UpMatched ALPHA

Yasuo

Yasuo

Mid Lane Skirmisher

VS
Zed

Zed

Mid Lane Assassin

Matchup Dynamics

How This Matchup Works

Yasuo scales into longer fights with crit DPS and Wind Wall. Zed spikes at 6 with Death Mark; punish W cooldowns and set Q3→R engages through minions.

Early Game (1-5)

Skill Matchup - Zed pokes; Yasuo trades around wave.

Mid Game (6-11)

Zed Favored - Level 6 all-ins and roam timers favor Zed.

Late Game (12+)

Yasuo Favored - Two-item crit spike and 5v5 scaling.

Key Interactions

  • Wind Wall vs Shurikens: Hold Wall for W→Q and Death Mark pop.
  • Shadow Cooldowns: Punish when Zed W is down; trade around wave.
  • Exhaust Timing: Exhaust reduces R pop damage greatly.
  • Q3 Setup: Stack Tornado on minions to threaten all-in.

Yasuo

Strengths

  • Short-burst trades
  • Sustain via passive/kit
  • One-item spike
  • Reliable execute/pick

Weaknesses

  • Limited engage
  • Kiteable without tools
  • Weaker in extended fights

Zed

Strengths

  • High burst at 6
  • Shadow outplays
  • Strong roams

Weaknesses

  • Cooldown windows
  • Falls off in 5v5

Power Curve Comparison EXPERIMENTAL

Power Curve Visualization

Win Conditions

Yasuo's Win Condition

  • Trade on your cooldowns
  • Fight on item and ult timers

Zed's Win Condition

  • Force your win condition
  • Leverage terrain and wave states

Laning Phase Guide

Level/Phase Yasuo Zed
Level 1 Yasuo: Start Q/primary trade tool; last-hit and chip safely. Zed: Farm and poke; avoid losing too much HP.
Level 2 Yasuo: Unlock second spell; look for short trade on last-hits. Zed: Match level; punish oversteps.
Level 3 Yasuo: Full basic combo; trade after enemy key cooldown. Zed: Track junglers; counter-trade on misplays.
Level 4-5 Yasuo: Slow push, ward, avoid extended fights if disadvantaged. Zed: Trim waves; deny cheater recalls.
Level 6 Yasuo: Only all-in if opponent chipped; respect their ultimate. Zed: Use ultimate advantage windows.
Level 7-8 Yasuo: Use first-item spike timers. Zed: Shadow jungler and play for plates/objectives.
Level 9 Yasuo: First max online; pressure short trades. Zed: Keep wave near tower; avoid isolation.

Power Spikes

Level Spikes

Yasuo Zed
Level Description Level Description
3 Minor Full Q/W/E kit for outplay trades 3 Minor Full basic combo online
6 Major Last Breath adds all-in threat off knock-ups 6 Major Ultimate unlock all-in
11 Critical 2-item crit spike outscales skirmishes

Item Spikes

Yasuo Zed
Item Description Item Description
Berserker's Greaves (1100g) AS for Q cadence Plated Steelcaps (1100g) Armor vs AD
Infinity Edge Crit damage spike (cost varies by patch) Sterak's Gage (3100g) All-in shield
Bloodthirster Lifesteal + shield for duels

Best Build for Yasuo

Starting Items

Doran's Blade or Shield + Potion

Core Items

Berserker's Greaves → Infinity Edge → Bloodthirster

Runes

Primary: Conqueror, Triumph, Legend: Alacrity, Last Stand

Secondary: Second Wind, Unflinching

Summoner Spells

Flash + Exhaust

Priority Build Path

1
Berserker's Greaves

AS spike for Q cadence

2
Infinity Edge

Major crit damage spike

3
Bloodthirster

Sustain + shield for duels

4
Death's Dance

Survivability in skirmishes

Situational Adjustments

  • Mercury's Treads: Versus heavy CC comps
  • Wit's End: Into AP burst mids

Key Patterns

Lethal Combos

Yasuo Full Combo (Level 6+):

E through minions → Q3 knock-up → R → Q

Secure airborne before R
Zed Escape/Counter Combo:

Counter/escape sequence

Use mobility/defensives to break all-in

Trading Combos

Yasuo Short Trade:

E→Q tap → back

Short trades; keep E for escape
Zed Quick Trade:

Quick punish then disengage

Trade around cooldown advantage

Lethal Thresholds

  • Yasuo Kill Range: Kill when opponent <~40% HP or after key cooldowns
  • Zed Kill Range: Kill when A overextends or blows mobility
  • Critical Levels: 3 (full kits), 6 (ults), 9/11/13 (max/rank-ups)

Level by Level Game Plan

Level Primary Goal Lane Position Trading Opportunities Kill Windows Setup Opportunities
1 Establish early presence Hold wave just outside tower Short poke on last-hits Low unless big misplay Track XP for level 2
2 Secure level advantage Maintain prio or even wave Brief trades on cooldowns Medium if enemy mispositions Ward river/tri
3 Full combo access Thin wave before crash After enemy key spell Medium—jungler helps Crash 3rd wave for base
4-5 Pre-6 advantage Slow push then reset Chip, avoid extended duels Low-Med on errors Control vision
6 Ultimate power spike Fight on your terms Only commit on chip or cooldown gaps High if windows align Objective timers
7-8 Item completion window Side control with vision Punish after dashes/CC used Medium-High with item spike Reset on good wave
9+ Transition to mid game Freeze near tower if behind Short bursts, avoid long fights Medium on summ timers Prep rotations
Mid Game (11-16) Teamfight presence Side lane w/TP or hover mid Skirmish on timers Pick isolated targets Vision on objectives
Late Game (16+) Teamfight execution Front-to-back or flank Engage/disengage wisely Execute low-HP targets Baron/Elder control

First Back Goals

Ideal Back (1100-1400g)

  • Phage (1100g)
  • Control Ward (75g)

After successful trade or wave crash

Standard Back (700-900g)

  • Ruby Crystal (400g)
  • Boots (300g)

Normal farming back

Teamfight Tips

Aspect Yasuo Zed
Primary Role Skirmish bruiser/executor Skirmish bruiser/duelist
Target Priority Backline carries
Fed skirmishers
Immobile carries
Frontliners out of position
Objective Control Zone space, finish low HP Force fights on spike timers
Positioning Flank or peel; avoid chokes Approach from fog; angle engages
Other Tips Track summoners and flashes
Fight on item/ult timers
Punish cooldown gaps
Force extended trades if favored