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Recommended Items
Runes:
Precision
Domination
Spells:
Flash
Teleport
Items
Ability Order
Way of the Wanderer (PASSIVE)
Yasuo Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Azir
Synergies
Ideal
Strong
Ok
Low
None
Introduction
What is Yasuo? He is a mobile fighter who deals a huge amount of upfront damage due to the items which sync perfectly with his kit. He can 3 shot an adc with ease with the build above. He can clear minions at exceptional speeds, being able to use his Sweeping Blade combined with Steel Tempest to one shot half a minion wave, basic attack, repeat for the next part to clear it in around 2 seconds. With Statikk Shiv Yasuo can push like a monster due to Sweeping Blade counting as movement for the charges. Yasuo is deceptively tanky thanks to his shield which late game shields for a whopping 510 damage, which gets reproced if he lands his ultimate. Yasuo has one of the best team fight ultimates in the game as it is a knock up, meaning it will always have the same duration regardless of tenacity, Last Breath even allows Yasuo to IGNORE 50% of bonus champions armor.
Yasuo in my eyes is essentially a melee adc with some hard cc, thus he can effectively engage fights, and do huge amounts of damage. He excels in burst and dps so regardless if someones squishy, or tanky, they will die.
First item is ALWAYS Phantom Dancer. Afterwards get Berserker's Greaves (Attack Speed shoes) and then Infinity Edge.
If the enemy team have a lot of AP, get Hexdrinker or even Maw of Malmortius, QSS and some Magic Resistance.
If you are playing mid, play with Ignite or maybe even Exhaust if you like.
Personally I like Teleport the most.
If the enemy team have a lot of AP, get Hexdrinker or even Maw of Malmortius, QSS and some Magic Resistance.
If you are playing mid, play with Ignite or maybe even Exhaust if you like.
Personally I like Teleport the most.
Here I will explain all the important Yasuo combos you can do at the moment. I will also give you a difficulty-rating, but everybody has his own playstyle so feel free to correct me on the difficulty. By the way: "Q²" or "Q³" describes if it's the 2nd or the 3rd Q. For the 1st Q I just write "Q"!
1st combo [E + Q] - DIFFICULTY: 1 / 10
This is a pretty easy to do combo. Just dash through an enemy with your E and press Q while it's in progress. If you have your third Q ready, this will also knock up the enemies hit and it's great for a fast-ult combo.
+ OR OR
2nd combo [Q³ + E + Q + R + Q²] - DIFFICULTY: 7 / 10
This is probably one of the hardest combos to do with Yasuo. If you're a beginner on Yasuo I wouldn't recommend even trying this, if the situation could get close. So, let me explain how it works. You load up your Q until your Steel Tempest (3rd Q) is ready. You fire it and hit an enemy. You dash through a minion, a monster or anything and do the 1st combo. So you E through an enemy unit and let your Q strike in a circle. Then you instantly ult to transfer the damage from the location you dashed through something to the location of your airborned target you ulted. If a good Yasuo (that knows this technique) realizes he can fight, but it might get close, he will 100% do or at least try this. If your Q is guaranteed to crit, the extra damage you can put out with this in a short period of time is amazing. It really is, trust me. After your Ult is finished you will even have your 2nd Q ready, to deal even more damage and if the fight continues you have your Steel Tempest one stack earlier. So the way the coding works is: You dash through a minion and the damage from your Q is dealt around your Champion (whereever he is) and isn't dealt around the area you Q in. And that's the reason this whole thing works.
This combo is called an "AIRBLADE"
+ + +
3rd combo [Q³ + E + Flash + R] - DIFFICULTY: 8 / 10
This combo is even harder to do than the 2nd one. Let me explain to you how it works: You have to have your 3rd Q and your Ult ready. Dash through a minion, cast your Q normally and then instantly Flash to the Champion you want to Ult. The way it works is similar to the way the 2nd combo works, at least when you look at the coding that allows it. It can be great to catch your enemies off guard, especially when they think they're safe, because you cant reach them with your E + Q combo. It's very hard to pull off, if you're not used to it. That's why I rated it 8 / 10!
This combo is called a "BEYBLADE"
+ +
4th combo [E + Q³ + Flash + E + Q + R + Q²] - DIFFICULTY: 10 / 10
This is - by far - the hardest combo to do with Yasuo! Even really good, well trained Yasuo players fail this combo sometimes. This is absolutely not made for beginners on Yasuo and should by practiced in custom or coop-games! The mechanic is the following: You have your 3rd Q, your Ult and your Flash ready. You engage and dash through a minion or a champion. While your E is in progress, cast your 3rd Q and Flash onto the enemy / enemies, you want to hit. While they're airborned, dash through something again and cast your 1st Q and Ult while this is in progress, so the damage is transferred to the location you ulted to. After that you have your 2nd Q up and running, ready to do another combo and have your Steel Tempest one stack earlier.
This combo is called a "KEYBLADE"
+ + + +
1st combo [E + Q] - DIFFICULTY: 1 / 10
This is a pretty easy to do combo. Just dash through an enemy with your E and press Q while it's in progress. If you have your third Q ready, this will also knock up the enemies hit and it's great for a fast-ult combo.
+ OR OR
2nd combo [Q³ + E + Q + R + Q²] - DIFFICULTY: 7 / 10
This is probably one of the hardest combos to do with Yasuo. If you're a beginner on Yasuo I wouldn't recommend even trying this, if the situation could get close. So, let me explain how it works. You load up your Q until your Steel Tempest (3rd Q) is ready. You fire it and hit an enemy. You dash through a minion, a monster or anything and do the 1st combo. So you E through an enemy unit and let your Q strike in a circle. Then you instantly ult to transfer the damage from the location you dashed through something to the location of your airborned target you ulted. If a good Yasuo (that knows this technique) realizes he can fight, but it might get close, he will 100% do or at least try this. If your Q is guaranteed to crit, the extra damage you can put out with this in a short period of time is amazing. It really is, trust me. After your Ult is finished you will even have your 2nd Q ready, to deal even more damage and if the fight continues you have your Steel Tempest one stack earlier. So the way the coding works is: You dash through a minion and the damage from your Q is dealt around your Champion (whereever he is) and isn't dealt around the area you Q in. And that's the reason this whole thing works.
This combo is called an "AIRBLADE"
+ + +
3rd combo [Q³ + E + Flash + R] - DIFFICULTY: 8 / 10
This combo is even harder to do than the 2nd one. Let me explain to you how it works: You have to have your 3rd Q and your Ult ready. Dash through a minion, cast your Q normally and then instantly Flash to the Champion you want to Ult. The way it works is similar to the way the 2nd combo works, at least when you look at the coding that allows it. It can be great to catch your enemies off guard, especially when they think they're safe, because you cant reach them with your E + Q combo. It's very hard to pull off, if you're not used to it. That's why I rated it 8 / 10!
This combo is called a "BEYBLADE"
+ +
4th combo [E + Q³ + Flash + E + Q + R + Q²] - DIFFICULTY: 10 / 10
This is - by far - the hardest combo to do with Yasuo! Even really good, well trained Yasuo players fail this combo sometimes. This is absolutely not made for beginners on Yasuo and should by practiced in custom or coop-games! The mechanic is the following: You have your 3rd Q, your Ult and your Flash ready. You engage and dash through a minion or a champion. While your E is in progress, cast your 3rd Q and Flash onto the enemy / enemies, you want to hit. While they're airborned, dash through something again and cast your 1st Q and Ult while this is in progress, so the damage is transferred to the location you ulted to. After that you have your 2nd Q up and running, ready to do another combo and have your Steel Tempest one stack earlier.
This combo is called a "KEYBLADE"
+ + + +
Pro's:
+ High damage output thanks to double critical strikes
+ Very mobile due to his Sweeping Blade having a 0.1 second cooldown at max rank
+ No costs on abilities
+ Has slightly higher auto attack range than most melee champions
+ Can trade well, and can be deceptively tanky with his shield.
+ Most game changing ultimate in the game if used correctly
+ Low cooldown on all abilities, even his ultimate
+ No longer banned as often due to meta shifts
+ Considered weak thus often under estimated due to his high skill cap.
+ His Wind Wall blocks projectiles and can completly deny an enemy team, the only other champion that can do that is Braum but he only completely absorbs the first hit whereas Wind Wall blocks an unlimited amount
Cons:
- Weak to cc
- If abilities used incorrectly, can be left vulnerable
- Requires knowledge of match ups, and must know how to trade.
- Has no proper reliable cc as his only cc's require knockups, or stacks which dissipate quite quickly
- Needs a minion/person to use escape effectively.
- Squishy
- Needs to know how to team fight
- High skill cap
+ High damage output thanks to double critical strikes
+ Very mobile due to his Sweeping Blade having a 0.1 second cooldown at max rank
+ No costs on abilities
+ Has slightly higher auto attack range than most melee champions
+ Can trade well, and can be deceptively tanky with his shield.
+ Most game changing ultimate in the game if used correctly
+ Low cooldown on all abilities, even his ultimate
+ No longer banned as often due to meta shifts
+ Considered weak thus often under estimated due to his high skill cap.
+ His Wind Wall blocks projectiles and can completly deny an enemy team, the only other champion that can do that is Braum but he only completely absorbs the first hit whereas Wind Wall blocks an unlimited amount
Cons:
- Weak to cc
- If abilities used incorrectly, can be left vulnerable
- Requires knowledge of match ups, and must know how to trade.
- Has no proper reliable cc as his only cc's require knockups, or stacks which dissipate quite quickly
- Needs a minion/person to use escape effectively.
- Squishy
- Needs to know how to team fight
- High skill cap
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