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Choose Champion Build:
-
Yasuo Mid
-
Test Builds
Recommended Items
Runes: Default
1
2
3
Precision
Resolve
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
1
2
3
4
Default
Flash
Teleport
Items
Ability Order
Way of the Wanderer (PASSIVE)
Yasuo Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Riven
Alistar
Ideal
Strong
Ok
Low
None
Alistar
Champion Build Guide
About Me
Introduction
Welcome to my


I've been a

Currently im sitting at 950k mastery points on Yasuo. My peak rank is Platinum 2.
In this guide, I will cover everything I know about


If there is anything that I missed, you want to give some advice/criticism or you want to start a discussion feel free to leave it in the comment section.
Yasuo's Choice


On top of that


It is very particular about


The previous points are key to execute those 1v1 outplays / unseen engages / 1v2 1v3 / escape tools /etc.
Ignore negative random comments about

Yasuo's Story
"An Ionian of deep resolve,
Yasuo is an agile swordsman who wields the air itself against his enemies. As a proud young man and after the Ioanian invasion, he was falsely accused of murdering his master—unable to prove his innocence, he was forced to slay his own brother
Yone in self-defense. In time, his master's true killer was revealed to be an accident by the Noxian
Riven. Then his brother mysteriously returned from death, yet
Yasuo still could not forgive himself for all he had done. Now, he wanders the world with only the wind to guide his blade."
SOURCE





Pros & Cons
Pros |
Cons | |||||
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Carry Potential
|
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Low base stats
| |||
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Big Outplays
|
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| |||
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Low Cooldowns
|
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| |||
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Resourceless
|
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| |||
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Vulnerable to point-click hard
![]() | ||||
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Armor shdredder with 50%
![]() ![]() |
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| |||
Abilities

"Passive:
Way of the Wanderer





Q:
Steel Tempest

If Steel Tempest hits an enemy with the thrust, Yasuo gains a Gathering Storm stack for 6 seconds, which refreshes upon receiving the second stack.
While





Casting





If


Physical Damage: 20 / 45 / 70 / 95 / 120 (+ 100% AD)
Cooldown: 4 – 1.33 (based on attack speed)
Range: 450 - 1150
Speed: 1200
Cast Time: 0.4 - 0.133 (based on attack speed)


W:
Wind Wall

The effect grants sight in a small static area in front of the cast location.
Wall Width: 300 / 350 / 400 / 450 / 500
Cooldown: 30 / 27 / 24 / 21 / 18
Cast Time: 0.013


E:
Sweeping Blade

Each









Magic Damage: 60 / 70 / 80 / 90 / 100 (+ 20% bonus AD) (+ 60% AP)
Bonus Damage: 15 / 17.5 / 20 / 22.5 / 25
Cooldown: 0.5 / 0.4 / 0.3 / 0.2 / 0.1
Target Cooldown: 10 / 9 / 8 / 7 / 6
Target Range: 475
Range: 475
Speed: 750 (+ 60% Movement Speed)


R:
Last Breath


Upon arrival, he knocks up the target and all airborne enemy champions around them for 1 second, revealing them and slashing them with his sword over the duration, dealing physical damage thereafter. Enemy champions around the target that become airborne before the effects end will also be knocked up for the remaining duration and dealt damage at its end.
For the next 15 seconds, Yasuo's critical strikes gain 50% bonus

If


A nearby airborne enemy champion is required to cast this ability.
Physical Damage: 200 / 350 / 500 (+ 150% bonus AD)
Cooldown: 80 / 55 / 30
Target Range: 1400
Cast Time: None"

Skill Learn Sequence
Coming soon...
Skill Max Sequence

Priority #1 R
Last Breath:
This is just the convention for every champion and



Priority #2 Q
Steel Tempest:
Main damage dealing source. Better alligned with the meta due to the crit changes.
Some of you may wonder Q




The answer is Q


1. Q's


2. An old balance patch buffed Q


3. You can always land more Q's


4. E's

5. If you want to deal damage with E


Though, note that in some very specific matchups when they have 2+ skillshots and a fraction of a second makes the difference if you dodge, then you may want to take some early points (1-2) on E




Priority #3 E
Sweeping Blade:
You need to unlock the mobility to unlock your hips, outplay and play making potential. This things come into play at mid game. When mid game starts you usually have 2 - 4 points on E



Priority #4 W
Wind Wall:
This ability is great don't get me wrong, however, the previous skills are just a better option into the early game. You also get the less value per point on this ability out of Yasuo's kit.
Additionally, in some matchups where having W




Summoner Spells
So, here's an overview of which summoners you can take on ![]() ![]() ![]() ![]() ![]() ![]() |
Slot 1
|
Slot 2
| ||||
Always
|
Standard
|
Situational
| ||||
Can make the difference whether you land a kill or not, same goes if you live or not. There are so many other variants. It also opens the gates to new combos. | ||
Kill pressure. Anti-healing tool. | ||
Against hard CC team comps. Or against a lane that relies on their hard cc. | ||
Anti-burst tool. Escape or anti-escape tool. Good scaling. Amazing in team fights. | ||
Safe back. Roam potential. Lane & wave management. Against a non killable laner. Take if you don't need cleanse nor exhaust. | ||
Runes
Standard Keystones


-1. Good All-in's
-2. Good against melees/short range laner/team comp
-3.
a. 10/10 prolonged fights
b. 0/10 momentary fights
c. 10/10 early-game
d. 8.5/10 mid-game
d. 9/10 late-game
-4. Increased Range
-5. Easy to counter (in early game) for your opponents by stoping the trade once it fully procs or not allowing you to fully proc it or even stack it (if their range is huge).
Enables you to build







-1. Better por poking
-2. Better against mid/long range laner/team comp
-3. Better for roaming
-4. Engage & disengage tools given the

-5. The sustain it provides you with that can help you out-trading your opponent and forcing its recall alongside keeping you healthy in lane/skirmishes after bad / multiple trades.
-6. Jungle sustain > Minion sustain
-7. Can either be played aggressively and defensevelly.
-8. Versatile and easy procing.
-9. Better Blind choice


-1. Good All-in's
-2. Good against melees/short range laner/team comp
-3.
a. 8/10 prolonged fights
b. 2/10 momentary fights
c. 6/10 early-game
d. 7/10 mid-game
d. 8/10 late-game
-4. Extra sustain
-5. Easy to counter (in early game) for your opponents by stoping the trade once it fully procs or not allowing you to fully proc it or even stack it (if their range is huge).
How to choose between Standard Keystones?
1. Lane Matchup (50% decision)
a. Unknown Matchup w/different runes:
Diana/Morgana/Alistar in same team. You think Alistar goes Support but don't know who will go Jungle/Midlane between Morgana & Diana.
For Diana you take







b. Unknown Matchup w/same runes:
Sylas/Yone in same team. You don't know who will come midlane.
For both you take




2. Team Composition (50% decision)
a. Against melees / close combat / short range without much disengage/disruption you will be able to stack your


b. Against mid range\combat / long range\combat with a large amount of disengage/disruption you won't properly stack your



c. Usually team compositions aren't black & white so they'll be mixed. You need to weight what stands out and decide accordingly.
Exotic Keystones


-1. Similar to

-a. You lose the

-b. Defensive side can be harder to proc since you only have whirlwind from

-c. In exchange you have much better offensive side due to the bonus magic damage.
-d. The healing has a better scaling.
-e. Bonus health.
-2. Bring this into even or better matchups.


-1. Insane early game kill pressure due to:
-a. The attack speed bonus interacting with your Q cooldown time, bringing Q's cooldown to the minimum at level 1 once the rune procs.
-2. Bring this into an easy matchup you feel comfortable and know you will get a fat early lead.

















Situation: If you go conqueror and realize they have huge amounts of crowd control you may want to opt for
















After some testing on
















































Build Examples
Coming soon...
Game Plan
Matchups
Coming soon...
Early Game / Laning Phase
"
Yasuo's Early game and Laning Phase can either be really easy or very difficult depending on what lane and what champion you are laning against.
In the early game,
Yasuo can be played as a massive lane bully that can always get the shove in the majority of his matchups. The hardest part about his early game isn't really beating your laner 1v1 but it's more not dying to ganks and falling super behind. The reason why a lot of
Yasuo players either go 10/0 or 0/10 is simply because of the lack of CDs which means he can fight the enemy laner anytime he wants to but just because you can go on your opponent doesn't mean its the right move. One of the most important things about the early game is drawing pressure to the point where the enemy jungler comes to your lane and not dying to his pressure. When you do this, you relieve pressure off both your other lanes and get your jungler a level advantage or let him get a successful gank off. This is easier said then done though and will take many games to learn the perfect balance of playing too aggressive and too passive.
Another key thing about the early game is deciding rather to roam and dive the enemy sidelanes or to just dumpster your lane and kill the enemy raptors and get that turret plating gold.
Yasuo isn't really the best roamer compared to most midlaners due to his lack of
crowd control and mobility without minions, so I usually just focus on my own lane and play for turret plating and solo killing my lane. You can usually only dive sidelanes if you play with your jungler and 4 man botlane or you can dive top easily if he has a knockup.
Besides those things, the main thing about the early game for
Yasuo and midlane in general is to just get priority and play for
Rift Scuttler and getting your
jungler ahead of the enemy
jungler. Get priority and get good
Control Ward to dominate
Rift Scuttler and you will have a huge edge in the early game."
SOURCE

In the early game,


Another key thing about the early game is deciding rather to roam and dive the enemy sidelanes or to just dumpster your lane and kill the enemy raptors and get that turret plating gold.


Besides those things, the main thing about the early game for







Mid Game / Transition
"Mid game generally starts when the first couple towers go down at about 12-15 minutes. Once Mid game starts, your job as
Yasuo is to pick up as much gold as possible and will most likely want to be in a sidelane since you can duel a lot of mages in long lanes. If you are not taking
Teleport as
Yasuo, you should ALWAYS be in the sidelane of the objective you are looking to secure and your toplaner should be in the opposite sidelane because he has the Teleport. So in short, if
Rift Herald is up then be in the toplane sidelane and if you are playing for dragon then be in the botlane sidelane.
Another thing thats super important in the Midgame, is expanding on the lead and getting even further ahead with the lead you build in the early laning phase. The best way to do this is after you push a wave into enemy tier 2 tower, always take the enemy jungle camps, whether it be
Gromp,
Rift Scuttler,
Krugs, etc. you will build up an extremely huge level lead and is one of the most important things to do to win more games. Not only do you get extra experience from doing this, you also deny experiance from the enemy so this is a double positive win and is why you see high elo toplaners and split pushers get such a massive level lead.
So in short, get in a sidelane and push to enemy tier 2 tower, get
Control Wards and clear their vision in the enemy jungle, and deny as many jungle camps as you can to build a massive lead and starve the enemy team. If you do these things and have already built a lead in the early game, you will find yourself winning so many more games as
Yasuo."
SOURCE




Another thing thats super important in the Midgame, is expanding on the lead and getting even further ahead with the lead you build in the early laning phase. The best way to do this is after you push a wave into enemy tier 2 tower, always take the enemy jungle camps, whether it be



So in short, get in a sidelane and push to enemy tier 2 tower, get



Objective Priorities
Elder Dragon >
Ocean Soul >
Infernal Soul >
Mountain Soul >
Baron Nashor >
Cloud Soul >
Rift Herald >
Dragon >
Rift Scuttler
Elder Dragon, also known as the "game changer" is what lists it above all objectives. But why
Elder Dragon >
Baron Nashor?
Case 1: Game is close to even or even, with both


The team with



Case 2: Game is unbalanced with 1 team clearly ahead, with both


Team ahead will just straightly end the game with their empowered team fight by picking


Here is when it gets tricky. Dragon Soul or
Baron Nashor?
You want to
Baron Nashor when:
1. You need to end the game right now or inflict great damage into their base -due to them having a better (not just above, but considerably better) scaling- and it is a viable choice.
2. Dragon Soul won't provide a better benefite due to their hard scale.
3. You won't survive baron's siege into your base
4. Costs of enemy team having baron aren't worth it.
You want to Dragon Soul when:
1. You can't end the game right now nor inflict big damage to their base with

2.

3. You will Survive

4. Costs of enemy team having Soul aren't worth it
Additionally I think the


And the last one to discuss is, Why
Rift Herald >
Dragon?
The early game meta allows



Keep in mind this are just general guidelines and are not meant to be taken as a solid law / principle, which means that a priority might change given your team's situation, composition, etc. In short, be versatile and evolve with the situation.
Late Game / Team Fighting
"When late game comes around the main objective is to choke out even deeper vision if you are ahead and force a teamfight to get
Baron Nashor and close out the game. At this phase of the game if you don't have
Teleport, you should be grouping with your team 90% of the time to secure vision and choke out the enemy vision. Obviously it depends if you are ahead or behind at this point of what to do but basically if you are behind when it gets to this point, you just have to try your best to kill their
Control Ward and not let them
Baron Nashor /
Elder Dragon /
Ocean Soul /
Infernal Soul /
Mountain Soul /
Cloud Soul for free and win the game off a teamfight.
If you are the most fed person on your team and the highest threat as
Yasuo, you are the Main Carry.
Basically your job is to be the highest damage dealer in the fight and survive as long as possible taking as many people down as you can. You should play the fights slow and wait to go in once you see crucial
crowd controls used on the rest of your team, examples being
Kennen and
Fiddlesticks Ults. Use
Wind Wall wisely to prevent getting bursted.
If you are the only engage and you have other high damage dealers on your team as
Yasuo then you are the Engager.
Obviously we all know
Yasuo isn't really the ideal engage champion and more of a follow up champion but in some teamcomps unfortunately you are the only start to a fight. Your job in thesee scenarios are to set up a decent size ultimate or an ultimate on a key enemy carry to start the fight so your other high damage threats can get their damage off even if it means you dying to start the fight. I'm not telling you to just charge in, hard int, then ping your team and leave the game but rather use your brain and only start the engage if your team is in range to follow up.
If your ADC or APC is insanely fed and hyper carrying the game while you are even or a bit behind as
Yasuo then you are the Peeler.
This job probably sounds foreign for a lot of
Yasuo players since they always want to be the center of attention even when they are 0/10 but
Yasuo is surprisingly not bad at peeling for a teammate. Basically if your teammate is 1v9ing the game, it is okay to take a backseat and just defend him and let him take over. Your job in these scenarios are to use your
Wind Wall to block major damage from killing your carry and to knock up and
Last Breath anyone getting to close to them. Enabling your carry to win you the teamfight is a lot better than dying instantly trying to make a montage play.
If the enemy team has key ultimates you need to block with
Wind Wall or you went more of a tanky build and aren't the main damage dealer as
Yasuo then you are the Disruptor.
This is the last role I'll list and it's basically just making sure you save your
Wind Wall for key ultimates and buying time for your carries since you probably went more of a tanky build if this is the role you are taking in fights. Since you are tankier you can save
Wind Wall and just tank damage upfront instead so you can save it to block really important abilities like
Miss Fortune,
Seraphine and
Ornn's Ultimates. Aside from that your job is to just be annoying and constantly be getting knock ups on important enemy champions while your heavy damage dealers win the fight.
This is the best I could describe
Yasuo's roles in a teamfight as I could without seeing the individual teamfight myself. Obviouslly if you see opportunity's to win a teamfight another way like getting a 5 man
Last Breath or getting a game changing
Wind Wall you should do that and not just only play Yasuo as that one role in a fight because your job can change in seconds depending on what is happening. Don't take these too literal and make actions that will win you the fight."
SOURCE









Yasuo has many different jobs when it comes to teamfighting and every scenario is different so I can't really give a cookie cutter answer on 'how to teamfight with
Yasuo' but, I will list roles that
Yasuo can take in a teamfight.
Main Carry:
If you are the most fed person on your team and the highest threat as

Basically your job is to be the highest damage dealer in the fight and survive as long as possible taking as many people down as you can. You should play the fights slow and wait to go in once you see crucial




Engager:
If you are the only engage and you have other high damage dealers on your team as

Obviously we all know

Peeler:
If your ADC or APC is insanely fed and hyper carrying the game while you are even or a bit behind as

This job probably sounds foreign for a lot of




Disruptor:
If the enemy team has key ultimates you need to block with


This is the last role I'll list and it's basically just making sure you save your





This is the best I could describe




Abilities Hidden Mechanics

Passive:
Way of the Wanderer
-

- 100 flow is generated by traveling 5900 / 5250 / 4600 (based on level 1 / 7 / 13) units.
- It will take

345 (base movement speed) -> 17.10 / 15.22 / 13.33
370

390

405

460



"Q:
Steel Tempest
- All enemies hit by Q3

- All enemies hit by Q3



- Q

-

- Q

- Q



W:
Wind Wall
"- W

- To check




E:
Sweeping Blade
-

- E's


- E



R:
Last Breath
- Needs vision of his target to be performed.
- Airborne includes -> Knock up, Knock back, Knock aside & Pull/Fling.
- Generates maximum flow.
- Resets Q's

- Places himself outside of

- Neutral monsters knock back (rift herald and dragons) synergyzes, meaning you may launch R

- Yasuo does not need vision of enemy champions near his target to affect them with this ability.
- For the next 15 seconds Yasuo's critical strikes gain 50% bonus

- "




- R's

Advanced Abilities Mechanics / Uses

Passive:
Way of the Wanderer
- None


Q:
Steel Tempest
- It will be easier to land Q

- Use

- Use


- Casting E


- Q

- Use Jungle Camps to stack Q

- If you are going to Ult





W:
Wind Wall
- Grants vision.


E:
Sweeping Blade
- Use E

- Only use E

- "W



- E

- E


- With enough lifesteal you can dive towers with




- To dash as fast as possible, try to time the cooldown time between your dashes (don't spam E



R:
Last Breath
- You can use R

- You can use R


- You can use R


- You don't need to use R

- You can use R

- You can wait for an airborned enemy to almost land to the ground, then ult


- Aim your R

Wind Wall Secret Ineractions
Coming soon...
Combos
Speed Comparison:
+
>
+ AA +
>
+ AA
Flash Blade:
+
Failed Whirlwind:
(3) +
Fake Flash Blade:
+ Fake
(range-mindgame)
Windy Blade:
/
(3)
Wind Blade:
Beywind Blade:
Airblade:
Saiblade:
Fake Beyblade + Airblade
(3) +
+
Beyblade:
+
Fast Beyblade:
Fake Beyblade:
+ Fake
(range-mindgame)
Keyblade:
Beyblade + Airblade
+
+
Flyblade:
Knock Plant +
+ Keyblade
Keyblade variations:
No Flash:
(3) +
(3) + AA
(3) +
(3) +
AA
(3) +
(3) + AA
(3) +
(3) + AA
(3)
+
(3)
+ AA
(3) +
(3) + AA
Fake Keyblade:
(3)
+
(3) +
+
(3)
+ AA +
(3) +
+ AA +
DPS:
(3)
+ AA + AA
Original:
(3) +
+
Fast Keyblade:
(3)
+
AA:
(3) +
+ AA
E + E:
(3) +
+
E + E + AA:
(3) +
+
AA
Pre W:
(3) +
+
(3)
+
+
Post W:
(3) +
+
(3) +
+
AA + W:
(3) +
+ AA
(3)
+
+ AA
(3) +
+ AA
(3) +
+ AA
-








Beginner Level
Flash Blade:


Failed Whirlwind:


Fake Flash Blade:


Windy Blade:




Wind Blade:



Beywind Blade:



Intermediate Level
Airblade:



Saiblade:
Fake Beyblade + Airblade






Beyblade:



Fast Beyblade:



Fake Beyblade:


Advanced Level
Keyblade:
Beyblade + Airblade






Flyblade:
Knock Plant +

Keyblade variations:
No Flash:






































































Fake Keyblade:














DPS:





Original:






Fast Keyblade:






Expert Level
AA:






E + E:







E + E + AA:







Main Level
Pre W:














Post W:














AA + W:




























-
General Combo Requirements
In this section I'll provide four different tables about the requirements to perform the most important combos, from a human and a robot, player perspective. Two of those tables are simplified, and the other two go a little bit more in depth.
Don't use the robot table as an in-game reference please, as those values are extremely unlikely to work for you or me. I'm just providing you with robot combo requirements for your knowledge, but bear in mind that you are not a robot, so you won't pull off the combos (perfectly) with the minimum requirements.
-
-
-
-
-
-
-
-
Don't use the robot table as an in-game reference please, as those values are extremely unlikely to work for you or me. I'm just providing you with robot combo requirements for your knowledge, but bear in mind that you are not a robot, so you won't pull off the combos (perfectly) with the minimum requirements.
-
-

-

-

-

Wind Wall Interactions
Coming soon...
Wall Dashes
Level 1:
Dash into the jungle camp from outside. Using 1 monster from inside.
Level 2:
Dash outside the jungle camp from inside. Using 1 monster from inside.
Level 3:
Dash into the jungle camp from outside, move, then dash outside the jungle camp from inside. By using 2 monsters.(Level 1 + Level 2).

Level 4:
Dash outside the jungle camp from inside, using 2 monsters. Between dash 1 and 2 you can move.
Level 5:
Dash into the jungle camp from outside, don't move, then dash outside the jungle camp from inside. By using 2 monsters.
Level 6:
Dash into the jungle camp from outside, don't move, then dash outside the jungle camp from inside. By using 3 monsters.
Level 7:
Dash outside the jungle camp from inside, using 2 monsters. Between dash 1 and 2 you can't move.
Level 8:
Hit a monster located in a jungle camp. Then take that monster close to a wall so that you can dash the monster and go through the wall.
Level 9:
Dash a champion who's near the wall then go through the wall.
Watch 1st

Watch 2nd

Watch 3rd
There are some other walldashes, you can just get creative (specially with level 8). I'd like to record those wall dashes, but as of now I can't do it due to a LOL issue.
Acknowledgements
jhoijhoi: BBCoding
Katasandra: Table BBCoding Knowledge & Ideas
Universe: Lore
League of Legends Wiki: Abilties Info
WayOfTheTempesst: Early / Mid & Late Game Chapters
Videos:
League Of Logins
ProGuides
OTT Gaming
Black
Yavender
RAKASAMA
Katasandra: Table BBCoding Knowledge & Ideas
Universe: Lore
League of Legends Wiki: Abilties Info
WayOfTheTempesst: Early / Mid & Late Game Chapters
Videos:
League Of Logins
ProGuides
OTT Gaming
Black
Yavender
RAKASAMA
Final Words
That was it for my
Yasuo guide "Death Is Like The Wind, Always By My Side"! If you made it all the way here and even if you don't, I appreciate your visit. I hope the content provided helps you in your way to
Yasuo. Head to the discussion if there's anything you want to point out.
And remember that the one thing you wont't loose, is the wind by your side!


And remember that the one thing you wont't loose, is the wind by your side!
Notes
There's some information I used from other sites as specified by quotes. All the content provided in those quotes alongside all videos are credited to their authors. And I by no means pretend that content to be mine, nor use it without giving its credits.
Just covering the legal side of things.
Stay grounded
Just covering the legal side of things.
Stay grounded
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