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Recommended Items
Runes: Super Sustain

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:

Flash
Ignite
Items
Threats & Synergies
Threats
Synergies
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Extreme Threats

Darius
Darius is one of the hardest matchups in the game for yasuo. If the wave is at his tower you can never step up because he can pop ghost and run you down. He can also easily 100-0 you just by pulling you in using his generic auto w q r combo, even if you're just 2 steps away from your tower. This combo is so consistent that it's easy to int 0/5 in 5 minutes, lose your confidence in this matchup, and proceed to permaban him.
However, with the right setup and outlook on the game, you actually have a lot of opportunity in this matchup.
Gameplan:
Lvls 1-2 you actually have decent odds of being able to outtrade him. Take short trades, dashing in and out, disengaging as he starts to build his stacks and reengaging off his cooldowns.
From 3 onwards, Your game plan is to play like a chicken unless he somehow misses his pull or your jungler comes. Your jungler is the only saving grace in this matchup. Darius is immoble and has a fat hitbox, so he's very easy to gank. Be sure to follow up on the ganks, as this is when you can actually play the game!
Mechanics:
Try not to directly e onto darius, instead, save it for when qs, as you can almost always dodge it by dashing into him.
Conc:
Again, confidence is vital in this matchup. Respect the fact that he usually beats you, but don't be afraid to trade back or limit test.

Malphite
You'll win 90% of teamfights.
Synergies

Malphite
You'll win 90% of teamfights.
Champion Build Guide
I've been playing league since season 6 and have been a Yasuo main since season 7, currently Diamond 1.
My main account: https://na.op.gg/summoner/userName=awesomeisgolden
With Yasuo, you have unlimited mobility in minion waves and dash gimmicks with jungle camps, a sword to swing around (who doesn't like swords?), huge outplay and turn potential, a way to completely ruin another player's champion with your windwall, and opportunities to 1v1 1v2 1v3 1v4 1v5 or even just 1v0 yourself. This champ is designed so well they even made a Yasuo V2.
With a yasuo on the enemy team, you lose. With a yasuo on your team, you lose. It's science. The only way out of this cycle is to join the yasuo cult.
Pros:
- Has the ability to instantly punish mistakes
- High outplay potential
- High mobility
- Great waveclear
- Strong early game, decent lategame
- High snowball potential
- Great team player with knockups
Cons:
- Very Weak to hard cc
- Susceptible to jungle ganks
- Very squishy
- Loses to most bruisers 1v1 unless very ahead
- AD midlaner (often leads to AD-heavy compositions)
Passive (Way of the Wanderer):
Every unit Yasuo moves by any means, he gains flow. When Yasuo takes damage that would damage his core health at maximum flow, he generates a shield that scales based off his level, and loses all his flow.
Yasuo's passive is what makes him so annoying to lane against. He can go in for a short trade against you and win with the shield advantage, and then just dash back to safety and walk around to charge it back up again. Needless to say, this a great way to utilize the passive while you're playing this champion. I find a useful way to think about this ability is like health regen on steroids. Health is a resource, and if you can trade this passive shield for the opponent's actual hp, then you're creating tons of value for yourself and slowly winning the game.
Note that bone plating currently procs after the shield disappears, making it a very solid option against many melees. Be wary, enemies can take scorch against you and proc both your shield and bone plating with one ability.
Q (Steel Tempest):
Throw out a short, piercing attack in front of you, applying on hit to the first enemy, and get a stack. If you hit this ability again while you have a stack, you charge up a tornado instead, which when thrown knocks up the enemy.
This ability's cooldown and cast time is decreased the more attack speed you have, and can be canceled by enemy crowd control during its cast time. The minimum cooldown goes all the way down to 1.33 seconds!
If you use Q while in the middle of a dash (E), when you end your dash, you'll release an AOE spin attack instead.
A key small detail to note about this ability is that if Yasuo's E ability is used while the cooldown of this ability is less than 0.5 seconds, then the cooldown of this ability is refreshed! That means in actuality, if you time your Es right, the cooldown of this ability is actually 0.83 seconds. How broken is Yasuo!
Another thing to note is that if you use this ability later in your dash, your cooldown will be higher than if you used it while you began dashing. Keep this in mind, especially if you find yourself struggling on the infamous Keyblade and Beyblade combos mentioned later in this guide and many others.
W (Wind Wall):
Throw out a wall from within your player model that passes harmlessly through enemies and terrain, stopping a short distance in front of you, and lasting for 4 seconds. Any enemy projectile that attempts to go through this wall is automaticallly deleted.
This ability is incredibly broken but has a rather long 25 second cooldown, so use it wisely.
E (Sweeping Blade):
Click on an enemy within range to dash through them, dealing a small amount of damage .
This ability only has a 0.5 second cooldown, going all the way down to 0.1 seconds at rank 5! But you can't use it on the same target within 10-6 seconds. This means you can easily dash around on a fresh minion wave, but can't spam it on the same champion within a short amount of time.
A key thing about this ability is that it grants you ghosting for 2 seconds after use. Ghosting makes it so that you can move through enemies freely, as if their model wasn't there at all. This makes it incredbily easy to reposition or kite the enemy after a dash.
R (Last Breath):
Blink to any knocked up enemy, sustaining them in the air for 1 second, then deal some damage to them at the end of that second. Also gain maximum flow.
This ability will always try to place you outside of the turret range.
I think every single one of Yasuo's abilities are incredibly well-designed, but this one synergizes so well with his own knockup and the knockup of other champions. When I first started playing this character I could never react to knockups, and so ended up not using this ability the first 10-20 games I played with this character. So be patient with yourself if you mess up! (What I tell myself when the Malphite gets a 5-man knockup and I don't see it and I get 5-man missing ping spammed)































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