Please verify that you are not a bot to cast your vote.
This build has been archived and is for historical display only
This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
Aatrox is relatively hard to scale as a threat because even a slight difference in skill can make a huge gap in how you lane against him. Early game you win in extended duels but try to deny his poke, as it is quite troublesome. Try to memorize his abilities as they have humongous cooldowns early. You scale much better later on so try to play your lane so that you don't give him a huge lead. His R allows him to outsustain you so wait for it to burn out until you engage.
Akshan
Akshan is a very annoying lane to play against, especially early, as his passive shield makes it impossible to win trades. Go Second Wind and Doran's Shield and play for your level 3 powerspike. If you're able to hit Q3, you should win him quite easily. Don't overextend into his side too much as he can kite you into death.
Akali
The only real problem in this matchup is Akali's shroud, with makes hitting your abilities very difficult. Unlike Yasuo, whose windwall and EQ mitigate the problem, our only luxury is W, which should be used mostly defensively. Focus on farming early, as her poke is very obnoxious. Without her shroud she is much weaker, so play around it.
Aurelion Sol
After his rework, Aurelion Sol got a lot stronger but he still remains one of the easiest matchups for Yone. This is mostly due to his low mobility and extremely telegraphed kit. He has no way of pretending E -> Q3 or R. He is a very powerful scaler, but lane should be completely under your control at all times. Doran's Blade early is better than shield as we want to punish him with as much damage as possible.
Azir
Azir is a lane bully who excels in teamfights. His main problem early is his lack of mana, and one full combo takes usually at least half of it. If you are able to bait him to use his abilities, you can help your jungle and even engage on him should he overextend. After level 6 don't play around his tower unless you have a plan around his R.
Camille
Camille is one of the best duelists as well as splitpushers in the game. Her sustain, true damage and mobility make her a formidable threat and limit your options to engage. Your only real window to engage her is if she somehow fumbles with her abilities. If she uses her first Q on you or a minion, run away. Getting hit by her Q recast is the worst possible outcome, as its her main damage. Don't play around walls as she can E to you from them.
Cho'Gath
Cho'Gath is very weak early, so you should win extended fights against him. You can use your E or Q3 to dodge his Q. Unless you've poked him down, do not engage him when he gains his R. It does very high damage and can surprise you if he gains it in the middle of a duel.
Darius
Darius is a statchecking monster duelist, especially early. Don't try to fight him as his passive damage alone skews the trade in his favor. If you get in a bad spot with him, you can try to E into him to negate him his Q sweet spot. Mid game your only option is to surprise engage him if you want to kill him, as otherwise he'll always win. Late game it is much more even as your lifesteal and scaling is too much for him to get his full combo on you.
Dr. Mundo
BORK trivializes this matchup. Mundo is a pretty weak champion once you gain some lifesteal, but as a countermeasure he will most likely take Bramble Vest early. After level 6 you can't really kill him unless he misuses his R or you can bait it out. Try to get anti-heal pretty soon as late game his healing is too much to deal without some counterplay.
Fiora
Like Jax, Fiora statchecks you relatively early into the game and can poke you with little to no risk. The main problem in her kit is her W, which can make your Q3 entirely useless. You can dodge it by using E at the right time. Don't R her suddenly as she can easily dodge out of the way or even parry you.
Gangplank
Unlike Yasuo, Yone has very limited mobility to deal with Gangplank's barrels. He can also freely poke you with Q, so you have to play this matchup extra safely. The main problem is that he outscales you heavily into late game, so your only trump card here is to just outmanuever him, which usually happens if you're able to kill his barrels before him. They are his only spacing tool.
Garen
Garen is a very volatile lane. He is very predictable and his trading patterns can be seen from miles away. On the other hand, he statchecks you with his first few backs, and after level 6 you have no free oppotunities to engage as with Ignite he can kill you in seconds. Early lead here is very important as Kraken allows you to duel him with ease. Watch out for his abyssmal scaling, as even if he is behind he can surprise with his damage.
Gnar
Gnar's kit in his mini form is mostly hit-and-run based, but experienced Gnars will punish you for even a few creeps, and you are unable to engage him without your E. He can jump away from your Q3, but the cooldown is really high, so look to engage him if he uses it. In his mega form you should never engage as long as he has all his abilities, he can chain CC you for seconds. After level 6 you can use your own R to negate his CC and you can E to dodge his CC.
Gwen
Although Gwen is much easier for Yasuo, she isn't as difficult as you'd think. The best way to negate her damage is to sidestep or dodge her Q, especially the middle part where it deals extra true damage. Her shroud is relatively useless so long as you play close to her, but keep in mind that it gives her extra resistances. After level 6 she becomes much stronger with her R, focus on dodging it. Early Wit's End is reasonable if her jungler is also AP.
Hwei
Hwei is a ridiculously well scaling control mage that has quite good poke early. To mitigate the amount of variety in his kit, he has absolutely no mobility, which makes him an easy target to catch off-guard. Don't be fooled to engage him out of the blue though, as his EQ counters basically all engage in the game. You can dodge it with your own E or if you R into him, as it makes you unstoppable.
Illaoi
Illaoi is quite weak now but in spite of that she remains one of the strongest duelists and splitpushers due to her kit just being how it is. Our best windows to duel her are early as she is missing her E, and when we get her R baited out. Keep in mind that her E is basically all of her damage, and that if she misses it, she should NEVER win against you. I usually save my R in case I need it to escape.
Irelia
For me this matchup is a lot easier with Yasuo, but it is doable with Yone as well. You should try to gap her early and gain as much XP as possible, as you win her as long as she doesn't get her passive stacks. Later on you should focus on avoiding her E at all costs, and this is usually only possible by using E correctly. If she misses it, you should win. You have no safe way to dodge her R so if you have to then just Flash it. If you get even a bit ahead early you should kill her with ease.
Jax
Jax is known as one of the best picks against one due to his E being very effective and because he just statchecks you. Your only plays here are to bait out his E and either use your own E to escape: this only works if your movement speed is about the same, or you can just Q3 out of it if you have it. Either way, Jax is definitely a strong ban, but I'd just learn to lane against him as effectively as possible. He isn't usually a strong pick in meta and there are far more annoying lanes.
K'Sante
K'Sante is mostly played at very high elo as he is difficult to make use of. The matchup itself is quite even though with you having the edge early and especially late. Kraken makes this much easier. His level 6 powerspike is quite strong, and you should avoid dueling him if he uses it. Keep in mind that in exchange for damage he loses the majority of his resistances, so you can try to burst him. If he uses W, don't bother using your strongest moves as it blocks a lot of damage.
Katarina
Katarina has a lot of mobility and is pretty much ungankable. Try to anticipate her E patterns as if you catch her she usually either has to use Flash, otherwise you'll get her very low. Katarina is a roaming champion, meaning that she prefers getting kills off of sidelanes rather than from lane directly. To prevent this, you will have to warn your other laners, but if they don't listen you'll have to follow her, otherwise you'll lose.
Kayle
Kayle's entire point in the game is to scale into a monster, but in exchange she is very weak early. Just don't fight her level 1, as her Lethal Tempo usually allows her to win. Until level 6 you'll always win her, and even after level 6 you have the edge in duels. You can usually see if she commits to using R, in which case you can try to chain CC her during it. Late game she destroys you, so end the game as soon as possible. Otherwise just kill her with your team, she is very squishy without support.
Kennen
Kennen is one of the most annyoing lanes, as he is ranged, has mobility, no mana issues and a lot of CC. There isn't much to do in this lane but to just sit under tower and wait for your jungler. If your jungler ignores you, you are practically doomed. You might as well roam at that point. Early MR helps.
Kled
Kled has strong diving potential, but his damage early is dependant on him hitting his Q on you. If you can dodge it, you will win the trade. Try to outmanuever him using your E and W shield correctly, and he should never be able to kill you. Once his mount is killed, he will try damage you in order to get it back. You utilize your R best by using it after his mount is down as you can finish him quite easily.
Malphite
Not much to do in this lane. You can use W to negate his Q (and Arcane Comet) damage, but other than that, his kit is basically just a full counter against yours. He becomes very valuable late with his R, and if he builds full armor you'll never kill him. Early Terminus is good if their team has more than one tank, but otherwise go BORK. This matchup gets much more difficult in higher elos as Malphites tend to play more with their teams. If he goes Grasp its honestly much easier early as his Q damage is basically equal to your W shield. Your only window to kill him is level 3 and when you finish BORK.
Mordekaiser
Mordekaiser is one of the easiest champions to predict. Don't fight level 1 as his passive and Q outdamage you. If he uses all his abilities on you with no effect, don't hesitate to engage. If he uses R on you while you are in your E, just recast it and you will cancel his R. You scale into mid game much better, but late game his sustain allows him to duel you unless you are well ahead.
Nasus
Extremely punishable early, Nasus doesn't have much against you until he gains his R. His W makes you quite weak, but other than that he can't duel you. While he may hit you, your main goal early is to minimize the amount of stacks he can get. Try to Q him through minions and engage him as much as possible. Ward jungle as often as you can so that you won't get ganked. His R makes him quite hard to kill so wait for him to use it. Kraken if you snowball, BORK if you can't kill him.
Olaf
Olaf has a lot of pressure if he is able to hit his Q on you, so try to dodge it if possible. Remember that he can also pick it up and throw it instantly again, which is the main way how you'll be kited to death. He gets stronger the less health he has (like Warwick), so don't underestimate him. Try not to fight early as he will kill you quite easily. His R makes CC useless.
Ornn
Ornn is super tanky throughout the game and he also has a lot of early damage in his kit. Level 1 you can duel him as long as you don't get hit by the wave too much. You won't be able to comfortably fight him unless he misuses his W. Keep in mind that your CC is also useless if he uses W correctly. Your R can correctly used prevent his R from knocking you up. Consider going BORK early for the sustain and damage.
Pantheon
Pantheon is one of the most popular counterpicks against Yone due to his kit completely countering ours. In lane you don't have much to do other than trying to freeze the wave and hope for a gank. Pantheon is semi susceptible to ganks as his only mobility is his empowered E which grants him extra movement speed. Don't get poked down early by his Q, he can burst you down level 2 with Ignite. If he misuses his E you can try to kill him but try to keep track of his passive stacks.
Poppy
Poppy is extremely tanky throughout all game and you will probably never kill her if she plays even a bit safe. Her W blocks all dashes for a few seconds, which means that your Q3 and E are entirely useless. Your R won't be stopped however, although you'll take damage. Terminus is very good against Poppy in extended fights.
Quinn
Quinn is a ranged AD toplaner, so itemization against her is kinda easy. The laning phase is entirely dependant on whether or not you can bait out her E. Without it she is very vulnerable, but beware of going too far into her lane as she can kite you down very easily. Post level 6 she will roam to the other side of the map and thats when you have to push all waves and try to take as many plates as possible. If Herald is up and enemy jungle is botside, you can also prioritize it. After two items you one shot her. BORK is good for slow, Iceborn Gauntlet trivializes this matchup as well.
Rammus
Rammus is a nightmare against auto attacking champions, but he is actually much more viable against Yone than Yasuo. On top of the fact that our kit has some magic damage, you can actually cancel his taunt by using E at the right moment. Never fight him when his W is active, you won't win. Otherwise poke him as much as you can, remember that W doesn't count as an auto attack and is therefore an excellent poke tool.
Renekton
Renekton alongside Pantheon is one of the most popular counterpicks to us. That's mainly because his early game damage with fury is very high and he can easily zone you. His kit also allows him to play very safe with E, and unless you gap his HP early you can't really kill him until your early items. Remember that without his fury his damage and abilities are much weaker. His R is much stronger than yours and it also grants him extra fury, so don't fight him during it unless you're ahead. Kraken is good first item.
Riven
Riven has one of the best burst combos in the entire game, and the current meta has her building lethality early, making her extremely oppressive. You can try to poke her level 1 but keep track of when she gains level 2. With Ignite she can kill you very quickly if you're careless. You kill her mid to late game as your E scales really hard but don't get behind, as by then you can never kill her alone.
Sett
Sett is one of the best duelists in the entire game, and especially early so. Good Sett players will zone you level 1 and stand in between your casters and you, and if you get too close he will E you and burst you. You should always avoid this combo from him as it stuns and allows him to get a guaranteed W. Try to dodge it by using your own E. If he goes Ignite just play under your tower and hope for a gank, Sett has zero mobility and can't get out of a gank without burning Flash.
Shen
Shen is one of the more easier matchups in top. While his W may seem oppressive at first, it actually isn't AS useful against us since you can still stack from it. His E is kinda easy to dodge with your own E and you can prevent him from teleporting with his R by using CC on him. You far outscale him, both BORK and Kraken are good against him.
Singed
Singed players will usually proxy as their laning phase is very easy to predict. He is a very good asset in teamfights and scales pretty hard, you'll most likely never kill him alone unless its very early and he lanes. This is the only matchup where I'd start with Cull, as even if he lanes he will always push the wave, so you'll never miss minions.
Sion
Sion is a joke in lane against us. Hhis only window to kill you is early if he gets to poke you down, but your E just makes hitting his Q too hard. Rushing BORK makes him useless the entire game. Sion will, however, probably split the entire game and int continously, so his utility is always valuable. Just try to gap him so that he can never contribute too much into the game.
Swain
Early game Swain will try to gather stacks with his E, but it is relatively easy to sidestep. Unless he actually lands it into you he can never outdamage you so abuse that. His teamfighting is his strong suit, so after level 6 try to duel rather than skirmish. You should kill him at all points in the game unless you're behind a lot.
Gragas
Gragas is extremely strong right now, and he is rarely correctly balanced. His early sustain is very high and he is very difficult to all-in due to his kit having an escape and a lot of CC. You won't most likely be able to fight him until you gain boots as he will just poke you and you will lose all trades. He is very suspectible to your combos though, and you can try to dodge his R by using your own R.
Tahm Kench
Tahm Kench is a dueling based tank who has a lot of shields and sustain in his kit. You want to prevent him from freely getting his passive stacks on you, so try to play behind minions. After level 6 he gains a lot of kill pressure and insec potential with his R, but he can only use it on you if he has three stacks of his passive, which he procs by auto attacking and using Q. Early boots help with dodging his abilities.
Teemo
Teemo is another matchup which is really hard to place correctly as his spacing has a lot of significance in whether or not he is a threat. His only counterplay pre level 6 against you is his Q, and while it blocks you from auto attacking, you can still use your Q and W without any issues. If you use E + Q3 on him, keep in mind that his W gives him lots of movement speed. Get oracle lens before he gets level 6, as they let you spot and kill his shrooms.
Trundle
Trundle is one of the strongest splitpushers and statcheckers of toplane. He is fairly weak before level 6, but he wins you level 1. Try to save your Q3 for his E (ice pillar) so that you can escape. The cooldown of it is about as long as your E. If he isn't too much ahead you should always win him as your E scales hard. Grievous Wounds are very good since Trundle tends to build on-hit and Ravenous Hydra.
Tryndamere
Tryndamere is a monster duelist with insane diving potential after he gains his R. However, his all damage is from auto attacks and as such he is fairly easy to predict. While his sustain is very oppressive he can only fight you so long as he can proc his E, as without it he loses. Late game he will pretty much kill anyone in a fair duel as long as he has his R. You can try to escape from it by using E but he can catch you pretty easily. Focus on playing for other lanes rather than winning your own as it is much less volatile when his team isn't strong.
Udyr
Udyr is one of the most versatile and annoying champions as he has essentially everything in his kit. While he is much stronger as a jungler, he is also a very oppressive toplaner. Early on you don't want to fight him as his empowered R does way too much damage. You actually don't want to engage him much at all until you get your first items as he will just outdamage and outsustain you. Don't commit to killing him unless you know for certain where his jungler is. Udyr takes a long time to kill and in the meantime enemy jungler can very easily reach you if you are careless.
Urgot
Vayne
Unlike Yasuo who has windwall, we are extremely vulnerable in this lane as Vayne's poke is too much for us to deal with. She has a dash, meaning our Q3 and R are both very difficult to hit, she has a camouflage ability and tons of mobility overall. Doran's Shield and Second Wind are a must here as you won't be dueling much at all. Respect her strength as she can beat you even while multiple levels behind so long as she has BORK. You might want to go Fleet Footwork here for the sustain.
Vex
Vex is regarded as one of the strongest anti-dash champions due to her passive granting her a stack on each dash for an individual champion. This means that your every Q3 and R will grant her next auto attack extra damage as well as charge to her passive, which, when full, makes her next ability fear. Other than that, her kit has no mobility and she is really squishy. Try not to play in a stack as her R is really easy to hit that way.
Vladimir
Vladimir is one of the best scaling champions in the entire game and has insane dueling and teamfight potential in late game. His weak spot is definitely his early game where his poke and cooldowns are very poor. Respect his empowered Q always and try to engage when he uses his Q. Keep in mind his W can prop you going inside his team as it doesn't hit Vladimir, so be careful where you aim it.
Volibear
Volibear is a very strong duelist early as well as late and he has insane diving potential with his R. That being said he is quite easy to poke, but don't fall for his E -> Q -> W combo. Without lifesteal you have no way of outsustaining his W heal so don't fight him if your jungler isn't there with you. BORK rush is good if you can't snowball early, but otherwise Kraken is very good as well.
Warwick
Warwick is a strong duelist with one of the best sustain in the entire game. Therefore, avoid fighting level 1 and try to get W and E before fighting him. Level 6 you have to dodge his R if you want to kill him. Antiheal early is not a bad idea, but try to focus on getting Berserkers and just farm. You outscale him and straight up win if you're even in mid and late game. Try to get lifesteal early if you think you'll have to duel him often.
Yasuo
A good Yasuo will always outmanuever a Yone. While Yasuo generally always wins early if played correctly, your E makes late game preferable to you. Keep in mind that you have the exact same powerspikes. If his team has a lot of knockups, you should always be aware whether or not they are near Yasuo as he can R and kill you easily that way. Poke out his passive shield before you try to duel. If left unchecked, he will outtrade you.
Yorick
Yorick is regarded as THE splitpusher in League. He is quite weak early, however, so try to abuse that. If you E onto him, keep in mind that he can cage your body, so try to stack Q3 before recasting E. Kraken early makes this playable. Don't get hit by his E.
Zed
Zed has one of the highest skill ceilings in the entire game which makes ranking him quite difficult. This matchup is quite dependant on whether or not you're able to dodge his shurikens as they are his main source of damage. Try to not get poked early as with Ignite he can outplay you early with little effort. After level 6 he will most likely look for an all-in with his R. You can outplay his engage by using Q3 or R behind your champion, as that's where Zed will always land when he teleports into you. If you can't do that, try to use E to dodge when he uses Q as that will lower his damage output by a lot. Exhaust is superior to other summoner spells as it makes his R much less oppressive. Don't randomly engage if he has R or W up as he can easily dodge you and punish you.
Taliyah
Taliyah has very harsh poke in her kit and her E also makes your E and Q3 useless, as it will stun you and deal damage. Post level 6 her R has insane roaming potential so warn your team if she's missing. Fleet Footwork is superior to Lethal Tempo here.
Hello there! My name is forlid, and I've been playing League for roughly about two years. Even though my experience pales in comparison to many others, I've made progress in a really short time in terms of solo queue, and I'm currently ranked Diamond on EUW. I didn't really even touch ranked until about 9 months ago, when I slowly started to try to actually learn more about the game. Back then I played on EUNE, but I switched to EUW as I started to realize the competetive difference between those two regions. While I've been playing a plethora of other champions such as Aatrox, Sett, and Sylas, my one and only true main has always been Yone. What intrigues me about him is mostly his playstyle and flashiness, as well as the mechanical outplay value he offers. While my dream isn't to become a huge content creator or the best Yone in the world, I want to share all about him that I know and hopefully help someone spark their interest in Yone.
A noble and respected swordsman from Ionia, Yone's life took a dark turn when his half-brother Yasuo was accused of murdering his master, Elder Souma. Yone had no choice but to chase the culprit and bring them to the face of justice. As Yone eventually tracked Yasuo down, their duel followed soon after. While Yasuo tried to reason with his adversary, he had no proof for his innocence. Yone, unable to understand what would drive his own blood to do such a deed, kept on fighting until Yasuo eventually bested him with the aid of his wind magic. Yasuo insisted that he was no murderer, but Yone, on death's door, remained determined to find out Yasuo's role in the matter, and questioned why he'd run away from his problems.
The Spirit Realm
After Yone died in the Mortal Realm, he awakened in the Spirit Realm, still holding onto his blade, which had disappeared. Noticing the Fox Spirit Ahri standing on top of a hill, Yone began following her as she guided him through the realm. Meeting numerous Spirits, he eventually made his way to one which called upon him. The Fox Spirit stood still, agitated by that which lurked beyond the gate. Yone, however, soon entered it. Inside, his inner fears and failures began to manifest, and the rage built up within him started to surface. Soon enough, Yone's own Azakana Demon showed itself, and it mirrored Yone's movements. A duel took place, and with a few swift strikes Yone was victorious. With its last efforts, the Azakana Demon bit Yone, and he was sent back to the Mortal Realm. Having escaped death, Yone took a new mission upon himself - to understand what he has become - to destroy every last Azakana.
Why Yone?
Yone is one of the most popular champions in League of Legends due to both his flashy gameplay and his interesting mechanics. His background also intrigues a lot of players, as he is very anime-like and under the right circumstances can look extremely fun and entertaining.
Pros:
- No mana costs
- Fun to play
- Good dueling
- Fluent gameplay
- High skill ceiling
- Scales quite well
- Very good waveclear
Cons:
- Telegraphed kit
- Easily countered
- Items aren't very flexible
- Snowball dependant
- Weak early
Yone is very feast or famine, which means that you won't usually find yourself going even in lane, as your kit and gameplay are designed so that you benefit mostly from dueling and getting ahead through mechanical outplays.
Abilities
All of Yone's abilities will be listed below with their descriptions as well as some tips as to how they work.
Yone deals magic damage every second Attack. In addition, his critical strike chance is increased.
Yone's passive is basically just him switching between his Steel Blade and Azakana Blade and his auto attacks dealing a quarter of magic damage. However, the key part about his passive is his critical strike amplification, which means that all critical strike items give him more crit than they normally would for other champions. Just like Yasuo, Yone is able to reach 100% Critical Strike Chance with only two core items, which makes his powerspikes heavy early.
Yone thrusts forward, dealing () physical damage. On hit, grants a stack for 6 seconds. At 2 stacks, this skill causes Yone to dash forward with a wave of wind that knocks up enemies for 0,75 seconds and deals () per attack physical damage
This ability is the primary and inevitably the most important in Yone's entire kit. It acts as an auto attack, which means that everything that your normal auto attacks apply will also be applied through your Q, such as lifesteal, Blade of the Ruined King passive etc. Fully stacked, this ability acts both as an engage and disengage tool, and it offers your kit CC combo potential. Good Yone players know when to stack it pre-emptively in order to avoid ganks and to engage if your own jungler ganks. Mastering the usage of Mortal Steel opens up tons of opportunities and makes a huge difference in your utility. The cooldown as well as cast time of Mortal Steel scales off of attack speed, so building attack speed early is considered superior over AD.
Yone cleaves forward, dealing () max health split equally as physical and magic damage. If Yone hits an enemy, he gains a () shield for 1,5 seconds (depending on level). The amount of shield increases for each champion struck.
Yone's W, Spirit Cleave is your main defensive tool, as in that no other ability in your kit offers shielding or other protection. Spirit Cleave is best used to mitigate enemy damage or poke, such as Seismic Shard or Chain Lash. However, it also acts as an enemy finisher and deals a good amount of damage against high HP targets due to the max health damage. Your W makes all the difference in trades, as in extended fights there will be lots of moments where the shield will inevitably save your life. Your W also has a pretty long range, and you can use it to poke enemy laner when they're under their own turret. Remember that early this ability has a really long cooldown, so try to use it only if necessary. If you're not in any danger, the poke is good and can provide an advantage. This ability, like Mortal Steel also scales with attack speed in both cast time and cooldown, meaning that both Lethal Tempo and other attack speed items scale with it.
Yone enters a spirit form for 5 seconds, leaving his body behind for the duration and gaining 10-30% ramping movement speed. When the spirit form ends, Yone snaps back to his body and repeats () of all damage he dealt to champions during this time. You may recast this skill during spirit form. Recast: End spirit form early.
Soul Unbound is one of the most overloaded abilities in the entire game and is undoubtebly the most valuable in Yone's kit. This is because it acts as a small dash, has a very safe and linear playstyle and it has an unstoppable engraved upon it. The skill ceiling for this ability is the highest in Yone's kit and makes all the difference in duels as well as teamfights. Correct usage of Yone's E has a lot to do with WHEN you cast it. Generally speaking you don't want to engage with E because enemies can just disengage and you will gain nothing from using it: you might even get poked and will have to take unnecessary damage. Instead, try to use Soul Unbound to dodge critical abilites such as Akali's Shuriken Flip or Urgot's Fear Beyond Death. The movement speed is also very important and plays a huge role in catching opponents. Using E becomes muscle memory the more you play Yone, but basically you'll want to use it to either dodge a skillshot, re-engage an enemy that is trying to escape or when you try to ensure a kill. Yone's E has a built-in execute that is shown as a mark above the enemy's head. When it "cracks" or "breaks", your E recast will kill them. However, try not to rely on the execute too much as it will sometimes trick you and the enemy will live through either a shield or heal. Try to ensure a kill even if your E would execute if its safe, it costs you nothing and will make sure that the enemy really is dead. If you're in an unsafe position, just E back as you will live and thats more imporant.
Yone strikes all enemies along a path for () physical damage and () magic damage, teleporting behind the last champion hit and Knocking Up victims towards Yone.
Fate Sealed works an an engage tool, and when paired with heavy CC from either Yone's Q3 or someone elses, deals devastating damage and allows for huge teamfight potential. Fate Sealed can also be used to disengage from sticky situations, and you can use to dash over walls for huge distances. Fate Sealed is best used for follow-ups from your teammates CC, but its also a strong engage tool on its own. The problem is that its very easily telegraphed and therefore dodged, so you should try to use it as a surprise tool: for instance, if you're in a lane with someone and you know you're able to kill them, try to move around back and forth and use R when your enemy doesn't expect it. While Yone's R is quite easy to dodge on its own, pairing it with Q3 at max range is an ensured CC chain.
Easily the best summoner spell for Yone, Flash gives our kit a lot more flexibility, and it also serves as an engage and disengage tool. Flash can be comboed alongside Q Mortal Steel and W Spirit Cleave for increased range.
This should always be your summoner spell when queueing for top lane. A lot of your kill pressure in top is dependant on your kiting and Lethal Tempo, and as such, Ignite is not as valuable. Teleport also allows you to control your tempo in lane, and can even give you a chance to come back into the game should you die early. Teleport lets you sidelane later on in the game as you can join teamfights should they happen.
Best taken into matchups where snowballing is easier and where extra kill pressure is more valuable compared to others. Ignite serves well in mid lane as a lot of your targets there tend to be squishier compared to top lane. Ignite is also much more powerful against healing targets due to the grievous wounds it applies.
Should only be taken against unplayable CC team comps. In mid, targets such as Lux and Lissandra are notorious for their heavy CC where Cleanse allows you to re-engage. Cleanse does NOT work against suppression, so don't take it against targets such as Malzahar or Warwick.
As with every champion in the game, item order changes much depending on the game state and enemy comp, and as such there is not a "best order" for items. Yone is a champion that relies on very precise itemization, as our items are almost always good at only one single thing. That being said, core items for us are VERY one-dimensional, and I'd recommend looking at the build chapter for specific matchups.
Currently very strong, it has all the necessary stats for early game so that we can duel comfortably. It scales very well and also synergizes with many other items in your kit. Should basically always be taken when you snowball.
Gives Yone his strongest powerspike. Infinity Edge should never be built as first as its quite bad by itself and because you benefit most from it when you already have one Crit item built.
Has pretty much the best stats for Yone as well as anti-burst. Lifesteal is very useful in lane, but Immortal Shieldbow pales in comparison to Kraken Slayer as first item. It performs best against targets where the shield can be used to protect you from lethal damage.
Since Immortal Shieldbow has been buffed quite generously over the span of a few months, Bloodthirster hasn't been as relevant. It performs best if the enemy team lacks anti-heal, but Immortal Shieldbow is almost always superior if you just want a single item that gives lifesteal as explained above.
An excellent on-hit tank item for Yone. Iceborn Gauntlet is perfect for dueling as well as against ranged targets due to the slow it procs. This item of course excels against full AD comps, but its also a valuable choice for its slow alone.
Initially a very lackluster item but got buffed quite significantly, it excels against tankier comps where Jak'Sho, The Protean isn't the best choice. While building armor and MR is good against enemies that DEAL damage, against tanks we should prioritize damage, and Terminus is perfect for that job, as on top of giving a plethora of resistances, it also gives a huge amount of armor and magic penetration.
Against HP heavy comps as well as ranged champions Blade of the Ruined King should be prioritized. While its damage is much worse compared to Kraken Slayer, the slow and lifesteal (sustain) are the key factors when deciding when to purchase this instead. Its also a much safer approach when you're unable to snowball early.
We best benefit from Death's Dance when playing against assassins, as its passive is perfect against them. You can also consider going this when enemy team is AD based, with Iceborn Gauntlet you become REALLY tanky and can engage much more safely.
A tankier option against mobile targets. Stridebreaker got recently adjusted into a hydra-themed item, meaning that it builds Tiamat as one of its components.
This item is not good unless enemy team just has deadass full on CC. While it negates suppression, it doesn't cleanse airborne. It has built-in MR though, so its best taken against mages.
You must be logged in to comment. Please login or register.