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Champion Guide8 min read

Best Yasuo Build & Guide (2026) — League of Legends

The definitive Yasuo build guide for 2026. Optimal items, runes, ability order, mid lane tips, and matchup advice backed by data from thousands of ranked League of Legends matches.

Yasuo is League of Legends' Unforgiven swordsman — a high-skill-ceiling melee carry who dashes through enemy minion waves with Sweeping Blade, charges up a knockup tornado with Steel Tempest, blocks all incoming projectiles with Wind Wall, and slams down on airborne enemies with Last Breath's devastating critical-strike-amplified ultimate. He is a mid lane skirmisher who builds Blade of the Ruined King into Immortal Shieldbow and Infinity Edge to dominate through aggressive trading, outplay potential, and snowballing damage. Yasuo is played as a mid lane carry (50% win rate on Patch 16.6 Emerald+, A+ Tier) with an 8.2% pick rate and 19% ban rate. Whether you want to dash through an entire minion wave to close the gap on a ranged mage, charge up a whirlwind tornado that knocks up multiple enemies for your team to follow up on, block an entire enemy team's projectile abilities with a perfectly placed Wind Wall, or slam down on an airborne target with Last Breath's bonus armor penetration that shreds through tanks, this guide covers everything you need to master the Unforgiven in 2026.

Yasuo Overview

Yasuo operates as a high-mobility melee carry whose power comes from Way of the Wanderer's doubled critical strike chance and shield generation, Steel Tempest's stacking whirlwind knockup, Wind Wall's projectile-blocking barrier, Sweeping Blade's unlimited dashes through enemy units, and Last Breath's airborne-extending ultimate that grants bonus armor penetration on critical strikes. Unlike burst mages who cast their rotation and wait for cooldowns, Yasuo fights constantly — weaving auto-attacks, dashing through enemies, and stacking Steel Tempest to generate knockup opportunities that enable devastating Last Breath engages. He is played as a mid lane carry (50% win rate on Patch 16.6 Emerald+) with an 8.2% pick rate and 19% ban rate.

Unlike assassins who delete a single target and retreat or mages who deal damage from range, Yasuo wins fights through sustained melee DPS, mobility, and critical strike scaling — Way of the Wanderer (Passive) doubles all critical strike chance from items and converts excess crit above 100% into 0.5 bonus AD per 1% excess, while also generating a shield (125-674 based on level) from movement that absorbs damage when triggered by champion or monster attacks. Steel Tempest (Q) thrusts Yasuo's sword forward dealing 20/45/70/95/120 (+105% AD) physical damage that can critically strike and applies on-hit effects, with each hit generating a stack — at two stacks, the next Steel Tempest launches a whirlwind that travels 1150 range and knocks up all enemies hit for 0.9 seconds. Wind Wall (W) creates a barrier 320/390/460/530/600 units wide that lasts 4 seconds and blocks all enemy projectiles except turret shots. Sweeping Blade (E) dashes through an enemy unit dealing 70/85/100/115/130 (+20% bonus AD)(+60% AP) magic damage with a 0.5/0.4/0.3/0.2/0.1-second cooldown, stacking up to 25% bonus damage per cast to a maximum of 100% bonus damage, with each target marked for 10/9/8/7/6 seconds before Yasuo can dash through them again. Last Breath (R) teleports Yasuo to an airborne enemy champion within 1400 range, extending the airborne duration by 1 second and dealing 200/350/500 (+150% bonus AD) physical damage, then granting Yasuo 60% bonus armor penetration on critical strikes for 15 seconds and resetting his Flow to maximum. Yasuo's strength lies in his ability to constantly reposition through enemy units, charge up knockups for his team, and convert those knockups into devastating Last Breath engages that shred armor.

Way of the Wanderer (Passive) is the foundation of Yasuo's identity — the doubled critical strike chance means Yasuo reaches 100% crit with just two crit items instead of four, allowing him to build fewer damage items and still deal maximum critical strike damage. The Resolve shield generates Flow as Yasuo moves, and when Flow reaches maximum, the next instance of champion or monster damage triggers a shield that absorbs 125-674 damage (scaling with level) for 1 second. The shield encourages aggressive trades — Yasuo can walk forward to charge his shield, take a hit to absorb it, then trade back while the enemy's cooldowns are down.

Steel Tempest (Q) has a base 4-second cooldown that is reduced by attack speed down to a minimum of 1.33 seconds. Yasuo thrusts his sword forward dealing 20/45/70/95/120 (+105% AD) physical damage in a line. Steel Tempest can critically strike for bonus damage, applies on-hit effects as a basic attack, and generates one Gathering Storm stack per hit. At two stacks, the next Steel Tempest fires a whirlwind projectile that travels 1150 range and knocks up all enemies hit for 0.9 seconds. The stacks last 6 seconds each. Steel Tempest is Yasuo's most important ability — the knockup tornado is his primary crowd control and his setup for Last Breath, and the low cooldown at high attack speed means Yasuo can generate tornado stacks rapidly in trades.

Wind Wall (W) has a 25/23/21/19/17-second cooldown. Yasuo creates a stationary wall that spans 320/390/460/530/600 units wide and lasts 4 seconds, blocking all enemy projectiles that pass through it except turret shots. Wind Wall is one of the most impactful defensive abilities in the game — it negates entire enemy team compositions built around projectile abilities, blocks crucial ultimates like Nami's Tidal Wave or Ezreal's Trueshot Barrage, and protects Yasuo during all-ins against ranged opponents. The long cooldown means Wind Wall must be used thoughtfully — wasting it leaves Yasuo vulnerable for over 20 seconds.

Sweeping Blade (E) has a 0.5/0.4/0.3/0.2/0.1-second cooldown between casts. Yasuo dashes a fixed distance through a target enemy unit, dealing 70/85/100/115/130 (+20% bonus AD)(+60% AP) magic damage. Each cast stacks 25% bonus damage up to a maximum of 4 stacks (100% bonus damage), for a maximum of 140/170/200/230/260 (+40% bonus AD)(+120% AP) damage per dash at full stacks. Each enemy unit Yasuo dashes through is marked for 10/9/8/7/6 seconds before he can dash through that target again. Sweeping Blade is Yasuo's signature mobility tool — unlimited dashes through minion waves give Yasuo unmatched repositioning in lane, allow him to dodge skillshots by dashing sideways through minions, and enable aggressive all-ins by dashing through the wave to reach the enemy laner.

Last Breath (R) has a 70/50/30-second cooldown. Yasuo teleports to a nearby airborne enemy champion within 1400 range, extending the airborne duration by 1 second and dealing 200/350/500 (+150% bonus AD) physical damage. For 15 seconds after casting, Yasuo's critical strikes ignore 60% of the target's bonus armor. Casting Last Breath resets Yasuo's Flow to maximum but removes all Steel Tempest stacks. Last Breath is one of the most devastating ultimates in the game when paired with team knockups — Yasuo can ult off any allied knockup from anywhere within 1400 range, dealing massive damage while the target remains airborne and gaining armor penetration that makes his crits shred even the tankiest enemies. The 60% bonus armor penetration for 15 seconds after Last Breath means Yasuo's critical strikes cut through armor-stacking tanks, making him a late-game threat against any target.

Strengths

  • Yasuo's mobility through Sweeping Blade is unmatched in lane because the ability has a near-zero cooldown and can dash through every enemy unit in the wave — this means Yasuo can dodge skillshots by dashing sideways through a minion, chase enemies by dashing through minions toward them, or escape ganks by dashing through the enemy minion wave in the opposite direction — No other mid laner has as many repositioning options during the laning phase
  • Way of the Wanderer's doubled critical strike chance means Yasuo reaches 100% crit with just two crit items while other carries need four — this gives Yasuo a massive mid-game power spike when he completes his second crit item, and the excess crit conversion to bonus AD means late-game crit purchases still provide value — Yasuo's two-item crit spike is one of the strongest in the game
  • Last Breath's 60% bonus armor penetration on critical strikes for 15 seconds makes Yasuo one of the best tank-killing melee carries in the game — after ulting, every crit ignores more than half of the enemy's bonus armor, meaning tanks who built Randuin's Omen, Frozen Heart, or Thornmail still take massive damage from Yasuo's auto-attacks and Steel Tempest crits — This armor penetration allows Yasuo to scale into the late game as a carry threat against any team composition
  • Wind Wall blocks all enemy projectiles for 4 seconds, which can completely neutralize projectile-dependent champions and abilities — a well-timed Wind Wall blocks entire ultimates like Nami's Tidal Wave, Ezreal's Trueshot Barrage, Jinx's Super Mega Death Rocket, and Ashe's Enchanted Crystal Arrow, single-handedly swinging teamfights by negating critical abilities — Wind Wall's ability to block game-changing projectiles gives Yasuo unique defensive value in teamfights

Weaknesses

  • Yasuo is extremely vulnerable to crowd control because his melee range means he must be in the middle of the fight to deal damage — a single stun, root, or knockup catches Yasuo in a position where the entire enemy team can focus him down, and unlike ranged carries who can still deal damage at distance, Yasuo deals zero damage when locked down in melee range — Champions with reliable point-and-click CC like Annie's Tibbers stun, Malzahar's Nether Grasp suppress, and Renekton's Ruthless Predator stun counter Yasuo consistently
  • Yasuo's Sweeping Blade mobility depends entirely on having enemy units to dash through — without a minion wave nearby, Yasuo has no mobility options and becomes an immobile melee carry who can be kited, ganked, or engaged on freely. River fights, jungle skirmishes, and open-field teamfights where minions are absent severely limit Yasuo's repositioning — Ganking Yasuo when the wave is pushed under his tower removes his escape routes
  • Yasuo has one of the highest skill ceilings in League of Legends and performs significantly worse in the hands of inexperienced players — his kit requires managing Steel Tempest stacks, tracking minion dash targets for Sweeping Blade pathing, timing Wind Wall against specific abilities, and making split-second decisions about whether to ult airborne targets. Mechanical execution determines whether Yasuo carries or feeds — Yasuo's win rate increases dramatically with games played, meaning new Yasuo players will lose far more than experienced ones
  • Yasuo is weak against ranged bullies and poke champions in the early levels before he has items — his melee range means he takes damage walking up to farm, his shield from Way of the Wanderer can be poked off by a single auto-attack before a real trade, and his base stats are low enough that aggressive laners can zone him from minions entirely — Yasuo needs to survive the early laning phase to reach his two-item power spike

Recommended Runes

Lethal Tempo (Precision) — Most Popular & Highest Win Rate

The most popular and highest win rate rune page for Yasuo Mid is Lethal Tempo in the Precision tree. Lethal Tempo synergizes perfectly with Yasuo's attack-speed-scaling kit because Steel Tempest's cooldown is reduced by attack speed — more attack speed means faster Q casts, faster tornado generation, and more sustained DPS in extended trades.

  • Lethal Tempo — Grants ramping attack speed on successive attacks against enemy champions. Lethal Tempo is Yasuo's ideal keystone because it directly reduces Steel Tempest's cooldown through bonus attack speed, allowing Yasuo to reach the 1.33-second minimum Q cooldown earlier in the game. The ramping attack speed also increases Yasuo's auto-attack DPS in extended trades where he dashes through minions and weaves auto-attacks between abilities.
  • Absorb Life — Heals Yasuo on attacks against champions. Absorb Life provides sustain during trades and all-ins that keeps Yasuo healthy enough to stay in lane and maintain aggression through the early levels when he is most vulnerable to poke.
  • Legend: Alacrity — Grants stacking bonus attack speed from minion, monster, and champion takedowns. Legend: Alacrity compounds with Lethal Tempo to push Steel Tempest's cooldown toward the 1.33-second minimum faster, giving Yasuo more frequent knockup opportunities and higher sustained DPS throughout the game.
  • Last Stand — Increases damage dealt when below a health threshold. Last Stand amplifies Yasuo's damage during the clutch moments of all-ins where both players are low — since Yasuo commits fully to melee combat and often drops low during fights, Last Stand's bonus damage frequently activates during the kills that matter most.

Secondary — Resolve

  • Second Wind — Regenerates health after taking damage from enemy champions. Second Wind provides crucial sustain against ranged poke champions who harass Yasuo with auto-attacks and abilities during the laning phase — the regeneration triggers on every trade and helps Yasuo survive until his item power spikes.
  • Overgrowth — Grants permanent bonus health from nearby minion and monster deaths. Overgrowth scales Yasuo's health pool throughout the game, providing durability that compounds with his passive shield and lifesteal items to make him increasingly harder to burst down in the mid and late game.

Alternative — Conqueror (Precision)

  • Conqueror can replace Lethal Tempo when Yasuo expects long, drawn-out fights against bruiser and tank compositions. Conqueror's stacking adaptive force and healing at full stacks reward extended melee combat, and Yasuo's rapid auto-attacks and Steel Tempest casts stack Conqueror quickly. Conqueror sacrifices early attack speed for better sustained fighting and healing in teamfights.

Alternative Secondary — Inspiration

  • Magical Footwear — Provides free Slightly Magical Boots at 12 minutes (reduced by takedowns), saving 300 gold and granting 10 bonus movement speed toward Yasuo's core item power spike.
  • Cosmic Insight — Grants bonus summoner spell haste and item haste. Cosmic Insight reduces Flash cooldown for more frequent Flash-Q tornado or Flash-R plays.

Stat Shards

  • Attack Speed — Bonus attack speed reduces Steel Tempest's cooldown toward the 1.33-second minimum, giving Yasuo faster tornado generation and higher DPS. Attack speed is Yasuo's most valuable shard because every point directly impacts his Q cooldown.
  • Adaptive Force — Bonus AD increases Steel Tempest's damage, Last Breath's damage, and auto-attack damage, amplifying Yasuo's burst and sustained DPS in trades and all-ins.
  • Health Scaling — Scaling health provides durability that grows throughout the game, helping Yasuo survive burst damage during all-ins and teamfight dives.

Recommended Item Build

Based on data from ranked Yasuo matches tracked across multiple stat sites on Patch 16.6, the Blade of the Ruined King into crit build has the highest win rates for Mid Lane. Here are the optimal build paths.

Mid Lane Build

#### Early Game (0-10 min)

  • Blade of the Ruined King — Grants attack damage, attack speed, and lifesteal, with a passive that deals bonus physical damage based on the target's current health on each basic attack. Blade of the Ruined King is Yasuo's ideal first item because the attack speed reduces Steel Tempest's cooldown, the lifesteal provides sustain for trading and all-ins, the on-hit damage scales against health-stacking targets, and the movement speed steal passive helps Yasuo stick to targets after dashing in. BotRK's on-hit damage applies on Steel Tempest since Q counts as a basic attack.
  • Berserker's Greaves — Grants bonus attack speed and movement speed. Berserker's Greaves push Steel Tempest's cooldown closer to the 1.33-second minimum and increase Yasuo's movement speed for chasing, dodging, and generating Flow for his passive shield faster.

#### Core Build (10-20 min)

  • Immortal Shieldbow — Grants attack damage, critical strike chance, and lifesteal, with a passive shield that triggers when Yasuo takes damage that would reduce him below a health threshold. Immortal Shieldbow provides the critical strike chance that Way of the Wanderer doubles to reach 100% crit, lifesteal for sustained fighting, and a clutch shield that saves Yasuo during all-ins where he drops low. With BotRK and Shieldbow, Yasuo has enough lifesteal and shielding to survive burst damage while dealing massive sustained DPS.
  • Infinity Edge — Grants attack damage and critical strike chance, with a passive that increases critical strike damage when Yasuo has 100% crit. Infinity Edge is Yasuo's biggest power spike because Way of the Wanderer doubles his crit to 100% with just Shieldbow and IE, unlocking IE's passive that amplifies every critical strike. With full crit and IE's damage amplification, Yasuo's auto-attacks and Steel Tempest crits deal devastating damage.

#### Late Game (25+ min)

  • Death's Dance — Grants attack damage, armor, ability haste, and a passive that stores a portion of incoming damage as a bleed over time, with takedowns cleansing the stored damage. Death's Dance transforms Yasuo's survivability during teamfight dives — the damage delay gives him time to lifesteal back to full health, and the cleanse on takedown means successful kills heal Yasuo significantly.
  • Guardian Angel — Grants attack damage and armor, with a passive that revives Yasuo on death. Guardian Angel provides a safety net for aggressive Last Breath engages — Yasuo can commit fully to ulting into the enemy team knowing that even if the fight goes wrong, he revives and his team can follow up.
  • Mortal Reminder — Grants attack damage, critical strike chance, and armor penetration, with a passive that applies Grievous Wounds to enemies hit. Mortal Reminder provides anti-heal against lifesteal-heavy compositions and armor penetration that stacks with Last Breath's bonus armor pen to shred even the tankiest targets.

Situational Items

  • Kaenic Rookern — Provides health and magic resistance with a passive magic damage shield — essential against burst mages like Syndra, Veigar, or LeBlanc who threaten to one-shot Yasuo before he can lifesteal.
  • Mercurial Scimitar — Provides attack damage, magic resistance, critical strike chance, and a Quicksilver active that removes crowd control — necessary against suppression (Malzahar) or teams with heavy CC that prevent Yasuo from fighting.
  • Lord Dominik's Regards — Provides attack damage, critical strike chance, and armor penetration — ideal against armor-stacking compositions when Last Breath's bonus armor pen alone isn't enough to cut through multiple tanks.
  • Wit's End — Provides attack damage, attack speed, and magic resistance with bonus on-hit magic damage — effective against AP-heavy teams where Yasuo needs magic resistance while maintaining offensive pressure.

Highest Win Rate 3-Item Combinations

The highest win rate build is Blade of the Ruined King + Berserker's Greaves + Immortal Shieldbow + Infinity Edge, which provides BotRK's on-hit sustain and current-health damage, Berserker's Greaves' attack speed for minimum Q cooldown, Shieldbow's lifeline shield for surviving burst, and Infinity Edge's critical damage amplification at 100% crit. This three-to-four-item spike at approximately 20 minutes transforms Yasuo into a sustained-damage monster who crits on every auto-attack and Steel Tempest while sustaining through fights with lifesteal and shields.

Ability Priority

Mid Lane: Q > E > W

  1. Steel Tempest (Q) — Max first. Each rank increases damage from 20 to 120, directly increasing Yasuo's trading damage and waveclear. Q max first provides Yasuo's primary damage output — every auto-attack weave between dashes includes a Q, and the 105% AD scaling means each rank's base damage increase applies to both regular thrusts and knockup tornados.
  2. Sweeping Blade (E) — Max second. Each rank increases damage from 70 to 130, reduces the per-target cooldown from 10 to 6 seconds, and reduces the between-cast cooldown from 0.5 to 0.1 seconds. E max second gives Yasuo faster dashing through minion waves, more frequent dashes to the same target for extended trades, and increased magic damage that adds up across multiple dashes at max stacks.
  3. Wind Wall (W) — Max last. Each rank increases wall width from 320 to 600 and reduces cooldown from 25 to 17 seconds. W is maxed last because the wall's primary value — blocking projectiles — functions at rank 1, and the cooldown reduction and width increases are less impactful than Q and E damage scaling.

Level-by-level order: Q, E, W, Q, Q, R, Q, E, Q, E, R, E, E, W, W, R, W, W.

Summoner Spells

Mid Lane

  • Flash — Flash is essential on Yasuo for extending engagement range and creating unexpected plays. Flash-Q tornado catches enemies off guard when they think they're outside knockup range, and Flash allows Yasuo to reposition to ult off allied knockups that he couldn't otherwise reach. Flash is also Yasuo's only escape when no enemy units are nearby to dash through.
  • Ignite — Ignite is the most popular summoner spell for Yasuo mid, providing kill pressure in all-ins and reducing enemy healing during fights. Ignite's bonus damage often makes the difference in close 1v1 duels where both players are low, and the Grievous Wounds effect reduces healing from enemy lifesteal and sustain abilities.

Alternative

  • Exhaust — Exhaust can replace Ignite against assassins and burst champions (Zed, Talon, Fizz) where reducing their damage during their burst window is more valuable than Ignite's damage. Exhaust has a slightly higher win rate than Ignite because it protects Yasuo during the vulnerable moments when he commits to melee range.

Playstyle Tips

Early Game / Laning Phase (0-14 min)

Yasuo's early laning phase focuses on farming safely with Q's range while looking for favorable trades using Sweeping Blade's mobility to dodge enemy abilities and Way of the Wanderer's shield to absorb damage.

Start Q (Steel Tempest) level 1 for safe ranged farming and early trade damage. Take E (Sweeping Blade) level 2 to unlock lane mobility — dashing through minions lets Yasuo dodge skillshots and reposition for trades. Take W (Wind Wall) level 3 for projectile protection against the enemy laner's key ability. In some matchups against melee opponents, taking E level 1 allows aggressive level 1 trading with stacking dash damage.

Yasuo's standard trading pattern is: charge passive shield by walking, dash through a minion toward the enemy with E, auto-Q for damage (consuming their cooldowns with your shield absorbing the first hit), then dash back through a different minion to safety. This hit-and-run pattern is incredibly effective because Yasuo takes minimal damage thanks to his shield while dealing significant damage with empowered E stacks and Q.

Focus on stacking Steel Tempest to generate tornado knockups — a knockup tornado followed by E dash into range, then Last Breath at level 6, is Yasuo's primary kill combo. The full combo is: Q (1st stack), Q (2nd stack), E toward enemy through minion, Q tornado knockup, R Last Breath. This delivers massive burst that most mid laners cannot survive.

Manage the minion wave carefully — Yasuo needs minions nearby to dash through for both offense and defense. If the wave is pushed under the enemy tower, Yasuo has no minions to dash through and is vulnerable to ganks. Keep the wave near the center of lane for maximum dash options in both directions.

Mid Game & Teamfights (14-25 min)

Mid-game Yasuo with Blade of the Ruined King and crit items becomes a teamfight carry who looks for knockup opportunities — either from his own Steel Tempest tornado or from allied knockups — to engage with Last Breath and shred through the enemy team with armor-penetrating critical strikes.

Yasuo's mid-game strategy revolves around grouping with teammates who have knockups and fighting around objectives. During teamfights, Yasuo should position to the side or behind his frontline, charging Steel Tempest stacks on minions or the enemy frontline, then look for either a multi-person tornado knockup to ult or wait for an allied knockup to trigger Last Breath. Do not be the first to engage — let your frontline absorb initial cooldowns, then dash into the fight with E and ult an airborne target. After Last Breath's 60% bonus armor penetration activates, Yasuo's critical strikes shred through any target for 15 seconds, making him the primary damage dealer in the teamfight. Use Wind Wall to block critical enemy projectile abilities — saving Wind Wall for the right moment can swing an entire teamfight.

In skirmishes around Dragon and Baron, position behind your team and look for tornado flanks from river bushes. A multi-person Q tornado into R is often a teamfight-winning play.

Late Game (25+ min)

Late-game Yasuo with full build is a hypercarry whose 100% crit chance, Last Breath armor penetration, and sustained lifesteal make him one of the highest DPS threats in the game — a well-executed Last Breath engage followed by auto-attacking with 60% bonus armor pen on crits for 15 seconds can single-handedly carry teamfights.

In the late game, Yasuo's damage is at its peak and his value shifts from skirmishing to teamfight carrying. A single good Last Breath on two or three airborne enemies can instantly win a fight. Prioritize staying alive and waiting for the right moment to ult — a late-game Yasuo who ults at the wrong time and dies wastes the team's primary damage source.

Late-game Yasuo should split-push side lanes between objective spawns — his waveclear with crit Q and E dashes clears waves instantly, and his dueling power with full items means most champions cannot 1v1 him. Rejoin the team for Baron and Dragon fights, and look for the game-winning Last Breath engage.

Matchups

Mid Lane

#### Favorable

  • Ryze — Yasuo dominates Ryze (~56% WR). Ryze relies entirely on skillshot abilities that Yasuo's Wind Wall blocks completely, and his short range means Yasuo can dash through minions to engage on him before Ryze can create distance. Ryze's scaling is nullified by Yasuo's ability to all-in him repeatedly once he has Steel Tempest tornado.
  • Mel — Yasuo beats Mel (~56% WR). Mel's kit is projectile-heavy and Wind Wall negates her primary damage tools. Yasuo's dash mobility lets him close the gap against Mel's preferred ranged playstyle, and his all-in burst with tornado into Last Breath overwhelms Mel's defensive capabilities.
  • Akshan — Yasuo beats Akshan (~56% WR). Akshan's auto-attack-based trading pattern is disrupted by Wind Wall blocking his boomerang and Yasuo's passive shield absorbing harass. Once Yasuo reaches level 6, his all-in with tornado knockup into Last Breath outdamages Akshan's sustained trades.

#### Even

  • Ahri — Yasuo fights approximately even against Ahri (~50% WR). Ahri's Charm is a projectile that Wind Wall blocks, but her Spirit Rush dashes give her escape options that most mages lack. The matchup is decided by whether Yasuo can Wind Wall the Charm — if blocked, Yasuo wins the trade; if hit, Ahri's full combo chunks Yasuo significantly.
  • Syndra — Yasuo fights approximately even against Syndra (~50% WR). Syndra's Dark Spheres and Scatter the Weak are projectiles that Wind Wall blocks, but her Unleashed Power (R) fires multiple spheres that can overwhelm Wind Wall's positioning. Yasuo needs to dash aggressively to avoid Syndra's stun and all-in her before she can burst him from range.
  • Lux — Yasuo fights approximately even against Lux (~50% WR). Lux's Light Binding root and Lucent Singularity slow are both projectiles that Wind Wall blocks, but a single root that catches Yasuo means a full Lux combo that deals massive damage. Yasuo wins extended trades and all-ins but loses if caught by Lux's CC.

#### Unfavorable

  • Kennen — Yasuo loses to Kennen (~41% WR). Kennen's Slicing Maelstrom stun is not a projectile and cannot be blocked by Wind Wall, his ranged auto-attacks harass Yasuo for free in lane, and his Lightning Rush movement speed makes him impossible for Yasuo to catch with dashes. Kennen's point-and-click stun from passive marks punishes Yasuo for engaging in melee range.
  • Riven — Yasuo loses to Riven (~43% WR). Riven's entire kit is melee abilities with no projectiles for Wind Wall to block, her crowd control chain (Broken Wings knockup into Ki Burst stun) locks Yasuo down in melee range, and her burst damage with Blade of the Exile active outdamages Yasuo in all-ins. Riven's mobility matches Yasuo's dashes, negating his usual mobility advantage.
  • Garen — Yasuo loses to Garen (~45% WR). Garen's Decisive Strike silence prevents Yasuo from using abilities to fight back, Judgment's spin damage ignores Wind Wall since it's not a projectile, and Garen's passive health regeneration and natural tankiness let him survive Yasuo's burst and sustain through trades. Garen's Demacian Justice execute punishes Yasuo for fighting at low health.
Matchup Overview
Favorable
Ryze
Mel
Akshan
Even
Ahri
Syndra
Lux
Unfavorable
Kennen
Riven
Garen

Best Synergy Partners

Yasuo pairs best with teammates who have knockup abilities that enable Last Breath, since Yasuo can ult off any allied knockup from 1400 range:

  • Malphite — Malphite's Unstoppable Force is the most iconic Last Breath setup in League of Legends. Malphite R knocks up every enemy hit in a large AoE, and Yasuo can immediately follow with Last Breath on the entire airborne group for devastating wombo combo damage. The Malphite-Yasuo combo has been a feared teamfight combination since Yasuo's release.
  • Nautilus — Nautilus' Depth Charge fires an unavoidable knockup at a target champion that also knocks up enemies it passes through. The targeted, guaranteed nature of Depth Charge means Nautilus can reliably set up Last Breath on any priority target Yasuo wants to delete, making the Nautilus-Yasuo bot lane a terrifying kill lane.
  • Diana — Diana's Moonfall pulls and displaces all nearby enemies, and her aggressive dive playstyle means she's often in the middle of the enemy team creating knockup opportunities. When Diana ults into a group and Yasuo follows with Last Breath, the combined AoE damage from Moonfall, Last Breath, and their follow-up is enough to eliminate an entire enemy backline.

Recent Patch Changes

Yasuo's current state in Patch 16.6 reflects a strong position as a high-skill-ceiling melee carry — his 50% win rate with an 8.2% pick rate and 19% ban rate in Emerald+ place him in A+ Tier, indicating that the Unforgiven remains one of the most popular and impactful mid laners when piloted by experienced players.

The Lethal Tempo Precision build with Resolve secondary has established itself as the dominant rune configuration, rewarding Yasuo players who lean into attack speed scaling to reduce Steel Tempest's cooldown and maximize sustained DPS in extended trades. The Blade of the Ruined King into Immortal Shieldbow into Infinity Edge build path provides the optimal balance of BotRK's on-hit sustain and current-health damage, Shieldbow's lifeline shield for surviving burst, and Infinity Edge's critical damage amplification once Way of the Wanderer doubles Yasuo's crit to 100%. Yasuo's dominant matchups against Ryze (56%) and Mel (56%) confirm his identity as a mobile melee carry who punishes immobile mages through dash-based gap-closing and Wind Wall projectile negation, while his struggles against Kennen (41%) and Riven (43%) highlight his fundamental weakness against champions with non-projectile damage, point-and-click CC, and melee combat patterns that Wind Wall cannot block.

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