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Yasuo Build Guide by

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Yasuo Build - The Unforgiven Swordsmaster

Last updated on December 13, 2013
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Middle Lane
Ranked #23 in
Middle Lane
Win 49%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Legendary Guardian

Defense: 9


Utility: 0

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Hello everyone. I'm FranticViperz and this is my first build.

I want this guide to be a resource to help players both learn how to play Yasuo and improve their skills on him. Yasuo can be a great carry for the team so it is important that you build the right items for him. Although he is a new champion, he's easily mistaken by enemy champions. Could this be because he is a melee champion in mid? Don't take this for granted because Yasuo can easily harass his enemies using his abilities and his critical strikes. I decided to make my guide as I felt others were not explaining Yasuo to his full potential.

Again, this is my first build so please let me know how I can improve it and share my knowledge!

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The below rune page is the one I will use most of the time on my AD champions.

Greater Mark of Attack Damage
The Greater Mark of Attack Damage is aimed on giving Yasuo a big damage advantage early in the game due to his critical hits and his abilities.

Greater Seal of Armor
The Greater Seal of Armor give Yasuo the power to trade and fight with AD oriented champions early game and will aid in freezing the lane. This is pretty much needed on Yasuo in most lanes so I wouldn't really switch this round.

Greater Glyph of Magic Resist
The Greater Glyph of Magic Resist is my standard glyphs for any AD champion. They provide me with a good defence against that one random magic damage spell most champions provide and they help me in a fight where the enemy AP champions shows up.

Greater Quintessences of Attack Damage
Similarly to the Marks, these Quintessences will help Yasuo harass enemies early in the game. These are the popular quints and they are good. I typically prefer utility over early trade damage and last hitting.

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Above you can see the mastery tree which I use for Yasuo. In this section I will talk about what Yasuo should take in his Masteries.

By taking 21 points into the offence tree, you will easily be able to take out opponent early in the game. By giving you increased damage and attack speed, you'll be able to hit critical hits more often, dealing large amounts of damage.

If you are taking the 9 points in the defence tree, you'll be protected from small amounts of damage while dealing more.

Once I have started playing Yasuo a bit more, I will be able to post his defensive Mastery Tree but for now, he is best played as an offensive champion.

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First off I am sorry that I do not know how to add images to this guide so I will be using text. Once I learn how to do this, I will update as soon as possible.

Starting Set #1
This start is good against champions who have alot of spammable burst in lane such as Fizz or Riven. This gives you the health to live through their damage and the sustain to survive and farm.

Starting Set #2
This start is good if you want to hurt your enemy earlier in the game while taking advantage of your farm. It'll also allow you to hit larger critical hits on the enemy, giving you a good harass in early game.

First Few Backs
By building Statikk Shiv first, you'll easily take out minion waves quicker than the enemy, while also hitting masses of damage to the enemies. As your abilies also act as normal attacks, they will have an increased damage output, so it is important to build Statikk Shiv first.
As for boots, make sure you buy them so that you can get your shield a lot quicker.

Main Build
Mercurys Threads
Get if the enemy team has a decent amount of CC. It will also help you if the enemy has a lot of AP champions.

Infinity Edge
his item is nice for full damage and critical chance Yasuo. The critical damage increase + critical chance this item gives makes it a force to be reckoned with when combined with your Q and E.

Blade of the Ruined King
This item is really strong for hitting enemies in team fight. It will also give you that lifesteal needed when you are low on health. The attack speed will allow you to hit critical strikes on enemies more often, taking them out quicker.

Last Whisper
This item is a strong damage item for when you are poking with your Q and E and need to pierce through enemies with a lot of armor.

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INTENT: Yasuo's critical strike chance is doubled, but the damage dealt by his critical strikes is reduced by 10%.
RESOLVE: At maximum Flow, the next time Yasuo would take damage from a champion or monster he first converts his Flow into a shield that absorbs damage. After 2 seconds, if not already depleted, Yasuo's loses all his Flow.

FIRST ACTIVE: Yasuo thrusts his sword forward, damaging all enemies in a 475-unit line. If cast while dashing, the area of effect is charged to a ~375-radius circle.

SECOND ACTIVE: Same as the first active.

THIRD ACTIVE: Yasuo brandishes his sword causing a whirlwind to tear forward, damaging and knocking airborne all enemies in a ~900-unit line. If cast while dashing, the area of effect is changed to an ~375-radius circle. This active resets the chain.

Steel Tempest can critically strike, dealing additional physical damage based on X% AD. Additionally, on-hit effects will be applied to the first enemy hit within 475-unit range. The cooldown and cast time of Steel Tempest is reduced based on Yasuo's bonus attack speed and unaffected by cooldown reduction.

PASSIVE: Yasuo generates a percentage of his maximum Flow whenever he uses Sweeping Blade or Last Breath, in addition to the amount that is generated for the distance moved.

ACTIVE: Yasuo creates a wall of wind that slowly drifts forward over the next 3.75 seconds. The wall blocks all enemy projectiles, except tower hits

ACTIVE: Yasuo dashes 475 units in the direction of the target enemy, dealing magic damage and marking them briefly. Each cast increases the next dash's base damage by 25%, up to 100% bonus damage. Yasuo cannot use Sweeping Blade on an enemy that's already been marked

ACTIVE: Yasuo blinks to the nearest airborne enemy champion to the cursor. Upon arriving, he suspends all airborne units within a 400-radius of his target in the air for 1 second while dealing physical damage to all of them. Once he lands, Yasuo gains 50% penetration to bonus armor for 15 seconds.

Casting Last Breath will reset the chain on Steel Tempest.

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I need some help

So, as you can see, I am not that used to creating guides. If there is anything I can add, please let me know and I will do it when I can.

If anyone can tell me how to add pictures then please do so :)

Enjoy playing Yasuo and let me know if this guide helped.