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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Way of the Wanderer (PASSIVE)
Yasuo Passive Ability
Threats & Synergies
Akali
Akali is one of your biggest counters. The only way you can survive this lane is by abusing Akali's weak early game. Ask for ganks early on to try to deny Akali as much as possible. Once she reaches level 6, play safe and just try to roam for kills or split push.
Introduction



Here are the Pros and Cons of Yasuo.

Pros

+ Great Mobility with

+ Great passive that gives double critical chance and a damage absorbing shield.

+ Scales very hard into late game
+ Amazing outplay potential
+ Goes well with many champions that have a knock-up ability
+ Very easy to farm with and strong in lane
+ Doesn't use mana
+ Great defense with

+ Very fun to play
Cons

- High skill cap
- Needs to have a team with some knock-up or else

- Easily countered by CC or stuns
- Doesn't do much damage until you get your core items
-


Yasuo has a very strong kit and all of his abilities are very strong in lane and in 1v1's.

Yasuo's passive is
Way of the Wanderer
INTENT: Yasuo's critical strike chance is doubled, but the damage dealt by his critical strikes is reduced by 10% (25% on

RESOLVE: At maximum Flow, the next instance of damage coming from a champion or monster against Yasuo will first convert his Flow into an absorption shield. After 1 second, if not already depleted, the shield dissipates and Yasuo loses all his Flow.
This passive is very useful as it can be used in two ways. The first part of Yasuo's passive, where he gains double crit chance, is one of the main reasons why I build



The first ability that Yasuo has is his Q,
Steel Tempest
FIRST AND SECOND CAST: Yasuo thrusts forward with his sword, dealing 20/40/60/80/100 (+100% AD) physical damage to all enemies in a line. Successfully landing Steel Tempest grants Yasuo Gathering Storm stacks for 10 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.
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 cool-down reduction, instead, the cool-down and cast time is reduced by Yasuo's attack speed.
This ability is one of Yasuo's most important ones, which is why I max it first. It is great for farming in lane and harassing your enemies, and the cool-down isn't that high, especially when leveled up. You should use your





The second ability Yasuo has is his W,
Wind Wall
Passive: Dashing replenishes Yasuo's Flow faster for 4/8/12/16/20% of his maximum flow
Active: Yasuo creates a wall of wind with a width of 300/350/400/450/500, that slowly drifts forward for 3.75 seconds. The wall blocks all enemy projectiles except tower hits.
This ability is also one of the most useful abilities in the game.











Yasuo's 3rd ability is his E,
Sweeping Blade
Yasuo dashes a fixed distance through an enemy, dealing 70/90/110/130/150 (+60% AP) magic damage and marking them briefly. If Yasuo uses Sweeping Blade multiple times in succession, the ability deals extra 25% damage with a 100% bonus maximum. When sweeping blade is casted on a target, the target will get marked for 10/9/8/7/6 seconds. Yasuo cannot use Sweeping Blade on an enemy that's already been marked.
This is such a versatile and useful ability, and can be used in many ways, gap closing as shown below, farming, harass, escapes, and so much more. The one thing I used to always forget about when playing Yasuo is his empowered











Yasuo's
Last Breath is his Ultimate Ability
Yasuo 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 while 200/300/400 (+150% bonus AD) physical damage them. Once he lands, Yasuo gains 50% armor penetration against his enemy's bonus armor for 15 seconds.
This ability is very hard to land and can completely change the whole game. The most important thing about this ability is that after Yasuo lands, he gains 50% armor penetration for 15 seconds. This is very good in team fights and great for killing multiple people. When an enemy is knocked up, there will be white lines as shown below. When the white lines appear that means the target is airborne and you can ult of this. You need to know when to ult and when not to ult, because once you press R, there is no canceling, and you could have just ulted yourself into a terrible situation. You also have to remember that even though you see the white lines in the air, sometimes you are not in range to











Yasuo overall has great core items that help him a lot all through out the game. There are some items you can swap out with others depending on the enemy team comp.
Core
























Optional

























































Yasuo's early game is decent, but it is better to farm than to go for kills. Start

















Mid game is when











This is definitely Yasuo's best time of the game. If you have all of your items at this time, you will destroy everyone. Especially if you are fed and ahead of everyone, you can even win 1v5 situations. By late game, your team has passed laning phase, and has started getting objectives like Baron, turrets, and more. Remember when getting Baron and Dragon, you can








Yasuo has a lot of Synergy due to his knock-up activated ultimate




































































Update 2
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