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Choose Champion Build:
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Tank DPS
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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Way of the Wanderer (PASSIVE)
Yasuo Passive Ability
Video Guide
The 1st build gives you 50% Crit, while giving you a fair amount of life steal and tankiness you need to be a pain to face in team fights. Build two is an Off Tank carry style build, with runes it gives you 100% crit rate even. The crit runes are amazing because of your passive, it doubles the effectiveness of these runes. Also I feel like building crit runes frees you up to build an item like A few notes about how you would want to build. If you get life steal quints, then I would build
If you aren't really having problems with ad champs, I would flip the MR and Armor item orders.
Also note, that


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Pros
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+ Easy Jungler even for noobs + Very good farmer + Hard to gank and very tricky + + Has great cc with + Very Strong ganks with + Great damage and duelist. + Wind wall can win games. + Doesn't need to build a lot of crit + Pretty good in all lanes + No mana |
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Cons
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- Very hard to learn - Can have a hard time in some ranged lanes - Early game can be rough for noobies - - Player will be to tempted to build Stright AD/Crit - Positioning is very important - |
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Quintessences

Now I am putting Quins get there own little aeea because there are a few ways to go. This is mostly based on what you like and to fit your play style. I am putting them in order to what I think is most effective to least effective.


There is a lot of information to cover here. Honestly with this champion it is best if I show you combos. So I will be making a few videos to post on here for Yasuo with all the tricks that I use with him, along with basic combos you should know.
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.
There are a few things to note here. First is the critical strike. These are why I picked the runes and have so little crit items on this chamption. This passive isn't meant to give you a ready to do 100% all in builds. It is to give you the ability to build less crit and still be very effective in battles as a off tanky dps.
2nd is his shield Resolve. New players or unskilled players will find this passive useless. But in fact is is very strong if used right. It gives you a very small window to win trades. Being able to use this effectively will make the best players stand out. Ranges heroes can poke it out so easy, so don't let them. But knowing when it is best to try and go in is key. Smart players that know you will try to make the most out of it, will use this to bait you into ganks. Play smart.

Steel Tempest 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.
Gathering Storm SECOND ACTIVE: Same as the first active.
Empowered Steel Tempest 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.
PHYSICAL DAMAGE: 20 / 40 / 60 / 80 / 100 (+ 100% AD)
This skills cooldown is effected by attack speed. So your last item may want to be an ATS item. With fast attackspeed this skill can be used while running. Always try to cast it after landing an auto attack to maximize your damage. Now this item stacks for a short time when it lanes on a hero or minion. The stack doesn't last forever but it does have a pretty good duration. But players will know you are most dangerous when it is stacked and you are glowing. So it is best to go in on the 2nd stack. If you go in when the knock up is ready, players will know its coming and can react. Most player will make distance when they see it's up. So starting a fight on it's 2nd cast is the best to get people off guard. It is also good for last hitting. Keep in mind that it applies crits and on hit effects BUT only to the first unit hit.

FLOW: 4 / 8 / 12 / 16 / 20%
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.
WALL WIDTH: 300 / 350 / 400 / 450 / 500
Yasuos that master wind wall will be most effective in mid lanes. I know people think already that this skill is op. But honestly it depends on the skill of the player. This skill is amazing yes, but positioning, timing are so important. Using it early can make it useless, to late and you cost your team a fight. At early ranks its small so it is even more important to place correctly. In jungles early rank team fights are amazing, you can wall off damage from a whole area. With

MARK DURATION: 10 / 9 / 8 / 7 / 6
MAGIC DAMAGE: 70 / 90 / 110 / 130 / 150 (+ 60% AP)
MAXIMUM DAMAGE: 140 / 180 / 220 / 260 / 300 (+ 60% AP)
This skill is my bread and butter. You can dash as many times as you want to minions and heroes on the other team as long as they aren't marked. Can even get over walls to jungle camps with vision. In the lane, when going on the other team, it is best to dash to a minon rather then the champ. Only dash to the champ when they are getting out of range. It also makes you hard to gank cause you can pass through the ganker. You can catch up to running players fast by using this skill to dash through a few minions. But the dash is a fixed distance so be careful not to lane in tower range.
If you use

PHYSICAL DAMAGE: 200 / 300 / 400 (+ 150% bonus AD)
Casting Last Breath will reset the chain on Steel Tempest.
This skill can only be casted on airbone heroes. But this means any one can knock them up to start the cast. The skill has a pretty long range so it is amazing for ganking lanes that have knock ups like J4, Wuk, Malp. It's cooldown is very low and it is best cast at the start of fights so you can get the most out of the armor pen that you get from it. This is also why I feel you don't need very much armor pen with Yasuo. In lane, use this skill often because its cooldown is so low.
Watch the video at the top of my guide for some skill combos and more!

Boot's Path
With boots there are two factors to take in mind.
First, who are you facing in lane.
Second, Does there team have more AP or AD
- There are a few reason you would want to build these. If there team is CC heavy, these boots are very important IF you aren't getting
- Now if they have a lot of auto attackers or your lane partner is AD these boots are great. The passive is pretty awesome and it pretty check to make with good amount of starting armor.
- If you aren't worried about your lane partner or think you will be tanky enough late game. These boots are awesome. My builds lack ATS, unless your last item has some. But if not then these can help a lot, also makes Q cooldown a lot shorter.Core Items Paths
- This item is a must. If you rush this item you will have massive early game damage. The extra movement speed also really helps and feel natural. I tend to build zeal first and get Belt to be a bit harder to kill. But if you have a change to rush it, I would go for it.
- I tend to like these over blood. The build makes you very tanky. Shiv and Edge seems to be all you need till late game to deal effective damage. If they are to tanky, then black cleaver end build should be more then enough on top of your
- Gives you epic damage and life steal, also works well with Defensive Path
- Omen gives great HP, armor and it's passive over all lowers dps dealt to you. Also makes you harder to run from as if it wasn't hard enough already. If you don't need as much armor, build
- This item deals tons of damage. If you don't need as much armor, then I would build these because it is cheaper then omen and the extra damage is always nice. I tend to like omen better cause it is better late game.
- This works well with bloodthirster. But even without it, this item is great. It gives 20% cooldown and if you want to get warmogs the passives work very well together. It has been given a lot more Magic resistance then it use to. But the cooldown is the best part even more so if you get black cleaver.
- If you feel like you don't need Cooldowns, then this is the way to go. The shield has always been op, but it also gives just as much M.R on top of more HP, and the HP regen passive also makes you even tankier and can save you from close calls.
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