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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Way of the Wanderer (PASSIVE)
Yasuo Passive Ability
Threats & Synergies
Ekko
Everytime I see an enemy ekko in draft after ive picked yasuo I cry and prays hes going top or jg. Now that may be exaggerating it a bit but this is NEVER a fun matchup. There are 3 phases in a yasuo vs ekko matchup. At Phase 2 the matchup is pretty even. You may get hit by a few Timewinders but you are generally doing pretty good. You are probably forcing Ekko to farm under tower by shoving up lane but you should be just fine. Phase 2 begins at level 6. Normally at level 6 yasuo gets an advantage over his opponents, however here it is just the opposite. A good ekko would phase dive out of the way of your third q and then dive onto you, dealing a good amount of damage which you can only dash away from. But whats worse is when you Ult him and he just lets himself, dealing huge damage to you and practically sending him back to square one. Then there is Phase 3. Oh god I hate this part. Ekkos Timewinder is constantly out slowing you, sure you can wind wall it but he will just Phase Dive onto you and throw out another one. He will blow you up with his Z drive Resonance so you should never fight him without HEAVY CC from your team late game.
Introduction
Seals
Yasuo is a very squishy target, which is why I like armor and attack speed seals because you probably wont be against another AD mid laner however it helps in ganks and late game when you may be focused by an adc. The Attack speed is because Yasuos Qs cooldown is based on Attack Speed so attack speed is never a bad choise on him.
Marks
Because marks give the most attack speed of the 3 minor types of runes, I go full attack speed marks. This makes laning and fighting much easier early game which is what I grab runes for, to get ahead early and, since you are an ad mid laner, you will probably destroy the outer mid turret early giving you a good chance at turret first blood which gives you a lot of gold. Attack speed lets you push lane even faster with Yasuos Q to get you that first turret gold which gets you even further ahead.
Glyphs
Most of the time your going to be going up against an AP mid laner, so I go full Magic Resist Glyphs. This increases my survivability as I allow my bonus AD and the mixed damage from shiv to deal the damage. I have found that the MR is just so handy personally.
Quints
Attack speed is essentially damage on yasuo because of its effect onto his Q. Therefore I grab Attack speed Quints to help. There isnt really anything analytical about this.
Ferocity
I go Fury over Sorcery because the Attack Speed is more valuable on yasuo than a little bit of Ability Damage.
I go Double Edged Sword because I think its the best mastery for a solo lane right now unless your a tank and my runes will make up for the extra damage easily
I go Vampirism because the AP you gain from Natural Talent is wasted on Yasuo and the Vampirism is really nice with the early Life Steal.
I go Bounty Hunter because you dont have enough cc for Oppressor to be worth, while bounty hunter will help you stay viable late game.
I go Battering Blows because Armor Pen is much better than Magic Pen on Yasuo.
I go Warlords Bloodlust for my Keystone Mastery because I dont normally go Bloodthirster but go with an item that has less life steal like Mercurial so it helps me even that out and helps me stay in lane.
Resolve
I go Unyielding because I personally think Recovery is a much weaker mastery.
I go Explorer because I think Tough Skin is very weak and would rather have more speed when roaming, rotating, or heading towards an objective
I take Runic Armor over Veteran's Scars because Runic Armor Increases your shields health and your healing from life steal.
And Finally, I take Perseverance over Insight because I like the health regen you gain in lane when you might normally be bullied out of it.
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