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Runes: 95% OF GAMES
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order Order is: R, Q, E, W
Way of the Wanderer (PASSIVE)
Yasuo Passive Ability
Threats & Synergies
Nocturne
Dodge... If you are in a game against Nocturne, best you can do is try to run from his e with your e on minions. Do not push wave when he is in lane. When he roams, make sure to shove your wave under his tower. If he's perma shove, try to ping for a gank. Try to make him use his spell shield with Q3 and ping for a gank.
Malphite
Insane 5 man knockup ult.
Malphite
Insane 5 man knockup ult.
Champion Build Guide
How To Play Yasuo
Welcome to my Yasuo Guide.
First, let's discuss the reasons to play or main Yasuo.
-
- You can carry games that on many other champions are unwinnable.
- High physical damage.
- High mobility.
- Flashy plays.
- Very fun champion to play.
- Very snowbally.
- Decent amount of CC for a fighter.
- High skill ceiling.
- NO MANA!
- CSing is very easy.
Now let's go over the reasons you may want to stay away from playing Yasuo.
-
- High skill floor.
- Mechanically intensive.
- Very squishy.
- CC is strong against Yasuo.
- You WILL get flamed for playing Yasuo.
All in all, Yasuo is not a champion for everybody. He requires a lot of dedication to play competently not only mechanically, but with proper macro and wave management.
This is how to get a second doran's blade for free.
Laning phase on Yasuo is extremely important.
To lane properly on Yasuo you need to have these 4 concepts in mind:
-
1. Lane match-up and enemy's summoner spells.
2. Jungle analysis.
3. Map awareness.
4. Wave management and control.
Flash is the standard summoner that ALL champions take. However, it is still important to keep note of. Blowing an opponent's flash forces them to play more carefully in lane. This makes it much easier for Yasuo to Sweeping Blade through minions to kill an enemy. Make a habit of typing in chat when the opponent will have flash again. Example: if an enemy used flash at 6:23, type in chat: Mid F 11:23.
This not only notifies your teammates when your opponent will have flash again, but reminds you to play more aggressively as the enemy doesn't have as much room for error. This is especially important if you have an aggressive jungler on your team such as Jarvan IV, as getting ganked without flash is a death sentence.
On immobile champions such as Orianna, or Twisted Fate, having flash on cool down seriously limits how far they can safely walk up in lane. Make sure to abuse this fact and call for ganks.
Ignite is the second most common summoner in the mid lane. This summoner at it's core only offers 1 thing, kill pressure. This means if you see an enemy with ignite, it is more likely they will play aggressive in lane and look for kills. Champions that commonly take Ignite are, Talon, Zed, Fizz, Nocturne, Qiyana, Pantheon, Katarina, Diana, Zoe.
Teleport is another common summoner in the mid lane. Teleport is the most impactful summoner spell in the game if used properly. It has 2 primary uses,
1. To get a good recall.
2. To quickly turn the numbers in a fight.
So what does this mean exactly? Using Teleport to get a good recall means neutralizing the wave and coming back with an item advantage early on. It allows you to take damage that would traditionally force you to take a bad recall and turn it into a good one by collecting the wave when you TP. It can also allows you to get tempo coming back to lane, being the first one to have lane priority.
To quickly change the numbers in a fight is pretty straight forward. You are simply somewhere far from the fight that is happening and you teleport in to quickly turn the tables and make a 2v2 into a 2v3, 4v4 into 4v5, etc. This is incredibly useful for top laners, as they can splitpush a lane and put pressure on the map while simultaneously impacting teamfights with TP.
However, by taking Teleport you give up a combat spell such as Ignite or Exhaust. As well as this, you can cast 2 Ignite in the time it takes for Teleport to come off cooldown (180 seconds on Ignite, 420-240 seconds on Teleport).
Exhaust slows you by 30%, and you deal 40% less damage for 3 seconds. This spell is primarily picked by opponents playing against heavy amounts of burst such as Zed. It is rarely picked against Yasuo.
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