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

Yasuo Build Guide by Serenite

Like Build on Facebook Tweet This Build Share This Build on Reddit
League of Legends Build Guide Author Serenite

IN-DEPTH High Elo Yasuo Guide - HASAKI! [NEW RUNES]

Serenite Last updated on November 18, 2017
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!

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.

Cheat Sheet


Yasuo Build

LoL Path: Precision
LoL Rune: Press the Attack
Press the Attack
LoL Rune: Triumph
LoL Rune: Legend: Alacrity
Legend: Alacrity
LoL Rune: Coup de Grace
Coup de Grace

LoL Path: Domination
LoL Rune: Sudden Impact
Sudden Impact
LoL Rune: Zombie Ward
Zombie Ward

+9% attack speed and +10 ability power or +6 attack damage, adaptive

LeagueSpy Logo
Middle Lane
Ranked #37 in
Middle Lane
Win 49%
Get More Stats

Ability Sequence

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

Threats to Yasuo with this build

Show all
Threat Champion Notes
Aurelion Sol One of the easiest matchups. Just be careful of his roams to bot lane. Make sure you ping.

▬▬ι═══════ﺤ Table of Contents -═══════ι▬▬

▬▬ι═══════ﺤ -═══════ι▬▬

▬▬ι═══════ﺤ -═══════ι▬▬

Hey all. I'm Serenite, a Yasuo one-trick from Australia.

I've been playing League for almost 2 seasons. I started at the very end of Season 5. At the time of writing this, I am Diamond 5 (sadly). I have 450k Yasuo mastery points at the moment, and obviously main him. I'd like to think I know how to play Yasuo to atleast a Diamond standard, so hopefully this guide will help you reach higher elo with Yasuo. I play him mostly mid, but if I get assigned top lane I take him top lane too. This is the first guide I have written, so please leave feedback in the comments if you like it or not and how I can improve this guide.
▬▬ι═══════ﺤ _
  • Press the Attack: is the most effective Keystone to use on Yasuo. It gives him damage when fighting which can be very useful early on.
  • Legend: Alacrity: is used for two reasons. The first is for that the fast attack speed scaling it gives you which is great on Yasuo, and the second is to max out the Steel Tempest cooldown. This is something that is harder to do now that the new rune system is in place, since you could get an easy 29% attack speed at the start of a game with the old system. Now, you need to scale up with this rune for that Steel Tempest cooldown cap. You can get there fairly easily though. I go more in-depth about the Steel Tempest cap by following this link -> (Why does Yasuo use attack speed so well?)
  • Coup de Grace: is used just for some extra finishing damage.
    None of the options in this line have particularly good synergy with Yasuo, so this is your best bet.
  • Sudden Impact: enables Yasuo to have some extra burst damage through lethality and magic penetration for 5 seconds after dashing. This is VERY handy for trading in the laning phase. Having that little bit of extra trading damage can turn the tide of the lane.
  • Zombie Ward: is used just because it is too good to miss. I would recommend taking Zombie Ward on almost all champions. Zombie Ward will save your life many times, and help you get many kills.
Doran's Blade is your starting item 99% of the time. The only time I wouldn't go Doran's Blade is if I was going Doran's Shield. Doran's Shield is for the occasional matchup that you will never win early, and all you are planning to do is sit back and farm (e.g. Pantheon).
Please don't forget Health Potion.
Please don't forget Warding Totem either. :)

Phantom Dancer is what you should be rushing most games. It is probably the best item for Yasuo. It gives him 60% crit, and enough attack speed to do keyblades, beyblades and airblades. (What is a key/bey/airblade?) Phantom Dancer gives great dueling potential as well. Its passive gives bonus movement speed when near enemy champions, and you also take 12% less damage from the last enemy champion you damaged. Completing Phantom Dancer is a big powerspike for Yasuo.
Infinity Edge is an amazing item on Yasuo. It completes the 100% crit dream and gives us a 50% damage boost on those crits. This is going to be your second buy almost all of the time, with Frozen Mallet being the other option if you are really, really far behind. If you have enough gold for it, go for the B. F. Sword first. If you don't have enough gold for it, Cloak of Agility is what you want. I wouldn't really recommend buying Pickaxe over Cloak of Agility, since I find the 100% crit chance is much more valuable at that time in the game than 25 AD. When you complete this item, you have hit Yasuo's biggest powerspike. You will finally be able to 1v1 MOST champions, as long as you aren't very behind in gold.
For your boots, you will most likely be buying the almighty Mercury's Treads. Mercury's Treads are great on Yasuo because:
    1. They provide magic resist against your opponent (which is most likely a mage)
    2. 30% tenacity!
I choose to go for these bad boys over the disgusting Ninja Tabi since I love the tenacity that Mercury's Treads provides. I must admit, I do choose Ninja Tabi if they have a fed assassin, or there is not much crowd control on the enemy team (please forgive me ADCs).
Hexdrinker is an AMAZING item against AP assassins. I rush Hexdrinker if I am having a hard time against a mage, or if there is 2 or more hard AP mages on the enemy team. If you think there is a risk of feeding the enemy Katarina, please just buy one of these so all Yasuo mains don't get labelled as Bronze 5 imbeciles. I usually don't upgrade this into Maw of Malmortius until late game, unless I think I could use the extra magic resist.

The Bloodthirster is most likely going to be the first item you buy after finishing your core, although for me it is often a toss up between The Bloodthirster and Frozen Mallet. I usualy prefer the AD and lifesteal that The Bloodthirster
provides compared the the small AD bonus and HP that Frozen Mallet provides,
but if you need the HP don't be scared of buying Frozen Mallet. As a general idea,
it is better to go for Frozen Mallet if there are a lot of assassins on the enemy team, or if you are getting focused super hard. The Bloodthirster is usually a better option if you are ahead. That's just a quick summary of those two items though, there are times when there are assassins on the enemy team but it is still better to buy The Bloodthirster rather than Frozen Mallet.
You will be buying this item almost every game, as it gives Yasuo that bit of tankiness that pushes him into the next level of strength. With your core, The Bloodthirster and Frozen Mallet, it is unlikely that you will lose fights (unless you can't play Yasuo. But that's ok, keep reading this guide and you will be challenjour in no time). Oh and the slow on this item is beyond cancer.
Guardian Angel is most likely going to be the last piece of the puzzle for your build. This thing wins games. Seriously. You can buy this item a little earlier if you feel you are getting focused in teamfights. If you do need it a little earlier, I would recommend buying it after Frozen Mallet. The Frozen Mallet + Guardian Angel combo is very good for surviving fights. Keep in mind your damage won't be at its potential, but sometimes your team has enough damage already and all you have to do is not die.
If you have already purchased Hexdrinker, then you most likely will be upgrading it to Maw of Malmortius at some point in the game. The time in which you upgrade this completely depends on the amount of AP on the enemy team. If I was facing 3 carry mages, then I would upgrade this item straight after my Infinity Edge. If there is 1 carry mage (mid) and 1 support/tank mage (jg/sup), then I would upgrade it as my last item.

Trinity Force is an item that is used on top lane Yasuo much more than it is used on mid lane Yasuo, but I included it anyway because it is still viable in the mid lane. If you are going to be buying this item, I would recommend buying it after Phantom Dancer, since in my opinion Phantom Dancer is a stronger first item for Yasuo than Trinity Force. Make sure to use this item to its full potential, split pushing whenever it is safe to do so. Trinity Force's tower pushing is very impressive on Yasuo, since you can Q nothing every few seconds and get that Trinity Force proc.
I would not recommend buying Blade of the Ruined King very often at all,
for the simples reason that the lifesteal from The Bloodthirster is much greater.
It used to be a very viable item on Yasuo after the rework, but since the nerf to it, it just seems like it doesn't provide enough stats to find itself in many of my builds. There are some situations where Blade of the Ruined King is viable though.
If there are a lot of tanks on the enemy team, and you need a little bit of extra damage to shred them because your ADC just won't buy Last Whisper, then buy this.
Mercurial Scimitar is one of those items that you probably won't get to until late game because Quicksilver Sash is great on its own. Buying a Quicksilver Sash is absolutely necessary for some games, and you shouldn't be scared of buying it if you need it. Just remember to use it when you have it. The amount of times I have remembered that I bought this item after I have died to a Malzahar ulti is not good. Sometimes the tenacity from Mercury's Treads just isn't enough.
Just like Blade of the Ruined King, I don't recommend buying this one often. Only buy this if you plan on upgrading it into Mortal Reminder because of the Grievous Wounds or if there are like 3-4 full tanks on the enemy team.
▬▬ι═══════ﺤ _
This your skill order most of the time. The Q max is too stong after all the times that have nerfed Yasuo's e. The only exception is level 1. You migt want to take a point of Sweeping Blade instead of Steel Tempest at level 1, because you can do a quick trade by jumping on to a minion or two, then jumping on to your opponent, before dashing right out again to safety. This is a great level 1 trade that is recommended if your opponent doesn't have any forms of defense at level 1.
▬▬ι═══════ﺤ _
INTENT: Yasuo gains double the critical strike chance from all sources but his basic attacks and Steel Tempest respectively deal 90% and 75% damage when critically striking.

RESOLVE: Yasuo generates a Flow stack for every 59 / 52 / 46 units he travels by any means. At 「 100 stacks 」 and upon taking champion or monster damage, Yasuo consumes all Flow to shield himself for 100 - 510 (based on level) for up to 1 second.

Yasuo's passive, Way of the Wanderer gives Yasuo a great advantage in early trading. It grants him a shield that blocks 100 damage at level 1. Due to this, it is best to trade whenever you think you can at levels 1-3, unless your opponent has a shield or you are putting yourself at risk of dying. His passive also grants him double crit chance, but we already knew that. What you might not have known is that when Yasuo crits, he deals 10% less damage with his auto attacks and 25% less damage with his Q.

Make sure to walk around as much as you can. Never stand still when playing Yasuo. You are wasting valuable stacks that provide some nice protection. You should always be keeping an eye on your flow stacks because this determines when you should take trades. You can bait your opponents into thinking they can kill you if your flow shield is almost up. While fighting them, your flow shield should come back up and hopefully get you a kill.
FIRST CAST - STEEL TEMPEST: After 0.54 - 0.18 (based on bonus attack speed) seconds-delay, Yasuo thrusts his sword, dealing physical damage to all enemies in the target direction and granting Gathering Storm upon dealing damage.

20 / 40 / 60 / 80 / 100 (+ 100% AD)

Steel Tempest can critically strike for 75% damage and applies on-hit effects to the first target hit. Casting Steel Tempest after Sweeping Blade affects enemies around Yasuo instead.

SECOND CAST - STEEL WIND RISING: For the next 6 seconds, Yasuo can gain another Gathering Storm stack by hitting an enemy with Steel Tempest, empowering it for the same duration.

THIRD CAST - GATHERING STORM: Yasuo consumes all stacks to unleash a whirlwind that travels an increased distance in the target direction, dealing the same damage and knocking airborne all enemies hit. Steel Tempest's knockup does not gain increased range when cast during Sweeping Blade.

To summarise, Yasuo Q makes him thrust forwards, dealing damage in a line; dealing physical damage. When he Q's twice, his next Q will be a tornado that travels from where he is to where he directs it. It knocks up all enemies it hits.

Steel Tempest is a great ability for fighting early on, as it is like weaving an extra auto attack in during fights. If you are facing a melee matchup, I recommend poking them with Q during laning phase (especially level 1). You can poke them down and eventually kill them/force them out of lane. It is vital to hit Q's in fights because if you want that knockup for Last Breath, you need to get the stacks.

Another tactic that revolves around this ability is poking your enemy down with Q. Rito recently nerfed Yasuo's duration on his Q, so it is harder to poke now, but it is still possible and effective. Watch how your opponent tries to dodge your abilities, and take this into consideration then next time you throw a tornado.

Steel Tempest is treated as an auto attack, meaning its damage gets reduced by Ninja Tabi. Its cooldown is reduced by attack speed, which is a big reason of why we rush Phantom Dancer first. Steel Tempest unfortunately does have a cooldown cap, meaning you can't build full attack speed and have it on a 0.5 second cooldown. Its cap is 1.33 seconds, and you can reach it by having 55% attack speed at level 18. This is the reason it is not recommended to build Berserker's Greaves, since you are essentially wasting the additional 35% attack speed provided. It is much more ideal to have some magic resist and tenacity or armour.
ACTIVE: Yasuo creates a gust of wind that travels in the target direction over 0.25 seconds to form a wall in front of him. The wall slowly drifts forward 50 units over 3.75 seconds, blocking all enemy projectiles except turret attacks.

300 / 350 / 400 / 450 / 500

Yasuo's w, Wind Wall is an AMAZING ability for fighting in general. Most people you are going to be laning against will have a skillshot of some form, and to be able to block this when trading/fighting is a great thing to have up your sleeve.

There will be times when your opponent doesn't have any skillshots, and the effectiveness of your Wind Wall drops dramatically. This is ok though, because the champions that don't have skillshots are mostly tanks that you will be facing in the top lane, so there isn't much to worry about there. I would recommend still putting one point into Wind Wall, even if you are facing an opponent with no skillshots. The reason for this is I have tried to delay putting a point into Wind Wall, and I end up regretting it every single time. You will either be ganked by a jungler and have no Wind Wall (which is essential to surviving ganks), or be roaming mid and not be able to negate that Lux stun. When you're in game having one less point in Q than you potentially could have, does not make a difference.

It is very important not to waste your Wind Wall on an ability that doesn't do much. If you are going into a teamfight with no Wind Wall, you are at a big disadvantage. Not having it up to block that Ahri Charm or Morgana bind could turn the tide of the fight.

Timing your Wind Wall right is crucial for fighting in lane. You need to be able to predict when your enemy is about to use an ability, or the moment you see that ability being used pop your Wind Wall. Some abilities are very easy to Wind Wall, and some are a lot harder. Easy abilities to Wind Wall are like a Lux bind and an Aurelion Sol stun. Harder ones include Ahri's Charm because of the speed. You will most likely have to predict her Charm.
ACTIVE: Yasuo dashes a fixed distance (speed scales with his bonus movement speed) in the target enemy's direction, dealing magic damage. Yasuo cannot dash to the same target more than once every few seconds.

60 / 70 / 80 / 90 / 100 (+ 20% bonus AD) (+ 60% AP)

Each Sweeping Blade cast increases the next dash's base damage by 25% for 5 seconds (up to 50%)

15 / 17.5 / 20 / 22.5 / 25

Yasuo's e, Sweeping Blade is his main form of mobility. Yasuo can't dash to the same target more than once for a short amount of time, so it is important to remember when trading with your opponent, that you don't dash through the minion that you need to use to get out. I have done this too many times, and it results in death a lot. Sweeping Blade is what you will be using to trade with your opponents during laning phase.

The damage Sweeping Blade does ramps up to +50% when Yasuo has used it twice, meaning that it is best to dash to a few minions before dashing on to your opponent for maximum damage.

Levelling up Sweeping Blade reduces its cooldown, but it is not recommended that this is done since maxing Steel Tempest is a stronger option after the recent e nerfs.

Ideally, with one stack of Steel Tempest; you want to Sweeping Blade to two minions, Sweeping Blade to your opponent, auto attack, Steel Tempest, auto attack three times, Steel Tempest (tornado), auto attack and Sweeping Blade to a minion to get out. This is the ideal trade, but will most likely not be achieved if you are not used to the combo. During that time you should use your Wind Wall to block an ability if you have leveled it.

You can cast Sweeping Blade and Steel Tempest right after for Yasuo to cast Steel Tempest in a circle. When you have two stacks of Steel Tempest, you can do the Sweeping Blade + Steel Tempest combo for a knockup in a circle. Getting good at this combo is an essential part of learning how to play Yasuo.
ACTIVE: Yasuo blinks to the Sight icon visible airborne enemy champion nearest the cursor, instantly generating 100 Flow stacks but resetting Steel Tempest's. Upon arrival, he suspends all nearby airborne enemies for 1 second, dealing physical damage.

200 / 300 / 400 (+ 150% bonus AD)

For the next 15 seconds, Yasuo's critical strikes gain 50% bonus armor penetration.

Last Breath is Yasuo's ultimate ability, and it is a good one at that. It grants him max flow shield stacks instantly, and 50% bonus armour penetration for the next 15 seconds. This means you can start fighting your opponent at around 80% flow shield stacks, let your opponent pop the flow shield, use your Last Breath and get them all back instantly. The bonus armour penetration is very useful when playing top lane more than mid lane, as your opponent is most likely not stacking armour (god forbid it's Galio mid).

You can only use Last Breath when at least one enemy champion is airborne. They can be knocked up from your tornado, or any other source from any of your teammates. You can also use Last Breath off of baron nashor 's knockup ability. This is the only interactable I have found in terms of NPCs. The knockup from the plant does not work.

IMPORTANT!: YOU CAN WEAVE IN AN AUTO ATTACK WHILE YOU HAVE THEM KNOCKED UP. This will improve your damage, and can secure kills that you would otherwise not have.

There are several tricks you can do with Last Breath, but the ones we will cover are the beyblade, airblade and keyblade. The first trick we will cover is the easiest trick to pull off out of the three, the beyblade. A beyblade is when you have your tornado ready, and you Sweeping Blade + Steel Tempest combo while using Flash to reposition yourself and catch opponents off guard. This will transfer the knockup to where ever you have aimed your Flash. This is a trick commonly used by high-level Yasuo players, and the one that is used the most.

To keep it short, an airblade is when you throw your tornado out, and then quickly do a Sweeping Blade + Steel Tempest combo on a nearby enemy while pressing Last Breath. This is to transfer the Steel Tempest damage from the target you used it on, to your knocked up enemy. This is a situational trick that I would not recommend trying for new Yasuo players.

A keyblade is basically a keyblade, except you weave in an auto attack and Sweeping Blade before using Last Breath.




▬▬ι═══════ﺤ _

Flash: is by far the best summoner spell for Yasuo, and almost all champions. THe amount of defensive and offensive capabilities Flash provides is unmatched by any other summoner spell. There is a reason 99% of champions take Flash.

Ignite: is the second best summoner spell for Yasuo in my opinion. It is close between Ignite and Exhaust, but I say Ignite is stronger, just because there are so many kills that get flashed away from when I don't take Ignite.

Exhaust: is the next best summoner spell for Yasuo. I would take this over Ignite in something like a Diana matchup, because her killing me is how she plans to snowball herself. Exhaust is good at stopping champions from snowballing.

Barrier: I can't think of a good reason to take this summoner spell over Ignite or Exhaust. I do not reccomend this, unless you plan on playing the safest Yasuo seen to man.

Teleport: is mostly for top lane players. If you are a top lane player, please take this. If you are mid, I wouldn't recommend since your top laner's Teleport should be enough. I find that Yasuo has enough roaming potential in the mid lane to go without Teleport.
▬▬ι═══════ﺤ _

+ Great fighter
+ Extremely mobile
+ Outplay potential is over 9000
+ High damage output mid/late game
+ Nice roaming
+ Tilts people

Yasuo is an extremely mobile AD assassin, which can be played mid and top. He has incredible outplay potential (just look at reddit), has very nice damage mid/late game,above average roaming potential and best of all he tilts the absolute **** out of people when you stomp them. Seriously, people get mad and start throwing around the classic "YASUO IS SO BUSTED, WHY DON'T RITO NERF HIM ALREADY???HMPHHHHHHHHHHH" The thing is, Yasuo has been nerfed many, many times. The thing people get annoyed at is the slipperiness (which I understand), but it's just hilarious to see people still complaining about Yasuo when you could be complaining about Janna or Cho'Gath.

- Loses to most fighters
- Easy to overextend with
- Easy to itemize against ( Ninja Tabi)
- Very high skill cap
- Gets camped
- Very squishy until late game

Unfortunately, Yasuo also has his downsides. He loses to most fighters (why mid is better) and is extremely easy to overextend with. How many times do you see a Yasuo
dashing into the enemy tower, just to die seconds later? He is also easy to itemize against. All the enemy has to do is build Ninja Tabi and your damage is reduced by a big chunk. He has a very high skill cap, so it will take a long time to learn how to play him compared to other champions. Also, because you are playing Yasuo, the enemy is going to camp you hard, so be prepared to stay calm and not tilt. Keep those wards up.
He is also pretty squishy until late game.
▬▬ι═══════ﺤ _
Malphite is the most obvious and well known synergy with Yasuo.
This is due to one thing; his ultimate Unstoppable Force. Unstoppable Force
is an AoE knockup ability, letting Yasuo cast Last Breath on a potential 5 targets. It also helps that Malphite tradtionally builds full tank, meaning that after you put yourself in the middle of a whole team, your Malphite can tank for you.
Gragas has great synergy with Yasuo due to his knockups in hit kit.
Gragas has two built in knockups in his kit; his Body Slam and his Explosive Cask. Both of these abilities are easy to hit, and he can even knockup from long range with the Flash + Body Slam combo.
Zac is another one with knockups (I guess all of Yasuo's synergies are...). Zac's huge range on his Elastic Slingshot allows him to knockup gank from a whopping 1800 range at rank 5. He also has a knockup on his ultimate, Let's Bounce!. Oh, and he also builds full tank.
Nautilus is one of those champions that you won't see very often these days,
but when you do get him on your team it is a Yasuo player's wet dream. A point and click knockup for Yasuo to ult the fed Caitlyn? Yes please! I am also pretty sure his Q, Dredge Line makes its target airbourne for a moment, meaning you can Last Breath off that.
Warwick doesn't have any knockups, but I find that he synergises really nicely with Yasuo due to his supression on his Infinite Duress. As long as you have your tornado ready, it should be a certain kill if Warwick comes mid with his ulti. Wait for him to use his ulti, then throw your tornado out right after, so there is no chance of missing.
▬▬ι═══════ﺤ _
Alright, let's get to the good stuff. This section will be split into 3 parts:
    • Early game/laning phase
    • Mid game
    • Late game/teamfighting

Alright lads and ladies, let's get into the gut of this guide. I marked the heading in red because Yasuo's early game/laning phase is; in my opinion, the most important phase for him. Laning phase can make or break Yasuo's game, so you need to learn how to perfect it.

The first thing you want to do when you come into lane is put a point into Steel Tempest or Sweeping Blade (How do I know which one to take first?). Once you have put a point into either Steel Tempest or Sweeping Blade, you need to make a decision to whether you are going to trade level 1 or not. Follow this guide:

I HAVE TAKEN Steel Tempest: If it is a melee matchup, I recommend trading with them. Yasuo almost always wins level 1 trades, as his Fervor of Battle stacks and Steel Tempest damage simply out-damage most champions at level 1. If you end up fighting for a while, once they are at around two auto attacks away from dying, pop your Ignite and watch them burn while they try to Flash away. BE CAREFUL NOT TO WALK IN THEIR MINION WAVE. MINIONS HURT.

If it is a ranged matchup, you want to be csing from a range and trying to poke them with your tornado. This is the safest way to play level 1 against a ranged matchup.

I HAVE TAKEN Sweeping Blade: If you have taken Sweeping Blade, you most likely want to be looking for a trade with your ranged opponent (very rarely should you take Sweeping Blade against a melee matchup). First of all, you want to make sure your flow shield is either up or about to come up in a second so that when they try to trade back against you, you can take less damage. Remember: trades in laning phase rely on you having your flow shield up. Then, dash to a minion, and another minion if it is safe. Once you have your +50 damage on your Sweeping Blade, dash onto your opponent and give them a few auto attacks before dashing onto a nearby minion to your minion wave for safety.

This is the basic idea of trading and how to win trades effectively. It all revolves around your flow shield and if you have nearby minions. This applies all throughout laning phase.

OK, so now you have learned how to trade at level 1, you pretty much know how to trade at level two as well. Just use the tactic I described in the little paragraph above on how to trade if you have taken Sweeping Blade first, except try to weave in a few Steel Tempest's.

Level 3 is where things get a little funky; though. You want to be including Wind Wall in your trades now. It's simple; really. Let's say you are facing a Lux. Make sure your flow shield is up, and dash to a few minions. You should now be in range to dash to her, but she isn't going to let you trade with her that easily. She is going to throw her stun out, hoping that you won't react to it. Luckily, you have the reaction speed of a god and throw a sick Wind Wall out in front of you. Now she has no hard cc to stop you, and all she can really do is take it up the ***. Dash on her and try to do as much damage as possible by auto attacking and weaving in Steel Tempest. Once you have either killed her or chunked her down, she is most likely going to be sitting under her tower or recalling, so TASK COMPLETE! Congratulations, you just pulled off a successful trade.

Sometimes the opponents you face aren't as easy to jump on as Lux though. What happens if you are facing a Vladimir? Well, now you need to be a lot more careful. Sometimes, you just won't be able to successfully trade with a champion. Vladimir is one of those champions that you just feel like you can't do anything against him while he has his Sanguine Pool up. If he does have it up, you can try doing a quick trade with him and force him to waste it. Keep track of when he used it because you can then attempt to trade with him again, but this time he has no get out of jail card. This applies to champions like Fizz, too.

Now, playing Yasuo is no easy task. You are going to be dealing with constantly getting camped, especially at low elo (FACT: All low elo players hate Yasuo xd). Because of this reason, warding is an essential part of playing Yasuo. I like to grab a Control Ward on my first back, as it gives vision until the ward gets taken down by the enemy team. This is ok though, since Control Wards are only 75g, and are plenty worth the price. I don't think low elo players understand how important warding is. Warding WILL save your life.

Another essential part of playing not only Yasuo, but any champion; is csing or "creep scoring". Not a lot of low elo players understand this, but csing is more important than KDA. I know, crazy right. But seriously, to be good at this game you need to learn to cs. Below is a video on how to manage minion waves. If you don't understand how minion waves work, I seriously recommend watching the linked video.



Alright; so now you have your core and have hopefully not fed your *** off. Now you are going to be looking for skirmishes in side lanes, and also farm those side lanes. Farming side lanes is what I would recommend doing while going for your third/fourth items. It is a great way to gather gold quickly, and you might even get a few kills while there. You need to remember one thing if you are going to farm side lanes though, and I can not stress this enough. WARD WARD WARD WARD WARD. You NEED to ward if you are farming side lanes. If there are 3 people coming for you, you want to know about it. You also want to know which way they are coming from so you can juke them. I have seen so many people farm side lanes without wards, and 90% of the time it ends up the same. The enemy team sends a few people down to deal with your teammate, and they are clueless with no vision, so they end up dying for nothing. Please, don't be that guy. Us Yasuo mains already have a bad reputation.

Other than that, there really isn't much to do in the mid game other than objectives. Just farm up for that late game power spike that is oh so beautiful.

So, you've made it to late game without losing. Well played. Here's is when things start to get a little wild for good ol' Yasuo. You should have a full build (or at least almost), and ready to annihilate anything that moves. If you do not have Teleport, you should be sticking with your team at all times now. Your team should always be sticking together through the late game unless your team has some sort of a split push plan, but that isn't the case most of the time so let's just keep going. So you are now at the baron pit, and your team is anticipating a fight soon. If you have a Guardian Angel at this point, you can engage this fight. You don't need to worry about yourself dying since you have a guardian angel to lift you right back up. In the case that you don't have a Guardian Angel, you want to be waiting for your team's tank to engage a fight, or at least somebody to engage the fight. At this point, you have two viable options.
    1. Focus the enemy closest to you
    2. Jump on the backline and two-shot the enemy ADC
In my experience, I prefer going for the second option, especially if the backline is fed. If you use your Wind Wall effectively, you should be able to kill the backline. There are times when this simply won't work though, such as if the whole enemy team is focusing you, instead of your team's tank (which should be attracting their attention). If your tank just doesn't have enough presence, then maybe option 2 just isn't for that situation.

Using your Wind Wall correctly in a late game teamfight can make or break the fight. You need to make sure that you are using it on something worth blocking, such as a Syndra ultimate or Fizz ultimate, not a Zed shuriken.

You always want to envision what you are going to be doing in a teamfight before actually doing it. For example, you need to be prepared for Flashing away from that deadly Rakan knockup. Or even when assassinating someone. You want to play it out in your head before you do it. It can take some practice, but it is worth learning to do.

OK, so that's teamfighting out of the way. But what if there are no fights happening? What do I do now? Should I splitpush? If you are in doubt on when to splitpush, I recommend watching ScrapComputer's detailed guide on the subject (linked below).


▬▬ι═══════ﺤ _

Thanks for reading!

This guide is dedicated to my Bronze 5 Yasuo main buddy (you know who you are).

If you have any questions, comments or suggestions on how to improve this guide, please feel free to leave them in the comments. I will try to respond to all of the comments.



-Updated for new season runes