Yasuo Overview Infographic
We put together a Yasuo overview infographic that has the best builds, runes, strengths, weaknesses, combos, skill orders, counters, synergies and anything else that you need to quickly learn the basics of Yasuo. Make sure to share with your friends and check back here to get the latest updates. We will be updating this infographic as changes happen so check back often!
Who is Kyriaos
Kihyun Lee, 18 years of age. Currently playing with summoner names kyriaos doom s10 (previous name: aesirinn), Kyriaos (previous name: WayoftheDumbesst), and twitchtvKyriaos. He has over 1.5 million mastery points on his account and he peaked at 717 LP in North American Challenger. He has an average KDA ratio of 3.3:1 with a 70% win rate. He started playing back in Season 4 when he saw a middle school friend playing League of Legends. It caught his attention and started his journey to learning the ways of the Summoner’s Rift. He placed at Bronze 4 playing Zed before and now he is one of many who mastered the legendary wind technique, ready to face his foes and deliver a mighty gust of wind!
Table of Contents
Why Play Yasuo
Before we start on the Ultimate Guide to Yasuo, we first want to tell you why you should play him. His overall strengths and weaknesses are as follows:
- Strong mobility and outplay potential in certain situations.
- Variety of builds, such as bruiser, tanky builds, burst damage, lifesteal, etc.
- Comfort factors (no mana, Wind Wall, certain abilities, low cooldowns, passive shield for trading, easy waveclear, auto-attack resets for csing…).
- Always pushed in early, reducing probability of being camped like mid Yasuo and allowing Yasuo to take more favorable fights close to his tower with lots of enemy minions for mobility.
- Less likely to get hard countered by picks than mid Yasuo, ADCs are almost always easier to lane against than mid champions.
- Squishy and low base stats make him weak early, so strong early game ADCs and supports can pop him.
- Demands familiarity and absolute mastery over moveset to play at a high level.
- Very long Wind Wall cooldown and no mobility without enemy minions make Yasuo susceptible to deaths if engaged upon.
- Yasuo ADC is always underleveled in comparison to the laners that Yasuo mid usually faces. Without survivability items, even a fed Yasuo ADC can be popped in teamfights or lose a duel against an enemy top laner in a side lane. Yasuo has to use his R wisely, know his limits in any fight, and work around enemy CC, his Wind Wall, and setups by his team to survive and win.
- Risky pick. Having a melee bot with 4 other melee champions can be seriously detrimental if the enemy team has peel and ranged champions. Additionally, picking Yasuo ADC early can lead to hard counters. Renekton bot, Exhaust Maokai, Darius, and Sett support are examples from some of my games that counter Yasuo ADC hard and lead to an extremely difficult laning phase and therefore an extremely difficult game. Often, two scenarios happen: You either deal absolutely no damage because you got behind early for whatever reason (bad support pick with me, champion counters, bad early fights in the jungle, camp by an enemy jungler that ganks a Yasuo effectively, such as Rek’Sai, Olaf, or Eve), and the enemy ADC gets to play the game with basically no lane opponent. The second: You get ahead in the lane and carry while the enemy ADC can’t do much but avoid me and try to farm.
Alistar is considered a counter because he has a very strong peel that can reduce the effectiveness of Yasuo in the bot lane. He provides long-lasting CC using his W + Q combo and then stunning you with E (Trample), which is undodgeable for Yasuo. He also has a strong setup for ganks, can disengage ally ganks, and his R (Unbreakable Will) makes him very difficult to kill as well. Patience is key in working around Yasuo ADC counters. Yasuo has to poke Alistar as much as he can until the bull commits for the combo. Do not try to engage until Alistar has used his Q or W. If you can bait one of those spells, then it is possible to ignore the Alistar and engage on the ADC.
Sett is considered a counter because he outduels Yasuo early very hard with true damage, undodgeable and unwind-wallable W (Haymaker). Q (Knuckle Down) gives Sett massive early game damage in comparison to Yasuo. Your E (Sweeping Blade) and Q (Steel Tempest) can be interrupted by Sett’s E (Facebreaker), which is very easy to land for Sett because Yasuo is a melee champion. Hexflash, Nimbus Cloak Sett with the movement speed of his Q makes it extremely easy for him to catch Yasuo with E to deal a large chunk of damage to him for free or set up ganks. Sett camping bushes make it practically impossible to play lane. Sett’s E (Facebreaker) is too powerful of an ability to ignore. You should play the lane like usual without engaging. Sett support usually will be extremely proactive, trying to aggressively use E without the enemy ADC actually being in the position to follow up. Wait for the Sett to aggressively use his E. Then, Yasuo can engage on the enemy ADC.
Senna is considered a counter because with a peel support such as Alistar, Sett, Leona, or Tahm Kench, she is the ideal Yasuo ADC counter. Unwind-wallable Q (Piercing Darkness) and auto-attacks with massive range allows Senna to massively bully Yasuo in the lane, making it very hard for him to get the early lead he needs. Senna’s Glacial Augment slows Yasuo and his dashing, setting up engages, ganks, or favorable trades for Senna. Her E (Curse of the Black Mist) makes her and her allies untargetable, and can lead to Yasuo not being able to dash on his enemies, use E-Q, or use his ultimate on knockups. A proper Senna lane, such as Sett & Senna, is extremely difficult to deal with. In other lanes, it is possible to just engage on the Senna at every opportunity possible. Against a CC support, however, there isn’t much choice but to let Senna push in repeatedly. Pinging for an early gank can be very helpful. Without jungle help or a solid engage by your support, the smart move is most likely waiting for 6. Yasuo’s ultimate (Last Breath) is much better than Senna’s ultimate in a 2v2, so Yasuo should definitely look for a fight at level 6.
These champions work well with Yasuo and should be considered being picked alongside him if possible. Here are some of the biggest synergies and how you can abuse them.
Rakan works well with Yasuo, as he can pretty much do everything Yasuo ADC needs. He can heal with his Q (Gleaming Quill) and shield with his E (Battle Dance). He follows Yasuo ADC’s engages in lane very easily with his two-cast E. Rakan’s W (Grand Entrance) has good range and can set up a strong AoE knockup in lane and fights. Finally, he can CC enemies he wants to engage on and peel enemy champions attacking Yasuo with his R + W combo.
Nami works well with Yasuo, as she can follow on Yasuo ADC’s engages. She has superior trading and sustain in comparison to Rakan. Her W (Ebb and Flow) can be a very powerful trading and sustaining tool to make up for Yasuo’s weaknesses in early levels. Buffing Yasuo with E (Tidecaller’s Blessing) gives him movement speed and makes him slow enemies with auto-attacks, making it very easy for Yasuo to land his Q. Nami’s Q (Aqua Prison) is hard to land on its own, but with Yasuo’s E-Q knockup, it’s almost guaranteed to get two knockups in a row. Nami’s R (Tidal Wave) is a powerful disengage and engage tool that can be chained into Yasuo’s R and/or Nami’s Q, leading to several seconds of CC if timed correctly.
Lulu works well with Yasuo because her shield and peel are probably the best in the game. In addition to that, her powerful trading tools in the lane with E (Help, Pix!) and Q (Glitterlance) can make up for Yasuo’s weaknesses early. She can buff a stronger Yasuo with movement speed and a shield, so he can start a fight himself. She can also peel for a weaker Yasuo with her potent polymorph. Lulu’s R (Wild Growth) can help get someone off of Yasuo and knock them up for a guaranteed Last Breath. She can also help Yasuo get an AoE knockup if he dashes into the enemy team.
Yasuo Summoner Spells
Yasuo’s recommended summoner spells are Exhaust and Flash. E + Q Flash can be used to catch opponents off guard. Almost any player will Flash a regular tornado when necessary, but no one can react to an E + Q Flash. Use this mechanic to remove the possibility that an opponent can dodge a knockup you need to land in order to win the fight or secure the kill. Yasuo ADC should opt to take Exhaust because he relies on winning key fights at early levels. Unlike other ADCs who use Heal in tight trades or save themselves/their support with the movement speed and healing, Yasuo ADC is almost always all-inning if he is in combat. Exhaust will often prove superior to Heal in a fight, and Yasuo ADC must win the fights he takes. Exhaust against stronger, high damage ADCs such as Lucian or Draven can sometimes be a necessity. Since Yasuo ADC is lower-leveled, Exhaust can also be very useful when Yasuo is side-laning, trying to get to his second or third important item, and he has to face a solo laner a few levels higher than him.
Yasuo Runes and Keystones
Yasuo’s recommended runes are Conqueror, Triumph, Alacrity, and Coup de Grace on Precision as primary, and Taste of Blood with Ravenous Hunter on Domination as secondary. These are the runes you will use almost every game. Yasuo stacks Conqueror quickly with his auto-attack resets and low cooldown E and Q. The attack speed provided by Alacrity and the stats rune help cap the Q cooldown at a lower level and give you some early game power. The healing from Taste of Blood and Ravenous Hunter will give Yasuo a good amount of sustain and lifesteal even without lifesteal items.
Your rune page stats will always be +10% attack speed, +9 adaptive force, and +6 armor or magic resist depending on the current matchup.
Yasuo’s recommended items change depending on the situation. However, the following items will give you a good idea of what to build in different situations.
Yasuo starts with Doran’s Blade, which increases HP, AD, and adds lifesteal to your stats early in the game. Never go Doran’s Shield. Yasuo has inherent lifesteal through runes, which is helped by Doran’s Blade with the AD and lifesteal it gives you. The extra damage (Q is also 100% AD scaling) and lifesteal of Doran’s Blade outweigh the sustain of Doran’s Shield. Getting two Doran’s Blades is good as well for tougher lanes with a certain amount of gold upon recall (500G, 750G, 1000G).
Phantom Dancer is core on Yasuo because it increases attack speed as well as critical chance. In season 10 overall, PD is probably the best first item for Yasuo every game. Getting the attack speed and critical chance working towards Infinity Edge gives Yasuo his early strengths of low Q (Steel Tempest) cooldown and decent damage. PD + IE is Yasuo’s classic item core with 100% critical chance, capped Q cooldown, and heavy damage. The PD shield early can also be the deciding factor in tight duels or fights early, where Yasuo ADC struggles the most as he tries to get to his second item without feeding.
Blade of the Ruined King is core on Yasuo because it gives AD, lifesteal and attack speed, and is great against high HP enemies. In certain situations, Blade of the Ruined King can be built first before PD and IE. BotRK gives lifesteal, significant damage, and attack speed, making it a very viable first option. Usually, you would opt for PD to get to the PD + IE power spike as fast as possible. However, if you are ahead and/or the enemy team has a lot of health-building champions, BotRK first item can feel quite good when dueling those champions and giving sustain in lane. In any scenario, BotRK is the best third core item for Yasuo. The extra attack speed makes Yasuo’s Q (Steel Tempest) and auto-attacks feel even smoother. Lifesteal makes Yasuo’s healing even more potent from his runes. The most powerful aspect of BotRK is 12% health damage. Yasuo can sometimes struggle to kill big frontliners, so BotRK is extremely helpful in cutting down a Zac, Maokai, or Ornn in fights.
Use Berserker’s Greaves, as they give 35% attack speed for 1100 gold. For Yasuo, this item is extremely powerful in early laning. Not only does rushing Berserker’s Greaves make Yasuo’s dashing quicker and give him more movement speed than champions without boots early, but the 35% attack speed also reduces the cooldown of Yasuo’s Q (Steel Tempest) significantly, increasing his damage output by a large amount. With Berserker’s Greaves and a Zeal item, Yasuo easily caps his Q CD.
Use Ninja Tabi/Mercury’s Treads if the enemy team is full AD or full AP. If the enemy team is not full AD or full AP, you would opt for Berserker’s Greaves because of the early power. In full AD or full AP scenarios, however, Ninja Tabi/Mercury’s Treads can help a lot building up resistances and survivability. Keep in mind that you will need two attack speed items to cap your Q CD if you do not build Berserker’s Greaves. In case the enemy team is full AP, building Wit’s End as well can provide a huge amount of magic resist. If not, BotRK is never a bad choice.
Offensive Situational Items
If you are in the lead, you can build Bloodthirster. Bloodthirster gives a large amount of AD, extreme lifesteal, and an overheal shield. Consider Bloodthirster if you are very ahead and you just want pure damage and to heal to full health from dealing damage to anything.
If you are playing against enemies with high health regeneration, you can build Mortal Reminder. An early Executioner's Calling can be strong against a Yuumi or a Soraka lane. Reduced healing is always good to have, but Yasuo should only build it when the enemies have strong healing. The armor penetration stat of Mortal Reminder is not very well used on Yasuo, and having Executioner’s Calling in an item slot can be troublesome for Yasuo when he is trying to build components for important items, such as IE, BotRK, or Death’s Dance.
Defensive Situational Items
Note: Opt for defensive items for almost every game. Yasuo does not really require 5 damage items. It is more important to have survivability, since he needs to dash and use his ultimate into enemies, making him a prime target to burst down.
If you want to have defensive stats in your build, you can build Death’s Dance. The new Death’s Dance provides 30 of both armor and magic resist, making it have high value in any game. Since Yasuo has inherent healing with a lot of DPS in combat, Death’s Dance passive is particularly good on him. He heals a lot with his Q (Steel Tempest), and auto-attacks with Death’s Dance. 30% reduced damage helps significantly with Yasuo’s problem of getting burst in fights before he is able to do much. Overall, Death’s Dance makes Yasuo much harder to kill while giving him a fair amount of AD and a large amount of healing that synergizes with his runes and BotRK.
If you need one last item, you can build one of these: Mercurial Scimitar, Spirit Visage, Guardian Angel, or Frozen Mallet.
For Yasuo’s last item, any of these four options are good for certain situations. If there are key abilities to cleanse, such as Malzahar’s R, Renekton’s W, Skarner’s R, etc., a QSS/Mercurial Scimitar is necessary. If the enemy team has mostly magic damage, Spirit Visage can make Yasuo much harder to kill and makes his healing from items and runes more potent. GA is great against AD teams and assassins. Even with Death’s Dance, a fed Talon, Zed, or Qiyana will one-shot a Yasuo with ease. GA giving a second life to Yasuo helps to reduce his survivability weakness. Frozen Mallet is a strong defensive option for Yasuo in any game and scenario. 700 health gives Yasuo survivability, 30 AD is good, and the slowing passive makes kiting and chasing down enemies easier.
Full Build Example
This is the most recommended build path for Yasuo because it has everything he needs to deal the most amount of damage to his targets. From attack speed to cap the Q (Steel Tempest) cooldown, to lots of AD for damage with Q and auto-attacks, with a great amount of healing and survivability for Yasuo. This creates the perfect opportunity for him to be a good ADC in the bot lane and later carry the whole team in teamfights.
Passive - Way of the Wanderer
Using the passive shield is important. Most players know that they want to proc the shield whenever it’s up, and as Yasuo ADC you will probably have your shield poked out very frequently. When looking for engages or trades, try to walk around and get your shield back before dashing in, so you don’t take as much damage at the start of the fight. Try to time your engage right as your shield comes back up so you don’t let the enemy proc it for free while you’re hitting minions or something else.
Q - Steel Tempest
The Q can be used to CS under tower efficiently, since it has a low cooldown and is also an auto-attack reset (AA-Q-AA is a basic Yasuo combo) Most ADCs struggle to last hit under tower in early levels, but Yasuo does not have that weakness. Against poke lanes, I recommend solely using your Q to last hit from a distance. Letting them push to your tower is fine because you can last hit every minion. When engaging in the lane, try to gather a tornado before dashing in. Most players will back off for free if you are holding onto a tornado because they see the obvious audio and visual effects of a tornado. If you are looking to engage, instead of holding onto a tornado, use your first dash in as an E + Q, getting your second stack of Q. This is more likely to catch enemies off guard. They will most likely not have backed up as far, and your next E + Q will be a knockup, setting up a follow up. In bigger fights, Q frontliners from a distance. Identify the targets you can’t easily fight (Renekton, Olaf, or other strong bruisers in the frontline), play safe, and Q them safely to get a tornado. Then, you can look to dash past them and knock up + use ultimate on their backline. Getting and holding a tornado using monsters/minions is always a good idea. It doesn’t cost you anything, so why not? You can check a bush, perhaps catch someone with it, or use it as a disengage tool if someone is trying to engage on you.
W - Wind wall
Wind Wall is the trickiest ability to use. It has a very long cooldown, so you do not want to waste it on insignificant abilities. However, you will almost certainly need to wind-wall significant abilities to win lane. Proper wind-walling requires mastery of Yasuo. Some abilities in the lane to wind-wall include hook champion Qs and roots from Lux, Morgana, Zyra… It’s hard to list every single use of Wind Wall. You use Wind Wall most frequently to block the burst of an ADC. As you dash onto them, throw up Wind Wall when they use the majority of their damage. For example, Kai’Sa wants to W + Q. Ezreal wants to W + Q. If you can block those abilities, keep dashing onto them for an all-in. They can’t win without landing their key spells on you. If they hold onto those abilities, that’s fine as well. You will easily out-trade them in that scenario, hitting them with auto-attacks and Qs while positioning behind your Wind Wall. Then, take the free trade and dash back out. Continuing to engage past your Wind Wall can easily lead to you getting killed. You can wait for your Wind Wall again or a solid engage by your support while they have taken a chunk of damage. In fights, try to place your Wind Wall where the majority of ranged damage comes from. If you do, they either have to walk past your Wind Wall and position in a riskier way, or they will stay behind the Wind Wall and try to walk around, wasting their time and allowing you and your team to pour the damage onto their frontliners.
E - Sweeping Blade
Yasuo’s E is another auto-attack reset (AA + E + AA, AA + Q + AA + E are more basic combos utilizing the auto-attack reset), so you can use that to easily CS and deal more DPS.
Always start an engage with two stacks of your E. Not many players know this, but your E damage stacks up to two times. With the negligible cooldown, it’s free to gather those two stacks off of minions before engaging in the lane. The difficult part of E is not dashing too much, but dashing too little. Dashing too much in the lane or in fights leads to Yasuo not utilizing the main source of his damage: AA + Q + AA resets repeatedly. Only use dashes to accomplish specific goals. Dash to close just enough of the gap to Q and then E onto the opponent for optimal damage. Dash to avoid certain abilities that are being thrown out. Spamming the dash might look cool or seem fun, but it can make Yasuo have much less DPS. At the same time, utilize your dash enough so that you don’t waste Flash to get onto or behind the ADC in the lane. That way it will be more difficult for them to run.
R - Last Breath
Yasuo’s ultimate is his typical all-in engage skill. In teamfights, it’s good to get a decent ultimate off as soon as possible to gain the armor penetration and deal more damage throughout the fight. Holding onto the ultimate for too long can make it difficult to kill frontliners. Get the ultimate off or dive into their backline with a tornado or ally knockup. Remember that the knockup + ultimate also CC the enemy for a good amount of time. If you can stall your ultimate until the last bit of the duration of the knockup, you can CC the enemy for almost 2 seconds with a follow-up ultimate. It is a good idea to R the ADC even if they are full health if your support is in a position to follow up on your CC. Using Last Breath properly comes with mastery of Yasuo.
Ability Skill Order
The skill order for Yasuo is R > Q > E > W.
Q (Steel Tempest) is your main damage ability. It is the ability that sets your kit up to deal damage in teamfights. E (Sweeping Blade) is the next damaging ability, and its dash gives you mobility around units to quickly position yourself for a knock up. W (Wind Wall) is maxed last, as it is only used as a defensive tool. Upgrade your ultimate when possible at levels 6, 11, and 16.
A power spike is when a champion reaches a level or builds an item that makes him a lot stronger than other champions in the game. This is when Yasuo gets his power spikes.
Level 3: Yasuo gets all three of his abilities, and Wind Wall is a powerful ability in bot lane against ADCs. Level 3 is when your support also has all their abilities, and if you play properly, you should win against most lanes as long as you have enough health.
Level 6: Yasuo’s ultimate (Last Breath) is powerful and has a low cooldown. Set up a situation where you can easily get a knockup, either your support’s or your own, onto the ADC when you hit 6. With an E + Q, you should always be able to get an ultimate off in lane. You also have the chance to get a good ultimate in early jungle or Dragon fights.
Level 13-14: Yasuo hits his Q (Steel Tempest) cap and typically has at least two items at this level. With Phantom Dancer and Infinity Edge, a capped Q, maxed Q, and maxed E, Yasuo is probably the strongest at this stage in comparison to other champions. Use this time of the game to make plays around objectives and side-lane.
Berserker’s Greaves: As explained, Yasuo gets a high amount of attack speed and DPS from Berserker’s Greaves in comparison to 1100 gold on another ADC. He can dash quicker and get tornado stacks fast, granting him a lot of power in the lane.
Berserker’s Greaves + Phantom Dancer + Infinity Edge: Yasuo gets the majority of his damage from the PD + IE power spike with 100% critical chance and around 1.4 attack speed. If you are not too behind, you can win a decent amount of duels, deal a large amount of damage, and dash to kill ADCs.
W + E + Q Combo
You can cast any other spell with Wind Wall (W + Q or W + E), but W + E + Q is used a lot. Using this combo sets up two situations: the enemy either throws an important ability such as a stun or slow when you are decently far away and can easily react to it with Wind Wall, or the enemy holds onto the ability until you are close enough to E (Sweeping Blade) and throw W and E-Q to cover yourself as you dash onto them. It’s much more difficult for the opponent to gauge where a dashing Yasuo will end up (in front or behind), so the W + E + Q combo helps to protect Yasuo from abilities as he dashes in.
q3 + E + Q + R Combo
The classic Yasuo combo known as Airblade to many pros. To pull it off, you E + Q any target and use R (Last Breath) immediately after your Q.
- Make sure you have utilized the majority of the length of the knockup, so the enemy is knocked up for a longer time,
- You get another Q off onto the opponent with Airblade, dealing extra damage to your target and in a circle around you where you end up after you ult and getting another Q stack.
- If you kill the target(s) you used Last Breath on with the extra Q from Airblade, the ultimate animation cancels early and you can move and cast spells again, which can be essential in fights.
- Style points.
E + Q + Flash Combo
The other classic Yasuo mechanic known as Beyblade is primarily used as a tool to catch opponents off guard. Most players can Flash, dash, or blink a tornado or E + Q. However, it is practically impossible to react to an E + Q + Flash. Performed properly, the E-Q-Flash is far too fast to react to. The E + Q + Flash can also be used in a more advanced manner to reposition your E + Q to get your Q damage off quicker or hit a specific target or targets. For example, if you are getting 2v1ed with Flash up, but a tornado will not be able to knock both opponents up and you are not in a position to just E + Q and hit both, you can E (Sweeping Blade) one champion or a minion and Q + Flash into the position where the Q circle will hit both. To get your Q damage off quicker, you can cast the Q + Flash as fast as possible when your E starts. Typically, E + Q + Flash is used when you use the full length of your E to cover more distance in total after you flash. However, you can use the Q + Flash long before the full length of your E. More skilled opponents can Flash/dodge your E + Q. However, if you E and Q + Flash onto them, you can catch them with it before they can avoid it.
How to Play Yasuo
Playing Yasuo as ADC is not what you are going to expect. As written in the typical mistakes section, you restrain yourself from wanting to get CS and sacrifice early minions as much as necessary to keep yourself healthy for an engage at level 2 or 3. A Yasuo ADC lane will not have priority early. You fully expect and let the enemy push into your tower for multiple waves. Do your best to let your team know that you do not have priority and ping to let your support know when you want to engage at later levels. Play around your early power spikes of Wind Wall, Berserker’s Greaves, and R (Last Breath) to get as much of a lead as you can early. This will propel you in the mid and late stages of the game.
The mid game is typically the most dangerous time of the game for Yasuo. As Yasuo, you are currently trying to finish your Infinity Edge and will not have any survivability items that will protect you besides your passive (Way of the Wanderer). Because of this, Yasuo is weaker than many other champions in the game, such as bruisers like Renekton, Olaf, Fiora, and Jax. Play this part of the game patiently. Look for safe farming in the side lanes, take advantage of fights where there is a good knockup or setup, and group with teammates when you do not see where enemies are. It is possible to not be able to get Infinity Edge until 23 or 24 minutes if Yasuo dies several times in the mid game. Try to avoid getting behind and avoid risky plays at this time.
- Split-pushing – As mentioned, farm side lanes to get your items, and fully push a sidelane when you have 3 items. This is when you can push waves the fastest and will be stronger than a good amount of other champions. Getting solo experience in side waves after the laning phase is over is good to catch up to higher level enemy solo laners who can beat you 1v1.
- Objective control – Once Yasuo hits level 6, you are able to contribute a good amount to objective fights with his ultimate (Last Breath) being AoE damage, CC, and good range. For the first Dragon, just look for a knockup on the squishy/isolated targets or to engage onto whoever your team is going after while throwing W (Wind Wall) to protect allies. If the enemy does an early Dragon before you hit level 6, you most likely can’t help with that because you will still be pushed under the tower. After 6, you usually have constant lane priority and can rotate first. Making picks or baits around objectives is also easy because of your instant follow-up with R. Your Wind Wall and tornados are also effective in clustered fights around objectives.
Yasuo reaches his peak in the later part of mid game and late game. He now has his Phantom Dancer + Infinity Edge and is working on lifesteal and survivability items. You will deal a large amount of damage and it is becoming harder for enemies to kill you with your third and fourth items at play. You also now have E maxed and Q capped, and your ultimate has a 50-second cooldown. You can push waves extremely quickly, and win against almost any squishy champion. You can now survive, kite, and cut down frontliners. This part of the game is when you typically go for the most (and potentially riskier) plays that can secure you Baron or enemy inner turrets. Look for hard engages and knockups by your team and chase down enemies in lanes where outer turrets have fallen. This is the perfect time to utilize Yasuo’s strengths and ultimately win the game.
Yasuo Tips and Tricks
- Gauge how the enemy bot laners play in the early levels. Sacrificing the early CS and not interacting early often makes ADCs more confident poking and walking further up, making them not expect your engage and the damage from your power spikes.
- If the enemy bot lane starts to sit very far back and no longer attempts to fight or CS, look for deep wards in the tribush and enemy jungle, take scuttle crab, or roam/shadow mid. There’s no point of sitting bot waiting for the wave to push back.
- Ping frequently and let your support know when you want to engage, when you think the enemy jungler is trying to gank, and when you want to leave the lane. Also, ping when the enemy bot lane is missing and has priority, or for ganks if the enemy bot lane is repeatedly pushing you into your tower without being able to punish them (for example, if they are a strong early game bot lane such as Draven & Alistar).
- Utilize the Yasuo mechanics of E + Q + R and E + Q + Flash in any scenario where they are optimal.
- While getting a lead in the lane is very doable with Yasuo ADC, be mindful that you are still squishy and it is hard to escape when you are pushing. Yasuo ADC can snowball harder than Yasuo in solo lanes because he can punish harder and get more kills in bot lane, but he can also get behind even faster because of his lower levels and bot lane being a longer lane with more ganking options.
These below videos are great game play examples for how to play Yasuo. Coming Soon!
Frequent Mistakes/Noob Traps
These are things most Yasuo players do that shouldn’t be done at a high level ELO.
Mistake #1 – Being aggressive in the early game. Yasuo ADC can lose half health from walking up to take one cs level 1 with an enemy ADC ready to punish you. This can happen even more frequently with a melee support who can’t trade for you. Sometimes, you have to give up the whole first wave. Health is much more important than CS early in this lane, as you need to be healthy for an engage at level 3 or beyond. Letting them push to you early protects you from early ganks and helps the jungler to gank early for you as well, which would be extremely helpful for someone with the snowball capabilities of Yasuo ADC.
Mistake #2 – Not playing patiently. As mentioned, Yasuo ADC is even squishier than Yasuo mid because of his lower levels. Therefore, it’s hard to make solo plays and duel enemy solo laners. Take advantage of ally engages or knockups. It’s better to be patient than risky when you have a lead from laning phase. If you die too many times as Yasuo ADC, you can easily end up being 3 or 4 levels down to solo laners. Work towards your two/three items to enter carry mode.
Mistake #3 – Not communicating. If you’re playing Yasuo ADC, do not expect your support and team to know exactly what you want. You are playing a melee ADC who works quite differently from a conventional ADC. You engage at different times, play safer at different times, and are stronger and weaker than regular ADCs at different times. Ping when you want to engage, let your team know the enemy bot lane has priority early and can roam, and ping to solo farm side lanes. Both your team and the enemy team probably do not have that much experience with Yasuo ADC. Let your team be the one that is more familiar with you and can work around your ultimate and power spikes.
Similar Champions to Yasuo
Listed below are some champions you can use to replace Yasuo as ADC. Similar to him, they also deal constant damage in the bottom lane. When he isn’t available because he is either banned or picked by the enemy team, knowing how to play these champions will give you a variety to choose from, safeguarding your LP from going down and keeping your games awesome.
Very long range poke. Always critical strike each 4 auto-attacks. High damage. Similar to Yasuo, Jhin excels when he plays safely at the early levels. He pokes enemies when his 4th shot is up, dealing constant critical damage even without items. As soon as he gets his core items, he’ll be able to snipe people from afar and burst them down as soon as he gets close. Nothing beats a harmonical masterpiece like him!
Extremely effective poke. Hard to gank. Low cooldowns on every ability. Ezreal also plays safe in the early game while filling his Tear of the Goddess item. Once he gets his Manamune, he is able to spam Mystic Shots and Arcane Shifts around his targets. Even when you don’t see him on the map, you’ll have to be cautious with Trueshot Barrage at play. If you love poke comps, then this ADC is great for you!
Can melt tanks. Damage is mostly true damage. Huge ladder of progress. Vayne loves the late game. This is where she reign supreme over most ADCs. Her ability to shred tanks and burst out squishy targets is unlike any other. She can Tumble around teamfights and shoot Silver Bolts that pierce through her enemies’ defenses. Bring down the Final Hour and she’ll be the last woman the enemy will see.
Comment below what you liked or think should change about this guide. Remember to rate it and share it if you found it useful. Good luck on the Rift!
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