League Of Legends – Yasuo Guide

League Of Legends – Yasuo Guide

It’s time for another League Guide and this time i decided to make a Yasuo Guide since he is pretty much flavor of the month at the moment. Due to recent buff on patch 4.2 he is very strong right now (Most likely banned very often too). Dig down below to see how yasuo works as i explain the details.

Abilities

traveled to obtain maximum Flow. Flow does not decay or generate idly. As Flow generation is based on distance travelled, it is also accumulated while dashing, teleporting or when displaced by crowd control effects.

Way of the Wanderer (PASSIVE)
Way of the Wanderer

Intent: Yasuo’s critical strike chance is doubled, but the damage dealt by his critical strikes is reduced by 10% (25% on Steel Tempest).

Resolve: At maximum Flow, the next time Yasuo would take damage from a champion or monster he first converts his Flow into a shield that absorbs damage. After 2 seconds, if not already depleted, Yasuo loses all his Flow.

Ability Details
Steel Tempest

  • Range: See below
  • Static Cooldown: 5 / 4.75 / 4.5 / 4.25 / 4

Consecutive successful casts of Steel Tempest within 10 seconds form a chain.

Steel Tempest
First Active: Yasuo thrusts his sword forward, dealing physical damage to all enemies in a 475-unit line. If cast while using Sweeping Blade, the area of effect is changed to a ~375-radius circle around Yasuo.
Gathering Storm
Second Active: Same as the first active.
Empowered Steel Tempest
Third Active: Yasuo brandishes his sword causing a whirlwind to tear forward in a ~900-unit line, dealing physical damage and knocking airborne all enemies hit. If cast while using Sweeping Blade, the area of effect is changed to an ~375-radius circle around Yasuo. This active resets the chain.

Steel Tempest can critically strike, having a 25% damage penalty. Without any additional critical damage the bonus damage equals 50% of Yasuo’s attack damage. Additionally, on-hit effects will be applied to the first enemy hit within 475-unit range. The cooldown and cast time of Steel Tempest is reduced based on Yasuo’s bonus attack speed and unaffected by cooldown reduction.

  • Physical Damage: 20 / 40 / 60 / 80 / 100 (+ 100% AD)
Ability Details
Wind Wall

  • Range: 400
  • Cooldown: 26 / 24 / 22 / 20 / 18
Wind Wall

Passive: Yasuo generates a percentage of his maximum Flow whenever he uses  Sweeping Blade in addition to the amount that is generated for the distance moved.

  • Flow: 3 / 6 / 9 / 12 / 15%

Active: Yasuo creates a gust of wind that travels forward to form a wall 400 units away from himself. The wall slowly drifts forward over 3.75 seconds, blocking all enemy projectiles with the exception of tower hits.

  • Wall Width: 300 / 350 / 400 / 450 / 500
Ability Details
Sweeping Blade

  • Range: 475
  • Static Cooldown: 0.5 / 0.4 / 0.3 / 0.2 / 0.1
Sweeping Blade

Active: Yasuo dashes 475 units 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.

  • Mark Duration: 10 / 9 / 8 / 7 / 6
  • 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 100% bonus damage. Yasuo cannot use Sweeping Blade on an enemy that’s already been marked.

  • Maximum Damage: 140 / 180 / 220 / 260 / 300 (+ 60% AP)
Ability Details
Last Breath

  • Range: 1200
  • Cooldown: 80 / 55 / 30
Last Breath

Active: Yasuo blinks to the nearest visible airborne enemy champion to the cursor, instantly generating maximum Flow. Upon arriving, he suspends all airborne units within a 400-radius of his target in the air for 1 second while dealing physical damage to all of them. Once he lands, Yasuo gains 50% penetration to bonus armor for 15 seconds.

  • Physical Damage: 200 / 300 / 400 (+ 150% bonus AD)

Casting Last Breath will reset the chain on Steel Tempest.

Masteries

Pretty ordinary stuff here at mastery side again, utility is useless because Yasuo doesn’t have mana and he doesn’t benefit from movement speed that much or any other early masteries on utility tree. Pretty much use same stuff for ADC as for Yasuo only key difference is that Yasuo is melee, but his items and all that are almost the same.

jinx masteries

Item Choices

Yasuo’s Item List is pretty much standard stuff as i mentioned earlier. You Start with Dorans shield and potion, or in extreme cases you can start with doran’s blade. After this you should go for Vampiric scepter or avarice blade, unlike ADC’s you have to build shiv as first item to start peeling damage with your (Q). After this you build out boots, never get fucking berserker greaves please, just build tabi or mercs. Lucidity has really low value on Yasuo since (Q) cooldown cant be dropped with CDR. As for augmentation get furor, alacrity or blue ones to get lower cooldown on flash (That’s always really good thing). After boots you build out Infinity edge, which is most important item for yasuo since whole champ is based on making critical strikes. Then you build out last whisper (Black  cleaver doesn’t seem to work very well on him). Last item should always be Guardian Angel or if you want to go really ham, i suggest taking Maw or Frozen Mallet.

 

 

 

Runes

There is 2 different rune sets which i really recommend for yasuo, one has more gamble than the other, but its highly rewarding for lategame (Scales better). But if you don’t want to burn lot of IP to buy this set, i suggest taking the first one.

  • 9x Attack Damage RED’s
  • 9x Flat Armor YELLOW’s
  • 9x Magic Resistance Flat/Per Level BLUE’s
  • 3x Lifesteal PURPLE’s

Then we have our special rune-set which is build for lategame, but has slightly worse early game and this is Critical damage set. Yasuo can do huge amount of damage with this set, if he manages to get early phase (Since he doesn’t have lifesteal quints on this one).

  • 9x Critical Damage Red’s
  • 9x Flat Armor Yellows’
  • 9x Magic Resistance Flat/Per Level BLUE’s
  • 3x Critical Damage Purple’s

Gameplay & Summoner Spells

Yasuo can be played both in midlane and toplane, key difference between these two are pretty much the match-ups, you will usually have to play top with lifesteal and magic resistance per levels, then again on midlane best choice probably will be magic resistance flats. Other than this you have to play with Barrier and Flash. Ignite is really out of question since you do not need this, nor it gives you really good sustain against burst.

Key element to win lane is just to move constantly so Flow Shield is up 90% of the time, always remember to move around to gain flow. Also champion synergy is extremely important, its play-able to play without additional airbourne attacks, but its harder, so i suggest having 1-2 people help you out with Ultimate.

Champions that synergize really well are; Thresh, Alistar, Janna, Vi, Aatrox, Trundle, Blitzcrank, chogath, Malphite, Riven, Volibear, Xin Zhao, Wukong and Zac

You can pretty much whole team comp around Yasuo and enable him to use ultimates on teamfights and rest team will clean up or Yasuo if he manages to survive.

SugiStyle

SugiStyle

Sugi is Owner of MobaMonster. He likes to try/play different Moba games in the market and is very competitive gamer. Currently is looking forward to Strife and Core Masters. Sugi's grammar is bad.

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