
Yasuo
Hardest matchups for Yasuo in Mid (Emerald, patch 16.20):
Tryndamere,
Singed,
Fiora. Easiest:
Ezreal,
Lucian,
Akshan.
Try it in a draftCountersPower curvesIn the tier listWho wins into YasuoOn the pro tier list
Yasuo on patch 16.22
- Mid48.9%#73 of 91C19,145 games
- Top47.4%#100 of 103D6,881 games
- −1.5 pts since 16.21
Yasuo’s main role on patch 16.22 is Mid: a 48.9% win rate across 19,145 Emerald games, #73 of 91 Mid champions on the tier list (grade C), picked in 7.7% of games. Yasuo is also played Top: a 47.4% win rate across 6,881 games, #100 of 103. Since patch 16.21, Yasuo Mid has lost 1.5 points of win rate, measured inside each rank and pooled over 8 ranks (156,851 games this patch). Riot's published data shows no change to Yasuo in patch 16.22.
Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list
Solo queue
Open in the tier listPatch 16.20, the current one
| Lane | Grade | Win rate | Games | Picked | Mains |
|---|---|---|---|---|---|
| Mid61% of its games | B | 50.1%50.1% raw ±0.4 | 61,557 | 8.7%22.1% banned | 51.1%45.6% first time |
| Top22% of its games | B | 49.3%49.3% raw ±0.7 | 22,739 | 3.3%22.1% banned | 50.8%47.6% first time |
| Bot16% of its games | A | 51.1%51.1% raw ±0.8 | 16,428 | 2.3%22.1% banned | 52.8%47.0% first time |
| Support0% of its games | too few games | 44.9%32.7% raw ±4.9 | 401 | 0.1%22.1% banned | 48.6%46.3% first time |
| Jungle0% of its games | too few games | 47.8%33.1% raw ±8.3 | 139 | 0.0%22.1% banned | 50.8%46.8% first time |
Matchups
Every matchupHow to read this
Yasuo’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Yasuo, the part not explained by either champion’s strength.
Hardest for Yasuo
Lane leads and team bans
What Yasuo’s team bans
Champions a team bans more often when it has Yasuo than the other team does in the same games (549,120 games). The other team banned before Yasuo was picked, so the gap is the ban spent because Yasuo was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.
Builds
Every buildHow to read this
How Yasuo is built in this lane, most common first, with the items those builds finish and how they win.
- Crit


52.1%58,266 games - On-hit


49.6%498 games - Lethality


51.5%201 games - AP burst


52.0%7 games - AD bruiser


51.9%3 games
Runes and summoner spells
How to read this
How Yasuo does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.
65,503 games · patches 16.20, 16.21 · Sep 10 – Oct 21
Every option, with its numbers
Summoner spells

Flash + Ignite49.6%33,156 games · 51% pick rate · the usual choiceRecommended
Flash + Teleport50.5%2,630 games · 4.0% pick rate · same players: −1.0 pts vs the usualRare: not recommended
Exhaust + Flash50.4%28,302 games · 43% pick rate · same players: −1.4 pts vs the usual
Keystones

Fleet Footwork + Resolve51.3%6,745 games · 10% pick rate · same players: +1.5 pts vs the usualRecommended
Grasp of the Undying + Precision52.1%2,424 games · 3.7% pick rate · same players: +1.0 pts vs the usualRare: not recommended
Lethal Tempo + Resolve49.8%54,691 games · 83% pick rate · the usual choice
Minor runes with Fleet Footwork
Triumph52.0%29% take it
Absorb Life50.9%71% take it
Legend: Alacrity51.3%96% take it
Legend: Bloodline50.5%4.4% take it
Cut Down52.6%14% take it
Last Stand51.1%81% take it
Coup de Grace49.6%5.3% take it
Shield Bash53.6%25% take it
Bone Plating52.8%21% take it
Second Wind50.8%76% take it
Overgrowth50.5%67% take it
Unflinching51.5%6.9% take it
Revitalize50.1%3.6% take it
- Attack Speed50.0%99% take it
- Adaptive Force50.0%98% take it
- Health51.3%25% take it
- Health Scaling49.5%73% take it
- Tenacity and Slow Resist51.4%2.4% take it
These numbers describe, they do not prove. Each rate is Yasuo’s record when its player chose that option, pulled toward Yasuo’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Yasuo does when built that way.
The learning curve
Champion pool
On a first game Yasuo wins 45.8%; in the hands of players with the most mastery on it, 52.7%. That gap ranks it 41 of 173 for how much practice pays. It crosses 50% at about 150K mastery points.
Pro play
On the pro tier list
Yasuo in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.
| Lane | Win rate | Priority | Blind / counter | Lane @15 | Best pro |
|---|---|---|---|---|---|
| Top | 49.1%4W 10L | 1%1% in any lane | 93% counter | −49 gold | — |
| Mid | 50.2%3W 2L | 0%1% in any lane | 100% counter | −102 gold | — |
| Bot | 50.3%3W 1L | 0%1% in any lane | 100% counter | −498 gold | — |
How much knowing Yasuo pays
Players on their Mastery band win 7.0 points more on Yasuo than first-timers do: #41 of 173 champions for how much mastery pays.
At 300k+ mastery points, Yasuo players win 52.7%: #58 of 173 champions for where mastery ends up. The curve is still rising there: its fitted ceiling of about 55.7% lies beyond the data and is an estimate, not a measurement.
Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.
This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.