Yasuo Wild Rift champion guide - Baron Lane

Baron Lane · Wild Rift Guide

Yasuo Baron Lane

Yasuo Baron Lane Guide

Updated for Patch 7.3E
B Tier

Yasuo Baron Lane Wild Rift overview and best build snapshot

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.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

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.
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Yasuo Baron Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Yasuo Baron Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Long Sword

Simple early attack damage. His passive doubles every point of crit chance he buys, which matters most before crit items exist.

BOOTS

Gunmetal Greaves

Attack speed improves his Q (1st) cadence, letting him build Gathering Storm toward the tornado faster. His passive shield is charged by distance travelled, not by landing attacks.

CORE BUILD

Blade of the Ruined King

Rush this first for Attack Speed, Lifesteal, and current-health on-hit damage. The Attack Speed improves Steel Tempest (1st) cadence, while repeated attacks keep pressure on the frontline Yasuo can safely reach.

Immortal Shieldbow

Yasuo's second item combines Attack Damage and crit chance with a Lifeline shield. His passive doubles the purchased crit chance, while the shield helps him survive the return damage after dashing into melee range.

Infinity Edge

The third item strengthens Yasuo's critical strikes and completes his crit foundation alongside Shieldbow. This improves repeated attacks and Steel Tempest (1st) damage during the opening created by a knockup.

Death's Dance

The fourth item delays part of incoming damage, giving Yasuo time to reposition with Sweeping Blade (3rd) and finish a target. A takedown clears the stored damage and heals him after the committed melee exchange.

Bloodthirster

The fifth item adds Lifesteal and an overheal shield, helping Yasuo recover between fights and sustain through repeated attacks. Prepare the shield before an objective so he can enter the next melee exchange with extra protection.

SITUATIONAL ITEMS

Maw of Malmortius

Replace Immortal Shieldbow against heavy magic burst when a dedicated magic shield is more valuable. Keep Wind Wall (2nd) for dangerous projectiles, while Maw protects Yasuo from magic damage that reaches him.

Essence Reaver

Replace Bloodthirster when Spellblade damage from weaving Sweeping Blade (3rd) with attacks is more useful than extra Lifesteal. Its crit chance also contributes to Yasuo's passive conversion when he exceeds the crit cap.

Lord Dominik's Regard

Replace Bloodthirster when enemy armor makes penetration more valuable than additional Lifesteal. Giant Slayer also adds damage against bonus-Health frontlines. Choose Mortal Reminder instead against major healing.

Mortal Reminder

Replace Bloodthirster when enemy healing keeps targets alive through Yasuo's attacks. Choose this over Lord Dominik's Regard when you need armor penetration with Grievous Wounds to limit their recovery.

Mercurial Scimitar

Build this when a stun lands in the middle of his rotation. The active cleanses it and the speed carries him back onto the target.

Guardian Angel

Replace Death's Dance when surviving through a revival matters more than delaying burst. Use Last Breath (Ult) on a target your team can follow so allies can protect Yasuo while he resurrects.

RUNES

KEYSTONE

Grasp of the Undying

Permanent health growth, and his lane is repeated short walk-up trades behind his wind wall (2nd).

PRIMARY

Demolish

Yasuo's tornado waveclear creates time to charge Demolish, and his dashes let him leave after converting a won trade into turret damage. Three attacks trigger the bonus turret damage.

Second Wind

Steady regeneration for a melee carry who walks through poke to reach a ranged laner.

Overgrowth

Permanent health suits a champion whose dashes commit him past the point of retreat.

SECONDARY

Legend: Alacrity

Attack speed improves Steel Tempest's (1st) cadence, so he can land the two Q (1st) hits needed to prepare the knock-up for Last Breath (Ult) sooner.

SITUATIONAL RUNES

Perseverance

Take this over Overgrowth when crowd control is a bigger threat than long-term health. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable gets Yasuo back to dashing and stacking his tornado before his flow shield and target access are wasted.

Conqueror

Take this over Grasp when the fight is one extended brawl rather than a series of short trades.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. His dash needs a target to move through, and Flash covers every fight where nothing is there to dash to.

Ignite

Ignite

Take this for early kill pressure in the solo lane, since one kill is usually enough to start snowballing it. The Grievous Wounds also makes it strong into champions with a lot of healing.

SITUATIONAL SPELLS

Teleport

Teleport

Take this over Ignite into a lane that beats him early. He needs items before his duelling comes online, so a free reset protects his farm.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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Yasuo Baron Lane Wild Rift matchups and counters

Wild Rift matchup guide for Yasuo Baron Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Yasuo Baron Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Yasuo Baron Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
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 / Late Game

Levels 9+
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, 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

5v5 Combat
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.
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