Meta, tier list & top-player builds from the China server · live
亚索 · 疾风剑豪 Fighter A
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 21 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Yasuo: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Yasuo players, captured in-game.
📖 How to play YasuoCounted on 22 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
21 of the top 30 players have a public match history; the others keep theirs private.




















































































The toughest lane matchups for Yasuo on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Malphite counters Yasuo: Passive armor that grows, Q poke that fires instantly from the target, and an R that zeroes your trades: Yasuo never cracks a Malphite with half a brain.
How to play Yasuo into Malphite: Just farm: you will not win this lane. Buy Bloodrazor and heavy lifesteal, stay away from his tower with his engage up, and move to side objectives in the mid game.
→ MalphiteWhy Renekton counters Yasuo: He wins every short trade on fury points: a point-and-click stun that ignores Wind Wall and sustain that voids your poke. At levels 2-5 he can kill you on repeat.
How to play Yasuo into Renekton: Respect the early levels: trade only with his fury empty and W down. Charge your passive shield before entering. Past 2 items, your scaling leaves him behind.
→ RenektonWhy Annie counters Yasuo: A point-and-click stun: Wind Wall stops neither her Q nor her R. One distance mistake and the bear deletes you.
How to play Yasuo into Annie: Count her passive stacks: trade only when the stun is NOT ready. Dash across side minions, never in a line toward her. Passive shield always charged before going in.
→ AnnieWhy Pantheon counters Yasuo: The W stun is point-and-click and his E blocks all your frontal damage, tornado included. A ruthless early game that takes the lane before you can scale.
How to play Yasuo into Pantheon: Short trades from behind minions, letting the passive shield eat the stun. Watch his level 3 and 5 spikes. After his first item he falls off a cliff: force long fights where his E runs out.
→ PantheonWhy Darius counters Yasuo: Five bleed stacks and the R reset turn every extended trade into a death sentence, and his E cancels your dash advantage when misused.
How to play Yasuo into Darius: Hit-and-run: enter with the tornado, leave before the third stack. NEVER dash through him — a gift to his E. Call ganks early: a Darius without Flash is a target.
→ DariusWhy Riven counters Yasuo: Pure skill: whoever fumbles the first cooldown loses the trade. Her mobility beats even yours, but your passive shield and the Wall even out her burst.
How to play Yasuo into Riven: Play the timings: trade while her Qs are down and keep the shield for her entry. After 5 your R wins the duel as long as you do not gift her the first knock-up.
→ RivenThe champions Yasuo works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Unstoppable Force (R) knocks several enemies airborne from outside normal engage range: you just pick whoever is up in the air and teleport onto them with Last Breath, never walking through the front line that kills you in two seconds.
Searing Charge (E) crashed into the lava wall from Volcanic Rupture (Q) is a guaranteed knock-up that comes back every trade: you get a Last Breath window in every skirmish, not one per teamfight tied to an ultimate.
The edge of The Darkin Blade (Q) knocks up on every rotation, not once per fight: and if the target tries to slip away, Infernal Chains (W) drags them back in. That is repeatable airborne in every single trade.
Fate Sealed (R) knocks a whole group airborne and his empowered Mortal Steel (Q) adds another one moments later: two airborne targets in the same fight, opened from an angle that keeps you off the front line.
He reaches the backline hidden by Warrior Trickster (W) and opens with Cyclone (R), which knocks up everyone around him and can be recast for a second wave: two Last Breath windows on their carry, and you are not the one walking in.
Fling (E) hurls the target over his shoulder: pure airborne, every few seconds, no ultimate spent. It only counts when he stops shoving the side lane and actually stands with the team, which is rarely the case.
Dragon Strike (Q) thrown through the Demacian Standard (E) flag knocks the target airborne from far out, and Cataclysm (R) walls them in: you drop in with Last Breath and execute while their team is stuck outside.
Cease and Desist (R) is point-and-click, unstoppable and knocks the target up: it hands you the enemy carry from behind their front line, exactly the target Last Breath deletes and the one you could never reach alone.
The third hit of Three Talon Strike (Q) is a guaranteed knock-up, available in every skirmish from the earliest levels: you never have to wait for anyone's ultimate to get the airborne target Last Breath demands.
Powerball (Q) cancelled mid-roll into Soaring Slam (R) lands inside the backline and displaces whoever is under it: it puts an airborne target where you could never walk in, and Frenzying Taunt (E) locks down whoever would answer.
A fully grown Biggest Snowball Ever! (W) rolls into the front line and knocks up the whole group: you pick which airborne body is worth Last Breath, while Absolute Zero (R) pins them all over your kill.
Dragon's Rage (R) also knocks up anyone standing behind the kicked target: if he punts a carry into their own team you get several airborne bodies at once. It all hangs on his read, and in China he sits below a 48% win rate.
Fate's Call (R) can, when you are her Oathsworn, launch you into the enemy team: the impact knocks up everyone it hits, so you land with the target already airborne for Last Breath, and the same ability yanks you out if the dive goes wrong.
Condemn (E) knocks the target back, and into a wall it adds a stun on top: it opens Last Breath out of nowhere, in a lane where almost no marksman creates airborne. In exchange, Wind Wall (W) covers her very short range.
Stand Aside (E) knocks back and slows without spending an ultimate: it is an airborne source that comes back every few seconds, so Last Breath doesn't hang on one tank's R per fight.
Buster Shot (R) is a knockback, so it counts as airborne for Last Breath: after a Rocket Jump (W) into the backline she can open it on the isolated target. She almost always saves it to shove a diver off herself, though.
Pulverize (Q) knocks up everyone around him and Headbutt (W) keeps them displaced and airborne right after: that is two Last Breath windows per engage, without spending a single ultimate.
Aqua Prison (Q) and Tidal Wave (R) are two separate knock-ups and she chains them back to back on purpose: that is two Last Breath casts in the same fight. Among supports she is the most frequent airborne source you can get.
Grand Entrance (W) knocks up from range and The Quickness (R) chains a charm right after: nearly two seconds of control to drop onto with Last Breath, and he is the one going in first instead of you, who dies to the first burst.
Glacial Fissure (R) knocks up an entire enemy line: you get to choose which carry Last Breath deletes. On top of that, Unbreakable (E) eats projectiles and Stand Behind Me (W) shields you, and your defensive stats hold up to nothing.
Rocket Grab (Q) rips a carry out from behind their front line and Power Fist (E) knocks them up the moment they land: you get the target already isolated and already airborne, the one situation where Last Breath wins you the fight.
Depth Charge (R) is targeted and undodgeable: it knocks up the carry and everyone standing near them, which is a guaranteed Last Breath. He sits at a 48% win rate in China right now, so you take him for the engage, not the stats.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | A | 48.69% | 11.77% | 13.25% | #14 / 39 |
| Baron | D | 47.15% | 3.06% | 13.25% | #38 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | A | 48.62% | 11.31% | 13.67% | #14 / 38 |
| Baron | D | 47.01% | 3.01% | 13.67% | #38 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | B | 48.54% | 10.7% | 12.55% | #16 / 39 |
| Baron | D | 46.77% | 3% | 12.55% | #38 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | A | 48.8% | 11.28% | 14.62% | #10 / 41 |
| Baron | D | 46.77% | 3.28% | 14.62% | #39 / 39 |
Yasuo, the Wandering Blademaster, is a mobile, high-skill fighter played mainly in the mid lane in Wild Rift. His damage is entirely physical and built around critical strikes — his passive doubles his crit chance and converts anything past 100% straight into bonus attack damage, so a couple of crit items turn him into one of the hardest single-target burst threats in the game. He plays like a duelist wearing an assassin's shoes: dashing in and out with Sweeping Blade, stacking Whirlwind with Steel Tempest to knock enemies airborne, and finishing them off with a teleporting execute in Last Breath.
Skill order: Q > E > W (max Steel Tempest first, Sweeping Blade second, Wind Wall last — take Last Breath whenever it's available)
Yasuo has no mana bar, so the lane is played around cooldowns and positioning rather than resources. Farm behind minions with autos and weave in Steel Tempest whenever it's safe, since it clears the wave and can crit for real poke damage. Treat Sweeping Blade carefully — it locks out on whichever target you last hit, so save it for real trades rather than chasing pointlessly. His first real power spike lands once he has Whirlwind ready alongside his ultimate, letting a well-timed dash-in, double Q knock-up, and Last Breath burst down most opponents in one rotation.
From the mid-game on, Yasuo wants to fight from an angle rather than head-on: chain Sweeping Blade resets off minions and jungle monsters to reach priority targets without walking through the enemy front line, then knock them up on arrival. Save Wind Wall for the one ability that would otherwise delete you or a carry rather than burning it on reflex against low-impact poke. Last Breath works best chained off an ally's crowd control instead of your own, since the ultimate resets your Whirlwind stacks — watch for a teammate's knock-up or hard engage, dive in for the execute and the temporary armor-shred window, then clean up with autos and Steel Tempest.