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Dodge or windwall her root and she can't do much to you. Laning vs her early poke can be annoying. Tip: Lux will often aim her AoE behind you as they predict your movements to dodge, so you can catch her off guard by moving forwards instead.
Veigar
Very very weak to being dived by you, but Event Horizon (cage) makes you an easy gank target and makes it difficult for you to get kill pressure on him.
Darius
Darius's kit makes him naturally beat Yasuo without a lot of effort. Yasuo can try to dodge around as much as he'd like, but Darius can easily pull, slow, and kill you with his easy to hit abilities. If you're laning versus Darius, you should likely try to build and play safe, or swap lanes with someone else. Your only hope to winning is dashing into and dodging his Q, and taking quick trades before he can build up stacks, all the while not allowing him to slow you down with his grab and slow.
Sion
Yasuo can very very easily dodge any charged Sion Q and often his E as well. While later in the game Sion will be hard to kill, in laning phase he will not give you any difficulties.
Nasus
Nasus has a weak early game that Yasuo can exploit, but immediately around level 6 Yasuo simply can't walk up anymore or Nasus will destroy him. Yasuo can beat him later in the late game.
Aurelion Sol
Asol shouldn't give Yasuo any struggles in lane, as he's immobile and weak to dives. Just watch out for his roams on other lanes.
Malzahar
Forces you to build QSS and can ignore your kill pressure by just shoving waves and sitting under tower or roaming.
Zoe
Zoe is an overall easy matchup for Yasuo if the Yasuo can effectively dodge or windwall her skillshots, but she can outplay you sometimes. Try to keep a decent wave management, you don't want her to just farm under tower.
Corki
Corki is quite easy to beat in lane. Many of his abilies can be blocked by windwall.
Azir
Beat him early game by diving on him when he wastes his Q. Mid-late game he gets a lot tougher when it's hard to get on him and he can summon and direct his soldiers more quickly. Windwall will not delete his soldiers but will stop them in their place. Windwall will block his ult. Hexdrinker not a bad choice in this matchup.
LeBlanc
Leblanc can outplay you by playing around your windwall and bursting you. If you only fight her under windwall, you can beat her easily. Hexdrinker highly recommended.
Vladimir
Vladimir is easy to beat early by constantly diving him, and always windwalling his E. But he will get a lot stronger late game if he's allowed to scale and CS.
Diana
Diana's shield makes for a difficult early laning phase as she can quite easily resist your damage, and late game she can quickly destroy you if you're not careful.
Gangplank
Gangplank is easy to beat by diving and blocking his Parley, as well as dashing from barrels. However, it's quite difficult to ever land an ult on him due to his cleanse.
Shen
Yasuo struggles to do much here in the early game, and late game Shen is nigh unkillable, and if he taunts you you will explode.
Ryze
Ryze does not give Yasuo much issue in lane but his root gives him a lot of safety and also makes it easy for junglers to camp you. Cleanse could be an option here.
Quinn
Quinn is easy to dive and kill, and you can windwall her Q and autos.
Talon
BEWARE TALON LEVEL 2. He's also quite decently strong level 1. You MUST give up CS level 2-3 or talon will destroy you. Post that, it's easy to windwall his W / ult and you will win trades, especially if you counter him with a ninja tabi. Just beware his roams on allies.
Zed
Some yasuo players recommend exhaust against Zed, I highly recommend ignite instead. You want to capitalize on zed's EXTREMELY weak early game. Q every single time he tries to CS until he's just relying on shurikens to CS, and you should be able to get good trades with dash weaving as long as youre not already low hp. Outplay his ultimate with flash, windwall, or dash. Remember that Zed ult will always put him behind you, so you can get a guaranteed tornado on him.
Graves
Graves players will often camp Yasuo, and with his dash it's easy for him to ignore Yasuo's windwall. Yasuo can easily beat graves in a 1v1 by standing inside windwall but then Graves can just walk away.
Pyke
Yasuo can windwall both Pyke's Q and E, and dash onto him when he tries to escape, especially useful if Yasuo has red buff or frozen mallet to slow them down. Pyke can still present dangers in teamfights via his ultimate.
Hello, I'm a Yasuo main who of course loves playing Yasuo and experimenting with all of his possibilities. In this guide, I've attempted to create an effective and interesting collection of Yasuo knowledge, ranging from basic mechanics and must pick items to complex combos and niche picks.
So without further adieu, we'll start off with the runes.
RUNES
RUNES
KEYSTONES
By far Yasuo's best keystone, Conqueror offers high AD as well as true damage to melt both tanky and squishy targets. This will be your keystone of choice in every match.
PRIMARY RUNES
Triumph is a very effective rune for Yasuo as it will allow you to win many very close trades and 1v2s that he would normally lose, or die afterwards to minions or towers.
The generally good passive and attack damage that Coup de Grace offers make it more effective the other runes of this tier.
SECONDARY RUNES - RESOLVE
STATS: +9% Attack Speed and +15-135 Health (Levels 1-18)
Resolve secondary gives you a good mixture of attack speed and health, so that you can actually utilize your stats without being instantly killed. Resolve will be your main secondary path, chosen almost every game.
Bone Plating makes you a lot tankier in trades. Be wary of enemies poking you to activate it before an all-in.
Chrysalis gives you early survivability so that you can last in extended trades, something Yasuo wants. It then smoothly converts to AD to continue your snowball.
Second Wind gives you a lot of health regeneration and is a decent alternative in a poke matchup where you'd value the early regen over health and later attack damage from Chrysalis. You can pick Doran's Shield alongside Second Wind to get even more health regen.
SECONDARY RUNES - DOMINATION
STATS: +9% Attack Speed and +6 Attack Damage
Domination secondary is a more aggressive rune page that forfeits the guaranteed defenses of resolve secondary.
Relentless Hunter will give you faster move speed for better roams and easier splitpushing.
SUMMONER SPELLS
SUMMONER SPELLS
Flash is always picked. Use Flash to surprise enemies with an EQ knockup for a kill, or if there are other enemies around, you can EQ onto a target and flash immediately to near your primary target after the button press but while the combo is being casted to get an instant, hard to predict knockup (This is called a beyblade). You can also buffer Q so that it will come out immediately after Flash, and of course you can just use Flash as an offensive or defensive tool to secure kills or run away if necessary.
Ignite will allow your all ins to succeed more often, and pull off riskier kills. Just always good. Your go to summoner spell on Yasuo.
Exhaust will be your main summoner spell as bot lane Yasuo, with your support on ignite. Ignite is best used in early kills, whereas as the game goes on, Exhaust will be a lot more powerful in winning duels. Your support can utilize Ignite in the early game for kills and in the late game, you will be able to splitpush with the stronger Exhaust. If playing with randoms, the support will often want to take Exhaust in which case you can take Ignite. It doesn't make a huge difference and it's probably not worth explaining or confusing your random support.
Teleport is useful for top lane or bot lane Yasuo to make make splitpushing easier, and sometimes get back to lane faster with your powerspikes.
Cleanse can be useful in certain matchups, like if you are against Zoe or Ryze and feel that you need to nullify their CC to win the lane. Note: Cleanse does NOT remove suppresions, such as Malzahar's or Warwick's ultimate abilities.
ABILITIES AND HOW TO USE THEM
ABILITIES AND HOW TO USE THEM
INTENT
INTENT: Yasuo gains double the critical strike chance from all sources but his basic attacks deal 10% reduced damage when critically striking.
RESOLVE
RESOLVE: Yasuo generates a Flow stack for every 59 / 52 / 46 (LVL 1/7/13) units he travels by any means. At 「 100 stacks 」 and upon taking champion or monster damage, Yasuo consumes all Flow to shield himself for 100 - 510 (based on level) for up to 1 second.
Yasuo's doubled critical strike passive is what empowers his crit itemization, making Phantom Dancer and Infinity Edge ridiculously powerful on him. Additionally, his shield passive is very important for winning trades and being able to CS while being poked. Properly managing and maintaining the passive is essential to any Yasuo player. Keep in mind that flashing and dashing will build up flow for the shield, and using Last Breath will instantly refill your shield.
STEEL TEMPEST
STEEL TEMPEST: After a 0.54 - 0.18 (based on bonus attack speed) second-delay, Yasuo thrusts his sword, dealing physical damage to all enemies in the target direction, granting Gathering Storm upon dealing damage and applying on-hit effects to the first target hit.
STEEL WIND RISING
SECOND CAST - STEEL WIND RISING: For the next 6 seconds, Yasuo can gain another Gathering Storm stack by hitting an enemy with Steel Tempest, empowering it for the same duration.
GATHERING STORM
THIRD CAST - GATHERING STORM: Yasuo consumes all stacks to unleash a whirlwind that travels an increased distance in the target direction, dealing the same damage and knocking airborne all enemies hit. Steel Tempest's knockup does not gain increased range when cast during Sweeping Blade
Yasuo's Q is essentially a longer, more powerful auto attack on a short cooldown that needs to be aimed. It applies on hit affects and if an enemy champion is the first enemy it strikes, it will attract minion aggro. Its cooldown is reduced with attack speed and it can crit. After using your Q twice in a row within a short time span, it will then become a skillshot tornado that knocks players airborne, and also knocks up anyone hit by his Sweeping Blade Steel Tempest combo. Maintaining these stacks to consistently CC enemy laners while also maintaining lane control and not accidently pushing too far is an extremely important skill. Not only do you need to learn how to consistently aim tornado, but you also should learn to predict where enemies will move to attempt to dodge it. Steel Tempest is makes it easy to get CS from range, but it also does a lot of damaage and if you're not careful you will overpush your lane.
WINDWALL
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 50 units over 3.75 seconds, blocking all enemy projectiles except turret attacks.
Yasuo's windwall will block any ranged auto attacks (except for instant laser attacks such as Viktor's or Zoe's passives) as well as MANY spells that one might not initially consider a projectile. However, the long cooldown and the importance of the spell mean that it is vital to keep track of when it is up and only engage when you can use it properly. A mistimed wind wall can and will mess up your entire engage. Windwall's hitbox is extremely large, and you can abuse this by standing inside of it and blocking projectiles from all sides, essentially making you invincible against some champions. The windwall actually begins inside and slightly behind Yasuo, and then moves forward, meaning that you can often block projectiles even if it looks like it's already hit you.
SWEEPING BLADE
Yasuo dashes a fixed distance toward an enemy over 0.55 seconds (reduced with bonus movement speed, increased by slowing effects) dealing magic damage. Yasuo cannot dash to the same target more than once every few seconds. Each Sweeping Blade cast increases the next dash's base damage by 25% for 5 seconds, up to 50%.
Sweeping Blade is Yasuo's dash ability on a very short cooldown, starting at 0.5 sec cd and decreasing by 0.1 per level. Dashing back and forth between minions to generate flow and weave out of enemy's attacks while harassing them with Steel Tempest is Yasuo's bread and butter lane presence. It's also important to remember that the damage stacks twice. When using Steel Tempest during Sweeping Blade the attack will strike in a large circle around the person, making it easier to get guaranteed damage on the target and anyone around them, as well as easier knockups. Another important aspect of using Sweeping Blade is moving during and between your dashes. If you only spam dash on minions, you will feel awkward and clunky. While you are dashing, you should be right clicking so that Yasuo immediately begins moving towards your next destination. Additionally, think not just about dashing in a straight line towards your opponent, but think about sometimes walking backwards or to the side to get a better dash that will get you even closer to your enemy.
LAST BREATH
Yasuo blinks to visible airborne enemy champion nearest to the cursor, instantly generating 100 Way of the Wanderer Flow stacks but resetting Steel Tempest. Upon arrival, he suspends all nearby airborne enemies for 1 second, dealing physical damage thereafter.
For the next 15 seconds, Yasuo's critical strikes gain 50% bonus armor penetration.
Yasuo's iconic ultimate is only usable on airborne enemies, and it's vital that you utilize his ult correctly to succeed in both lane and teamfights. First, remember that it will instantly reset your shield, allowing you to quickly turn around fights with your sudden tankiness. Additionally, the ult will deliberately place you outside of turret range if you are on the edge. So it's often safer than it would look to use your ultimate on someone at the edge of tower range. Remember the ulti's massive range and always be ready to use it whenever you see any ally with knockups around. Yasuo's ultimate has a relatively short cooldown, but it is a fight defining, incredibly important ultimate, so make sure you use it at the correct time on the correct target(s).
IN DEPTH ITEM EXPLANATIONS
IN DEPTH ITEM EXPLANATIONS
EARLY ITEMS
Yasuo makes great use of the Attack Damage, Health, and Lifesteal this item offers. Doran's Blade will almost always be your starting item of choice. You can pick up a second one on your first back if desired for even more quick and efficient stats.
Doran's Shield is occasionally useful in matchups where you know the opponent will play safe and keep poking you out, such as Malzahar, Xerath, or other mages with long range annoying pokes.
Relic Shield can sometimes be picked in the bot lane, especially when your support also picks Relic Shield. It offers a lot of sustain and also more warding potential.
Refillable Potion is a nice gold sink in the early game if you could use the extra sustain.
Vision is vital, especially on Yasuo where you are likely to be constantly ganked or shut down. You should absolutely pick up a Control Ward whenever you back and have some spare gold.
Hexdrinker is a great early item against tough ability power matchups. The attack damage, magic resist, and shield enable you to win many fights you wouldn't ordinarily. You can build this into a Maw of Malmortius later, if necessary. Note: Keep in mind that Maw of Malmortius's and Sterak's Gage's passive shields will NOT stack, and so you should only build one of these items in a match.
Berserker's Greaves give Yasuo a lot of attack speed, something he can make use of in trades with auto attacks and Steel Tempest. The movespeed makes it easier to dodge important skillshots, and makes Sweeping Blade faster. Both of these factors make Berserker's Greaves a great rush item, and they should very often be your first item, as they will give you a very quick and strong powerspike. However, as Yasuo levels up and also gains stacks of Legend: Alacrity the instant attack speed becomes less vital. If you do not rush Berserker's Greaves, and are getting boots after Phantom Dancer, it would likely be better to get Ninja Tabi or Mercury's Treads depending on what you need.
The armor and passive of Ninja Tabi along with the damage reduction passive of Phantom Dancer will make Yasuo a lot harder to take down an an extremely potent duelist. Going for a slower build with Ninja Tabi after Phantom Dancer means you will not get an instant Berserker's Greaves attack speed, but is sometimes worth it for the overall tankiness in certain matchups.
Mercury's Treads are occasionally used in matches where you absolutely need magic resist and tenacity. Even then, you might often want to build Mercurial Scimitar instead.
ESSENTIAL PICKS
All of Phantom Dancer's stats are extremely useful and important to Yasuo, making it a must have item and always the first full item he builds. The attack speed will drastically decrease Steel Tempest's cooldown. Way of the Wanderer will make Phantom Dancer give Yasuo 60% crit chance, which is vital for his auto attacks, Steel Tempest, and Last Breath. The extra move speed and ability to pass through units make Sweeping Blade faster and easier to use. Finally, the damage reduction on enemy opponents only makes Yasuo a better duelist.
Sterak's Gage gives a lot of health and damage. The shield it offers is fantastic at preventing one of Yasuo's biggest weaknesses: being bursted. Sterak's Gage is a great choice for when you want a good mixture of damage and survivability.
Frozen Mallet offers a huge amount of health and a decent 30 attack damage to Yasuo, along with a decent slow. This is best used against ranged or mobile champions that you need to stick on.
Bloodthirster gives Yasuo a lot of attack damage and also some valuable sustain. It doesn't offer a lot of protection against burst in teamfights, but will make you a force to be reckoned with when dueling and in sustained fights. A great choice for a Yasuo who needs sustain and damage.
Blade of the Ruined King gives Yasuo some solid attack damage, attack speed, life steal, as well as a useful passive against tanks, and a useful active. If you're looking for pure damage and sustain, Bloodthirster will be your choice. But if you need to deal with tanks this item is a great choice, and the attack speed makes Berserker's Greaves less valuable. See the anti-tank build at the top of this guide, where we can itemize against tanks using Blade of the Ruined King's passive, as well as Mercury's Treads to avoid CC, while still getting solid attack speed and damage.
Guardian Angel will make you harder to kill. If you're trying to snowball, Sterak's Gage or Bloodthirster offer a lot more value. I recommend only buying Guardian Angel if the game extends very late and you know that you must survive in team fights to win, or if you get ahead early but the enemy also has a threatening fed carry, you can pick up Guardian Angel to avoid giving up a bounty and try to keep winning.
Effective item against teams that are locking you down and possibly have a lot of magic damage. Along with the attack damage and incredible active ability, it also offers some lifesteal.
NICHE ITEMS
Phage gives Yasuo a lot of health and move speed, something he can use in certain matchups. Trinity Force and Black Cleaver are unnecessary items on Yasuo due to the fact that they give him tons of stats he really doesn't need or want, but Phage can be very useful. If you were ever considering Trinity Force, Phage plus Phantom Dancer is a slightly more expensive but otherwise far better build.
Phantom Dancer is essentially better than Statikk Shiv in every way, but if you feel like switching it up a little, Statikk Shiv offers a bit more burst but far less dueling power. Buy with caution, and mostly for fun.
Raptor Cloak gives Yasuo armor, health regen, and movespeed, which can be very useful stats sometimes. This item is very niche but can sometimes be very useful against tough top lane champions such as Jayce. It will also build into Zz'Rot Portal in the late game for even easier splitpush.
CHAMPION SYNERGY
CHAMPION SYNERGY
Below are a list of champions that Yasuo synergizes with very well as either junglers or supports for him. Note that any champion with a displacement or airborne effect for Last Breath will have some synergy, but the champions I listed are the best at covering his weaknesses and giving him great engage.
NAUTILUS'S SYNERGY
Nautilus's strong engage and beefy frontline make great protection for Yasuo, all the while setting up huge plays and great bot lanes with his hooks and ults that both count as knockups for Yasuo's Last Breath.
Thresh's strong engage, cc, and ability to pull Yasuo in and out of dangerous situations with his lantern make Thresh a great support for Yasuo.
MALPHITE'S SYNERGY
Yasuo's most iconic duo, Malphite's ultimate creates huge plays for Yasuo's ultimate.
NAMI'S SYNERGY
Nami is easily my favorite support along with Nautilus to have on my team as Yasuo. Her ranged poke and heal covers Yasuo's early weaknesses, her attack speed buff is nice, and her bubble and ultimate make for easy Yasuo ultimates.
ALISTAR'S SYNERGY
Alistar's tankiness and huge knockup combos allow for big plays in the bot lane, and can also enable fantastic roam plays for Yasuo in the mid lane.
RAKAN'S SYNERGY
Rakan's mobility and knockups go hand in hand with Yasuo's playstyle, and the extra healing helps vs pokey laners.
ORNN'S SYNERGY
Ornn is mostly a top laner (although can be played jungle or support in fringe cases) but his several knockups and general engage strength makes an extremely valuable ally to Yasuo.
soraka'S SYNERGY
Compared to Yasuo, Soraka has a very different playstyle, but her massive amount of heals combined with the silences she can provide makes her a great ally in any fight as Yasuo.
CONCLUSION
CONCLUSION
Thank you for reading to the end of this guide. This guide is still heavily WIP and many aspects of it will be improved or changed. Below are a list of features I will be updating soon.
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