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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Way of the Wanderer (PASSIVE)
Yasuo Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Zed
If he can dodge your tornado with his ult, it is a very hard fight for you. Try to avoid this match up.
Ideal
Strong
Ok
Low
None
Pros & Cons
[*] Mobile
[*] Short CD
[*] Lane bully
[*] Good Teamfight
[*] Block Projectiles
[*] Dunker
Cons:
[*] Squishy
[*] Can get Caught
INTENT: Yasuo's critical strike chance is doubled, but his critical strikes deal 90% damage, reduced to 75% damage on Steel Tempest.
RESOLVE: Yasuo generates 1% of his maximum Flow for every 59 / 52 / 46 units he travels by any means, requiring a total of 5900 / 5200 / 4600 units traveled to obtain maximum Flow. At maximum Flow, the next instance of champion or monster damage against Yasuo consumes all of his Flow and shields him for「 100 – 510 」damage for up to 1 second.
This is very useful at winning early trades and the critical strike chance doubling is huge even though it does not do the full damage. This is why you get Infinity Edge second.
RESOLVE: Yasuo generates 1% of his maximum Flow for every 59 / 52 / 46 units he travels by any means, requiring a total of 5900 / 5200 / 4600 units traveled to obtain maximum Flow. At maximum Flow, the next instance of champion or monster damage against Yasuo consumes all of his Flow and shields him for「 100 – 510 」damage for up to 1 second.
This is very useful at winning early trades and the critical strike chance doubling is huge even though it does not do the full damage. This is why you get Infinity Edge second.
Yasuo thrusts his sword forward, dealing physical damage to all enemies in a line.
PHYSICAL DAMAGE: 20 / 40 / 60 / 80 / 100 (+ 100% AD)
Hitting an enemy grants Empowered Steel Tempest Gathering Storm for 10 seconds, stacking up to twice. At two stacks, the next Steel Tempest unleashes a whirlwind that deals the same physical damage, Airborne icon knocks up all enemies hit and clears all stacks of Gathering Storm.
Each cast can critically strike, and applies on-hit effects to the first enemy hit. Additionally, each cast can be used during Sweeping Blade to change the area of effect to a circle around Yasuo.
The cool down and cast time of Steel Tempest is reduced by 0.6% for every 1% bonus attack speed 」, down to a maximum 66% reduction.
This is why you have that one attack speed quint and rush Statikk Shiv. The more attack speed you have, the more CDR you get on your Steel Tempest. Your Sweeping Blade Steel Tempest combo will get you a nearly guaranteed knock up but it can be avoided by quick small mobility moves. Your Steel Tempest Sweeping Blade combo is faster but no guaranteed. I use my Sweeping Blade Steel Tempest more often for the higher accuracy rate. you do not max Steel Tempest over Sweeping Blade because upgrading Steel Tempest does not give you CDR.
PHYSICAL DAMAGE: 20 / 40 / 60 / 80 / 100 (+ 100% AD)
Hitting an enemy grants Empowered Steel Tempest Gathering Storm for 10 seconds, stacking up to twice. At two stacks, the next Steel Tempest unleashes a whirlwind that deals the same physical damage, Airborne icon knocks up all enemies hit and clears all stacks of Gathering Storm.
Each cast can critically strike, and applies on-hit effects to the first enemy hit. Additionally, each cast can be used during Sweeping Blade to change the area of effect to a circle around Yasuo.
The cool down and cast time of Steel Tempest is reduced by 0.6% for every 1% bonus attack speed 」, down to a maximum 66% reduction.
This is why you have that one attack speed quint and rush Statikk Shiv. The more attack speed you have, the more CDR you get on your Steel Tempest. Your Sweeping Blade Steel Tempest combo will get you a nearly guaranteed knock up but it can be avoided by quick small mobility moves. Your Steel Tempest Sweeping Blade combo is faster but no guaranteed. I use my Sweeping Blade Steel Tempest more often for the higher accuracy rate. you do not max Steel Tempest over Sweeping Blade because upgrading Steel Tempest does not give you CDR.
ACTIVE: Yasuo creates a gust of wind that travels forward to form a wall in front of him. The wall slowly drifts forward over 3.75 seconds, blocking all enemy projectiles with the exception of turret attacks.
WALL WIDTH: 300 / 350 / 400 / 450 / 500
Wind Wall is what mostly makes the match ups in lane. It gets bigger but you still max it last due to how much more important your other abilities are.
WALL WIDTH: 300 / 350 / 400 / 450 / 500
Wind Wall is what mostly makes the match ups in lane. It gets bigger but you still max it last due to how much more important your other abilities are.
ACTIVE: Yasuo dashes a fixed distance in the direction of the target enemy, dealing magic damage and marking them briefly. The speed of the dash scales with Yasuo's bonus movement speed.
「 MAGIC DAMAGE: 70 / 90 / 110 / 130 / 150 」 (+ 60% AP)
Each cast increases the next dash's base damage by 25% for 5 seconds, up to 50% bonus damage.
「 BONUS DAMAGE: 17.5 / 22.5 / 27.5 / 32.5 / 37.5 」
Yasuo cannot use Sweeping Blade on a marked enemy.
This is why you max your Sweeping Blade. I can constantly dash through them. It also gets you more damage while your Steel Tempest is based off attack speed.
「 MAGIC DAMAGE: 70 / 90 / 110 / 130 / 150 」 (+ 60% AP)
Each cast increases the next dash's base damage by 25% for 5 seconds, up to 50% bonus damage.
「 BONUS DAMAGE: 17.5 / 22.5 / 27.5 / 32.5 / 37.5 」
Yasuo cannot use Sweeping Blade on a marked enemy.
This is why you max your Sweeping Blade. I can constantly dash through them. It also gets you more damage while your Steel Tempest is based off attack speed.
Active: Yasuo blinks to the nearest visible airborne enemy champion to the cursor, instantly generating maximum Flow. Upon arriving, he suspends all nearby airborne enemies for 1 second and deals them physical damage.
Physical Damage: 200 / 300 / 400 (+ 150% bonus AD)
For the next 15 seconds, Yasuo ignores 50% of his targets' bonus armor. Casting Last Breath clears all stacks of Gathering Storm.
This gives him his wombo combo potential. If you have team based on knock ups, it is very easy to just hit r and destroy the enemy team. If you don't have team of knock ups, make sick plays and 1v5 pentakill or 1v5 and get flamed and picked.
Physical Damage: 200 / 300 / 400 (+ 150% bonus AD)
For the next 15 seconds, Yasuo ignores 50% of his targets' bonus armor. Casting Last Breath clears all stacks of Gathering Storm.
This gives him his wombo combo potential. If you have team based on knock ups, it is very easy to just hit r and destroy the enemy team. If you don't have team of knock ups, make sick plays and 1v5 pentakill or 1v5 and get flamed and picked.
Malphite - His R is a AOE knock up with works very well combined with Yasuo's R.
Wukong - Has a R also has a good engage with a knock up as his R which is very good with Yasuo's R.
Orianna - This is only if you are top Yasuo and with this build, top Yasuo probably will not work but during team fight, this combo is monstrous.
Jarvan - Jarvan has an amazing knock up with his EQ and if he pulls off a good R then Yasuo can destroy them inside of it.
Wukong - Has a R also has a good engage with a knock up as his R which is very good with Yasuo's R.
Orianna - This is only if you are top Yasuo and with this build, top Yasuo probably will not work but during team fight, this combo is monstrous.
Jarvan - Jarvan has an amazing knock up with his EQ and if he pulls off a good R then Yasuo can destroy them inside of it.
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