CHAMPIONSYasuo
Yasuo
CHAMPION · BARON · MID

Yasuo

Verified across 3 sourcesLast updated · 2026-05-26
baronC4 src
midB5 src
01

Overview

last updated 2026-05-26
Open questions (5)
  1. 01Full 6-item build (items 4–6 + boots type)
  2. 02Mythic item choice (Trinity Force / Stridebreaker / Immortal Shieldbow — none named)
  3. 03Summoner spells (Flash + ?)
  4. 04Skill order
  5. 05Other matchups beyond Pantheon Baron lane
02

Tier history

9 entries · 3 sources · 3 patches
PatchSourceRoleTierΔDateNotes
7.1ehellsdevilmidB−32026-05-19
7.1ehellsdevilbaronB·2026-05-19
7.1eroyalmidA=2026-05-17
7.1eroyalbaronA=2026-05-17
7.1ditzstu4rtmidA·2026-05-08
7.1ditzstu4rtbaronB·2026-05-08
7.1droyalmidA·2026-05-08
7.1droyalbaronA·2026-05-08
7.1hellsdevilmidS·2026-05-08
03

Builds

1 source
WR Metaaggregator statspatch 7.1E
WR48.51%PR11.58%BR11.87%
Items (in order)
Bloodthirster
BloodthirsterIncreases Physical Vamp
  • +55 Attack Damage
  • +250 Max Health
  • +25% Critical Rate

Bloody: +8% Physical Vamp, Attacks that Critically Strike gain an additional 4% Physical Vamp.

3000 gold
Gluttonous Greaves
Gluttonous GreavesAttack Damage, Omnivamp
  • +10 Attack Damage
  • +45 Move Speed.

Conversion: +7% Omnivamp.

900 gold
Infinity Edge
Infinity EdgeIncreases Critical Strike Damage
  • +60 Attack Damage
  • +25% Critical Rate

Infinity: Critical Strikes deal 205% damage instead of 175%.

Limit Break: When your total gain from items exceeds 100%, every 1% excess grants 0.6 bonus Critical Damage.

3400 gold
Dominik's Regards
Dominik’s RegardsAlready equipped with percentage armor penetration and bonus damage, but lacks durability
  • +25 Attack Damage
  • +36% Armor Penetration
  • +25% Critical Rate

Giant Slayer: Deal bonus damage based on the target’s bonus Health. At 1500 bonus Health, the bonus damage is increased up to 15%.

3300 gold
Death's Dance
Death's DanceDelays damage taken
  • +35 Attack Damage
  • +40 Armor
  • +15 Ability Haste

Defy: Champion takedowns cleanse Cauterize's remaining damage pool and restores 8% of your maximum health over 2 seconds.

Cauterize: 27% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 3 seconds as true damage instead.

3100 gold
Guardian Angel
Guardian AngelRevives at death
  • +40 Attack Damage
  • +40 Armor

Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown)

3400 gold
Runes
Lethal Tempo
KeystoneLethal Tempo
Lethal TempoKeystone

Gain stackable Attack Speed when attacking enemy champions. Stacks up to 6 times. At max stacks, you gain bonus range and can exceed your Attack Speed cap. Each stack increases Attack Speed by 8 – 16% (melee) or 3 – 10% (ranged) for 6 seconds. At max stacks, gain 50 (melee) or 75 (ranged) Attack Distance.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Brutal
BrutalMinor · Precision

Attacks deal 6 (+ 8% Bonus Attack Damage) bonus adaptive damage to enemy champions.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Coup de Grace
Coup de GraceMinor · Precision

When an enemy has less than 40% health, deals 8% bonus adaptive damage.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Legend: Alacrity
Legend: AlacrityMinor · Precision

Gain 3% bonus attack speed when engaging in taking down monsters, enemy champions and minions, up to 20% at maximum stacks.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Bone Plating
Bone PlatingMinor · Resolve

Blocks damage from the next triggering champion attack and 2 more attacks.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Skill priority
QEW
Spells
FlashFlashIgniteIgnite

Source: [[Sources/web-pages/2026-05-26-wrmeta-yasuo-build-7.1e|WR Meta]] · sampling: Diamond / Master / Challenger (Legendary tier).

Situational item swaps (explicit):

  • Boot enchant → Stasis Enchant or Protobelt Enchant — depending on playstyle/battlefield
  • Mortal Reminder — when facing high-healing enemies
04

Commentary

verbatim creator quotes

No commentary yet.

05

Recommended runes

creator-cited rune picks
Last StandLast StandPrecision · 1 mention
  • "So, you're going to get low value from cut down. Last stand is when you have lower than 60% health, attack lunge on the enemy. Uh, deal five to 11% bonus adaptive damage and grant max bonus damage when health is below and you it caps at 30%. So at 30% you already have 11% bonus damage. This is really good on champions that love making comebacks in fights like Ireelia, like Yon, Yasuo. It's usually champions that can deal a lot of consistent damage and do fight a lot and are low HP a lot of the time when they're fighting, right? I think Aurelia is the best example of a great last stand user, but it's kind of niche. So it's usually between cut down and coupra. Kubigra can be good for like finishing off enemies and like the damage that Kubigra does, right, is more valuable than the damage that Cutdown does. Yeah, Olaf. Olaf is the actually probably the best example of last stand, right? Because Olaf can be low HP and then he can heal back to full." (01:23:56)
Bone PlatingBone PlatingResolve · 1 mention
  • "Pretty much every champion that goes resolve goes second wind. Bone plating is mostly a rune that you as a minor rune when you're playing against burst or to improve your early game trading. So if you're playing melee, you're pretty much always going second wind. Uh if you're playing ranged, you're going bone plating. And then as a last rune, most of the time you're going bone plating. Even though some champions can go second wind, like a mid lane, Akali, Yasuo type of thing that want a little extra sustain. Uh now in terms of nullifying orb this can be okay in the jungler department right because if you look at the stats right look at you're comparing it to bone plating here right so you have 60 to I didn't really explain what the runes do all right so second one gain five health every 5 seconds after taking damage from an enemy champion regenerate six plus 2% of your missing health over the next 5 seconds this effect is doubled for melee champions so you get an insane amount ount of um healing and sustain throughout the laning phase. After every trade, you heal even more. Second wind will usually heal about 1k. Bone plating usually around 1.2k, but one point but second wind is healing. While bone plating is damage blocked, right? It's different. So for melee champions, you're pretty much always going second wind to help you with a sustain in lane while bone plating is going to be more useful against burst. What you have to keep in mind with bone plating as well is that smart opponents will proc bone plating and then go for the aggressive trade, Uh but both are really really OP. So bone plating is mostly a choice for range champions or a last rune choice. So like most ADCs, let's go like an ADC rune to highlight the point will do a rune page like this, right? And they'll take bone plating at the end to help them with those early game trades. Yeah." (01:33:12)
Nullifying OrbNullifying OrbResolve · 1 mention
  • "Even though some champions can go second wind, like a mid lane, Akali, Yasuo type of thing that want a little extra sustain. Uh now in terms of nullifying orb this can be okay in the jungler department right because if you look at the stats right look at you're comparing it to bone plating here right so you have 60 to I didn't really explain what the runes do all right so second one gain five health every 5 seconds after taking damage from an enemy champion regenerate six plus 2% of your missing health over the next 5 seconds this effect is doubled for melee champions so you get an insane amount ount of um healing and sustain throughout the laning phase. After every trade, you heal even more." (01:33:43)
Second WindSecond WindResolve · 1 mention
  • "He would rather group and team fight, right? So, second wind is super OP on every melee champion because it gives you an insane amount of health. Uh, and after every trade, you just get insane amount of healing, great sustain lane. Pretty much every champion that goes resolve goes second wind. Bone plating is mostly a rune that you as a minor rune when you're playing against burst or to improve your early game trading. So if you're playing melee, you're pretty much always going second wind. Uh if you're playing ranged, you're going bone plating. And then as a last rune, most of the time you're going bone plating. Even though some champions can go second wind, like a mid lane, Akali, Yasuo type of thing that want a little extra sustain. Uh now in terms of nullifying orb this can be okay in the jungler department right because if you look at the stats right look at you're comparing it to bone plating here right so you have 60 to I didn't really explain what the runes do all right so second one gain five health every 5 seconds after taking damage from an enemy champion regenerate six plus 2% of your missing health over the next 5 seconds this effect is doubled for melee champions so you get an insane amount ount of um healing and sustain throughout the laning phase. After every trade, you heal even more. Second wind will usually heal about 1k. Bone plating usually around 1.2k, but one point but second wind is healing. While bone plating is damage blocked, right? It's different. So for melee champions, you're pretty much always going second wind to help you with a sustain in lane while bone plating is going to be more useful against burst. What you have to keep in mind with bone plating as well is that smart opponents will proc bone plating and then go for the aggressive trade, Uh but both are really really OP." (01:32:57)
06

Patch notes

mentions of Yasuo

No patch-note mentions parsed yet.