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Recommended Items
Runes: CONQUEROR (DOMINATION)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order ALWAYS
Way of the Wanderer (PASSIVE)
Yasuo Passive Ability
Threats & Synergies
Darius
MATCHUPS WILL BE UPDATED LATER...
Jarvan IV
Strong early-game which you can abuse since you're strong early too. Later in the game a knock-up will net you a kill.
Jarvan IV
Strong early-game which you can abuse since you're strong early too. Later in the game a knock-up will net you a kill.
Champion Build Guide
Hello everyone, welcome to my in-depth guide!
My name is Polarshift. I'm a player that has always been interested in a bunch of roles and champions, allowing me to possess quite a lot of general game-knowledge. So why don't I use my knowledge to help other people out that are interested in the same champions that I enjoy to play? Before I make any of these guides, I like to do my own little research about the champion to correct any wrong views I might have, thus raising the quality of these guides. I hope that you enjoy reading my guide and that it'll answer any questions you had.
I've spent a lot of time on this guide and I'd love it if you'd like to follow me on Twitch. Come and join my Discord community server if you have any more questions or would like to chill, join giveaways and be updated for more guides and tips!
Please upvote and leave a comment if you liked the guide so more people get to see it!
Here are the topics that you'll learn in this guide:
+ Ability sequence, rune setups and summoner spells.
+ In-depth itemization. Read the notes on the builds too.
+ All kinds of combos, tricks and animation cancels.
+ Making your runepage and choosing a spell pre-game.
+ How to play Yasuo in the laning phase and after it.
+ Matchups for Yasuo; they're at the top of this page.
Note that matchups are a bit sketchy to do since it doesn't take into account that you have a jungler!
Don't forget to read the notes at the top of the page for more info on the builds.
PROS WHEN PICKING YASUO
+ His early game is not useless and can be infinitely improved on; when you snowball, you will snowball hard!
+ Yasuo has a lot of mobility with his E, especially when fighting inside of minionwaves. His R allows him to dodge stuff too!
+ Yasuo's Windwall is incredibly good against champions that rely on projectiles. Dodging ranged attacks is a piece of cake!
+ Yasuo is really good at teamfighting because of his knock-ups, exceptional mobility, Wind Wall and his ultimate. Yasuo has a knock-up every few seconds which is quite, to say the least, broken in a fight.
+ Yasuo's cooldowns are extremely low, hence making him mechanically advanced to play. You can cancel his abilities with other abilities or just a plain auto-attack. Yasuo has incredibly high DPS because of the amount of abilities he can cancel; this can definitely catch enemies offguard.
CONS WHEN PICKING YASUO
- Yasuo is probably one of the hardest mechanical champions in the game.
- It will definitely take you a lot of time to become good at him; mastering him is a long journey!
- Yasuo struggles when behind since he's basically a melee carry. Which means he doesn't have a lot of health to work with and can easily get one-shot. Some match-ups will just be running Fleet Footwork and surviving.
- In lower elo's people tend to have an extremely negative prejudice about Yasuo players; be prepared to dodge these games if you want to climb. Don't mind them and play what you enjoy though!
- Yasuo is incredibly squishy and will get oneshot if he has no targets that he can lifesteal on. Thus, he's very vulnerable against crowd control.
Yasuo will frequently level his abilities in the same following order:
Conqueror and Fleet Footwork are both amazing runes on Yasuo. Conqueror enhances your damage in fights and gives 2 stacks per AA or ability used on melee champions so it also stacks quite fast. Fleet Footwork will allow you to survive through a rough laning phase and sometimes even allows you to win hard matchups if the opponent doesn't manage their mana properly. Generally speaking, take Conqueror in lanes where both enemies want to go for extended fights or when there is no poke from the enemy and Fleet Footwork in lanes where you'll be consistently abused for your short range.
For the smaller runes you can decide on Overheal instead of Triumph. It's especially useful against enemies that want to assassinate you. Legend: Bloodline over Legend: Alacrity in matches where you think it will go to late-game, in matches where you think you won't get one-shot and in matches where you won't be able to access the backline anyway (long-range poke enemy team composition). In all of these cases Last Stand is also very useful, especially combined with Shieldbow and Bloodline. Don't take Last Stand when the enemy has executes (e.g. Garen, Darius and Pyke).
Secondary rune choices:
The small rune shards should be ALWAYS be: AS, adaptive and Armor/Magic Resist depending on matchup. Do not take the Health shard, because Armor and Magic Resist are more effective on Yasuo.
Rune choices on Yasuo are pretty straightforward. Let's move on to his summoner spells now!
Teleport Mostly taken when playing Toplane to join your team in important fights. Ignite just allows you to snowball way more in the midlane since you will be joining a lot of skirmishes. |
Ghost Just don't. You have plenty of mobility already and are not tanky enough to use it for a long time if you are playing the normal builds. |
Barrier and Heal Can be taken in the botlane to win early fights. Rather let your support take heal while you take ignite though! |
To learn about proper warding spots:
https://adobe.ly/2X7ATza
It would be too long if I put it on Mobafire.
Closing distance is often really easy to do on Yasuo since there will be minions between you and the enemy. To trade, dash through the minion wave, attack and fall back by dashing back towards the side of your turret. Sometimes, instead of trading, you want to go for an all-in (for example if the enemy overextends). The only thing holding you back of killing the enemy is CC. Make sure you try to dodge it by dashing through the minion waves and by using your Wind Wall properly. If it didn't work out for you just fall back again and wait for your next opportunity.
Since Yasuo has no resources and low cooldowns, he has an easy time clearing minion waves, whether that is by dashing through the whole wave, using Steel Tempest on all the minions or just by using his 3rd Q. This will allow him to have priority; make sure you use this priority and place your wards, roam with your jungler, take the enemy's jungle camps or gank a side-lane. Remember that warding is really important when playing Yasuo since you often want to play quite aggressive, using your laning power to the fullest potential. Buy a control-ward if you have any extra gold to spend. You don't want to lose the game because you were too greedy or lazy with warding!
After you're grouped with your team you want to play the teamfights slow. Let your tank engage (with a knock-up) or wait for them to make a mistake. This doesn't mean you can't be the initiator; if you can get Gathering Storm stacks you might be able to throw a teamfight-winning whirlwind. You either get those stacks by kiting the enemy frontliner or by using Steel Tempest on targets like minions or baron/drakes. Always take objectives, enemy turrets and enemy jungle camps whenever the enemy is not on the map!
If you need to know anything else come join me on my Discord: https://discord.gg/dp64fR9
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