Yasuo dashes to solemn victory, harnessing the raw power of the wind to elevate his unmatched elemental swordsmanship. A former member of an Ionian martial school and the only student to have mastered a legendary wind technique, Yasuo now lives a tempestuous life, drifting through Runeterra as he hunts the true killer of the Ionian elder he was sworn to protect.
Last Breath ( R )
Yasuo teleports to a nearby Airborne enemy champion, briefly suspending them and all surrounding Airborne enemies mid-air as he damages them. Once he lands, Yasuo gains significant armor penetration against his enemy’s bonus armor for an extended period of time.
Yasuo’s a sustained damage fighter with high mobility, strong utility and damage output that ramps up the longer he survives in combat. The tradeoff here comes in the form of low damage during Yasuo’s early game.
Yasuo’s early game fragility makes him a champion best suited for the shortest lane on Summoner’s Rift: mid. He farms safest here, concentrating on building up his experience and gold as he itemizes his way to domination. But even though Yasuo is at his weakest in the early game, his strength and mobility still has the potential to surprise his enemies. Yasuo can use Steel Tempest to last-hit from a relatively safe distance, and if he needs to secure backline minion gold, quick consecutive casts of Sweeping Blade send him dashing to and from, with Way of the Wanderer’s shield absorbing some of the inevitable incoming damage. Yasuo can use Sweeping Blade as a handy escape during gank attempts, too: if he’s caught between the enemy melee and caster minions, using the ability to dash back towards his own turret should help dissuade all but the most stubborn of junglers from pursuing.
And when the winds change direction, careful timing turns Yasuo into a deadly accomplice in friendly gank attempts. Stacking Steel Tempest properly and using Gathering Storm to toss his enemy skywards means initiation from the jungle is a relatively simple matter, and once the enemy’s caught, Yasuo uses Sweeping Blade to dash in and get to work. Way of the Wanderer’s critical strike boost help Yasuo’s attacks sting, while if he’s unlocked Last Breath, the additional damage and crowd control makes kills all the more likely.
A melee monster with damage that increases the longer teamfights last, Yasuo’s first priority is to stack Gathering Storm while weathering the enemy team’s initial onslaught. This is where Wind Wall comes into its own. Carefully positioning the wall between the enemy front and back lines allows Yasuo to engage on the less threatening tanks and bruisers, generating Gathering Storm stacks with liberal use of Steel Tempest. Once the third cast is ready, Yasuo repeatedly uses Sweeping Blade to rush through the entire enemy line and position himself beside or behind the enemy squishies. A final Steel Tempest casts them skyward, opening up Last Breath, a lethal ability for anyone caught in the whirlwind. Enemies that manage to juke away from Yasuo’s whirlwind aren’t necessarily safe from Last Breath: any knock-up abilities can be chained with Yasuo’s ult, making him hugely synergistic with champions like Cho’Gath, Malphite and Zyra. Once he’s landed, Yasuo’s huge bonus armor penetration buff, combined with the critical strike bonus from Way of the Wanderer, makes short work of even the tankiest of tanks.
Yasuo is a man of resolve, an agile swordsman who wields the wind itself to cut down his foes. But this once proud warrior has been disgraced by a false accusation and forced into a desperate fight for survival. With the world turned against him, he will do everything in his power to bring the guilty to justice and restore his honor.
Once a brilliant pupil at a renowned Ionian sword school, Yasuo was the only student in a generation to master the legendary wind technique. Many believed he was destined to become a great hero. However, his fate was changed forever when Noxus invaded. Yasuo was charged with guarding an Ionian Elder, but, foolishly believing his blade alone could make the difference, left his post to join the fray. By the time he returned, the Elder had been slain.
Disgraced, Yasuo willingly turned himself in, prepared to pay for his failure with his life. He was shocked, however, to find himself accused not just of dereliction, but of the murder itself. Though confused and racked with guilt, he knew the assassin would go unpunished if he did not act. Yasuo raised his sword against the school and fought his way free, knowing his treason would turn all of Ionia against him. Now truly alone for the first time in his life, he set out to find the Elder’s real killer.
Yasuo spent the next several years wandering the land, seeking any clue that might lead him to the murderer. All the while, he was relentlessly hunted by his former allies, continually forced to fight or die. His mission drove him ever forward, until he was tracked down by the one foe he dreaded most – his own brother, Yone.
Bound by a common code of honor, the two warriors bowed and drew their swords. Silently they circled one another under the moonlight. When they finally charged forward, Yone was no match for Yasuo; with a single flash of steel he cut his brother down. Yasuo dropped his weapon and rushed to Yone’s side.
Overcome with emotion, he demanded to know how his own kin could think him guilty. Yone spoke: “The Elder was killed by a wind technique. Who else could it be?” Understanding swept over Yasuo as he suddenly realized why he had been accused. He professed his innocence once more and begged his brother’s forgiveness. Tears streamed down Yasuo’s face as his brother passed in his arms.
Yasuo buried Yone under the rising sun, but could take no time to mourn. Others would be after him before long. His brother’s revelation had given Yasuo newfound purpose; he now had the clue that would lead to the true killer. Swearing an oath, he gathered his belongings and, with one last look at Yone’s grave, set out with the wind at his back.
Q&A on Yasuo
How will Yasuo be played?
CertainlyT: Yasuo is a melee AD carry. He is closer in build path to Riven than Garen (a typical build might be Vamp Scepter/Statikk Shiv/Merc Treads/IE/Guardian Angel/Randuins), whereas I often build defensive items earlier on Garen and then start building offense as my base damage becomes insufficient. His power curve is designed to be less focused on the early game than Riven and more on the mid and late game.
Yasuo can only cast Last Breath on champions knocked up by negative status effects. It does not work on champions that are leaping, dashing or jumping.
EQ is not instant. You can miss because Yasuo’s dash is a fixed distance move, similar to Fizz’s Q.
Wind Wall blocks all projectiles that hit it, from any direction. Yasuo can indeed move or dash through it as needed. The wall is very thin so standing inside of it is not a particularly effective strategy in most cases.
Wind Wall is an instant ability, so you can make sick reaction plays. Tried to get the feel of slashing a bullet out of the air.
How do you pronounce Yasuo?
Does Yasuo use Mana or is ‘Flow’ considered his resource system?
Yasuo is manaless. Flow is tracked on his resource bar but is not required for him to cast his other abilities.
Passive – Way of the Wanderer[*]Resolve – Does the shield scale with any stats (AD, AP, Health) or is it a flat, based on champion level type deal?
The shield scales only with champion level. Movement speed causes it to occur more frequently and so is an indirect scalar.
Q – Steal Tempest[*]While obviously not a dash, the ability does say ‘thrusts forward’ does this mean it moves him forward slightly like Trundle’s Q and Udyr’s E, or is it just a straight up line nuke like J4′s Q?
Yasuo’s Q does not move him. It is similar in nature to a very short and narrow Jarvan Q — damage in a narrow line.
[*]When I reach three stacks of Gathering Storm is the cooldown on Q reset, or do I have to wait for it to come back up again? If it is reset, does holding on to it allow my regular Q’s cooldown to tick down, like a 5 fury Rengar, basically acting as a separate spell on a separate cooldown, or will it be more like Lee Sin’s spells, where the cooldown will not activate until my second cast?
The cooldown does not reset. You have to wait for your Q to be naturally available again, at which point you can try to knock the opponent(s) up.
[*]Does casting Steel Tempest while being in the animation of Sweeping Blade allow Yasuo to build multiple stacks of Gathering Storm, if he hits multiple enemies?
No, only one stack of Gathering Storm can be gained per time you cast Q.
[*]While at Full Stacks of Gathering Storm can Yasuo use his EQ combo for an AoE knock up?
Yes. Note that the regular Q itself is also AOE however (in a line rather than a circle around him.
W – Windwall[*]What is the incentive for leveling this ability past level 1, only the cooldown of the active, or will there be other levers as well?
The wall grows wider, the cooldown is reduced, and the associated passive (increased Flow gain while dashing) becomes more pronounced. This is the skill that grants you more defenses when leveled.
[Naritori] What’s his Q like in-game?
CertainlyT: The Q is intended to be moderate reliability. It is slightly narrower than Corki R (the little ones). Combined with the need to land two in order to get the big pay off spell, low cooldown felt appropriate. I think of it as a skill shot basic attack.
CertainlyT: Early iterations of Yasuo’s Q were conal AOEs. The gameplay wasn’t right. The katana is actually a very capable thrusting weapon and the mechanic was exactly what Yasuo needed.
[Pink Bunnny] Does his W block all projectiles, including ults and auto attacks?
CertainlyT: Yes, why is “all” so difficult to fathom?
[DM OVi] What about the cooldown on his E?
CertainlyT: The cooldown on his E is almost zero (0.5-0.1). Functionally, this is a dash whose cooldown is calculated per target (10 to 6 seconds, non-reducible by CDR). As a result, Yasuo has high mobility through a fight, but is below average at training a single fleeing champion (The dash’s cast range is 475; Irelia’s Q is 650 for comparison).
Also, yes, Yasuo is not very interested in AP itemization. Basic attacks are central to his play pattern.
[SanSarra] How does his E work?
CertainlyT: If Yasuo dashes through Annie, he cannot dash through Annie for 10 more seconds, but he can almost immediately dash through anyone else. Think about it literally as an ability that has a cooldown per target, kind of like Udyr’s Bear Stance stun.
CertainlyT: Yasuo’s E works on minions.
CertainlyT: The only cap on dashing is having a neutral or enemy unit in range that you haven’t dashed to within the last 10-6 seconds. So in a team fight with 5 enemy champions, 6 minions, Tibbers and a Shaco Clone, you could dash 13 times per 6 seconds if you could somehow manage to chain it all together properly. Now, I’m not going to promise those fixed distance dashes will get you anywhere you want to be. That’s up to the player.
Follow-up: Will there be an indicator of who I can or can’t dash to?
CertainlyT: Yes, Yasuo has a self-only circle timer around units he dashes to. It counts down the remaining cooldown like a hand circling a clock.
[SanSarra] How did you come up with his kit?
CertainlyT: Working here fosters creativity:
We have a ton of concept art and story that came together prior to beginning work on a champion’s abilities.
We have an awesome team of champion designers to bounce ideas off of (and in some cases borrow ideas from , and seasoned leaders to keep us on the right track.
We have an amazing team of QA and Live designers who help with not just ideation but with establishing good kit flow and healthy gameplay.
We have ingenious engineers who push the limits of what is possible in an ability.
We have insanely creative and passionate modelers, animators, particle artists, and sound designers who bring the champion to life, tying abilities to theme.
Will the condition for his ult be a fun mechanic?
CertainlyT: Good question. Not being to ult can indeed be a drag. Setting up a perfect ult across the entire enemy team, or moving from one side of a spread out team fight to another can be very fun. I’m a big believer in limitations combined with heightened rewards for success.
We have a lot of champions on our roster. If Yasuo isn’t for you, I’m sure you can find a few you like.
What’s the cooldown and duration of his wall?
CertainlyT: At present, we are testing the Wind Wall at a 26/24/22/20/18 cooldown. The Wall currently lasts 3.75 seconds. Also note that Yasuo has poor offensive scaling with CDR.
[Symphonide] If Yasuo’s W blocks Jinx’s R, does the missile still explode for AoE damage?
CertainlyT: No, the missile is destroyed as in it fails to perform its function. It is not destroyed in that it detonates.
[AceBlack] Why did you design the Wall the way you did?
CertainlyT: Wind Wall is designed to allow Yasuo to create spaces in which he is invulnerable (to certain abilities at least). I felt this was a healthier direction than Tryndamere’s temporal invulnerability (time based). Personally, I don’t think this ability would be healthy on a support since they can be flexibly assigned to the place on the map where it will be most powerful with lower consequences. A melee AD carry felt like the perfect spot for the ability in our game since they are fragile and rely on active defenses.
Why is Yasuo a AoE/teamfight-centric character when samurai prefer 1v1 combat?
CertainlyT: Yasuo’s Q and EQ AOEs are on the smaller side and he tends to focus on damaging individuals within fights (compared to Ziggs for example). One of the reason why his abilities are AOE is so that they can be dodged. Think about LeBlanc’s Distortion. It’s used as an AOE for farming, but in champion combat, she is generally concerned with hitting a single individual.
One of our goals with Yasuo is to integrate melee carries (I call them “light fighters”) into the group fight phase of the game. As Tryndamere, I tend to feel more at home split pushing. As Yasuo, I want to be with my team most of the time.
by NA Darklarik
What I put here is based on info given by CertainlyT:
A projectile for the purposes of Wind Wall is a game object that lives in the world for some time moving along a pre-defined path. This all sounds complicated, but it tends to be much simpler in practice than in theory.
Varus basic attack is a missile. Kayle basic attack, not a missile.
Ryze Q and E is a Missle. Ryze W is not.
Anything that Exists and travels (even if its VERY short) that isnt instant.
Preety much everyone AA that is Ranged can be blocked, Turrets shots wont. If i dont list the champ, its because they have nothing to be blocked. At the end of the list, i will place the “Mystery” ones which im uncertain off. Take into account some abilities are instant, and are thus not blocked ex (Annie’s W Ryze W ecs). Does not Block Champions Ex (Malphite R, Tristana W, J4 EQ, Nocturne R, Fizz Q, Gragas E, Lee’s Q2)
AA mean (auto attack).
Edit: De-labeled Mystery abilities, since they have been confirmed.
Anivia Q, AA, E
Annie Q AA
Ashe AA, W, E, R
Brand QR AA
Caitlyn AA, Q, E, R
Cassiopia E AA
Chogath E’s passive
Corki Q,AA, R
Elise Q E AA (Human form)
Fiddlesticks E AA
Galio Q W
GankP Q (Parley)
Gragas Q(will stop where it contacts wall, still explodes) R
Graves Q W R (To clarify, will stop the ult projectile, wont stop the explosion if it already detonates) AA
Donger AA, Turret AA, Turret Lazer, W E
Janna AA, Q E
Jayce, range AA, Q
Jinx AA, W, R
Karma Q, AA
Katarina Q R
Kennen AA, Q
Kog Maw Q, AA, E
LeBlanc Q, E AA
Lee Sin Q1 E2
Lissandra Q E AA
Lucian W R AA
Lulu Q W AA
Lux Q W E AA
Malzahar AA Q
Maokai E (Saplings only will stop midair only, they will still land and explode)
Miss Fortune AA, Q, R
Morgana Q AA
Nami Q E R AA
Natilus Q E R
Nidalee Q AA
Orianna AA, Q (her ball comes to a stop when it hits the wall)
Quinn Q AA
Ryze AA, Q, E
Shaco E W(AA)
Sivir Q W AA
Swain E, R’s birds AA
Syndra E-Q, R AA
Talon W R
Teemo AA Q
Thresh Q W (Although ranged, his AA is not a Projectile)
Tristana E R AA
Twisted Fate AA, Q W
Twitch AA W
Urgot AA Q E
Varus AA Q W R
Vayne AA E
Veigar Q R AA
Viktor Q E R AA
Vladimir AA E
Xerath AA E
Zed Q W (Shadows stop moving forward when they contact the wall)
Ziggs Q W (midair) E AA
Zyra AA, Range Plant AA, Passive, E
Edit1: Update Lee sin, Lulu, Malzahar, Thresh from what CertainT said.
Explanation of Mystery listed abilities:
A projectile for the purposes of Wind Wall is a game object that lives in the world for some time moving along a pre-defined path.
Note that missiles with extreme arcs which take them off the screen, like Kog’Maw ult or Ziggs ult are unblockable, because they travel well over the wall.
Thus these are abilities that are kinda weird, they are projectiles, but need just a bit of Clarification on the following.
This list looks accurate. Everything you listed as a mystery is blocked except Syndra W.
THE FOLLOWING DO GET BLOCKED
Non-Lethal projectiles: Projectiles that do not do Damage
Ex: Ashe E, Lux W, Zed’s W (Stops the ability in its tracks, dosent destroy the shadow)
Projectiles with an Arc: Adding to what certainT said, what clasifies as Extreme?
Ex: Gragas R, Namis Q, Viktor’s E, Varus’s W, Zigg’s W
“Hooking” Projectiles: Projectile that launches the champion to the target WHEN HIT
Ex: Amumu’s Q, Leona’s E, Natilus Q
Projectiles that travel through the Ground: Natilu’s R and E
CertainT confirms these Abilities ARE blocked
Thats what i can figure out from the explanation CertainT game me. Please give your opinion and bump the Thread – Thank you CertainT for your time.
What essentially happens to the Missle that is Blocked?
With Few exceptions, like Zeds W, Gragas Q, Ori’s Ball, Most missles are DESTROYED and completely NULLIFIED. Even if they only Clip the edge of the wall.
Can it Block Nocturne’s R, Malphite R, X abilty that moves Champion?
NO. Champions arent missles. Anything that moves the champion wont get blocked, unless a skillshot is first required to land in order to reach the target (IE: Amumu Q, Leona E, Natilus Q)
Item Actives like DFG GUNBLADE?
They ARE missles, so in theory you should be able to block them giving you have ninja reaction times.
Abilities that extend out of a Champion, like Jarvan’s Q or Zac’s Q?
WONT GET BLOCKED, same way that Thresh’s AA, despite being ranged, wont get blocked
Jesus whats the CD on this thing?
Wind Wall at a 26/24/22/20/18 cooldown. The Wall currently lasts 3.75 seconds. Wall becomes LARGER as you level it up, similar to a Karthus Wall of Pain.
Does it Block Turrets?
No. Should/will block Donger Turrets or Shaco box AA
Minions? Neutral monsters? Baron?
They are Projectiles, they should be blocked.
[SummonerMan Matt] Are self-jumps like Corki’s or Trist’s considered viable conditions?
Griftrix: Nah. Self jumps don’t count.
Griftrix: While those don’t count for the ability because they are self imposed, your logic is also flawed, because you can hit anyone during any knock up with a skill-shot.
[Maximum Zac] Do the small knockups from things like Powerball and Let’s Bounce count?
Griftrix: Confirming those don’t count. Has to be a negative status effect, not a self imposed part of an ability.
Griftrix: Oh, I’m sorry, I thought Rammus goes up a little when he hits someone, and when talking about lets bounce, I was thinking of Zac’s bouncing. Yeah, those tiny knockups might work. I haven’t explicitly checked though.
How did the Preseason changes affect utility Supports? How were they supposed to?
Morello answers the community’s balance critiques.
Morello: Hey all,
While there’s a lot of discussion on the support topic, I want to consolidate some of it here.
First I’d like to share our thinking on this, directionally and strategically. I posted this in response to a post in the other thread as it’s a good starting point for a reasoned discussion on this:
I swear, you live to troll supports. Your messaging on supports has never not been “we love to nerf supports”, even when that’s not really what you’re doing.
I think this is a good design direction, but you’re going to have to find more impactful utility scaling knobs to turn than Lulu Q, Leona W, and Nami E.
I’m not really sold on the idea that supports need damage nerfs to acquire utility buffs. Supports already generally had weak scaling, and adding gold to the support role means that the gap between supports and better scaling classes is automatically widening.
The irony about this is that this is all intended to help support characters, specifically. The concerns and thoughts we have;
1) We want to avoid a world where mages invalidate supports. Again, we’ll be aggressive here. Maybe some other characters have too much (I tend to think so), maybe some mages go bottom too. Remember support gold is not equal to solo lane/farm gold, it’s just quite a bit more than “none.”
2) Support players have felt like their impact matters less, they have an imbalance of responsibility/rewards/success metrics. We think giving them access to the power growth tools (and not making them do “kill you” things to get it) is a big win for this.
3) We want to define supports as helpers and team-players first. This is pretty tough when you have 4 years of them being defined as ward bots with no gold. Tanks differ than fighters and have lower damage – edge cases like J4 do exist here too. Sona might just be a mage labelled as a support (as her power contribution is lane damage/late game CC) – if so, we’ll have to modify her to a damage-oriented scaling model or something. That is tunable, and this is not the last patch ever ever ever.
4) To make big changes like this is disruptive by its nature. Balance will be temporarily off. Expectations that we’ve had for characters will change. What will almost never result from fixing game problems is “we just gave you free power/buffs!” Those aren’t good solutions to what are systemic problems, but I feel that the expectation is that somehow (that applies to reworks and stuff, too).
This will be rough on launch – please go find abuse cases! Go try to do traditional support. Report your experience. We’ve cleared out our days to marathon a bit for less useful anecdotal evidence from our experiences. See what snaps that internal tests and a limited player pool can’t catch.
I think this disruption and uncertainty of the correctness of the details is more than worth the ability to bring supports into being first-class citizens with a unique identity. It’s long overdue and is a pain that’s existed for a long time. Just because something being in a bad state is known and comfortable doesn’t mean it shouldn’t be taken somewhere better that is a bit frightening and unknown to people.
You keep saying its a tuning problem on the mage side.
That i understand. so why is their mage utility addressed in such a patch would be my question?
Because in our tests, they performed too poorly due to their utility being a little too low and their gold being a bit too low for real damage. That has to be proven true based on exact amounts, items that you need to get to access it, level disparity (This is important! Getting to 6 and 11 significantly later is a big cost for a mage) and other factors. It’s a very multi-threaded issue.
[AvidMind] Is the point of this to explain the issues of picking a utility support over a better-scaling AP mid?
Morello: My point to this is that it’s a tuning problem. We see characters who have utility and low damage (tanks) picked over characters who have some utility and more damage (Fighters) in the jungle when both are available. There’s likely balance things to fix here (the Orianna and Anivia callouts are an example) where this runs risk, or that the new support scaling get significantly more utility.
What issue do you hope to resolve with these changes?
Morello: This isn’t to fix balance – it’s to fix the problem that supports have to be everyone’s ***** to be successful.
How can Sona have a 56% win rate and feel bad? Or Janna a 55% and nerfs are met with religious fervor saved for weak characters? How can we see pro games where the best support player has a pair of boots and expect that to be satisfying?
That’s the problem we’re looking to solve here.
[0xiDIzE] Why these changes are a positive for the League
For once, I tend to agree wholeheartedly with the direction that Riot is taking with changes. Specifically on the subject of supports and support scaling.
I think the vast majority of criticism and negativity surrounding this comes from the fact that people were expecting direct buffs to supports as a class/role, without considering the incredible impact that would have on the game and balance.
People are also looking at changes to individual champions and immediately crying “nerfs!” They aren’t looking at the changes as a whole. Not only are supports gaining an actual gold stream, they won’t be forced to spend it all on wards. Not only are new items being added that give supports extra duties, the game flow is being changed in such a manner that mid and late game will matter enough for these items to also matter.