Yasuo ADC [REVISED FOR SEASON 16]
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Recommended Items
Runes: Standard

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:

Exhaust
Flash
Items
Threats & Synergies
Threats
Synergies
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Extreme Threats

Draven
He stat checks you early. He out damages mostly everyone bot. That said you can block everything with W.
-Also when the axes are spinning back to him(if you find this useful)
This is one of few matchups where you do not win early, as Yas otherwise rely on.
He will snowball out of control and carry if not stopped. Hope that your jungler can help you out. (Make it easy for jungler to gank you by keeping waves close to your tower)

Rell
Dream come true if the player knows how to pilot her correctly. With both KO on W and R this is amazing.
Synergies

Rell
Dream come true if the player knows how to pilot her correctly. With both KO on W and R this is amazing.
Champion Build Guide
I am currently a Plat ADC that peaked in Emerald. Much of the strategies that I use may therefore not be applicable in the elos above me, as I have little to no experience there.
That said lets begin.
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+ Unekspected damage in lane + Fast wave clear + High skill ceiling + Diverse build + Excell faster than other ADC + Mobility Yasuo is one of the most underated ADC. Not many knows how to play against him, becuse they have not played against it before. He is really good at punishing other skillshot dependent ADC's as his W
will deny most of the enemys demage.Typically ADC need 3-4 items to become relavent. But Yasuo dose not need that many items: Because of his passive Way of the Wanderer granting him extra critical chance (two items will give him 100% instead of 50%) and his Ultimate Last breath giving him armor penetration (ignoring 60% of targets bonus armor) on critical attacks, he gains a lot of free stats early in the game, when fighting. -Much earlier in the game compared to other ADC's with 2 items. Yasuo has the tools to furfil the role of an ADC; he can deal a lot of damage in fights. Especially with the right support. He can utilize CC better than any other ADC because of his ult; extending the CC duration. He is a fun champion with an almost infite skill ceiling making him a great challange to (try and) master. Because he is a fighter, he can build many defensive items without it hirting him too much. His fast wave clear, high mobility and early game demage makes him an unmatched unit if he is piloted correctly. |
- Lacks range - Falls off late game - High skill floor - Controversial to play with If the enemy knows what they are doing, then they will poke you and deny you and your support a lot of resources. Against champions like [Draven] or [Kalista] you don't win the lane early as you would do in some other matchups making In the late game when other ADC have their 100% they do a more damage than Though it is a really nice and smooth feeling to be able to pilot Yasuo, it does take a lot of skill to do the minimum compared to first timing a champ like MF Even though your enemy (should be) cought of guard with this pick. So is YOUR support. They have probably never played with a Some would mean that playing |
Frandom LOL
and I will be adding the tips i Know
Code:
way of the wanderer (Passive) There are two parts to First Innate - Intent: Yasuo's Critical strike chance total critical strike chance is doubled from all other sources, but his critical strikes deal only 90% of the critical damage other champions usually have. Additionally, every 1% critical strike chance in excess of 100% is converted into Attack damage 0.5 bonus attack damage. Meaning that if you have 100% crit and buy a cloak cloak of agility er giving you 15% crit, then you would get 15*0.5 = 7,5 AD This is the reason that yasuo get online faster than other ADC, because he hit 100% before anyone else would. Second Innate - Resolve: Yasuo generates Flow resource Flow for every 59 / 52.5 / 46 (based on level) units he travels by any means. At「 100 stacks 」and upon taking damage from an enemy Champion or Monster, Yasuo consumes all Flow to grant himself a shield for 125 − 600 (based on level) that lasts up to 1 second. This is essential for trading, which you will be doing a lot in bot and it works great with shield bash
, giving you extra damage whenever your shield is up.( This count as on-hit damage and is damage than can be given whenever you damage someone with your Q
Description Active: Yasuo thrusts his sword in a line in the target direction that deals physical damage to enemies hit and applies On-hitt and on-attack effects at 100% effectiveness to the first enemy hit. Steel Tempest's damage can Critical strike for「 90% of the Attack damage champions usually have. 」- as mentioned Physical Damage: 20 / 45 / 70 / 95 / 120 (+ 105% AD) Yasuo Steel Tempest 2 If this hits at least one enemy, Yasuo generates a stack of Gathering Storm for 6 seconds, stacking up to 2 times and refreshing on subsequent hits. At 2 stacks, the next Steel Tempest consumes them all to become empowered with a new effect.- It knocks up Yasuo Steel Tempest 3 Gathering Storm Bonus: Yasuo unleashes a whirlwind in the target direction that deals the same damage to enemies hit and knocks them up for 0.75 seconds, or 0.9 seconds in combination with Sweeping Blade
.Summary: Q works like an auto attack, the first enemy hit takes more damge. If you hit an enemy/minion/monster twice, then your third Q will throw a tornado knocking up enemies making them Airborne (this will be important later) Steel Tempest's thrust is interrupted if Yasuo is affected by disarming crowd control during the cast time, but its Cooldown icon cooldown is reset to 0.1 seconds. If Steel Tempest is cast during Sweeping Blade
, it will instead affect enemies around Yasuo at the end of the dash, or doing so immediately at his landing location after Flash blinking while ending the dash prematurely.
Description Active: Yasuo raises a wall of wind that travels in the target direction over 0.25 seconds. It then drifts another 50 units over 3.75 seconds, blocking all hostile non-Turret projectiles that hit it and granting Sight of its surroundings. You can use your W whilst you E+Q to cast it instantly. If you press E+W then the wind wall will cast after you dash animation has finished. Use the windwall to gain saight on the other side of terrain where monsters are on the other side. Then E sweeping balde then dahs to the monster you now have vision on. It can also be used for vision in pits, if the enemy is taking the epic monster in the middle of the pit. Another tip is to use this in the early levels to block damage from enemy minions, especially if you have just dodged a main ability from the enemy or if wind wall is not that usefull in the matchup (at that point)
Sweeping Blade (E) Speed: 750 + 60% Movement speed coldown: 0.5 / 0.4 / 0.3 / 0.2 / 0.1 sec Target Immunity: 10 / 9 / 8 / 7 / 6 sec Range: 475 Normal / 625 Max range over terrain Bonus Damage per Stack: 17.5 / 21.25 / 25 / 28.75 / 32.5 (+ 5% bonus AD) (+ 15% AP) Description Active: Yasuo Dash dashes a fixed distance in the direction of the target enemy. Upon impact, he deals them magic damage, becomes ghosted for 2 seconds, and generates a stack of Ride the Wind for 5 seconds, which refreshes on subsequent hits and stacks up to 4 times. Magic Damage: 70 / 85 / 100 / 115 / 130 (+ 20% bonus AD) (+ 60% AP) Ride the Wind: sweeping balde Sweeping Blade's damage is increased by 25% per stack, up to 100% at maximum stacks. Yasuo will be knocked down by any crowd control, excluding Sleep (bug),during Sweeping Blade. Last Breath
can be cast during the dash. If Steel Tempest (Q) has been buffered, Wind Wall (W) may also be cast during it.It is possible to use flash whilst dashing (in any direction) to end up knocking up an enemy that did not expect it. |
This guy covers all the combos/interaction within
Summary:
1: Hide Turnado animation or blocking an incomming ability by casting W
then Q
right after.2: Q → Flash
+
. Use this to load your animation then strike your enemy- usually with the final blow. This works the same as with Taric
3: E+Q → Flash,
+sweeping balde →
also known sa the Bayblade. Used to surpirce and close the gap4: E+Q → R ,
+sweeping balde →
also known sa the Airblade. You can optimize this by sneaking in an AA in the beginning of this combo (the enemy would have to me in range ofc)5: E+Q3→Flash → E+Q→R,
+sweeping balde →
→
+sweeping balde →
. This is known as the KEYBLADE- a combination of Airblade and bayblade. It is the most difficult combo to pull off and I suggest that you practice in practive tool before trying this in your ranked games.If you sneak in an AA after the Bayblade and before the Airblade then this is the combo for the most DPS.
This includes the wall jumps he can do on the current map, his AS cap for maximizing CD on Q and combos.
Last hitting under tower becomes very easy because you can AA reset with your Q, plus you have extra dmg on your E giving you pleanty of damage/oppertunity to last hit the minons even under tower. - Just be careful that you are not poked whilst farming. You are either passive or agressive. Taking too much poke will require you to recall and miss exp, gold and tempo.
In general do not feel tempted to press R whenever you see a knocked up enemy. Especially if they are on their side of the map/under tower. It is on a forgiving coldown, but it will put you stright into a fight- that you may not win. - If you play with a duo make sure to communicate and be on the same page if you are picking a fight or not.
Unlike most other ADCs
If behind then you can easily sidelane and try to get some towers. At least you can shove the waves and get some gold from that.






















































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