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Recommended Items
Runes:
Spells:
Flash
Teleport
Items
Ability Order
Way of the Wanderer (PASSIVE)
Yasuo Passive Ability
Threats & Synergies
Renekton
difficult, just play safe and farm. Cloth 5 + pots can cheese him as you'll be able to out trade him and do a lot of damage back. If he jumps on you, e away, if he does a full combo, don't let him get away and fight him due to his cooldowns being down.
Introduction
Welcome to my way of building and playing Yasuo. I am a diamond player and found Yasuo to be one of my favorite champions, even after his "nerfs". I enjoy playing Yasuo as he does indeed require more knowledge to play such as using his abilities correctly, and knowing when to use his ultimate.
What is Yasuo? He is a mobile fighter who deals a huge amount of upfront damage due to the items which sync perfectly with his kit. He can 3 shot an adc with ease with the build above. He can clear minions at exceptional speeds, being able to use his Sweeping Blade combined with Steel Tempest to one shot half a minion wave, basic attack, repeat for the next part to clear it in around 2 seconds. With Statikk Shiv Yasuo can push like a monster due to Sweeping Blade counting as movement for the charges. Yasuo is deceptively tanky thanks to his shield which late game shields for a whopping 510 damage, which gets reproced if he lands his ultimate. Yasuo has one of the best team fight ultimates in the game as it is a knock up, meaning it will always have the same duration regardless of tenacity, Last Breath even allows Yasuo to IGNORE 50% of bonus champions armor.
Yasuo in my eyes is essentially a melee adc with some hard cc, thus he can effectively engage fights, and do huge amounts of damage. He excels in burst and dps so regardless if someones squishy, or tanky, they will die.
So... Let's begin!
How does it work? We get to select a primary tree which will give you a free passive based on which one we take. Usually, we'll take precision so this will give us 18% attack speed giving us some early duelling power. Yasuo scales with attack speed, meaning his Steel Tempest will be on a slightly lower cooldown. This season, Yasuo has received a lot of indirect buffs and direct buffs, so let's see what we're working with!
All champions have gained free stats to compensate the loss in runes, Yasuo gains 15% attack speed from selecting the precision tree, going the domination tree will grant Yasuo 11 AD which is decent, and sorcery grants 15 AD. The other tree's aren't as good.
Keystones!
Lethal Tempo is insane as it grants us 30-80% attack speed scaling with level once we wait 1.5 seconds after damaging an enemy champion, this is insane as it allows us to exceed the attack speed cap so long as we keep attacking champions as this effect lasts 3 seconds, but can be extended to 6 is quite strong. This mastery in my opinion isn't good on Yasuo because when you ultimate somebody after knocking them up, you're consuming your keystones timer.
Press the Attack is very good on yasuo as it's easy to proc, and grants us bonus damage as well as has a much lower cooldown.
Fleet Footwork is the best for Yasuo in my opinion: granting sustain and movement speed, very good vs poke lanes as it can help you survive.
Kleptomancy: Free money everytime you q or auto attack? No mana cost abilities so virtually noc cost to using this? Gives free elixers, cash, wards and more for free? This let's us hit our spike much sooner and is easy to proc on melee champions. We also gain slightly better attack speed and longer pot duration when we pick our secondary tree gaining 20% attack speed if we choose precision as our secondary. Also, very good for the times when you play yasuo support.
Rune choices - Precision:
Tier 1:
Triumph is basically a stronger version of dangerous game that only restores health, but this grants a small gold bonus of 25, that means if we get multiple kills, the gold can add up.
Overheal is lack luster as it requires you to have a lot of life steal, this can be useful in situations you build a The Bloodthirster as the healing could stack.
Presence of Mind you don't use mana, so useless.
Tier 2:
Legend: Alacrity The reason we choose this is because this mastery works gives us free attack speed, thus lowering Steel Tempest cooldown
Legend: Tenacity This grants us obviously tenacity, use this when you're against hard cc, pretty simple.
Legend: Bloodline offers small amount of life steal, not very good imo but can be useful in poke matchups, and syncs with Overheal
Tier 3
Coup de Grace offers us free AD on takedown although stacking only once, and offers extra damage on champions 40% health or lower, and out of all the runes, this one is the easiest to proc in my opinion and is the strongest at 10% extra damage.
+ High damage output thanks to double critical strikes
+ Very mobile due to his Sweeping Blade having a 0.1 second cooldown at max rank
+ No costs on abilities
+ Has slightly higher auto attack range than most melee champions
+ Can trade well, and can be deceptively tanky with his shield.
+ Most game changing ultimate in the game if used correctly
+ Low cooldown on all abilities, even his ultimate
+ No longer banned as often due to meta shifts
+ Considered weak thus often under estimated due to his high skill cap.
+ His Wind Wall blocks projectiles and can completly deny an enemy team, the only other champion that can do that is Braum but he only completely absorbs the first hit whereas Wind Wall blocks an unlimited amount
Cons:
- Weak to cc
- If abilities used incorrectly, can be left vulnerable
- Requires knowledge of match ups, and must know how to trade.
- Has no proper reliable cc as his only cc's require knockups, or stacks which dissipate quite quickly
- Needs a minion/person to use escape effectively.
- Squishy
- Needs to know how to team fight
- High skill cap
q flash, this will extend the range of both your tornado Steel Tempest and the melee one. To perform, press q and instantly flash.
Using e to reduce q cooldown - when your q is around 0.4 seconds till the ability is back up, you can use your e, and you'll be able to cast q, this is useful when kiting in minion waves, or generally dueling, or even getting quick tornado stacks. The exact time is 0.5 but doing it at exactly 0.5 is VERY hard, and half the time you can't even tell if you did it correctly at 0.5, thus 0.4 is safer plus if you mess up, it could end you making you lose a fight.
Airblade - With tornado ready, use e cast q, and just slightly after pressing q, flash in the direction you wish to transfer the knockup, very useful as it's surprising and pretty cool to see.
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