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YASUO BUILD GUIDE: The Sword Without A Sheath by CJVaughn

by CJVaughn (last updated 6 months ago)

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6
Greater Mark of Critical Chance(+5.58% critical chance)
3
Greater Mark of Attack Damage(+2.85 attack damage)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Scaling Magic Resist(+1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Attack Damage(+6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

View Item Details
21
9
0
mastery 1 0/1
mastery 2 4/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Way of the Wanderer
QSteel Tempest
WWind Wall
ESweeping Blade
RLast Breath
View Skill Order Details

Introduction

*Disclaimer* - Guide is in progress. I'm still doing testing with different builds and setups.
-----
**Important Information regarding Yasuo's Passive**
Yasuo's passive has since been changed from it's original state to now include a 10% nerf to Yasuo's Crit damage. The math behind that passive is as follows (200% base crit damage + extra Crit damage) * 0.9 = Final Crit Damage. This means by default Yasuo Crits for 180% damage. With Infinity Edge (which usually adds +50% Crit Damage) his final crit damage is 225%. This means that IE still adds +45% (instead of +50%) to his Crit Damage and as such is still extremely gold efficient! Thus, it remains a core and integral part to his build

Runes

The 5.58% Crit Chance is vital to reach 100% Crit Chance in-game after picking up Statikk Shiv and Infinity Edge. The reason we go x6 Marks for Crit Chance is to get as close to 5% as possible, which equates to about 11%% in-game due to Yasuo's passive and 'wastes' as little stats as possible, or in this case just 1% Crit.

For Seals we run x9 standard Flat Armor and for Glyphs we go x9 Scaling Magic Resist (Which can be replaced by Flat MR for certain matchups), both of which synergize with our Veteran's Scar's and Juggernaut, as well as even Barrier for that extra survivability early game. This is important as Yasuo's early game is his weakest point.

The extra 9.6 AD is for last hitting ability. A good rule of thumb is AD scales well early, while ArmPen scales better into late game. Seeing as the 9.6 AD is really worth 21.6 damage once we reach 100% Crit, it is the better option for a strong early game. (Plus we get free ArmPen from Masteries and Ult)

* Note: We choose Attack Damage over Attack Speed for a better early game and because late game because it only takes +46% Attack Speed at level 18 for the lowest CD on your Q. (We get +45% from Statikk Shiv and Masteries alone). So the safer route is Flat AD for better farming. Keep in mind that the reason Flat MR is better than Scaling MR against AP match-ups is that it takes until Level 9 for the Scaling to equal the Flat MR.

Masteries

mastery 1 0/1
mastery 2 4/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
Simple Offensive 21-9-0 mastery page.

Frenzy is a must as 100% Crit will give you guaranteed stacks every hit, and will apply from your Q.

Butcher helps last hitting and Dangerous Game can help us escape after a kill as a 5% Heal at even 2000 HP equates to a 100 HP Heal. I have switched a point from Expose Weakness to Devastating Strikes instead, helping both early and late game with +2% ArmPen.

The standard 9 in Defense still remains the most effective early game setup.

Summoner Sets

Flash & Barrier
Flash is all but required to escape the occasional gank and bad laning situation or trade. It also brings a lot of Utility to late game skirmishes in that it helps you get in and, more importantly, out of fights that you otherwise may have perished in.

Barrier is the way we compensate for Yasuo's weak early game power, lack of reliable escape, and his general squishy-ness. Just like a Ranged ADC, Yasuo uses Barrier to win trades, escape ganks, or just to mitigate damage during a teamfight which is vital when diving for enemy squishies.

Ignite is possible if you want to go all in early, but the majority of the time the enemy laner will have a stronger early game. Late game Ignite is nothing compared to your damage output, yet Barrier is still just as effective at saving you.

*Note: I have done more testing with Ignite, and if you are playing against an extremely weak lane, (Which hardly happens in ranked), then then the safety trade-off of taking Ignite over Barrier IS worth it for the snowballing potential. But if it will be a close lane, Barrier will save you more often than than the kills Ignite will help you receive.

Item Builds

Starting Build(s)
Defensive Starting Build
Aggressive Starting Build
Never underestimate the Health and Health Regen of Doran's Shield, both of which combine with the 9 in Defense to give you that extra staying power in lane, while a few early game potions will help to offset any extra damage you inadvertently take.

The Warding Totem is essential to avoid early game ganks for no cost at all.

Dorans Blade start will help you last hit and win trades, but is much more risky if things start to go wrong.

*Note: Dorans Shield from it's HP Regen alone takes 75 seconds to equal a Health Potion. This means that if you stay in lane LONGER than 5 minutes, you're effectively getting more Regen than what 4 Health Potions would have provided, not to even mention the extra Health padding it provides against burst damage.

That being said, Dorans Blade is better for last hitting, provides some Health padding, and does provide some sustain in the form of its own passive. If you're not facing much burst early game, go for the Blade.
Final Build(s)
Standard Final Items
**Important Information regarding Yasuo's Passive**
Yasuo's passive has since been changed from it's original state to now include a 10% nerf to Yasuo's Crit damage. The math behind that passive is as follows (200% base crit damage + extra Crit damage * 0.9) = Final Crit Damage. This means by default Yasuo Crits for 180% damage. With Infinity Edge (which effectively added +50% Crit Damage) his final crit damage is 225%. This means that IE still adds +45% (instead of +%50) to his Crit Damage and as such is still extremely gold efficient! Thus, it remains a core and integral part to his build.
------
You can buy Merc Treads if you get locked up by AP Mages or Supports as Yasuo does not get MR per Level, yet Beserkers gives you much needed Attack Speed. A possible alternative could be Mobility Boots if you want to roam, which also works well to charge Shiv and Flow.

*Disclaimer: Against certain lane match-ups Merc Treads IS better than Berserkers, as Yasuo's default Magic Resist is very very low. Always keep in mind build are flexible depending on the game. The only absolutes are Shiv and IE.

Statikk Shiv and IE are essential to reaching 100% Crit off just two items, with the 3rd item being for sustain. Not to mention the Shiv AoE hits for a guaranteed 250 damage (as opposed to 100) once you have IE.

For the 3rd item we actually have 3 choices depending on play-style. Ravenous Hydra which is great for farming. Bloodthirster if we want more raw damage (keep in mind each 1 point of AD is worth at least 2.25 damage with 100% Crit) or if we need more Attack Speed, BotRK is a great choice for Lifesteal, Attack Speed and a bit of Damage.

The final two items are pretty standard and will apply to most games, though the order you get them will change depending on the game and its length. If your opponent builds no armor, go GA. If your team is about to all in for team fights and you've been getting focused, go GA. If you just want to see big pretty numbers and do Tons of Damage™, then go Last Whisper.
Build Order
I put Vamp Scepter in the middle just to illustrate that you buy it when you need it, but otherwise rush Shiv + IE as fast as you possibly can. Shiv+ IE represents a 'break point' to where your damage spikes and you can trade quite well. Though a Vamp Scepter may be needed to get to this point. Complete boots as needed as well.

Afterwords, go for your Ravenous Hydra (or Blade of the Ruined King). This will allow you to farm better, sustain for longer, and do more damage.

Situational Items

Boots of Mobility
If you want to roam from Mid lane and are otherwise fed enough to effectively gank. Not as effective Top Lane.

In regards to the Boot Enchantment, Homeguard is a good way to get back into the fray after recalling. This allows us to quickly meet up with teammates for objectives such as Dragon or Baron, or just to defend base if the enemy has map control. Overall it brings the most Utility, but if you need solely speed to get in and out of fights to fulfill your role, Alacrity is a good way to go. Combined with your Statikk Shiv you should out-speed most enemy champions.
The Bloodthirster
For max damage, but more risky than Ravenous Hydra as you lose stacks when you die, and do not get the benefit of AoE Damage/Lifesteal procs. However, the 25 extra AD at full stacks equates to 56.25 more damage, and goes well will the extra Lifesteal this item provides.
Blade of the Ruined King
**Disclaimer** -This item may be better than I originally thought on Yasuo, but I will do more testing when he hits live servers to see.

If you need more Attack Speed in place of your sustain item slot. This also works well to shred high HP targets. Ravenous Hydra gives you 50 Extra AD, or roughly 112.5 more physical damage with Crit. For the %HP shred to match this damage, the target needs to be 2500 Health or higher not counting the enemies magic resist.
Ravenous Hydra
For more farming/sustain from on-hit AoE and Active effect and more damage on Auto's
Maw of Malmortius
If you need extra MR or Damage. Can save you just like GA, but is only efficient against AP heavy teams.
The Black Cleaver
Is an alternative to Last Whisper if the Opponent isn't building Tons of Armor. Provides more Health for extra survivability, Flat ArmPen which is better against Low Armor targets, some CD Reduction which does help your Ult and Wind Wall. Most importantly, it provides a bit more Attack Damage which helps our auto-attacks.
Oracle's Lens
Against champions that otherwise may kill you with Stealth, or to help your team after the laning phase is over and you can safely sell your Ward.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Way of the Wanderer
QSteel Tempest
WWind Wall
ESweeping Blade
RLast Breath
You can interchange when you first level W and E depending on the lane, but level 1 and 3 into Q is a must for last hitting, trading, etc.

We level E second in order to get more dashes off consecutively, as it lowers the time before you can hit the same target again, and to get more damage.

W is leveled last as it's biggest benefit of blocking skillshots can be achieved with 1 point, and the extra Flow generation is more useful late game when you are dashing between enemy champions.

TL;DR - Almost always level R>Q>E>W from level 5 onward.

Skills

Way of the Wanderer
Best part of the passive is the Double Crit chance. While it can be a 'trap' if you focus too hard on hitting 100%, hitting it with two items that are otherwise great items themselves allows you to take full advantage of the 'free gold' the passive gives. -10% Crit damage weakens his late game a bit to make up for the efficiency of double crit chance.

The shield is just icing on the cake as mastering it helps to overcome a weak early game, and works well with trades or engages as you will likely have it charged. It takes 7000 units of distance to charge Flow from 0-100%. That's roughly equivalent to the distance from the fountain to the outermost allied mid-lane turret. (Tip: Always stay moving even while in lane. Most players do this anyways, but keep in mind the more you move the faster you charge Flow)
Steel Tempest
Bread and Butter skill. CD is reduced by Attack Speed but otherwise not affected by CDR, applies on-hit effects (including Crit) and acts like a more narrow Jarvan lance . (Meaning in damages all enemies in a narrow 475 unit line. For reference, your base attack range is 175)

It is basically an auto-attack disguised as a Spell and has the added benefit of a longer range (975) +knock-up when you successfully use it 3 times. Use this to combo with your Ult when you knock enemies airborne.

Max this first.
Wind Wall
Passive charges flow faster each time you dash. Active puts up a wind wall that can block projectiles, including other champion's Ultimates.

This is a very high skill cap - high reward ability. While you shouldn't be afraid to use it to run away or escape if need be, keep it in mind when in the midst of a fight, as it can literally be game-changing.

1 point in this early and max it last.
Sweeping Blade
Allows you to be very nimble as it has a very low cooldown. The more times you use it in succession the stronger it is up until a cap. You'll mainly use this to close gaps or to get away as opposed to damage since it only scales with AP. Once you use it on an enemy, you cannot use it on that enemy again for X seconds, with X starting at 10 and going down to 6 at level 5. Similar to an Udyr Bear Stance stun.

Max this second.
Last Breath
Can only be used when someone is knocked airborne by any hostile attack. Self knock-ups or knock-ups by Neutral Monsters do not proc your Ult. Combos with your Q3, Zyra Ult, Malphite Ult, etc.

This does moderate damage, but is mostly useful for it's disable and blink (as it holds the target and all other airborne enemies within 400 range in the air) and more importantly it's Bonus Armor Penetration. This will let you shred tanks as a large portion of all the bonus armor they stack will be nullified.

Champion Matchups

Annie
Difficulty
Favors Enemy
Annie or any other 'lockdown' mage such as Malzahar, Lissandra, etc. will be able to shut you down if you let them. Be very careful when you know their stun/Ult is up and if you can block their skills with your wall, do so.
Darius
Difficulty
Favors Enemy
If you can avoid his pull, then you have a chance. Only trade him when his Q is down, otherwise just wait it out and farm or ask your Jungler for help. Timing your Q3 knock-up right as your Jungler ganks, especially when you have Ult, nearly guarantees a kill.
Renekton
Difficulty
Favors Enemy
Can Slice on you, Stun and Sustain, then Dice away before you can react. Play very defensively, make sure to time his Stun cooldown and if you see him going in, get away. He starts to fall off late game as you get stronger, so play to your strengths.
Riven
Difficulty
Favors Enemy
Or any similar bruiser champs will be your worst enemy. Avoid or Ban of possible. Will elaborate more on this section at a later time.

Early Game

Farm. Ward. Survive.

Early game you will be very weak. Your wall will have an astronomical cooldown, your Q doesn't hit very hard, and you can only dash on an enemy once every 10 seconds. However, once you get your core items and hit 100% Crit, things start to change. Your Q hits very hard and is a guaranteed Crit, you have Ult to secure kills and grant massive amounts of Bonus Armor Penetration, and can dash much more often.

Mid Game

Once you reach your core build, you can easily farm waves with your Q or Q3. Push lane for farm, or for pressure, and even roam if you're capable of doing so (once you have boots) to help secure kills in other lanes. If a lane has a knock-up, combo your Ult with their knock-up for easy kills. Otherwise, charge your Q3 asap and hit fleeing enemies with your own Q3+Ult combo.

Late Game

Stay near your back line and assist your team with your wall. Cut off the enemy ADC's and you can charge up your Q on the enemy team's frontline, Q3 as many enemies as possible and then Ult all of them for AoE damage and CC. Afterwords, use the Bonus Armor Penetration to finish of their tanks, or to adjust your focus to their ADC's when the wall is down and no longer blocking shots.

Conclusion

I will add detailed descriptions of each phase of the game upon Yasuo's release.

However, the basic idea is too farm early game, roam (or farm more) mid-game after 100% Crit is achieved and then kill priority targets late-game.

Changelog

-12.12.2013 - Changed reasoning on BotRK as an alternative to Ravenous Hydra
-12.13.2013 - Added reasoning behind Yasuo's passive and the Crit Damage Nerf
-12.14.2013 - Changed the 21 points in Offense. Revised various sections after 1st day play-tests
-12.20.2013 - Started on refining and cleaning up guide to make it more concise

Comments

December 15, 2013 - 10:55 PM #1

I think this build is the best up at the moment. New champs take a while to make a good guide for them but i think you got it down. I dont see berserker greaves being the best option though. Merk Treds I think would be better for the tanassity, or boots of swiftness/mobility for more wondering/ganking presents/chasing/getting away/things that need to to be able to run really really fast lol. It's really important to get his AS up as soon as possible ik, but just buying boots, getting core items that give you AS then upgrading you boots would be the best thing I think. I could be very wrong though lol. A worthy note, with just BotRK and Shiv it would seem maxes out thwe CD on his Q which at the momment looks to be 1.3 seconds. If you could post the exact AS needed to reach max CD on his Q that e neat. Great job on the guide love it.

December 14, 2013 - 05:40 PM #2

jk

December 14, 2013 - 05:38 PM #3

u r a noob

December 13, 2013 - 01:57 PM #4

This is probably the best Yasuo guide in this site. Keep up with the good work, and I'll look forward to see upcoming updates in your guide.

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