Wild Rift Guides
Yasuo Mid Lane Wild Rift Guide
Yasuo mid lane counters include Vex, Lissandra, and Taliyah. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
Strengths
- Wind Wall (2nd) can invalidate decisive non-turret projectiles, but non-projectile zones, beams, and effects still pass through it.
- Doubled crit chance gives him violent item spikes, flipping two-item trades from even to lethal.
- 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.
Build Snapshot
Rune Setup
Summoner Spells
Yasuo Mid Lane Counters
Who counters Yasuo Mid Lane in Wild Rift (WR)? These champions beat Yasuo in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Vex: Every Yasuo dash near Vex can apply Gloom (Passive), which her next basic attack or basic-ability hit detonates for bonus damage and a Doom (Passive) cooldown refund. When Doom (Passive) is ready, her next basic ability that hits also fears, so track both parts of the passive separately.
- Lissandra: Wind Wall (2nd) cannot block Lissandra's area root or her targeted ultimate, so avoid ending a dash inside her W (2nd) radius and track whether her ultimate is available. Her blink plus self-stasis also keep her safe from your dives.
- Taliyah: Unraveled Earth (3rd) detonates when Yasuo dashes through it, Wind Wall (2nd) does not remove the ground field, and Seismic Shove (2nd) can displace him from the committed entry.
- Aurelion Sol: Wind Wall (2nd) is your main answer to mages, but it does not block Aurelion Sol's first ability, Breath of Light (1st), so his beam keeps damaging you through the wall while he out-ranges and out-scales you.
- Veigar: Veigar's cage answers your dash: close the gap and Event Horizon (3rd) stuns you, and Wind Wall (2nd) blocks his Baleful Strike (1st) but not the cage on the ground, so a stacked Veigar one-shots your squishy frame.
Champions Yasuo Is Strong Against
Yasuo's best matchups in Wild Rift. Yasuo holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.
- Ziggs: Wind Wall (2nd) can intercept Ziggs's travelling bombs, but it does not erase minefields or satchels that are already on the ground. Save it for the projectile that matters, then use the minion wave to force the close fight his artillery kit avoids.
- Vel'Koz: Wind Wall (2nd) blocks Vel'Koz's Plasma Fission (1st) projectile, but not the ground rupture of Tectonic Disruption (3rd) or the beam from Life Form Disintegration Ray (Ult). His lack of a dash still gives Yasuo a strong all-in once those non-projectile peel tools are spent.
- Syndra: Dark Sphere (1st) appears at a ground location and is not stopped by Wind Wall (2nd), but the wall can intercept spheres thrown or pushed toward you and the projectile barrage from Unleashed Power (Ult). Syndra remains dangerous if she places damage around the wall or catches you after it expires.
- Heimerdinger: Wind Wall (2nd) can block Heimerdinger's rockets and grenade, but it does not remove turrets or damage already placed around the lane. Use enemy units as dash targets only after tracking his grenade and upgraded turret fire.
Early Game
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 Game
Two items in, the lane flips. Tornado into ultimate now kills most squishy mids outright, side-lane duels tilt your way, and the wave becomes a tool for roams instead of a chore. 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.
Late Game
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
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.