Yasuo

Yasuo

Mid Build, Runes, Items · Patch 26.9

B Tier Win Rate 48.4% Pick Rate 2.4% Ban Rate 10.9% Role Mid Games 761 Patch 26.9
Patch: 26.9
Tier B
Win Rate 48.4%
Pick Rate 2.4%
Ban Rate 10.9%
Matches 761
Yasuo is never truly safe to ignore — between his Wind Wall blocking key abilities and his E dashing through minions to reach any angle, enemies who lose track of him for one second pay for it.
RUNES
WR 47.39% PR 77.92% Games 593
Precision
Precision
Press the Attack
Lethal Tempo
Fleet Footwork
Conqueror
Absorb Life
Triumph
Presence of Mind
Legend: Alacrity
Legend: Haste
Legend: Bloodline
Coup de Grace
Cut Down
Last Stand
Resolve
Resolve
Demolish
Font of Life
Shield Bash
Conditioning
Second Wind
Bone Plating
Overgrowth
Revitalize
Unflinching
Adaptive Force
Attack Speed
Cooldown Reduction
Adaptive Force
Movement Speed
Health
Health
Slow Resist & Tenacity
Scaling Health
WR 46.15% PR 11.96% Games 91
Resolve
Resolve
Grasp of the Undying
Aftershock
Guardian
Demolish
Font of Life
Shield Bash
Conditioning
Second Wind
Bone Plating
Overgrowth
Revitalize
Unflinching
Domination
Domination
Cheap Shot
Taste of Blood
Sudden Impact
Sixth Sense
Grisly Mementos
Deep Ward
Treasure Hunter
Relentless Hunter
Ultimate Hunter
Adaptive Force
Attack Speed
Cooldown Reduction
Adaptive Force
Movement Speed
Health
Health
Slow Resist & Tenacity
Scaling Health
Items

Starting Items

Games 64 PR 8%
Item 1055
Item 2003
Item 1001
Item 1042
Games 47 PR 6%
Item 1055
Item 2003
Item 1042
Item 2031

Build Order

Item 1055
Item 1042
Item 1036
Item 6673
Item 3153
Item 6672
Item 3031
Item 3046

Completed Items

Item 6673
Item 3153
Item 6672
Item 3031
Item 3046
Item 6333

Situational Items

Item 1043
Item 1001
Item 1037
Item 1053
Item 1086
Item 1018
Item 3051
Item 6690
Ability Max Order Q > E > W
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
Q
Q
Q
Q
Q
W
W
W
W
E
E
E
E
E
E
R
R
R

Overview

Yasuo is one of the most mechanically expressive fighters in League of Legends, built around a kit that rewards constant movement, aggressive dashing, and precise timing. His passive Windshield generates a shield whenever he moves enough distance, providing recurring durability that rewards a mobile playstyle. His Q, Steel Tempest, fires a skillshot that applies a stack toward a knockup — at two stacks, the next Q releases a tornado that knocks up enemies in a line, providing the setup for Last Breath. His E, Sweeping Blade, dashes through any enemy unit and temporarily marks them, preventing another dash to the same target immediately. His W, Wind Wall, creates a moving wall that blocks all enemy projectiles for several seconds — one of the most impactful defensive tools in the game against projectile-heavy compositions. His ultimate Last Breath locks Yasuo onto any airborne enemy, deals heavy damage, and briefly resets his Q stack, which is most powerful when cast into multiple enemies knocked up simultaneously by an ally. He is not a simple champion but his high skill ceiling rewards mechanical mastery with outplay potential that few other champions can match.

Strengths

  • Sweeping Blade E through any unit creates near-unlimited mobility in fights with minions or multiple enemies nearby — Yasuo can dash through minion waves repeatedly to close distance, escape, or reposition to unexpected angles
  • Wind Wall blocks all projectiles for several seconds — against ADCs, mages, and champions whose ultimate abilities are projectiles, a well-timed Wind Wall completely negates their most powerful abilities
  • Last Breath resets the Q tornado stack after activation, which means a successful ultimate immediately enables another full tornado charge without needing two fresh Q casts
  • Windshield passive provides recurring free shields that make Yasuo significantly more durable than his health bar alone suggests, especially in extended fights where he is constantly moving to generate shield charges
  • Knockup synergy with teammates who have airborne abilities creates devastating engage combinations — allies like Malphite, Jarvan IV, or Gragas who can knock up multiple enemies simultaneously give Yasuo free Last Breath opportunities

Weaknesses

  • Hard crowd control that cannot be dashed through — a stun or root that lands while Yasuo is not mid-dash completely stops his mobility and leaves him stationary, removing the primary advantage that makes him hard to fight
  • Heavy poke ranged matchups in lane are difficult to navigate — champions who can consistently damage Yasuo from outside E range force him to play conservatively and delay his item spikes
  • Heavily dependent on knockup setup for Last Breath — without an ally who can airborne multiple enemies or without his own Q tornado, his ultimate can only target one enemy at a time, significantly reducing its teamfight impact
  • Can fall behind dramatically if killed in the early game before items — an Yasuo who is behind in gold cannot generate shield frequently enough, deals insufficient damage to win trades, and loses the mobility advantage that makes him threatening
  • Wind Wall has a long cooldown and is the most important ability in many matchups — using it defensively for the wrong ability or at the wrong time and then facing the actual dangerous ability on cooldown is one of the most costly mistakes Yasuo players make

Early Game

Yasuo's early game is the most dangerous phase for him because his passive shield is smaller before items and his damage is insufficient to immediately threaten most matchups. The priority in the first few levels is to farm safely using E to dash through minions toward the enemy when trading and Q to apply damage, then immediately dash back through the same minions to create distance. This dash-in, damage, dash-out pattern keeps Yasuo safe while building Windshield charges between trades. Landing the Q tornado at two stacks is the setup for his highest damage short trade — dash in through a minion, Q once to apply the first stack, Q again when charged to release the tornado, then Last Breath if the enemy is airborne. Avoid extended fights without items because Yasuo's sustained damage requires attack speed and crit to reach threatening levels. Between trades, keep moving to maintain Windshield charge generation, because arriving at a trade with the passive shield already active provides significant extra durability.

Mid Game

Mid game is where Yasuo's first item power spike transforms him from a trading champion into a genuine kill threat. With crit items providing significant attack damage and his Q tornado applying the Last Breath setup more reliably, his burst damage in short skirmishes becomes threatening to most non-tank champions. The most important mid game habit is coordinating with teammates who have knockup abilities before committing to a fight — a Yasuo who knows his jungle is about to Malphite ultimate into the enemy team can pre-position on the flank and immediately follow up with Last Breath the moment the knockup lands. In side lane, split push to create pressure and look for opportunities to fight enemies who come to stop you without backup. Your E mobility through minions means the side lane is where Yasuo is hardest to pin down — use the jungle camp positions and minion waves to create angles that enemies cannot easily predict or cut off. Wind Wall is most valuable in side lane against ranged laners who try to poke you off the wave.

Late Game

Late game is where Yasuo's attack speed and crit reach their combined peak and where Last Breath becomes the most impactful engage tool in any fight where allies have knockup abilities. In full five-on-five teamfights, the fundamental discipline is to never use Last Breath on a single target when a multi-target opportunity is available — the reset on the Q tornado after Last Breath combined with multiple airborne enemies creates a damage chain that can end fights in seconds. Position yourself on the flank before teamfights begin, wait for your engage ally to initiate, and the moment their knockup lands on multiple enemies, flash forward or dash through a minion to maximize the number of enemies caught by Last Breath. Wind Wall should be pre-positioned before fights to cover the angle where the most dangerous enemy projectile ability will come from — this often means placing it before the fight even starts, between your team and the enemy ADC or mage. Passive Windshield charge is most valuable in late game when the shield absorbs damage that would otherwise be lethal, so keep moving between auto attacks to maintain charge generation throughout the fight.

Tips & Tricks

  • Sweeping Blade E can only dash to the same target again after a short cooldown — in fights with multiple enemies or minions nearby, alternate between different targets to maintain continuous dashing without triggering the per-target cooldown.
  • Wind Wall blocks projectiles but must be placed before the ability fires — learn the wind-up animations of the most common dangerous abilities in your matchups so you can place the wall just before they release, not after they are already in flight.
  • Last Breath resets your Q tornado stack immediately after casting — after a successful ultimate, the next two Q casts will immediately produce another tornado without needing to land the first Q first. Use this to immediately continue the damage chain after Last Breath lands.
  • Passive Windshield generates faster when you move more distance — between trades and between auto attacks, keep moving in short lateral movements to maintain charge generation. A player who stands still loses shield uptime.
  • Steel Tempest Q at maximum range applies a knock-back on the third stack when used in the air during Last Breath — this is advanced interaction that lets Yasuo extend the airborne duration slightly by using Q during the ultimate animation, giving teammates slightly more time to follow up.

For official ability details and lore, visit the official Yasuo page and the Yasuo Wiki.