Yasuo is a mobile skirmisher who needs minion waves for E mobility to pressure Syndra and control space.
Syndra is an immobile burst mage who relies on sphere setup and Syndra E for stun threat, so Yasuo should deny her safe poke and avoid giving her passive scaling.
Trading pattern
Stack Q and use E to dash through minions for short trades, blocking Syndra Q and W with W when possible.
Punish Syndra when Syndra E is on cooldown or missed, as she becomes vulnerable without her stun and escape.
Commit to all-ins after landing knockup with Q tornado to enable R for burst follow-up.
Danger windows
When Yasuo's W is down, he is vulnerable to Syndra's poke and Syndra E stuns.
Avoid extended fights when Syndra has spheres positioned for Syndra E stun and Syndra R ready.
Be cautious when minion waves are not available for E mobility, limiting escape and repositioning.
Early game
Use Q and E to dash through minions and close distance before Syndra can land Syndra E stun setups.
Avoid extended trades when W is down as Yasuo loses his main projectile defense against Syndra's poke.
Pressure Syndra early to disrupt her sphere control and reduce her ability to safely poke or set up Syndra E stuns.
Power spikes
Yasuo's level 2 with Q plus E mobility enables early aggressive trades.
Yasuo's level 6 R is a major spike if knockup is available for all-in burst.
Syndra's level 6 R and first completed mage item increase her burst threat and must be respected.
Win conditions
Use Q and E to maintain mobility and pressure Syndra before she can safely set up spheres and Syndra E.
Punish missed Syndra E stuns aggressively to deny her scaling and force resets.
Reach level 6 with knockup access to all-in Syndra using R for burst kill potential.
Tip: For Yasuo vs Syndra, read overview, trading pattern, and danger windows first for a fast Mid lane check.