Yasuo Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Yasuo Mid Lane

Yasuo Mid Lane Guide

Updated for Patch 7.3E
B Tier

Yasuo Mid Lane Wild Rift overview and best build snapshot

How to play

  • Build your tornado before looking to fight Hit minions with your 1st ability twice to make its next cast fire a tornado. Look for a trade while it is ready and your passive shield is full.

  • Use minions to enter and leave trades Use your 3rd ability to dash through minions toward the enemy, but leave one unused minion behind you so you can dash back to safety.

  • Join your team's knockups Use your ultimate when teammates can follow, and keep your wind wall (2nd) for the enemy's important ranged spells.

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 invalidate decisive non-turret projectiles, but non-projectile zones, beams, and effects still pass through it.
  • Doubled crit chance strengthens his damage as Immortal Shieldbow and Infinity Edge follow the Blade of the Ruined King rush.
  • Self-sufficient kill pattern and constant dash mobility let him create picks and roams off his own knockup.

Weaknesses

  • A fragile, low-impact early game that lane bullies and all-in skirmishers punish before his crit items arrive.
  • He needs minions to dash and a knockup to ultimate, so hard crowd control and an empty wave leave him stranded.
  • Heavily snowball-dependent: a Yasuo who falls behind in lane struggles to become relevant again.
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Yasuo Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Yasuo Mid 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 punishes his entry and landing, while displacement or a Knockdown effect interrupts the dash itself. 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 trades are repeated short walk-ups behind his wind wall (2nd).

PRIMARY

Unshakeable

Yasuo's ultimate and minion dashes can place him among the enemy team, where Unshakeable's increased defenses protect the melee follow-up after the knock-up ends.

Second Wind

Steady regeneration for a melee carry who walks through mid lane poke to reach anyone.

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 only works through a target, so Flash is his escape when the wave has already been cleared.

Ignite

Ignite

Take this for early kill pressure in lane and on roams, since kills are what turn a mid lead into pressure on the rest of the map. The Grievous Wounds also makes it strong into champions with a lot of healing.

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 Mid Lane Wild Rift matchups and counters

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

Yasuo Mid Lane Wild Rift game strategy and teamfighting guide

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

Early Game

Levels 1-8
The first few levels are about staying even, not making plays. Last-hit with Steel Tempest (1st), let it stack toward the tornado, and only trade when you can land the knockup and dash out before the answer comes; you cannot dash through the same target twice in a row, and good mids will bait it. Wind Wall (2nd) is your matchup-bending trick: one well-timed wall erases the poke spell or root the enemy's whole lane is built around, so save it for the cast that matters instead of throwing it at minions. Check the enemy jungler before extending, because you have no escape without a minion to dash through, and dying to a gank before your items is how Yasuo games are lost. Push only when you plan to follow with a roam or tower poke; otherwise hold the wave near the middle and farm toward your spike.

Mid / Late Game

Levels 9+
Blade of the Ruined King and Immortal Shieldbow give you sustained damage and a shield for committed trades. Infinity Edge third strengthens your critical strikes before Death's Dance and Bloodthirster round out the build. Look for side-lane duels and use the wave to create roaming opportunities. Shove when you have priority and look across the river: your dashes make you one of the better roaming mids once you have a wave to dash through, and a knockup on a distracted carry usually ends in a kill. Use that same priority to crash the wave before scuttle fights and contests at dragon or Herald, where one Wind Wall (2nd) across their poke or one tornado into a clump swings the skirmish before it starts. This window is where Yasuo players earn the win, so treat tempo and picks as the job rather than farming a static lane. By late game you are a crit duelist with a teleporting finisher. Take a side lane when the map allows: few mids win a straight 1v1 against two or three crit items, and your dashes make you hard to gank. In grouped fights, be patient: wait for a knockup, yours or a teammate's, then ultimate onto the airborne priority target and shred them before their team can peel. Save Wind Wall (2nd) for the projectile that decides the fight, whether that is the enemy artillery's big spell or their engage tool, and treat it as a fight-winning cooldown rather than poke insurance. Dashing into all five enemies at once has ended more Yasuo games than any counter pick, so pick entries that have an exit.

Teamfights

5v5 Combat
Hunt the knockup and let everything else follow it. Your own whirlwind or circular dash-Q (1st) can supply it, while an ally's airborne effect can set up a cleaner Last Breath (Ult). The ultimate generates maximum Flow for the next champion or monster hit, resets Gathering Storm, and gives Yasuo's critical strikes armor penetration for 15 seconds, so the melee follow-up is the payoff rather than the cast being an execute. Wind Wall (2nd) the decisive projectile and preserve an unused dash target for the exit.
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