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Yone Build Guide by forlid

Top [14.8] Users Manual for Yone // Diamond Guide

Top [14.8] Users Manual for Yone // Diamond Guide

Updated on April 17, 2024
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League of Legends Build Guide Author forlid Build Guide By forlid 10,064 Views 0 Comments
10,064 Views 0 Comments League of Legends Build Guide Author forlid Yone Build Guide By forlid Updated on April 17, 2024
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Runes: Lethal Tempo

1 2 3
Precision
Lethal Tempo
Triumph
Legend: Alacrity
Last Stand

Resolve
Bone Plating
Overgrowth
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Items

Read Notes
Starting Item

Threats & Synergies

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

Champion Build Guide

[14.8] Users Manual for Yone // Diamond Guide

By forlid
About Me

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.

Yone, the Unforgotten (Lore)

"Fear, once named, controls no one."

- Yone

Mortal Life


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.




Passive Way of the Hunter

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.




Q Mortal Steel

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.





W Spirit Cleave

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.




E Soul Unbound

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.




R Fate Sealed

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.



Summoner Spells

Flash

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.


Teleport

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.


Ignite

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.


Exhaust

Anti-burst rune that is best taken into assassin matchups such as Zed or Pantheon. Exhaust also outvalues other runes in bot lane.


Cleanse

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.


Flash + Teleport = Toplane (Tempo control, teamfight potential)

Flash + Ignite = Midlane (Early snowballing, healing targets)

Itemization

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.


Kraken Slayer:

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.


Infinity Edge:

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.


Immortal Shieldbow:

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.


Jak'Sho, The Protean:

Tank item balanced around teamfights and extended duels. If enemy team has both AD and AP, Jak'Sho, The Protean performs very well.


Bloodthirster:

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.


Iceborn Gauntlet:

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.


Terminus:

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.


Blade of the Ruined King:

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.


Death's Dance:

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.


Wit's End:

Very strong if laner and jungle are both AP. Also gives tenacity, which we would otherwise miss as we prefer Immortal Shieldbow over Sterak's Gage.


Stridebreaker:

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.


Spirit Visage:

If your team has enchanters, enemy is heavy AP and if you just need more shield and lifesteal, Spirit Visage is a good option.


Mercurial Scimitar:

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.

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[14.8] Users Manual for Yone // Diamond Guide

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