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Recommended Items
Runes: Standard
1
2
3
4
5
Precision
Resolve
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
1
2
3
4
CORE

Exhaust
Flash
Items
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats

Nilah
This champ is literally JAX if he was an adc. Perma ban at all points.

Rell
Literally the BEST champion for Yasuo.
Synergies
Ideal
Strong
Ok
Low
None

Rell
Literally the BEST champion for Yasuo.
Champion Build Guide
About Me
If you are curious about who I am, my name is Johnny but i go by Visions Of V in the creator sphere. I have been playing since season 4 and been maining
Yasuo ever since.
Im a HUGE fan of Devil May Cry (if you wanted to know where my name is from.. its from a book in this game series) and it made me completely obsessed with katana type characters. So far i have peaked at 1025LP GRANDMASTER on the NA server and hit rank 5 on
Yasuo but dont let my rank fool you. My mastery on this champion is way beyond normal comprehension due to me playing this game almost EVERY DAY for the past 11 years.
Yasuo is my favorite champion in the game by far and its been LONG OVERDUE for me to finally write a guide. Hopefully this helps you guys and if you have ANY questions feel free to ask me in the comments.
Im a HUGE fan of Devil May Cry (if you wanted to know where my name is from.. its from a book in this game series) and it made me completely obsessed with katana type characters. So far i have peaked at 1025LP GRANDMASTER on the NA server and hit rank 5 on
Socials
The Way Of The Wanderer
What made me want to play
Yasuo?
Yasuo is easily one of the most fun AND rewarding champions in the game due to his INSANELY HIGH skill ceiling and outplay potential. Not to mention his build diversity and utility is insanely strong into a majority of champions.
Yasuo is one of the FEW champions in the game where you can go almost ANY item (within reason.. I see you MAGESUOS) and be strong. Obviously some builds are better than others but the fact you can build what you feel like without it jepordizing your game makes him very fun for me.
What makes Yasuo better than any other champion
What are some downsides?
What makes Yasuo better than any other champion
-
Wind Wall
Mobility
Consistent Carry Ablity
Consistent Outplay Potential
NO MANA
Did I mention Wind Wall?
What are some downsides?
-
For those that actually DIDNT know, Yasuo Ult PASSIVE says he gets bonus ARMOR PENETRATION on critical strikes, however, that is actually NOT true. He just gets bonus damage on crits. Very interesting right?
No real LATE GAME scaling
No HP% damage
INSANELY WEAK if your team refuses to draft around you
Snowball reliant
Playstyle can be easily read the higher you climb
Runes
ENSURE YOU ARE READING NOTES FOR THE BEST LEARNING EXPERIENCE
Lethal Tempo is quite literally the STAPLE of
Yasuo due to it not only increasing his all around kill pressure but SIGNIFICANTLY reducing his Q CD with the bonus attack speed. Additionally with this NEW version of
Lethal Tempo (its not really NEW anymore but still relatively NEW compared to previous interations of the rune) the additional ON HIT damage is REALLY nice for those early all ins.
Conqueror is honestly kind of niche at the current moment due to
Lethal Tempo just providing way more value in comparison.
Conqueror STILL has its uses in a attack speed build (PHANTOM DANCER BUILD FOR EXAMPLE) becuase the whole premise of
Lethal Tempo is to make use of the attack speed. Having TOO much attack speed honestly hurts the VALUE of the rune specifically on
Yasuo which is why
Conqueror is still a viable option.
Fleet Footwork is for team comps that essentially make it to where you cant play. Some examples of this would be
Lissandra,
Brand,
Anivia,
Vex etc. You just wont ever get the value of
Lethal Tempo due to not being able to ever ALL in due to the extreme poking or CC lock down therefore we look towards a sustain route with
Fleet Footwork/
Grasp of the Undying.
Triumph is another staple that you essentially ALWAYS take due to the value it provides. Health after a take down is really valuable especially in teamfights that are high risk high reward. Numerous times you will find yourself at 1hp only to get a takedown and completely turn the tide of a fight.
Legend: Alacrity is probably one of the most essential and impactful runes due to
Yasuo Q scaling off attack speed. There are other options in this area of the tree but this one in paticular makes it to where you dont have to rely on as many attack speed items to get your max Q CD (1.33).
I personally like
Cut Down in the ADC role because it allows you to deliver more kill pressure to cocky ADC's. 99% of ADC players will play off their range and try and bully you throughout the game even giving Minions/Gold to do it. Remember, League isnt just a game about PvPing, you are also doing mental warfare. A cocky ADC is less likely to run up and play aggro if they are under 60% HP. When they are at that threshhold they feel squishy and burstable, which is true, but again, psychological warefare down here. Coupe de Grace is really good because of execution damage (doing more damage when they are low) but dealing more damage while they are HEALTHY can make LANING PHASE 10x easier for yourself.
_________________________________________________________________________________________________________________________________________
Grasp of the Undying is essentially the SAME playstyle as
Fleet Footwork. Can't play the game? Got counter picked? Play off
Grasp of the Undying stacks. It does similar healing to
Fleet Footwork BUT it permanately increases your Health at the same time AND does damage scaling off your BONUS HP. Remember what I said about psychological warfare? Getting in your opponents head? If you see an enemy with a
Grasp of the Undying proc up, you dont want to walk up and give it to them right? Same arguement applies here. They will see your
Grasp of the Undying being up and ready to proc BUT wont want to trade with you in fear of giving you the proc. Its a mind game. HOWEVER I will say that this rune has 1 BILLION more uses mid lane over bot lane due to its overall pressure being weakened with the pressence of an additional player (enemy support).
Conditioningisnt a BAD rune for
Yasuo but there are just so many other options to the point this one kind of falls flat. I dont really recommend it personally.
Second Wind is quite literally ESSENTIAL when it comes to bot lane. Reason being is that every single ADC/APC is going to try as hard as humanly possible to poke and punish you out of lane for picking a melee champion bot.
Bone Plating has less value than you would think when it comes to bot lane. The only REAL instance this is better than second wind is if the enemy ADC/APC is more burst based rather than POKE based. An example of
Bone Plating being better than
Second Wind is if you are laning into a
Samira.
Samira is not looking to POKE you but rather DASH for an ALL IN.
Overgrowth was a staple for the longest time however as someone who has literally only been playing
Yasuo for several years, the value of it falls flat bot lane when compare with
Revitalize. The more you play
Yasuo the more you learn to play off your passive (your shield that you get for walking around). PLUS
Revitalize synergizes perfectly not only with your passive but ALSO
Immortal Shieldbow.
Revitalize is one of the few runes in this tree that are just PERFECT for what
Yasuo is. Every
Yasuo knows how we were all born to limit test this champ to infinity.
Revitalize allows us to do this to the extreme with the 5% bonus shielding and healing.
Unflinching most definately has its uses but i PERSONALLY dont take it.
I personally like _________________________________________________________________________________________________________________________________________
Summoner Spells
Champions Abilities
Itemization
Laning Phase - Early Game
So playing
Yasuo ADC in the early game is complete MISERY until you hit level 3. All we have to do, is play safe, give exp and be PATIENT. I know we are playing a hyper aggro edgelord samurai, but if we just have patience, we are immediately rewarded.
So here is what we do to ensure we can make it to level 3 without losing several of our resources. Before minions spawn, we want to run bot lane and WARD the middle bush to ensure that they dont try and cheese us as we walk to lane with the minions. Afterwards, this is more or less what happens EVERY game. They will try and walk up and auto attack you to prevent you from farming with your Q. All you need to do is be patient. If the enemy walks up even harder to try and ZONE you from the wave and exp, communicate with your support to ward the FIRST bush in the bot lane as well. This makes it to where if they walk up and AUTO you, the minions will IMMEDIATELY stop attacking other minions and priortize autoing them. Which in turn will allow the wave to start shoving to you. Farming under the turret depending on who they pick is also really frusturating but we just need push through it and be patient. Get as many of them as you can (its totally fine to miss cs this early) and start setting up the wave to play off your level 3 spike.
Basically we want the wave stuck right in front of our turret and slow pushing to the enemy BECAUSE this allows us to hit 3 first AND have them close to our side of the map. Once we are 1 minion off of 3, you will immediately dash to the minion killing it and leveling your
Wind Wall with ALT+W. Then we will be hitting exhaust on the enemy ADC and ALL INNING them. This will result in either a kill or the enemy blowing their sums. Now we will be shoving the wave and looking for a reset. If you got a kill, we should have recurved bow. If not, we should have cull and a
Control Ward. Keep your tribush warded and repeat this process until they eventually die.
So here is what we do to ensure we can make it to level 3 without losing several of our resources. Before minions spawn, we want to run bot lane and WARD the middle bush to ensure that they dont try and cheese us as we walk to lane with the minions. Afterwards, this is more or less what happens EVERY game. They will try and walk up and auto attack you to prevent you from farming with your Q. All you need to do is be patient. If the enemy walks up even harder to try and ZONE you from the wave and exp, communicate with your support to ward the FIRST bush in the bot lane as well. This makes it to where if they walk up and AUTO you, the minions will IMMEDIATELY stop attacking other minions and priortize autoing them. Which in turn will allow the wave to start shoving to you. Farming under the turret depending on who they pick is also really frusturating but we just need push through it and be patient. Get as many of them as you can (its totally fine to miss cs this early) and start setting up the wave to play off your level 3 spike.
Basically we want the wave stuck right in front of our turret and slow pushing to the enemy BECAUSE this allows us to hit 3 first AND have them close to our side of the map. Once we are 1 minion off of 3, you will immediately dash to the minion killing it and leveling your
Mid Game
Alright so mid game is a fiesta, and as an ADC there is only so many things YOU can do. All you want to do is respond to teamfights while maintaining a lead unless you are FED and COMPETENT. If you are FED you should be able to make any plays in the game revolve around you and make your team respond accordingly. HOWEVER if you DIDNT know, you build/maintain a lead by using an enemies mistake AGAINST them. Such as them taking bad resets costing them plates, or bad trades costing them minions, or even bad fights costing them a obj. There are several different ways the game can be so i will be giving explanations for 3 of the game states and how to deal with them.
The first one, is under the assumption you are ahead and winning lane. If we are winning, we want to communicate and work with our jungle to make sure we can get any dragons bot side to set up a win con for soul point. And depending on how ahead you are you can even help your jungle with
voidgrub/
rift herald because it will take a behind adc a LONG time to take those first platings.
The second assumption is that we are EVEN with the enemy bot lane. If this is the case, we will be looking for an angle to ALL in them and no longer make this the case. In order to do this, we need to do 1 of 2 things, and that is either WARD their jungle, or sucessfully TRACK where their jungle/mid is.
Yasuo wins ANY and ALL all ins against an ADC with
Exhaust and his
Wind Wall if played correctly. Once we have set up or have confirmation on where the enemy team is. We can look to all in. We just continue to do what we have been doing, which is just farm, until they are pushed to our turret, where we will then instantly dash on them and hit
Exhaust to look for the all in angle. Here its VERY important that we do NOT throw our nado. And this is a VERY crucial thing if you want to get good at
Yasuo. We essentially want to bait them into flashing our nado right? So while we are fighting them and they're
Exhaust, we want our nado stacked and instead of hitting EQ, we want to just hit E on them to make them THINK we are going to EQ. Once they flash, throw nado and look for a kill with
Last Breath. Congrats, you are winning lane now.
The FINAL scenario is that we are LOSING lane. Essentially we CAN look for outplays if we are comfortable on the champion. If not, we will have to wait for someone to bail us out (example being our jungle or mid laner). If no one is willing to bail you out, then its time for us to evolve and figure out how to win.
Yasuo can kill ANY ADC in the game even if he's 0/10 if we utilize
Wind Wall correctly. Look for the mistakes the enemy is making. Are they prioing minions? Are they ignoring vision? Play off of it. What can we do with what we have to change the outcome. Our
Wind Wall is our most important tool here. So utilizing it will be what turns us from a NOOB to a PRO.
The first one, is under the assumption you are ahead and winning lane. If we are winning, we want to communicate and work with our jungle to make sure we can get any dragons bot side to set up a win con for soul point. And depending on how ahead you are you can even help your jungle with
The second assumption is that we are EVEN with the enemy bot lane. If this is the case, we will be looking for an angle to ALL in them and no longer make this the case. In order to do this, we need to do 1 of 2 things, and that is either WARD their jungle, or sucessfully TRACK where their jungle/mid is.
The FINAL scenario is that we are LOSING lane. Essentially we CAN look for outplays if we are comfortable on the champion. If not, we will have to wait for someone to bail us out (example being our jungle or mid laner). If no one is willing to bail you out, then its time for us to evolve and figure out how to win.
Late Game
Now late game is about taking our thought process of having our team play around us to the next level. Late game we are prioritizing picks and one shotting squishies to take BIG objectives such as
baron or
elder dragon (if the game is at that point. Communicate to your team via pings on what you want done and have them respond PROACTIVELY and not REACTIVELY. PROACTIVE meaning we want them to stay busy and FIND things to do. Rather than REACTIVELY where they REACT to the enemy making plays. We want vision cleared and set up while everyone is playing their part. Make sure NO ONE is AUTOPILOTING. We can assist them by ALSO placing
Control Ward in high trafic areas.
Now we need to understand what our ROLE is in these fights. Obviously we want our team to play around us as the ADC (since we are the carry after all) but sometimes, you just arent the MC (main character) and need to peel your fed mid, top or jungle. Maybe you need to engage to get your team rolling in end game fights. It is YOUR job to figure out what that is. In these fights, every decision is game winning or game losing.
Your
Wind Wall can block several VERY important spells, and its ESSENTIAL that we use it correctly. Some examples of GAME WINNING ULTS that we can block are
Ornn,
Seraphine,
Sona,
Senna, and
Miss Fortune. In late game its VERY hard to fully utilize
Yasuo kit because of how easily he can be kited towards late game. Again, coordinate with your team what plays you want made or take it into your hands and do it yourself if the situation presents itself.
Now we need to understand what our ROLE is in these fights. Obviously we want our team to play around us as the ADC (since we are the carry after all) but sometimes, you just arent the MC (main character) and need to peel your fed mid, top or jungle. Maybe you need to engage to get your team rolling in end game fights. It is YOUR job to figure out what that is. In these fights, every decision is game winning or game losing.
Your
Preferred Supports
The Blade Combos
In order to TRULY be a
Yasuo main, you have to learn about the blade combos. Such as the Airblade, Beyblade, and Keyblade. These are ADVANCED combos that make a
Yasuo go from level 1 noob to level 100 boss.
AIRBLADE - This is when a
Yasuo uses EQ before ulting, to apply the Q damage to the target/s being ulted.
BEYBLADE - This is when we have our Q3 (the knockup). We will EQ an enemy and
Flash onto our target to apply the knockup.
KEYBLADE - This is where we put both of the steps above together while also weaving in an auto attack. So first we get our Q3, then we EQ
Flash onto our target, auto attack one time, then EQ R.
AIRBLADE - This is when a
BEYBLADE - This is when we have our Q3 (the knockup). We will EQ an enemy and
KEYBLADE - This is where we put both of the steps above together while also weaving in an auto attack. So first we get our Q3, then we EQ
















































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