Wild Rift Guides
Yasuo Baron Lane Wild Rift Guide
Yasuo Baron lane counters include Renekton, Nasus, and Darius. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
How to play
- Trade with your shield and a way out Moving builds your passive shield. Trade when it is ready, and keep a minion you have not used your 3rd ability on so you can dash back through it.
- Save your wind wall (2nd) for a key projectile Block the spell that would stop your trade instead of using it for a small hit.
- Follow a useful knockup with your ultimate Choose an enemy your team can help you fight rather than jumping into every airborne target.
Strengths
- Wind Wall (2nd) can erase decisive non-turret projectiles, but ground zones, beams, and melee effects still work through it.
- Doubled crit chance makes his item spikes among the biggest in the game.
- Constant mobility through minions, with a self-sufficient knockup into ultimate kill pattern.
Weaknesses
- Weak, squishy early game that strong duelists and bullies punish hard.
- Needs minions to dash and a knockup to ult: deny either and he loses most of his threat.
- Famously snowball-dependent: a Yasuo who falls behind struggles to matter again.
Build Snapshot
Rune Setup
Summoner Spells
Yasuo Baron Lane Counters
Who counters Yasuo Baron Lane in Wild Rift (WR)? These champions beat Yasuo in the Baron lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Renekton: The classic Yasuo counter: his stun is not a projectile, his burst goes straight through your shield, and his strongest levels line up with your weakest, so he wins the lane before your two-item crit spike arrives.
- Nasus: Wither (2nd) passes through Wind Wall (2nd) and cuts both attack speed and movement speed, delaying Steel Tempest (1st) casts while making Yasuo's dash path easy to read. Trade only after Wither (2nd) is down, preserve minions as escape targets instead of consuming the whole wave, and do not extend inside Spirit Fire (3rd) where Nasus also strips armor.
- Darius: Wind Wall (2nd) blocks none of Apprehend (3rd), Crippling Strike (2nd), or Hemorrhage (Passive), and one pull can stop Yasuo mid-dash long enough for Darius to begin stacking the execute. Use Sweeping Blade (3rd) to bait Apprehend (3rd) without ending beside him, then take the short trade after the pull misses and leave before the bleed reaches five stacks.
- Malphite: Armor against your crit, a shield against your poke, and an attack speed slow against an auto attacker: his whole kit counters yours.
- Jax: Counterstrike (3rd) turns off your auto attacks, most of your damage, and stuns you for dashing in, while your wall does nothing against melee hits. He also out-scales the duel.
Champions Yasuo Is Strong Against
Yasuo's best matchups in Wild Rift. Yasuo holds an edge against these picks in the Baron lane role, so look to press the advantage and contest objectives.
- Kayle: Kayle is squishy and weak early, exactly what your aggression punishes, and your wall blocks her poke, so she usually reaches her ranged form far behind on gold.
- Sion: A big, slow target whose knockup is telegraphed and whose E (3rd) is a projectile your wall eats, and you out-scale him in damage faster than he out-scales you in health.
- Irelia: Do not rely on Wind Wall (2nd) to erase Flawless Duet (3rd) once Irelia has placed both blades; its connecting line is not ordinary projectile poke. Track her Unsteady marks and Bladesurge (1st) resets, and save Sweeping Blade (3rd) targets for repositioning around her stun line.
- Gnar: Wind Wall (2nd) removes Mini Gnar's Boomerang Throw (1st), and Sweeping Blade (3rd) uses the minion wave to cross the range his poke needs. Fight while his rage bar is low and keep a dash target behind you for the exit; Mega Gnar's wall stun and area crowd control are not solved by Wind Wall (2nd), so that form is the reset window.
Early Game
Keep the wave in a position that gives Sweeping Blade (3rd) several safe routes. Farm with Mortal Steel (1st), prepare the whirlwind on minions, and trade only when you can dash through the opponent and still have a different unit for the exit. Against ranged matchups, Wind Wall (2nd) should stop the spell that enables their full trade rather than a minor poke cast. Against melee bruisers, use Flow and spacing to absorb one response, then leave before their longer all-in begins. Your first items matter more than forcing an early kill.
Mid Game
With critical-strike items and Last Breath (Ult) available, Yasuo can pressure the side lane and threaten river skirmishes. Crash before rotating to Herald, and prefer fights near a minion wave or jungle camp where Sweeping Blade (3rd) has several legal targets. Use your whirlwind or an ally's knockup to reach a priority champion, then decide whether the armor penetration window is worth continuing the chase. Save Wind Wall (2nd) for the projectile that controls or bursts you, and avoid long side-lane pushes when the next objective is already spawning.
Late Game
Late game, push a side wave only when you can return before Baron or Elder is contested. In fights, wait for your whirlwind, circular dash-Q (1st), or an ally's knockup to lift a target worth reaching. Last Breath (Ult) grants maximum Flow and 15 seconds of armor penetration for critical strikes, but the blink can still place you inside the enemy team with no exit. Track which units remain eligible for Sweeping Blade (3rd), wall the projectile that matters most, and attack the frontline when diving the carry would end your damage immediately.
Teamfights
Play around the safest useful knockup. Your own whirlwind or circular dash-Q (1st) can start the sequence, while allied airborne control often lets you enter without spending every movement option. Last Breath (Ult) extends the airborne window, fills Flow, resets Mortal Steel's (1st) stacks, and empowers subsequent critical strikes with armor penetration. Place Wind Wall (2nd) between the enemy backline and the fight, then preserve an eligible Sweeping Blade (3rd) target for repositioning. If no safe backline entry appears, protect your carry and damage the closest target until one does.