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Yasuo Build Guide by Juni0rBlack
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Threats & Synergies
A good Ahri can make you cry. She has got everything in her kit to succeed against you. Play defensively and if she makes any mistake you can exploit, you might manage to kill this fox.
Pre 6 Akali will probably focus on farming. If she tries short trades with you, punish her. Get vision wards and kill her. Post 6 her potential greatly increases, so be careful.
Anivia is totally underrated. Her "hard" combo is fatal and you must use your windwall to dodge her projectiles at all costs. When her passive is on cooldown, she is pretty vulnerable and you can call your jungler for a free bird meal.
A really hard and annoying matchup. Annie can farm easily, burst you at any time and win every single all-in if she plays right. Play defensively and ask your jungler for help.
This dragon is indeed mighty, but his true weakness lies between him and his orbiting stars. If you can somewhow stick there, he lacks the mechanics of stopping you. You can easily block his Q with your windwall. A good Aurelion Sol will try to roam so warn your teammates and kill him whenever he makes mistakes.
The emperor of Shurima is a late game powerhouse, being able to solo carry games if he is in the right hands. But in a lane against you, he can't do much if you know what to do. Aggressive 24/7 and you get free KFC! Remember that you cannot dash through his ultimate.
Do not let this guy stack his passive on you by hitting you with his spells and you shall be fine. You can dodge them with E and block his Q and R with your wall. If you fail destroying his combo however, you are probably dead.
A good Cassiopeia player will invest in some armor, get exhaust and use Miasma to prevent you from using Sweeping Blade. When this ability is on cooldown, she is easy to kill. If you are poisoned and she attempts to fill you with Twin Fangs, use Wind Wall right away.
Cho'Gath is notorious for his satisfactory sustain, CC and health pool. Your E is your bread and butter ability to win this easy matchup. Use it to block his casts and zone him. By denying him last hits, you delete his sustain and thus you can finally kill him. Be careful of his true damage nuke ultimate, Feast.
You rarely see Corki mid, but in such case, be aware of his damage which is mostly magic. If you dodge some of his spells you can easily all-in and punish him.
Diana, unlike the other assassins, is considerably tanky. Her Q hurts a lot and she can win early duels easily. You outscale her later however.
Ekko's base damage is pretty high. Be careful not to get stunned by his W and damaged by his ultimate. Once you get some items you will outdamage him with ease. Until then, chances of you being killed are not really low.
Both AD and AP Ezreal builds are the same easy for you. Ezreal will probably stay back and farm with his Mystic Shots. You can delete him with your windall and kill him in seconds.
Fish can easily win short or long fights against you. Try to dodge his E and his ultimate at all costs. If he lands full combo on you, you are his shark's breakfast. Consider getting exhaust and an early Hexdrinker.
Galio can't handle you in 1v1 fights. Dash around to dodge his skillshots and use wall if you think it's needed. Avoid attacking him when he is shielded or under turret, and ward the place. Galio is good at setting up ganks. Apart from this, you overwhelm him.
Most people who still play Jayce know what to do. Get doran's shield and play defensively. Dodge his cannon form combo which costs him plenty of mana and wait till you get your first item. You scale really better. Finally, while he is mid-air in his hammer form, dash out quickly to dodge it. Generally, you can easily stick on him even if he knocks you back.
Karthus is a late game monster, a global threat via his Requiem and can farm safely and easily. Nevertheless, you are one of his nightmares. As long as you have vision and map awareness, try to kill him 24/7. Remember to warn your team as soon as he reaches 6 and try to stop the channel if you have stacked your Q.
The Voidwalker has picked the wrong fight. Your passive and wall can cancel all his poke attempts and pre 6 he is one of the easiest champions for you to kill. Post 6 you need to catch him completely off guard to bring him down though, but still, he can't kill you at all.
Katarina's laning phase is known to be one of the worst in the game. She terribly lacks of damage during it. Punish her whenever she tries to farm and don't let her roam and get kills. She can easily come back into the game by doing so.
Kayle can kite you and harass you a lot and deny you a lot of kills with her ultimate. When her ranged attacks are off, it's your time to strike. You both scale well. Skill matchup.
Kennen's poke and damage are annoying when you must face him in lane. He can also get a nice burst of movementspeed and escape all-ins. Play mostly defensively. Doran's shield is good start here.
LeBlanc is a midlane terror. An ultimate assassin with crazy burst and mobility. She is hard to kill as well. Fortunately for you though, Yasuo can do pretty well against her. Good Windwalls and aggressive plays is all you need to shut her down.
Lissandra can control the lane as her poke potential is great and constant. She can just snare you while you dash and destroy you with her jungler. Try to time your knock up and ult in order to prevent her from using her claw to escape and I would not recommend diving her.
I hate lux. Her damage output is really high, while her CC and shield strength are satisfying too. Block her projectiles with your wall or dodge them with your E.
Malzahar has never been easy for Yasuo. Even after his rework, he can be tricky and his ultimate is the perfect tool to break you. Getting an early QSS would be good. Pre 6 you can press him really hard though as he lacks mobility and CC.
Orianna will get barrier and poke you all day. Maxing your Steel Tempest would be preferable, as going in to deal damage to her is a bad idea. Especially in short trades, a good Orianna will always win. Her teamfight potential is also better, so good luck.
Ryze shouldn't be that hard for you. If you play aggressively with your dashes and don't get greedy, there is no way he can win to be honest.
Swain is all about sustained damage, just like you. However, you can easily dodge his AoE abilities and out-trade him. Ignite as well as an early Executioner's Calling can reduce his durability greatly.
Over all, Syndra's ranged pressure control can punish Yasuo quite heavily. The Dark Sovereign's will is not enough to shut you down however. You can quickly apply damage to her and escape just as fast. If you block her ultimate, your chances of winning an all-in scenario are quite high.
I don't know how could any Yasuo lose to a Taliyah. Well, she might not let you seize a lot of chances to kill her, but you can't lose the lane against her. Dash around properly and warn your teammates as soon as she reaches 6, because she will probably gank with her Weaver's Wall. Bait her spells and slay her.
Talon is pretty weak pre 6 and you can easily murder him. Buy stealth wards to gain vision of him while he is invisible and remember that you can block the blades of his ultimate with your windwall.
The gambler poses a global threat and with proper card management he can do greatly in lane, too. However, he shouldn't be a match for you. Play aggressively, don't let him poke you or farm and try to kill him. Use your windwall wisely. Keep an eye for his jungler's intervention as it could lead to an easy kill on you.
Varus relies mostly on his Piercing Arrow to get advantage in lane. He has got decent range so he can farm safely while poking you all the time. Do not permit this. You can easily kill him.
Veigar scales really well into late game, being able to one shot people for fun. Prevent him from stacking AP by killing your creeps with his Q and don't get stunned. Try to windwall his ultimate as it deals insane damage. He is not that hard for you at all.
Vel'Koz's damage should not be underestimated for any reason. He can bring a lot to the table. Early game you might find yourself losing, but once you get your first item, you outdamage him.
Viktor is undoubtedly one of the strongest late game mages in the game. Early game however, you can make his life pretty hard by playing aggressively. Do so, but remember to walk/dash out of his [[Gravity Field]] in time.
Vladimir is nearly unkillable later in the game, but early game his only defensive tool against you except his healing is his Sanguine Pool. When it's on cooldown you can ignite him and easily all-in him which should result in a kill or in the worst scenario, a flash.
His arsenal of magical powers consists of long range and heavy damage poke, with decent CC. Try to dodge his skillshots with your dashes and don't get autoattacked when his passive is ready because it gives him mana. Keep in mind that your windwall is effective only against his E. Xerath is dangerous, but with smart plays you can show him who is the boss.
A matchup I always found interesting. You have got an advantage pre 6 so try to exploit it as much as you can. Exhaust is a must in this matchup so your chances of surviving his all-in post 6 are more. Do your best against this ninja.
Ziggs's arsenal is all about poking and bursting down multiple enemies. Play aggressively and if he doesn't outplay you hard, you have won.
Introduction: Me and my guide
|Flash is always essential for Yasuo. It can help him escape/chase, mostly by blinking through walls, dodge projectiles in case Wind Wall is on cooldown and it's needed for a good surprise combo we will speak about later.|
|Ignite increases your kill potential throughout the game, especially early on. It can also help you take down enemies whose survivability lies on healing. Most usual choice for second spell.|
|Teleport is more suited for toplaners, however you can get it on mid as well. Use it to return faster in lane, split-pushing, secure objectives or gank your allies. In short, improve your map presence.|
|Exhaust can help you survive deadly attacks and it's crucial for some matchups. It also increases your dueling potential.|
So basically: > > >
This is the most common ability sequence for Yasuo as he can dash around more frequently in lane. The damage increase in Sweeping Blade is also better for early game than Steel Tempest's as you are not going to crit that much. Concering thε frequency of the dashes, the CD of Sweeping Blade is not only reduced with each rank, but Yasuo himself can dash to the same target more often. So his sticking power is increased immensely.
However, as I mentioned in the notes, Yasuo's skill sequence is far more complex than you might think. This happens because using your dashes most of the time exposes you and some opponents can punish you really hard. Especially if you are not an experienced Yasuo, you might find yourself in a terrible position and get yourself killed. A safer, viable of course, laning phase would be maxing your Steel Tempest first instead. In that way. you can farm easier from a distance.
Another thing I would like to point out is that choosing Sweeping Blade at level 1 against some opponents might give you the chance of inflicting a lot of damage or even killing them if you play with the proper aggression. This tactic could be applied to champions without any escape or dueling capabilities at first level. Katarina and Karthus are fair examples.
Finally, you do not always have to unlock Wind Wall such early (level 3). In some matchups against champions without projectile abilities, especially if they are melee, you would prefer to give some points to Sweeping Blade. If you face such a matchup and the enemy jungler lacks projectile abilities/attacks as well, you can even take Wind Wall after you max out your Sweeping Blade.
These simple runes are in my opinion the best for our Yasuo.
First of all, I want to make it clear that attack speed or critical strike chance runes are terrible. People get them on Yasuo in order to reduce his Steel Tempest's cooldown and obviously get a good amount of crit, respectively. This is so wrong. Both of these shall be capped as soon as we get our first items. As a result, these runes will be pretty much useless. Talking about the crit ones, completely wasted.
Moreover, I generally prefer flat AD over armor pen. If you want to swap some AD marks with some armor pen ones, whatever. Just keep some flat AD in your rune page.
Lifesteal quints aren't that good after the nerfs. You will get a maximum lifesteal of 4.5%. And your early flat AD, since you rush PD or Statikk will be pathetic. Besides, most of the time you anyways get more than one Lifesteal item due to the fact that both Maw of Malmortius and Mercurial Scimitar are defensive items for you that offer lifesteal, too. You do not need that lifesteal.
Concerning scaling armor seals or scaling MR glyphs, they are fine. You can do as you like. However, you need more tankiness early and the lack of defensive stats will be perceptible.
Scaling health runes are good from what I have read, but I have never used them myself.
|Phantom Dancer is the ideal item for increasing your dueling potential and while near enemy champions the movement speed bonus is the highest among all items (12%). It's 50g cheaper than Shiv and you also ignore unit collision. This can help you come closer to monsters in jungle and pass through the wall with your dash.|
|Statikk Shiv, the rival of PD, offers 10% less attack speed and in case of duels, its less good. Nonetheless, since its passive can crit, it helps Yasuo burst squishy targets and clear creep waves easier. Yasuo can also stack the passive fast, due to his good mobility. Keep in mind that late game PD is more beneficial than Shiv.|
|A core item on Yasuo. Infinity Edge ensures 100% critical strike chance after you get PD or Shiv and your crits hurt considerably more. After its purchase, your power spike is godlike.|
|A sick lifesteal item, Bloodthirster grants you raw stats and also overheals you, adding a second shield to your weaponry.|
|Buy BotRK instead of BT only if you are being kited and enemy team consists of at least 2 tank/semi-tank champions who rely on HP to do their job. Try not to pair Blade with Greaves, as your attack speed shall be too much.|
|Do they build a lot of HP and armor and you feel like you deal no damage at all? You've got Lord Dominik's Regards. Now you can shred them, especially if combined with BotRK and the bonus armor penentration of your ultimate. There are no tanks.|
|Do they build a lot of armor or/and rely on healing abilities? Remind them how mortal they truly are with this item. You can also purchase an early Executioner's Calling and finish the item later if it's all about healing.|
The magic damage absorbing shield and the 40 MR of this item can be the reason you are not dead, yet. You can buy Hexdrinker early and finish the item later on.
It's all about dealing with mages or magic damage assassins.
|If you suffer from hard CC, QSS's active is your savior. Rush it as soon as you get PD/Shiv and late game you can finish it into Scimitar. The other stats are more than likeable, too.|
|Sterak's gage provides health and extra damage based on your base AD. The damage bonus is increased in case you are bursted and you also get a shield. Yasuo's base AD is average, but the tankiness offered is pretty good against bursty champs.|
|50 armor and 50 health are nice stats, but the thing you like in this item is its passive. You gain a good movement speed bonus which is lost only if you attack. You can therefore gain flow stacks and E faster. Collect 100 momentum stacks before attacking to maximise the damage and slow on the target.|
|If you are against a team comp with strong engage and magic damage spells, go for Veil (+70 MR, too). Remember to stay back so you don't lose the shield by any low-threat poke spell because the shield refreshes kinda hard.|
|Cheap item, with both armor and MR stats, but you buy it because of its passive. It's overrated in my opinion, as its CD is 5 mins and 30% of HP for you is meh. If you are really rich, you can sell it when the passive is on CD and buy something else.|
|A bad omen for the enemy carry and anyone else who builds attack speed and critical strike chance items. The passive can help you stick to targets or escape and the raw stats of 60 armor and 500 HP are good, too.|
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.
- 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.
- In lane, when you have just lost your shield, move around at the backline to regain your flow and nullify any imminent poke.
- Keep an eye on your flow bar and try to exploit it as much as you can. Using Last Breath generates maximum Flow instantly.
- Yasuo is notorious for his doubled critical strike chance. Rush this stat as you are going to become really scary. 100% with 2 items *****es!
Steel Tempest: Yasuo thrusts his sword forward, dealing physical damage to all enemies in a line. Steel Tempest can critically strike and will apply on-hit effects to the first enemy hit. Hitting an enemy grants 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.
- In lane, use this ability to safely farm minions from a distance, harass the enemy laner or get some Gathering Storm stacks to set up a gank or a better trade.
- Missing a Steel Tempest could cost you a kill. Learn its range and try to predict enemy movement.
- Sometimes, using the bread and butter Sweeping Blade and Steel Tempest combo will not guarantee a successful Steel Tempest strike. By practicing, you will get used to the mechanic and learn when you should Q after completing the dash. However, it mostly happens when you are too close to the target (keep in mind that Sweeping Blade's distance is fixed).
- Normal cast range: 475, Whirlwind range: 900, Circle range: 375
- Steel Tempest is counted as a basic attack. Therefore, its cooldown cannot be reduced by CDR.
- To unexpectedly kill an enemy champion low on health, you can Sweeping Blade + Steel Tempest and while Yasuo is performing the circle attack animation, use Flash quickly. If possible, do it while you have your whirlwind ready so you can land one autoattack in case it's needed.
Wind Wall: Yasuo creates a gust of wind that travels forward to form a wall in front of him, which blocks all enemy projectiles with the exception of turret attacks.
- The wall grants sight over a small area. You can use it to reveal targets behind some walls and dash through them with your Sweeping Blade.
- A good wind wall can save you or a teammate from a lethal projectile. Keep it for the right moment.
- Never forget that it travels 400 units forward.
- When dueling ranged opponents and they are really close to you, try moving through and around the wall, stick to it. Hitting them at the same time might result in an unexpected win - or loss prevent.
- When you have pushed the lane and your opponent tries to last hit under turret, use the wall to prevent him from farming the ranged creeps and deny him gold.
- Wind Wall can be used to freeze the lane. While you are being attacked by a group of ranged creeps, cast it to block their attacks and stay still behind it until your creep wave arrives.
Sweeping Blade: Yasuo dashes a fixed distance in the direction of the target enemy, dealing magic damage and marking them briefly. Each cast increases the next dash's base damage by 25% for 5 seconds, up to 50% bonus damage. Yasuo cannot use Sweeping Blade on a marked enemy.
- Yasuo will generate ~7% of Yasuo's maximum flow innately as Flow-generation is based on distance traveled.
- All hard CC effects will stop the dash.
- Yasuo's dueling potential relies heavily on his dashes. He can actually briefly recede from a fight while dashing through minions, regaining his shield and his Gathering Storm stacks. And then he comes back to end the duel, victorious. All these in a number of seconds.
- Sweeping Blade is unaffected by CDR (How much lower CD could it have?).
- Use this ability to dodge skillshots, pass through walls and cancel your autoattack/Q animations.
- The speed of the dash scales with Yasuo's bonus movement speed (including buffs from allies). Being slowed doesn't reduce the base speed, but negates the bonus speed.
Last Breath: 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 physical damage. For the next 15 seconds, Yasuo ignores 50% of his targets' bonus armor. Casting Last Breath clears all stacks of Gathering Storm Gathering Storm.
- 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.
- Bonus armor refers specifically to armor granted through: runes, masteries, items, auras/buffs and champion abilities and it applies before flat armor penetration.
- Targets suspended by Last Breath cannot be displaced any further until the ability is completed.
- If you are in really close range with an airborne target, you can first autoattack him and then use Last Breath. This could make the difference between a kill and a Flash. You can also use Q or E just at the time you land, before the target reacts.
- Remember that your damage output against the targets after the cast is significantly increased with the bonus armor penentration.
- Use it in the right moment and try to combo with your team as well as you can.
- You can use your empowered Steel Tempest and before the animation ends use Last Breath to an already airborne target. That way, the whirlwind will start travelling as soon as you reach the target and hit enemies it couldn't reach before. Hard trick though.