Yasuo is a champion with a 47 percent win rate. Mechanically he is one of the most challenging champions to play in game. Yasuo is a pure ad champion meaning you need to land as many auto attacks as possible in teamfights. Being melee however limits the possibilities of landing a large amount of auto attacks in game.
To land auto attacks you need mobility, Yasuo’s primary source of mobility is minions. As long as this champion is around minions he has an insane amount of mobility, unrivalled by anyone in game. Take him to the river however and his mobility drops next to zero.
Before we dive any further let’s take a look at his base skillset.
Way of the wanderer
Yasuo’s Critical Strike Chance is doubled. Additionally, Yasuo builds toward a shield whenever he is moving. The shield triggers when he takes damage from a champion or monster.
This is a really good passive because not only is the crit chance doubling really cool, the shield is really helpful in sticky situations and also helps in one on one trades early game.
The crit doubling coupled with something like an IE just turns this champion into a monstorosity and if not CC’d correctly he can run over entire teams.
Thrusts forward, damaging all enemies in a line. On hit, grants a stack of Gathering Storm for a few seconds. At 2 stacks, Steel Tempest fires a whirlwind that knocks Airborne. Steel Tempest is treated as a basic attack and scales with all the same things.
As Yasuo’s ultimate relies on the enemies being knocked up, in cases where your team has no knockup cc, this becomes your only source of landing your ultimate. Steel tempest also requires you enter the thick of a teamfight to land those Q’s.
Another important aspect of steel tempest is the fact that it still counts as a single auto attack, meaning this ability will still proc items like statik shiv and as such will also allow you to lifesteal.
Creates a moving wall that blocks all enemy projectiles for 4 seconds.
Windwall is a crucial ability to the champions survival, especially in teamfights. Proper placement of this ability can help negate almost complete damage from ad carries and mages.
Use this ability to block damage from the backline as you jump into the teamfight. You have to remember, however that this does not block turret hits.
If not placed properly, windwall can easily be positioned against. This should technically be your ability to max out last. The more you level this up however, the larger the wall size becomes.
Dashes through target enemy, dealing magic damage. Each cast increases your next dash’s base Damage, up to a max amount. Cannot be re-cast on the same enemy for a few seconds. If Steel Tempest is cast while dashing, it will strike as a circle.
Your only source of mobility. Using this with an empowered Q causes him to knock up the champions around him which is really great if you’re bad at landing skillshots. ( meh.)
Try to ensure you fight in locations where there are sufficient units to dash through. Remember that you cannot dash through the same opponent twice, use each dash sparingly and try to ensure you have a few units to dash through and escape if the situation gets sticky.
Blinks to an Airborne enemy champion, dealing physical damage and holding all Airborne enemies in the area in the air. Grants maximum Flow but resets all stacks of Gathering Storm.
For a moderate time afterwards, Yasuo’s critical strikes gain significant Bonus Armor Penetration.
Yasuo’s ultimate and an ability which if used correctly can provide an insanely long CC and depending on your ad can also heavily damage entire teams. This is particularly easy to take advantage of in teamfights when the enemy team is all clumped up.
While a single target isn’t exactly the ideal way to spend this ability, it can still be used to lockdown high threat targets for a significant amount of time.
Another important aspect of this ultimate is that it resets your passive. (More shields more critical strikes, what more could you ask for?)
Yasuo’s passive provides a great defense early game and an excellent offense late game. However this champion is heavily dependent on the situations he’s fighting in. Also late game, if you’ve built sufficent ad, your auto attacks start to do more damage than steel tempest. At this point its better to simply auto attack than to spam Q.
Remember that you can be killed even while casting your ultimate, its usually better to go in when :
- You’re sure you’ll survive ( i.e you’re fed enough)
- You have team members around, that way chances are you won’t be the primary focus.
- You have a valid escape. ( Flash, unmarked minions)
As mentioned earlier, Yasuo relies on his auto attacks for damage. Land as many autos as you can. After knocking up your enemy, you have time for one auto attack before casting last breath. Use it. The more auto’s you land, the greater is your survivability in team-fights. ( This is assuming you have some life-steal items. )
The recommended trees are of course domination and precision. Precision being the primary tree. Precision resolve is also equally viable. Three such rune pages have been listed below.