Yasuo's abilities have no cost related to them and their use is limited only by cooldowns. His secondary resource bar tracks his unique mechanic: Flow.
Yasuo can have up to 「 60 - 470 」「 60 / 65 / 70 / 75 / 80 / 90 / 100 / 110 / 125 / 140 / 160 / 185 / 215 / 250 / 290 / 340 / 400 / 470 」 Flow. Yasuo generates 1% of his maximum Flow with every 46 units he travels, requiring a total of 4600 units-traveled to obtain maximum Flow. Flow does not decay or generate idly. As Flow generation is based on distance traveled, it is also accumulated while dashing, teleporting or when displaced by crowd control effects.
Way of the Wanderer
Intent: Yasuo's critical strike chance is doubled, but the damage dealt by his critical strikes is reduced by 10% (25% on Steel Tempest).
Resolve: At maximum Flow, the next instance of damage coming from a champion or monster against Yasuo will first convert his Flow into an absorption shield. After 1 second, if not already depleted, the shield dissipates and Yasuo loses all his Flow.
Way of the Wanderer consists of two independent passive abilities.
The damage reduction applies to the total damage dealt (before damage mitigation). A standard critical strike's 200% damage is reduced to 180%, and a critical strike with Infinity Edge deals 225% damage instead of 250%. The reduction is not a subtraction to his critical strike damage statistic.
Third Active: Yasuo brandishes his sword, dealing physical damage and knocking up all enemies in a 475-unit line and unleashing a whirlwind that tears forward an additional 425-units (total 900 range), dealing the same physical damage and knocking up all enemies hit. This active resets the chain.
Each cast can critically strike and on-hit effects will apply to the first enemy hit (excluding the third cast's whirlwind). Additionally, each cast can be used during Sweeping Blade to change the area of effect to a 375-radius circle around Yasuo.
The cooldown and cast time of Steel Tempest is reduced by 1% for every 1.72% of Yasuo's bonus attack speed.
The cooldown of Steel Tempest is unaffected by cooldown reduction and is instead reduced by 1% for every 1.72% of his bonus attack speed. This is capped at 66% cooldown reduction with 114% bonus attack speed. At max rank, the minimum cooldown is 1.33 seconds (1.4 attack speed).
Yasuo's 3.2% attack speed per level is factored into Steel Tempest's cooldown reduction and cast time reduction. At level 18, Yasuo has a total of 54% bonus attack speed from leveling alone which reduces Steel Tempest's cooldown by 31.6% (and he requires only 60% attack speed from items, runes and masteries to reach the cap). Steel Tempest's cooldown is effectively reduced by 1.86% per level.
Way of the Wanderer's critical strike damage penalty with Steel Tempest is 25% instead of 10%, and applies only to the AD portion of the damage. With 100% critical damage (base), the bonus damage equates to simply 50% AD (200% × 0.75); with 150% critical damage (Base + Infinity Edge), the bonus damage equates to 87.5% AD (250% × 0.75).
Critically striking with Steel Tempest is calculated individually for every enemy hit.
The third cast will still knock enemies airborne when it strikes as a point-blank area of effect.
COOLDOWN: 26 / 24 / 22 / 20 / 18
Active: Yasuo creates a gust of wind that travels forward to form a wall 400 units away from himself. The wall slowly drifts forward over 3.75 seconds, blocking all enemy projectiles with the exception of tower hits.
The gust of wind takes ~0.25 seconds to travel forward from Yasuo to form the wall, but will still block projectiles as with the fully formed wall during that time (for a total of 4 seconds as listed in the in-game tooltip).
The wall grants sight over a small area.
A projectile is any entity with a velocity that is not classified as a unit (champions, minions, monsters, etc).
Moving units are not blocked under any circumstance, including dash abilities. Champion-summoned units, such as Orianna'sCommand: Attack and Maokai'sSapling Toss, are not considered to be units until they hit the ground - and thus will interact with Wind Wall while en route.
Sweeping Blade will generate ~7% of Yasuo's maximum flow innately as Flow-generation is based on distance traveled.
Yasuo can pass through terrain both before and after he's hit his target - permitting sufficient space for him to make the jump.
Uniquely, all forms of movement-inhibiting crowd control (airborne, snares, stuns, suppression, etc.) will interrupt Sweeping Blade when they hit him - rather than waiting for him to complete the dash. This is contrary to all other dashes, which are only interrupted by airborne-type crowd control effects.
The cooldown of Sweeping Blade is unaffected by cooldown reduction.
COOLDOWN: 80 / 55 / 30
Active: Yasuo blinks to the nearest visible Airborne enemy champion to the cursor, instantly generating maximum Flow. Upon arriving, he suspends all airborne units within a 400-radius of his target in the air for 1 second.
Once he lands, Yasuo deals physical damage to all nearby units and gains 50% penetration to bonus armor for 15 seconds (this affects armor from items, buffs, runes and masteries). Casting Last Breath will reset the chain/Gathering Storm procs on Steel Tempest.
Last Breath is an auto-targeted ability that can only be activated if there is an airborne enemy champion nearby. The cursor's current position will influence the ability's auto-targeting, although it is not technically using quick cast and having your cursor near a valid target is not required to activate the ability.
Last Breath will attempt to position Yasuo outside the range of a nearby enemy turret if he initiates the ability on an enemy standing close to one. This does not, however, apply to the Nexus Obelisk.
Last Breath's damage will benefit from its own bonus penetration.
Bonus armor refers to all sources of armor beyond the target's base armor and armor per level. Bonus armor refers specifically to armor granted through: runes, masteries, items, auras/buffs and champion abilities.
The bonus armor penetration applies before percentage armor penetration.
Using Last Whisper as an example: "Subtract half the enemy's bonus armor, then subtract 35% of the total remaining armor" .
When Last Breath is used, the duration of the target being airborne becomes 1 second, regardless of the existing airborne duration caused by a prior displacement ability, as well as any additional airborne duration created by a displacement ability during Last Breath's animation.
For example, if Yasuo uses Last Breath on targets knocked up by Malphite'sUnstoppable Force instantly the moment they were knocked up, then those targets' duration of being airborne becomes 1 second, not 1.5 seconds as a result of Malphite'sUnstoppable Force. If Yasuo uses Last Breath on targets knocked up by Malphite'sUnstoppable Force the moment they are about to land, then the duration of the targets being airborne totals to 2.5 seconds.
Therefore, to maximize the duration of a target being airborne, Last Breath is best used right when the target is about to land from a prior displacement ability.
Targets suspended by Last Breath cannot be displaced any further until the ability is completed.
Note that "Airborne" is a classification of enemy-enforced crowd control and not a visual description. Only airborne-type crowd control sourced from an enemy champion will count for the purposes of Last Breath.
Jumps, including abilities recognized as self-CC, do not classify the unit as being Airborne.
Bouncing animations, such as Zac during Let's Bounce!, do not classify the unit as being Airborne (though the enemy targets he hits with it are knocked Airborne and will function with Last Breath).