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All Guides Yasuo Guides "Death is Like the Wind, always by my side"
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Yasuo Statistics for DarkinBlâde

Author's performance with Yasuo compared to the ranked average.

Value
Average
Games Played
40
6
Win %
43
42
Kills
7.5
5.7
Assists
6.2
5.0
Deaths
8.3
7.1
KA:D Ratio
1.7
1.5
Gold Earned
13.1K
11.3K
Creep Score
193.8
191.2
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

14.png

Ignite:

This is for getting some damage on your opponent or finishing them off if they get away.




4.png

Flash:

This is for getting away or catching up to someone.

New Runes Back to Top

Masteries Back to Top

Abilities Back to Top

Q
E
W
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
4
5
7
9
W
3
14
15
17
18
E
2
8
10
12
13
R
6
11
16

yasuopassive.png Way of the Wanderer:

INTENT: Yasuo's critical strike chance is doubled, but his Critical strike icon critical strikes deal 90% damage, reduced to 75% damage on Steel Tempest.png Steel Tempest.

RESOLVE: Yasuo generates 1% of his maximum Flow for every 59 / 52 / 46 units he travels by any means, requiring a total of 5900 / 5200 / 4600 units travelled to obtain maximum Flow. At maximumFlow, the next instance of champion or monster damage against Yasuo consumes all of his Flowand shields him for 100 - 510 (based on level) damage for up to 1 second.

 [hide
Ability Details
Way of the Wanderer consists of two independent passive abilities.

Additional Information:

  • Intent:
    • The damage reduction applies to the total damage dealt (before damage mitigation). A standard Critical strike icon critical strike is 200% damage is reduced to 180%, and a Critical strike icon critical strike with Infinity Edge item.png Infinity Edge deals 225% damage instead of 250%. The reduction is not a subtraction to his critical damage statistic.
    • Critical strike icon Critically striking with Steel Tempest.png Steel Tempest does not affect the 20 / 40 / 60 / 80 / 100 base damage (both for the purposes of calculating the bonus damage or being reduced by the 10% penalty).
    • After 333.33 AD (or 266.67 AD if Yasuo has purchased Infinity Edge item.png Infinity EdgeCritical strike icon critically striking basic attacks will do more damage than Critical strike icon critically striking Steel Tempest.png Steel Tempest due to the 25% damage penalty.
  • Resolve:
    • Any damage dealt to Yasuo when the conditions are met is instead dealt to Resolve's shield.
    • Damage that is negated by the shield appears as a white indicator. For example, -60.

This is a very useful shield that can block the abilities of your lane opponent.



yasuoQ.png Steel Tempest

Yasuo thrusts his sword forward, dealing physical damage to all enemies in a line.

  • PHYSICAL DAMAGE: 20 / 40 / 60 / 80 / 100 (+ 100% AD)

Hitting an enemy grants Empowered Steel Tempest Gathering Storm for 10 seconds, stacking up to twice. At two stacks, the next Steel Tempest unleashes a whirlwind that deals the same physical damage, Airborne icon knocks upall enemies hit and clears all stacks of Gathering Storm.

Each cast can Critical strike icon critically strike, and applies on-hit effects to the first enemy hit. Additionally, each cast can be used during Sweeping Blade.png Sweeping Blade to change the area of effect to a circle around Yasuo.

The cooldown and cast time of Steel Tempest is reduced by 「 0.6% for every 1% bonus attack speed 」, down to a maximum 66% reduction.

 [hide
Ability Details
Steel Tempest is a pass-through skill shot that uses quick cast by default. The third active knocks airborne all enemies in its path.
  • On-hit effects are applied to the first enemy hit.
    • Steel Tempest is unaffected by Counter Strike.png dodge and Blind icon blind.
    • Steel Tempest is negated by Riposte.png parry and Aegis Protection.png block.
  • Banshee's Veil item.png Spell shields will block the ability.

Additional Information:

  • The cooldown of Steel Tempest is unaffected by cooldown reduction.
    • Yasuo's 3.2base attack speed from growth is factored into Steel Tempest's cooldown reduction and cast time reduction. At level 18, Yasuo has a total of 54% bonus attack speed from leveling alone which reduces Steel Tempest's cooldown by 31.6% (and he requires only 56% attack speed from items, runes and masteries to reach the cap). Steel Tempest's cooldown is effectively reduced by 1.86% per level.
  • Way of the Wanderer.png Way of the Wanderer's Critical strike icon critical strike damage penalty with Steel Tempest is 25% instead of 10%, and applies only to the AD portion of the damage. With the 100% base critical damage, the bonus damage equates to simply 50% AD (200% × 0.75); with 150% critical damage (Base + Infinity Edge item.png Infinity Edge), the bonus damage equates to 87.5% AD (250% × 0.75).
  • Critical strike icon Critically striking with Steel Tempest is calculated individually for every enemy hit.
  • The third cast will still knock enemies airborne when it strikes as a point-blank area of effect.


This should be maxed first because this is the basis of yasuoR.png




yasuoW.png Wind Wall:

ACTIVE: Yasuo creates a gust of wind that travels forward to form a wall in front of him. The wall slowly drifts forward over 3.75seconds, blocking all enemy projectiles with the exception of turretattacks.

  • WALL WIDTH: 300 / 350 / 400 / 450 / 500
 [hide
Ability Details
Wind Wall's is a direction-targeted area of effect that slowly drifts forward over the duration, always casted at maximum range.

Additional Information:

  • The gust of wind takes ~0.25 seconds to travel forward from Yasuo to form the wall, but will still block projectiles as with the fully formed wall during that time (for a total of 4 seconds as listed in the in-game tooltip).
  • The wall grants sight over a small area.
  • projectile is any entity with a velocity that is not classified as a unit (champions, minions, monsters, etc).
    • Moving units are not blocked under any circumstance, including dashabilities. Champion-summoned units, such as Orianna Orianna's Command- Attack.png Command: Attack and Maokai Maokai's Sapling Toss.png Sapling Toss , are not considered to be units until they hit the ground - and thus will interact with Wind Wall while en route.
    • For a full list of blocked projectiles, see here.

This is maxed last because you only need the wall to block because if you level it up it just has a shorter cool down and necessary.




yasuoE.png Sweeping Blade:

ACTIVE: Yasuo dashes a fixed distance in the direction of the target enemy, dealing magic damage and marking them briefly. The speed of the dash scales with Yasuo's bonus movement speed.

「 MAGIC DAMAGE: 70 / 90 / 110 / 130 / 150 」 (+ 60% AP)

Each cast increases the next dash's base damage by 25% for 5 seconds, up to 50% bonus damage.

「 BONUS DAMAGE: 17.5 / 22.5 / 27.5 / 32.5 / 37.5 」

Yasuo cannot use Sweeping Blade on a marked enemy.

 [hide
Ability Details
Sweeping Blade is a unit-targeted, fixed-length dash.

Additional Information:

  • Sweeping Blade.png Sweeping Blade will generate ~7% of Yasuo's maximum flow innately as Flow-generation is based on distance traveled.
  • Yasuo can pass through terrain both before and after he's hit his target - permitting sufficient space for him to make the jump.
  • Uniquely, all forms of movement-inhibiting crowd control (airborne, snares, stuns, suppression, etc.) will interrupt Sweeping Blade when they hit him - rather than waiting for him to complete the dash. This is contrary to all other dashes, which are only interrupted by airborne-type crowd control effects.
  • The cooldown of Sweeping Blade is unaffected by cooldown reduction.

This is maxed second because it is part of the E Q combo and can get you to your enemy.




yasuoR.png Last Breath:


ACTIVE: Yasuo dashes a fixed distance in the direction of the target enemy, dealing magic damage and marking them briefly. The speed of the dash scales with Yasuo's bonus movement speed.

「 MAGIC DAMAGE: 70 / 90 / 110 / 130 / 150 」 (+ 60% AP)

Each cast increases the next dash's base damage by 25% for 5 seconds, up to 50% bonus damage.

「 BONUS DAMAGE: 17.5 / 22.5 / 27.5 / 32.5 / 37.5 」

Yasuo cannot use Sweeping Blade on a marked enemy.

 [hide
Ability Details
Sweeping Blade is a unit-targeted, fixed-length dash.

Additional Information:

  • Sweeping Blade.png Sweeping Blade will generate ~7% of Yasuo's maximum flow innately as Flow-generation is based on distance traveled.
  • Yasuo can pass through terrain both before and after he's hit his target - permitting sufficient space for him to make the jump.
  • Uniquely, all forms of movement-inhibiting crowd control (airborne, snares, stuns, suppression, etc.) will interrupt Sweeping Blade when they hit him - rather than waiting for him to complete the dash. This is contrary to all other dashes, which are only interrupted by airborne-type crowd control effects.
  • The cooldown of Sweeping Blade is unaffected by cooldown reduction.

This is your Ultimate. Obviously like all Ultimates this is maxed every chance you get.




Items Back to Top

Starting Items

    Basic starting Items

Core Items

    Crit items are very important on Yasuo especially these 2 items.
    These items give you damage/lifesteal.
    Very good item you will see why
    Full Build- Statikk Shiv, Ravenous Hydra, Infinity Edge, Guinsoo's Rageblade, Bloodthirster, Blade of the Ruined King.

Situational Items

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Ahri
    Medium
  • Akali
    Medium
  • Anivia
    Medium
  • Annie
    Easy
  • Aurelion Sol
    Hard
  • Azir
    Hard
  • Cassiopeia
    Easy
  • Diana
    Medium
  • Ekko
    Easy
  • Ezreal
    Medium
  • Fizz
    Medium
  • Heimerdinger
    Easy
  • Illaoi
    Medium
  • Jhin
    Easy
  • Karthus
    Easy
  • Kassadin
    Medium
  • Katarina
    Medium
  • Kennen
    Easy
  • LeBlanc
    Hard
  • Lee Sin
    Medium
  • Lissandra
    Easy
  • Mordekaiser
    Easy
  • Orianna
    Easy
  • Rumble
    Easy
  • Ryze
    Easy
  • Syndra
    Medium
  • Talon
    Medium
  • Twisted Fate
    Easy
  • Varus
    Easy
  • Vel'Koz
    Medium
  • Viktor
    Medium
  • Xerath
    Medium
  • Yasuo
    Medium
  • Zed
    Medium

VS

Ahri

Medium

VS

Akali

Medium

VS

Anivia

Medium

VS

Annie

Easy

VS

Aurelion Sol

Hard

VS

Azir

Hard

VS

Cassiopeia

Easy

VS

Diana

Medium

VS

Ekko

Easy

VS

Ezreal

Medium

VS

Fizz

Medium

VS

Heimerdinger

Easy

VS

Illaoi

Medium

VS

Jhin

Easy

VS

Karthus

Easy

VS

Kassadin

Medium

VS

Katarina

Medium

VS

Kennen

Easy

VS

LeBlanc

Hard

VS

Lee Sin

Medium

VS

Lissandra

Easy

VS

Mordekaiser

Easy

VS

Orianna

Easy

VS

Rumble

Easy

VS

Ryze

Easy

VS

Syndra

Medium

VS

Talon

Medium

VS

Twisted Fate

Easy

VS

Varus

Easy

VS

Vel'Koz

Medium

VS

Viktor

Medium

VS

Xerath

Medium

VS

Yasuo

Medium

VS

Zed

Medium

Extra Tips Back to Top


YasuoYasuo's a sustained damage fighter with high mobility, strong utility and damage output that ramps up the longer he survives in combat. The tradeoff here comes in the form of low damage during Yasuo's early game.

Mid lane

Yasuo's early game fragility makes him a champion best suited for the shortest lane on Summoner's Rift: mid. He farms safest here, concentrating on building up his experience and gold as he itemizes his way to domination. But even though Yasuo is at his weakest in the early game, his strength and mobility still has the potential to surprise his enemies. Yasuo can use Steel Tempest.pngSteel Tempest to last-hit from a relatively safe distance, and if he needs to secure backline minion gold, quick consecutive casts of Sweeping Blade.pngSweeping Blade send him dashing to and from, with Way of the Wanderer.pngWay of the Wanderer's shield absorbing some of the inevitable incoming damage. Yasuo can use Sweeping Blade.pngSweeping Blade as a handy escape during gank attempts, too: if he's caught between the enemy melee and caster minions, using the ability to dash back towards his own turret should help dissuade all but the most stubborn of junglers from pursuing.

And when the winds change direction, careful timing turns Yasuo into a deadly accomplice in friendly gank attempts. Stacking Steel Tempest.pngSteel TempestEmpowered Steel Tempest properly and using Gathering Storm.pngGathering Storm to toss his enemy skywards means initiation from the jungle is a relatively simple matter, and once the enemy's caught, Yasuo uses Sweeping Blade.pngSweeping Blade to dash in and get to work. Way of the Wanderer.pngWay of the Wanderer's Critical strike iconcritical strike boost help Yasuo's attacks sting, while if he's unlocked Last Breath.pngLast Breath, the additional damage and crowd control makes kills all the more likely.

Teamfights

A melee monster with damage that increases the longer teamfights last, Yasuo's first priority is to Empowered Steel Tempest stack Gathering Storm.pngGathering Storm while weathering the enemy team's initial onslaught. This is where Wind Wall.pngWind Wall comes into its own. Carefully positioning the wall between the enemy front and back lines allows Yasuo to engage on the less threatening tanks and bruisers, generating Gathering Storm.pngGathering StormEmpowered Steel Tempest stacks with liberal use of Steel Tempest.pngSteel Tempest. Once the Gathering Storm.pngthird cast is ready, Yasuo repeatedly uses Sweeping Blade.pngSweeping Blade to rush through the entire enemy line and position himself beside or behind the enemy squishies. A final Steel Tempest.pngSteel Tempest casts them skyward, opening up Last Breath.pngLast Breath, a lethal ability for anyone caught in the Last Breath.pngwhirlwind. Enemies that manage to juke away from Yasuo's Last Breath.pngwhirlwind aren't necessarily safe from Last Breath.pngLast Breath: any knock-up abilities can be chained with Yasuo's Last Breath.pngult, making him hugely synergistic with champions like Cho'GathCho'Gath, MalphiteMalphite and ZyraZyra. Once he's landed, Yasuo's huge Last Breath.pngbonus armor penetration buff, combined with theCritical strike iconcritical strike bonus from Way of the Wanderer.pngWay of the Wanderer, makes short work of even the tankiest of tanks.


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