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New Aatrox is disgusting early game so don't fight him at level 1. At level 2 if you're confident in your ability to dodge the sweetspots of his Q's you can go in for an all-in or trades. However if you trade with him he is just gonna heal it back up so better make those trades count. If he get's fed grab executioners.
Ahri
Yasuo is a known counter-pick against Ahri and for good reason. Your windwall blocks her entire kit and that includes her Charm. Windwalling her charm enables you to do whatever you want after that. You can run her down after you windwall the charm and she will either have to blow flash, ult away or get chunked extremely hard. A very easy matchup in my books.
Akali
New Akali is a lot easier than the old one. I only fought her once as Yasuo and I destroyed her. It's meaningless though since the player was just trying her out in ranked. I am just gonna leave her at 5 until I can say more about her.
Anivia
Anivia players fear a good Yasuo. She has very long CD's early on, is immobile and you can windwall her Q and E. Windwalling her stun will enable you to engage on her and all she can do is use her W to keep herself sort of safe. I only build Hexdrinker against Anivia when the enemy team has another AP threat or when the Anivia somehow gets fed. Her waveclear is obnoxious as hell though so don't expect to be able to ever push against her unless she is currently seeing grey on her screen.
Annie
Pretty overrated matchup IMO. Rush Hexdrinker and make sure to always be healthy in lane. Don't overextend as Annie can easily set you up for a gank with her stun. You can only windwall her Q and even then the stun doesn't get consumed, you just negate the damage. Her E is a budget Bramble Vest and gives her some damage reduction. Just don't be stupid in this lane and you will be fine. Mercs are a good buy. It gets progressively easier the more often you play this match-up.
Aurelion Sol
The type of champion Yasuo can deal best with. Squishy, immobile and windwallable CC. This is one lane where I would seriously rethink building Hexdrinker. Your high mobility and potential to stick to him gives him huge trouble.
Azir
This varies depending on the skill level of the Azir player. He can poke you down extremely hard and has incredible range. He also has self peel in form of his Ultimate and E (which both can be windwalled). Get Hexdrinker ASAP. He is squishy though so once you get on him he melts. He does have amazing scaling, so even with a MAW you will still get melted pretty hard once late game comes around. In lane you should just focus on farming and not getting poked down too much. A decent Azir won't let you touch him. A bad Azir however is a free lane. There are a lot of bad Azir players out there because the champion is relentlessly hard to play well. So you got that going for you.
Brand
Another one of those immobile and squishy mages. You can Windwall his Q (his only way to keep you controlled, slow projectile, which is easy to dodge and a skillshot) and his Ultimate. If he lands a full combo on you he deals a ****ton of damage though so be ready to get nuked if you happen to actually get hit by his combo somehow.
Camille
Dangerous. You can windwall the first part of her Hookshot, not only denying her the stun and damage on you but also denying her the bonus attack speed. Tabis is a really good item against her. She does deal a good chunk of flat true damage with her Q so picking up health in the long run is necessary. She can dodge your tornado with her ult so keep that in mind. Look to proc her passive then back off, wait until it wears off then look to go back in. Make sure to dash back out before she can cast her 2nd Q on you. ALWAYS keep your tornado and NEVER cast it right when you can post-6. You have to mindgame her with your tornado since missing it and not being able to ult will most likely result in your death. The only counterplay to her ultimate is her death. As mentioned before pick up a ton of health since her balanced Q easily does around 1K true damage late game.
Cassiopeia
Even though Cass is an immobile squishy mage I set her higher up on the list because she actually can match the dueling potential you have in lane by level 2. If you get hit by poison back off. Build Hexdrinker first. Her W denies you the opportunity to use your E and R. Her W and E can both be windwalled. Try to use your E to dodge her Q. If you manage to make her miss or manage to bait it out go in for trades or even an all-in. Be ready to turn away to not get stunned from her ultimate.
Cho'Gath
This guy is a problem for Yasuo in lane. Pre-6 he is not a big issue but post-6 he is very dangerous in lane. He outsustains you if you don't build any sustain and his ultimate is very dangerous for Yasuo since Yasuo has low base health. He has an AOE silence which he can use to deny you your E in order to dodge his knockup. If he snowballs on you you are gonna have a rough time. However if you snowball on him you can turn the outcome of this lane around. Look to fight him after your core and some HP item like Mallet. Edit: Conqueror makes this matchup a easier now.
Corki
You won't see this guy often but as with almost every bursty AP threat you build Hexdrinker first. Corki does a ****ton of damage the longer the game goes on but he only has 1 short escape on a long CD. Bait it out and go on him.
Darius
This lane used to be easier but the buffs to Darius made it harder again. Darius is a Top Tier Toplaner right now, Yasuo isn't. The way you win against Darius is juking the outer portion of his Q, by dashing into him and sticking close to him or dashing away at the right time. Rushing level 2 before him is also a great way to establish early game dominance. Once you have done that you will win the 1v1. As easy as that sounds, you can still **** up. If he snowballs on you get ready to get absolutely wrecked. Unless you get jungle help after he snowballs on you. But even then you will still probably get 1v2'd if he is good. Juke his outer Q at all cost or back off right away if you eat the outer portion of the Q. Invest into some health and armor as the game progresses or get ready to get instantly one shot when he gets his stacks. I recommend starting Doran's Blade and going straight for PD into Mallet into IE. Darius can't duel you late game if you itemize correctly. The longer the game goes on the less of a chance he has to win in a 1v1 against you. Darius can afford to make more mistakes in this lane. Consider building BORK. Don't **** up or it will be highly unlikely that you will come back into the game. Once you're down in lane you will stay down.
Diana
Can't tell much about this champion other than that almost nobody plays her. You can wall the Q to deny her the free reset on her ultimate. Oh and her pre-6 blows. Abuse it.
Dr. Mundo
Mundo is a big fat punching bag. Don't rush Executioner's since it won't help you kill him. Buy Executioner's after Greaves + PD and then depending on what the enemy comp is go for BORK or IE.
Ekko
Ekko is an AP Melee Assassin who excels at bursting someone to death and getting out alive with his slippery kit. He has good sticking potential thanks to his E and passive proc which gives him a good amount of MS. You can windwall his Q and deny him 2 potential procs on you right away. As with all AP burst lanes you should start Hexdrinker. Keep in mind that Ekko does an insane amount of damage with his ultimate if he decides to use it agressively and also keep in mind that his W can stun you for a very long duration and let him unleash an entire combo on you which hurts a **** ton. This lane still favors you though.
Fiora
It's all about the mindgames and mechanics in this matchup. She has her W to parry your nado and you have 6 seconds to bait it out. The thing is that she chooses when to actually use her W while you are limited to 6 seconds to bait her W out. Always remember to windwall her W or you will not only get stunned if she parries your nado with it but you will also have your AS and MS gutted very hard. She can easily follow up with her ult after she parries your nado and she sticks hard to people she ults, because of the sheer amount of MS she gets from it. One tip I can give you out of experience though is that a bramble vest cucks her extremely hard. She does have extreme scaling like you do though so even if you win lane she can still come back and be a great threat to you. Luckily for you there a lot of bad Fiora players out there.
Fizz
Go hexdrinker first against him and be careful about his level 3 and 6 powerspikes. His Ultimate can be windwalled which lets you avoid a huge chunk of his damage. Most Fizz players will try to tighten the gap between themselves and you by using their Q on one of your minions and then throw the ult so you have much less time to react to it. Be ready for it. Good Fizz players will hold onto their E to dodge your nado, leaving you no opportunity to use your Ultimate. Overall a match-up which favors Fizz.
Galio
It is common for Galio to be built full AP now. This causes him to be a bigger threat to you. He doesn't have an ultimate he can use to fight you 1 vs 1 but his full combo will one shot you if you don't build any form of tankiness.
Gangplank
One of the worst matchups for Yasuo given that the Spankplank is even semi-decent. He will have grasp and he will poke the ever living f out of you. With Sheen + Grasp his Q's become disgustingly powerful and rushing tabis doesn't help that much either. With the addition of Stormrazor he comes online stupidly quick and has guaranteed crit barrels on demand. Add to the fact that his passive deals flat true damage over time and your base health is low and you got yourself a hard counter. So how do you beat this guy? Well, first of all you have to be mechanically good enough to destroy his barrels and avoid their damage. After that it's a matter of smart usage of your Wind Wall and all-in every time you get the chance to. GP can't kite you without barrels in lane. You're too mobile. Start DShield to somewhat counter his constant Q poke If the poke gets too much or you are looking for some more sustain in lane don't hesitate to pick up an early vamp scepter. If you destroy his barrels before he can detonate them you cut his damage output in half, if not even more. It's all about the barrels. Ping your team once he hits 6 as his ult can turn fights around cross-map. He can W out of your ultimate but he will still take the damage. He just won't be suspended in the air. If he has his W up ult him instantly without auto attacking first or you won't be able to. Pick up a Randuin's Omen later into the game.
Garen
Garen becomes less and less popular the higher you go in ELO. Reason for that is his one dimensional kit. His silence from his Q is annoying for you since it restricts you from using anything but your auto attacks and moving around. If you take 4 spins from his E you will have your armor reduced by 25%. Since Black Cleaver is a core item on Garen he has the potential to shred nearly half of your total armor, making you extremely squishy against physical damage. Avoid sitting in his E for too long and try to position so there is an allied minion next to you since his spin will deal significantly more damage if it only hits 1 target. His ultimate is an execute with a special mechanic called "Villain". If you are the Villain Garen will deal an insane amount of true damage to you with his ult. 1K+ is no exception. Tabis into PD into BORK have proven successful for me against him.
Gnar
Yasuo is a known counter to gnar. Windwalling his boomerang puts it on a very long CD and enables you to dash onto him and chunk him hard. There is nothing aside from a small jump he can do about it. When he is in mega-form he can lock you down for an eternity. Avoid walls. Make use of your E and Wind wall to block his boulder and dodge his other abilities with your E. Gnar builds Black Cleaver and Frozen Mallet as his core items. Going PD into BORK will allow you to cut through him with ease.
Irelia
I find the new Irelia to be much much easier than the old one. Her Ult and Stun can both be windwalled. It's crucial that you abuse this to your advantage and force fights when you block those 2 abilities. You can use your E to dodge her W or use your tornado to cancel it, after which you are in a perfect position to all in her with your ult.
Jarvan IV
Jarvan hurts. None of his abilities are windwallable. His Q poke deals a good amount of damage and lowers your armor at the same time. Dodge his EQ combo and more importantly his Q and you will come out on top. Other than that it's just brawling. You can E out of his ultimate to avoid getting locked down. If no minions are nearby position right on top of him and then E. Tabis heavily recommended. Late game he will never be able to 1v1/split vs you, provided that you itemized correctly.
Jax
Jax generally does well into auto-attack based champions. More so if they are melee. Yasuo is one of those types of champions. His E will prevent Yasuo from dealing damage to him with auto-attacks but it WON'T prevent your Q from dealing damage to him IF he isn't the first target getting hit by the Q otherwise the Q will also get blocked by his E. Jax usually tries to stack his passive on minions and then jump on you to trade. Rush Tabis against him. Jax is a godlike duelist late game, so don't expect to win against him without any effort. Since Jax stacks a lot of items which grant him health buying a BORK becomes necessary. Bait out his E and try to avoid the stun by dashing onto minions, then reengage with your ult. Also remember that Jax's E is super buggy in terms of interaction with Yasuo's Q. Falling behind in this lane will result in a very rough time for you.
Jayce
Start DShield and play passive pre-6. Jayce has one of the most powerful pre-6 out of all champions. The reason he is on 6 is because he is a stupidly powerful lane bully and there isn't much you can do about it, other than to wait until you hit 6 or for him to misplay horribly. Jayce has no level 6 powerspike unlike most champions. If you try to jump on him he will just hammer you away and will blast you afterwards. Jayce is reliant on snowballing because he falls off. If you deny him the snowball you are already doing well. Look to fight around 6 if you're confident or wait until you get your Tabis + PD. Also Jayce isn't exactly the easiest champion to play well so you got that going for you.
Karma
Almost her entire kit is windwallable and her kit is pretty straight forward. Walk up to try and root you and then use ult empowered ability. Once you get the hang of dashing out of her root and then reengaging she becomes easy to deal with. Windwalling her ultimate is pretty easy since she always speaks some BS when using her ult.
Karthus
Hands down one of the most free lanes you could ask for. Your constant dashes make it nearly impossible for Karthus to land any meaningful number of Q's on you which is his main damage output. This matchup is hell for Karthus. I'd say Karthus is even easier than Twisted Fate since Karthus doesn't even have the potential to CC you aside from a slow. This is a lane where maxing E might be worth thinking about.
Kassadin
He basically has no passive when he lanes against you. And the magic damage shield he gets from his Q isn't really useful against you either. Abuse the fact that his pre-6 is bad. You should still go hexdrinker though. His late game is very strong, so make sure you don't delay that MAW too long.
Katarina
Save your windwall for her ultimate and stand behind the wall to completely negate the damage while auto-attacking and using your Q on her. It's honestly a matchup which favors Yasuo. How and when you use your windwall as well as how you position to the daggers makes up the outcome of this match-up. Avoid standing near daggers to avoid getting chunked and abuse her long CD's early on.
Kayle
Nothing but her Q can be windwalled. Her early game is ****. Her late game is god-like. Abuse her in lane by windwalling her Q and cutting her down afterwards. Tabis are extremely effective against her since AA's are the only source of damage which are worth mentioning. Always keep her ult in mind because it can turn fights around. Not only in lane but also in team fights. After all Kayle is basically a worse version of Yi with the exception that she can used ranged AA's, offers some utility, a tiny amount of CC and a ****block ultimate. Should she ever become a problem somehow then Adaptive Helm + Tabis will drastically cut her damage down. She pushes naturally if she wants to use her E to poke you. So it's easy to gank her.
Kennen
This champ combines almost everything Yasuo hates. Strong burst, hard CC, easy escapes and great poke. You can only windwall his Q and the CC in his kit which can't be windwalled. Hexdrinker for sure in this matchup. Look to Jump on him when you don't have stacks on you. 3 stacks and you will get stunned, letting him deal damage to you while you can't do anything about it. Keep in mind that if he stuns you again within 6 seconds of the last stun it will only last 0.5 seconds instead of 1.25. Other than that I would just recommend to farm it out since you outscale him. After Greaves, PD and Hexdrinker you should beat him without a problem. Keep in mind he is a teamfight monster so be careful how you play if you're planning on split-pushing.
Kled
Always keep an eye on his courage meter when he is dismounted. He can turn fights around from 1HP if you aren't careful. You can windwall both types of Q's, which will greatly cut his damage output. What really cuts down his damage though is waiting for him to use his W on minions and then going in for trades. If he ults you make sure to windwall in the opposite direction he is coming from. Reason for that is that he will knock you behind the windwall and he wants to follow up with his Q right away, which will then get blocked. Windwalling in the direction where he is ulting from will cause you to get knocked back way too far away from your windwall and you will get hit by the Q. Kled likes to build health items like Gnar and not much resistance. His early game when his W is up is disgusting so never ever fight him at that stage when that ability is up.
LeBlanc
Realistically you shouldn't be able to get on LB because she can W 2 times with her ult. Always save your windwall for her chain unless you're sure her other W Q will kill you. This match-up is mostly mindgames with LB's W. Stick to farming unless she uses her W + Q combo to harass you pre-6. You can punish her for that.
Lissandra
Yasuo hates CC and Lissandra has plenty of it. You have to position awkwardly to not get hit by the shatter of her spammable Q. Lissandra is Malzahar 2.0 in my opinion. She surely is almost equally as frustrating to deal with. She forces you to build QSS which is bad for Yasuo. If you try to jump on her she will just W and walk away or E away. A ****block champion to say the least. Stick to mostly farming and scaling post-6. If you see the opportunity to kill her pre-6 you can go for it. Get your QSS after your PD and then continue to work into your IE.
Lucian
You won't see him mid anymore because he got nerfed as soon as he got somewhat viable mid. If you still face him though make sure to be careful early. Lucian's level 2 powerspike is a meme for reason. Tabis cuck him even harder than they do it with Yasuo. His Q is dodgeable since it has a cast time like your Q. Basically going tabis first will make him useless in lane.
Lux
Windwall her Q and do whatever you want afterwards. She got nothing on you.
Malphite
Broken ********. Ever since Yasuo's bonus armor pen from his ultimate got changed to crits only, this matchup has become increasingly difficult. If you have laned against him recently or laned against him as Yasuo recently you will know what I am talking about. The fact that Yasuo got his bonus armor pen changed to crits only, alongside with the tank META and buffs to Malphite made this matchup unwinnable. Yasuo used to **** on Malphite. Now Malphite basically ***** on almost every AD toplaner. Get a Spectre's Cowl (yes you heard me right) and just farm and outscale his ***. There is legit 0 you can do after he gets tabis+bramble. Spectre's cowl ensures that you will be healthy enough in lane to keep farming without getting bullied out of lane by the unfair amount of damage Malphite deals right now. Late game you melt him anyways, so there is no rush. Don't try to trade with him because you will most likely lose the trades. Unless it's really early into the game. Edit: Conqueror, enough said.
Malzahar
Malzahar has point and click CC which isn't windwallable and a silence which just adds salt to injury. Not so much of a threat on his own but he forces you to build QSS and therefore delaying your core powerspike, making your already weak midgame even weaker. Pre-6 is where you can push your advantage. Post-6 is where you have to be careful. 1 step too far up in the lane and he could just ult you to set you up for his jungler. You can't even cleanse his ult. You have to buy a QSS. Malzahar is one of types of champions which can still be impactful even when they are feeding their *** off. If you don't know what to ban, this guy is always a good ban. On the bright side though your Q one shots his voidlings, which cuts down a nice portion of his damage and pushing power.
Maokai
Avoid face-checking bushes and save your windwall for his ultimate. As with almost every super tank you fight PD>BORK>IE.
Mordekaiser
Nobody plays this champion aside from die hard Mordekaiser OTP's. Can't tell much about him aside from baiting out his Q and forcing him use it on minions and then going in for trades. Obviously hexdrinker is the way to go here.
Nasus
For a while Nasus actually used to be a really strong toplaner with his recent changes. That doesn't change the fact that you can push him around early how you want. Abuse him pre-6 and be careful post-6 since his Q CD will be ridiculously low. How big his power spike at level 6 will be depends on how well you managed to zone him off farm pre-6. Knowing wave management in this matchup is essential. Lane snowballs heavy from both sides. Care for his Wither because it guts your attack speed, Q CD and movement speed, which in return will make your dashes super slow. Pre-Conqueror he used to be much harder to deal with because Yasuo didn't deal any damage. Now he is easily beatable.
Nautilus
Windwall his hook and fight him. He can't 1v1 you. If you're getting ganked and he ults you make sure to windwall just before you get knocked up so he can't follow up with his hook. The only reason I rate place him up at 3 is because of the 2 types of no counterplay CC he has in his kit. His Passive and his ult. If you don't have windwall up and you get hooked get ready to get locked down for an eternity, which will often result in your death due to follow up from his team.
Olaf
Dodge his axes and you will be fine. Don't let yourself get baited into early fights because Olaf destroys pretty much everbody early on. If he is decent he will ult your tornado at 6 and you won't be able to ult. Buy yourself some time by either running away or dashing around minions. The ult lasts for a very brief moment. Then re-engage with your ult. Wind Wall his axes or he will just run you down.
Orianna
Windwall her ball and she will be a walking minion until her Q comes off CD. Don't look at Orianna as the champion. The ball is the champion. Your windwall blocks both Q and E, but it doesn't destroy the ball.
Ornn
Thank god this guy got nerfed. Now he actually can lose some match-ups and not win every single one of them. Bait out his W and wait for the Brittle to wear off then look to trade. Remember that you can windwall his ultimate, which is really bad for him. The only reason why he is at 2 is because his brittle lengthens the duration of CC.
Pantheon
A good pantheon keeps nearly everybody down in lane. At least for pre-6. Start Doran's shield and invest into the resolve tree for your secondary path. Take Second Wind and Bone Plating to deal with his constant barrage of Q's in lane. Pantheon is dependent on snowballing. You aren't. Rush Tabis as your first item. Wait for ganks. Ping your team when he hits 6. Pantheon's post-6 roams almost always turn out successful if they remain unaware of. You outscale him hard, so there is no rush. Just don't die to him and you have already done your job in this lane. If Pantheon snowballs on you you're in trouble. Your windwall isn't really of any use since his Q has such a low CD. Also take a look at which summs Pantheon is running. If he is running ignite tell your Jungler to punish him for not taking TP. If your jungler refuses to gank play super cautious and passive. You can't afford to mess up this match-up.
Poppy
Get PD, build Bork and then finish IE. As long as you ult asap you will kill her doesn't matter if she is full armor. Avoid dashing around her when her W is up to avoid getting cucked, avoid being near walls, windwall her ult and if she doesn't have ult windwall her passive shield. Deny her the shield if you can. If you think you can fight her Ult as soon as possible to get your bonus armor pen. Otherwise building some armor and health will make it so that even with her good base damage she will have trouble killing you and it will buy you enough time to DPS her. That matchup used to be harder, now it's just whatever.
Quinn
Start Doran's Shield into tabis. Save windwall for her blind and fight her at 6 since she has no real ultimate she can use to 1v1 people. Be careful of her early damage. Quinn players always take ignite instead of TP. Tell your jungler to abuse her pre-6 for that. Otherwise just wait for 6. If she continues to stack lethality consider building an armor item like Dead Mans Plate. If Quinn fails to snowball she becomes one of the most useless champions in the entire game.
Renekton
The definition of a lane bully. Renekton will E into you, do his rotation of abilities to chunk you hard and then proceed to dash back out. You can't let him wait for his CD's to come off cooldown and do the same thing over and over again to you. You gotta trade with him when his abilities are on CD. He is extremely dependent on his CD's. Without his abilities off CD Renekton isn't able to do much. You have to play this lane passively since Renekton's damage is insane early and mid game especially when snowballed he can one shot you without building lethality items.
Riven
You win level 1-2 and lose after that, until you get your core, or she screws up, or you outplay her or when she is just straight up bad. She is a CD reliant champion though so trading with her when you know her abilities are on CD is a good way to get some damage in. Tabis are very good in this lane but will restrict you from killing her in lane solo. You outscale Riven. Post-6 you gotta be careful. If she is 6 and you're not 6 don't walk up. A good Riven will wait until your Q stacks are at 0 and then look to engage. Her Wind Slash is an execute and she will try to use it when you're low to get maximum damage in, which she will have to do if you rushed Tabis. Her Wind Slash can be windwalled but any decent Riven will just Wind Slash when you're CC'd from Broken Wings or Ki Burst. Do your best and disengage when she ults unless you clearly have the advantage.
Rumble
Rare match-up. It depends on how good the rumble is TBH. If he keeps overheating like an idiot abuse it and trade with him. If he is good at keeping himself in the danger zone be careful of stepping up to him. His base damage is good and he hurts a lot. Adaptive Helmet is a very strong item against him next to MAW.
Ryze
The fact that he can lock you up for a good amount of time and you can't wind wall that part makes him slightly harder than traditional mages. Be careful not to overstep your bounds in lane because a simple E into W can buy enough time for you to be set up for a gank. His ult is useless in lane since he can't use it to fight you but he can use it to escape. Unless you cancel it with a knockup or you kill him before he is able to port out. Decent Ryze players will buy Zhonyas and use it together with their ult to practically guarantee their escape. Be ready for that. Mid to Late game Ryze deals incredible amounts of damage and his ult is a god-like utility tool in the hands of a coordinated team. You will rarely see any good Ryze ult plays though.
Shen
Wind wall the Q to deny him from using his W. It also denies him from making use of his Q. It's tricky to do because you have to position awkwardly but if you manage to do it there is absolutely 0 chance Shen is gonna out-trade you. Build BORK against him. I like to go PD into BORK when facing Shen in lane.
Singed
Depends on what the Singed does. If he is proxying it's better for you. Get some lifesteal and just farm up. You will be more useful later on. If he decides to lane against you make sure to not get flung into his poison. He regens stupid amounts of HP with his Ult+Dark Seal+ Corrupting Potion combo and gets ******ed amounts of free stats. Do your best and disengage when he ults unless you clearly have the upper hand. It's honestly just a matter of how well you can handle yourself playing against such a tilting champion. Don't give him free kills as this stupid champion can literally run your team down and there is nothing they will be able to do about it. He deals pretty high damage for how tanky he is. There is basically no point in trying to fight him before you get your core. Recently Singed's W got a ground effect as well, which just adds salt to injury. Not a fun matchup.
Syndra
Use your E to juke her Q and W. You have to decide between windwalling her E, which will let you engage on her without getting knocked back or using it to windwall her ult. Most of the time you should save it to windwall her ultimate since it's one of the highest single target damaging abilities in the game. If you decide to windwall her E be 100% sure you can survive the burst from her ult and additional abilities before you try to kill her.
Taliyah
Annoying mage to deal with. Her E is basically designed to make dashing champions like Yasuo hurt themselves. Avoid dashing on her E and make sure that you ping whenever she is missing in lane. Taliyah has very good roam potential. Other than that if she messes up her W in attempt to peel herself from you, you can usually dash on her and get a good trade in. If you can keep her pushed in whilst staying safe you take away her ability to roam, which is very bad for her sine her ult is practically made for it.
Talon
Did you know that Talon is responsible for 25% of all first bloods? Well to ensure that you're not within those 25% you gotta make sure to be careful of Talon's insane level 2 power spike. Talon will slowly poke you down with his W at level 1 and once he hits 2, the moment you take both W procs, he will end you. So farm level 1 as usual, try to poke with Q and before he is about to hit 2 back off a little bit and chill until you hit 3. Get your windwall and look to trade with him. If you windwall his W he will get out-traded hard.
Teemo
This lane can either go horribly wrong for you or really well. It depends on what build the Teemo goes and how much experience he has. Probably a good idea to start Doran's Shield here. Save your Windwall for his Q. If you go in for trades and you get blinded you will get out-traded very hard. If he ever uses his blind to harass you make sure to punish him for it by chunking him. Lastly go Sweeper once you hit 9 to nullify any attempt from him at kiting you with his shrooms. If he goes tank respond with Tabis>PD>BORK>IE, should he stack health like in most tank teemo builds. If he is not stacking health go regular PD>IE. If you manage to windwall his blind at early levels when he is pushed up he is basically done for.
Trundle
This guy steals everthing. He steals your AD. He steals your resistances and he does a pretty damn good job at stealing your health bar as well. If he ults you back off right away because you will be extremely squishy for a fairly long time. Trundle is a good duelist. Don't underestimate him. Make sure to set up good vision because his pillar along with the slow from his Q allow for some great set up for his jungler.
Twisted Fate
Windwall gold card and you're free to do whatever you want. TF can't duel you and certainly can't outdamage you. Just don't get baited by AA cancels or Wild Card throws. He is immobile and he can't run from you. He might not win against Yasuo but he very well can win the rest of his team their lanes by roaming to them with his ult. Ping BEFORE he is about to hit 6. Make sure to spam ping your teammates so they actually listen. If his teammates become fed off of his roams it can turn out bad for you as well. If he roams make sure to shove in the wave like a madman and go ham on his tower. You can't match TF's god-like roam potential. So don't even try.
Urgot
This champion got buffed for no reason other than to make him more appealing because of his rework. Bait out his W and wait until it expires to prevent yourself from dealing damage to the shield and getting out-traded. Save your windwall for his ultimate if you're planning on going all-in. Urgot hurts while being fairly tanky so don't get too cocky.
He mainly stacks a ton of health so building BORK against him is very effective.
Veigar
There are roughly 4 possible outcomes in this matchup: 1. He manages to stun you and chunk/one shot you. 2. He messes up his stun/you juke it and then are free to go on him. 3. He manages to keep you zoned in his E and make a run for it. 4. You manage to avoid his E, windwall his ultimate and kill him. Either way the only thing that keeps you from going on him is his long CD E. Go Hexdrinker though. You don't want to get one-shot if you get stunned once post-6.
Vel'Koz
Purely skillshot reliant champion. You can windwall his Q,W, and his E. You can't windwall his ult and his basic attacks however. He will try to E then W then Q into ult. If you take that combo you die. Realistically speaking though you shouldn't get hit by anything at all.
Viktor
It's hard to trade with Viktor early. But there are a lot of bad Viktor players out there. Viktor naturally struggles against champions with high mobility, such as Yasuo or Zed. He will try to play around his gravity field when you try to dash on him. Windwall blocks the first part of his Q, not the 2nd part though. It also limits his laser but it won't make it disappear. It will just stop at the wall. Look to trade at level 3 when he steps up too far. And stay away from the gravity field. Once you are stunned by it you will eat a full rotation of his abilities and you will probably get one shot if you don't have additional MR.
Vladimir
Tricky match-up. You can windwall his E and the healing portion of his Q, not the damage though. Go Hexdrinker first and keep an eye on his bar. If it turns red back off, so he is forced to use it on minions instead. He will use his W to pool your nados if he is smart to deny you the opportunity to ult. Bait it out beforehand if you're planning on going all-in.
Wukong
Nobody plays this guy for the same reason nobody plays Garen. Can't say much about him other than he likes to go lethality and one shot squishys. If he uses his clone to poke you in lane force a fight with him since you only win in extended fights against him. He is sort of like a Renekton style of champion. He deals a lot more damage though. Build tankier than usual. Consider building Death's Dance. Tabi rush works well in this lane.
Xerath
Xerath is completely skillshot reliant. Yasuo is good against that. Realistically he should never be in range to dash to but if he steps up dash to him, windwall his E and from there on chunk him/kill him.
Yorick
Yasuo is considered to be a counter to Yorick, which is true. It depends on how good either of both players are though. I would rate this matchup lower but considering the fact that Yorick is strong with the new runes I decided to rate this matchup 5. You can use his ghouls to dash and you can dash out of his circle thingy. Given that there is something nearby to dash to, that is.
Zed
Zed hurts. Exhaust against him can be a good option, however it gives you less kill-pressure in lane than Ignite would give you. Zed's main damage comes in form of his Q's. Windwalling them enables you to avoid a good chunk of his damage and trade back. If he uses his W to try to harass you abuse it's very long CD by trading back. In the end it remains a skill match-up with the exception that it's slightly Yasuo favored.
Ziggs
Squishy, immobile and no real escape. 3/4 is his kit is blocked by the windwall and your high mobility coupled with your high damage output is a lot of trouble for Ziggs.
Zilean
Zilean is more utility than damage. While it is true that his bombs hurt when he is AP it's his only form of damage. If he ults himself wait it out and then kill him. If you aren't in range use ignite if you have it available. His slow is a pain in the *** though.
Zoe
Who would've thought that Yasuo would be a counter to Zoe? Anyways, Zoe is dependent on hitting her sleep to really get her hard-hitting Q's off. Windwall her sleep and then you have the ability to do whatever you want as long as the sleep is on CD. Basically like the Lux match-up.
Sion
You can easily juke his abilities since they are very predictable. He is very immobile and doesn't do a lot of damage unless you eat a fully charged Q or ult.
Yasuo
Your worst enemy is yourself.
Heimerdinger
Yasuo is probably Heimerdinger's greatest counter. Heimer is basically like Orianna except that it's mostly the turrets which make Heimer the champion he is. The thing is that you are resourceless and can one-shot his turrets with EQ at level 2 or just use them to gapclose. After you are on top of him you can either windwall his stun or dodge it with your E and then he will be helpless.
Illaoi
Whenever I see this creature she always seems to snowball out of control. The key to winning this match up is windwalling her E and juking her tentacles with your own E. The thing is that if you deny her your soul by blocking it you drastically cut down her damage output. If you fail it expect to get chunked. You can also hide behind minions. Her ult is basically disengage and then reengage once it has worn off or dodge tentacles. You can do both. You have enough mobility to choose between those 2 options.
Tryndamere
In my opinion the Yasuo against Tryndamere matchup is the definition of a coin flip lane. Almost all Tryndamere players take ignite instead of TP to have more kill pressure in lane. He shares a lot of similarities with Yasuo. Crit, based on auto attacks, resourceless, feast or famine champion and the list goes on and on. He will try to rush level 2 and then cheese you by using his E on you and praying to the RNG gods that he crits often enough to kill you with ignite. When he ults disengage and try to kite him, then reengage. When you build Frozen Mallet against him it will make it very hard for him to get to you. Tryndamere is a godly splitpusher when he is ahead and when he gets your tower he will steal your entire topside jungle with tiamat. So make sure to get the best out of your TP advantage and certainly make sure to have good back timings. If Tryndamere gets your tower before you get his he will most likely become a big problem.
Swain
This lane can go either way and snowballs stupidly heavy from both sides. Your Wind Wall can block the 2nd part of his Ult and his E look to Wind Wall his E then trade with him/all in him.
+ Hypercarry + Topnotch scaling + Very high DPS + Very high outplay potential + Fun to play + Very mobile + Game changing ultimate + Very strong passive + Wind Wall can turn fights + Very low cooldowns + Easy CSing + Always room for improvement + Very versatile + Great synergy with lots of champions like Malphite + Great snowball potential + Most rewarding champion to master (https://imgur.com/a/Lj93d)
Yasuo is a mobile hypercarry and a melee AD skirmisher. He has a very high and consistent damage output thanks to his passive Way of the Wanderer, his low CD Q Steel Tempest, which can also critically strike and his 50% bonus armor penetration from his R Last Breath. He is really mobile due to his E Sweeping Blade, which is on a very low CD and his R Last Breath. His W Wind Wall let's him block crucial ranged projectiles or auto-attacks and can even save allies. Thanks to all of those abilities Yasuo has one of the highest outplay potentials in the entire game. He has a game-changing ultimate Last Breath. His skill-curve is the highest in the game, so putting games into him, when he is in a decent spot, will increase the players winrate on Yasuo over possibly 200+ games.
Cons
- Super weak against CC - Very squishy - Not "pick-up and play" - Feast or Famine - Extremely negative stigma - Extremely hard to master - Super unforgiving - Has to know matchups - Super prone to ganks - Item reliant - Skillshot reliant - Weak mid-game - Easy to mess up - Easy to shutdown - Becomes dead weight if he falls behind - Is either underpowered or overpowered, rarely in a balanced spot
Even though Yasuo has some great pros, he also has quite some cons. He is very squishy, CC is extremely effective against him and he is overall a very unforgiving and hard champion to pull off. His mid-game is among the worst out of all champions due to his expensive core items and unreliable ultimate Last Breath. It's super easy to mess up playing Yasuo. The player is required to put thought behind his actions when playing Yasuo. His pushing nature and the fact that it's easy to overextend as Yasuo, combined with the fact that Yasuo has no direct escape in lane, makes him especially vulnerable to ganks. Most junglers know that and will, therefore, gank Yasuo often. Once Yasuo falls behind / gets shut down, he will become dead weight to his team.
Abilities
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Way of the Wanderer [Passive]: This passive has 2 parts and is one of the main reasons why Yasuo scales extremely hard into the late game. It is, objectively seen, one of the stronger passives in the game. Let's talk about "Intent" first. Building 50% crit will give you 100% crit thanks to this passive. However Yasuo's AA's deal 90% damage on-crit and Steel Tempest deals 90% on-crit. That makes Yasuo's AA's deal 180% AD damage on-crit and Steel Tempest deal 180% AD on-crit. Mixing in AA's inbetween using Steel Tempest is crucial to maximize your DPS.
The second part is "Resolve". Yasuo's 2nd bar is replaced with "Flow". Yasuo generates a Flow stack for every 59 / 52 / 46 units he travels by any means. At 「 5900 / 5200 / 4600 units traveled 」 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. Because of this you have to always keep moving to refresh your shield. Tower shots and minion damage won't trigger the shield but if the shield get's triggered by a monster or champion first and you take damage from towers or minions within that 1 second he shield will consume that damage. Getting shielded by a Janna or Lulu will consume their shield first before consuming the shield from Way of the Wanderer. Same goes for Bloodthirster and basically any other shield. It gets consumed first before the shield from Way of the Wanderer gets triggered. This is huge, especially for late game fights and should not be overlooked.
Steel Tempest [Q]: Yasuo's bread and butter ability. It's Yasuo's waveclear, a big part of his damage and his only way of poking/harassing people in lane. Aside from normal AA's that is. Without proper usage of this ability Yasuo won't be able to use his ultimate Last Breath on his own, will have drastically weaker trades and all-ins. Because Steel Tempest has a cast time it can be interrupted by CC during that time. The cast time ranges from 0.54 - 0.18 seconds depending on how much additional attack speed Yasuo has. If Yasuo's Q CD is 1.33 seconds then Yasuo's Q will also have a cast time of 0.18 seconds. You want to be using this ability to trade and farm in lane. Against melees you can use Steel Tempest to poke them through the minion wave, which won't draw minion aggro. Against ranged opponents Steel Tempest will often allow you to farm without getting poked too much since the range is pretty big.
Wind Wall [W]: A very valuable ability. This ability blocks any enemy projectiles from both sides. It's instant cast, meaning that Wind Wall starts blocking projectiles on-cast (despite not being fully formed). It also grants sight over a small area. It's important that you learn to manage this ability as best as you can. Depending in which situation you are you have to use it at a certain time in a certain position. Example: a fed enemy Miss Fortune opposes a big threat to your team. A teamfight is about to happen. Their 0/6/2 Ezreal jungle throws a Q at you. Don't use your windwall for that. Save it for Miss Fortune's Bullet Time, so you can save your team and yourself from getting wiped. It's necessary that you know which projectiles get blocked by Wind Wall. Look at the chapter "Interactions with Wind Wall" for that.
Sweeping Blade [E]: Yasuo's main engage and escape tool. The speed at which Yasuo performs Sweeping Blade is 0.55 seconds, given that he has no boots and is not affected by any slows. The more movement speed Yasuo has, the faster Yasuo dashes when using Sweeping Blade. But the same goes for slows. The slower Yasuo is the slower his dash will be when using Sweeping Blade. Sweeping Blade will generate 7.5 Way of the Wanderer Flow stacks per cast. Yasuo will stop mid-dash if he is immobilized by crowd control effects during Sweeping Blade. Yasuo can use Sweeping Blade's fixed dash distance to go through walls both before and after hitting his target (provided his proximity to the wall and/or target allows it). Dashing walls is covered in the first video of "Yasuo Mechanics".
Last Breath [R]: This is often used as an ability to finish people off. But it's actually a way for Yasuo to CC chain champs, a way to reposition himself, a way to deal potential AOE damage, a way to instantly refill the shield from Way of the Wanderer and a tool to make his Steel Tempest and AA's stronger by providing him 50% bonus armor penetration on his critical strikes. Using Last Breath early in fights is often better than waiting for that "perfect" moment. It will greatly increase Yasuo's damage against people who have additional armor. It doesn't matter if Yasuo uses this to fight somebody who only has Ninja Tabi. Since his critical strikes will make it so that those Ninja Tabi only grant 10+ additional armor against Yasuo. Normally Yasuo loses all "Gathering Storm" stacks from Steel Tempest after using Last Breath. However with certain tricks (which are covered in the "Yasuo Mechanics" chapter) Yasuo is able to have one stack of "Gathering Storm" even after using Last Breath.
Also noteworthy are these points: Last Breath's area of effect when suspending enemies increases per rank. Last Breath will attempt to position Yasuo outside enemy turret range when blinking to an enemy standing close to one (does not apply to Nexus Obelisk). Last Breath's damage and bonus armor penetration do not interact with each other. Last Breath's bonus armor penetration applies before Lethality. Suspended enemies are immune to further displacements during Last Breath's animation time. Casting right after the triggering displacement(s) will overwrite the latter's duration (whether shorter/longer) to Last Breath's animation time (durations will not stack) Casting right before suspended enemies land will make them remain airborne for Last Breath's animation time (durations will stack) Enemies who displace themselves (example: Let's Bounce!, Satchel Charge or blast cone) cannot be targeted by Last Breath.
Runes
Primary Path
Keystones
Conqueror
Conqueror: Oh yeah! THE keystone every bruiser player has desperately been waiting for. Conqueror aka Fervor of Battle 2.0 is the best Keystone for Yasuo. No exception. It gives the AD to back the crits up and converts 20% of all damage dealt to True Damage. Without Conqueror Yasuo deals significantly less damage. I would even go as far as saying that Conqueror is better than how good Fervor of Battle used to be. This keystone makes Yasuo feel like he actually does some damage for how squishy he is. I take this in 99.9% of my games. A godsend.
Lethal Tempo: It's terrible. Reason for that is because it needs 1.5 seconds to activate and even then it doesn't help you much at all. You don't want to wait 1.5 seconds before you can actually use your keystone. You want an upfront effective keystone. Sure, it lowers the CD of Steel Tempest, but there is a reason everybody takes Conqueror, Press the Attack or Fleet Footwork over Lethal Tempo. It's only useful on champions which have built-in on-hit effects like Vayne or Kog'Maw. It feels bad and it performs poorly. I heavily disadvise taking this.
Minor Runes
Triumph
Triumph: This is your go-to rune to take next to Overheal. It's basically Dangerous Game on steroids. 12% Restoration of your missing health after a takedown CAN and WILL save your life more often than you might think. It also grants 20 bonus gold.
Overheal
Overheal: Very situational rune to take. It gives a bigger shield when you build more health, so taking this is more oriented towards tankier builds. Considering that Triumph is a stupid rune though you should only consider going Overheal when you're playing Yasuo into an easy matchup, plan on building lifesteal and health. Excellent synergy with Bloodthirster. You will have around 1.1K HP worth of shielding when having a full build "CLASSIC GLASS CANNON HARD CARRY BUILD". 350 from Bloodthirster, 510 from Way of the Wanderer and around 270 from Overheal. I also need to mention that you should always take this when playing Yasuo ADC in the bot lane alongside a healing support.
Legend: Alacrity
Legend: Alacrity: The most obvious and best choice for Yasuo. It lowers the CD of Steel Tempest and lets you pump out more DPS. Not to mention that, for certain Yasuo exclusive mechanics you need a certain amount of attack speed. WARNING!: If you don't take Legend: Alacrity you will NOT cap out your Q CD with just a Phantom Dancer!
Legend: Tenacity
Legend: Tenacity: I don't recommend taking this but it can work. Crowd control is one of the worst things for Yasuo. Period. Legend: Tenacity helps out a ton versus CC-heavy teamcomps. It also got buffed in patch 8.7 which makes it more appealing to take. Taking Legend: Tenacity will force you into building another attack speed item like Blade of the Ruined King to cap out the CD on Steel Tempest though. So be aware of that.
Legend: Bloodline
Legend: Bloodline: I don't recommend taking this but it can work. It's not bad, but it's the worst out of all 3. It can work into lanes where you get poked a ton and can't do much about it, like a Pantheon with Ignite. Taking Legend: Bloodline will force you into building another attack speed item like Blade of the Ruined King to cap out the CD on Steel Tempest though. So be aware of that.
Coup De Grace
Coup de Grace: This is the go-to rune. It will give a 7%
damage increase to anybody below 40% of their HP. On top of that you gain 9 AD for 10 seconds upon takedown. It's basically old Merciless
on steroids.
Cut Down
Cut Down: This is good against tanks like Sejuani, Ornn or Cho'Gath for example. Can basically be seen as as a version of Giant Slayer without the AD. A good choice if you like to play Yasuo in the top-lane and are against a tank or against a bunch of tanks in general or even bruisers/champions who like to build a ton of health. In 8.7 this rune got buffed and is very powerful right now.
Last Stand
Last Stand: I find this one only to be useful when laning against a squishy poke champion like Pantheon or a matchup where you know you will get your HP dropped quickly like Akali. Realistically you will never be full HP against such champions in lane and it does pay off in those cases. Super situational though.
Zombie Ward: This rune used to be overpowered but it got nerfed into the ground. Still, if you like some more vision for safety you can consider taking this. However a Control Ward will do a much better job.
Eyeball
Collection
Eyeball Collection: Gives a total of 18 AD after completing. You have to get kills or kill wards in order to collect eyeballs. So this rune is snowball oriented. Solid choice if you're confident in your ability to snowball.
Chrysalis: This is easily the most powerful if not overpowered rune in the Resolve tree right now. +50 health at the start of the game, converting into 9 AD after 4 takedowns is insane for a minor rune. You basically start the game with an additional ~140 gold worth of stats when taking Chrysalis. After Chrysalis converts the 60 health into 9 AD you have 315 gold worth of stats from this rune alone. Given how fragile of a champion Yasuo is and how low his base HP is almost always take this when going Resolve.
Bone Plating
Bone Plating: Even though Bone Plating got nerfed (and rightfully so) it's still a great choice to make you a lot tankier in trades and in lane. The best way to make use of this rune is to take trades when it's off CD. The damage reduction makes you take nearly no damage early game. The CD is fairly long though so make sure to use it wisely. A tip I can give you is when playing against other players who also run Bone Plating is to use Steel Tempest to proc it through the minion wave if they are melee. If they are ranged you can get a stacked Steel Tempest and hit them with it to proc it.
Second Wind
Second Wind: Great against heavy poke lanes like Jayce or Pantheon for example or simply when looking for more sustain in lane. 4% of your missing HP over 10 seconds each time you receive damage from an enemy champion is great. It works pretty much like a Spectre's Cowl but it regens more HP when you're missing more. Probably one of the best runes in the Resolve tree.
Demolish: Split-pushing rune. Have you ever felt like looking at the enemy comp and looking at the champ you're playing and you're like "Yeah, **** that I ain't teamfighting against that"? Then this is the rune that will make you happy. I would advise taking this when the enemy team comp is completely horrible for a champ like Yasuo. Example: Malzahar Mid, Rammus Jungle, Tristana ADC, Lulu Support and Darius Top. Yeah, you don't want to teamfight against such a disgusting comp as Yasuo. Instead you take this rune and go build that Trinity Force and melt those towers. I would also advise taking Overgrowth when running Demolish, since it scales off of maximum health. Also you should probably run Teleport when you're planning on split pushing.
Summoner Spells
Summoner Spells -
Flash: The best summoner spell in the entire game. There is a reason everbody takes Flash on almost every champion. It lets you escape out of bad situations, secure a kill or pull of game winning plays. Always take this. No matter what.
Ignite: Ignite is the go-to summoner spell when playing Yasuo in the mid lane. It gives you more kill pressure in lane. Especially early in the game. It is more oriented towards snowballing than anything else, really. Another useful effect this has is that it applies grievous wounds which is extremely useful against champions like Vladimir or Swain.
Teleport: Generally you want to take this when you want to play Yasuo in the top lane. It gives you pressure on objectives and it only gets more and more valuable as the game goes on. Teleport is basically a get out of jail free card. If you mess up you can just use Teleport to get back to lane. You don't miss precious XP and gold from all the CS you would've otherwise missed. Level advantages are especially important when laning. More so if it's top. Teleport lets you gank lanes all the way from across the map and gives you a type of "deterrent", which you can use to save your teammates should the enemy try to go hard on them.
Exhaust: A very good summoner spell for people who are either new to Yasuo, people who are just looking to scale up with a defensive summoner spell or people who want some defense against a hard matchup. No matter what you take Exhaust for, it's always useful. The great thing about Exhaust is that it scales excellent. Unlike Ignite, which does work by dealing flat true damage, Exhaust will always do its work by cutting down 40% of somebodies damage. Exhaust is best against assassins like Zed, Fizz or Akali.
Cleanse : The only time you want to take Cleanse is when you're facing a team with disgusting amounts of CC. It's basically a Quicksilver Sash on steroids with the exception that it can't get rid of suppression and airborne. Cleanse also grants 65% tencaity for 3 seconds after using it. Combining something like Cleanse + Mercury's Treads + Unflinching (a viable combo) will give around 80% tenacity, which is insane.
Items
Doran's Blade
This is what you want to start with in 90% of the games. It gives 8 AD, which makes last hitting easier and amplifies the damage from your abilities. It also grants you 80 health which is great to make you overall tankier and especially useful against flat true damage dealers like Irelia or Darius. Also grants 3% lifesteal which can be used by Steel Tempest as well.
Doran's Shield
You only want to start with this item when you're up against heavy poke lanes, such as Pantheon or Jayce. It gives very nice regen and a passive which helps with last hitting. It's sort of like an alternate version of Second Wind. Only exception is that Doran's Shield will always perform the same no matter how much HP you're missing unlike Second Wind.
Phantom Dancer
A core item and simultaneously the best item you can buy on Yasuo. Period. You get double the value out of the 30% critical strike chance thanks to Way of the Wanderer, CDR for Steel Tempest thanks to the massive 45% attack speed it provides, some nice MS and 2 passives that will make your dueling much stronger. A big power spike for Yasuo. A must have.
Infinity Edge
Another core item. Combining Infinity Edge + Phantom Dancer will give you 100%
critical strike chance thanks to Way of the Wanderer and convert 10% of your critical strikes into True Damage. It also guarantees you 50% bonus armor penetration after using Last Breath. By far the largest power spike for Yasuo.
Berserker's Greaves
These boots used to be very situational and only really good when ahead or snowballing. But now they are the go-to boots on Yasuo since Zeal took a hit and isn't worth buying first anymore.
Mercury's Treads
CC is one of the biggest threats to any champion who relies on his mobility. Yasuo is one of those champions. Get these boots when you are up against a comp with lots of CC. It cuts nearly 1/3 of the CC duration down, which can and will save your life. However keep in mind that there are certain types of CC which don't get reduced by tenacity.
Ninja Tabi
These work (most of the time) well into hard AD matchups, AD poke matchups or against heavy AD comps. Given how strong lethality items are right now and how strong AD assassins like Rengar, Zed or Kha'Zix are, these boots will help you a little bit against them. Since Duskblade of Draktharr is still the go-to assassin item Ninja Tabi are excellent boots to give you some form of counterplay, without having to compromise your build too much.
Blade of the Ruined King
I love this item. Generally you want to buy this item if the enemy stacks a lot of health.
Don't buy this item thinking that it's only against tanks. It's not. I find myself buying this item very often when playing against bruisers which stack a lot of health like Shyvana or Jax for example. This item just has it all. A good chunk of AD, a nice portion of attack speed, lifesteal and an active that can either save your *** or let you chase somebody. This is generally the first item you want to buy when you have to deal with tanky people. Lord Dominik's Regards and Mortal Reminder are generally inefficient items to buy on Yasuo since Last Breath already gives him 50% bonus armor penetration.
Frozen Mallet
A very popular item on Yasuo and for a good reason. Frozen Mallet allows you to kite people or run them down with the slow. It allows for picks and it makes it easier to land Steel Tempest. Along with the 30 AD it gives a fat amount of 700 HP which is very useful to make you more tanky overall and especially useful when you're dealing with champions who deal a lot of flat true damage like Darius or against Conqueror users. Generally get this when you want to force a lead or want to make picks. Or you can just get it when you're very behind so that you can offer your team some utility by providing them constant slows.
Maw of Malmortius
An offensive-defensive option to deal with AP threats. Generally you want to pick up the Hexdrinker component against most AP matchups and then work into Phantom Dancer> Infinity Edge. Depending on how much magic damage the other comp has you want to upgrade the Hexdrinker to a full Maw of Malmortius either directly after the core items or hold onto the Hexdrinker and upgrade it later. People underestimate the power of a Maw of Malmortius. Don't let the last thing in your inventory be the Hexdrinker.
The Bloodthirster
The definition of a luxury item. This item is one of the most expensive items in the entire game. Get this item when you're looking for big damage and lifesteal. Bloodthirster is best when used against a squishy comp and when you're ahead/snowballing. Buying Bloodthirster when the enemy team is stacking a lot of health is inefficient. In that case buying Blade of the Ruined King makes more sense. Bloodthirster has excellent synergy with Overheal. So consider taking it when you plan on going Bloodthirster.
Guardian Angel
Chances are if you didn't feed your *** off people want to take you down. Guardian Angel gives you another chance should you mess up. Get this item when you are a big source of damage for your team and can't afford to die.
The name of this item can be taking quite literal. It's basically an item that lets you live long enough to endure burst that would've otherwise killed you already, letting you "dance" at the edge of death and heal up with physical damage you deal to keep living. This item is best against super high physical damage burst such as from a Zed, Kha'Zix or Rengar. Death's Dance gives you pseudo tankiness and lets you keep up the glass cannon "facade" without getting bursted 100-0 in an instant. Ravenous Hunter is a good rune to combine with Death's Dance.
Sterak's Gage
The change to this item's passive made it more viable on Yasuo since Last Breath and Sweeping Blade benefit from it now. It's a great item after Phantom Dancer if in need for more survivability or when behind. Regardless if behind, even or ahead this item is great on Yasuo. It helps out with burst and gives some tenacity too.
The Black Cleaver
A very underrated item on Yasuo. This is a good item to buy when your team is heavy AD and the enemy team is stacking a lot of armor. Yasuo can stack Black Cleaver really quickly on multiple people. The passive makes you even more mobile and the armor shred is basically always useful. The CDR is kinda wasted but it makes up for it in terms of utility, tankiness and damage.
Lord Dominik's Regards
It's inefficient to buy this item on Yasuo. Last Breath already gives him 50%
bonus armor penetration, which should be enough. However if you encounter insane armor stacking ( Rammus, Malphite or against multiple tanks) you can consider buying this one. You gain a total of 67,5% bonus armor penetration after using Last Breath. You should consider buying Blade of the Ruined King first before thinking about buying Lord Dominik's Regards.
Not a good item on Yasuo but it has its place. If you want to splitpush hard you can consider buying this item. The reason why it's not a great item for Yasuo is because it has a lot of wasted stats such as the mana and the CDR it provides. It used to be a core item when it still gave critical strike chance. On the bright side though Yasuo is able to proc the Sheen as soon as it comes off CD with Steel Tempest. Just make sure you don't hit anything with Steel Tempest first so the Sheen proc doesn't get consumed.
Randuin's Omen
The big daddy armor item against people who deal fat crit damage such as Jhin, Vayne, Tristana or even Gangplank. It's a good item against fed/late game ADC's or a must have item when against 2+ people who deal crits. Example: Master Yi Jungle and Tristana ADC.
Thornmail
The main reason you should get this item for is for the effect "Grievous Wound". This is simply the best item to deal with champions who are AA based and heal for stupid amounts. Prime examples for which this item is godly against are: Fiora, Irelia or Warwick. It's much more beneficial to buy Thornmail instead of Mortal Reminder in such cases. Thornmail makes you tankier and provides a 15% cripple, which will further decrease the amount of sustain such champions as listed above bring to the table.
Spirit Visage
It only makes sense to buy this item when you have lifesteal or another big source of healing, such as Soraka. It makes you much tankier than a Maw of Malmortius does due to the health and additonal MR it provides. You should only look to get this when you can greatly benefit from the passive and tankiness. Otherwise a Maw of Malmortius is just straight up better.
Dead Man's Plate
Pretty straightforward item. It offers less defense compared to other armor items but it offers you even more mobility, a tiny bit of damage with the proc and a tiny bit of CC with the 1 second slow. If you have the need for more mobility and solid defense against physical damage Dead Man's Plate is a good buy.
Statikk Shiv
This item is inferior to Phantom Dancer in almost every aspect. What Statikk Shiv
offers you though is great burst (especially after getting Infinity Edge) and superior waveclear. The thing is that the waveclear from the Statikk Shiv proc can limit your mobility if you decide to Sweeping Blade + Steel Tempest on the wave since you will one shot the caster creeps. This is only a good item to get when you have other reliable knockups on your team and wanna wombo combo for huge damage. Example: Alistar support and Malphite top.
Elixir of Wrath
Not much to say here other than to only get this when you're either full build or the game deciding fight is about to happen.
Elixir of Iron
It's only worth buying this against CC heavy comps. Also only get this when you're full build or the game deciding fight is about to go down.
Yasuo Mechanics
This video covers all Yasuo mechanics. Some of them might not be useful and are more there to style on people but most of them will help you to deal more DPS, outplay people, improve your play and overall be a much better Yasuo player. A few of those mechanics are outdated. Some walldashes for example. But it's a great video nonetheless.
Here's another video which covers Yasuo combos. It's much shorter than the one above and it also covers combos from basic to advanced.
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