The only Yasuo challenger guide to climb solo q
Today i will explain my main character and how i got challenger 600 lp with him, i will tell you all the runes, build and itemization in this article, so lets get started..
RUNES:
Conqueror is in an exceedingly nice state immediately. It provides you early pressure and scales into late game. Fleet Footwork could be a 1 Chronicles quite grapheme. you will not go this grapheme each game or maybe getting ready to that, however if you're in utterly unwinnable matchups like Pantheon or Renekton it's an excellent grapheme. the remainder of the runes are not very usable.
Triumph is simply the simplest possibility here. It will prevent in clutch things and offers you a touch bit additional gold. Overheal is additionally an incredible possibility during this tree. It will facilitate a great deal against burst comps and may block upwards of three,000 harm a game. Presence of Mind simply provides Yasuo nothing.
Legend Alacrity life provides you a far better early game and additionally provides you the choice of mercantilism Berserker's Greaves late game with the Blade of the Ruined King build. Legend: purpose is additionally an excellent possibility if their team comp entails it. If they need a great deal of purpose and click on cc i would not be against this grapheme. Legend: Bloodline scales astonishingly into late game. This grapheme provides you a free 12-tone system lifesteal.
Coup De Grace ar sensible for Yasuo. prevent simply makes it thus you First Stateal less harm to squishies than you'd with Coup de Grace. Last Stand does not very work well for you since once you ar at half-hour power unit you're terribly low compared to different champions WHO run this grapheme.
Taste of Blood is that the most suitable choice during this tree. It helps you sustain early game and additionally provides you a touch of healing late game. low-cost Shot does not very do the maximum amount as either of the opposite runes would. unforeseen Impact provides you a touch however of early pressure however that may not value what style of Blood provides you.
Ravenous Hunter is definitely the simplest possibility during this tree for a great deal of champions. particularly Yasuo. It provides you sustain in lane and late game for team fights. Ingenious Hunter does not very psychotherapy in the least and is barely ran in Glacial Augment builds, thus not for Yasuo. Relentless Hunter will assist you tramp round the map i suppose however it'll still ne'er do the maximum amount as Ravenous Hunter. Now, final Hunter your final Last Breath already features a low enough cooldown thus whats the purpose.
There is not one build wherever you will not take attack speed within the 1st grapheme slot. The attack speed can continuously be helpful on Yasuo. within the second slot you'll take adaptive harm to create it easier to caesium and have higher trades. modification the last slot in keeping with match-up. Zed? Armor. Ahri? Magic Resistance.
SUMMONER SPELLS:
FLASH: this can be a nessecity on nearly each champion within the game. If you do not take flash you'll die to ganks additional typically and miss out on such a lot of kills. you furthermore may miss out on beyblading and keyblading.
IGNITE: Ignite is {one of|one among|one in all|one amongst|one in each of} those things nearly every middle laner attempting to urge kill pressure takes. Unless you're a mage you are taking this. It provides you additional harm, vision, and healing reduction. The healing reduction can screw over champions like Dr. Mundo halting his heals.
EXHAUST: If you're in an exceedingly match-up like zee or claw and are not sensible into them, you'll take this to ruin their dance orchestra harm. it is also nice as a Summoner Spell for ADC Yasuo.
CLEANSE: this can be nice into serious CC team compositions. If you're into a laner like Annie or Lissandra this could be an excellent pickup.
TELEPORT: this can be nice for prime laners, which implies it's nice for you if you're prime. This causes you to a splitpush threat and enables you to tramp larva lane simply by teleporting down.
ABILITIES:
Way of the Wanderer (Passive)
Yasuo's crucial Strike probability is doubled. in addition, Yasuo builds toward a defend whenever he's moving. The defend triggers once he takes harm from a champion or monster.
This gives Yasuo his ill-famed double crucial strike probability that creates his build what it's. this can be additionally what provides Yasuo his o' thus despised defend. when walking around he builds up Flow, that once he has full flow and takes harm from a champion or monster it'll proc a defend that blocks incoming harm.
Steel Tempest (Q)
RANGE: 475/900
COOLDOWN: zero.4-0.133 Thrusts forward, dealing 20/45/70/95/120 (+100% Attack Damage) physical harm. On hit, grants a stack of Gathering Storm for six seconds. At a pair of stacks, Steel Tempest fires a windstorm that knocks mobile.
After 2 Q's you get what's referred to as Gathering Storm, a windstorm that creates enemies mobile if hit, which implies you'll use Last Breath. This ability additionally has nice combos if you mix it with Sweeping Blade.
Wind Wall (W)
RANGE: 400
COOLDOWN: twenty six / twenty four / twenty two / twenty / 18 Yasuo creates a air current of wind that travels within the target direction over zero.25 seconds to create a shut in front of him. The wall slowly drifts forward fifty units over three.75 seconds, block all enemy projectiles except turret attacks.
This ability is associate degree absolute lifesaver. you'll block something from ranged basic attacks to perfect Duet to Charm. however it may also save your teammates if you employ it properly.
Sweeping Blade (E)
RANGE: 475
COOLDOWN: zero.5s/0.4s/0.3s/0.2s/0.1s Yasuo dashes a set distance toward a target enemy, dealing magic harm. every Sweeping Blade forged will increase ensuing dash's base harm by twenty fifth for five seconds, up to 50%.
This is all of Yasuo's quality. you'll use this to dash over walls victimisation different champions, minions, or monsters. you'll use this to assist trade and make a copy, or once you ar having a decent day will use it as your main harm and build AP.
Last Breath (R)
RANGE: 1400
COOLDOWN: 80/55/30 Blinks to associate degree mobile enemy champion, dealing physical harm and holding all mobile enemies within the space within the air. Grants most Flow however resets all stacks of Gathering Storm.
This is what causes you to such a armored vehicle, your crucial strikes gain five hundredth Armor Penetration. This additionally goes astonishingly with different champions that may knock individuals up, like Malphite and Wukong.
ITEMS:
Phantom Dancer > ATTACK SPEED AND A defend
This is a awfully safe item. You get a giant defend early game while not the necessity of hexdrinker or something like that. this could even be run with Fleet to create you even safer into a more durable match-up or match-up that you simply don't recognize well. this can be presently the simplest 1st item.
Statikk knife > ATTACK SPEED AND harm
I feel that presently there's a giant divide between the builds. this can be an excellent item once you ar ahead, however otherwise, i do not suggest it. this can be undoubtedly a snowball item, nothing additional.
Infinity Edge > ATTACK harm and important STRIKE
The butter to your bread for Yasuo. This item provides you eighty attack harm, five hundredth crucial strike probability (due to Yasuo's double passive means of the Wanderer), and a few nice additional crucial strike harm to counteract his passive crucial strike harm nerfs.
-OR-
Berserker's Greaves > ATTACK SPEED
This is the simplest item to rush on Yasuo. this offers you thirty fifth attack speed, over Phantom Dancer provides for 1500g less. i actually suggest Berserker's Greaves over the other boot upgrade choices if you'll facilitate it. Otherwise go Blade of the Ruined King or Wit's finish.
Blade Of The Ruined King > p.c power unit harm AND LIFESTEAL
Blade of the Ruined King is currently one among the simplest things for any scrimmage champion. They recently buffed the item from V-E Day to 12-tone system and evidently it makes it an incredible item for Yasuo once more. This item powerspike is huge. If the enemy you're offensive has a thousand current power unit you get a hundred and twenty bonus harm.
-OR-
Sterak's Gage > HEALTH AND purpose
Gives you purpose that is nice for Yasuo as he's onerous countered by CC. This additionally provides you a pleasant Attack harm boost. you furthermore may get a defend adequate to seventy fifth of your bonus health (337HP if you simply have Sterak's Gage.) Sadly doesn't stack with Phantom Dancer thus do not build them along.
Frozen Mallet > HEALTH AND A SLOW
Gives you a vast health increase and a pleasant slow. This slow helps you kite or simply run. is also an excellent utility for your team and causes you to abundant tanker. I seldom build this item however once I do it is very nice. far better with Phantom Dancer to create you tanker.
-OR-
The Bloodthirster > ATTACK harm AND LIFESTEAL
Just an excellent item on any ADC. provides you excellent lifesteal and attack harm to additional your harm. additionally provides you a free Overheal defend while not even having the grapheme.
Death's Dance > RESISTANCES AND BLEED PASSIVE
This item is totally broken. You get resistances to create you tanker and bleed which may prevent in clutch moments. This helps you against burst and fed enemies.
-OR-
Wit's finish > ATTACK SPEED AND MAGIC RESIST
This is an excellent item to rush in onerous matchups like LeBlanc or Akali. you'll build this 1st over Statikk knife because it provides you with the Attack Speed you wish to urge your Q at its lowest cooldown.
Hexdrinker > defend AND MAGIC RESIST
This item is nice to urge when you've got finished Berserker's Greaves and Zeal. It provides you a decent sized defend and a few additional Magic Resist to assist you win trades, or a minimum of survive if they're fed.
Guardian Angel > ARMOR AND A REVIVE
Gives you forty Armor to create you a touch bit less squashy and a pleasant forty Attack harm. But, this is not even the most reason to create it. You get a revive each five minutes. this could circle a team fight or maybe the sport.
ABILITY
SEQUENCE
Q 1
E 2
Q 3
W 4
Q 5
R 6
Q 7
E 8
Q 9
E 10
R 11
E 12
E 13
W 14
W 15
R 16
W 17
W 18
ABILITY
SEQUENCE
Q 1
E 2
Q 3
W 4
Q 5
R 6
Q 7
E 8
Q 9
E 10
R 11
E 12
E 13
W 14
W 15
R 16
W 17
W 18
So we are at the end of our Yasuo Guide today, i hope you have learned something from this article if you did please leave a comment and have a nice day!
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