C
October 2026 · Patch 7.3c
Bruiser · Mid Lane

Yasuo Wild Rift — Counters, Build & Tier

Yasuo is a Mid Lane and Baron Lane fighter, a wind swordsman whose combat fluency is among the most demanding and rewarding in the game.

★ Mid Lane Tier C October 2026 · Patch 7.3c bruiserduelcrit
DMG
UTIL
TANK
DIFF
Win 46.9% #98 · ↓2pt
Pick 8.3% #4
Ban 8.7% #25

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Best build Items, runes & spells Kraken SlayerInfinity EdgeMortal Reminder Counters Who beats Yasuo MalphiteVexKarma

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Yasuo23/09 → 23/10
Win Rate (30d) 46.89%+0.96 pts
Pick Rate 8.29%
Ban Rate 8.66%
−0.5+0.5+107.3a7.3b7.3c23/0903/1008/1013/1018/1023/10 Yasuo+1.0 pts −0.5+0.5+107.3a7.3b7.3c23/0906/1015/1023/10 +1.0

Yasuo's win rate has climbed +0.96 pts over the last 30 days, now at 46.89%. See the full Wild Rift meta trends for more biggest movers. Measured effect of the buff in 7.3b (14/10): +0.86 pts of win rate over 9 days.

§ 01 — Editorial brief

Yasuo MID remains a high-value pick when the game gives him time, usable waves, and at least one reliable allied knock-up.

By Updated 23 Oct 2026 Patch 7.3c

Yasuo is a Mid Lane and Baron Lane fighter, a wind swordsman whose combat fluency is among the most demanding and rewarding in the game. His Flow Shield absorbs a full spell once charged, and his ultimate Last Breath can only trigger on airborne enemies. His Wind Wall blocks projectiles, neutralizing many powerful ultimates. In Wild Rift, Yasuo is a mechanical carry who dominates late game at high mastery and synergizes with knockup champions to reliably trigger his devastating ultimate.

Yasuo excels in compositions offering multiple knock-ups to massively trigger his ultimate. He benefits from allies who can create engage situations allowing him to safely dive. All-in or grouped teamfight compositions get the maximum from his kit.

Yasuo is exposed against magic damage compositions that pass through his wind wall. Long-range poke or instant CC profiles reduce his impact before his dashes. His fragility in early game before items is his primary vulnerability window.

With Yasuo, manage your flow by keeping passive shields active through constant dashing. Save your wind wall for the most critical enemy projectiles. In teamfights, wait for your team's knock-up before triggering your ultimate to maximize targets hit.

§ 06 — The matchup wall · MidYasuo Wild Rift Mid counters and synergies

Hard Unfav. Skill Fav. Synergy

Build enginePatch 7.3c build — computed

  1. Core 01 Kraken Slayer Kraken Slayer
  2. Core 02 Infinity Edge Infinity Edge
  3. Core 03 Mortal Reminder Mortal Reminder
  4. Core 04 Phantom Dancer Phantom Dancer
  5. Core 05 Stormrazor Stormrazor
  6. Boots Berserker's Greaves Berserker's Greaves
Full variants, runes & power spikes

§ 02 — Strengths & weaknesses Yasuo Wild Rift strengths and weaknesses

↑ Strengths
  • He heavily punishes MID mages who rely on distance and linear spells: Wind Wall can break their sequence, then E lets him close the gap as soon as the wave is usable.
  • His two-item crit spike remains one of the best moments to turn a dragon or Herald setup into a won fight, especially if the team already has reliable knock-up.
  • He brings real short-split pressure in mid game: he can push a side lane, threaten a duel, then quickly join if an ally can trigger his ultimate.
  • Wind Wall has huge value against some compositions built around a key projectile: a good wall does not only keep Yasuo alive, it can remove the tool that was supposed to win the enemy fight.
↓ Weaknesses
  • Avoid Yasuo if your team has no reliable knock-up and you will have to create every ultimate window alone: you risk playing a carry without a real entry button.
  • Avoid him into a draft full of instant hard CC: Yasuo can dash, but he cannot express his DPS if he is locked down on his first entry.
  • Avoid him if your team is already too dependent on fragile scaling: Yasuo needs items, and a full composition that waits too long can lose the map before his real spike.
  • Avoid him if the enemy MID lane can force you to play without wave, without shield, and without dash margin: in those conditions, your champion loses his main duel-control tool.
02

§ 03 — Game planYasuo Wild Rift game plan: early, mid and late game

I Early

Short trades around the shield and Q, never in…

Lvl. 1 → 6

Short trades around the shield and Q, never in the middle of the wave without vision.

II Mid

Spike 2 crit objects: search for engages on…

Lvl. 7 → 11

Spike 2 crit objects: search for engages on allied knock-ups and convert them into targets.

III Late

Front-to-back or flank according to vision:…

Lvl. 12+

Front-to-back or flank according to vision: retains R for a poorly positioned priority target.

§ 07b — Advanced MechanicsYasuo: combos & tips Wild Rift

Beyblade ComboDemanding
1 E E
2 Q Q
3 Flash Flash
4 R R

The 3 + 1 in the middle of the dash + a near-simultaneous Flash before the 3 activates to prevent any enemy reaction — extremely precise timing

Standard comboDemanding
1 Q Q
2 E E
3 Q Q
4 R R

Using 1 whilst dashing into 3 adds bonus damage; use the third stack of 1 (tornado) for the knock-up that sets up the ultimate

Allied knock-up comboSimple
1
2 R R

Yasuo can use his ultimate on the knock-up from any ally (Malphite, Jarvan, Xin Zhao) for a guaranteed engage from his current position

What interrupts itGaren Q Decisive Strike silence · 1.5 sVolibear Q Thundering Smash stun · 1 s

Mechanical Tips

  • Steel Tempest (1) Q stacking: two quick casts of Q charge the tornado stack — the third cast unleashes a tornado that knocks up enemies hit (and passes through minions in a straight line) — maintain the rhythm: AA → Q → AA → Q → AA → Q (tornado)
  • Sweeping Blade (3) wall dash: Ability 3 can pass through thin walls in the jungle — memorise the passage points for flanking and escapes
  • Wind Wall (2) anti-projectile: Level 2 blocks all projectiles for 4 seconds — position the wall perpendicular to the trajectory of pokes (Ezreal’s Q, Lux’s E, Ashe’s Ultimate, etc.)
  • Passive Flow: Yasuo builds up Flow whilst moving — when the shield is full, the next instance of damage is absorbed; move actively in combat to maintain the shield

Common Mistakes

  • Last Breath without an active knock-up: the ultimate requires an enemy to be knocked up or suspended in order to be cast — you must wait until the knock-up from your tornado (1 × 3) or from an ally is active
  • Wind Wall activated too late: Ability 2 must be anticipated 0.2–0.3 seconds before the projectile arrives — place it in anticipation of enemy pokes, not after you’ve taken the hit
  • Spamming Sweeping Blade on the same target: Ability 3 has a brief cooldown per target — do not spam Ability 3 on the same champion; alternate between champions and minions for consecutive E abilities

Notable Interactions

  • Last Breath suspends enemies in mid-air — whilst it’s active, allies can also cast their ultimates on suspended targets (Orianna, Lux)
  • Sweeping Blade synergises with Conqueror — each dash quickly builds Conqueror stacks in team fights
  • Yasuo is particularly strong in team compositions with plenty of knock-ups (Malphite, Jarvan, Vi) — 3 or more knock-up champions = Yasuo is always within his ultimate window
Go deeper Mechanics & Tips — Yasuo Every combo, the advanced tips, the common mistakes and the full game plan. Open the section

§ 08 — DialoguesYasuo Wild Rift FAQ

Q.01 Is Yasuo MID a good blind pick? +

Yasuo can be blind picked only if your team can still complete the draft with knock-up, frontline, or reliable engage. The pick becomes risky if you select him early without knowing whether you will have a dependable teamfight entry. In lane, he can handle several mages through Wind Wall and dashes, but against targeted crowd control or assassins that punish his early game, he must play much more carefully. The right decision depends less on Yasuo alone and more on what your draft can offer him after lane phase.

Q.02 When does Yasuo become truly strong? +

His first real power moment comes at level 5, because Q3 can turn into Last Breath and create a real kill threat. However, his most reliable spike comes with two crit items, especially Navori and Infinity Edge in this build context. From that point on, every extended trade becomes dangerous for the opponent. These moments should not be confused: before two items, Yasuo can outplay, but he should not take every fight as if he already had full DPS.

Q.03 Should Yasuo always wait for an allied knock-up? +

No, but it is often what makes the champion much more reliable. Yasuo can create his own knock-up with Q3, especially in lane or small skirmishes. The problem appears in teamfights: if the entire entry depends on your tornado, enemies can dodge it, force Wind Wall, or simply disengage. With an allied knock-up such as Malphite, Wukong, Rakan, or Diana, you can keep Q3 as extra pressure and use Last Breath on an already solid opening.

Q.04 What is the biggest mistake on Yasuo? +

The worst mistake is entering because the champion can enter, not because the fight is ready. Yasuo gives a huge feeling of mobility, but every dash must serve a purpose: dodging, closing space, preparing Q, or exiting after the trade. If you use E to move forward without an exit wave, Wind Wall on a minor spell, and Last Breath without follow-up, you spend all the tools that make Yasuo dangerous. A good Yasuo does not simply play faster than others; he chooses better when to accelerate.

Data — Stats per levelYasuo Wild Rift base stats per level (1-15)

Movement speed 355Attack range 175Bonus attack speed / lvl +3.2%
Show stats per level
LvlHPADArmorMRHP regen
163058403812
275062.544.34012.9
38706748.64213.9
499071.552.94414.8
51,1107657.24615.8
61,23080.561.54816.7
71,3508565.85017.6
81,47089.570.15218.6
91,5909474.45419.5
101,71098.578.75620.5
111,830103835821.4
121,950107.587.36022.3
132,07011291.66223.3
142,190116.595.96424.2
152,310121100.26625.2

Base data : wiki.leagueoflegends.com (CC BY-SA 4.0) · 2026-07-09

Data — Balance historyYasuo Wild Rift buffs and nerfs, patch by patch

Buff1Nerf3
Show balance history
  1. 7.3b
    Buff+0.9 pts win rate over 9 days

    Yasuo's crits deal 95% of normal critical damage instead of 90%, and the Way of the Wanderer shield goes up to 77–630.

    • Way of the Wanderer · Standard Critical Damage: 90%95%
    • Way of the Wanderer · Shield Value: 77–529 (based on level)77–630 (based on level)
  2. 7.3
    Nerf-2.1 pts win rate over 10 days

    Yasuo's crits are brought down to 90% and Last Breath loses damage.

    • Way of the Wanderer · Excess Crit Rate to AD conversion: 0.60.5
    • Way of the Wanderer - [New] Basic attacks and (1) ability crits deal 90% of normal crit damage
    • Last Breath · Damage: 250/400/550 + 160% bonus AD200/350/500 + 150% bonus AD
  3. 7.2
    Nerf

    Yasuo is reworked: his shield now scales with level only, Wind Wall has a longer early cooldown, and Last Breath switches to bonus Armor Penetration.

    • Way of the Wanderer · Shield: 115–600 (critical rate and level)125–680 (level only)
    • Wind Wall · Cooldown: 18s22/20/18/16s
    • Sweeping Blade · Repeat-thrust stacks: 23 (maximum amplification still 75%)
    • Last Breath - 40% Armor Penetration → 55% bonus Armor Penetration
  4. 7.1
    Nerf

    Yasuo loses base damage on Steel Tempest and Armor Penetration on Last Breath.

    • Steel Tempest · Base damage: 25/55/85/11520/50/80/110
    • Last Breath · Armor Penetration: 50%40%

Sources: our patch files, checked against Riot's official patch notes · measured effect: median win rate before and after the patch · All patch notes

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