How to win lane as Mel against Yasuo · 63.64% win rate over 22 Emerald+ games · Updated 2026-07-27
| Stage | Favoured | Why |
|---|---|---|
| Level 1 | Mel | You can poke with Q and a ranged auto while he has only a melee EQ — and no Windwall yet to block a single bolt. |
| Level 2 | Mel | Q plus Solar Snare lands a guaranteed root on his step-up; he has no dash value and no wall to negate it at level 2. |
| Level 3 | Mel | With Q, E and Rebuttal online you poke, root, and eat his tornado — he can't trade into your range or commit without Flash. |
| Levels 4-5 | Mel | Your Q ranks up and Overwhelm stacks from repeated trades; a pre-crit Yasuo can't gap-close past your root and poke. |
| Level 6 | Mel | Golden Eclipse detonates built-up stacks from any range and threatens the execute — even his E-dash in gets punished. |
| First item | Mel | Mana and first-item AP let you chain pokes and Rebuttal his tornado; he's still squishy with no crit spike yet. |
| Two+ items | Yasuo | He out-scales hard — IE/Shieldbow crit plus Windwall and R knockup let him dash in and one-combo your fragile frame. |
Levels 1-3 are yours because Yasuo has no Windwall value yet and no way to dodge Solar Snare's root. Poke with Q bolts from max range and last-hit safe; the moment he steps up for a CS at level 2, E-root him in place and stack Overwhelm with a second Q. Don't waste E into his minion wave hoping for a dash-cancel — save the orb for when he commits, and respect that his only out early is Flash.
The full Mel vs Yasuo report continues with the mid-game plan, the late-game and teamfight plan, every power spike to play around, and the win conditions for both sides — plus cooldown tracking and the live enemy-jungle tracker inside the app.
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Playing the other side? Yasuo vs Mel guide →
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Also played in: Mid Lane