P / Way of the Wanderer
Yasuo's Critical Strike Chance is increased. Additionally, Yasuo builds toward a shield whenever he is moving. The shield triggers when he takes damage from a champion or monster.

the Nine-Tailed Fox
Innately connected to the magic of the spirit realm, Ahri is a fox-like vastaya who can manipulate her prey's emotions and consume their essence—receiving flashes of their memory and insight from each soul she consumes. Once a powerful yet wayward...
DoChange your angle and wait for the wall window to pass before committing Charm. Keep distance from minions he can use to approach.
AvoidDo not treat a missed first catch as a reason to dash straight through his available tools.
Yasuo's Critical Strike Chance is increased. Additionally, Yasuo builds toward a shield whenever he is moving. The shield triggers when he takes damage from a champion or monster.
Thrusts forward, damaging all enemies in a line. On hit, grants a stack of Gathering Storm for a few seconds. At 2 stacks, Steel Tempest fires a whirlwind that knocks Airborne. Steel Tempest is treated as a basic attack and scales with all the same things.
Creates a moving wall that blocks all enemy projectiles for 4 seconds.
Dashes through target enemy, dealing magic damage. Each cast increases subsequent dash's damage, up to a max amount. Cannot be re-cast on the same enemy for a few seconds. If Steel Tempest is cast while dashing, it will strike as a circle.
Blinks to an Airborne enemy champion, dealing physical damage and holding all Airborne enemies in the area in the air. Grants maximum Flow but resets all stacks of Gathering Storm. For a moderate time afterwards, Yasuo's critical strikes gain significant Bonus Armor Penetration.
Treat nearby minions as possible approach routes. Stand where a dash through the wave does not immediately put Yasuo beside you, and watch for the charged whirlwind before stepping into a last hit.
If Wind Wall is active between you, change angle or wait instead of adding Charm into it. A wall on cooldown creates an opportunity to threaten a catch, but his remaining dash routes still matter.
Keep an exit from allied knock-up targets and assess the new position after Last Breath. Use Spirit Rush to change your angle rather than assuming the original frontline still separates you.
Unrated matchup notes. Inspect sources
Ability references are available for every opponent. Matchup advice covers 10 pairings; the rest are unrated.