
Yasuo
Mid Lane Skirmisher

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
AS spike for Q cadence
Major crit damage spike
Sustain + shield for duels
Survivability in skirmishes
Situational Adjustments
- Mercury's Treads: Versus heavy CC comps
- Wit's End: Into AP burst mids
Key Patterns
Lethal Combos
E through minions → Q3 knock-up → R → Q
Secure airborne before RCounter/escape sequence
Use mobility/defensives to break all-inTrading Combos
E→Q tap → back
Short trades; keep E for escapeQuick punish then disengage
Trade around cooldown advantageLethal 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 |