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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Way of the Wanderer (PASSIVE)
Yasuo Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction



About Me:
I have been playing this game since 1st of Januaray (2016) (Currently Ranked Gold:3), and I have never played a moba before. So I practiced, alot, and ended up finding Yasuo, a high moblity, with high DPS champion. I knew this was a good pick. I've been studying him via, guides, youtube videos, etc. This guide just combines them all and will hopefully help newer Yasuo players. Any questions just ask in the discussion. Thank you for reading.
Color Coding:
Blue = Things to note
Red = Important Information

18/12/0 (Warlords)














When to use: Use this page when you know you are going against a ranged champion and will receive alot of harass. This also is great combined with


18/12/0 (Fervor of Battle)














When to use: Use this if you know your going to be putting a lot of pressure on your lane opponent, however, keep your poke constant, so you don't reset your fervor stacks.
12/0/18 (Grasp of the Undying)














When to use: This page is good when you know you're going to be in a lot of hand-to-hand combat. This will out sustain your opponent, win trades, overall win the lane.

Item Recommendations:
Starting Items:
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Core Items:
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+Pros+
+ Great Duelist
+ Insane mobility around minions
+ Great scaling into late game
+ Passive shield wins early trades
+ Two Items = 100% Crit

-Cons-
- Squishy
- Vulnerable to CC
- Loses a part of his kit when not near minions
- Risk-Reward Playstyle
- Very team dependent (Knockups)
- Very high skill cap
P:
Way of the Wanderer
NTENT: Yasuo's critical strike chance is doubled, but his critical strikes deal 90% damage, reduced to 75% damage on
Steel Tempest.
RESOLVE: Yasuo generates Flow for when he travels by any means. At maximum Flow, the next instance of champion or monster damage against Yasuo consumes all of his Flow and shields him from damage for up to 1 second.
Yasuo's Intent part of his passive makes Yasuo's kit unique, it doubles critical strike chances, at the cost of damage. His Resolve part of his passive can help him win early game trades and get you out of sticky situations.
Tips for
Way of the Wanderer:
-....Using flash or teleport resets flow
-....Using ultimate will reset flow
-....When ignited, flash or run, your shield will save you.
Q:
Steel Tempest
ACTIVE: Yasuo thrusts his sword forward, dealing physical damage to all enemies in a line. Steel Tempest can critically strike and will apply on-hit effects to the first enemy hit. Hitting an enemy grants Gathering Storm Gathering Storm for 10 seconds. At 2 stacks, Yasuo's next Steel Tempest is empowered and will consume all stacks.
EMPOWERED: Steel Tempest unleashes a whirlwind that travels an extended distance, dealing the same damage and Airborne icon knocking airborne all enemies hit. Yasuo can cast Steel Tempest during Sweeping Blade to change the area of effect a to circle about him, which does not benefit from Empowered's extended range. The cooldown and cast time of Steel Tempest is reduced by attack speed, down to a maximum 66% reduction.
Yasuo's Q is a great way to get maximum DPS with animation cancels, as well as the empowered Q can set yourself up for a ultimate. Max this ability second.
Tips for
Steel Tempest:
-....Try
Steel Tempest over raptor pit, you can get a stack and surprise your lane opponent.
-....Try animation cancel, by Q + AA.
-....You can
Steel Tempest in your ultimate.
W:
Wind Wall
ACTIVE: Yasuo creates a gust of wind that travels forward to form a wall in front of him. The wall slowly drifts forward 50 units over 3.75 seconds, blocking all enemy projectiles with the exception of turret attacks.
Yasuo's windwall is a great way to win trades early game, or even get you/ally out of a nasty situation. Max last.
Tips for
Wind Wall:
-....You can use
Wind Wall for vision over walls.
-....You can use
Wind Wall to block ultimates such as
Syndra,
Braum, and
Sona.
-....You can use
Wind Wall to animation cancel your empowered
Steel Tempest.

NTENT: Yasuo's critical strike chance is doubled, but his critical strikes deal 90% damage, reduced to 75% damage on

RESOLVE: Yasuo generates Flow for when he travels by any means. At maximum Flow, the next instance of champion or monster damage against Yasuo consumes all of his Flow and shields him from damage for up to 1 second.
Yasuo's Intent part of his passive makes Yasuo's kit unique, it doubles critical strike chances, at the cost of damage. His Resolve part of his passive can help him win early game trades and get you out of sticky situations.
Tips for

-....Using flash or teleport resets flow
-....Using ultimate will reset flow
-....When ignited, flash or run, your shield will save you.
Q:

ACTIVE: Yasuo thrusts his sword forward, dealing physical damage to all enemies in a line. Steel Tempest can critically strike and will apply on-hit effects to the first enemy hit. Hitting an enemy grants Gathering Storm Gathering Storm for 10 seconds. At 2 stacks, Yasuo's next Steel Tempest is empowered and will consume all stacks.
EMPOWERED: Steel Tempest unleashes a whirlwind that travels an extended distance, dealing the same damage and Airborne icon knocking airborne all enemies hit. Yasuo can cast Steel Tempest during Sweeping Blade to change the area of effect a to circle about him, which does not benefit from Empowered's extended range. The cooldown and cast time of Steel Tempest is reduced by attack speed, down to a maximum 66% reduction.
Yasuo's Q is a great way to get maximum DPS with animation cancels, as well as the empowered Q can set yourself up for a ultimate. Max this ability second.
Tips for

-....Try

-....Try animation cancel, by Q + AA.
-....You can

W:

ACTIVE: Yasuo creates a gust of wind that travels forward to form a wall in front of him. The wall slowly drifts forward 50 units over 3.75 seconds, blocking all enemy projectiles with the exception of turret attacks.
Yasuo's windwall is a great way to win trades early game, or even get you/ally out of a nasty situation. Max last.
Tips for

-....You can use

-....You can use




-....You can use


(7/12/2016) Updated to 6.14.
(6/20/16) Fixed some match-up errors. Added Q and W to ability section. Spaced 'Starting Items'. Added Fervor of Battle to 'Masteries'. Added long sword > hex drinker to 'Starting Items'
(6/2/16) Added Swiftness Boots, updated for 6.11, added passive to ability section. Spaced 'item' section to be easier to read. Updated trinity Force description and use to match 6.11.
(5/21/16) Fixed Ability Sequence, added more mastery pages. Changed item situations and added new builds. Removed some unnecessary items from build. Added abilities section. Added + Changed match-ups.
(5/10/16) Guide Created
(6/20/16) Fixed some match-up errors. Added Q and W to ability section. Spaced 'Starting Items'. Added Fervor of Battle to 'Masteries'. Added long sword > hex drinker to 'Starting Items'
(6/2/16) Added Swiftness Boots, updated for 6.11, added passive to ability section. Spaced 'item' section to be easier to read. Updated trinity Force description and use to match 6.11.
(5/21/16) Fixed Ability Sequence, added more mastery pages. Changed item situations and added new builds. Removed some unnecessary items from build. Added abilities section. Added + Changed match-ups.
(5/10/16) Guide Created
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