Yasuo

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Yasuo
120x120
The Unforgiven
Release Date: December 13, 2013
Cost: 6300 BE 975 RP
Primary Attribute: Fighter
Secondary Attribute: Assassin
Resource: Flow
Statistics
Health Mini Icon.png Health: 517.76 (+ 82)
HealthRegen Mini Icon.png Health Regen: 6.51 (+ 0.9)
MovementSpeed Mini Icon.png Movespeed: 345
AttackDamage Mini Icon.png Attack Damage: 55.376 (+ 3.2)
AttackSpeed Mini Icon.png Attack Speed: 0.670 (+ 2.5%)
Range Mini Icon.png Range: 175
Armor Mini Icon.png Armor: 24.712 (+ 3.4)
MagicResist Mini Icon.png Magic Resist: 30 (+ 0)
Skins
High Noon Yasuo
Chroma Pack  (975 RP)
Release Date: 2016-08-25
Sapphire
290 RP
Amethyst
290 RP
Jasper
290 RP
Emerald
290 RP
Obsidian
290 RP
Chroma Icon.png
Released: 2013-12-13 / 975 RP
PROJECT: YasuoReleased: 2014-09-01 / 1350 RP
Blood Moon YasuoReleased: 2016-02-25 / 975 RP
Nightbringer YasuoReleased: 2017-06-15 / 1820 RP

Lore

  • Biography
Yasuo is a man of resolve, an agile swordsman who wields the wind itself to cut down his foes. This once-proud warrior has been disgraced by a false accusation and forced into a desperate fight for survival. With the world turned against him, he will do everything in his power to bring the guilty to justice and restore his honor.

Formerly a brilliant pupil at a renowned Ionian sword school, Yasuo was the only student in a generation to master the legendary wind technique. Many believed he was destined to become a great hero. However, his fate was changed forever when Noxus invaded. Yasuo was charged with guarding an Ionian Elder, but, foolishly believing his blade alone could make the difference, he left his post to join the fray. By the time he returned, the Elder had been slain.

Disgraced, Yasuo willingly turned himself in, prepared to pay for his failure with his life. He was shocked, however, to find himself accused not just of dereliction, but of the murder itself. Though confused and racked with guilt, he knew the assassin would go unpunished if he did not act. Yasuo raised his sword against the school and fought his way free, knowing his treason would turn all of Ionia against him. Left truly alone for the first time in his life, he set out to find the Elder's real killer.

Yasuo spent the next several years wandering the land, seeking any clue that might lead him to the murderer. All the while, he was relentlessly hunted by his former allies, continually forced to fight or die. His mission drove him ever forward, until he was tracked down by the one foe he dreaded most - his own brother, Yone.

Bound by a common code of honor, the two warriors bowed and drew their swords. Silently they circled one another under the moonlight. When they finally charged forward, Yone was no match for Yasuo; with a single flash of steel he cut his brother down. Yasuo dropped his weapon and rushed to Yone's side.

Overcome with emotion, he demanded to know how his own kin could think him guilty. Yone spoke: The Elder was killed by a wind technique. Who else could it be? Understanding swept over Yasuo as he suddenly realized why he had been accused. He professed his innocence once more and begged his brother's forgiveness. Tears streamed down Yasuo's face as his brother passed in his arms.

Yasuo buried Yone under the rising sun, but could take no time to mourn. Others would be after him before long. His brother's revelation had given Yasuo newfound purpose; he now had the clue that would lead to the true killer. Swearing an oath, he gathered his belongings and, with one last look at Yone's grave, set out with the wind at his back.

"The story of a sword is inked in blood."

-  Yasuo

Abilities

PassiveWay of the Wanderer
Way of the Wanderer.png
Intent: Yasuo's critical strike chance is doubled, but the damage dealt by his critical strikes is reduced by 10%.

Resolve: At maximum Flow, the next time Yasuo would take damage from a champion or monster he first converts his Flow into a shield that absorbs damage. After 1 second, if not already depleted, Yasuo's loses all his Flow.
Shield: 100 / 105 / 110 / 115 / 120 / 130 / 140 / 150 / 165 / 180 / 200 / 225 / 255 / 290 / 330 / 380 / 440 / 510


QSteel TempestBanshee's Veil.png
Steel Tempest.png
Thrust forward, dealing physical damage.

On hit, Steel Tempest grants a stack of Gathering Storm for 6 seconds. At 2 stacks, Steel Tempest fores a whirlwind that knocks enemies Airborne.

Steel Tempest is treated as a basic attack: It can critically strike, applies on-hit effects, is interruptible by crowd control and its cooldown and cast time are reduced by Attack Speed.

If cast while dashing, Steel Tempest will strike as a circle.

Cooldown: 4 seconds
Physical Damage: 20 / 40 / 60 / 80 / 100
(+100% of total Attack Damage)


WWind WallBanshee's Veil Grey.png
Wind Wall.png
ACTIVE: Yasuo creates a wall of wind that slowly drifts forward over the next 3.75 seconds. The wall blocks all enemy projectiles, except tower hits.
Wall Width: 300 / 350 / 400 / 450 / 500
Cooldown: 26 / 24 / 22 / 20 / 18


ESweeping BladeBanshee's Veil.png
Sweeping Blade.png
ACTIVE: Yasuo dashes 475 units in the direction of the target enemy, dealing magic damage and marking them briefly. The speed of the dash scales with Yasuo's bonus Movement Speed.

Each cast increases the next dash's base damage by 25%, up to 50% bonus damage. Yasuo cannot use Sweeping Blade on an enemy that's already been marked.

Cooldown: .5 / .4 / .3 / .2 / .1 seconds
Mark Duration 10 / 9 / 8 / 7 / 6
Magic Damage: 60 / 70 / 80 / 90 / 100
(+20% of bonus Attack Damage) (+60% of Ability Power)
Maximum Base Damage: 90 / 105 / 120 / 135 / 150


RLast BreathBanshee's Veil Grey.png
Last Breath.png
ACTIVE: Yasuo blinks to the nearest visible airborne enemy champion to the cursor. Upon arriving, he suspends all Airborne units within a 400-radius of his target in the air for 1 second while dealing physical damage to all of them. Once he lands, Yasuo's critical strikes gain 50% bonus Armor Penetration.

Casting Last Breath will reset the chain on Steel Tempest.
Cooldown: 80 / 55 / 30 seconds
Physical Damage: 200 / 300 / 400
(+150% of bonus Attack Damage)


Patch History

v7.11

Q stacks expire faster.

Yasuo was already on the cusp of being too powerful and midseason’s cost reductions to critical strike items just pushed him over the edge. We’re reducing the amount of pressure he exerts by sitting on Q stacks to give opponents more chances to play against him.

Steel Tempest.png Q - Steel Tempest

STACK DURATION : [10] 6 seconds


v7.2
E damage down, now has an AD ratio.

We’re okay with Yasuo maxing Sweeping Blade first if he needs to dodge stuff and be super fast, but we’re not okay with how much damage he gets on top of that mobility. That said, Yasuo’s still supposed to ramp into a late-game carry, so we added a ratio to E so he gets some of that damage back as the game progresses. You gotta earn, yo.

Sweeping Blade.png E - Sweeping Blade

DAMAGE : [70/90/110/130/150] 60/70/80/90/100
RATIO Now has an 0.2 bonus attack damage ratio (does not increase with stacks of Sweeping Blade)


v6.18
Less Attack Speed per level, higher base Attack Speed. R’s bonus penetration only applies to crits.

Yasuo belongs to the class we’ve been calling Slayers, known informally as ‘melee carries.’ These champions (like Riven or Fiora) are nimble yet squishy duelists with the damage to slay anyone, provided they make proper use of their windowed defensive tools (like Wind Wall or Riposte) to survive. By contrast, Fighters (like Vi or Darius) can take a moderate beating as they dish out their own damage, but lack the agility of a Slayer. But what happens if a Slayer gains the tankiness of a Fighter?

Tank Yasuo happens. While lacking the explosive offense of a crit build, Tank Yasuo's damage and mobility remain above average due to his kit, while his items grant him the durability he normally lacks. We’re looking to break up the trifecta and force Yasuo to commit to just a few strengths (instead of all of them). Defensive builds will retain their stickiness, but see a sharp drop in damage. We’re happy when players adapt their styles to the needs of the game, but when Yasuo (like Ekko and Fizz before him) can cover his weaknesses without making tradeoffs, it’s not a fair experience for anyone.

General

BASE ATTACK SPEED : [.658] .670
ATTACK SPEED GROWTH STAT : [3.2%] 2.5%

Last Breath.png R - Last Breath

DEEP BREATHING : Bonus Armor Penetration now only applies to Yasuo’s critical strikes
BUGFIX : Fixed a bug that allowed Yasuo to get an extra basic attack when casting Last Breath


v6.14
A whirlwind of bugfixes.

Yasuo mains are people, too. Kind of.

General

DROPPED MY SWORD : Fixed a bug where Yasuo could be locked out of his basic attack after casting Sweeping Blade or Last Breath

Steel Tempest.png Q - Steel Tempest

SOFT STEEL : Fixed a bug where Steel Tempest wasn’t always critically striking when Yasuo had 100% crit chance

Wind Wall.png W - Wind Wall

WIND TUNNEL : Wind Wall no longer fails to block projectiles in the instant it was cast, if cast at the same time Yasuo died

Sweeping Blade.png E - Sweeping Blade

SWEPT AWAY : Fixed a bug where Sweeping Blade could be chain-cast on multiple targets without cooldown or cast time if cast while knocked up


v6.1
Wind Wall works as intended.

Now all of those videos of Gold Card going through Wind Wall can be laid to rest.

Wind Wall.png W - Wind Wall

win wall : Fixed a bug where certain targeted abilities (such as Twisted Fate's Pick-A-Card) would pass through Wind Wall as it spawned


v5.15 Patch Updates

8/10/2015

BUGFIX : Fixed a weird instance where Yasuo's Q - Steel Tempest could hit enemies in random spots of the map


v5.14
Q3 applies on-hits correctly.

"Yasuo's Whirlwind wasn't working the same as the other two casts of Steel Tempest. So we fixed it! Have fun using a tornado to set your enemies on fire."
  • Steel Tempest.png Steel Tempest
    • PROC YOU LIKE A HURRICANE : Steel Tempest's Whirlwind now properly applies on hit effects to the first target

v5.8
Yasuo's flow shield is stronger at every level, but takes more effort to build early-game.

"While we're excited to give Ionia's roamin' ronin some love, it'd be a lie to say the task was easy. One of League's most complex and stylish champions, the slightest change can instantly turn this wind-waking warrior into a whirlwind of pain. We're increasing the shield's amount at all levels to soften the blows he's had to his early-game, but at the cost of his early flow generation; we want Yasuo players to have ways to be successful but, as always, he'll have to work for them. "
  • Way of the Wanderer.png Passive - Way of the Wanderer
    • SHIELD STRENGTH : 60 - 470 100 - 510
    • FLOW CHARGE RATE : 100% at every level 78/89/100% effectiveness (at levels 1/7/13)

v4.21
Yasuo moves slightly faster and Steel Tempest has a lower cooldown at early ranks.

"We might have overdone it a tad with 4.18, so we're stepping back just a bit. These changes should maintain Yasuo's vulnerability to ganks in lane but give him a little more leeway to make plays with Steel Tempest. A wanderer isn't always lost, but that doesn't mean he's over-nerfed. What does that mean. We don't know."
  • General
    • MOVEMENT SPEED : 340 345
  • Steel Tempest.png Q - Steel Tempest
    • COOLDOWN : 5/4.75/4.5/4.25/4 seconds 4 seconds at all ranks

v4.18
Yasuo's base health and movement have been reduced. Remember that time we talked about taking more time to read the summary than the actual changelist?

"As hypercarry swordsman, Yasuo should make early game tradeoffs for opponents to capitalize on before he grows to his late potential. Right now, that isn't quite the case as Yasuo's quite strong in the early game, even in unfavorable matchups, in addition to scaling extremely well. These changes are to more specifically highlight Yasuo's early weaknesses, including being squishier if his passive isn't up and, more importantly, being more vulnerable to ganks if he's pushed up and doesn't have minions to dash through for his retreat. We'll be keeping a close eye on Yasuo with these changes, however, as having an early game weakness will almost certainly have an impact on his late game reliability."
  • General
    • BASE HEALTH 512 ⇒ 462
    • BASE MOVEMENT SPEED 350 ⇒ 340

v4.17

"While this is a fairly innocuous bugfix for Yasuo, we wanted to take this opportunity to talk about everyone's favorite wind swordsman (to ban). While we think Yasuo's in a good spot in terms of his overarching gameplay and strategic fit, there's a good chance he's just a little strong for what he brings to the table. We're currently examining ways to add more meaningful counterplay against Yasuo but just wanted to let you know we're aware of his power. "
  • Steel Tempest.png Q - Steel Tempest
    • INNOCUOUS BUGFIX Fixed a bug where Steel Tempest's cooldown was slightly too low when using the E-Q combo at high Attack Speeds

v4.13
'Yasuo's passive shield is slightly shorter, Q scales less with Attack Speed, and W no longer gives bonus flow to E

"We've been watching Yasuo over the past few months and while we don't think he's really out of line, we did some fine-tuning to round him out. "
  • Way of the Wanderer.png Passive - Way of the Wanderer
    • SHIELD DURATION 1.5 seconds ⇒ 1 second
  • Steel Tempest.png Q - Steel Tempest
    • LESS-QUICK-DRAW Steel Tempest now scales less effectively with Attack Speed and has a minimum cast time of 0.13 seconds ⇒ 0.18 seconds. The Attack Speed needed to reach this minimum is unchanged (at 114%, or 60% from items at level 18).
    • BUGFIX Fixed a bug where Steel Tempest's whirlwind was dealing instant damage in the area of a normal Steel Tempest cast as it was traveling out (this is a very minor change)
  • Wind Wall.png W - Wind Wall
    • REMOVED LOW ON FLOW Wind Wall no longer passively grants bonus Flow from dashing

v4.12

  • Sweeping Blade.png E - Sweeping Blade
    • BUGFIX: Fixed a bug where Sweeping Blade sometimes didn't count as a spellcast for various items and champion abilities

v4.11
"As a nimble fighter, Yasuo should be balancing his offense and defense throughout the laning phase. Right now, however, Yasuo's ability to stack up excessive amounts of extra damage on Sweeping Blade (particularly at early levels) means he can quickly bully out opponents before they have the chance to retaliate."

  • Sweeping Blade.png E - Sweeping Blade
    • BONUS DAMAGE CAP: 100% at 4 stacks ⇒ 50% at 2 stacks

v4.3 We’ve reduced Way of the Wanderer’s shield duration as well as its value at higher levels.

“We want to further emphasize Yasuo’s defensive weaknesses, like triggering his shield with a basic attack and then waiting out the duration, or making him more vulnerable to lots of things hitting him at the same time.”

  • Way of the Wanderer.png Passive - Way of the Wanderer
    • SHIELD DURATION: 2 seconds ⇒ 1.5 seconds
    • SHIELD (ROUGH VALUES): 60~690 ⇒ 60~470
    • SHIELD (REAL VALUES): 60/65/70/75/85/95/110/125/145/170/200/240/290/350/420/500/590/690 ⇒ 60/65/70/75/80/90/100/110/125/140/160/185/215/250/290/340/400/470

v4.2
It now takes more movement to generate flow and Sweeping Blade gives less flow when Yasuo dashes. We also reduced Last Breath’s cast range.

We made some general quality of life changes to Yasuo in patch 4.1 , but as players begin to master him, we’ve seen how strong he is when played to maximum effectiveness. We looked at areas where we could reduce some of that power without messing with his core playstyle. We were also unhappy with how Yasuo was using Last Breath to engage in fights by teleporting from thousands (and thousands) of miles away.

  • Way of the Wanderer.png Passive - Way of the Wanderer
    • MOVEMENT TO GENERATE A UNIT OF FLOW :: increased by 15%
  • Steel Tempest.png Q - Steel Tempest
    • VISUALS :: Now passively displays a range indicator around Yasuo when Steel Tempest's Whirlwind is available
  • Sweeping Blade.png E - Sweeping Blade
    • PASSIVELY GRANTS FLOW WHEN HE DASHES :: 4/8/12/16/20% ⇒ 3/6/9/12/15%
  • Last Breath.png R- Last Breath
    • CAST RANGE :: 1300 ⇒ 1200
    • BUG FIX :: Fixed a bug where Last Breath could sometimes be used beyond the maximum range

v4.1

Summary: We’ve smoothed out Yasuo’s gameplay overall and made Steel Tempest auto-smartcast. Additionally, Last Breath now gives maximum Flow when cast and has a slightly shortened animation.

While we’re still keeping an eye on how Yasuo is performing at all levels, we wanted to smooth out his gameplay and give Last Breath more use to turn around a fight when he’s behind.

  • General
    • Now properly applies the 10% critical strike damage reduction to Statikk Shiv critical hits
    • Improved the functionality of his E – Sweeping Blade to Q – Steel Tempest combo
  • Steel Tempest.png Q – Steel Tempest
    • All casts are now automatically smart cast
  • Wind Wall.png W – Wind Wall
    • No longer blocks friendly Syndra orbs
  • Last Breath.png R – Last Breath
    • Now grants maximum Flow on cast
    • Spell animation shortened by 0.1 seconds
    • Now less likely to be teleported out of by enemies spamming flash
    • Now properly alerts spectators and allies when it is on cooldown

v3.15
 Yasuo released.



Articles

  • 2015
  • 2013

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