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Yone Build Guide by WayOfTheTempesst

Middle [14.4] Tempest's Challenger Yone Guide [In-Depth]

Middle [14.4] Tempest's Challenger Yone Guide [In-Depth]

Updated on February 22, 2024
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League of Legends Build Guide Author WayOfTheTempesst Build Guide By WayOfTheTempesst 2265 111 3,426,652 Views 89 Comments
2265 111 3,426,652 Views 89 Comments League of Legends Build Guide Author WayOfTheTempesst Yone Build Guide By WayOfTheTempesst Updated on February 22, 2024
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Runes: Standard Against Melee

1 2 3
Lethal Tempo
Legend: Alacrity
Last Stand

Bone Plating

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3 4
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

About Me

Hello! For those who don't know of me, I am Tempest. I've been a North American Challenger mid laner and Yasuo Main ever since season 6. I was Challenger seasons before that, just not with Yasuo. My all time peak in Season 6 was Rank 4, pretty much one tricking Yasuo. I also peaked Rank 2 in Season 7, mostly playing Yasuo and Zed.

I have been maining Yasuo ever since Heimerdinger was reworked; I have never been bored by him or his playstyle. Since Yone's release, I've mostly played him and Yasuo, but have fallen in love with Yone. Here are my active accounts.

Unfortunately, the only screenshot I have of my previous ranks is when I was top 10 in season 7:

Here is my S11 account where I only played Yasuo and Yone to Grandmaster with a 71% W/R:

Social Media




Why Yone?

Yone is one of the most fun and interesting champions to play due to how many things you can pull off on the champion and how you can always do something better in a fight with him, kinda similar to Riven. Yone has one of, if not the highest skill ceiling in the game and has so many small tricks and mechanics that you will always find yourself in new scenarios and improving on something.

Yone is also a very unique champion because of his resource bar and cooldowns. He is the only champion in the game that has such low cds on his main abilities AND has 0 mana costs. If you are all about hitting your buttons fast and having no downtime or waiting for cooldowns, then you will LOVE Yone.

If you like looking stylish, nonstop pulling off 2v1s, 3v1s, and love being the center of attention (good and bad) then Yone is definitely the champion for you!

Pros & Cons


+ Very high carry potential, can kill multiple people in a teamfight once he has his core items.
+ Can melt through squishies and tanks due to his mixed damage.
+ Can be played Mid, Top, and ADC.
+ Has one of the best basic abilities in the game ( Soul Unbound).
+ Highlight champion, flashy, and makes you standout.
+ Next to no cooldowns on main abilities and doesn't use mana.


- Has one of the weaker laning phases in the game.
- A lot weaker if you don't have setup for his ultimate.
- His approach is very linear and very easy to counterplay in higher ranks.
- Feast or Famine champion.
Lethal Tempo is the strongest for Yone. It excels in early/mid game, but gets overshadowed by the late/scaling power of Conqueror. Yone spikes so much faster/sooner with this rework. Since your Q and W scale with attack speed, Lethal Tempo synergizes so well with Yone.
Conqueror ALWAYS BAD
Triumph can be a clutch rune that saves you in skirmishes and help you tower dive. The extra healing can potentially turn a game-winning fight.
Legend: Alacrity is what I prefer into melee matchups. The attack speed is very crucial to getting your Q cooldown as low as possible and will result in more damage output throughout the game.
Legend: Tenacity is really good into team comps that have a lot of CC/slows. An example would be Fiddlesticks and Leona Coupled with Unflinching, Legend: Tenacity is really good.
Legend: Bloodline is what I prefer into ranged matchups. You won't be able to do much with Legend: Alacrity since you will rarely be able to trade/farm in a ranged matchup. Do your best to cs and farm up the lifesteal from Legend: Bloodline.
I take Last Stand almost every game because it gives Yone the best dueling and outplay potential. It is better and more useful than Coup de Grace because it does more overall damage.
I take Conditioning in lanes I need to scale. It's generally only taken in easy lanes where Second Wind or Bone Plating don't give much value.
Second Wind is the best rune into a heavy poke lane. Coupled with Doran's Shield, it gives you the best survivability in lane.
Bone Plating is good in lanes such as Fizz and Renekton where they can't easily poke it off. Take it into lanes where you need to negate their heavy all-in early trades.
Overgrowth is a decent choice, and my preferred for most games, when you are scaling and the HP can help you survive a lot of mid-game situations.
Revitalize has a lot of value in the lifesteal and shield that Immortal Shieldbow provides. Yone also gains extra value from his Spirit Cleave shield with Revitalize. This rune will help you skirmish and teamfight better once you have Immortal Shieldbow.
Take Unflinching when you are against heavy CC comps. The extra tenacity will help you escape a lot of situations and with Last Stand and Immortal Shieldbow. Your low HP teamfighting will be even stronger and allow you to keep dishing out damage and change the closest fights.
Summoner Spells
Flash will help you secure kills, escape, pull off combos, and a lot more. Always take Flash every game no matter what.
Ignite will give you extra damage to secure kills in lane. Take Ignite as your standard summoner spell.
Only take Teleport on top lane Yone. Why? Top lane is heavily decided by lane/wave management and teleport is key for baron control later on in the game.
Only take Cleanse against Lissandra and Zoe. They both rely heavily on their hard cc. Cleanse gets even more valuable the more enemy champions have hard cc so look out for that when deciding if it's really worth to give up the damage Ignite gives you.
Exhaust is a very underrated anti-burst tool. Always take Exhaust against Zed. You can also take Exhaust into Annie and other assasins like Qiyana and Talon. Exhaust also scales super well and is the best teamfighting summoner in the game due to the damage you can negate with it.


Way of the Hunter (Passive)

Yone gains 2.5x critical chance from his items and his basic attacks alternate between physical damage and physical and magic damage.

Yone has the ability to get 100% critical strike chance at just two items. Yone has one of the strongest two item spikes of any champion. In addition, his passive splits his damage type from his auto attacks making him difficult to itemize resistances against.

Mortal Steel

RANGE: 475 / 950
COOLDOWN: 4 − 1.33 (based on bonus attack speed)
Yone thrusts his sword in a targeted direction gaining a stack of Gathering Storm. After casting this ability at two stacks of Gathering Storm, Yone dashes a fixed distance knocking up enemies in the targeted direction.

Pay attention to the amount of stacks you have on Mortal Steel. Your third Q is your escape and often your engage tool. Use your third Q to combo with your Soul Unbound and Fate Sealed to lock up enemies and dish out huge damage and CC.

Spirit Cleave

RANGE: 600
COOLDOWN: 16-6 (based on bonus attack speed)
AOE slash that damages and shields you upon damaging an enemy.

This ability's cooldown scales off of bonus attack speed. It does decent damage and shields him during trades. Use this ability to avoid poke. The shield from this ability also increases in damage depending on how many champions he hits with it. The split damage types and percent HP also helps you deal some damage tp tanks as well late game.

Soul Unbound

RANGE: 300
SPEED: 1200
COOLDOWN: 22 / 19 / 16 / 13 / 10

Yone's on-demand dash and extra damage.

This ability is not an escape tool. After 5 seconds, Yone will always return to his starting location unless he is hard CC'd or in the middle of an auto-attack windup. Use this ability to all-in your opponent. Soul Unbound repeats a percentage of the damage you've dealt to all enemy champions during its duration. Yone also gains ramping movespeed and ignores unit collision, meaning you can E into enemy minions without having to path around them.

You can reactivate this ability to avoid immobilizing effects such as Sleepy Trouble Bubble. Soul Unbound's damage is post-mitigation damage. This means that damage you deal to shields will not count towards the mark's damage upon reactivation/expiration.

Fate Sealed

RANGE: 1000
COOLDOWN: 120 / 100 / 80
Yone blinks to a target location knocking up and pulling enemies caught in his path to his target location.

Fate Sealed is one of strongest teamfighting ultimates in the game. You will win fights and even games with a proper ult. Fate Sealed is easily telegraphed, however. Enemies will Flash out of Fate Sealed's path, leaving you vulnerable. Fate Sealed is best used after enemies are knocked up by your Q3 or as follow up to other CC such as Encore or Crescendo.

Doran's Blade is the standard starting item on Yone. Doran's Blade lets Yone sustain most lanes while giving him some extra damage. Take Doran's Blade against melee matchups only.
Doran's Shield is good into poke lanes. Take Second Wind when you take Doran's Shield for even better sustain. You will lose out on some damage early for the trade of better sustain in lane. Take Doran's Shield against ranged matchups only.
Berserker's Greaves are still good with Lethal Tempo. Build Berserker's Greaves if you don't need Plated Steelcaps or Mercury's Treads. If you choose to buy Berserker's Greaves, do NOT buy Zeal early. You will have no damage.
Plated Steelcaps are good into lanes such as Renekton or Pantheon. Also take Plated Steelcaps if they are full AD or have a lot of AA based or AD Champions. Ideally, buy these after you purchase Immortal Shieldbow.
Mercury's Treads are good into lanes such as Lissandra or LeBlanc. Also take Mercury's Treads if they are full AP or have a lot of CC. Ideally, buy these after you purchase Immortal Shieldbow.
Immortal Shieldbow is good anti burst for Yone. The shield helps you survive burst and in teamfights.
Infinity Edge is the highest damage item for Yone. Current build bath just makes it really hard to build atm and other items just are more well rounded for Yone
Mortal Reminder is good against a lot of healing and squishies.
Death's Dance is good into teams with a lot of AD burst damage. Get it 3rd if they don't have a lot of healing.
Guardian Angel is very strong on Yone. Late game teamfights can be decided by this item. If you need it, get it 4th item, but Guardian Angel is ideally the best final item for Yone.
Bloodthirster Is kinda just the New IE in terms of damage since this item now gives insane damage and no tankiness anymore
Spirit Visage is the best item into AP-Heavy team comps. Its passive gives you increased shielding/healing, which is incredible. Take this if you have an enchanter support such as Lulu, Soraka, or Yuumi.
I really like the reworked Force of Nature. It feels really solid, especially into Heavy-AP teams. It is a monster in teamfights, and it's probaly on par with Spirit Visage. Take this if you don't have an enchanter support on your team.
Mercurial Scimitar isn't as good as Silvermere Dawn imo. The damage is nice, but the tankiness you get from Silvermere Dawn is too good to pass up. Take this item when you need damage + they have a lot of hard cc you want to avoid like Malzahar or Morgana.
Silvermere Dawn is just a better Mercurial Scimitar imo. The tankiness + passive is much better.
Get Randuin's Omen when the enemy team has at least 2 crit based champs like Draven or Kindred.
Thornmail is really only good if you're behind + they have a lot of AD and AA based champs. You can go early Bramble Vest into Fiora, but it will delay your spikes.
Laning Phase/Early Game

Yone's early game is generally weaker than most champions. He is easily punished and his weakness in lane stems from his low range, lack of early sustain, and engage. All of these factors leave him vulnerable to poke early and can stop him from getting to his item spikes. It is critical that Yone does not fall behind in lane too hard or he will have a hard time getting back into the game.

In tougher, ranged matchups, take Doran's Shield and Second Wind. The most important tip I would give new Yone players in the early game is to farm as best you can and play to scale rather than playing to kill your opponent. Sometimes, if you play way too aggro, you will lose too much HP, which will make the lane unplayable. If you fall behind too far in the laning phase, you will have a very hard time existing.

The optimal way to play Yone in lane is to wait for level 3, get your 3rd Q and look for an E into 3rd Q combo to get a good trade with the enemy. Yone differs greatly from Yasuo in lane phase. Yasuo can go in when he pleases due to his short E cooldown and high mobility in the minion wave. However, Yone's E cooldown is very long at early levels making his trading windows more spread out. When trading with your opponent in lane, ensure that you land every ability as missing even one 3rd Q inside of your E can make or break your lane. This is espeically true against higher mmr players who will abuse Yone while he E is on cooldown.

Yone is not the best at roaming. It's best to freeze the minion wave near your tower in the majority of lanes so you can take longer trades while your opponent tries to break your freeze. This will also make you harder to gank. You'll be closer to your tower and it will be easier for your jungler to gank since the enemy laner has to step up to your side of the lane to grab CS.
Mid Game

Mid game generally starts when the first couple towers go down at about 12-15 minutes. In mid game, your job as Yone is to pick up as much gold as possible. You want to be in a sidelane since you can duel a lot of champions in long lanes. You should ALWAYS be in the sidelane of the objective you are looking to secure. If you're playing top lane, you should be in the opposite sidelane because you have Teleport. So in short, if you are the mid laner: If dragon is up, you should be in bot lane. If you are the top laner: If dragon is up, you should be in top lane.

Another thing thats super important in the mid game: you need expand on the lead and get even further ahead with the lead you build in the early laning phase. The best way to do this is: after you push a wave into enemy tier 2 tower, always take the enemy jungle camps, whether it be gromp, rift scuttler, krugs, etc. You will build up an extremely huge level lead and this is one of the most important things to do to win more games. You get extra experience from doing this and you also deny experience from the enemy so this is a double positive win and is why you see high elo toplaners and split pushers get such a massive level lead.

So in short, get in a sidelane and push to enemy tier 2 tower, get control wards and clear their vision in the enemy jungle, and deny as many jungle camps as you can to build a massive lead and starve the enemy team. If you do these things and already have a lead in the early game, you will find yourself winning so many more games as Yone.
Late Game and Teamfighting

When late game comes around, the main objective is to choke out even deeper vision if you are ahead, force a teamfight to get Baron Nashor , and close out the game. If you're the mid laner, you should be grouping with your team 90% of the time to secure vision and choke out the enemy vision. It depends if you are ahead or behind at this point of what to do, but basically if you are behind when it gets to this point, you just have to try your best to clear their vision and not let them take Baron Nashor and win the game off a teamfight.

While teamfighting as Yone, it is important to play patiently and not miss your E and R. It is best to stack your 3rd Q and use your ultimate to follow up and stan an important carry or when the enemy team is stacked up so you can hit a huge ult. The worst thing you can do as Yone is rush a teamfight and E -> R onto a squishy target and then have no follow-up damage for the enemy carries. At the end of the day, there a lot of ways to play a late-game teamfight as Yone. If your backline is very strong compared to theirs, play front-to-back and look for a big ulti when the enemy team groups up. However, every game state is different so make sure you're being creative in your engages.

This is from my Yone Guide shown at the top of this guide. This video shows you all the necessary Yone combos and tricks you'll need to know. These do not include ones with Galeforce or any other off-meta items/builds. Just the main ones you will realistically use.
Favorite Skin?

Battle Academia, Obsidian Chroma

I hope you enjoyed reading my Yone guide! If you enjoyed it, come check out my Twitch channel where I stream regularly and my YouTube channel where I upload daily.

Massive thank yous to Chungmaster, AirborneCactus, and Amber for helping me make this guide!
12/09/21 - Complete overhaul. Updated spells, items, abilities, and the guide chapters to reflect preseason changes. Reformatted and proofreaded all of the guide as well. Will update matchups later.
12/10/21 - Fixed overall punctuation and layout of some sections, added Favorite Skin section
12/14/21 - Removed unneeded details in Summoner Spells
12/15/21 - Updated matchups up to Dr. Mundo, fixed some punctucation and layout.
12/23/21 - Updated items and description for Berserker's Greaves in Items.
1/6/22 - Removed Cull from suggested items, changed first back
1/22/22 - Embedded YouTube Guide, Updated all Matchups, Added Google Doc
1/24/22 - Updated all Matchups Ratings 1-5
2/4/22 - Added Table of Contents with anchors, Updated Runes, Added Combos Section, changed layout of guide overall.
2/5/22 - Added best Season 12 build.
2/9/22 - Updated Runes
2/23/22 - Updated Vladimir Matchup
2/28/22 - Updated all matchups; added Lee Sin, Rengar, Trundle, and Yorick, reflecting the spreadsheet changes
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