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Choose Champion Build:
-
Build 1 (Top)
-
Build 2 (Top/Mid)
-
Build 3 (Santhan's Mid)
-
Build 4 (Carry Jungle)
Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Way of the Wanderer (PASSIVE)
Yasuo Passive Ability
I. Lore (The Man Behind The Guide)



Guide #1
Hi and welcome to my

My Roles (In Order of Strength): ADC (Main), Support, Mid, Jungle, Top
Season 1: Solo Bronze 1
Season 2: 3v3 Gold 1, Solo Silver 5
Season 3: 3v3 Diamond 5, Solo Gold 1, 5v5 Gold 3
Season 4: Solo Diamond 2
Season 5: Solo Diamond 5
Season 2: 3v3 Gold 1, Solo Silver 5
Season 3: 3v3 Diamond 5, Solo Gold 1, 5v5 Gold 3
Season 4: Solo Diamond 2
Season 5: Solo Diamond 5










(I was asked to elaborate more on this for I am the Cripple, a lot of people were probably wondering more about this discrepancy).
Currently, he primarily fits best in the top and mid lanes. He is by far the highest skill-capped champion in the game right now due to his combo versatility and high mobility along with a need for correct positioning and timing. Due to this, he is very much like the wind he wields: unforgiving should a part of this equation fail to be used. Regardless, don't let my words demotivate you from attempting to learn this monster of a champion.
Pros | Cons |
+ Great Laner (Skill Based) | - Bad Laner (Skill Based) |
+ Great Team Fighter (Skill Based) | - Squishy Early Game |
+ High Mobility | - Weak Chase/Sticking (Skill Based) |
+ Awesome Shield! | - No Magic Resistance Scaling |
+ Projectile Negating (Skill Based) | - Low Base AD |
+ Great Escape (Relies on Skill and Enemies/Minions/Monsters) | - Weak Escape (Relies on Skill and Enemies/Minions/Monsters) |
+ Great Combos(Skill Based) | - Combos Require Setup/Ult Requires Setup (Skill Based) |
+ Low Cooldowns | - No Built-in Sustain |
+ No Resource Usage (Mana/Energy) |
+ Knockup |
+ Double Crit Chance |
+ You're a Fricking Samurai (Every kids dream) |






Bread and Butter (True Fighter) Build #2/Rurouni Kenshin: The Minion Slayer Yasuo Build #1
Damage Masteries



Bread and Butter (True Fighter) Build #2/Rurouni Kenshin: The Minion Slayer Yasuo Build #1
Tankier Masteries
"Nate, what in the world are you doing?!" Well, here is my logic behind this setup.











Your focus with this tankier setup is to stay alive and continuously output damage as



Samurai Jack: Assassin Yasuo Build #3
(Thanks to Santhan for his masteries explanation!)


Monster Hunter Yasuo Build #4






Bread and Butter (True Fighter) #2/Monster Hunter Yasuo #4/Rurouni Kenshin: The Minion Slayer Build #1
Runeset #1
Greater Mark of Critical Chance:
Yasuo with a mere 5 crit chance marks and 1 crit seal, you get 100% crit chance with only a
Statikk Shiv and an
Infinity Edge, pretty good route if you ask me. On top of that you still have that early chance at critting in lane while poking/going all in on champions.
Greater Mark of Attack Damage:
Yasuo thrives off of AD, pretty standard pickup that synchronizes well with his kit and the crit chance marks. Everybody loves the damages :D!
Greater Seal of Armor: You can put 3 of these in combination with 5
Greater Seal of Health and 1
Greater Seal of Critical Chance.
Greater Seal of Critical Chance: See
Greater Mark of Critical Chance explanation.
Greater Glyph of Magic Resist:
Yasuo has no scaling magic resistance; you either go for the flat ones or for the scaling, personal preference and lane matchup plays a key part in this choice.
Greater Quintessence of Attack Damage: Last hitting is easy with these babies, even if it was already easy with
Yasuo's kit, you still want a Quintessence that synchronizes with your marks, there are some other viable quintessences, namely
Greater Quintessence of Life Steal,
Greater Quintessence of Movement Speed, and
Greater Quintessence of Attack Speed (Truly up to the player and their playstyle).


Bread and Butter (True Fighter) #2/Monster Hunter Yasuo #4/Rurouni Kenshin: The Minion Slayer Build #1
Runeset #2
Runes




- Greater Mark of Armor Penetration:
Yasuo relies on doing full damage with his whole kit and frankly having armor penetration just makes your life easier when you're trying to take out any targets, squishies or tanks.
Greater Seal of Armor: You can put 4 of these in combination with 5
Greater Seal of Health.
Greater Glyph of Magic Resist:
Yasuo has no scaling magic resistance; you either go for the flat ones or for the scaling, personal preference and lane matchup plays a key part in this choice.
Greater Quintessence of Attack Damage: Last hitting is easy with these babies, even if it was already easy with
Yasuo's kit, you still want a Quintessence that synchronizes with your marks, there are some other viable quintessences, namely
Greater Quintessence of Life Steal,
Greater Quintessence of Movement Speed, and
Greater Quintessence of Attack Speed (Truly up to the player and their playstyle).


Samurai Jack: Assassin Yasuo Build #3 Runes
Runes





Greater Mark of Attack Speed: "Attack Speed Marks will allow you to disengage and engage more often thanks to the reduced cooldown and cast time on your
Steel Tempest, which provides a stronger and safer early game compared to flat AD. Possible replacements: Flat AD can be acceptable if you feel you need to hit someone HARD at level 6 such as
Ziggs. Armor penetration marks should not be taken because calculating the masteries,
Last Whisper, and the active bonus from your
Last Breath, you're already sitting at 91% ArP. Any more ArP would simply be overkill. The only bonus you get out of this is dipping into true damage and going into the negative region of their resistances which is not as important as the utility of attack speed. AD is also better than ArP simply because he scales better with AD in the long run. 100% of your AD into your
Steel Tempest and 150% into your
Last Breath will take you further than some ArP."
Greater Seal of Armor: "This is for the enemy ADC or any bruisers that you come across that intend to stop you from getting to the ADC. It gives you some survivability when you need it most since he's pretty fragile as is. Possible Replacements:
Greater Seal of Attack Speed. These seals will work if you know for a fact you'll be snowballing this game completely out of control." You can put 4 of these in combination with 5
Greater Seal of Health.
Greater Glyph of Scaling Magic Resist: "There are few AP casters that will give you trouble early on. Mid game is usually filled with champions that have bad early games, so
Greater Glyph of Magic Resists will simply be put to waste. Scaling MR will help you give some tolerance to their damage as they scale into Mid-game and even late-game. Given the same concept as above with armor and bruisers. Possible Replacements:
Greater Glyph of Attack Speed. Yes these exist, and function remains the same as
Greater Seal of Attack Speed as mentioned earlier. Not acceptable:
Greater Glyph of Cooldown Reduction. If you pick these up I will find you and ban
Yasuo from your account. CDR is not a priority in his kit. It has almost no effect on his
Sweeping Blade and it barely lowers his
Last Breath. It has absolutely no effect on his
Steel Tempest. The only benefit you'll see is on his
Wind Wall, and if that ADC lives long enough for you to cast
Wind Wall twice, you are doing something wrong. The only time having CDR on your
Wind Wall will be helpful is for laning phase, in which you're sacrificing too much for an ability that requires quick-reflexes to use, in which case you will more than likely mess it up."
Greater Quintessence of Attack Speed: "The
Greater Quintessence of Attack Speed is used for the same reason as the
Greater Mark of Attack Speed, and as for the
Greater Quintessence of Life Steal, they are useful since
Yasuo has no early sustain. Combined with his +1% lifesteal in the utility tree, he gets 5% lifesteal at level 1. Having
Feast in the offense tree combined with +5% lifesteal will almost guarantee a safe early game against most poke champions. Possible Replacements :
Greater Quintessence of Attack Speed.
Greater Quintessence of Attack Speed.
Greater Quintessence of Life Steal. You can go all the way with one of the three or combine any of the three for your own preference. Just don't go ArP Quints. Please." - (Thanks to Santhan for his runes explanation!)



Best Choices (Order of Viability):
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Alternatives (Order of Viability):
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-Any spells not listed I consider not viable for
Yasuo-







Intent: This is the first part,

Resolve: This is the second part, at maximum Flow, the next time


*Tips and Tricks for
Way of the Wanderer*

-


- Try not to build past 50% critical chance, otherwise you might end up wasting gold for an item that probably isn't as efficient as another one you could buy, buy smart!



Steel Tempest (Part 1): The first part of


Steel Tempest (Part 2): The second part of

Steel Tempest (Part 3): The third part of
Steel Tempest
Yasuo brandishes his sword causing a whirlwind to tear forward, damaging and knocking all enemies in a ~900-unit line airborne. If cast while dashing, the area of effect is changed to an ~375-radius circle. This active resets the chain.


*Tips and Tricks for
Steel Tempest*

- Always try to keep at least 1 stack going to set yourself up for a faster knockup on your opponent.
- Keep in mind that the second you hit two stacks

- After using your third stack of


- Riot's Tip: At level 18





Passive:



Active:

*Tips and Tricks for
Wind Wall*

- This skill can be used as a disengage against enemy teams to stop champions with catch out abilities like


- Using this in narrow spaces like jungle paths and sharp corners can block A LOT of abilities.





*Tips and Tricks for
Sweeping Blade*

- Do your best to avoid dashing to your target unless absolutely necessary, instead dash to near by enemies/minions/monsters to close the distance gap and if he/she flashes then use it to gap close onto them.
- The more points you put into this ability, the lower the cooldown is for you to dash to the same target.
- Before directly engaging an enemy,(should you have enough confidence to setup a combo and go in for a kill), try to get a few stacks on





Casting


*Tips and Tricks for
Last Breath*

- In 1v1 situations it's best to use

-









Note: You can start off at level 1 with









Combo Explanation: Poke and Dash away (Frequently Used Combo in Lane/Teamfight)


Combo Explanation: Dash, Spin poke/wave clear (Used in Lane,sometimes Teamfights)



Combo Explanation: Dash in, Poke, Dash Away (Frequently Used Combo in Lane/Teamfight)



Combo Explanation: Stab, Gap close, Stab (Used for chasing/finishing, another




Combo Explanation: Normal





Combo Explanation: Normal







Combo Explanation: Normal


Requirement: 4 stack






Combo Explanation: Used for maximum damage output in bursts. (Rare combo in Lane/Teamfights)



Take Note, There Is No Main Build.


The Bread and Butter (True Fighter) Build #2
The point of this build is to make you a heavy hitter. Unlike how people define the word "Fighter" as synonymous to bruiser,








Rurouni Kenshin: The Minion Slayer Build #1
The Minion Slayer build is one that fights right into the current meta: it capitalizes on











Samurai Jack: Santhan's Assassin Build #3 Explanation
"I run 9x






























The Monster Hunter (Carry Jungler) Build #4
This build is a bit rough, because it is EXTREMELY situational. In order to allow
















Early Game Core Items on Yasuo
Throughout all of my games on


Starting off is

Pros | Cons |
+ AS Boost | - Must Be Rushed First |
+ MS Boost | - Can Fall Off Late Game (Vs. Tanks) |
+ Crit Chance Boost | - Cannot Be Built While Behind |
+ Burst Passive | - Less Damage On Crit |
+ Synchronizes well with ![]() |
+ Great Split-Pushing Item |
+ Passive Stacks Quickly On ![]() |
+ Can Proc On ![]() |
+ Doesn't Fall Off Late Game (Vs. Squishy Teams) |
+ Shorter ![]() |
Generally



The next item is

Pros | Cons |
+ Armor Penetration | - Can Be Overshadowed By Armor Stacking |
+ Crit Chance Boost | - AD Boost Can Be Negligible |
+ Cooldown Reduction |
- Less Reduction On ![]() |
+ AS/MS Active | - Requires Use Of Active To Be Efficient |




The last item is

Pros | Cons |
+ Damage Boost | - Can Be Overshadowed (Easily) By Armor Stacking |
+ Lifesteal/Sustain | - Passive isn't as strong early |
+ AS Boost |
- Larger cost than ![]() ![]() |
+ 15% Health/30% Movement steal Active | - Requires Use Of Active To Be Efficient |
+ Lowers Cooldown on ![]() |
- Can set you behind |
+ Removes Sticking/Chasing Problem on Yasuo | - No Crit Chance |


Now take note, all of these items (including the mid, trinity force, and late possibilities section) are interchangeable in my builds. These are the starter items that you want to aim for during the early game depending on your style and the situation/lane you have been given. Try to take everything into account when making the choice because it may cost you your lane and ultimately the game, or vice-versa.


Mid Game Core Items on Yasuo
Three of these four items I will be talking about currently. The



First Item up is

Pros | Cons |
+ Huge AD Buff | - Huge Price Tag |
+ Huge Crit Chance Boost |
- No AS/Cooldown Reduction For ![]() |
+ Critical Damage Passive (Reduced on Yasuo) |
+ Turns ![]() |




The next item is

Pros | Cons |
+ Huge AD Boost | - Pretty Hefty Pricetag |
+ Huge Sustain Boost | - No Crit Chance |
+ Passive Adds On to Previous Bonuses |
- No AS Boost/Cooldown Reduction For ![]() |
+ Cost Efficient |




The last item is

Pros | Cons |
+ AD Boost | - Hefty Price Tag (Recovered Pretty Quickly Through Splitting) |
+ Health Regen | - No Crit Chance |
+ Lifesteal/AoE Lifesteal |
- No AS Boost/Cooldown Reduction for ![]() |
+ Active Is The Equivalent Of An Auto Attack/Spell |
+ Synchronizes Well With ![]() |
+ Great For Wave Clear/Splitting |








Now to move away from just pointing out the pros and cons of these single items, all of these items have a single purpose. This purpose is to set




Trinity Force on Yasuo
So here comes the much needed speech on


Alright, so what does


















Now the question is, is


Yes, and no. You have to realize when the situation allows you to pick it up, and whether or not you want to be sent down the road it forces upon you. Take note that


The other thing that



All that I ask of you when thinking of






Should you follow this path, may the



Offensive Late Game Items















Offensive-Defensive Late Game Items

















Defensive Late Game Items














Face of the Mountain: Support






Early Game (vs Melee)
Early game your focus is to simply get your





Trading/Harassing in this lane is generally the same as the ranged lane, HOWEVER, instead of





Early Game (vs Ranged)
Early game your focus is simply to get your





During laning phase faced against a ranged enemy, you want to only last hit with



Assuming you have stepped back into lane armed with










Mid Game
At this point the game has decided what you are going to need to do to win.
Scenario #1 (The Perfect Scenario)
If every lane is winning and your team is completely positive and a tower is down for any one lane, get that person(s) (whether it is you or top/bot) and your jungler to group with you and start taking objectives. Force down the first towers on the enemy sides, keep control of dragon, and have most of the crucial map spots covered by wards.
Scenario #2 (The Struggling Lane)
So it turns out you stomp lane and you're in a good position to set your team up to start capturing objectives; however, you've got a lane your jungler wasn't able to help out as he camped top/bot and the other one struggled and/or is struggling. This is the point in which you roam to the lane and set up kills for your teammate, if they can't secure these kills, take them and give them the assist (don't get greedy, greed is not good, it spells doom). After you gank two to three times, have them split push safely to catch back up and do some work on objectives to get them back in the game (fall back into the Scenario #1 strategy from here should this be successful).
Scenario #2 (The Struggling Lane [Failure])
So scenario #2 doesn't work at all, you end up dying on the first gank you do because their jungler counter ganks, DO NOT GANK AGAIN! grab everybody else who is doing well, force dragon and towers, keep the flak off of your struggling lane, and have them split push and jungle to come back as fast as possible. If they can pick up some assists without dying have them do it (should this work you get forced into Late Game with a potential win).
Scenario #2 (The Personal Struggle)
KEEP YOUR COOL! You know exactly what to do in this situation, you've struggled in lane but you have studied and prepared for this. Keep farming, stay back, pick up assists, maybe a kill if you can, and help get objectives if necessary! KEEP YOUR EYES ON THE PRIZE, A WIN IS A WIN EVEN IF YOU STRUGGLED! (Should this fail, hope your team can carry you and do your best to assist, otherwise it's a loss if they can't, positive attitude goes a long way though, never surrender!)
Scenario #3 (Please Kill Me)
This is the painful scenario because it can go in so many directions it's ridiculous.
Every lane is failing, your jungler is struggling to do anything, you gave up first blood, you're down 10 kills, and there seems like no possible way you can salvage your early game. HAVE NO FEAR! Try to stall every tower that isn't an inhibitor turret and farm under them, keep a constant amount of wards in your jungle entrances should the enemy get ballsy and try to counter jungle. Also, focus on keeping team morale up, don't ever say you want to give up, there are games where you can turn it around completely. Focus solely on getting to late game if your team beats them in scaling. Sometimes teams just lose against team comps simply because they're all late game vs. cheesy early game champs (like




Late Game
Scenario #1 (The Perfect Scenario)
In this scenario, you end up with a 20 - 30 min win. You stayed in control of the map, in control of nearly all objectives, and didn't throw at a single point. The enemy team is either trashing each other or throwing up the /ff. Congratulations for pulling it off!
Scenario #1 (The Perfect Scenario -Twist-)
So you find yourself having taken every dragon, taking every tower that isn't an inhibitor turret, and you can't seem to be able to siege these turrets to get a firm ground in their base to secure a win. At this point you have a few choices: you can have your best duelist split push another lane while you have 4 push and stall, you can attempt to bait a baron for an ace in order to either secure the baron and then rush towers, or you can rush towers/inhibitors period.
The one other thing you can do is ward all of their jungle camps and buffs, focus on catching at least one champion out and then swiftly crushing the enemy opposition by forcing teamfights or in this case for them, the "Running-from-the-enemy-team-as-I-get-destroyed-from-behind-tactic." You'll also find that depending on the person you catch out, the support and others will attempt to save them and even go so far as sacrifice themselves leading to the gap you need to get to that inhibitor. After this occurs, you're on your own in terms of how you need to win the game. Keep a steady head, make solid choices, and above all SCREAM WORTH AFTER EVERY KILL, just kidding, don't be that guy.
Scenario #2 (The Struggle)
So at this point only two things can happen, you either lost during mid game/early late game because you weren't able to keep up, assist enough, and ended up not only getting shutdown but your team also got shutdown, leading to a loss by late mid game/early late game. The second thing that has happened, is that you have managed to scrounge up every piece of gold you've ever had in your pocket and get a good enough build that you aren't behind anymore or you can at least assist your team enough to make a difference in teamfights. From here on out, your job is to stick with your shotcaller/best player on your team, he/she is doing the best for a reason and you want to get those positive vibes as well as move as a cohesive unit that could potentially catch one enemy out. Stay focused and use the previous tactics mentioned in Scenario #1 -Twist- if you find that your team is winning, but struggling to finish.
If your team is losing teamfights and can't get objectives, then you need to turtle and attempt to use different tactics like forcing teamfights under your teams tower or baiting the enemy team into them. Either way, your focus is to get as much gold as you can to recover and give yourself a fighting chance. Put your game face on, it is going to be a long game.
Scenario #3 (Please Kill Me)
This is the same thing as #2, you've either lost way before here, or you're recovering in an attempt to win. My advice stands the same as the previous mentioned. Don't be discouraged if you do end up losing anyway, you put up a good fight and you know you need to improve. Go over the replay for the match if you can, or if not, think back to how you played and what were the reasons you were beaten, improve through small changes in playstyle and the rewards can be extremely large.




The way you have to play








From this point on you play cleanup and stay inside the middle of the teamfight area,





-Click The Face Of The Champion Matchup You Would Like To See-


































































Tip for Every Matchup
"One main thing to keep in mind at ALL TIMES is your flow bar and what the enemy has available. Remember you have no cost for your abilities and your 

(If You Don't See The Matchup You Are Looking For, Comment/PM Me And I Will Add It)




Top Synergy Combos:
















Individual Abilities:



































































-Missing abilities are in the "Top Synergy Combo's" section.-




This guide is always a work in progress, if you have any input/suggestions or would like to see a build you have, added; send me a message or put it in the discussion so I may see it. If I choose to have it put up you will be credited :D! Also, if you find any errors then please do tell me so I may fix them. If you enjoyed the guide, please do upvote. The purpose is to give the guide not only more feedback, but also show your opinion on it to other people and make it so that its more exposed to the community, which in turn assists more people. Regardless, it is your choice entirely, so choose to your will, and if you do downvote, can you drop a comment in the discussion with constructive criticism that led to your choice?
On a different note, I wanted to talk about my reason for finally making a guide for MobaFire after having been a part of the community (but not really signed up). The reason is because tons of people that are gold and above just trash the site atrociously, and frankly its really undeserved because how much potential it has in terms of creating guides and just how much it helped me along as a player. I want to take a step towards helping set a standard for the community with this guide and change the opinion of all these higher level players, a set of divisions that I have been a part of. Basically by making a guide that's super comprehensive, it allows people from any sort of level to gleam new information, and assist anyone who needs additional help!
Thanks for reading, and I hope you have a wonderful day :D!
(Shout out to Guntharius for his continuous support and advice in creating this guide!)
(Shout out to Santhan for being the first to assist on the guide and giving a huge portion of information!)
(Shout out to TheBlackVanguard for the amazing insight and information on the Riven lane matchup!)
(Shout out to IamTheCripple for info on the Volibear lane matchup!)
(Shout out to Thisguyneedsbear for info on lane matchups!)
(Shout out to Freindly Fire for giving a match image!)
(Shout out to WizardHunter for giving a match image!)
(Shout out to Alioth for the awesome insight on the Viktor and Zed matchups!
(Shout out to EdisonKhoo for reviewing and giving me feedback/ideas!)
(Shout out to Sirell for giving me feedback/ideas!)
(Shout out to Voosha for giving me feedback/ideas!)
(Shout out to Vynertje for giving me feedback/ideas!)
(Shout out to Karma7277 for giving me three awesome matches to display!)
(Shout out to Jakitsa for giving me six awesome matches to display!)
(Shout out to Nimwel for pointing out a mistake I missed!)
HUGE THANK YOU TO BIOALCHEMIST FOR PROOFREADING AND EDITING MY GUIDE FOR ERRORS :D!
HUGE THANK YOU TO OTGBIONICARM FOR ALL OF HIS EFFORT ASSISTING ME :D!
*All graphics were either created or edited to their current state by me, all credit for original unedited works goes to their original owners*




Lore (The Man Behind The Blade): 100%
THE WIND IS PUSHING ME~! -Yasuo's Real Song-: 100%
Pros / Cons: 100%
Masteries: 100%
Runes: 100%
Summoner Spells: 100%
Skill Set: 100%
Skill Sequence: 100%
Skill Combos: 100%
Build Explanations: 100%
Item Explanations: 100%
Gameplay: 100%
Teamfighting: 100%
Lane Matchups: 100%
Synergies(Knockups/Displacements): 100%
Graphic Art: 100%
Overall Percent Complete: 100%
Time Invested Into This Guide: 148 hours
As you can tell, I've put a ton of effort into this guide, and for absolutely free. I'm also a poor, struggling college student, so if you'd like to donate ANYTHING, by all means go ahead. I'd really appreciate it! (Already checked to see if doing this was fine, no butt hurt pls :D)

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