Yasuo because of her multiple knockups. Her Vault Breaker is a short knockup which affects a single enemy, and her Assault and Battery is a single target knockup that can knock up multiple enemies along the way, given the right circumstances.
  • Lee Sin has amazing synergy due to his ability to easily insec enemies. His Dragon's Rage guarantees a single enemy knockup and can knock up multiple enemies in certain conditions. He has great chase ability, making him able to pick up a kill on an enemy laner who barely would have survived, otherwise and thus can give Yasuo an assist quite easily.
  • Gragas is another champion with 2 knockups in his kit. The first being his Body Slam which is a very short duration knockup, and the other being his Explosive Cask, both of which have the potential to knock up multiple enemies at once, though it's very difficult to time Last Breath with Body Slam.
  • Hecarim only has one short duration knockup, but it's easy to time the Last Breath combo with it. Moreover though, he can terrify a fleeing enemy into running back toward you with his Onslaught of Shadows to prevent any chance of them living. This is also helpful in teamfights as a terrified enemy can't fight back.
  • Volibear has a very easy to predict knockup with his Rolling Thunder, making it easy to time the Last Breath combo. He also has an execute built into his kit with his Frenzy ability, so if he needs to, he can usually finish off an enemy with that ability.
  • Xin Zhao is another very fun champion to combo with. His ult Crescent Sweep allows you to ult, so if he dives on a back line enemy and ults, the other 4 can be hit with Last Breath, but in laning phase he can also single target knockup with the third strike of his Three Talon Strike, which can also be used to combo with Last Breath. Most enemies are not going to outlive a Xin Zhao gank after you have ult as Yasuo.

Mid Laners Who Synergize With Yasuo:




Supports Who Synergize With Yasuo:




  • All of these champions are able to provide utility/support for Yasuo with ease and have knockups or other significant hard CC in their kits, making it very easy to combo with Yasuo's all-in potential and Last Breath.
  • Alistar is a mega tank who can provide a heal and 2 froms of CC which count as a knockup for the conditions of Yasuo's Last Breath.
  • Braum has a passive which provides a stun after the conditions are met and his Glacial Fissure is a straight line AoE knockup to combo into Last Breath. His Unbreakable is also great for protecting you from possible incoming damage or CC.
  • Janna is an optimal support for Yasuo synergy. Her Eye Of The Storm provides a hefty shield for Yasuo while also giving him bonus attack damage, and if she built Ardent Censer by the time she shields you, you also get bonus attack speed. Her Howling Gale and Monsoon both count as knockups for the conditions of Last Breath and both are a form of AoE knockup.
  • Leona is an incredible support for Yasuo synergy, even though she has no knockup. Her kit is loaded with 2 stuns (1 being AoE), 2 AoE slows (assuming they're on the edge of her ult rather than the center), and 1 snare. Leona is capable of holding enemies in place and render them unable to fight back while you delete them.
  • Morgana is another great support who does not have a knockup, but still has good synergy with Yasuo. Her Black Shield will eat incoming magic damage and give you CC immunity while it's on you. Her Dark Binding is a very long snare which will prevent the enemy from running away. Her ultimate Soul Shackles can stun multiple enemies to allow you to have a distinct damage output advantage as well.
  • Nami Has 2 abilities that will combo into Last Breath. Her Aqua Prison can be combo'd with your ult for the first fraction of a second that it hits an enemy, and of course her Tidal Wave can combo with your ult easily. Tidecaller's Blessing gives you a huge power spike by itself as it allows you to deal extra damage on a few attacks and simultaneously allows you to slow enemies you hit with the empowered attacks.
  • Zyra's massive harass potential and multiple forms of CC work really well with Yasuo, especially when she's able to land her Stranglethorns. Comboing with Zyra will definitely give you a ton of kill pressure and damage potential.
[*] Blitzcrank, Thresh, and Nautilus all synergize extremely well with Yasuo due to the mass CC, all of them having 2 knockup abilities, and they're all extremely tanky as well.

[*] Most ADC's synergize pretty evenly with Yasuo, so I'm not creating a section for ADC's. ADC's with projectile CC are best like Ashe, Varus, Tristana, or Vayne, and the second best would be ADC's with a ton of range like Caitlyn, Tristana late game, Twitch when he ults, etc.

Great Team Comps With Yasuo:













PASSIVE
ABILITY 1
Way of the Wanderer (Passive): Yasuo's passive has 2 parts.

Intent: Yasuo's critical strike chance is doubled, but the damage dealt by his critical strikes is reduced by 10%.

Resolve: Yasuo gains Flow as he moves – the faster he moves, the faster his Flow meter fills. When full, Yasuo activates a brief shield after taking damage from enemy champions or monsters.

Q
Steel Tempest (Q): Yasuo's Q has multiple parts as well.

First and Second cast: Yasuo thrusts forward with his sword, dealing 20(scaling to 100 based on skill ranks) +100% of total attack damage as physical damage to all enemies in a line. Successfully landing Steel Tempest grants Yasuo Gathering Storm stacks for 6 seconds.

Third Cast: The third stack of Gathering Storm causes Steel Tempest to send out a whirlwind that travels in a line of 900 range and sends all enemies caught Airborne. This whirlwind deals 20(scaling to 100 based on skill points) +100% of total attack damage physical damage to everyone hit.

If Yasuo casts Steel Tempest during Sweeping Blade, the ability strikes all enemies immediately around him, having a radius of 375 instead.

Steel Tempest can critical strike and apply on hit effects for the first 475 range. The ability is also unaffected by cooldown reduction, instead, the cooldown and cast time is reduced by Yasuo's attack speed.

W
Wind Wall (W): Yasuo creates a wall of wind with a width of 300(Scaling to 500 based on skill ranks), that slowly drifts forward for 3.75 seconds. The wall blocks all enemy projectiles except tower hits. Use of windwall is very important and, in my opinion, is the difference between a good Yasuo and a bad one.
Here's a list of things Wind Wall blocks. This may not contain newer champion abilities, but I will do my best to update it gradually over time.

Note: AA means auto attack.

Aatrox E
Ahri Everything
Akali Q
Amumu Q
Anivia Q, AA, E
Annie Q AA
Ashe AA, W, E, R
Aurelion Sol AA, Q, R
Blitzcrank Q
Brand Q, R, AA
Caitlyn AA, Q, E, R
Camille E (Just stops the ropes going to the wall. It won't stop her if she's already on the wall.
Cassiopeia E, AA
Cho'Gath E's passive
Corki Q, AA, R
Diana Q
Dr. Mundo Q
Draven Everything
Ekko Q
Elise Q, E, AA (Human form)
Ezreal everything
Fiddlesticks E, AA
Fizz R
Galio Q
Gangplank Q (Parley)
Gragas Q(will stop where it contacts wall, still explodes) R
Graves Q, W, R (To clarify, will stop the ult projectile, wont stop the explosion if it already detonates) AA
Heimerdinger AA, Turret shots, Turret Lazer, W E
Irelia E, R
Janna AA, Q, W
Jayce, ranged AA, Q
Jinx AA, W, R
Kai'Sa AA, Q, W
Karma Q, AA
Karthus AA
Kassadin Q
Katarina Q, R
Kayle Q
Kennen AA, Q
Kha'Zix W
Kog'Maw Q, AA, E
LeBlanc Q, E, AA
Lee Sin 1st Q
Leona E
Lissandra Q, E, AA
Lucian W, R, AA
Lulu Q, W, AA
Lux Q, W, E, AA
Malphite Q
Malzahar AA, Q
Maokai Q, E (Saplings only will stop midair only, they will still land and explode)
Miss Fortune AA, Q, R
Morgana Q, AA
Nami Q, E, R, AA
Nautilus Q, E (Video confirms it dont block R)
Nidalee Q, AA
Nocturne Q
Nunu E
Olaf Q
Orianna AA, Q (her ball comes to a stop when it hits the wall)
Pantheon Q
Quinn Q, AA
Rengar E
Riven R
Rumble E
Ryze AA, Q, E
Sejuani R
Shaco E, W-shots
Shyvana E
Sion Q
Sivir Q, W, AA
Skarner E
Sona everything
Soraka AA
Syndra E-Q, R, AA
Talon W, R
Taric E
Teemo AA, Q
Thresh Q, W, E (Although ranged, his AA is not a Projectile)
Tristana E, R, AA
Twisted Fate AA, Q, W
Twitch AA, W
Urgot AA, Q, E
Varus AA, Q, W, R
Vayne AA, E
Veigar Q, R, AA
Viktor Q, E, R, AA
Vladimir AA, E
Xerath AA, E
Zed Q W (Shadows stop moving forward when they contact the wall)
Ziggs Q, W (midair), E, AA
Zilean AA
Zyra AA, Range Plant AA, Passive, E


E
Sweeping Blade (E): Yasuo dashes a fixed distance through an enemy, dealing 60(Scaling to 100 based on skill ranks) +60% of ability power and 20% of bonus attack damage as magic damage and marking them briefly. If Yasuo uses Sweeping Blade multiple times in succession, the ability deals extra 25% base damage with a 50% bonus maximum. When Sweeping Blade is cast on a target, the target will get marked for 10(Reducing to 6 based on skill ranks) seconds. Yasuo cannot use Sweeping Blade on a marked enemy.

R
Last Breath (R): This is Yasuo's Ultimate Ability. Yasuo gains maximum Flow, and teleports to a nearby Airborne enemy champion. Upon arrival, he suspends all airborne units within a 400-radius of his target in the air for 1 second and deals 200(scaling to 400 based on skill ranks) +150% of bonus attack damage as physical damage to them. Once he lands, Yasuo gains 50% armor penetration on critical hits against his enemy's bonus armor for 15 seconds

Casting Last Breath will reset the chain on Steel Tempest. This means if you have 2 stacks on Steel Tempest you lose them upon using Last Breath. Before completing at least 60% critical chance, this ability is best used near the end of a 1v1 fight, rather than near the beginning. In mid-late game, You want to hold this ability until you can use it to hit multiple targets, if possible.



Phantom Dancer is one of Yasuo's main 2 items. The major boost in attack speed along with the increased movement speed, critical strike chance, and damage reduction from its passive are all crucial to Yasuo in all stages of the game. Completing this item alone will put Yasuo at 60% critical chance.

THE CORE

Infinity Edge is the other core item for Yasuo. 70 bonus attack damage, increased damage from critical strikes (more than negating the drawback of his passive), along with giving Yasuo 40% critical strike chance due to his Way of the Wanderer passive, all give him the power to snowball entirely and leads to the overall success of Yasuo throughout the entirety of the game.

BOOT OPTIONS

Berserker's Greaves are the damage-focused boots in this build. Building these boots will, combined with Phantom Dancer, gives you enough attack speed to reduce the cooldown of Steel Tempest as low as possible. This allows you to have the maximum damage output possible. Mercury's Treads are a defensive option for Yasuo, although I almost never build them anymore due to them just not being in a good place at the moment. There are other magic resist options you can get which are better and do not hinder Yasuo in any way. But if against a lot of CC, they can be helpful. Ninja Tabi are my go-to boots for a defensive option. The 10% damage reduction to enemy auto-attacks is great, regardless of the damage type of the enemy team, as well as the armor. These reduce damage from the auto attacks of Teemo and Azir's soldiers,
even though those attacks are magic damage.

OTHER DAMAGE ITEMS

Death's Dance is, in my opinion, an okay item for sustain as Yasuo, although it is my least recommended on the list. The passive allows you to negate some burst damage, meaning you have more time to heal your way out of the slowly ticking damage coming in, not to mention it allows you to heal from your Last Breath.

The Bloodthirster is my go-to for a primary sustain item. It gives another 80 bonus attack damage, which causes you to hit even harder than before, not to mention it gives 20% lifesteal to add to any other sustain you already have. And the over shield it gives you is also great as an extra buffer to protect your health. Blade of the Ruined King is the sustain item to get if the enemy team is particularly tanky, as it allows you to hit their current health as extra damage. The active also hits an enemy for 10% of their maximum health, furthering the anti-tank capabilities of the item. It also gives 12% life steal to add to your other sustain. The extra attack speed is great too.

DAMAGE ITEMS WITH DEFENSE

Maw of Malmortius is a go-to if they have burst damage from mages or AP assassins. The passive "Lifeline" is great for negating at least one spell from an AP focused enemy, and the "Lifegrip" passive also triggers at that time to give you an additional 10% life steal to add to your other sustain. Guardian Angel is an Armor + Damage item that works amazingly well for Yasuo. It gives you 40 bonus AD and 30 bonus armor, not to mention the revive from its passive. Guardian Angel allows you to go completely ham, get taken down, and then revive with most of your abilities back up to fight more. Mercurial Scimitar is what I build if I feel like I would need Mercury's Treads, because the active allows you to break CC, as well as giving you more magic resist than Mercury's Treads and 65 bonus attack damage, as well as 10% life steal to add to your other sustain.

USEFUL DEFENSE ITEMS


I rarely ever build full-defense items on Yasuo, but if you're solo carrying and you need to fill multiple roles then it can be helpful to sacrifice a couple of items in favor of more tanky stats.
Randuin's Omen is an amazing anti-crit carry item. If the enemy is running multiple ADCs or they have a Master Yi, Tryndamere, etc., then I would probably build this in place of Guardian Angel so that I'd have a better shot of taking down the crit-focused enemies. The active is also great for preventing an enemy from escaping.


Spirit Visage is another very good item on Yasuo if you need to be extra tanky against heavy magic damage. The extra health regen is nice. The most beneficial thing about this item that sets it apart from other options though is, again, the passive. The extra healing works with all of your sustain items to maximize your sustain.

Frozen Mallet is a Health + Damage item that makes it rage-inducing to play against you as Yasuo. You hit them with an auto attack or a Steel Tempest and the enemy just cannot get away from you. The extra health lets you take a lot more damage from the enemy team, and it all-in-all makes you an incredibly hard champion to kill or escape from.


Phantom Dancer is one of Yasuo's main 2 items. The major boost in attack speed along with the increased movement speed, critical strike chance, and damage reduction from its passive are all crucial to Yasuo in all stages of the game. Completing this item alone will put Yasuo at 60% critical chance.

THE CORE

Infinity Edge is the other core item for Yasuo. 70 bonus attack damage, increased damage from critical strikes (more than negating the drawback of his passive), along with giving Yasuo 40% critical strike chance due to his Way of the Wanderer passive, all give him the power to snowball entirely and leads to the overall success of Yasuo throughout the entirety of the game.

BOOT OPTIONS

Berserker's Greaves are the damage-focused boots in this build. Building these boots will, combined with Phantom Dancer, gives you enough attack speed to reduce the cooldown of Steel Tempest as low as possible. This allows you to have the maximum damage output possible. Mercury's Treads are a defensive option for Yasuo, although I almost never build them anymore due to them just not being in a good place at the moment. There are other magic resist options you can get which are better and do not hinder Yasuo in any way. But if against a lot of CC, they can be helpful. Ninja Tabi are my go-to boots for a defensive option. The 10% damage reduction to enemy auto-attacks is great, regardless of the damage type of the enemy team, as well as the armor. These reduce damage from the auto attacks of Teemo and Azir's soldiers,
even though those attacks are magic damage.

OTHER DAMAGE ITEMS

Death's Dance is, in my opinion, an okay item for sustain as Yasuo, although it is my least recommended on the list. The passive allows you to negate some burst damage, meaning you have more time to heal your way out of the slowly ticking damage coming in, not to mention it allows you to heal from your Last Breath.

The Bloodthirster is my go-to for a primary sustain item. It gives another 80 bonus attack damage, which causes you to hit even harder than before, not to mention it gives 20% lifesteal to add to any other sustain you already have. And the over shield it gives you is also great as an extra buffer to protect your health. Blade of the Ruined King is the sustain item to get if the enemy team is particularly tanky, as it allows you to hit their current health as extra damage. The active also hits an enemy for 10% of their maximum health, furthering the anti-tank capabilities of the item. It also gives 12% life steal to add to your other sustain.

DAMAGE AND DAMAGE/DEFENSE ITEMS

Maw of Malmortius is a go-to if they have burst damage from mages or AP assassins. The passive "Lifeline" is great for negating at least one spell from an AP focused enemy, and the "Lifegrip" passive also triggers at that time to give you an additional 10% life steal to add to your other sustain.
Mortal Reminder or Lord Dominik's Regards equally belong here. If there's an enemy with a lot of healing who is building armor like Dr. Mundo, get Mortal Reminder. If you're against a pure tank with lots of health and armor, Lord Dominik's Regards is a great pick up. Both solidly combo with Blade of the Ruined King.
Frozen Mallet is a Health + Damage item that makes it rage-inducing to play against you as Yasuo. You hit them with an auto attack or a Steel Tempest and the enemy just cannot get away from you. The extra health lets you take a lot more damage from the enemy team, and it all-in-all makes you an incredibly hard champion to kill or escape from.

USEFUL DEFENSE ITEMS


I rarely ever build full-defense items on Yasuo, but if you're solo carrying and you need to fill multiple roles then it can be helpful to sacrifice a couple of items in favor of more tanky stats.
Randuin's Omen is an amazing anti-crit carry item. If the enemy is running multiple ADCs or they have a Master Yi, Xin Zhao, Tryndamere, etc., then I would probably build this in place of Guardian Angel so that I'd have a better shot of taking down the crit-focused enemies.


Spirit Visage is another very good item on Yasuo if you need to be extra tanky against heavy magic damage. The extra health regen is nice. The most beneficial thing about this item that sets it apart from other options though is, again, the passive. The extra healing works with all of your sustain items to maximize your sustain.

Dead Man's Plate is a solid armor tank item for Yasuo. It gives a lot of bonus health and a lot of armor. Thanks to its "Crushing Blow" passive it adds to your overall burst damage. It also helps you to roam, gank, or get to objectives faster because of the movement speed bonus from its "Dreadnought" passive. It also gives a very slight assist to escaping, provided you get enough distance to safely build movement speed.


Laning as Yasuo in the early game is honestly a variable based on the type of enemy, and often even the specific enemy. Against melee enemies, you'll want to last hit CS with your Steel Tempest anytime that you would also be able to hit the laner with the ability so that you can get some poke damage. As you reach level 2, you'll want to implement the Harass Combos from the sections below. A tip for these combos is that if you can land a 3rd Steel Tempest (the tornado) you can usually get an Auto Attack + Sweeping Blade + Steel Tempest combo and then Sweeping Blade away through a minion without taking damage, thought you'll likely lose your passive. After a couple of good trades with that harass combo, you can probably all in unless you're against a counter like Vladimir or Malzahar. When laning as Yasuo, your biggest focus should be on farming as efficiently as possible, with a secondary focus on harassing the enemy. Take all-ins and get kills when you know you can get away with it. Wave management is crucial as you need minions to escape if you get into trouble. You want to get your core items quickly so that you can snowball hard into the mid and late game. Once you have your core, it's very hard to bring Yasuo down.


Let's talk about the mid game transition. There are 2 scenarios that may be possible here.


Scenario 1: You did well in lane and are ahead. You have Phantom Dancer, B. F. Sword, and Cloak of Agility. If you walk out of laning phase and you're in this position or some similar circumstance, then put on your try hard pants because it's time to carry. You'll want to assist your team with any team fights which would favor your team, especially if that fight is going to lead to an objective if you win it. Shove out your wave in your respective lane and then roam to assist your mid laner if you're top or your top top laner if you're mid. Try to get your jungler to take the Rift Herald
with you as you can use the Rift Herald to further add map pressure and push your advantage as much as possible. You can use the Herald to push out a tier 2 tower and then fall back from that objective to rotate to another place on the map to extend pressure that way as well.
Scenario 2: You didn't do so well in laning phase. You Have a Phantom Dancer but you couldn't get the B. F. Sword and you had to opt for a defensive or sustain item in lieu of Cloak of Agility. But all is not lost so keep your head in the game. If you're in this position or a similar circumstance, you need to rely on your team. Don't try to make any solo plays. Farm as safely as possible and communicate with your team. "Jg can you come mid, they're pushed in and we can probably kill them." or "Bot you guys should be able to push hard, their supp is here." Ping every time they use a summoner spell. Just make it easy for your team to help you. Eventually you're going to get items, and then you'll be back in the game. The most important thing you can do when you're behind is not feed. It sounds patronizing, but it's true. You have to avoid being caught out and avoid unfavorable 1v1s. You literally have to let your team carry you until you get back up to par with the game. Once you're caught up and finish your core, everything will be fine and you can start trying to make plays. So you just have to stay safe until then.


Late game Yasuo is a powerhouse. If you are particularly ahead at this stage of the game, you will be able to hard carry your team if necessary. If you aren't particularly ahead, you can still be a major asset to the team. It just changes how you'll want to play.
As a fed Yasuo you'll want to adhere to the following ideas:
  • Don't get cocky. You're a hyper carry, but it doesn't make you invincible. Pick off people who are alone and don't engage 1v3, 1v4, or 1v5. Don't initiate fights, reactive plays are your best asset.
  • Manage your use of Wind Wall. You want to use this in advantageous situations where it best benefits your ability to get in and deal damage while staying alive.
  • If there's not a team fight happening, target big objectives. Splitpush a tower down, take an exposed inhib, group at Baron Nashor , etc.


If you're not a fed Yasuo you'll need to be more cautious and play a bit differently:
  • Manage your use of Wind Wall, only instead of using it to your personal advantage to score better offensive positioning, use it to your teams advantage as a defense against an enemy ADC, skill shot focused mage, etc.
  • Focus on stacking your Steel Tempest. The CC will greatly benefit your team, and the threat of a Yasuo with a charged tornado can zone enemies off of your front line.
  • Always stay with your team/carry. If your carry is split pushing, be with the team. If the carry is defending, defend with them. Don't get caught out if you can help it.
  • Look for picks against a lone enemy. You're not fed, but you're still a powerful 1v1 champion. As long as it isn't a fed carry, you can pick off most lone enemies.


In-And-Out Harass


Sweeping Blade + Steel Tempest On Enemy Laner + Sweeping Blade To A Minion To Escape
Demonstration Video Coming Soon

Advanced In-And-Out Harass


Sweeping Blade + Steel Tempest On Enemy Minion (Hitting Enemy Champion With Steel Tempest + Sweeping Blade + Steel Tempest On Enemy Laner +
Sweeping Blade To A Minion To Escape

Demonstration Video Coming Soon

The Airblade


Steel Tempest(Tornado) On Enemy Laner + Sweeping Blade + Steel Tempest + Last Breath On Enemy Laner
Demonstration Video Coming Soon

The Beyblade


Sweeping Blade + Steel Tempest(Tornado) On Enemy Unit Or Neutral Monster + Flash Toward Enemy Laner + Last Breath On Enemy Laner
Demonstration Video Coming Soon

The Keyblade


Steel Tempest(Tornado) On Enemy Laner + Sweeping Blade + Steel Tempest + On Enemy Unit Or Neutral Monster + Flash Toward Enemy Laner + Sweeping Blade One Enemy Laner + Steel Tempest + Last Breath On Enemy Laner
Demonstration Video Coming Soon


Azir - Azir can absolutely destroy you if you're not very careful and very precise. You want to save at least 2 enemy minions that you haven't dashed to if you wanna close the damage gap. Basically you wait until Azir uses his Q - Conquering Sands and sends his soldiers away from himself. At this point you use Sweeping Blade to gap close on him and get away from his soldiers so you can damage him while his soldiers can't hit you.
If you do this, he may use Shifting Sands to travel to his soldiers, but they'll likely be close to timing out when he does, and he'll be closer to your tower. You can usually get another Sweeping Blade on a minion to get to him and then do a Q > AA > E+Q trade and walk away ahead in HP. Doing this does have a downfall though, due to Azir's ult - Emperor's Divide, which can push you into his tower. So try to be wary of your location and predictability.
Azir is a strong pusher, so you can let him push to your tower, and then enact the previous tactic to punish him hard. Cassiopeia I don't have a ton of advice for this match. Wind Wall can block Miasma and her ult Petrifying Gaze, but if you block one, she'll likely hold the other until Wind Wall fades. So use it wisely. Try to harass her from inside or on the opposite side of the Wind Wall. Wish I had more advice for you but I honestly don't see her much because I don't play Yasuo if I see her picked and it's rare that I see her picked into me as well. Ekko - Ekko is melee, with one ranged ability. Sound familiar?
Ekko will try to harass you with his Q - Timewinder while he tries to safely CS melee. You can Sweeping Blade to avoid being hit by the Timewinder as it comes out and then Sweeping Blade to a minion to gap close and AA > Q, followed by a Sweeping Blade through Ekko to avoid being hit by Timewinder on the return path. Then another AA > Q and a Sweeping Blade through a minion to get distance and CS more.
Once Ekko gets his ult, this trade style can continue, but it takes more repetitions of this than before as you have to force him to ult before you can get the kill. Keep note of his clone and try not to let him ult onto you. Heimerdinger The biggest issue against Heimerdinger is his Q - H-28G Evolution Turret. This isn't a huge issue once you take your Wind Wall, but it will cost you at least some farm until you force Heimerdinger out of lane. Here's how:
Once Heimerdinger has his turrets in place, use Sweeping Blade to get in his face, Wind Wall and stand in the Wind Wall as you attack him. His turrets won't be able to hurt you as long as the Wind Wall is up and Heim will have two choices: (1) Walk forward to his turrets, but closer to your side of lane, or (2) walk backwards, away from his turrets.
If he goes with option 1, you just Sweeping Blade + Steel Tempest each turret to kill it and punish him for going forward. If he picks option 2, Sweeping Blade + Steel Tempest to him once he backs up a bit and murder his health bar. Afterward you take out his turrets like he took option 1. Just don't chase him farther than you have to. Even if you don't kill him, driving him out of lane means you can farm. Karma - Well, you what they say about Karma and what she is. But while she can really do a number on you as Yasuo, you're not helpless. When she uses her Focused Resolve to tether you, you have 2 choices: (1) if able, you can use minions to Sweeping Blade out of her snare range (or Flash if you are desperate), or (2) you can Sweeping Blade to get in her face and use a similar tactic as you do against Heimerdinger by casting Wind Wall and standing in it when you're about to be snared so that her follow up combo can't hit you. You should be able to do at least a little damge to her at the same time. Retreat once Wind Wall fades. Lissandra - Okay, where to begin? It depends on how aggressive Lissandra is. Some fun facts though: Wind Wall blocks her Ice Shard and Glacial Path, the latter is her only mobility spell. You can use that as you want. You will need lots of magic resist though, so keep that in mind when you're building. Malzahar - Alter your build against him. B. F. Sword rush into Quicksilver Sash. You want the Sash before he hits level 6. Your Sweeping Blade will pop his passive. Build is best done as B. F. Sword > Quicksilver Sash > Phantom Dancer > Boots of your choice > Infinity Edge > Edge of Night. If you're falling behind early, finish Edge of Night before Phantom Dancer Zed - Be very wary when playing against Zed. He has a ton of damage and he can outplay you pretty hard. Some tips for you: When he uses Death Mark, Wind Wall near him reappearing and stand in it. I know I've said this for multiple champion matchups, but do it. It blocks his Razor Shuriken and allows you the chance to out lifesteal his ult and possibly even kill him. It also is a good lane to take Exhaust or possibly even Barrier or Heal. If you can hit a knock up and ult him while standing in your Windwall, you may even be able to completely negate his Death Mark damage. Zyra - She's basically better Heimerdinger but she has the same weakness. Take similar steps as when you fight Heimerdinger but be careful of her ult. It does not care about your Wind Wall and it will leave you vulnerable. She can also bait you by letting you go in on her while her plants are blocked, and then Snare you and do whatever she wants to out trade you. And then you still have to deal with the plants when you try to retreat.



This has been an in-depth guide to Yasuo. I hope it helps you out and if there's anything you'd like to add, or if you have any questions at all, just leave a comment and I will reply. Also, if you like this guide, you should check out the other guides I've written as they are similarly well detailed. Good luck on the Rift and have fun. :)

-Pure Panphobia