If they hold onto those abilities, that’s fine as well. They can’t win without landing their key spells on you. If you can block those abilities, keep dashing onto them for an all-in. As you dash onto them, throw up Wind Wall when they use the majority of their damage. You use Wind Wall most frequently to block the burst of an ADC. Some abilities in the lane to wind-wall include hook champion Qs and roots from Lux, Morgana, Zyra… It’s hard to list every single use of Wind Wall. Proper wind-walling requires mastery of Yasuo. However, you will almost certainly need to wind-wall significant abilities to win lane. It has a very long cooldown, so you do not want to waste it on insignificant abilities. Wind Wall is the trickiest ability to use. It doesn’t cost you anything, so why not? You can check a bush, perhaps catch someone with it, or use it as a disengage tool if someone is trying to engage on you. Getting and holding a tornado using monsters/minions is always a good idea. Then, you can look to dash past them and knock up + use ultimate on their backline.
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Identify the targets you can’t easily fight (Renekton, Olaf, or other strong bruisers in the frontline), play safe, and Q them safely to get a tornado. In bigger fights, Q frontliners from a distance. They will most likely not have backed up as far, and your next E + Q will be a knockup, setting up a follow up. This is more likely to catch enemies off guard. If you are looking to engage, instead of holding onto a tornado, use your first dash in as an E + Q, getting your second stack of Q.
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Most players will back off for free if you are holding onto a tornado because they see the obvious audio and visual effects of a tornado. When engaging in the lane, try to gather a tornado before dashing in. Letting them push to your tower is fine because you can last hit every minion. Against poke lanes, I recommend solely using your Q to last hit from a distance. The Q can be used to CS under tower efficiently, since it has a low cooldown and is also an auto-attack reset (AA-Q-AA is a basic Yasuo combo) Most ADCs struggle to last hit under tower in early levels, but Yasuo does not have that weakness. Yasuo’s ultimate (Last Breath) is much better than Senna’s ultimate in a 2v2, so Yasuo should definitely look for a fight at level 6. Without jungle help or a solid engage by your support, the smart move is most likely waiting for 6. Pinging for an early gank can be very helpful. Against a CC support, however, there isn’t much choice but to let Senna push in repeatedly. In other lanes, it is possible to just engage on the Senna at every opportunity possible. A proper Senna lane, such as Sett & Senna, is extremely difficult to deal with. Her E (Curse of the Black Mist) makes her and her allies untargetable, and can lead to Yasuo not being able to dash on his enemies, use E-Q, or use his ultimate on knockups. Senna’s Glacial Augment slows Yasuo and his dashing, setting up engages, ganks, or favorable trades for Senna. Unwind-wallable Q (Piercing Darkness) and auto-attacks with massive range allows Senna to massively bully Yasuo in the lane, making it very hard for him to get the early lead he needs. Senna is considered a counter because with a peel support such as Alistar, Sett, Leona, or Tahm Kench, she is the ideal Yasuo ADC counter. The second: You get ahead in the lane and carry while the enemy ADC can’t do much but avoid me and try to farm. Often, two scenarios happen: You either deal absolutely no damage because you got behind early for whatever reason (bad support pick with me, champion counters, bad early fights in the jungle, camp by an enemy jungler that ganks a Yasuo effectively, such as Rek’Sai, Olaf, or Eve), and the enemy ADC gets to play the game with basically no lane opponent.
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Renekton bot, Exhaust Maokai, Darius, and Sett support are examples from some of my games that counter Yasuo ADC hard and lead to an extremely difficult laning phase and therefore an extremely difficult game. Additionally, picking Yasuo ADC early can lead to hard counters. Having a melee bot with 4 other melee champions can be seriously detrimental if the enemy team has peel and ranged champions. Yasuo has to use his R wisely, know his limits in any fight, and work around enemy CC, his Wind Wall, and setups by his team to survive and win. Without survivability items, even a fed Yasuo ADC can be popped in teamfights or lose a duel against an enemy top laner in a side lane.