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Yasuo Build Guide by WayOfTheTempesst

Middle [Season 11.14 Yasuo Guide] Tempest Challenger Yasuo Guide

Middle [Season 11.14 Yasuo Guide] Tempest Challenger Yasuo Guide

Updated on September 11, 2021
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746 37 927,489 Views 20 Comments League of Legends Build Guide Author WayOfTheTempesst Yasuo Build Guide By WayOfTheTempesst Updated on September 11, 2021
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Runes: Mid vs Poke

1 2 3 4
Legend: Alacrity
Last Stand

Second Wind

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3 4
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


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Middle Lane
Ranked #48 in
Middle Lane
Win 51%
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Middle Lane Ranked #48 in
Middle Lane
Win 51%
More Yasuo Runes

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Champion Build Guide

[Season 11.14 Yasuo Guide] Tempest Challenger Yasuo Guide

By WayOfTheTempesst

About Me

Hello! For those who don't know of me, I am known as Tempest. I've been a North American Challenger Yasuo main ever since season 6 and Challenger seasons before that just not with Yasuo. My all time peak in Season 6 was rank 4 with basically only with Yasuo and then was rank 2 in Season 7 with mostly Yasuo and Zed. I have been maining Yasuo ever since Heimer was reworked and really have never gotten bored of him ever. Here are my current accounts that I play on:OP.GG Unfortunately the only screenshot I have of my previous ranks is when I was top 10 in season 7:

Haven't played very often in preseason on my main because the queue times in the morning can go on for 20 minutes but have played a bit on it:


Social[/h4] Media




Why Yasuo?

Yasuo is one of the most fun and interesting champions to play due to how many things you can pull off on the champion and how you can always do something better in a fight with him, kinda similar to Riven. Yasuo has one of, if not the highest skill ceiling in the game and has so many small tricks and mechanics that you will always find yourself in new scenarios and improving on something.

Yasuo is also a very unique champion in the sense of his resource bar and cool downs. He is the only champion in the game that has such low cds on his main abilities AND has 0 mana costs. Instead Yasuo has Flow which is his resource bar that gives him a mini shield for 1.5sec that passively goes up the more you move around. If you are all about hitting your buttons fast and having no downtime or waiting for cooldowns then you will love this champion.

If you like looking stylish, nonstop pulling off 2v1s, 3v1s, and love being the center of attention(good and bad) then Yasuo is definitely a champion for you, just watch out and try to ignore the negative comments some people may throw at you for playing one of the most hated champions in the game.

Pros & Cons


+Very high carry potential,can kill multiple people in a teamfight once he has his core items.
+Synergizes amazingly with other knock up champs(Lee sin, Gragas, Etc.).
+Can melt through squishies and tanks due to his armor pen ultimate and having constant damage.
+Can be played Mid, Adc, and Top, although he's fairly weak in the toplane atm.
+Has one of the best teamfighting abilities in the game (Windwall).
+Highlight champion, flashy and makes you standout.
+Next to no cooldowns on main abilities and uses Flow instead of Mana.


-Has the worst base stats out of any melee fighter in the game.
-Champion is a lot weaker if you have no knockups on your team.
-Weak against hard cc due to low base stats.
-Weak when not near minions.
-His W is useless and basically only has 3 abilities in a lot of matchups.
-Prone to feeding and dying a lot due to not having much of an escape when no minions are nearby.
-Feast or Famine champion.

Conqueror: This keystone is by far the strongest and only keystone you should ever take. This keystone pretty much revived Yasuo since PTA and Fleet weren't really the most ideal runes for him.

Fleet Footwork: This keystone is good when the whole enemy team is squishy and against very hard lanes such as Renekton and Zed.

Overheal: The best scaling rune in this row and all around good option. While Triumph relies on you getting kill participation, Overheal is always useful and synergizes well with Yasuo's new build.

Triumph: Used to be the standard rune to go in this row since Overheal used to be weaker due to Yasuo not getting lifesteal until later on. Can be a clutch rune that saves you in skirmishes and help you tower dive.

Legend: Alacrity: This is the only rune you would take in this tree. The attack speed is very crucial to getting your Q cooldown low early game and is more damage output throughout the game. Legend: Bloodline used to be an option but since the item rework Yasuo needs Legend: Alacrity to get enough attack speed for his maximum Q cooldown.

Last Stand: I take this rune almost every game because it gives Yasuo the best dueling potential in midlane. I find it more useful than Coup de Grace nowadays and it seems to be doing more damage.

Second Wind: This is the go-to rune in heavy poke lanes and coupled with Doran's Shield gives you the best survivability in lane.

Bone Plating: I take this rune vs lanes such as Fizz and Renekton where they can't easily poke it off but I also need to negate their heavy all-in early trades.

Conditioning: I take this rune for lanes that I need to scale in and it is generally only taken in easy lanes where Second Wind or Bone Plating don't give much value.

Overgrowth: This is a decent choice when you are scaling and HP can help you survive a lot of mid-game situations.

Revitalize: With the introduction of Immortal Shieldbow this season, Revitalize has a lot of value in the lifesteal and shield that the item give as well as if you Overheal. This rune will help you skirmish and teamfight better once you have your mythic completed.

Unflinching: Take this rune when you are against heavy CC as having this extra tenacity will help you escape a lot of situations and with Last Stand and Immortal Shieldbow your low HP teamfighting will be even stronger.
Summoner Spells

FLASH:The most used summoner spell in the game. There's a reason you see 10 people take Flash almost everygame. This will help you secure kills, escape, pull off combos, and many more uses. Always take Flash every game no matter what.
IGNITE: I personally take Ignite in 90%+ of my games just because I love having the extra damage to secure kills in lane. It is very hard to get a solo kill especially in higher elos if you do not take it because people know when to back out but with Ignite you can usually finish them off with it even if they end up flashing away. Take Ignite as your standard summoner spell.
TELEPORT: Only take Teleport on toplane Yasuo. Although some people have started to take Ignite top, Teleport is still by far the most used summoner spell top due to the lane being heavily decided by lane management and is key for baron control later on in the game.
CLEANSE: One summoner spell you can substitute Ignite for in some mathcups is Cleanse. The only lanes i would ever take Cleanse against would be Lissandra and Zoe due to both of these champions relying heavily on their hard cc. Cleanse gets even more valuable the more enemy champions have hard cc so look out for that when deciding if it's really worth to give up the damage Ignite gives you.
EXHAUST:The last summoner spell you can replace Ignite with would be Exhaust. Exhaust is a very underrated anti burst tool that many people forgot exist. The major matchup I ALWAYS take Exhaust against is Zed due to how hard it counters his ulti. The other matchup you can take it against is Annie because if you time it well, you will negate so much of her burst which can save you a lot. Exhaust also scales super well and is the best teamfighting summoner in the game due to the damage you can negate with it.


Way of the Wanderer (Passive)

Passive shield Yasuo gets from being hit at 100% flow.

The reason Yasuo has such bad base stats is due to his passive giving him a shield every so often the more he walks around. Taking advantage of the shield is key to take good trades and make up for his bad stats. Try to go for trades before
it gets harassed off you and don't position yourself where they can easily get it off you without retaliation.

Steel Tempest

RANGE: 475 / 900
COOLDOWN: 4 − 1.33 (based on bonus attack speed)
Yasuos bread and butter ability where all his damage is besides his auto attacks.

Another thing you have to keep in mind while playing Yasuo is the amount of stacks you have on your Steel Tempest. In a lot of matchups ( Zed Renekton, Etc), Yasuo is very vulnerable to an all in right after his tornado runs out due to him losing his only way of ulting and ccing his opponent so play safe to avoid an all in while your tornado is on cooldown. This is also why attack speed is so key on Yasuo due to this being the only ability in the game that has a scaling cd based off attack speed.

Wind Wall

RANGE: 400
COOLDOWN: 26 / 24 / 22 / 20 / 18
A wall that can block almost every auto attack and projectile in the game.

The only other ability besides your ultimate that has a massive cooldown compared to the rest of your kit. Due to the massive cooldown, make sure to use Wind Wall wisely and don't just use it to block any skillshot that's fired at you. Use Wind Wall to zone adcs in teamfights or vital ultimates.

Sweeping Blade

RANGE: 475
SPEED: 750 (+ 60% movement speed)
STATIC COOLDOWN: 0.5 / 0.4 / 0.3 / 0.2 / 0.1
ON-TARGET COOLDOWN: 10 / 9 / 8 / 7 / 6
Yasuos mobility ability to kite, gap close, and escape situations.

Only major thing you need to know about this ability is that it will only do its max damage to an enemy champion if you dash to 2 enemies before dashing to the champion. When going for an all in in a minion wave, use the minions first always before dashing to the enemy champion for max damage and the best chasing capability.

Last Breath

RANGE: 1400
COOLDOWN: 80 / 55 / 30
Yasuo extends any knockup and does bonus damage when he lands while gaining bonus armor pen on his critical strikes.

Yasuos ultimate varies in strength depending on team comp, the more knock ups you have the more scary Yasuo becomes. The most important thing to keep in mind before you ult is who else is around the knocked up champions. Just because you land a good tornado on a squishy doesn't mean you should always take it, think about who can damage and CC you before ulting in mindlessly no matter what key target you hit.

Doran's Blade
This is the standard starting item on Yasuo. Start this in the majority of matchups unless they are heavy poke lanes.

Doran's Shield
This will be your starting item vs poke lanes where you need to be able to sustain without being able to get it from omnivamp on Doran's Blade. Some matchups where you want to start Doran's Shield include Viktor, Azir, and Zoe. Doran's Shield can also be a good item to buy on your first back if you started Doran's Blade and need the extra survivability but don't have enough for Berserker's Greaves.

Cull is another item you can get early on in easier lanes. Note you should only pick up this item if it's an easy lane and you back with less than 1100G first back.

Berserker's Greaves
A staple to Yasuo nowadays, it's the biggest powerspike by far and you should almost always buy it first back as long as you have 1100G. The movement speed paired with the massive attack speed boost really helps with early all ins to get your Steel Tempest up faster.

Plated Steelcaps
Even though we usually want to rush Berserker's Greaves on Yasuo, there are some cases Plated Steelcaps are vital. An example of this is if you are laning against a Renekton and they have a Rengar jungle, Plated Steelcaps is so important or else you will just get one shot so fast the extra attack speed from Berserker's Greaves wouldn't even matter. Also even if it isn't a case you have to get them early, you should almost always trade in your Berserker's Greaves late game for either Plated Steelcaps or Mercury's Treads depending on teamcomp.

Mercury's Treads
Similarly to Plated Steelcaps, Mercury's Treads is the same deal. I find it a lot more rare that I rush Mercury's Treads instead of Berserker's Greaves but there are some cases it is worth it, example being if you are laning against a Lissandra and their jungle is Rammus. Trade out Berserker's Greaves late game for [Mercuruy's Treads if the enemy team has a lot of CC.

Immortal Shieldbow
Since the new item rework, Immortal Shieldbow Is what I take on Yasuo everygame just because of the early shield it provides which Yasuo needs to survive against all the burst in the game. Immortal Shieldbow also gives every stat Yasuo wants while Galeforce and Kraken Slayer give more damage but leave Yasuo very squishy.

Infinity edge
Another core item on Yasuo that you will end up getting 2nd item every single game. Infinity Edge has always been a staple on Yasuo ever since he came out for obvious reasons, increasing crit damage, and getting 100% crit.

Mortal Reminder
Against a lot of healing and squishies go Mortal Reminder 3rd item and sit on Executioner's Calling after you finish building Immortal Shieldbow.

Guardian Angel
A very strong item on almost every AD champion. Usually when it comes to teamfights late game, whoever has the most Guardian Angels win simply due to it basically granting you an extra life without losing out on much damage. I usually go Guardian Angel 3rd or 4th item almost everygame as it protects your lead if you're ahead but also let's you get your ultimate off in teamfights without instantly dying if you're behind.

Bloodthirster should only be built if you are very far ahead of the enemy team. This item is really expensive but can be useful for snowballing your lead but it isn't the core item that it used to be on Yasuo.
Spirit Visage
Spirit Visage is your best item choice against heavy AP comps. The item gives you increased healing, a decent amount of magic resist, and a lot of health. If you have something like a Yuumi, Lulu, Seraphine, or Soraka, Visage gives you amplified healing and shielding from them as well.
Force of Nature
Force of Nature gives you a bit more magic resist than Spirit Visage but you lose out on the increased healing in exchange for some more mobility. Both can be strong choices given the enemy team and your team composition. This item is especially strong against DoT champions such as Cassiopeia and Teemo.
Death's Dance
Death's Dance is a good item choice for some mixed offensive and defensive stats. It's a good item choice against bursty AD comps and is a viable 3rd item situationally.

Silvermere Dawn
Silvermere Dawn is good against things like Malzahar and Rammus where you need to QSS effect and it gives you some offensive and defensive stats. I still think it's best to just sit on Quicksilver Sash and complete this item as your 6th item.

Randuin's Omen
The only times I would go Randuin's Omen would be if they had a teamcomp of 3 heavy auto attacking champions that deal critical strikes, example being Tryndamere, Yone, and Jhin.

The only other pure armor item I would go is Thornmail. I have only gotten this item against one champion and that would be against Fiora. The item is just a natural counter to her and is the only real way you stand a chance against her after 3 items. If you decide to pick this up, get an early bramble after Immortal Shieldbow and finish it 3rd item.
Early Game/Laning Phase
Yasuos Early game and Laning Phase can either be really easy or very difficult depending on what lane and what champion you are laning against. Since this guide is mostly centered around mid Yasuo, what I say in these sections will mostly be about his mid playstyle and will have sections dedicated to ADC and TOP Yasuo later on.

In the early game, Yasuo can be played as a massive lane bully that can always get the shove in the majority of his matchups. The hardest part about his early game isn't really beating your laner 1v1 but it's more not dying to ganks and falling super behind. The reason why a lot of Yasuo players either go 10/0 or 0/10 is simply bc of his lack of CDs which means he can fight the enemy laner anytime he wants to but just because you can go on your opponent doesn't mean its the right move. One of the most important things about the early game is drawing pressure to the point where the enemy jungler comes to your lane and not dying to his pressure. When you do this, you relieve pressure off both your other lanes and get your jungler a level advantage or let him get a successful gank off. This is easier said then done though and will take many games to learn the perfect balance of playing too aggressive and too passive.

Another key thing about the early game is deciding rather to roam and dive the enemy sidelanes or to just dumpster your lane and kill the enemy raptors and get that turret plating gold. Yasuo isn't really the best roamer compared to most midlaners due to his lack of cc and lack of mobility without minions, so I usually just focus on my own lane and play for turret plating and solo killing my lane. You can usually only dive sidelanes if you play with your jungler and 4 man botlane or you can dive top easily if he has a knockup.

Besides those things, the main thing about the early game for Yasuo and midlane in general is to just get priority and play for scuttle crab and getting your jungler ahead of the enemy jungler. Get priority and get good Control Ward down to control scuttle and you will have a huge edge in the early game.
Mid Game
Mid game generally starts when the first couple towers go down at about 12-15 minutes. Once Mid game starts, your job as Yasuo is to pick up as much gold as possible and will most likely want to be in a sidelane since you can duel a lot of mages in long lanes. Since you are not taking Teleport as Yasuo, you should ALWAYS be in the sidelane of the objective you are looking to secure and your toplaner should be in the opposite sidelane because he has the Teleport. So in short, if rift herald is up then be in the toplane sidelane and if you are playing for dragon then be in the botlane sidelane.

Another thing thats super important in the Midgame, is expanding on the lead and getting even further ahead with the lead you build in the early laning phase. The best way to do this is after you push a wave into enemy tier 2 tower, always take the enemy jungle camps, whether it be gromp , rift scuttler , krugs , etc. you will build up an extremely huge level lead and is one of the most important things to do to win more games. Not only do you get extra experience from doing this, you also deny experiance from the enemy so this is a double positive win and is why you see high elo toplaners and split pushers get such a massive level lead.

So in short, get in a sidelane and push to enemy tier 2 tower, get control wards and clear their vision in the enemy jungle, and deny as many jungle camps as you can to build a massive lead and starve the enemy team. If you do these things and have already built a lead in the early game, you will find yourself winning so many more games as Yasuo.
Late game/Teamfighting
When late game comes around the main objective is to choke out even deeper vision if you are ahead and force a teamfight to get baron nashor and close out the game. At this phase of the game since you don't have Teleport, you should be grouping with your team 90% of the time to secure vision and choke out the enemy vision. Obviously it depends if you are ahead or behind at this point of what to do but basically if you are behind when it gets to this point, you just have to try your best to kill their Control Ward and not let them baron nashor and win the game off a teamfight.

Yasuo has many different jobs when it comes to teamfighting and every scenario is different so I can't really give a cookie cutter answer on "how to teamfight with Yasuo" but, I will list roles that Yasuo can take in a teamfight.

Main Carry

If you are the most fed person on your team and the highest threat as Yasuo, you are the Main Carry.

Basically your job is to be the highest damage dealer in the fight and survive as long as possible taking as many people down as you can. You should play the fights slow and wait to go in once you see crucial CCs used on the rest of your team, examples being Kennen ult, Annie tibbers. Use windwall wisely to prevent getting bursted.


If you are the only engage and you have other high damage dealers on your team as Yasuo then you are the Engager.
Obviously we all know Yasuo isn't really the ideal engage champion and more of a follow up champion but in some teamcomps unfortunately you are the only start to a fight. Your job in thesee scenarios are to set up a decent size ultimate or an ultimate on a key enemy carry to start the fight so your other high damage threats can get their damage off even if it means you dying to start the fight. I'm not telling you to just charge in, hard int, then ping your team and leave the game but rather use your brain and only start the engage if your team is in range to follow up.


If your ADC or APC is insanely fed and hyper carrying the game while you are even or a bit behind as Yasuo then you are the Peeler.

This job probably sounds foreign for a lot of Yasuo players since they always want to be the center of attention even when they are 0/10 but Yasuo is surprisingly not bad at peeling for a teammate. Basically if your teammate is 1v9ing the game, it is okay to take a backseat and just defend him and let him take over. Your job in these scenarios are to use ur windwall to block major damage from killing your carry and to knock up and ult anyone getting to close to them. Enabling your carry to win you the teamfight is a lot better than dying instantly trying to make a montage play.


If the enemy team has key ultimates you need to block with windwall or you went more of a tanky build and aren't the main damage dealer as Yasuo then you are the Disruptor.

This is the last role i'll list and it's basically just making sure you save your windwall for key ultimates and buying time for your carries since you probably went more of a tanky build if this is the role you are taking in fights. Since you are tankier you can save windwall and just tank damage upfront instead so you can save it to block really important abilities like Miss Fortune, Seraphine, and Ornn Ultimates. Aside from that your job is to just be annoying and constantly be getting knock ups on important enemy champions while your heavy damage dealers win the fight.

This is the best I could describe Yasuo's roles in a teamfight as I could without seeing the individual teamfight myself. Obviouslly if you see opportunity's to win a teamfight another way like getting a 5 man ulti or getting a game changing windwall you should do that and not just only play Yasuo as that one role in a fight because your job can change in seconds depending on what is happening. Don't take these too literal and make actions that will win you the fight.
Toplane Yasuo
This section won't be too long since I already talked about the matchups at the top of the guide but there are some things to say about it since toplane playstyle differs pretty heavily from midlane and adc Yasuo playstyle.

Top Lane Yasuo needs to freeze the wave just before his turret right from the start of the game, you can do this by pretending to leash your jungler even if you do not leash, if the enemy hasn't pushed when you walk into vision in lane, let him attack you inbetween your minions, this will make the lane push to you. The reason for this is beacuase Yasuo is a champion who can be heavily abused by ganks due to him not having much of an escape except enemy minions which will not be behind you. Another reason we want to do this is because if the enemy is on our side of the lane you can potentially go for an all in level 3 due to the long lane and Yasuo being one of the strongest champions in the game at level 3.

There are many matchups in toplane where windwall is complelty useless against the enemy champion so if you do not need your windwall against your opponent, use it to block ranged minions basic attacks and freeze the wave this way. Examples of these champions are Renekton, Darius, and Tryndamere

Teleport is pretty much a staple for toplane due to having global pressure for baron nashor later on and to help your team secure dragon early game. Personally when I play Yasuo toplane I just take Ignite and play for lane. You can pick either option or even exhaust if you prefer it against burst matchups like Renekton but just know if you die overextended and you don't have Teleport you will be massively punished and could be out of the game since the enemy toplaner and jungler can choke you out with just one freeze.

Generally you want to build a bit tankier when playing toplane Yasuo because it's usually the toplaners job to be some sort of frontline for his team especially in this meta where you don't see tank jungler very much (except for Sejuani who is a pure tank assassin now I guess? idk.). If your team is doing well and already has other high damage dealing champions then it really wouldn't be bad doing a tankier build with Randuin's Omen or Spirit Visage depending on the enemy champions.

Lastly, I would like to add I think top Yasuo is pretty bad in all honestly. The only situation I think Yasuo is the best pick toplane is against an Ornn or Gnar and that's about it. Other toplane champions just do his job better sadly. Riven and Jax outclass Yasuo at basically every phase of the game which is why I hardly every play this Yasuo top but if you really enjoy it, then just play what you want. Would suggest either banning Jax or Riven when playing him toplane.
ADC Yasuo
ADC Yasuo has actually risen in popularity recently due to other ADCS getting nerfed so people actually gave it a shot even though it has always been very very strong. I would honestly say Yasuo's best position is ADC just due to how well he does against ADCS and it will almost never make your team all AD which is a common problem with picking Yasuo Mid.

The early laning phase is played the same way the first 3 levels 99% of the time. You want to let the enemy push and DON'T GET POKED too hard before 3. It does not matter if you have to give up and be down 15+ cs early on, all that matters is to NOT GET POKED the early levels or the lane will be very hard to salvage. As soon as you hit level 3, get your Conqueror up and engage on them 2v2 and you should always win and either kill or force them to use summoners as long as your support follows up.

The only downside to Yasuo ADC is you have to rely that your support actually has fingers. If your support loses the lane for you it can be really hard to come back into the game as ADC Yasuo due to be even lower in level from duo laning and being starved out of gold. Also, sieging becomes very hard since you won't have any ranged AD champs on your team most likely since you are the ADC. Yasuo ADC really ranges in strength depending on what support champ you have. Below I will list, in my opinion, the best to worst supports to have as Yasuo ADC.

Note: I ban Lucian everygame when I play ADC Yasuo due to him being the best ADC into Yasuo


These champions have it all, hard cc, great follow up, and healing to sustain in the early levels. At level 3 and beyond, if the enemy is extended at all and you engage on them they will die 99% of the time or at least use summoners to get away. These champions also have little to no room for error due to their combos being basically point and click.


These champions are also very strong but they usually lack at least something compared to S tier champions. Examples being Nami has really good sustain and 2 knock ups but is very squishy and easily killed with 0 escapes and on the otherside of that which would be Leona who has insane engage and damage but 0 sustain.


These champions are still fairly good but some are a little harder than A/S tier supports to play well ( Thresh, Pyke. Another thing is some of these champions are very weak early game ( Janna, Lulu) which is pretty important for ADC Yasuo since if you lose lane, it can be very hard to get back into the game.


These champions are just okay but there are better engage supports and better enchanting supports in higher tiers. I also don't really like mage supports with Yasuo since they don't help too much out of lane but since they have high damage they can be okay, but would much rather have enchanting support or engage supports. Vel'Koz is different because I find that champs damage and range insane and actually has decent setup for Yasuo due to his E.


These champions should 80% of the time get reported if they pick it with Yasuo, don't really synergies at all and are usually autofilled but you can still 2v1 the lane if they land a single spell probably.
Advanced Moves
And that wraps up my first Yasuo guide! I hope you guys can learn a good amount from this guide and if you have anymore questions you can ask me when I am streaming at :)

Special thanks to deadseas, Ayurun, Chungmaster, and Cactus for helping me throughout making this guide!
League of Legends Build Guide Author WayOfTheTempesst
WayOfTheTempesst Yasuo Guide
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[Season 11.14 Yasuo Guide] Tempest Challenger Yasuo Guide

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