Recommended Lane: Mid
Yasuo is an agile swordsman who wields the air itself against his enemies. Yasuo is a popular champion because of his cool character design and abilities. He has great solo hypercarry potential who can win games all by himself, at the cost of a lot of hours of practice, of course.
Resolve: Moving builds Flow, which is tracked on Yasuo’s resource bar. At max Flow, damage from a champion or monster grants a shield that absorbs 100 damage and lasts 2 seconds.
Intent: Yasuo’s Critical Strike Chance is doubled, but his Critical Strikes deal 10% less damage.
Thrusts forward, dealing 78 physical damage (20 + 100% AD). Grants a stack of Gathering Storm if the thrust damages an enemy. At 2 stacks, Steel Tempest launches a whirlwind that knocks enemies Airborne.
If tapped during Sweeping Blade’s dash, Steel Tempest will strike as a circle.
Creates a 300 unit wall that blocks all enemy projectiles for 4 seconds.
Dashes through target enemy, dealing 70 magic damage (70 + 20% bonus AD + 60% AP). Each cast increases the next dash’s base damage by 25%, up to +50%.
Cannot be re-cast on the same enemy for 8 seconds.
If Steel Tempest is tapped during this dash, it will strike as a circle.
Blinks to an Airborne enemy champion, dealing 200 physical damage (200 + 150% bonus AD) and holding all Airborne enemies in the area in the air for an additional 1.5s. Grants maximum Flow but resets all stacks of Gathering Storm.
For the next 15s, Critical Strikes gain 30% Armor Penetration.
Innate: Way of the Wanderer
Way of the Wanderer has two parts. The first part is Resolve which grants Yasuo a shield whenever he is damaged when he has full Flow. Flow is Yasuo’s resource that is restored through moving and is also automatically filled up when he uses his ultimate, Last Breathe.
Play aggressively when your Flow bar is full and force trades. You will win most of the time because of the shield.
The second part is Intent which doubles the critical strike chance of Yasuo but decreases his critical damage output. This is extremely strong when combined with his Last Breathe’s buff which grants armor penetration on all critical strikes after a successful cast.
Q | 1st: Steel Tempest
Steel Tempest is a physical damage skill shot that has a charge system that changes the ability’s effect on the third cast. The first two casts of Steel Tempest is a short-range skill shot where Yasuo lunges and damages enemies in a straight line. The first enemy hit is dealt on-hit effects and can aggro minions.
The third cast of Steel Tempest is a long-range tornado that damages and knocks up all enemies in a straight line.
Steel Tempest can be activated during the animation of 3rd, Sweeping Blade, and it will transform it into a circular AoE damaging ability. The change in the ability goes for all three casts of Steel Tempest but the third charge will knock up all enemies hit in the circular AoE.
Steel Tempest’s cooldown is not affected by ability haste but is reduced by attack speed. After the first cast of Steel Tempest, a timer runs where you have to land another Steel Tempest in order to gain another charge. If you fail to land the ability during that duration, the charges reset back to none.
Steel Tempest can proc a modified critical strike that deals less bonus damage than a normal crit.
Casting 2nd, Windwall, before releasing the tornado can fool your enemy and make it easier to knock them up.
All stages of Steel Tempest, including the circular ones, can be buffered or repositioned using Flash.
W| 3rd: Windwall
Windwall is Yasuo’s main defensive ability and outplay tool. It summons a wall of wind that absorbs or blocks most skill-shot projectile. It renders even the most powerful abilities in Wind Rift useless.
Some of these are:
- Ezreal’s Trueshot Barrage
- Grave’s Collateral Damage
- Jhin’s Final Curtain
- Ashe’s Enchanted Crystal Arrow
- Fizz’s Chum of the Waters – In this case, the bait is only blocked and the shark still pops up after its timer expires.
Notably, Lux’s ultimate cannot be blocked because its damage procs simultaneously across its AoE.
Windwall blocks projectiles on both of its sides.
Windwall reveals the area where it is placed so it can be used to wall jump in combination with 3rd, Sweeping Blade.
E | 3rd: Sweeping Blade
Sweeping Blade is a targeted dash with a very short cooldown but has a separate cooldown for each champion hit with this ability that is shown as a timer around marked enemies. Marked enemies cannot be targeted using Sweeping Blade again for its duration.
Sweeping Blade is Yasuo’s main source of mobility but it can only be used if there is are enemies around. For that reason, during the laning phase, it is inadvisable to stray away from the minion waves because you are vulnerable to ganks without a way to dash out a fight.
Sweeping Blade’s damage increases after each successive bounce. Maximum bonus damage is reached after the second bounce.
A common strategy to harass your lane opponent is to dash to one melee minion then to a range minion to reach your opponent. Use 1st, Steel Tempest then dash back to your side.
The dash from this ability is a fixed distance so if you use this ability while close to your target, you will dash away from it. Use this information to wall dash or get away from your enemies.
R | Ultimate: Last Breathe
Last Breathe is a burst damage knock-up extender. It can only be used on airborne enemies and it extends the airborne status for the duration of the ultimate.
It is an AoE ability so if multiple enemies are knocked up, target the one in the middle, drag the button instead of tapping it, to affect as much enemies as possible.
The knock-up doesn’t have to come from you. Knock-ups from allied champions like from Malphite’s Unstoppable Force or Lee Sin’s Dragon’s Rage works as well. It even works with the Drake’s knock-up or the blast cone’s knock-up (but only if the enemy is the one who activated the cone).
Use Last Breathe in the last possible millisecond of the knock-up to maximize the duration of the crowd control. Use auto attacks and other abilities to maximize your damage during this time.
Beyblade: 3rd + 1st3 + Flash [R]
To execute the Beyblade, the Flash should be done extremely quickly just before the Q3 happens. When executed properly, it leaves no space for the enemy to react.
Airblade: 1st3 + 3rd + 1st + Ult
The 3rd + 1st in the middle is executed before the ultimate happens so it adds additional damage to your combos. The 3rd + 1st doesn’t even have to be your main target. The 1st damage will be transferred to your R target nonetheless.
Keyblade: 1st’s damage does not reset if 3rd is cast like in the PC so I don’t know if it is possible and if it, I personally don’t think it’s worth doing and practicing because its difficulty level versus the utility it brings is impractically compared to the first two variations of the combo.
Yasuo Build Recommendation
Here are Item Build Recommedations that works on Yasuo
The Wandering Swordsman
This is the standard build for Yasuo which is a balance between offensive and defensive capabilities. This item build can grant him the hypercarry status when well and ahead,
- Solari Chargeblade – Grants bonus critical rate that, thanks to Yasuo’s passive, effectively grants him 100% critical rate and a true damage bonus damage for each critical strike as long as he has some Sunburst stack.
- Gluttonous Greaves – this boots grants physical vamp. Upgrade with the Teleport Enchant if you want to play as a split pusher or upgrade with the Quicksilver Enchant because you are weak against CC’s. Although, almost any of the other upgrade options work well with Yasuo.
- Infinity Edge – Grants you a huge damage boost and its Infinity passive counteracts the critical strike damage penalty from your Intent innate passive.
- Guardian Angel – Protect yourself from shutdowns and allow yourself more room for aggressive plays using the resurrect passive of this item.
- Death’s Dance – Increases the time you can fight head-on against enemies thanks to its physical vamp and Cauterize passive that converts a portion of burst damage into DPS.
- Mortal Reminder – Punish those who build and stack armor items against you with this item which grants the highest amount of armor penetration and it applies Grievous Wounds as well.
The Wandering Shredder
This is the standard build when playing in the Baron lane.
- Blade of the Ruined King – The HP-based damage from this item works well against tanks which you will often find as your enemy in the Baron lane. With the recent buff to the % HP damage of Blade of the Ruined King, this item has now the first core item of Yasuo.
- Phantom Dancer – Grants attack speed, movement speed, and critical strike chance. This item is preferred over Statikk Shiv because the AoE damage will kill off minions which are your source of mobility. The lifeline passive which grants you a shield when you are low on health also helps tremendously in duels. After acquiring this item, you will have 100% crit chance.
- Conqueror – Grants additional damage for each hit you make. Since you have high attack speed and quick combos, you will achieve the maximum bonus damage from this Keystone Rune quickly.
- Brutal – Grants bonus damage and armor penetration.
- Hunter – Titan – Provides bonus HP and tenacity for each unique takedown.
- Sweet Tooth – Adds additional healing plus gives a little bonus gold when eating honeyfruits.
Ignite helps you secure kills you won’t otherwise get without it especially in the early game.
Flash helps with executing awesome combos or for escaping dangerous situations.
1st, Steel Tempest, is maxed first because it is Yasuo’s main source of damage. 3rd, Sweeping Blade, is maxed next to increase its damage as well. 2nd, Windwall, is maxed last because the only thing that scales with it is its width. Get a point in your ultimate whenever possible.
Yasuo Early Game Guide
Yasuo has one of the strongest level 1 on all melee champions thanks to his low cooldown 1st, Steel Tempest and the fact that it doesn’t consume energy and he has a quickly replenishing shield. Abuse this fact when facing melee matchups.
When facing range matchups, use your 1st, Steel Tempest to secure last hits.
You can try to waste your enemy’s strong skill shots by timing your 2nd, Windwall and once the enemy has wasted their abilities, charge your 1st, Steel Tempest and attempt a knockup to force the enemy to recall or even die if you are lucky or if the enemy is careless.
Yasuo has limited mobility with his 3rd, Sweeping Blade and that mobility is usually overestimated due to how sleek it feels when using it. But once you are caught by the enemy jungler and you have no enemy minions to jump to. You’re easy prey.
Don’t fall into the Yasuo Syndrome stereotype who overestimates their abilities and die often early. Yasuo is a broken champion in the hands of the disciplined. If you managed to farm safely in the early game without dying, you’ll easily carry the game. It is better to arrive in the early game with zero kills and zero deaths than being three kills five deaths or worse. Don’t be an embodiment of the 0-10 Yasuo power spike.
Yasuo Late Game Guide
In the late game, be the one to defend split pushes especially when there is a large wave together with the enemy champion. The more minions are there, the more you’ll be able to use your 3rd, Sweeping Blade which will give you lots of opportunities to outplay your enemies.
Look out for your ally’s knock-up abilities and remember to always cast your ultimate, Last Breathe just as the knock-up is about to end. Furthermore, make sure that you’ll extend the airborne status of as many enemy champions as possible by targeting the middlemost part of those who are knocked up so you can affect most of them with your ultimate.
Always have your hand and mind ready to activate your 2nd, Windwall to cancel out strong abilities from your enemies to waste them and save your allies.
Move together with your allies in team fights. You can probably do risky plays if you are confident that you won’t be burst down when caught alone but if you want to survive the fight, it is better to stay close to your team.
Malphite‘s ultimate, Unstoppable Force, is one of the most reliable method of getting multiple knock-ups in an instant and when combined with Last Breathe, it lasts extremely long. Death rate is high with this combo.
Wukong’s ultimate, Cyclone can easily knock up a whole team and you can even choose to extend the airborne status since hitting Cyclone is that easy. Another OP part of this combo is that once your Last Breathe is done, the enemies will face another cast of Cyclone.
Yasuo is an infamous partner of Lee Sin which either works extremely well or fails extremely hard. Lee Sin ganks hard so Yasuo can farm in peace so he can carry the load in the later stages of the game and their ultimates flow perfectly together as Dragon’s Rage can easily set up Yasuo’s Last Breathe.
Akali can out-trade and out-damage you all game long. Consider building Maw of Malmortius instead of Phantom Dancer when against this assassin.
Annie has two abilities, her 2nd, Incinerate and ultimate, Summon: Tibbers which can pass through Yasuo’s 2nd, Windwall. Her 1st, Disintegrate can also easily activate Yasuo’s shield in the early game. Also, build Maw of Malmortius against her and wait for her to appear on the map before engaging.
Here are some pros and cons if you are playing with Yasuo in Wild Rift.
- Yasuo is a great pick for carry players who are looking to style on their opponents and carry the game by themselves.
- Yasuo is strong at all stages of the game and scales extremely well into the late game. He can even out damage most ADCs and win trades against them.
- He has a hard counter for most projectile abilities in Windwall.
- Yasuo is extremely fun and rewarding to play.
- Yasuo is hard to master. You have to invest a lot of time in him to learn him and he is very tilt sensitive. If you are a player who tilts frequently, you will find yourself feeding with Yasuo a lot.
- The higher your rank becomes, you’ll notice that the enemy team will try to counter you and it will make your game harder and harder. It doesn’t matter if you get good with him, though.
- You will always be the priority target of your enemy’s crowd controls.
FAQ's About Yasuo
How good is Yasuo in Wild Rift?
Yasuo is a (Tier S+) champion. He is a high-risk, high reward champion who can carry the game 1v9 when placed in the right (practiced and disciplined) hands.
What role / lane should I play with Yasuo in Wild Rift?
Yasuo can be played in the Baron lane or Mid lane as a melee AD carry. He becomes strong extremely fast and he can deal large amounts of damage in a short time as well as dish out or extend knockups.
What abilities do I level up with Yasuo?
1st, Steel Tempest, is maxed first because it is Yasuo’s main source of damage. 3rd, Sweeping Blade, is maxed next to increase its damage as well. 2nd, Windwall, is maxed last because the only thing that scales with it is its width.
What items should I build with Yasuo?
With the recent buff to its % HP damage, Blade of the Ruined King is now the first core item of Yasuo. Afterwards, he should buy Panthom Dancer as his next core item which increases both his offensive and defensive capabilities.
What Runes should I use when playing as Yasuo?
Conqueror – Grants additional damage for each hit you make. Since you have high attack speed and quick combos, you will achieve the maximum bonus damage from this Keystone Rune quickly. His other runes are Brutal, Hunter – Titan, and Sweet Tooth.
How can I get good with doing combos and team fights with Yasuo?
Yasuo is a highly mechanical champion so there isn’t really any one trick to be better at him. Practice, practice, practice. Practice your combos in the tutorial then once you are consistent with it, practice in bot matches then in PVP. Starting in PVP, practice the discipline to prioritize farming rather than going for risky fights.