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Yasuo Build Guide by Juggerome

Middle [Season 11] Death Is Like The Wind, Always By My Side

Middle [Season 11] Death Is Like The Wind, Always By My Side

Updated on September 23, 2021
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League of Legends Build Guide Author Juggerome Build Guide By Juggerome 7 1 7,030 Views 1 Comments
7 1 7,030 Views 1 Comments League of Legends Build Guide Author Juggerome Yasuo Build Guide By Juggerome Updated on September 23, 2021
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Choose Champion Build:

  • LoL Champion: Yasuo
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Runes: Early Game (better vs squishy)

1 2 3 4 5 6
Fleet Footwork
Legend: Alacrity
Coup de Grace

Shield Bash
Second Wind

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)


1 2 3 4
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


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Middle Lane
Ranked #71 in
Middle Lane
Win 51%
Get More Stats
Middle Lane Ranked #71 in
Middle Lane
Win 51%
More Yasuo Runes

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Champion Build Guide

[Season 11] Death Is Like The Wind, Always By My Side

By Juggerome
About Me
IGN: Juggerome (LAS)
Joined League: Season 6 (September)
Main Role: Mid Laner
2nd Role: Jungle
3rd Role: Support
Favorite Item: Statikk Shiv
Main Champions: Yasuo, Riven, Camille, LeBlanc, Pyke, Yone & Qiyana
Favorite Players: Faker, Yassuo & Yasuicide

Welcome to my Yasuo Guide! I hope this guide helps you on your journey to Yasuo, The Unforgiven.

I've been a Yasuo Main ever since Season 7. What pushed me to learn him (still pushing me) was his ability kit / hidden mechanics / flashy plays that can be pulled off in a match.

Currently im sitting at 800k mastery points on Yasuo. My peak rank is Platinum 4.

In this guide, I will cover everything I know about Yasuo. Note that for the following chapters, I write having in mind the AD Duelist Yasuo build.

If there is anything that I missed, you want to give some advice/criticism or you want to start a discussion feel free to leave it in the comment section.
Yasuo's Choice
Yasuo has a very deep learning curve due to how many situations you are able to create with your kit by pulling a trick / mechanic that will often surprise your opponents given the amount of Yasuo players able to execute them.

On top of that Yasuo has an immense for not saying infinite skill ceiling due to the constant improvements / shifts you can do to your play. Yasuo is a champion that definitely outstands among all in terms of skill ceiling, amount of mechanics and difficulty.

It is very particular about Yasuo to have such extremely low cool downs in his abilities and to add up his abilities have 0 costs, except for his passive which uses Flow as resource. Paired up with an insane mobility when used at full.

The previous points are key to execute those 1v1 outplays / unseen engages / 1v2 1v3 / escape tools /etc.

Ignore negative random comments about Yasuo or towards yourselve.
Yasuo's Story
"An Ionian of deep resolve, Yasuo is an agile swordsman who wields the air itself against his enemies. As a proud young man and after the Ioanian invasion, he was falsely accused of murdering his master—unable to prove his innocence, he was forced to slay his own brother Yone in self-defense. In time, his master's true killer was revealed to be an accident by the Noxian Riven. Then his brother mysteriously returned from death, yet Yasuo still could not forgive himself for all he had done. Now, he wanders the world with only the wind to guide his blade."

Pros & Cons



Carry Potential
Low base stats
Big Outplays
Low Cooldowns
Strong shield for damage mitigation (trades, escapes, all-in's)
Some champions range or abilities can easily proc your shield
Decent CC on Q3 due to multiple uses
Vulnerable to point-click hard Crowd Control
W can be a team fight deciding factor
W is non-existent in some matchups
God Mobility on E when used at full
Mobility on E is mostly dependent on minions so it can get really weak
Wall Dashes escape & engage tools due to jungle camps and champions
Wall Dashes are mostly dependant on neutral monsters presence
Synergizes well with Airborne champions due to R
Can be hard to coordinate when no synergies are present for your R
Armor shdredder with 50% Armor Penetration stat on crits after using R

"Passive: Way of the Wanderer

Yasuo's Critical strike chance is multiplied by 2.5 from all other sources, but his Critical strike deal only (57.5% + 31.5%) AD bonus physical damage. Additionally, every 1% critical strike chance in excess of 100% is converted into 0.4 bonus AD.

Yasuo generates Flow for every 59 / 52.5 / 46 (based on level) units he travels by any means. At 100 stacks and upon taking damage from enemy champions or monsters, Yasuo consumes all Flow to shield himself for 115 − 525 (based on level) for up to 1 second.

Q: Steel Tempest

Yasuo thrusts his sword in the target direction, dealing physical damage to enemies hit and applying on-hit and on-attack effects at 100% effectiveness to the first enemy hit. Steel Tempest can critically strike for (40% + 28%) AD bonus physical damage.

If Steel Tempest hits an enemy with the thrust, Yasuo gains a Gathering Storm stack for 6 seconds, which refreshes upon receiving the second stack.

While Yasuo has two stacks of Gathering Storm, Steel Tempest consumes the stacks to instead unleash a whirlwind that travels in the target direction, dealing the same damage and knocking up all enemies hit for 0.75 seconds, or 0.9 seconds if used in combination with Sweeping Blade.

Steel Tempest's thrust is interrupted if Yasuo is affected by total crowd control during the cast time but its cooldown is reset to 0.1 seconds.

Casting Steel Tempest during Sweeping Blade will instead affect enemies around Yasuo at the end of the dash, or doing so immediately at his landing location after blinking while ending the dash prematurely. Casting Sweeping Blade when Steel Tempest's remaining cooldown is less than 0.5 seconds resets this remaining cooldown to 0.

If Yasuo becomes unable to cast abilities during the dash after buffering, Steel Tempest will not cast, but will still go on cooldown.

Physical Damage: 20 / 45 / 70 / 95 / 120 (+ 100% AD)

Cooldown: 4 – 1.33 (based on attack speed)

Range: 450 - 1150

Speed: 1200

Cast Time: 0.4 - 0.133 (based on attack speed)

W: Wind Wall

Yasuo creates a gust of wind that travels in the target direction over 0.25 seconds to form a wall in front of him. The wall slowly drifts forward another 50 units over 3.75 seconds, blocking all hostile non-turret projectiles that attempt to pass through it.

The effect grants sight in a small static area in front of the cast location.

Wall Width: 300 / 350 / 400 / 450 / 500

Cooldown: 30 / 27 / 24 / 21 / 18

Cast Time: 0.013

E: Sweeping Blade

Yasuo dashes a fixed distance in the direction of the target enemy, dealing them magic damage if they are in range upon arrival.

Each Sweeping Blade cast increases the next dash's base damage by 25% for 5 seconds, stacking up to two times for a 50% increase.

Yasuo cannot target the same enemy more than once every few seconds.

Yasuo will be knocked down by any immobilizing crowd control during Sweeping Blade.

Last Breath can be cast during Sweeping Blade. If Steel Tempest has been buffered, Wind Wall may also be cast during it.

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

Bonus Damage: 15 / 17.5 / 20 / 22.5 / 25

Cooldown: 0.5 / 0.4 / 0.3 / 0.2 / 0.1

Target Cooldown: 10 / 9 / 8 / 7 / 6

Target Range: 475

Range: 475

Speed: 750 (+ 60% Movement Speed)

R: Last Breath

Yasuo blinks to the other side of a visible airborne enemy champion nearest to the cursor, instantly generating maximum Flow while resetting Steel Tempest's stacks.

Upon arrival, he knocks up the target and all airborne enemy champions around them for 1 second, revealing them and slashing them with his sword over the duration, dealing physical damage thereafter. Enemy champions around the target that become airborne before the effects end will also be knocked up for the remaining duration and dealt damage at its end.

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

If Yasuo would be placed inside a turret 's attack range upon blinking, he will instead attempt to position himself outside it (does not apply to Nexus Obelisk).

A nearby airborne enemy champion is required to cast this ability.

Physical Damage: 200 / 350 / 500 (+ 150% bonus AD)

Cooldown: 80 / 55 / 30

Target Range: 1400

Cast Time: None"

Skill Sequence

Priority #1 R Last Breath:

This is just the convention for every champion and Yasuo is not the exception to the rule. Though, it is important to clarify that this skill has the highest scaling per point, meaning you get the best value out of it.

Priority #2 Q Steel Tempest:

Main damage dealing source. Better alligned with the meta due to the crit changes.

Some of you may wonder Q > E or Q < E ?

The answer is Q > E .

1. Q's damage is greater than E's by nature.
2. An old balance patch buffed Q and nerfed E , both in terms of damage.
3. You can always land more Q's on a target than E's .
4. E's extra mobility doesn't compensate.
5. If you want to deal damage with E it forces you to go in deeper when compared with Q .

Though, note that in some very specific matchups when they have 2+ skillshots and a fraction of a second makes the difference if you dodge, then you may want to take some early points (1-2) on E before Q .

Priority #3 E Sweeping Blade:

You need to unlock the mobility to unlock your hips, outplay and play making potential. This things come into play at mid game. When mid game starts you usually have 2 - 4 points on E so you come somewhat prepared.

Priority #4 W Wind Wall:

This ability is great don't get me wrong, however, the previous skills are just a better option into the early game. You also get the less value per point on this ability out of Yasuo's kit.
Additionally, in some matchups where having W is useless, you can instead add a point to your Q or E , and learn W at level 4.
Summoner Spells