Have confidence in this matchup, because you win if you play decently. Kled's q has enough of an animation to where you can react and block it with your w. Lvl 1-2 try to cs and avoid getting hit by the second part of his q. Above 3, wait for kled to waste his w trying to cs and look to trade: if he misses his q or you windwall it you can all in.
Twisted Fate
You can play stupid in this matchup and still win. With TF's w cooldown nerf, he is now not a champ after he uses his w. You can trade whenever if you have your passive or windwall up. After 6 if he roams make sure to hard shove his lane to punish him.
Kassadin
Have confidence in this matchup, but don't be overly aggressive. Kassadin is a late game champ, but he can still easily chunk you out with his w early if you randomly dash into him while it's up.
Instead, play the wave right by getting it to shove to your tower. Then, once he steps up when the wave is long, you can look to heavily trade onto him or even all in. After 6, if he ever ults onto you attempt to instantly all in him. But mind his posture and make sure the jungler isn't near.
This champ snowballs incredibly hard so if you die even once to him he's an extreme threat.
Annie
This matchup is annie-favored. If she has more than 2 passive stacks early game she'll always be able to stun you, preventing you from all-inning while winning the trade if you dash in. If she gets a slight lead on you she can easily one shot you with no counterplay. That being said, you still have some opportunities in this lane. Fleet makes this matchup a lot more bearable and cleanse gives you some counterplay. Don't be afraid to trade if she hard ints and blows her cooldowns while shoved in.
Katarina
Have confidence in this matchup. Katarina must respect you throughout the laning phase because you'll always outtrade her every combo. Her bread and butter combo is ewq, but she can't really use this against you as you can windwall her q and also her passive from when the daggers in the middle of dropping, cutting out most of her damage. That being said, she does have some other cheesy combos (such as lvl 2 qe), but these are just gimmicks and you can play around them easily (dash into wave to dodge the passive dagger and proceed to run her down).
Talon
You hard counter talon past lvl 3 with windwall, and hard counter talon with exhaust.
You win against talon normally if he doesn't get his 3 stack onto you. With exhaust, you win the fight even if he gets a 3 stack on you as long as you exhaust before he procs auto.
Play lvl 1 with some amount of respect: don't get poked by his w. By lvl 2 you win the lane permanently. Because talons usually use w lvl 1, the wave is shoved into you, making it a long lane. This means if he ever jumps on you, even with 3 stacks, you can instantly exhaust him and run him down. The only problem is that after 3 he can e to disengage, so make sure you can kill him if you use exhaust or force his flash.
Setting exhaust aside, if he ever ws while overextended (which he will be because talons often want to shove the wave and roam), dash into the wave or him and windwall behind you: you win the trade because he can't get 3 stack on you.
This lane is hopeless for talon and he'll probably try to roam, so get good vision for your team.
Irelia
You must have confidence in this matchup. Irelia has a very similar playstyle to yasuo in the sense that they both benefit from a very long wave. If Irelia can get 4 stack from multiple low hp minions or has 4 stack don't try to trade with her: she can 100 to 0 you with just autos. Look to trade with her while the wave is pushing towards you, when she doesn't have much space to maneuver. In terms of mechanics, you're looking to w her e, or tornado her q. If you knock her up mid dash, her q goes on cooldown and you have a window to trade or all in her. You spike harder than her after berserkers, but she spikes insanely hard after bortk, making it hard to 1v1 her after that unless you're winning supremely. Don't be afraid if you die to her once because you'll still be useful in a teamfight by windwalling her r.
Zoe
This matchup is slightly zoe-favored, but you can always kill her if she messes up. Don't get chunked lvl 1 as she wins hard with q and passive. From lvl 3 onwards you can look to w her e and trade with her, but if she picks up any spells back off and wait it off. She's extremely squishy, so if you land a knockup on her you can ult and almost always force a summoner from her or kill.
Darius
Darius is one of the hardest matchups in the game for yasuo. If the wave is at his tower you can never step up because he can pop ghost and run you down. He can also easily 100-0 you just by pulling you in using his generic auto w q r combo, even if you're just 2 steps away from your tower. This combo is so consistent that it's easy to int 0/5 in 5 minutes, lose your confidence in this matchup, and proceed to permaban him.
However, with the right setup and outlook on the game, you actually have a lot of opportunity in this matchup.
Gameplan:
Lvls 1-2 you actually have decent odds of being able to outtrade him. Take short trades, dashing in and out, disengaging as he starts to build his stacks and reengaging off his cooldowns.
From 3 onwards, Your game plan is to play like a chicken unless he somehow misses his pull or your jungler comes. Your jungler is the only saving grace in this matchup. Darius is immoble and has a fat hitbox, so he's very easy to gank. Be sure to follow up on the ganks, as this is when you can actually play the game!
Mechanics:
Try not to directly e onto darius, instead, save it for when qs, as you can almost always dodge it by dashing into him.
Conc:
Again, confidence is vital in this matchup. Respect the fact that he usually beats you, but don't be afraid to trade back or limit test.
Fizz
This matchup is a breeze once you get the hang of it. Fizz wants to q onto you and auto w, but you can respond by using auto q. With your passive up, you will always outtrade him. If fizz ever tries to continue his combo with e, you can just tank it and all in. But you need a long wave to chase after him, so you want the wave ideally near your tower. Finally, don't immediately eq him while your nado is up. Try e auto, wait for his e, then q. Past 6, if he lands a big shark on you you'll die, so you want to be the lookout for his r if he throws it out. He can also animation cancel his r with q, so make sure to w if he randomly qs a minion.
Azir
Take fleet.
Azir can easily poke you down early if you're not careful as he does win short trades, but he has to burn a lot of mana to do so. Abuse your sustain from taste of blood and fleet until his mana pool is depleted, pushing him out of lane and gaining a lead early game. Once you hit lvl 6, you can easily all in when you hit a knockup. When you're hitting him near his tower, remember that you can w both his r knockup and q.
Corki
This is matchup is so abusable that you can take conq. Follow your standard trading pattern of going in when your ww or passive is up, it's basically a free lane.
Zed
Take exhaust. You have an edge in this matchup pre 6, as you can w his shurikens and poke him down when he tries to get cs. After 6 when he ults you, draw a line from where he ulted you (there'll be a shadow there) to slightly behind you, and that's where he'll appear. Thus, you can q or nado where he'll appear out of his r, knock him up and ult him, or just e into him if you're looking to disengage. Finally, look for any excuse to rush a bramble vest, like 3-4+ ad champs, because if you get one he'll never be able to kill you.
Yone
When the wave is long you have an edge over him with greater mobility, but if you're pushing into him he can trade on you with no counterplay. When he hits 6 it's very easy for his jungler to come and gank you.
Taliyah
You usually outtrade her but her e is very annoying as you take damage and get stunned dashing through it and if she hits you with w you can get chunked. Stay close to the wave.
Anivia
Be careful not to get hit by her q lvl 1-2, it's the only time you can really get outtraded or even die to her. After that, as long as you dodge her q or windwall it the lane is yours. EQW is a good tool to engage without getting stunned by her q.
Akali
The akali lane can be a bit dangerous, because if you get hit by an e when overextended she can chunk you and once her r is up she can kill you very easily. However, this matchup is overall in your favor. Your goal is to get Akali to use shroud. When the shroud is on cooldown, you have control over the lane. To achieve this goal, know that Akali naturally shoves in the lane when she tries to cs with her q, so you have plenty of opportunities to engage on her. To decide when to engage, look for her energy to be around half, then EQW in. Akali's first response to you dashing in will be to q instantly, but if you EQW you can block this q. She'll have no choice but to pop shroud. During her shroud cooldown window you can hard poke her when she tries to cs.
Yasuo
Initiative wins the lane here.
If you can surprise the other yasuo with a beyblade, or early exhaust, then chances are you'll win the lane.
Xerath
PVE lane. Xerath will just infinitely push the lane into your tower, but your wave clear under tower is decent. Although, if you windwall or EQW his e he is rather squishy.
Vladimir
This lane is actually pretty tough. Most people think that vladimir is a scaling champion, but vladimir can actually choose to go full combat runes and summoners (aery w/ ign ghost for example) and try to fight you early, *while* outscaling you late. To top it off, vladimir can make a lot of mistakes and just heal it all up, while you have to play perfectly and kill him on your first all-in attempt, or he will just out sustain you.
**Make sure you take dblade**, since vladimir is one of the champions that will outsustain your damage if you go dshield.
Go second wind + revitalize + ign.
Keep the wave near your tower, and try to look for trades after he uses his q on minions or when your passive is up. Do not trade if it means you'll start slow-pushing the wave towards him, since most vlads will then perma freeze the wave near their tower, which means you'll be screwed since your only strategy is to all-in him, and you can't with a short wave.
During an all-in, try to get close to him without eing onto him directly, while weaving autos and qs. Once you have nado, try to bait his pool by eing onto him and autoing him until he pools. You can time the q so that as he emerges out of the pool he's instantly knocked up. If he lives your all-in then wait another 2 minutes 30 seconds for ignite to come up and try again. Remember, you lose late (unless your comp is insanely better than theirs) so trying to get an advantage early is your only recourse.
Viktor
Viktor has a lot of poke on yasuo with his q and e, but with second wind and dshield you can easily outsustain his damage.
Veigar
Early game he's very weak, you can freely poke him if he over steps. After 6, all inning him is really easy if you hit a knockup.
Syndra
The only way syndra outtrades you is if she his her qe stun. You can ww this stun along with her r, and dodge her qs with your e. Therefore in lane, play around her stun and your windwall, fish for it with EQW and go in hard when it's down.
Rumble
Rumble is a yasuo counter in many ways. You're a melee champion, so the flames from Rumble's q will easily hit you as you're trying to cs. Worse, your passive pops instantly with a tick of rumble q. Overheating for Rumble doesn't matter because he can outtrade your while he's overheated.
Take maximum survivability items and runes. Lvl 2 is the only time that you can really cheese this matchup. During this time, the wave is usually shoved into you, and rumble wouldn't have his w yet, so you can try all-inning him. But after that the lane is really difficult. Look to survive and play with your team.
Jax
Lane is really difficult... until you take fleet. See, if you have fleet charged along with your passive, if jax ever tries to jump on you, you can q or auto and the movespeed will allow you to outrun his e. Once his e is down, he will have to back off. That being said, if you ever walk into melee range of him he can still easily stun you and run you down. Try to play safe under tower and poke him until you can all in.
Gragas
Gragas has way many options for disengaging.
If you e in onto Gragas, he es onto you for free. While you're knocked up/stunned, he can land the rest of his combo for free, then proc phase rush and traipse out of range. You'll be severely outtraded in this scenario of events.
Gragas also has his barrel. This slows upon hitting you, and is surprisingly difficult to block with your w.
He has his w healing and damage reduction. Later on he can also get everfrost to slow / root you.
This basically means you can't kill the champ if he doesn't want to get killed.
Therefore, your goal in this lane is just to survive and farm, or look for skirmishes with your jungler, rather than look to try to kill him. Keep the wave in the middle of the lane or near your tower while you're doing this, since if you're near his tower he can r you back into it. If you do want to trade with him, never e onto him, instead, dance around the wave and bait his e.
Jayce
The idea behind this lane is jayce wants to poke you to death while you want to all-in him. Jayce outranges you in his ranged form, but if you try to get close to him with a dash onto him he'll switch to melee, unload his full combo, then e you away, so the all-in is a bit difficult.
Therefore, my approach to this lane is just to out-sustain him. I go for full survivability runes and d-shield, and look for short trades after blocking his q with my windwall. He'll use a ton of mana when trading with me, so at some point he needs to back. During that window, I can shove the wave and get an advantage in cs.
You'll also need exhaust, since if your jungler ever ganks he can disengage much too easily with a melee e. The slow helps you and your jungler chase him down.
Ahri
The idea behind this lane is that you want to all-in ahri while ahri wants to get into the mid game and provide utility for her team.
Your strategy is much better than ahri's in my opinion, since you massively counter her champion. You can block every single one of her abilities with windwall. Not to mention, when ahri tries to trade with you, if she uses her q she'll push the wave into you, giving you a long wave to run her down with.
That being said, some of the early levels are annoying, since ahri has a lot of poke while you still don't have your full kit. For this reason I recommend going d shield or at least second wind.
During lvl. 1 most ahris will take w and try to poke you out. In response, you can take e lvl. 1 and outtrade her. Lvl. 2 is a bit iffy since she'll have charm and w while you still don't have windwall, so take care during this level. Post 3 and every level after that you'll become better and better than ahri. You can use the eqw combo (using w during your dash after you have q) to get free trades into her.
Akshan
Akshan hard wins against you lvl 1, and even lvl 2 with his grapple, so don't trade against him during those levels. Give up the cs and pay the akshan tax. Post 3 you have more counterplay with w, since if he grapples into you can block most of his dmg with it.
Malphite
You'll win 90% of teamfights.
Gragas
E and R knockups, ap jungler.
Rek'Sai
A good rek'sai can literally spoon feed you kills.
Rakan
Point and click knockup.
Alistar
Point and click knockup.
Zac
Massive potential for 5-man knockups. Don't ever ult just his e. Ult his q or his r, since those knockups are guaranteed after an e knockup and have the potential to knockup more people.
Wukong
Decent knockups, but are shorter in duration so be on the lookout.
Synergies
IdealStrongOkLowNone
Malphite
You'll win 90% of teamfights.
Gragas
E and R knockups, ap jungler.
Rek'Sai
A good rek'sai can literally spoon feed you kills.
Rakan
Point and click knockup.
Alistar
Point and click knockup.
Zac
Massive potential for 5-man knockups. Don't ever ult just his e. Ult his q or his r, since those knockups are guaranteed after an e knockup and have the potential to knockup more people.
Wukong
Decent knockups, but are shorter in duration so be on the lookout.
Yasuo is cancer to play against and cancer to play with, but he's so fun to play!
With Yasuo, you have unlimited mobility in minion waves and dash gimmicks with jungle camps, a sword to swing around (who doesn't like swords?), huge outplay and turn potential, a way to completely ruin another player's champion with your windwall, and opportunities to 1v1 1v2 1v3 1v4 1v5 or even just 1v0 yourself. This champ is designed so well they even made a Yasuo V2.
With a yasuo on the enemy team, you lose. With a yasuo on your team, you lose. It's science. The only way out of this cycle is to join the yasuo cult.
Pros/Cons
Pros:
Has the ability to instantly punish mistakes
High outplay potential
High mobility
Great waveclear
Strong early game, decent lategame
High snowball potential
Great team player with knockups
Cons:
Very Weak to hard cc
Susceptible to jungle ganks
Very squishy
Loses to most bruisers 1v1 unless very ahead
AD midlaner (often leads to AD-heavy compositions)
Abilities
Passive (Way of the Wanderer):
Every unit Yasuo moves by any means, he gains flow. When Yasuo takes damage that would damage his core health at maximum flow, he generates a shield that scales based off his level, and loses all his flow.
Yasuo's passive is what makes him so annoying to lane against. He can go in for a short trade against you and win with the shield advantage, and then just dash back to safety and walk around to charge it back up again. Needless to say, this a great way to utilize the passive while you're playing this champion. I find a useful way to think about this ability is like health regen on steroids. Health is a resource, and if you can trade this passive shield for the opponent's actual hp, then you're creating tons of value for yourself and slowly winning the game.
Note that bone plating currently procs after the shield disappears, making it a very solid option against many melees. Be wary, enemies can take scorch against you and proc both your shield and bone plating with one ability.
Q (Steel Tempest):
Throw out a short, piercing attack in front of you, applying on hit to the first enemy, and get a stack. If you hit this ability again while you have a stack, you charge up a tornado instead, which when thrown knocks up the enemy.
This ability's cooldown and cast time is decreased the more attack speed you have, and can be canceled by enemy crowd control during its cast time. The minimum cooldown goes all the way down to 1.33 seconds!
If you use Q while in the middle of a dash (E), when you end your dash, you'll release an AOE spin attack instead.
A key small detail to note about this ability is that if Yasuo's E ability is used while the cooldown of this ability is less than 0.5 seconds, then the cooldown of this ability is refreshed! That means in actuality, if you time your Es right, the cooldown of this ability is actually 0.83 seconds. How broken is Yasuo!
Another thing to note is that if you use this ability later in your dash, your cooldown will be higher than if you used it while you began dashing. Keep this in mind, especially if you find yourself struggling on the infamous Keyblade and Beyblade combos mentioned later in this guide and many others.
W (Wind Wall):
Throw out a wall from within your player model that passes harmlessly through enemies and terrain, stopping a short distance in front of you, and lasting for 4 seconds. Any enemy projectile that attempts to go through this wall is automaticallly deleted.
This ability is incredibly broken but has a rather long 25 second cooldown, so use it wisely.
E (Sweeping Blade):
Click on an enemy within range to dash through them, dealing a small amount of damage .
This ability only has a 0.5 second cooldown, going all the way down to 0.1 seconds at rank 5! But you can't use it on the same target within 10-6 seconds. This means you can easily dash around on a fresh minion wave, but can't spam it on the same champion within a short amount of time.
A key thing about this ability is that it grants you ghosting for 2 seconds after use. Ghosting makes it so that you can move through enemies freely, as if their model wasn't there at all. This makes it incredbily easy to reposition or kite the enemy after a dash.
R (Last Breath):
Blink to any knocked up enemy, sustaining them in the air for 1 second, then deal some damage to them at the end of that second. Also gain maximum flow.
This ability will always try to place you outside of the turret range.
I think every single one of Yasuo's abilities are incredibly well-designed, but this one synergizes so well with his own knockup and the knockup of other champions. When I first started playing this character I could never react to knockups, and so ended up not using this ability the first 10-20 games I played with this character. So be patient with yourself if you mess up! (What I tell myself when the Malphite gets a 5-man knockup and I don't see it and I get 5-man missing ping spammed)
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