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Ahri Statistics for Ahri

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

Author
MrMaynard
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  • Author Champion Statistics
  • Guide Details

Summoner Spells

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I personally prefer running ghost over flash on junglers with  built-in gapclosers on low cooldowns (24_64.png,5_64.png,157_64.png). Even though using Yasuo's E to escape through a wave or to a jungle camp (with the help of a vision ward) isn't as reliable as say, 24_64.png's Q, I believe that with enough practice, you won't miss flash much. 


I sometimes take 3.png if I see the enemy pick a support-type jungler (32_64.png,33_64.png,54_64.png,57_64.png,98_64.png,111_64.png, etc. -- basically anyone I would feel comfortable dueling) or if I want to try to snowball a lane (since Yasuo has no reliable CC). You definitely don't need 3.png to gank, but it certainly helps.
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Runes

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Pretty standard jungle runes, some people might prefer to run AS marks, but I feel like Yasuo scales a lot better with AD. Also, you should be using your Q in-between AAs, and it applies onhit effects anyway.

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Masteries

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0/1
4/4
0/4
1/1
0/1
3/3
0/3
1/1
1/1
1/1
0/1
2/3
1/1
3/3
0/3
0/1
0/1
3/3
0/1
1/1
Offense: 21
2/2
0/2
0/2
2/2
0/1
3/3
1/1
0/1
1/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1
Defense: 9
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1
Utility: 0

Going 21-9 instead of 9-21 makes your early clear a little better and improves your damage in ganks by a surprising amount (you can get like +10% damage on an enemy with <50% HP). I feel like Yasuo doesn't benefit greatly from the new defense tree, since he doesn't have any innate self-healing and, frankly, between your E and your W you shouldn't be getting hit by much.

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Abilities

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Slot 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
 
Passive
Q
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W
1
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9
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18
E
1
2
3
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9
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R
1
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36px-Steel_Tempest.png: Yasuo's bread and butter. It scales 100% with AD, applies onhit effects (with a pretty important stipulation: see the item section), and can crit. It's basically a free autoattack to use in between your actual AAs. You should spam this in the jungle to clear faster, but it's also your only source of CC. Sometimes I try to go into a lane with my 36px-Empowered_Steel_Tempest.png ready (it's pretty easy to smack the wraiths around before ganking mid, or beat on the enemy wight/golems before using E through an incoming minion wave to gank bot/top) to land a quick QR combo, but since the base cooldown is only 5s, it's not unreasonable to try to use all 3 hits during a gank and land your CC near the end.

Wind_Wall.png: Oops, wrong size icon. Oh well. Anyway, you should basically level this ability whenever you need it. You definitely want to have it before any major teamfights or attempting dragon. If an enemy lane has some scary projectile that you want to be able to block during a gank (63_64.png,22_64.png,79_64.png), feel free to take it at 4 or 5 (since that's when these champs would probably be getting their ults).
Sweeping_Blade.png: I should really resize these icons. Anyway, this ability is hella fun. Like I said before, it's very useful for escaping through enemy waves or to jungle camps, but it's also how you should be getting into position to gank. When ganking mid, I try to wait until the laners are at about the center of the lane and a wave is about halfway past a turret (waves make laners feel "safe", so they tend to push up when a new one comes; it's weird) and E through it to come up from behind. I also like to gank bot/top by Eing through a wave as it passes the turret; you'll only take 1-2 hits (which actually can work in your favor, since they might try to 1v2 as you look low, only to have your shield pop) and you'll almost always take the enemy laner by surprise. Just make sure your team knows what's up.

Last_Breath.png: Yeah so this is Yasuo's ult. It's essential a 1s midair suppression that also does a fair amount of damage and gives you a bit of armor pen when y'all land. While it synergizes super well with some champs (412_64.png,267_64.png,59_64.png), you're usually gonna have to land your 36px-Empowered_Steel_Tempest.png to make the magic happen. Early game, the cooldown is pretty significant so I don't use it too often in ganks. Lategame the base cooldown is a measly 30s, so you should use it pretty much whenever you land a knockup; it can be a great initiation/pick tool, and if your team isn't feeling it you should be able to E your ass out of there anyway.
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Items

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Start With
Core
Situational
1039_32.png 2003_32.png : Dude.

3106_32.png :  Certainly the most controversial part of my build. Madred's gives Yasuo much-needed sustain and armor and improves his clear time much more than 1080_32.png. I also tend to counterjungle very heavily, and this is one area where Madred's really shine, since you can take out the big camp really quickly with it's passive. Speaking of it's passive, your Q does apply onhit effects... to the first target that you hit. So you might need to position yourself kinda weirdly (like a 35_64.png trying to proc his passive) to get it to hit the big camp every time, but it's doable. Anyway, I usually sell this at the end of the game.

3087_32.png : Shiv is really, really, really strong on Yasuo. Since he has 2X crit chance, just a shiv gives him 40% crit chance. It adds magic damage to his 100% physical damage kit, and makes clearing/split-pushing insanely easy.

3207_32.png : This is the item I always get when jungling isn't going so great. It's passive allows you to hunker down and just quietly clear your jungle for a while and catch up in gold. The tenacity is pretty useful if you're trying to fill a tanky role (which you should do if things aren't going well), and the stats are nice on Yasuo even if the mana regen is wasted.

3022_32.png : This is an expensive item, but if you're going tanky since you got outjungled or whatever, you should be clearing a ton with your golem fist thing and a shiv wouldn't really fit into your build anymore anyway. The passive is nice and gives you some really nice utility lategame, where I'll usually pick it up even if I did well, if I have everything else I feel that I need.

1001_32.png : I usually go for 3158_32.png, since I really like the CDR on Yasuo. However, if you're not doing too hot you should definitely consider 3047_32.png which will give you some armor to clear/not die in fights. 3117_32.png is great if you get fed early since you can gank a lot more frequently and get in/out of the enemy jungle easily. I would not recommend 3006_32.png.

3074_32.png : While shiv is superior for split pushing/dueling most of the time, if you're going tanky the sustain is really nice. I usually get this somewhere between 3207_32.png and 3022_32.png if things aren't going great, actually.


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Matchups

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