Yasuo - The Unforgiven

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Yasuo
YasuoSquare.png
The Unforgiven
Region: Ionia.png Ionia
Role: Fighter.png Fighter
Release: 12/13/2013
Cost: 6300IP 975RP
Statistics
Health: 462 (+82)
HP Regen: 5 (+0.9)
Move Speed: 345

Attack Damage: 50 (+3.2)
Attack Speed: 0.658 (+3.2%)
Range: 175
Armor: 15 (+3.4)
Magic Resist: 30 (+0.5)
Friends/Rivals
Friends:
Rivals:
Overview   Match History    


Champion Spotlight

Description

Lore: 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.

Read More...

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

- Yasuo, the Unforgiven

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 1.5 econds, if not already depleted, Yasuo's loses all his Flow.
SHIELD : 100 - 510


QSteel Tempest
Steel Tempest.png
Consecutive successful casts of Steel Tempest within 10 seconds form a chain.

FIRST ACTIVE : Yasuo thrusts his sword forward, damaging all enemies in a 475-unit line. If cast while dashing, the area of effect is changed to a ~375-radius circle.

SECOND ACTIVE : Same as the first active.

THIRD ACTIVE : Yasuo brandishes his sword causing a whirlwind to tear forward, damaging and knocking airborne all enemies in a ~900-unit line. If cast while dashing, the area of effect is changed to an ~375-radius circle. This active resets the chain.

Steel Tempest can critically strike, dealing additional physical damage based on X% AD. Additionally, on-hit effects will be applied to the first enemy hit within 475-unit range. The cooldown and cast time of Steel Tempest is reduced based on Yasuo's bonus attack speed and unaffected by cooldown reduction.
PHYSICAL DAMAGE : 20 / 40 / 60 / 80 / 100 (+100% TOTAL ATTACK DAMAGE)
STATIC COOLDOWN : 4 seconds


WWind WallBanshee's Veil Grey.png
Wind Wall.png
PASSIVE : Yasuo generates a percentage of his maximum Flow whenever he uses Sweeping Blade or Last Breath, in addition to the amount that is generated for the distance moved.
FLOW : 4 / 8 / 12 / 16 / 20%
COOLDOWN : 26 / 24 / 22 / 20 / 18

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


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.
MAGIC DAMAGE : 60 / 70 / 80 / 90 / 100 (+60% ABILITY POWER) (+20% BONUS ATTACK DAMAGE)
COOLDOWN : .5 / .4 / .3 / .2 / .1 seconds
MARK DURATION : 10 / 9 / 8 / 7 / 6

Each cast increases the next dash's base damage by 25%, up to 100% bonus damage. Yasuo cannot use Sweeping Blade on an enemy that's already been marked.
MAXIMUM DAMAGE : 140 / 180 / 220 / 260 / 300 (+60% ABILITY POWER)


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 gains 50% penetration to bonus armor for 15 seconds.

Casting Last Breath will reset the chain on Steel Tempest.
PHYSICAL DAMAGE : 200 / 300 / 400 (+150% BONUS ATTACK DAMAGE)
COOLDOWN : 80 / 55 / 30 seconds


Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
Esltumbnail.png IEM Season IX World Championship 0 1 0 1 0 5.3
WC2014.png 2014 World Championship 15 15 10 5 66.7 38.5
LPL.png 2014 Season China Regional Finals 9 2 1 1 50 73.3
NA LCS.png 2014 NA LCS Summer Playoffs 0 15 7 8 46.7 51.7
Ogn logo.png 2014 Season Korea Regional Finals 0 3 2 1 66.7 23.1

Patch History

Patch Notes 7.13

  • BUGFIX
    • Fixed Dawnbringer Riven and Nightbringer Yasuo’s special borders being cut off at the bottom during loading screen

Patch Notes 7.12

  • BUGFIX
    • High Noon Yasuo now correctly shouts his VO when casting E - Sweeping Blade

Patch Notes 7.11

Q stacks expire faster.
Quote.png 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. Unquote.png

Steel Tempest.png Q - Steel Tempest

  • STACK DURATION: 10 seconds ⇒ 6 seconds

Patch Notes 7.10

  • BUGFIX
    • Enemies no longer lose spell shields when walking through the very edge of Yasuo's W - Wind Wall

Patch Notes 7.9

Quote.png With Aegis of the Legion's old aura out of the game, squishy champions who were relying on it to give them enough magic resist find themselves a bit on the burstable side. Unquote.png
  • HOORAY: Champions who previously gained no magic resist per level now gain 0.5 per level
  • AFFECTED CHAMPIONS: Ahri, Anivia, Annie, Ashe, Aurelion Sol, Azir, Bard, Brand, Caitlyn, Cassiopeia, Corki, Draven, Elise, Ezreal, Fiddlesticks, Gnar, Graves, Heimerdinger, Janna, Jayce, Jhin, Jinx, Kalista, Karma, Karthus, Kassadin, Kayle, Kennen, Kindred, Kog’Maw, LeBlanc, Lissandra, Lucian, Lulu, Lux, Malzahar, Miss Fortune, Morgana, Nami, Nidalee, Orianna, Quinn, Rakan, Ryze, Sivir, Sona, Soraka, Swain, Syndra, Taliyah, Teemo, Thresh, Tristana, Twisted Fate, Twitch, Urgot, Varus, Vayne, Veigar, Vel’Koz, Viktor, Vladimir, Xayah, Xerath, Yasuo, Ziggs, Zilean, Zyra

Patch Notes 7.8

  • BUGFIX
    • High Noon Yasuo’s chromas no longer use the base skin particles for Passive - Way of the Wanderer

Patch Notes 7.2

E damage down, now has an AD ratio.
Quote.png 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. Unquote.png
  • Sweeping Blade.png E - Sweeping Blade
    • DAMAGE: 70/90/110/130/150 ⇒ 60/70/80/90/100
    • NEW RATIO: Now has an 0.2 bonus attack damage ratio (does not increase with stacks of Sweeping Blade)

Patch Notes 6.24

  • Bugfix
    • Launching yourself or an ally into the air via Blast Cone no longer counts as an enemy displacement effect for the purposes of an active enemy Yasuo’s R - Last Breath airborne check. In other words, you’ll pass through Last Breath rather than getting stuck in it.

Patch Notes 6.22

  • Bugfix
    • PROJECT: Yasuo's basic attack animations have been adjusted to visually slash the target at the same time damage is applied, rather than slightly after

Patch Notes 6.21

  • BUGFIX
    • Fixed pixelation on the max range indicator of PROJECT: Yasuo's third Q - Steel Tempest cast

Patch Notes 6.18

Less attack speed per level, higher base attack speed. R’s bonus penetration only applies to crits.
Quote.png 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. Unquote.png
  • 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

Patch Notes 6.14

A whirlwind of bugfixes.
Quote.png Yasuo mains are people, too. Kind of. Unquote.png
  • 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

Patch Notes 6.3

  • A number of missing audio issues have been fixed:
    • High Noon Yasuo's Q - Steel Tempest gunshot sound effect

Patch Notes 6.2

  • Yasuo's W - Wind Wall now properly continues to blocking projectiles if Yasuo dies
  • Fixed a bug where Yasuo's third Q - Steel Tempest (and E > Q combo) could deal damage through spell shields in certain situations

Patch Notes 6.1

Wind Wall works as intended.
Quote.png Now all of those videos of Gold Card going through Wind Wall can be laid to rest. Unquote.png
  • 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

Patch Notes 5.14
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 Q - Steel Tempest
    • PROC YOU LIKE A HURRICANE: Steel Tempest's Whirlwind now properly applies on hit effects to the first target

Patch Notes 5.8
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)

Patch Notes 4.21
Yasuo moves slightly faster and Steel Tempest has a lower cooldown at early ranks.

"We might have overdone it a tad with v4.18, 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

Patch Notes 4.18
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

Patch Notes 4.17
"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

Patch Notes 4.13
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

Patch Notes 4.12

  • 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

Patch Notes 4.11
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

Patch Notes 4.3
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

Patch Notes 4.2
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

Patch Notes 4.1
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

Other Contents

Gallery

  • Classic Yasuo
  • High Noon Yasuo
  • PROJECT: Yasuo
  • Blood Moon Yasuo
  • Nightbringer Yasuo


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