# Yasuo Guide: Combos, Wind Wall, Build and Matchups

> Yasuo wins by spending his dashes, tornado and Wind Wall in the right order and keeping one option for the way out. This guide covers his kit with current wiki numbers, his core and Flash combos, the patch 26.20–26.21 crit build, laning, teamfights and matchups.

- **Game:** League of Legends
- **Category:** Champion Guides
- **Author:** ItzMaze (https://guides-factory.com/authors/itzmaze)
- **Difficulty:** Intermediate
- **Reading time:** 24 min
- **Published:** 2026-10-23
- **Updated:** 2026-10-23
- **Tags:** champion-guide, laning, mid-lane, yasuo
- **Adapted from:** [Everyone Plays Yasuo — Almost Nobody Plays Him Correctly](https://www.youtube.com/watch?v=sRLLuvOKbWQ)
- **Canonical URL:** https://guides-factory.com/guides/lol-yasuo-guide

---

## 🎯 The core idea

> Yasuo is a melee crit carry who lives on options: a minion to dash through, a Q3 ready, a Wind Wall saved for the one projectile that matters, and a full Flow shield. Good Yasuo players spend those options in the right order and keep one back for the way out. This guide covers his kit with current numbers, his combos, the patch 26.20–26.21 build and how to lane, fight and pick matchups.

<ul class="legend"><li><span class="badge free">free</span> costs nothing</li>
<li><span class="badge cheap">cheap</span> small cost</li>
<li><span class="badge setup">setup</span> needs preparation</li>
<li><span class="badge grind">grind</span> pays off slowly</li>
<li><span class="badge skip">skip</span> the thing to stop doing</li></ul>

This League of Legends Yasuo guide is built on Zoose's October 2026 video (uploaded 13 October 2026, patch 26.20), checked against the official League of Legends Wiki and Riot's patch notes up to 26.21. It works as a Yasuo beginner guide if you read it top to bottom, and as a list of Yasuo tips and tricks if you jump to the combo and mechanics sections. The video calls this Yasuo Season 16; Riot's own name for it is Season 2026. If you are new to the 2026 rules (role quests, faster objectives), read our [Season 2026 changes guide](/guides/lol-season-changes-guide) first.

## What Yasuo is good at, and where he breaks

![Yasuo cutting through enemies in a lane fight, labelled Strengths: Sustained DPS](https://api.guides-factory.com/media/uploads/2026/10/final_0060_jx4gPZa.webp)

Yasuo wins long fights. Constant auto attacks and a Q that comes back every 1–4 seconds let him keep hitting while his crit and attack speed stack up. Sweeping Blade (E) turns any enemy minion, monster or champion into a dash, so a minion wave is his road in and his road out. On defence he has more tools than most melee carries: the Flow shield, Wind Wall against projectiles, and knock-ups that stop enemies from fighting back. Q3 and Last Breath can lock down several champions at once.

The weaknesses are just as concrete. He usually builds pure damage, so caught without his shield or Wind Wall he dies fast. Hard crowd control stops every dash. Without nearby targets for E, a ready Q3 or an allied knock-up, he struggles to reach anyone. And Last Breath puts him in the middle of the enemy team with no built-in way back. Most bad Yasuo games come from spending the dash, the tornado or the wall a moment too early.

| Strength | Matching weakness |
| --- | --- |
| Sustained crit damage with Q weaving | Squishy build, little margin when caught |
| E dashes through any enemy unit | Nothing to dash through = no mobility |
| Wind Wall, Flow shield, knock-ups | Hard CC (stuns, roots, suppression) ignores all of them |
| Last Breath can catch 3–5 champions | Last Breath has no exit built in |

## Way of the Wanderer: crit doubling and the Flow shield

![Yasuo walking in mid lane while the Flow bar under his health bar charges](https://api.guides-factory.com/media/uploads/2026/10/final_0190_tjiDMSs.webp)

<span class="badge free">free</span> Yasuo's passive has two halves, and both shape how you play.

**Intent (crit).** Yasuo's total critical strike chance from all sources is doubled, so 50% crit from items already gives him 100%. That is why two crit items (for example Immortal Shieldbow and Infinity Edge, 25% each) cap him. Every 1% of crit chance above 100% turns into 0.5 bonus attack damage, so a third crit item is not wasted. The video does not mention the cost: his crits deal only 95% of the critical damage other champions get. Patch 26.17 cut that penalty from 10% to 5%, which Riot did on purpose to make early crit builds stronger than rushing Blade of the Ruined King.

**Resolve (Flow).** Moving fills the Flow bar under his health bar: one stack every 59 units at low levels, every 46 at high levels, so about 17 seconds of walking at level 1 and about 13 later on. Dashes, Flash and being displaced all count. At 100 stacks, the next damage from an enemy champion or monster triggers a shield of 125–674 (by level) for 1 second, applied before that hit lands. Minion and turret damage do not trigger it.

Practical rule from the video: check the bar before a trade. If it is nearly full, walk around a little longer and start the fight with the shield ready.

## Steel Tempest (Q) and Q3, the centre of his kit

![Yasuo casting Steel Tempest (Q) through the minion wave in mid lane](https://api.guides-factory.com/media/uploads/2026/10/final_0240_NY4cxHQ.webp)

Q is a short thrust (450 range) that costs nothing, can crit, and hits every enemy in the line. Bonus attack speed lowers both its cooldown (4 seconds down to 1.33) and its cast time, which is why Yasuo builds attack speed early. Each hit on any enemy grants a Gathering Storm stack for 6 seconds; with two stacks the next Q becomes Q3, a whirlwind that travels 1150 units and knocks up everything it hits for 0.9 seconds.

Current numbers (official wiki, patch 26.21):

| Ability | Key numbers | What to remember |
| --- | --- | --- |
| Q – Steel Tempest | 20/45/70/95/120 (+105% AD) physical, can crit; cooldown 4 s → 1.33 s with bonus attack speed | Q3 range 1150, knock-up 0.9 s; Q during E becomes a circle |
| W – Wind Wall | Cooldown 25/23/21/19/17 s; lasts 4 s; width 320–600 | Blocks every enemy non-turret projectile and gives vision |
| E – Sweeping Blade | 70/85/100/115/130 (+20% bonus AD, +60% AP) magic; +25% per stack, up to 4 stacks | Same target only once per 10/9/8/7/6 s; fixed-distance dash |
| R – Last Breath | 200/350/500 (+150% bonus AD); cooldown 70/50/30 s; range 1400 | Needs an airborne enemy champion; hits airborne enemies within 400 units |

Two habits matter more than raw mechanics. Aim Q3 through the minion wave so you farm and threaten the champion behind it at the same time. And don't throw Q3 just because it's ready: a held tornado makes the enemy play around you, while a missed one gives them a free window. Skill order from the video, which matches what most Yasuo players run: **max Q first, E second, W last, R whenever available**.

## Wind Wall: block the projectile that matters

![Yasuo fighting next to his Wind Wall so enemy projectiles hit the wall](https://api.guides-factory.com/media/uploads/2026/10/final_1225.webp)

<span class="badge setup">setup</span> Wind Wall raises a wall in front of Yasuo for 4 seconds that destroys every hostile projectile that hits it, except turret shots. It starts blocking the moment you cast it, drifts forward slightly over its duration, and its cooldown is long early (25 seconds at rank 1), so it is not a spell to throw at the first auto attack. This is the core of any Yasuo windwall guide:

- **Wait for the dangerous ability.** If the enemy has a hook, a root or an ultimate projectile still up, don't spend the wall on a poke spell.
- **Fight around the wall.** Against ranged champions, stand close to it. When they walk or dash around, take a small step or an E so it is between you again; their autos and skillshots keep hitting the wall while you keep hitting them.
- **Block casters too.** Ranged minion shots decide close trades early, and the wall can stop them while you hold a freeze outside your own turret.
- **Use it for vision.** The wall reveals a small area around it, including over terrain. That lets you spot a jungle camp to dash to, check a brush without a ward, or see an enemy you knocked up in fog so you can follow with R before they land.
- **Cast it mid-dash.** Pressing W during E normally waits until the dash ends, but E → Q → W releases the wall during the movement (the wiki lists this as an unintended but working interaction).

In teamfights the wall can also cut an enemy carry off from the whole fight for several seconds.

## Sweeping Blade (E): dashes, wall dashes and spacing

![Yasuo using Sweeping Blade (E) to dash past enemies near terrain](https://api.guides-factory.com/media/uploads/2026/10/final_1290_PnNxWel.webp)

E dashes a fixed distance (475 units) through a target enemy, deals magic damage and marks that target so you cannot dash through it again for 10 seconds at rank 1, down to 6 at rank 5. Each dash within 5 seconds adds a stack worth +25% damage, up to +100% at four stacks.

<span class="badge skip">skip</span> The most common mistake is dashing through every minion on the way in. Each marked minion is an escape route gone. Leave one nearby target unused whenever you can.

The fixed distance has three consequences:

- **Yasuo wall dash.** Because the dash always travels the same distance, you can cross walls before or after your target. Hug the target for thick walls; start too far back and you will not make it. Near thin walls the opposite happens: dash from close range and you leave your target behind on the other side, which is great for escaping and bad when chasing a kill. When chasing, hold E until the enemy dashes or flashes over a wall first, then follow if you can still see them.
- **EQ spacing.** The circular EQ goes off at the end of the dash. Dash from very close and you end up past your target, so EQ or EQ3 can miss even though E hit. Starting near maximum range ends the dash closer to them. Sometimes dashing past is the point: time it with their skillshot and you dodge it while dealing damage.
- **Q cooldown trick.** Casting E when Q has less than half a second of cooldown left lets you cast Q during the dash. It speeds up your next tornado.

Bear in mind that hard crowd control (stuns, roots, knock-ups) knocks Yasuo out of the dash.

## Last Breath (R): when to press it and where you land

![Yasuo casting Last Breath on airborne enemies during a lane skirmish](https://api.guides-factory.com/media/uploads/2026/10/final_0400_Sqoxb6U.webp)

Last Breath blinks Yasuo (up to 1400 range) to a visible airborne enemy champion, then holds every airborne enemy champion within 400 units in the air for 1 second while he slashes them. It also refills Flow, so you can get a second shield in the same fight, resets your Q stacks, and for 15 seconds lets your crits ignore 60% of the target's bonus armor.

The knock-up does not have to be yours. Allies with reliable airborne effects (the video mentions supports such as Rell and Alistar) set it up just as well. What the video stresses, and what decides most fights:

- **Look before you press.** R commits you to the spot you land on. Check who is waiting there and whether your team can follow.
- **Pick the target with your cursor.** With several enemies airborne, R goes to the one nearest your cursor. Pick a middle target to catch the whole group inside 400 units; pick an edge target and the far enemy may be left out.
- **Landing is not always behind them.** You normally appear on the opposite side of the target, but near an enemy turret R tries to keep you outside turret range and can place you in front instead.
- **Delay when it's safe.** Casting late in the knock-up extends the total airborne time, gives room for one more auto attack, and gives your team longer to follow.
- **R clears Q3.** If you had a tornado ready and ult off an ally's knock-up, it is gone when you land.

## Trading patterns between auto attacks

![Yasuo trade pattern on screen: E, auto attack, Q, auto attack, E](https://api.guides-factory.com/media/uploads/2026/10/final_0500_J7BSS8A.webp)

Yasuo has no auto attack reset, but there is downtime between his attacks, and good Yasuo damage comes from filling it. The basic rhythm is **auto, Q, auto**: let the attack land, Q while waiting for the next one, attack again. E fits the same gap: auto, E through them, auto when the dash ends. Never cancel an attack's damage by casting too early.

Three trades the video teaches, none of which need Q3:

- **Short trade.** Dash in on a minion, auto–Q–auto, then E out through a different minion before they can answer.
- **Poke trade.** If you can't reach auto range: E forward, hit them with the tip of Q, E back out. Good against champions who keep their distance.
- **All-in.** When they are low enough, stop planning the exit. Use the wave to get close, save E for the champion so you can follow their escape, and keep auto–Q–auto until they die.

With Q3 ready, distance picks the move: from long range throw it as poke, from medium range E through a minion for a better angle and then throw it while E on the champion is still available, and at close range use EQ3 for a circular knock-up that starts the fight. Later in the game, stop dashing for the extra E stacks: once you have attack speed and crit, autos are worth more than an extra dash.

## Yasuo combos: the core ultimate combos

![Yasuo ultimate combo on screen: Q3, R, auto attack, Q, auto attack](https://api.guides-factory.com/media/uploads/2026/10/final_0580_cx4JkNJ.webp)

These are the Yasuo combos lol players need first, because they are the ones you will use every game.

| Situation | Sequence | Why |
| --- | --- | --- |
| Long-range catch | Q3 → R → auto → Q → auto (hold E) | Lead with an auto as you land; leading with Q gives mobile targets time to Flash |
| Ally knocks them up | R → auto → Q → auto (hold E) | Same as above, skipping Q3 |
| Close range, E available | EQ3 → auto → R → auto → Q → auto | The extra auto between knock-ups adds damage and stretches the airborne time |
| Close range, E used | Q3 → auto → R → auto → Q → auto | A normal Q3 works just as well |

In every version, keep E for the moment they try to escape, then dash after them. Remember that Q cast during E has no cast time but locks out auto attacks for half a second after the dash ends.

## Flash combos: EQ3 Flash (Beyblade) and the E-Q-R airblade

![Yasuo performing the Beyblade combo, E then Q3 then Flash, on a target dummy](https://api.guides-factory.com/media/uploads/2026/10/final_1440_yhI9jsc.webp)

<span class="badge grind">grind</span> These need practice-tool time, but they are where Yasuo's outplay reputation comes from.

- **Q Flash / Q3 Flash.** Start the Q, then Flash toward the target before the stab comes out. It extends your reach and gives them less time to react than Flashing first.
- **Yasuo EQ Flash (Beyblade).** With Q3 ready, E through any target, press Q during the dash, then Flash onto the enemies before the circular knock-up goes off. The slash happens where you land after Flash. Because you can start from a minion, the champion does not even need to be in E range. The video's advice: if you only master one flash combo, make it this one.
- **Airblade (Q3 → E → Q → R).** Knock them up with Q3, then E through a nearby target, press Q and cast R before the spin goes off. The Q lands around your ultimate's destination, adding damage and a fresh Q stack. It also works off an ally's knock-up (E–Q on a nearby target, then R). Many players search this E-Q-into-R timing as the Yasuo keyblade combo; names vary, the inputs are what count.
- **Both together.** EQ3 Flash for the surprise knock-up, then E–Q–R while they're airborne.

Two smaller tricks: W then Q3 during the wall's cast animation hides the tornado's wind-up, and when you're being chased, building Q3 as you retreat lets you knock up the enemies who bunch up behind you.

## Best Yasuo build for patch 26.20–26.21: runes, items, spells

![Yasuo cheat sheet from Zoose's video: runes, shards, Flash and Exhaust, item build and Q-E-W skill order](https://api.guides-factory.com/media/uploads/2026/10/final_0645.webp)

This is the video's build, recorded on patch 26.20. Patch 26.21 did not change Yasuo or any of these items, so it holds for the current patch as well; check the newest patch notes before relying on it later. Treat it as the Yasuo build 2026 baseline rather than the only option.

**Yasuo runes (video's page):**

| Slot | Pick | Swap |
| --- | --- | --- |
| Keystone | Lethal Tempo | Fleet Footwork into heavy poke lanes |
| Precision | Absorb Life, Legend: Alacrity, Last Stand | Triumph instead of Absorb Life; Cut Down instead of Last Stand |
| Resolve (secondary) | Second Wind, Overgrowth | Bone Plating against one big burst combo; Shield Bash for trades (the Flow shield triggers it) |
| Shards | Attack speed, adaptive force, scaling health | Flat health in hard lanes; tenacity and slow resist against heavy CC |

Lethal Tempo (melee) gives 6% attack speed per stack up to 36% at six stacks, which also shortens Q's cooldown. Fleet Footwork trades that for healing and movement speed.

**Items:**

| Stage | Items (video) | Wiki numbers |
| --- | --- | --- |
| Start | Doran's Bow + 2 Health Potions | 400 g: 8 AD, 15% attack speed, 1.5% omnivamp (item added in 26.9) |
| Boots | Berserker's Greaves, can be rushed | 1100 g: 30% attack speed, 45 move speed |
| Core | Immortal Shieldbow → Infinity Edge | 3000 g / 3500 g; together 50% crit = 100% for Yasuo |
| Aggressive first item | Stormrazor → Infinity Edge | 3200 g: 50 AD, 25% attack speed, 25% crit |
| Sustain first item | Blade of the Ruined King → Shieldbow → Infinity Edge | 3200 g: 40 AD, 25% attack speed, 10% life steal |
| Situational damage | Lord Dominik's Regards (armor), Mortal Reminder (armor + healing) | Can replace Infinity Edge if you urgently need penetration |
| Defensive | Death's Dance (physical), Wit's End (magic + CC), Mercurial Scimitar, Randuin's Omen, Guardian Angel, Bloodthirster | Pick by the threat you face |

Stormrazor got 5% more attack speed in 26.17, which is part of why it is a real first-item option again. Riot's notes for the same patch say they want Yasuo to buy crit early rather than rush Blade of the Ruined King.

**Summoner spells:** Flash every game. Second spell: Ignite for kill pressure and anti-heal, Exhaust against champions whose damage comes in one short all-in, Teleport against hard poke lanes. Mid laners who finish the mid role quest get their boots upgraded for free; top laners get a free Teleport from theirs (see our [role quests guide](/guides/lol-role-quests-guide)).

## Yasuo laning: levels 1 to 6 in mid lane

![Yasuo early game laning against the minion wave in mid lane](https://api.guides-factory.com/media/uploads/2026/10/final_0900_IOfTK3W.webp)

This is the Yasuo mid guide part of the video, and the Yasuo laning lol advice is mostly about the wave.

- **Level 1.** Start Q in most matchups to farm and poke from range. Start E against ranged opponents who stand too close to the wave: dash through minions to build E stacks, auto them, and use an unused minion to dash out.
- **Level 2.** With Q and E the enemy wave becomes your way in. Against champions who can't stop you up close, threaten trades right away, but keep a minion to get back out.
- **Level 3.** Wind Wall arrives. With a 25-second cooldown, save it for the spell that would stop your trade or deal real damage.
- **Level 6.** Every knock-up now leads into R, so skirmishes with your jungler get much stronger. Don't drop reliable farm to chase uncertain roams.

<span class="badge free">free</span> **Poke without minion aggro.** Q only draws minion aggro if the first thing it hits is a champion. Line the enemy up behind a minion and Q through both: the minion is hit first, the champion still takes damage, and their wave does not turn on you. The catch, as the video notes, is that this hit does not give a Lethal Tempo stack.

**Hold the wave on your side.** It keeps you safer from ganks and leaves more minions to dash through for longer trades. Our [wave management guide](/guides/lol-wave-management-guide) covers freezing and slow pushing in detail. Other free tricks: Q a raptor camp through the wall on your way back to lane to arrive with a stack ready, and Q into a brush or over a wall to check it. A stack means you hit something, though hitting someone does not reveal them, and missing proves nothing.

## Mid game, late game and Yasuo teamfight rules

![Yasuo in a mid game teamfight](https://api.guides-factory.com/media/uploads/2026/10/final_1000_8LWwlSt.webp)

Once the first turret falls, move to a side lane and build your lead through gold and experience. Yasuo clears waves fast, threatens turrets and becomes a strong duelist once his core items are done. Take the side lane closest to the next big objective so you can still join the fight. Push the wave first, then decide: rotate, hit the turret, or take enemy jungle camps when you know it's safe. Away from a minion wave you have fewer E targets, so don't overextend.

In a Yasuo teamfight, patience beats being first in:

- Prepare Q3 if possible and wait for the enemy to group, waste crowd control, or get knocked up by a teammate. R as follow-up is far more reliable than a blind engage.
- Wind Wall can matter as much as R: deny the key projectiles and cut off the enemy carries.
- If the backline is out of reach, play front to back. Hit whoever is safely in range, stack Q on the front line, and wait for a better angle.

Late in the game, stay with your team more. When ahead, push vision deeper and use it to pressure Baron or force a good fight. When behind, protect your vision, clear waves safely and lean on your teammates' knock-ups to threaten R without creating every opening yourself. For the climbing side of this (when to group, how to close games), see our [ranked climb guide](/guides/lol-ranked-climb-guide).

## Yasuo matchups and counters

![Yasuo laning in mid while the video shows its hard matchup tier as champion portraits](https://api.guides-factory.com/media/uploads/2026/10/final_1740.webp)

The video sorts mid lane matchups into easy, medium and hard tiers, shown as champion portrait rows; it does not read the names aloud, so we describe the tiers by what the enemy champion can do rather than copy a list. The ratings describe how much freedom Yasuo has to use the wave against them, not who wins every game.

| Tier | What the enemy lacks or has | How to play it |
| --- | --- | --- |
| Easy | Can't keep Yasuo away once he reaches the wave | Dash forward, build Q3, punish every time their key spell is down; let the shield eat their first poke |
| Medium | One key ability that stops your approach or escapes your engage | Watch that one spell; go in when it's wasted; use minions to approach so E is saved for the champion |
| Hard | Interrupts dashes, has reliable point-and-click CC, or simply out-damages you in melee | Keep the wave near your turret, don't E forward without an exit, skip contested last hits, reach your items even |

When you look for Yasuo counters in lol, think in mechanics. Wind Wall only stops projectiles, so the champions that trouble Yasuo most rely on crowd control or damage that the wall can't block, or that hits him the moment he dashes in. Champions whose damage and catches are mostly projectile skillshots give him the easiest time. The video's closing point applies to every tier: hard lanes are winnable, easy lanes still need respect, and staying healthy and even in farm is already a good lane.

## Yasuo top guide and Yasuo bot lane

![Yasuo playing bot lane as a carry with his support](https://api.guides-factory.com/media/uploads/2026/10/final_1930.webp)

Yasuo is viable top and as a bot lane carry; the mechanics, builds and teamfighting above all still apply. What changes is the lane. Both side lanes are longer than mid, so wave mistakes cost more: getting frozen on leaves you exposed just trying to farm, and pushing too far gives the enemy room to chase you. Track which minions you can still dash through before moving forward, and crash the wave before recalling when you can.

**Top lane.** More melee matchups, but bruisers and tanks have more sustain and can win long fights if you commit at the wrong time. Use Q range and the passive shield for short trades instead of all-ins, avoid pushing into a freeze near their turret, and hold the wave on your side when you're stronger. The top role quest gives you a free Teleport later, which helps you join fights.

**Bot lane.** Ranged champions can bully you at level 1 before you have E, so don't trade half your health for a few minions. Once E and your support's engage are up, the lane changes: supports with reliable knock-ups set up R directly, and one good Wind Wall can erase most of the enemy duo's damage. The video recommends getting comfortable with Yasuo's fundamentals in mid before trying him bot.

## How this guide was fact-checked

- **Official League of Legends Wiki (Yasuo page, patch history, item and rune pages)**: base stats, every ability number in the table, Flow rates and shield values, Q3 range and knock-up time, the minion-aggro rule for Q, the E-before-Q cooldown trick, W during E, Last Breath's 400-unit radius, turret-avoidance landing and Q-stack reset, and item and rune stats (Doran's Bow, Berserker's Greaves, Immortal Shieldbow, Infinity Edge, Stormrazor, Blade of the Ruined King, Lethal Tempo, Fleet Footwork).
- **Riot patch notes 26.17–26.21**: 26.17 reduced Yasuo's crit damage penalty from 10% to 5% and buffed Stormrazor's attack speed from 20% to 25%; 26.18–26.21 contain no Yasuo changes and no changes to his core items or runes, so the video's 26.20 build is current for 26.21.
- **From the video (Zoose, 13 October 2026)**: the rune page, item order, summoner spell choices, skill order, combos, laning and teamfight advice and the matchup tiers. These are the creator's choices, shown on his cheat sheet and in his gameplay.
- **Corrections and additions to the video**: the video does not mention that Yasuo's crits deal only 95% of normal critical damage (wiki and 26.17 notes); it calls the season "Season 16" where Riot uses "Season 2026"; it states the radius and timings in general terms, so the exact values here (Q3 0.9 s knock-up, R 1 s and 400 units, W 4 s, E marks lasting 10–6 s) come from the wiki. We found no mechanic in the video that the wiki contradicts. The archetype description of matchups is ours, because the video shows its tier list only as portraits.

## What this guide doesn't answer

- **Champion-by-champion matchups.** The video points to a separate matchup guide; a full list would go stale quickly and deserves its own page.
- **Win rates and tier rankings.** Stats sites change every patch; we don't quote numbers we can't keep current.
- **ARAM, Arena and League Classic Yasuo.** Those modes change his numbers (for example, Wind Wall's cooldown is longer in ARAM) and need their own builds.
- **Skins and cosmetics.** Not gameplay, and the True Damage Prestige skin released on 21 October 2026 has no effect on his kit.
- **Yone.** He shares the passive structure but plays differently enough to need his own guide.

---

## FAQ

### What is the best Yasuo build in 2026?

For patch 26.20-26.21 the build in Zoose's video is Lethal Tempo with Absorb Life, Legend: Alacrity and Last Stand, plus Second Wind and Overgrowth. Start Doran's Bow and two potions, rush Berserker's Greaves, then Immortal Shieldbow into Infinity Edge. Those two items give 50% crit, which Yasuo's passive doubles to 100%. Stormrazor or Blade of the Ruined King are alternative first items, and Fleet Footwork replaces Lethal Tempo in heavy poke lanes.

### How do you do the Yasuo EQ Flash (Beyblade) combo?

With Q3 ready, use E on any enemy unit, even a minion, press Q during the dash, then Flash onto the enemies before the circular slash goes off. The knock-up happens where you land after Flash, so the target does not need to be in E range. Follow with R once you have your ultimate.

### What skill do you max first on Yasuo?

Max Q first, E second and W last, and put a point in R whenever you can. Q is his main damage, wave clear and source of knock-ups; E gets more damage and a shorter same-target lockout with ranks; Wind Wall's value comes from blocking the right projectile rather than its rank, though ranks lower its cooldown from 25 to 17 seconds.

### How does Yasuo's Wind Wall work?

Wind Wall creates a wall for 4 seconds that destroys every enemy projectile that hits it, except turret shots, and gives vision around it. It costs a 25-second cooldown at rank 1, so save it for the dangerous projectile, such as a hook, root or ultimate, and fight close to the wall so enemy attacks keep hitting it. It does nothing against abilities that are not projectiles.

### How many crit items does Yasuo need for 100% crit?

Two. Yasuo's passive doubles all critical strike chance, so 50% crit from items, for example Immortal Shieldbow plus Infinity Edge at 25% each, gives 100%. Crit above 100% turns into 0.5 bonus attack damage per 1%. Since patch 26.17 his crits deal 95% of normal critical damage instead of 90%.

