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Yunara Build Guide by inFinem

ADC [25.22] The Unbroken Faith - Yunara Guide

ADC [25.22] The Unbroken Faith - Yunara Guide

Updated on November 5, 2025
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League of Legends Build Guide Author inFinem Build Guide By inFinem 66 8 222,949 Views 17 Comments
66 8 222,949 Views 17 Comments
League of Legends Build Guide Author inFinem Yunara Build Guide By inFinem Updated on November 5, 2025
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Choose Champion Build:

  • LoL Champion: Yunara
    CRIT BUILD
  • LoL Champion: Yunara
    HIDE CHEATSHEET

Runes: Sustain

Precision
Lethal Tempo
Triumph
Legend: Bloodline
Cut Down

Inspiration
Magical Footwear
Biscuit Delivery
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

1 2 3
Flash + Barrier
LoL Summoner Spell: Barrier

Barrier

LoL Summoner Spell: Flash

Flash

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

Hello there! I’m inFinem and welcome to my Yunara guide. I started playing League of Legends in May 2022, and the first role I fell in love with was ADC. I've been a long time fan of auto-attack based AD Carries, which includes a lot of games played as Jinx, Kai'Sa and Xayah. When I saw Yunara being announced and that she fit this profile, I tried her out in PBE and I wanted to make the best guide for her.

She's quickly become my favorite champion to play, including hitting my highest rank of Platinum IV in solo queue at the end of August, which isn't much, but I hope to keep improving!

This guide is meant to share what I’ve learned so far about Yunara, and I hope to be able to aid your own journey with her.

PROS

+ Extremely mobile and safe post-6
+ Strong in skirmishes
+ Good scaling
+ Good area of effect damage
+ Flexible build paths

CONS

- Weak against lane bullies / zoning
- Low burst damage for short fights
- Requires good wave management
- Countered by high burst damage
- Vulnerable to hard CC



Vow of the First Lands (P)

Yunara's Critical Strikes deal bonus magic damage.

Show Full Description

Tips & Tricks
The higher the critical chance, the more often Yunara's passive is applied.
You can acquire critical chance by building items such as Yun Tal Wildarrows and Infinity Edge. The longer the game goes on, the more often the passive is applied.
You can amplify your passive damage per each 100 AP you buy from items, but it's not a considerable damage boost. The only item that you will buy situationally that fulfills this condition is Zhonya's Hourglass.



Cultivation of Spirit (Q)

Yunara gains Attack Speed, bonus damage On-Hit, and her attacks spread to nearby enemies.

Show Full Description

Tips & Tricks
Basic attacks grant 1 stack on minions/jungle camps/epics, but 2 stacks on enemy champions. To activate Q, you need 8 stacks.
Q stacks expire after 5 seconds, so keep autoing to maintain them. Don’t hesitate to activate Q early if you’ll miss your window by just a second (e.g. catching a wave).
Q is an auto-reset when activated.
Look to trade aggressively when you have 6 or more stacks. After hitting a champion, you will have 8 stacks and immediately able to use the auto-reset and get a winning trade. Don't be afraid to extend it as Yunara's level 1 is pretty strong and Lethal Tempo is ramping up as well!
Enemy targets don't have to be visible to be hit by the spread attacks. So if they are in fog of war, they're still hit by the spread damage.
Q is activated for 15 seconds when Transcend One's Self is used, regardless of the amount of stacks you have.
R is also an auto-reset if Q wasn't active.



Arc of Judgment (W)

Yunara fires a spinning prayer bead that deals damage and slows enemies.
While in her Transcendent State, she instead fires off a laser that deals damage and slows enemies.

Show Full Description

Show Transcendent State Ability

Tips & Tricks
W is a waveclear, poke, and slow tool. Use it to soften enemies or control space in trades.
W is always cast towards max range, you can look for odd angles to avoid obstacles (enemy minions) so it lands on the desired enemy champion. Likewise, you can also use it through a low health minion and catch the opponent offguard, just make sure to set the minion's health first to setup the play.
Pairs well after CC, as the slow sticks to already-rooted or stunned targets. W’s cast time scales with attack speed, the faster you are, the quicker it fires.
You can Flash during the cast animation of both W and RW.
Casting W before using R resets RW’s cooldown to 2 seconds.
The same works at the end of R, cast RW just before it ends for a W reset.
At full build, W nearly clears entire waves on its own, you may only need to last-hit cannons.



Kanmei's Steps (E)

Yunara gains bonus movement speed and becomes Ghosted.
While in her Transcendent State, she instead dashes in a direction.

Show Full Description

Show Transcendent State Ability

Tips & Tricks
E grants movement speed, with bonus speed when moving toward an enemy champion.
Also gives ghosting, letting you move through units without getting blocked.
Cast E before using R to gain bonus speed, then follow up with RE for an instant dash.
You only get 2 dashes with RE during R, so use them wisely.
When R ends, your E cooldown resets, giving you a fresh movement burst.
RW can be cast during the dash.
RE is an auto-reset. If you cast it near a wall, the animation cancels, allowing quick burst combos.



Transcend One's Self (R)

Yunara enters a Transcendent State that upgrades her basic Abilities.

Show Full Description

Tips & Tricks
R lets you extend pressure or shift the fight, use it based on what the moment needs.
Max damage: Let Q expire, then use R to instantly re-activate it and restart your rotation.
Repositioning: Cast E → R → RE for bonus speed and a dash.
Utility: Use W → R to refresh RW after 2s for reliable slows.


EASY

AA + Q


Yunara's bread and butter. Always auto before pressing Q to do an auto attack reset, in order to either trade with an enemy champion or to farm.



AA + R


When you jump into a fight and you don't have time to build Q stacks, you can straight up use an auto attack into R to get the auto attack reset.




Variation:

W + F


You can input W right before Flash just to shave off a little of the reaction time you give to your opponents. This is useful to setup a chase or to Flash out of an enemy in front of you so you can slow the desired target directly. It's a neat way to avoid minions being in the way, making the projectile travel faster!



RW + F


RW has a long cast animation, you can Flash right at the end of the animation to land the skillshot in a more unpredictable way for your opponents.





MEDIUM

E → R → RE


You can use this to chase an enemy as fast as possible or to run away from danger. Very versatile way where using E before R makes best use of your Movement Speed.



RE → RW


When you use RW, you get animation locked. However, if you input RE first followed by RW right after, you can combine both spells and have the RW cast time happening at the same as the RE dash.




Variation:

RE → RW → F


After you master the RE → RW combo, you can add Flash to cover more distance or to get a different angle.





HARD

AA → R → AA → RE → AA


Yunara's hardest combo to pull off is situational. Yunara needs to be next to a wall so you can cancel the dash animation and get a second consecutive auto attack reset. If you fight next to walls, plan this sequence ahead of time to sway the outcome of the fight in your favor.




This section covers Yunara’s most effective item options as an ADC. While there are a few fun or off-meta builds floating around, this guide focuses on items that consistently contribute to her highest win rates.

If you’d like, you can import my recommended item sets directly into your client! Just click the box below to open your clipboard and follow the simple steps:

How do I Import Item Sets?


Yunara Item Set



Starter Items

Doran's Blade
Yunara’s default and strongest start. It provides solid early stats, especially health and AD, which help her contest early trades. No other starter offers this much efficiency and lane pressure.




Early Sustain

Cull
Viable every game. It synergizes well with Cultivation of Spirit, the splash from Q will heal you for 3 × the number of targets hit, improving sustain and making it gold-efficient after you last hit 100 minions.


Vampiric Scepter
A solid early-game buy when you need lane sustain before finishing a full item. Great into poke, but it delays your first item spike considerably. Works well when you build towards Bloodthirster or Blade of the Ruined King later on.




1st Item

Kraken Slayer
While it doesn’t scale with Yunara’s passive due to its lack of Critical Strike, it synergizes extremely well with Cultivation of Spirit. When Q hits multiple enemies, each empowered auto can trigger Kraken’s passive, dramatically boosting DPS in skirmishes and teamfights. It's your strongest first item spike, at the cost of your build dealing less damage after 3 items.


Yun Tal Wildarrows
A strong rush if committing to a Critical Strike-focused build. It scales well into late game thanks to gold efficiency. Its only drawback is the 1300g B. F. Sword component, where if you can buy it after the first or second base, the item's build path feels significantly better.


Blade of the Ruined King
Another strong rush item that offers 3 stats that Yunara really enjoys: Attack damage, Attack speed and Lifesteal. If you need to build Vampiric Scepter early on, it's worth considering buying this item for its dueling power and sustain on the map, or against Health stacking champions, such as Dr. Mundo. It's trending upwards in popularity due to pro players picking it up in their ranked games.




Boots

Berserker's Greaves
Yunara’s go-to Boots. The Attack Speed they provide enhances her Q output, shortens W cast time, and improves her auto-reset flow with RE during Transcend One's Self.




Crit Amplifier

Infinity Edge
The most important Critical Strike spike in Yunara’s build. It provides a large amount of Attack Damage and increases Critical Strike Damage, which really increases sustained damage output, which is what Yunara excels at. It also enhances subsequent items that grant Critical Strike Chance. A must-buy in all Crit builds, usually as a second or third item.




Attack Speed

Runaan’s Hurricane
Great against melee-heavy comps (3+ melee). It synergizes with Cultivation of Spirit, where the bolts inherit the splash damage, similar to Fishbones, the Rocket Launcher from Jinx. This item has a really good player perception due to how much faster you kill minion waves or a Raptor camp.


Phantom Dancer
Adds strong mobility and DPS for extended fights. The movement passive helps with kiting, while stats support survival and single-target damage. If you find yourself in frequent duels, this item is the best performing Zeal item for that purpose.




VS Tanks

Lord Dominik’s Regards
Best-in-slot against frontline-heavy or armor-stacking teams. Even in standard games, most enemies hit 80+ Armor mid-game, making this a very efficient 3rd or 4th item.




VS Healing

Mortal Reminder
Weaker overall than Lord Dominik's Regards, but necessary against champions who heal a lot, such as Soraka, Vladimir, or Aatrox. The Grievous Wounds passive is essential in these matchups.




Shield

Immortal Shieldbow
Best crit-defensive option when facing assassins or burst threats. Grants a Shield when below 30% Health, buying time to reposition. Can be a good purchase if your build hasn't reached 100% crit chance, and, situationally, if you're struggling against fed assassins who burst you too quickly, it could be acceptable as early as a 3rd item.




Lifesteal

Bloodthirster
Gives powerful sustain through lifesteal and an over-heal Shield. Great against poke or long-range pressure, and, situationally, if you're struggling to stay on the map, it could be acceptable as early as a 3rd item.




Survivability

Guardian Angel
Offers a in teamfights, ideal in late game when you’re the win condition. After it procs, consider replacing with Bloodthirster, Zhonya's Hourglass, or Mercurial Scimitar.


Zhonya's Hourglass
Rare but useful for Yunara due to her AP scaling. Great for dodging lethal abilities, stalling cooldowns, or turning around chaotic fights. Since Yunara has AP ratios in her kit, it's a viable item for her.




Cleanse

Mercurial Scimitar
Use to Cleanse crowd control from abilities such as roots, stuns, and suppressions such as Nether Grasp or Impale. The active gives a window to reposition or re-engage.




Elixir

Elixir of Wrath
Buy this once the build is full to boost auto-attack damage and gain physical vamp. Helps you heal during extended fights and clutch the late game.



SUMMONER SPELLS
-
FLASH: Take Flash every game. It allows you to reposition, escape ganks and dodge spells that you otherwise wouldn't be able to.

For your second slot, you can choose between:
BARRIER: Take Barrier most games, it gives you a shield for a short duration that can absorb a lot of burst damage. It's one of the summoner spells with the shortest cooldowns, so often the enemy team won't track it properly.
CLEANSE: Take Cleanse when facing lanes or teams with a lot of CC, such as Enchanted Crystal Arrow and Solar Flare.
GHOST: Take Ghost if it's a very passive lane and you want to excel in skirmishes and teamfights.

Runes provide extra stats and make Yunara stronger! They can be quite overwhelming, but the best ones will be covered below! The standard rune page found below is quite good, but if you'd like to learn some variations, this is the place.

Example of a standard rune page on Yunara.



Keystone


Lethal Tempo
By far the best performing keystone. You can't go wrong with taking this in every game. You maximize the value of this rune by taking extended the trades. Cultivation of Spirit also benefits from extended trades, so you can feel confident in longer fights.




Primary Tree: Precision

Slot 1

Triumph
A reliable rune that heals on takedown and grants bonus gold, helping you hit item spikes faster. In the chaos of ranked games, it’s a great option for snowballing small wins into larger leads.


Absorb Life
While its healing is reduced for ranged champions, it's still your best option into heavy poke lanes, especially when all-in fights aren’t viable. If you’re planning to farm safely and scale, this helps you stay in lane longer.




Slot 2

Legend: Bloodline
Pick this when you need early sustain, particularly into poke-heavy lanes. It scales well into the late game, giving you extra survivability during longer teamfights.


Legend: Alacrity
Grants bonus attack speed, which synergizes extremely well with Cultivation of Spirit. A top-tier option for maximizing DPS.




Slot 3

Coup de Grace
Lets you finish off low-health enemies more effectively. Great if your support deals heavy damage or if you want more damage to secure kills in extended fights.


Cut Down
Ideal against tanky comps. If you're often fighting high-HP enemies, this rune gives you a noticeable damage boost to make them respect your threat potential.




Secondary Tree: Inspiration


Magical Footwear
A strong and gold-efficient pick, saving you 300 gold on Boots. It's optimal in most games, especially if you're not planning to rush boots early. However, if you're in a lane where dodging key skillshots is crucial, you may want to buy boots manually instead. In this case, Cosmic Insight can be picked.


Biscuit Delivery
A powerful rune that grants sustain through lane and fights. Biscuits restore more health the lower your HP is, and can be used during combat, just remember they take 3 seconds to fully activate.


Cosmic Insight
A rune that reduces the cooldown of your summoner spells. It's particularly useful to have access to Flash sooner, which gives you more playmaking potential.




Secondary Tree: Sorcery


Absolute Focus
This rune amplifies Yunara's damage in trades, skirmishes, and teamfights while above 70% health. To maintain the buff consistently, consider pairing it with sustain from items like Bloodthirster or runes like Legend: Bloodline.


Gathering Storm
A fantastic scaling rune for longer games. If your lane is manageable and you're aiming for a strong late-game power spike, this is a great option that grows stronger over time.




Rune Shards


Attack Speed
Helps with last-hitting and improves trading power compared to the other options.

Adaptive Force
Best option to deal most damage, which is your goal as an ADC.

Flat Health
65 Flat health is better than 10-180 scaling health since it can win more trades until level 6, where often the game can have gone out of control by then. ADC also levels up slower compared to solo laners, so getting the most out of scaling health is harder.





Making a plan during the loading screen is a good way of having a structured plan on how to win the game. League of Legends has so much champion diversity, and thinking ahead of time of the scenarios you will face will increase your chances of winning! So which variables should be accounted for?



2v2 Lane Matchup Checklist Return to Menu
You should look into how the 2v2 is played out before you even get into the game: Which summoners you take, which runes to take, and then, during the loading screen, you should make a hypothesis on how you think the matchup is going to go. Ask yourself these questions in order to find out:

Which runes are they taking?
What are the key spells the opponents have?
What do they need to do to kill me?
What do we need to do to kill them?
Which summoner spells are they taking?


Runes present a nice way to determine the length of the trades. Some runes encourage a longer trading pattern such as Lethal Tempo, which Yunara uses. Other runes, such as Electrocute, encourage a short trading pattern. As Yunara, the goal is to start trading with high health, since the longer the trade, the better it is. When interacting with another champion who also likes long trades, such as other Lethal Tempo users, then you will have to play around your own abilities better than the opponent. (More about Runes in Trading!)

Key spells don’t necessarily need to be only an ultimate ability, but they could be available as early as level 1, such as a Light Binding, or a Dredge Line. Key spells are ones with crowd control or with high damage that win trades when they land. These cooldowns need to be considered at all times during lane, either to avoid them, or to punish the enemy champions for missing these spells.

The conditions of how they kill me are also important, since we can consider what the sequence is where we die. Maybe it’s getting ran down by Ashe with her passive Frost Shot, or getting hit by a key spell. Either way, each champion has their strengths, and it’s important to avoid those when possible.

Summoner spell choice they go for is also important to consider. If the enemy bot lane has summoner spells like Ignite, their kill threat is higher. However, if they have summoner spells such as Barrier, Exhaust, Cleanse or Heal, then your kill threat will be lower. Some of these summoner spells could also have an alternative function, where the slow from Exhaust can catch you off-guard and chain with crowd control afterwards in a position where normally there wouldn’t be a death. However, getting even deeper into this example, you could take Cleanse to remove the Exhaust effect! There’s a lot of things to get overwhelmed by, so considering all these scenarios ahead of time are very beneficial for you.

Another thing to consider is the triangular relationship between Poke, All-in and Sustain. The way to think about it is the following:
Sustain wins against Poke: The healing or the barriersize=15 shields through the damage from poke spells will prevent the high sustain lane from getting into lethal range.
Poke wins against All-in: The poke lane can fight from a safe distance against all-in with their spells while all-in can fail to land their abilities to initiate the extended fights they seek.
All-in wins against Sustain: Since sustain needs time to use spells during and between trades, all-in is better equipped for one very long trade where they fight to the death.



Gank Awareness Return to Menu
Some junglers have very strong ganks at level 2 that can catch you off-guard, such as Shaco. Other junglers are also perfectly happy to gank at level 3, such as Xin Zhao, or if your lane is very volatile. There are warding timers to help avoid these undesirable situations.
Level 2 Ganks: 1:50
Level 3 Ganks: 2:30
Level 4 Ganks: 3:30

The junglers can always choose to skip camps, but it’s inefficient for their gameplan, so usually it’s important to have wards down for these timers early game to prevent common gank timings that a lot of games will have.



Strongside vs Weakside Return to Menu
Ganks aren’t the only thing to consider about Junglers, but their starting position is also very important. It’s important to know the concepts of Strongside and Weakside.

Strongside


When a jungler starts top side, and paths towards bot lane, it means that bot lane is strongsided. The reason for this is owed to the timer after all camps being down, the jungler is currently in bot side, ready to jump into any volatile skirmishes, to take a scuttle crab, or do an objective.

Another perspective to consider is if the jungler starts top side, and does a level 3 gank in top side, the distance to travel to the bot side camps is large, making it an inconvenience as well.


Weakside


When a jungler starts bot side, he will path towards top lane, which means bot lane will be weaksided. If there are volatile skirmishes in bot lane, these aren’t in favor of their team because it’s inconvenient for the jungler to help out.



In sum, when you are strongsided, you can play more agressively because you will have the help of your jungler. It also means you may want to have priority in order to participate in scuttle crab/objective skirmishes without losing minions worth of gold and XP. When you are weaksided, you want to be more cautious as you know you won’t have a numerical advantage in fights.

For extra detail points, if you know where the enemy jungler starts, you can also deduce how the enemy bot lane wants to play. If both bot lanes are strongsided, then you need to consider if you want to play agressively based on how good the 3v3 skirmish (in the early game, usually lane bullies and high CC has better chances at winning these). Both bot lanes can also be weaksided (due to a volatile matchup top), and in which case, just the 2v2 matters and jungle interaction is usually less.

Junglers may still opt for non-conventional plays and can be unpredictable, but this is mostly the theory of how it should play out!



Solo Lane Roams Return to Menu
Not only do jungle champions have impact in your lane, but possibly some solo laners as well. Some champions have very powerful roaming abilities, such as Hero's Entrance or Stand United (so not only mid laners!), and they may swing the tide of a fight in your lane.

If you have one of these in your team, you can ping assistance as you go for a more aggressive trade. If you’re playing against one of these roaming champions, you should be more careful yourself if these champions aren’t present in the map.

Some champions also don’t need to have a great ultimate ability to roam, but it may be part of their snowballing gameplan, such as a lot of assassins in mid lane, where a Katarina can give up an entire wave to gank your lane, attempting to pick up kills and accelerate her gold income.

Other champions can also take Teleport and risk their own lane state in order to impact a skirmish in bot lane. Always be prepared!



Level 1 Planning Return to Menu
It’s important to also have an idea of what to do Level 1. If the matchup in bot lane is of high volatility, such as the enemies strong early game champions, you can opt to run straight into the mid brush in lane and ward it, then moving back to the brush closest to your tower.

This prevents plays from enemies where they catch you off guard and force a level 1 fight with a positional advantage, and an element of surprise. The downside is that you won’t have a ward to evade an enemy gank, so you need to consider these options carefully.

Aggressive Positioning

If you have a strong level 1 support, such as a champion with a Hook, you can position further up in the lane. Keep in mind you will need 4 auto attacks before being able to use Q in an early fight, so commit to an extended trade if you think it’s a good fight.

You can also stand in the middle brush if you or your support aren’t that confident and you still want an edge to surprise your opponent. It’s also a good brush to be warded in case you don’t want to stand here, as mentioned before.


Defensive Positioning

If you think neither lane has much kill threat in level 1, such as enchanter vs enchanter matchup, you can also walk to the brush next to gromp/krugs and just ping an invade if the enemies go for that play. This is a much safer area than the tri-brush and opponents are likely not going to throw any abilities to that brush blindly.

You can also choose to play in a lane brush in case the enemies do try to cheese and you want to surprise them from fog of war.





So now it’s time we dive deeper into the aspects of laning phase that are less predictable and where we interact more with our opponents! This section is really important because laning phase is the most consistent aspect of every game, so being able to increase the quality of the early game carries over to all early games, while also setting you up for a better mid game.



Level Up Timers Return to Menu
Level up timers in the bot lane are different than in solo lanes due to shared minion XP. However, due to the interactions of the 2v2, early recalls or lane situations, it can often be unreliable to track level ups with precision. If the lane has all members catching XP, then the number of minions needed to level up are as follows:
Level 2: First wave + 3 melee minions.
Level 3: First 3 waves + 3 melee minions. Or, on the first cannon wave, you need to kill all 3 melee minions first.

There’s a few permutations where it’s possible to kill 2 caster minions instead of a melee and it still works out, but it’s simpler to think about the XP level up this way. From here, due to roams, missing XP, de-synced recalls, calculating who hits level 6 first is a lot trickier, so I wouldn’t have it in mind as much.



Level 2 Race Return to Menu
Fighting for Level 2 is extremely important! The incentive is that it it’s 2 champions that level up, doubling the abilities and getting 1200 gold worth of combat stats on both the ADC and the support, creating an opportunity that’s up to you to capitalize on this advantage.

In some lanes it’s easy to hit level 2. In other lanes, it may not be worth hitting level 2 first at all. An example of this would be a melee support with a weak level 1 against a ranged support, where fighting for the wave could lead to losing too much health and being unable to do anything with a level lead.

This can be repeated for the next level up timers, with levels 3 and 6 providing new abilities on top of combat stats to really make the difference happen on the rift.



Trading Fundamentals Return to Menu
In lane, trading is a consequence from denying your opponent of gold. Usually, you not only want a gold lead, but you also want to have better conditions - more health, more mana, have Summoner Spells ready for new fights, having abilities to fight with in case it’s needed for a fight to the death that may happen when chaos unleashes bot side and there’s a skirmish is created out of thin air.

But when is a trade is worth taking? Before committing, check if these are in your favor:
You have a level advantage
Your summoner spells ( Flash, Barrier) are up
Your key cooldowns are ready (e.g. Transcend One's Self)
Your support can follow up
You’re trading into your rune’s strengths
You have more minions

If most of these are true, then take the fight.
If they’re false, then wait and be patient. Step back, farm safely, and wait for a better window.


How do runes affect trading? Different keystones shape how long your trades should last:

ADC Runes
Type

One-Tap: 0–30%

Burst: 30–70%

Ramp: 70–100%
Goal

Short poke or burst

Quick all-ins

Extended fights
Examples

Arcane Comet, First Strike, Fleet Footwork

Hail of Blades, Press the Attack

Conqueror, Lethal Tempo

Support Runes
Type

Poke: 0–30%

Burst: 30–70%

All-In: 70–100%

Peel/Protect*
Goal

Chip damage, lane control

Kill windows

Engage fights

Prevent burst
Examples

Arcane Comet, Aery

Hail of Blades, Dark Harvest

Aftershock

Guardian
* Guardian works like Barrier where it gives you a shield and you take reduced damage for a small period of time, so it’s useful whenever it’s up. Keep in mind that low commitment poke spells or auto attacks can disrupt Guardian from tanking bigger combos like protecting from a short combo.

You can only control your trading patterns. As Yunara, you always want extended trades due to Lethal Tempo being the best keystone. However, if you have a support that is stronger with shorter trades, you should enable them to do their gameplan as they won’t adapt their gameplay to your runes, but it’s up to you to adapt to theirs (since that’s what you can control).

However, if you spot a losing trade when you need to farm a minion, keep in mind that losing one CS is ok if it keeps your health higher to farm more minions (than the one you lost).



Positioning & Support Synergy Return to Menu
Where to stand when laning? It’s definitely necessary to be in range to auto-attack creeps to either manage the wave shape or to last hit. However, when you don’t have to last hit, you should use your support as a reference point.

In bot lane, you’re a team, you’re playing with someone else, and a team of 2 that is aligned with what they want to do is better than 2 individuals who play without coordination. Since you can’t change how your support should play, you should adapt to how they play the game. Maybe they’re too aggressive and you feel uncomfortable with trading so much, or maybe they’re too passive and you find the laning phase boring to play and not punishing the mistakes the enemy team is making.

To succeed in the bot lane framework, you want to stand in the same line as your support, and the goal is to try to find 2v1 situations within the lane so you can find winning trades. If you stand next to your support, each time the enemies try to trade, both you and your support can retaliate. If you walk up too far to last hit, or you walk too far back to preserve health, one of you or your support can take a very bad trade and compromise your conditions in lane.

In sum, play in the same line as your support and look for 2v1s. Adapt to how they play in order to succeed!



Last Hitting Return to Menu
Last hitting is vital to your ability to succeed as Yunara, you get a lot of gold income this way to get to your item spikes. This skill is essential among all ADCs and champions who are strong in the late game due to how much more damage they can output with the extra items. Yunara is a strong scaling champion to her ease at dealing damage to multiple targets in late game teamfights, being a great source of DPS (damage per second).

Tips for CSing
Don’t hit minions below 50% health so you have your auto attack ready to last him them as necessary
Look at where your minions are hitting, not all low health minions are the same
Get used to Yunara’s attack speed and projectile speed. For example, the Q has a very small wind-up animation.
If have Q active, don’t hit the 1% health targets, but let the spreading beads take care of it.
Use Q as an auto-attack reset to hit a 1% health minion you’d otherwise miss.

Practice Tool Drills:



Wave Management Return to Menu
Laning Phase is all about manipulating minion waves to your advantage.

Slow Pushing

If you don’t hit the wave at all except to last hit minions, it’s called slow pushing. This will accumulate the biggest number of minions so you can crash a big wave under the enemy tower.
More Information:


Hard Pushing

If you hit the wave as often as your attack speed allows you to, it’s called a hard push, where you disregard the current wave state and just clear the wave.
More Information:


Freezing

This wave management technique is very intentional, since you need to hold enemy minions and prevent them from crashing into your tower. This preserves the wave’s position next to your tower. This is called freezing the wave.
More Information:


The golden rule is to always slow push unless there’s a reason not to. This avoids being overextended and keeps you safer next to your tower.



Warding Return to Menu
League of Legends is an information based game, where your decisions are much better or worse if you can consider where the enemies are. In regards to vision in the laning phase, here are some ideal locations on both blue and red sides to place your trinkets.

Blue Side Warding


Hover your mouse over the wards to see the notes!

Red Side Warding


Hover your mouse over the wards to see the notes!




Recalling Return to Menu
Recalling may feel overwhelming, but fear not, let’s tackle this together! The more time you spend on the map, the more gold you accumulate, so when you spend it on the shop, you come back to the map much stronger!
So, what are the variables to consider in order to recall?
Gold
Wave State
Health
Objectives

If we have gold to buy a good item, it’s worth recalling! For Yunara, if you ever have 1300 gold before the 6 minute mark, it’s a really good opportunity to buy B. F. Sword and build into Yun Tal Wildarrows! This principle works for smaller purchases as well, but the idea is to plan to stay on the map until you can afford the item you want.

If you crashed the wave, it’s a good time to base! You may not have an ideal recall in terms of items to buy, but when you come back to the map, you lose very little if you crash a wave first and start to channel your recall soon after. If you want to force the best base possible to minimize minions lost to tower, you should crash the wave before a cannon wave and when you come back, the tower will have killed a melee minion and is hitting the cannon.

If you’re low on health, you may also need to consider a poor base so you can avoid dying and losing even more waves. You could say the same for mana, but on Yunara specifically, it’s not an issue.

If you want to be as strong as possible for an objective, you can base to refill your health, mana and buy items. Ideally, you want to recall around 1:30 to 1:00 before spawn so you can be ready for a skirmish that happens around vision or for the objective fight itself.



Roaming Support Return to Menu
Sometimes, your Support will roam to do other things on the map, such as helping the Jungler have a number advantage into a fight, or ganking other lanes.

While you lose pressure in your lane because you have to play a 1v2, it also puts the ball on the opponent’s court:
Do they match the roam from your support?
Do they try to dive you?
Do they just farm safely and do nothing while you get solo XP?

There’s quite a few things that can happen, but the rules for you are the same. You want to last hit minions and let the wave be pushed into your tower. However, there are 2 problems where laning becomes impossible:
When there’s a big wave slowpushing towards the enemy tower and you have to walk up
Being frozen and not having the ability to get gold or XP from the wave

If you see any of these situations ahead of time, you need to ping assistance on your support immediately. However, if it happens and no one helps you, your best choice is to abandon bot lane. Worse than not being able to farm is also being dead and giving the team more gold. While it doesn’t feel good to do so, you should try to find a numbers advantage fight with your jungler, support or roam mid lane and get a lead elsewhere on the map. If you already determined that you are unable to get resources in bot lane, then anything else is an improvement on a non-ideal situation.





Deployment Return to Menu
At 14:00, the tower plates fall, so the towers themselves can be destroyed more easily. As the ADC, without access to Teleport, you want to be present in teamfights, so joining from midlane gives you the fastest path to action on the map. However, it can get a bit more complicated than that:

Deploying in mid lane: This is the most common practice after 14:00, specially if you already took bot tower and you want to impact another lane. You and your Support have access to most of the key areas of the map, you can push the wave and help your team ward or take an objective at a moment’s notice. It’s definitely the best spot to be at, but there’s spots in which going to other lanes can still be better, or if your mid laner doesn’t leave mid lane (a classic).

Deploying in bot lane: You can continue to go bot lane if you think you’re taking the tower soon, or the dragon spawns soon and you want to keep playing through bot. You don’t always have to go mid at 14:00, but you just need to keep in mind that the longer you stay bot lane, the less proactive you are on the map (and that’s how you lose agency in the game!).

Deploying in top lane: If you’re fed and you want to snowball, you can go to top lane with your support and try to take the top tier 1 tower by force. You’re already strong on the map, so you can choose to get more gold in order to be stronger for objective fights.



Farming and Rotating Return to Menu
The quality of your rotations will enable your farm. For example, if you’re laning mid lane and you can push the mid wave, you have a timer before you have to collect the next mid wave. Here’s an example of actions you can do between waves:
Warding
Playing for an objective
Jungle Camps
Recalling
Group with your team

You can move with your Support to help them ward on the map, or place a low risk ward so you can setup vision for the future. Usually, you want to put it on the side in which your team is going to play for (an objective spawning, a Rift Herald push on a sidelane tower, etc)

You can join your team to deal damage to the objective or to participate in the fight that will happen to take the objective.

If there’s not much happening on the map, you can take a Raptor or a Murk Wolf camp to increase your economy while waiting for the next wave. Not limited to just your own camps, but if you have vision on the enemy jungle, denying camps from the enemy team is even more worthwhile!

If you just finished pushing the wave, you have a nice timer to just base and buy an item without losing anything on the map.

You can also look to join your team in an invade, or taking a tower, or even pinging them to take a tower with you.



Surviving 101 Return to Menu
As an ADC, you’re the enemy team’s favorite target to kill, they will all commit Flash, ultimates and whatever is necessary to kill you. Yunara is a squishy champion, and without Transcend One's Self or Flash, not very difficult to kill. Therefore, it’s necessary that you have in mind in which ways the enemy team can look to kill you at all points of the game.

The most important concept to keep in mind is knowing where the enemies are on the map. If you’re on one side of the map and all 5 are showing on the other side, then nothing can kill you. If there’s 4 showing on the map, then you need to consider if you beat the champion that’s missing on a 1v1, which angles they can approach you from, which abilities they have, if they have summoner spells, etc. If there’s 2 missing, you can visualize how much easier it is to die, especially if you don’t have teammates around you.

Sidelaning:
You need to have vision if you ever want to push the wave past the first lane brush. There’s a wide area of a jungle to play where the enemy team can play from to kill you, specially if there’s a fed Assassin or Bruiser on the map who will just 1v1 you for farming in an overextended position.

Pushing mid wave:
After pushing mid wave, you need to be careful where to walk into. Joining a teammate can be risky if you don’t have vision between yourself and the teammate. Always take safe routes to not burn important cooldowns (such as Transcend One's Self or Flash that you may need in the near future.

Skirmishing:
You need to be aware of which angles the enemies can fight you from, so knowing which path they take to get to the fight, if you can get flanked, which cooldowns they have are important to play around. For example, you have to play a fight much more passively if there’s a Malphite Unstoppable Force available. However, if that ability isn’t available, you don’t have to play around it, therefore you can look to deal much more damage!

Blue Trinket:
At level 9, you can acquire the Farsight Alteration. This lets you ward with a very big range and you should use to check brushes and choke spots where you suspect there may be enemies. In doubt, a brush can have 5 enemies until proven otherwise, so be careful!



Objectives Return to Menu
Some topics regarding objectives have been briefly explored in this guide, but I really want to emphasize something: As an ADC, you thrive from skirmishes and teamfights. Objectives are the easiest way to find teamfights from both teams so you can fulfill your wincondition. Yunara can’t splitpush, Yunara can’t poke, so you need to find fights where you either play them front to back, or creatively with some flanks into immobile carries, but you need these fights in order to win.

In order to succeed in these fights, there’s a few things that should be done ahead of time in order to increase winning chances.

Recalling:
You want to recall around 1:30 to 1:00 before the objective spawns. This way, you have full health, mana and spent all your gold to be as strong for any fight that may happen. Now you may ask, why not 30 seconds before the objective if I still make it in time? The answer to that is that often there’s fights over vision or on a wave right before the objective, and if you’re not present in these fights and someone in your team dies, you may get into that objective fight as a 4v5, which you might as well not play due to numbers disadvantage.

With this in mind, recall early, help your team get vision, and you may find number advantage fights before the objective fight and increase chances of securing it.

Warding:
After you recall, you can help your support ward so you have the information of where the enemy team comes from and how to position accordingly. At this point, information is everything, knowing where they can flank from, how they can Teleport in, if you can create a surprise ambush with your other teammates… There’s a lot of options, and they’re all better if you have access to the objective’s area rather than your opponents.



Teamfighting Return to Menu
Yunara excels in extended fights due to the uptime on Cultivation of Spirit, on Transcend One's Self, having a window where she gets access to 2 dashes with Untouchable Shadow, as well as Lethal Tempo and crit items. For that reason, Yunara wants to play in a way where she can hit the enemy that’s closest while still being safe.

You want to be very mindful of the cooldowns being used by the enemy team, particularly the ones that get you killed. It could be from hard CC like Solar Flare, or from high damage such as Bullet Time. This way, as you see these abilities being used, your confidence should grow in the fight as they have less abilities to kill with you. You should also consider who has Flash, or flanks that could obstruct your front to back teamfighting.

However, there’s champions with stronger teamfighting than Yunara, such as Jinx or Aphelios. Against immobile carries like this one, you have the access to more creative fighting where you can dash through a choke and kill a carry while they don’t expect you. This instinct is a lot harder to develop than front to back teamfighting, but it depends a lot on the context of the game, since you may have fed teammates who can melt through their frontline, or hard CC that can stop them on their tracks and then clean up the fight.
Either way, you have plenty of freedom of how to play fights, and exploring that is really one of the most fun things about playing Yunara.






Mistakes to Avoid Return to Menu
Low mana
Solution

Pushing without vision
Solution

Trading without knowing where the enemy jungler is
Solution

Greeding for plates
Solution

Not playing with your support
Solution



Mechanics Return to Menu
The “micro” aspect of the game is very important to dominate as Yunara, since she requires high attack speed to function at her best level, therefore being demanding on the APM department. My recommendations to improve at mechanics in the game would follow this structure:
Kiting Drills
Anticipate abilities
Visualize sequences

You can do kiting drills in the Practice Tool with target dummies. You can auto attack and move in a circle around the target dummy. You can place 2 dummies and do figure-8s while auto attacking and moving. You can sequence 4 target dummies in a straight line and kite forward and back, creativity is the limit on how to setup such exercises!

Anticipating abilities comes after when you are very comfortable at playing the champion. If you are laning against a Lux and she hasn’t used Light Binding for a while, you should move in and out of the abilities’ range and bait the opponent into using their ability. This skill is very important as an ADC since it really enhances your surviving skills.

After you get used to key spells being baited, you can start to imagine how fights may happen around objectives given the current state of the game. Which abilities you need to Flash, which ones you don’t care about, how strong you are and how strong they are. By the time you have to “react”, it’s as if you already loaded into your mind what combinations you may see and how to handle them well ahead of time.



Reviewing Return to Menu
Reviewing is an important aspect of improving at the game. There’s no pressure or anything at stake for reviewing, in fact, there’s everything to gain. You can see how you played a fight, if your base timer was correct, there’s a lot of pros in reviewing. There’s very good information out there on how to review better, but there’s 2 topics I’d like to highlight:

Set learning objectives
You want to focus on one or two things per game to get better. It can be tracking where the jungler is, it can be to play teamfights with a lot of uptime, it can be to use the level 2 advantage to materialize into a summoner spell lead or a kill. The important thing is that you feel like these are things to work on that will give you a high return on your game. For example, buying a lot of control wards will not yield as many results as being able to do the pushing mid wave into playing with your team as a consistent sequence instead of doing donuts around your mid tower waiting for the next wave.

Make it fun
The game can already be so overwhelming to learn, don’t make this a second job. Just focus on a thing at a time, enjoy your time and enjoy your review process as well!

Here's a link to a Google Spreadsheet so you can start taking notes and reviewing your own games with a pre-built system.
Google Spreadsheet: What it looks like



ADC Matchups MATCHUP LIST Support Matchups





EARLY GAME

Exploit Aphelios's weak early levels, his Calibrum, the Sniper Rifle and Severum, the Scythe Pistol trades aren't good in extended fights, however be careful of poke with the green gun.

Stack Q off the wave, but don't overcommit when he has Gravitum, the Gravity Cannon; its root can punish Yunara's positioning and force Flash.

Maintain a slow push and call your jungler for a gank since Aphelios is immobile.

If he has Severum, the Scythe Pistol + Crescendum, the Chakram, avoid extended fights, disengage and wait for his weapon swap.
APHELIOS

Play Around: +
MID/LATE GAME

Aphelios scales extremely well, play around fog of war and chokes to explore his lack of mobility. Front to back teamfights are very difficult to out-perform.

Watch for Moonlight Vigil, reposition with RE to avoid its damage and effects.

Keep distance; never dash in unless he is stunned or under effect of hard crowd control abilities.





EARLY GAME

Play behind minions to avoid Volley, if she follows up for a trade while you don't have Q charged, it could lead to a death.

Use E's movement speed to dodge her Enchanted Crystal Arrow.

Slow push the wave, play next to your tower so you don't let Ashe run you down. She's immobile, so she's easily ganked by your Jungler.
ASHE

Play Around:
MID/LATE GAME

Always track Enchanted Crystal Arrow, consider having Cleanse or Quicksilver Sash if you get caught by surprise.

In fights, don't front-to-back against her, approach from angles where her slows can't chain.

She falls off in burst; win through faster rotations and poke.

Avoid being first-targeted, let Ashe use Enchanted Crystal Arrow to engage before using Transcend One's Self.





EARLY GAME

Caitlyn's Headshot zoning and Piltover Peacemaker poke make stacking Q difficult.

Only contest wave when Headshot is down, track her passive bullets.

Use E to reposition out of Yordle Snap Trap zones.

Play to setup a gank from your jungler, since she outranges and pokes before you can get a good extended trade.

CAITLYN

Play Around:
MID/LATE GAME

She has pretty good wave clear to push mid lane, try to be there as the waves meet and ping assistance so you can look for a pick with your team.

Try to setup an objective ahead of time, Caitlyn needs time to setup Yordle Snap Trap. This way, you won't get poked down as much.

Avoid being poked, let tanks soak Headshot damage before engaging.





EARLY GAME

When he uses abilities like Phosphorus Bomb on the wave, trade with Q active.

If he has all abilities, he can have a really strong burst by using Valkyrie to close the gap.

Once he hits level 6, expect heavy poke. Use E to dodge the missiles.
CORKI

Play Around:
MID/LATE GAME

Corki is fragile once he wastes Valkyrie. You can chase him with your own RE.

Corki can build items like Plated Steelcaps to deny your damage, so be careful when you think he's low health, he's still a strong duelist.

You win any front to back teamfight, focus on staying alive and maximize damage output.






EARLY GAME

Respect Spinning Axe zones, don't fight near his catch circles.

If his Spinning Axes drop, it's your window to trade. He loses a lot of damage until he catches another.

Keep your E for disengage after he uses Stand Aside.

If he loses momentum early, Draven struggles. Avoid dying so he can't cash in with his League of Draven passive.
DRAVEN

Play Around:
MID/LATE GAME

Avoid short trades and be careful on long trades while he has Spinning Axes.

Respect Whirling Death. It can finish low targets even across the map.

You win every front to back teamfight unless he's extremely fed.







EARLY GAME

Play behind minions to avoid Mystic Shot, if he can't poke then his laning phase becomes more manageable.

Take extended trades with Q and ideally without Ezreal's Rising Spell Force passive being stacked.

His Arcane Shift has a long cooldown early. Look to pressure every time it's down.
EZREAL

Play Around:
MID/LATE GAME

You win sustained fights. Ezreal wins poke wars. Force extended all in fights with your Ultimate.

Wait for him to use Arcane Shift forward before committing to a fight, since he has no escape after that.

You win front to back teamfights if you're even.






EARLY GAME

Avoid trading when his 4th Shot is up, walk back and let him use it on something else. If he's really looking to trade, try to have Q charged

You can safely stack Q while he reloads. Use that window for pressure.

Use E to dodge Deadly Flourish's root.

Punish his lack of mobility by doing slow pushes and setting up ganks for your Jungler.

JHIN

Play Around:
MID/LATE GAME

Be careful with Curtain Call's range. Use E to sidestep shots.

You win duels if he's not close to 4th shot.

Have caution when walking through jungle or to objectives, Captive Audience combined with Deadly Flourish can give a window to engage for the enemy team.





EARLY GAME

You win early trades if she doesn't land Zap!. Play behind minions or sidestep it to avoid the damage.

Respect Flame Chompers! They can prevent you from chasing or extend crowd control duration.

You can Q-stack easily on the wave, at best she may look to poke with Fishbones, the Rocket Launcher.

If someone in your team is about to die, run away pre-emptively before Jinx can run you down with her Get Excited! passive.
JINX

Play Around:
MID/LATE GAME

Be careful in teamfights when someone in your team is about to die, as Jinx's Get Excited! passive will wipe your team.

Commit to all-in fights before she gets a reset.

Contest early objectives, as she becomes deadly after 3 items.

Look for creative ways to play the teamfight with flanks and playing around terrain, as you can't win most front to back teamfights.






EARLY GAME

Trade with Kai'Sa while your minion wave is large, this reduces the damage from Icathian Rain.

Avoid trading in minions; her Icathian Rain hits harder in close quarters.

Dodge Void Seeker, it provides Kai'Sa with 2 Plasma stacks and this sets her up to proc her Second Skin passive and get a winning trade.

Consider your positioning carefully post level 6, she can cover a large distance with Supercharge and kill you when you least expect it.
KAI'SA

Play Around:
MID/LATE GAME

Always track Killer Instinct, she can dive through your frontline and assassinate you if fed.

Save R for when she ults in, this way you can survive her, deal more damage, and have access to escape tools such as RE.

Both Kai'Sa and Yunara have access to creative teamfighting, play around your team's strengths to see whether you should look for picks or for front to back teamfights.






EARLY GAME

Kalista's early game relies on autoing a minion and you, and then using Rend to poke and get you into range to all-in.

She can also stack spears on one minion (like a cannon) and then uses Pierce to last hit and send the spears towards you. Avoid falling victim this pattern.

Play with your Support to lower her health to look for favorable all-ins.
KALISTA

Play Around:
MID/LATE GAME

Avoid clumping with your team in skirmishes; Fate's Call allows her to engage with her Support safely.

Once her Rend is used, she has considerably less damage for several seconds. Look to punish this window.

You win front to back teamfights as long as she isn't fed, as her scaling is quite poor.






EARLY GAME

You need to trade around the Bio-Arcane Barrage cooldown, if he has it, you can't ever fight him. If he uses it to farm or you bait it and he only gets one auto, you need to use this window to get him lower..

Respect his support synergy. Kog'Maw lanes often rely on peel from Lulu or Nami.

It's important to dodge his skillshots, particularly if it's an AP mage version, in which he becomes a complete lane bully.


He's very immobile, so try to play next to your tower to make him overextended and setup a gank for your Jungler.
KOG'MAW

Play Around:
MID/LATE GAME

As with laning phase, Bio-Arcane Barrage makes him win almost every trade with you, so keep respecting this cooldown.

Be mindful of Living Artillery poke when grouping. The poke can deplete your Health bar quite quickly.

Commit to fights where he gets stunned or hard crowd controlled, if he's allowed to hit freely he will clean up any fight. Looking for flanks or creative terrain usage with your team is an alternative, but he still stat checks you with Bio-Arcane Barrage up.





EARLY GAME

Respect his level 2 spike, Piercing Light + Relentless Pursuit + Lightslinger can instantly win trades.

You can look to trade if he uses abilities on the wave. He's quite mana reliant.

If he dashes forward with Relentless Pursuit, look to punish afterwards as that's his only escape.

Don't shy away from a fight pre-6 if you're full health. If you let him poke you and don't retaliate, you'll lose lane very hard.
LUCIAN

Play Around:
MID/LATE GAME

Lucian's burst falls off if you survive his initial combo; disengage with RE to reset fights.

If paired with Nami or Milio, expect explosive burst from Ebb and Flow + Ardent Blaze into a The Culling finisher.

Once he uses The Culling, dash perpendicular to the direction to dodge.

You're much stronger in 5v5 settings. Look for front to back objective fights.






EARLY GAME

Avoid lining up behind minions, her Double Up can chunk you for a lot of Health early, particularly if she kills the minion and gets the guaranteed crit to land on you.

Once she trades onto you, Love Tap's passive will deal bonus damage the first time, but if you extend the trade you should come out on top.

Once she builds Vampiric Scepter, look to avoid trades as she will heal back up while poking you with Double Up.

Watch for Make it Rain zoning, don't stand still in it or she'll combo it with Bullet Time.
MISS FORTUNE

Play Around:
MID/LATE GAME

She's very fast at moving around the map, she clears waves fast and can move to any skirmishes very quickly, so she may find number advantage fights. Counter this by pushing waves before she does.

Always track her Bullet Time. An engage that catches a lot of your team in combination with her ult can wipe your team.





EARLY GAME

Play agressively in level 1 Formless Blade and try to get her as low health as possible.

Her Joy Unending passive allows her to get more experience from minions, getting awkward level up timers that can surprise you.

Her Jubilant Veil ability completely counters you, preventing your autos from landing on her or her teammates inside the mist for almost 2 seconds. This ability only gets more difficult to handle as the game goes on.
NILAH

Play Around:
MID/LATE GAME

Save RE or Flash for her engage, she commits fully with Slipstream + Apotheosis.

You can consider Exhaust so she deals reduced damage during her burst window with Apotheosis.

Teamfighting is very awkward while she has Jubilant Veil, don't commit to the fight until you see it being used.





EARLY GAME

Samira often looks to poke with Flair, so play behind minions.

You can look for extended trades in level 1; she's weak until she has access to Wild Rush.

If she dashes in with Wild Rush, look to retaliate afterwards, as it's her only mobility tool.

Be careful when she's paired with melee supports, the synergy with CC chains is quite dangerous.

SAMIRA

Play Around:
MID/LATE GAME

Save RE to dash out of Inferno Trigger.

Buy Mortal Reminder to apply anti-heal and play around your team's CC spells, this way you can stop her during her Inferno Trigger, or at least lower the sustain.

When she uses Blade Whirl, don't waste abilities, since it blocks all projectiles.

Look to use your range advantage before commiting to a fight, as she thrives in chaotic, low-range fights.






EARLY GAME

Senna's attacks apply a "Mist" effect for 4s. If she uses another ability or attack, she will collect the soul and stack. You want to avoid this as much as you can.

Senna's can use Piercing Darkness on an allied minion to get unexpected angles and poke you down. Use E to sidestep her Q and deny soul stacks.

If she misses Last Embrace, look to trade immediately.

She has good sustain in lane, look for extended all-ins while your health is high.
SENNA

Play Around:
MID/LATE GAME

Her range scales with her souls so she can poke you comfortably. Look for extended trades to kill her.

When she burns Curse of the Black Mist but still in range, she's an easy target to be picked with RE.

She needs to play teamfights front to back, you can also opt into it if your team is strong into those, or you can opt for creative maneuvers around terrain.






EARLY GAME

Her Boomerang Blade can hit twice, make sure to not get hit by both instances of damage.

She pushes very quickly. You can match her shove with Q to keep her from crashing waves freely, as she spends a lot more mana than you.

Her damage in the early game is quite low, you should be able to win extended trades. She can avoid fighting with her perma-push wave management and you both will scale into the mid game. Be ok with not interacting if your top side is winning, look to fight more if you need to find a lead.

SIVIR

Play Around:
MID/LATE GAME

Her ultimate, On The Hunt gives massive engage potential. Use RE to reposition accordingly.

Avoid grouping too closely, her Ricochet shreds clustered teams.

Once she uses Spell Shield, W becomes a guaranteed slow tool, which can setup a kill.

Sivir has good front to back teamfighting, play according to your composition whether you want to play front to back or to be more creative with flanks and playing around terrain.






EARLY GAME

His Super Scorcher Breath ability deals single target damage at 0 stacks. At 25, it deals AoE damage.

He's weak in the early game, pressure with Q active for quality extended trades.

Dodge Achooo! to not give free stacks.

He's not very easy to kill due to Flap, Flap, Flap allowing movement through walls and MMOOOMMMM! providing a small heal at level 6. Play with your support to get a kill angle.
SMOLDER

Play Around:
MID/LATE GAME

His Super Scorcher Breath ability deals AoE damage and bounces past the target at 125 stacks. At 225, it adds an execute at around 5% health, which increases the more stacks he acquires.

Once he has 125 stacks, be careful to not get hit by his Q bounce. At 225, his AoE can delete teams.

It's very difficult to win front to back teamfights against Smolder as he has so much AoE damage, look for creative fights around terrain.






EARLY GAME

Her level 2 all-in with Explosive Charge + Rocket Jump is deadly, play around her jump at all times.

She shoves waves quickly, but she's also unable to freeze a wave due to her Explosive Charge passive. Use this to setup ganks.

Look to bait Explosive Charge and then disengage if she uses it at max range. You can then look to trade without it. She can also use this ability to push the wave faster or on your support, in which case, you should retaliate.
TRISTANA

Play Around:
MID/LATE GAME

She'll look to all-in squishies, save RE to reposition from Rocket Jump resets.

Be careful when fighting near walls, as her knockback can isolate you from your support.

Tristana is quite versatile at playing for single target damage or to play in teamfights with multiple resets. Do your best to deal damage in a safe way in front to back teamfights.






EARLY GAME

Track Ambush cooldowns, often the support will walk up "for no reason" and then you'll be surprised when he bursts you down. Be suspicious of where he is. Ping if he's missing in case he roams and impacts your teammates.

He's not strong in early game, look for extended trades and fight him to the death, you'll win with Q stacked.

Use E to reposition from his poison zones and deny stacks.
TWITCH

Play Around:
MID/LATE GAME

Always assume he's flanking; save RE for disengage when he reveals with Spray and Pray. If you're well within his auto range, fight back to the death as you can't run away from him.

Ping on the map very often as it's your job to track where Twitch is at.

Buy Control Wards to cut off his stealth engages.

Group tightly around vision; don't give him flank angles.






EARLY GAME

He has very long range spells in Piercing Arrow and to control the lane.

Use E to dodge abilities and look to trade back when they're down.

Slow push the wave and keep it close to your tower. Since he's immobile, you can setup a successful gank. It also gives you a wider lane to run him down with E.
VARUS

Play Around:
MID/LATE GAME

His Chain of Corruption can start fights, hold RE or Cleanse to escape. Make sure to leave the darker circle area to not get Rooted as well!

If he builds lethality, track down his spells to the best of your ability since he can pretty much kill you from a screen away.

If he goes on-hit, you need to be even or slightly ahead with summoner's up and Ultimate active.

He has no mobility, collapse once his ult misses.






EARLY GAME

Vayne is short ranged, use Q and trade while spacing her at max range.

Don't position near walls, as Condemn can easily turn fights or burn Flash.

Try to hold the wave closer to your tower; it denies her short-range trades and gives you time to stack Q. This way you can also run her down or setup a jungle gank.

VAYNE

Play Around:
MID/LATE GAME

Vayne's Final Hour stealth makes her difficult to duel against as she wins in a 1v1. Disengage unless you're forced to fight.

Coordinate CC from allies to punish her after Tumble, as it's her only real mobility tool.

You can play front to backs into Vayne but your team needs to land hard CC or poke her down before you commit to the fight.






EARLY GAME

xayah will use Double Daggers to push the wave and poke at the same time. Avoid playing behind your wave so you lower the value of her spell.

She can use Featherstorm to layer CC if you were caught by another spell or if you stand in front of 3 feathers.

Use E to sidestep Bladecaller pulls when she recalls feathers.

You win extended trades if she doesn't have Bladecaller or if she misses it in the skirmish.
XAYAH

Play Around:
MID/LATE GAME

Respect Featherstorm Bladecaller combos, as it's her main self-peel.

Since you out-range Xayah, look to play on max range. You don't want to commit too much into the fight to avoid value from
Bladecaller.

Avoid clustering in teamfights, her feather line AoE can hit multiple targets.

You win front to back teamfights, specially if you have a teammate that can poke Xayah down before the fight happens. Once Featherstorm is used, she has little defensive tools left.





EARLY GAME

Zeri's Burst Fire can't hit you if you trade with a high health minion in front of you. Exploit this to lower her conditions.

She has 2 important spikes in lane, at level 2 when she has access to + + combo, and at level 6 when she can stat check with Lightning Crash.

Save E to dodge her Ultrashock Laser

Avoid playing next to walls, as she can use Spark Surge to engage unexpectedly or disengage completely from the fight.
ZERI

Play Around:
MID/LATE GAME

Her Lightning Crash gives massive mobility and damage, disengage with RE until it expires. Then look to fight again.

Avoid clustered teamfights, as her ricochets deals a lot of damage

If she uses Spark Surge to reposition, look to capitalize as it's her only escape.

Both Yunara and Zeri have strong teamfighting against clamped up teams and access to creative tools, you will have to adapt to your fed teammate's wincondition to determine which type of fight is best.






EARLY GAME

I recommend pushing the wave into Ziggs so he uses spells to clear the wave rather than just poking you down and making it a dodge game.

His Bouncing Bomb has a 6s cooldown to poke you with, track this cooldown and try to anticipate to prevent taking damage.

You can use E to dodge Bouncing Bomb or escape Satchel Charge knockbacks.

Avoid taking damage in lane, even if you get a better trade, he will Teleport back and you will have worse conditions to lane with in terms of health, mana and items.
ZIGGS

Play Around:
MID/LATE GAME

Respect his Mega Inferno Bomb zoning, so avoid fighting in choke points.

He's immobile when Satchel Charge is down. Look to collapse with R and RE to secure the kill.

Avoid defending low health towers, as his execute from Satchel Charge can instantly finish structures and allow the enemy team to engage.

You win teamfights with all-ins, allowing a window for Ziggs to poke is playing to his advantage.




ADC Matchups MATCHUP LIST Support Matchups





THREAT

Alistar's level 1 is quite weak as he can't really do any combo. Make him low HP by stacking your Q on him if he overextends.

Once he hits level 2, Alistar's engage potential with Headbutt into Pulverize can instantly punish Yunara if she oversteps.

Use E preemptively when he starts walking forward with Trample active to dodge a combo or create spacing.

Due to his ultimate Unbreakable Will, he makes quick work of diving you if you're under tower by yourself, as he will tank forever while the enemy ADC kills you. Be careful with this interaction.
ALISTAR

Play Around: +
SYNERGY

Alistar's CC chain sets up Yunara perfectly. His Pulverize into Headbutt gives guaranteed time to stack and activate Q.

During mid-game skirmishes, Alistar can body-block dives while Yunara safely uses R for sustained DPS.

Peeling power synergizes with Yunara's kite potential, if Alistar saves Headbutt for peel instead of engage, Yunara can outlast extended fights.

Both scale well into teamfights: Alistar buys time for Yunara's passive stacks and ult uptime to shred the frontline.







THREAT

Don't hug terrain or minions so Bard's Cosmic Binding doesn't stun you.

Use E reactively to dodge Cosmic Binding or Tempered Fate.

His Magical Journey makes it difficult to punish mispositioning, so focus on farming safely and not overextending. He can also bring an ally with him with this ability so be careful.
BARD

Play Around:
SYNERGY

Bard's roaming will allow you to have more experience than usual, but try to collect waves under tower rather than trading or pushing the wave. Allow him to win the map while you don't make any mistakes.

Landing Cosmic Binding gives Yunara an easy window to cast W and layer slows for guaranteed damage.

In teamfights, Tempered Fate can reset or delay a fight, giving time to setup a fight with Transcend One's Self.

If Bard builds utility (like Redemption or Mikael's Blessing), it enhances Yunara's survivability mid-fight.





THREAT

Rocket Grab is a high threat ability to Yunara. Always keep minions between you and Blitz. If you can't, use E to sidestep.

He's weak if his hook misses, step up to punish and look to play agressively during that window.

BLITZCRANK

Play Around:
SYNERGY

Blitz's pick potential with Rocket Grab can help you snowball, but his engages are all-in and risky if you're behind.

If he hooks someone, you can layer CC with W, and burst them with charged Q.

Pair works best in kill lanes with early aggression and good jungle timing. Slow pushing waves allows for better gank setups and more space in lane to run the enemy down.







THREAT

Brand's poke from Pillar of Flame and Sear can burn through your health before you ever reach 8 stacks on Q.

Since you have little sustain, you should look for extended trades while you're healthy.

When he lands an ability, you get burnt for 4s. Look to move perpendicular to Brand to dodge Sear's stuny.

In teamfights, spread out and use E to reposition after Pyroclasm bounces.
BRAND

Play Around:
SYNERGY

Brand offers no peel or sustain, so you must look for shorter trades to match Brand's poking window. Once they're low enough and you think you win the all-in, that's when you can go for an extended trade.

If he lands Sear, you can follow up with W to layer CC and get a good trade.

This lane is feast or famine, you either win early through burst or the game feels very difficult to play afterward.

You have less peel than usual going into the mid-game, so never make any agressive plays without Flash.






THREAT

Braum's short range gives you easy Q stacks, but respect his Winter's Bite slow.

Avoid trading near his ADC, Concussive Blows stacks will force your Flash.

You can poke him down early before he has tank stats, but after level 6 his peel with Glacial Fissure makes it hard to follow up.

Use E to dodge his Q or disengage after his shield goes up.
BRAUM

Play Around:
SYNERGY

One of Yunara's best partners. Braum's peel perfectly complements her need for time to stack Q.

When Braum lands Winter's Bite, follow with W to apply slow and trigger Concussive Blows. You also have the auto-attack reset from activating Q to enable his passive very quickly.

Braum is a good protector during R, blocking skillshots with Unbreakable.

They scale extremely well together into coordinated teamfights.






THREAT

Janna's poke and disengage tools like Howling Gale and Zephyr make direct engages difficult, but she poses little actual kill threat.

You can freely stack Q on the wave, as her mana costs prevent constant harassment.

When she channels Howling Gale, use E to reposition and punish her downtime.

Be cautious post-6, Monsoon can disengage from your R all-ins if timed well.
JANNA

Play Around:
SYNERGY

Janna's peel and disengage empower Yunara to safely channel her extended trades and Q uptime.

Her shields from Eye Of The Storm directly amplify Yunara's DPS during extended trades.

Janna excels at denying engages, letting Yunara farm, scale, and play front-to-back fights cleanly.

A top-tier enchanter synergy for any scaling marksman, she buys you all the time you need to thrive.






THREAT

Karma's early poke with Inner Flame and Mantra-empowered Qs makes it extremely difficult to stack Q safely.

Try to thin the wave fast, standing behind minions won't protect you from her AoE splash damage.

When she speeds up with Inspire, anticipate trades and kite backward using E.

Her early dominance fades later, so focus on surviving through Mantra-empowered Qs without losing too much HP or tempo.
KARMA

Play Around:
SYNERGY

Karma provides early lane control and can help Yunara maintain pressure while scaling up.

Her Inspire shield and speed synergize perfectly with Yunara's repositioning using E.

However, Karma's poke-oriented playstyle doesn't directly enhance Yunara's extended DPS patterns like some other enchanters.

They work best together in lanes focused on spacing, poke, and fast rotations rather than hard engages.







THREAT

Leona's gap-closing combo with Zenith Blade into Shield of Daybreak forces early defensive play from Yunara. I highly recommend taking Cleanse into this lane.

Use E or RE preemptively when she starts channeling Zenith Blade.

If she misses her E, you can turn on her immediately with autos and W slow and stack your Q.

Her tankiness makes trading with her inefficient, look to damage the enemy ADC instead.

LEONA

Play Around:
SYNERGY

Leona's point-and-click CC makes it easy for Yunara to follow up with W slows and activate Q faster.

Her all-ins complement Yunara's burst window during R.

The pair excels at level 6 fights, Leona initiates while Yunara sustains DPS from a safe mid-range position.






THREAT

Lulu's poke from Glitterlance is annoying but manageable thanks to Yunara's range and mobility tools.

Track Whimsy's cooldown to avoid getting polymorphed mid-fight. Yunara can start ramping into a trade and commit R but can die in that window instead.

She thrives in keeping her carry alive, so it's difficult to fully burst her ADC during all-ins.

Lulu is fragile and immobile, so if she overextends, Yunara can pressure her heavily if there's access to her directly.

LULU

Play Around:
SYNERGY

Lulu is one of Yunara's premier partners for scaling and safety.

Her Whimsy speed boost synergizes beautifully with E, letting Yunara weave in and out of danger while maximizing DPS uptime.

The shields and HP from Help, Pix! and Wild Growth enable Yunara to survive dives and kite back safely.

Together, they form an unstoppable scaling duo with late-game carry potential that's incredibly hard to shut down.






THREAT

Lux's range and burst make her one of Yunara's hardest matchups. Light Binding punishes every misstep, and a single root usually means death if the enemy ADC follows up.

Her Lucent Singularity poke makes it risky to walk up for stacks on Q, especially when paired with another ranged marksman.

Try to stand behind minions and use E or RE to dodge bindings rather than reacting late.

It's important to look for extended trades while Yunara is healthy after Lux misses an important cooldown, particularly Light Binding
LUX

Play Around:
SYNERGY

Lux can set up kills if she lands Light Binding, but she doesn't directly enhance Yunara's sustained DPS pattern.

Yunara should do short trades using Q as an auto-attack reset until the enemy reaches a low- health threshold.

She offers little peel if Yunara is ever engaged on, leaving her vulnerable to dives and assassins.






THREAT

Maokai's Sapling Toss makes brush control difficult, and they constantly chip away at your HP pool during early laning.

Twisted Advance can lock Yunara down if she mispositions, so hold E to kite away once he engages. I recommend using Cleanse into this lane as a deterrent.

If his Twisted Advance is on cooldown, it's a good opportunity to hit him back and stack Q.
MAOKAI

Play Around: +
SYNERGY

Maokai offers incredible setup for Yunara, his Bramble Smash and Nature's Grasp make it easy to hit W and chain slows.

His ability to zone with saplings creates safe control areas for Yunara to stack Q.

In teamfights, he locks targets down long enough for her R form to melt through teams.

Excellent synergy in objective setups and slow, control-heavy comps.






THREAT

Mel's relentless poke with Radiant Volley and Solar Snare kill pressure make her extremely punishing if not dodging the poke.

Treat this lane as survival, farm safely, minimize poke, and wait until mid-game scaling evens things out.

Be mindful of Mel's Rebuttal, where can reflect all spells towards you, including your own W, but more importantly, big ultimates from your team such as a Tidal Wave.
MEL

Play Around:
SYNERGY

Mel's playstyle revolves around poking, which doesn't pair well with Yunara's ramp-up DPS pattern.

Yunara should do short trades using Q as an auto-attack reset until the enemy reaches a low- health threshold to adapt around Mel's poke.

Mel's Rebuttal can be a clutch ability at keeping Yunara and the team alive by reflecting a really good spell, offering more peel than most poke mage supports.





THREAT

Milio's poke from Ultra Mega Fire Kick and autos can be annoying early, but his individual kill pressure is low. However, if he starts with Warm Hugs level 1, the enemy ADC can outtrade you pretty easily.

He can deny your W slow or allies CC with Breath of Life, so make sure to consider it.

Disengage when Milio empowers his ADC's autos with Cozy Campfire, who get extra attack range.
MILIO

Play Around:
SYNERGY

Milio is arguably one of Yunara's best enchanter pairings.

His Warm Hugs shields and Cozy Campfire range extension perfectly complement Yunara's Q-empowered trades.

Breath of Life can cleanse CC that would otherwise stop Yunara from DPSing, specially when commited to the fight with an active R, keeping her alive through burst.

Together, they create a backline duo that's difficult to dive and thrives in long, drawn-out fights.






THREAT

Morgana's Dark Binding defines this lane, a single hit can lead to instant death, especially when paired with aggressive ADCs.

Her Tormented Shadow makes wave control miserable, pushing the wave very quickly, leaving you with no minions and making it harder to dodge Dark Binding.

When Morgana misses Dark Binding, it's a sign to look for a good trade.
MORGANA

Play Around:
SYNERGY

Morgana's Black Shield gives Yunara breathing room versus CC-heavy teams, letting her maintain uptime in fights.

Her Dark Binding can set up CC layering with W, enabling an easy Q charge.

However, her passive playstyle and lack of peel once her shield is down can make her feel inconsistent.

Works decently into pick comps but isn't reliable for protecting Yunara in dive-heavy matchups.






THREAT

Nami lanes are deceptively strong early, her poke from Ebb and Flow and auto-empowered Tidecaller's Blessing chip Yunara down quickly.

If she pairs with aggressive ADCs like Lucian or Draven, she can zone you completely from the wave.

Use E to kite out her buffed trades or to avoid Aqua Prison.

Once she misses her bubble, you can safely trade and build up Q stacks.
NAMI

Play Around:
SYNERGY

Nami's Tidecaller's Blessing empowers Yunara's autos beautifully during Q, adding slow and bonus damage to extended fights.

Her Ebb and Flow sustain keeps Yunara healthy through poke lanes, letting her focus on scaling.

Both champions spike hard at level 6, Nami's Tidal Wave provides engage or peel options depending on the situation.

A strong duo overall, excelling in mid-game skirmishes and objective setups.







THREAT

Nautilus represents the classic engage support threat, one hook means death. Dredge Line combined with follow-up CC gives Yunara no chance to reposition.

Position behind minions and hold E to dodge his initial engage.

Even if you dash away with RE, his Depth Charge will still track and knock you up. If you have time to move behind terrain, you may be able to avoid the following Dredge Line, since his hook gets stuck on terrain.
NAUTILUS

Play Around:
SYNERGY

Nautilus' early kill threat can give Yunara lane control if they coordinate engages properly.

His crowd control chain allows her to freely hit W and build Q stacks during lockdowns.

However, his tendency to overcommit leaves Yunara exposed to counter-engages or jungle pressure.

Good synergy for aggressive lanes, but requires very good spacing discipline.







THREAT

Neeko's is overwhelming on the mental stack department. Use "Tab" often to track if she's available on the map, as she may very well be in a minion wave or disguised as something else.

Use E to avoid Neeko's Tangle-Barbs root or her poke.

The real danger comes from her Pop Blossom engage, one flash combo can instantly remove you from the fight, specially since she can be disguised and catch you off-guard.
NEEKO

Play Around:
SYNERGY

Neeko's crowd control gives Yunara strong setup windows for W and all-ins under R.

However, her burst-focused playstyle clashes slightly with Yunara's ramping sustained DPS.

Neeko is always a threat to the enemy team due to how specific it is to handle her Inherent Glamour passive.





THREAT

Pantheon's level 2 all-in is one of the deadliest in bot lane, his Shield Vault + Comet Spear combo chunks Yunara before she can stack Q.

His point-and-click stun makes it hard to trade back, especially since his early base stats and damage outclass most ADCs.

Try to keep your wave near turret and punish his cooldowns, if he wastes Comet Spear, you have a short window to trade.
PANTHEON

Play Around:
SYNERGY

Pantheon provides early kill pressure that can snowball Yunara's lane advantage if she times her W slow after his stun.

Yunara's level 1 is quite strong, look to punish on the level 2 timer to get an easy kill with an active Q.

If the Pantheon engage with Yunara's follow-up damage isn't enough to get a pick, the game can get quite difficult to play.






THREAT

Poppy's biggest threat comes from denying Yunara's mobility, her Steadfast Presence blocks RE.

This makes disengaging or chasing very awkward when her aura is active.


Avoid standing near walls, Heroic Charge can easily lead to your death if she pins you.

If Poppy used Heroic Charge or you aren't next to a wall, nothing stops Yunara from stacking Q and to look for extended trades.
POPPY


Play Around:
SYNERGY

Poppy provides one of the safest frontlines for Yunara. Her Steadfast Presence keeps divers like Akali or Rell away from her backline.

Her Keeper's Verdict can completely turn teamfights, isolating threats while Yunara channels her full DPS window with R.

Both scale into stable mid-games and prefer front-to-back fights.

A reliable, low-variance partner who maximizes Yunara's uptime.






THREAT

Pyke's burst and pick potential make him one of Yunara's worst matchups. Bone Skewer can punish even small missteps, and his level 2 all-in is lethal.

His invisibility and roaming style deny Yunara the lane control she needs to safely charge Q.

You must track his position constantly and use E only reactively.
PYKE

Play Around:
SYNERGY

Pyke can secure early kills to feed Yunara, but his feast-or-famine nature makes consistency difficult.

His Death from Below resets can accelerate gold tempo, but if Pyke takes kills himself, Yunara may fall behind in scaling.

Their combo potential is strong, Bone Skewer into W slow ensures a clean pick.

However, Pyke's roam-heavy playstyle can leave Yunara vulnerable in 2v1s.






THREAT

Rakan's mobility and layered crowd control make him a major threat, especially post-6. His Grand Entrance combined with The Quickness can lock Yunara down before she can kite.

He can heal himself and his ADC by landing Gleaming Quill on you or your support, giving him a good balance of sustain and engage.

Hold E to dodge The Quickness. If he misses this ability, look to trade aggressively.
RAKAN

Play Around:
SYNERGY

Rakan's shields and peel from Battle Dance give Yunara extra safety during skirmishes.

His engage tools synergize beautifully with Yunara's slows from W, setting up smooth teamfight layering.

He can disengage just as easily as engage, which fits Yunara's flexible playstyle.

A well-coordinated Rakan–Yunara duo is lethal in both 2v2s and teamfights.






THREAT

Rell's engages can be punishing if Yunara has no E ready, Ferromancy - Crash Down / Mount Up followed by Shattering Strike leaves little counterplay once she's locked down.

If Rell misses her spells, look to stack Q on her and look for extended trades in that window.

Avoid grouping tightly during teamfights, her Magnet Storm can turn a fight instantly if you're caught.
RELL

Play Around:
SYNERGY

Rell's chain CC pairs beautifully with Yunara's W slow, letting her stack Q safely during the lock-up.

Her frontlining lets Yunara position aggressively and take extended trades during R.

Both excel in all-in, decisive fights where Rell engages and Yunara follows through.

Together they can punish immobile bot lanes hard from level 3 onward. Just make sure to preserve your health early on and slow push the wave, or farm close to tower.





THREAT

Renata's Handshake and Bailout make trading into her very awkward, even if Yunara wins the DPS check, the revive effect can flip the fight.

Her Hostile Takeover can completely stop Yunara's R teamfight output, forcing her to auto-attack her own frontline.

Keep distance and bait her ultimate before fully committing to an extended fight, or use Cleanse.

She's hard to punish early, so focus on farming and out-scaling.

RENATA GLASC

Play Around:
SYNERGY

Renata's entire kit amplifies Yunara's mid to late game. Bailout lets her play more fearlessly during R, effectively granting a second life.

Her Loyalty Program provides consistent shielding, covering Yunara's lack of innate sustain.

Hostile Takeover acts as a massive zone of safety, buying Yunara full DPS uptime in teamfights.

This duo shines in scaling, front-to-back comps where Yunara can free-hit behind Renata's protection.






THREAT

Senna's long-range poke can make stacking Q difficult, especially in extended lanes. If she uses two abilities on you within 4s, she also gets passive stacks, which grant her bonus AD and attack range.

Hold E to dodge Senna's Last Embrace root.

Look for extended trades while high health as otherwise she has good sustain in lane with Piercing Darkness.
SENNA

Play Around:
SYNERGY

Senna's scaling overlaps awkwardly with Yunara's, leaving both craving gold and farm.

Her poke-based playstyle doesn't enable Yunara's all-in potential or defensive needs.

While Dawning Shadow can occasionally save Yunara, it doesn't provide the consistent peel or setup she thrives with.

Best avoided as a pairing, they don't cover each other's weaknesses effectively.






THREAT

Seraphine's poke and sustain make her a stable laner against Yunara, use E to dodge poke from High Note and Beat Drop's slow/root.

Her Encore is a major threat in teamfights, forcing Yunara to hold E or to even burn R or Flash.

If she doesn't land Beat Drop, look to trade in that window, since Seraphine has long cooldowns.
SERAPHINE

Play Around:
SYNERGY

Seraphine provides strong shielding and sustain that allow Yunara to survive extended trades and maintain Q stacks.

Her Encore can set up perfect teamfights for Yunara to activate R and unleash sustained DPS.

However, their combined low burst makes early kill pressure minimal, they rely on scaling and front-to-back fights.

Decent synergy, but the laning phase is quite passive.






THREAT

Shaco's lane presence depends heavily on his Jack In The Box placement, getting feared early can ruin Yunara's trading rhythm and Q stacking.

His Deceive allows surprise engages, specially when combined with Ignite and Hail of Blades. Be vigilant of where Shaco is if he uses this setup.

Shaco's clone can waste valuable cooldowns and confuse targeting during R.

Playing safely behind minions and clearing boxes with autos is key to neutralizing his impact.

SHACO

Play Around:
SYNERGY

AP Shaco poke support offers very little peel or setup for Yunara, leaving her exposed during engages.

While his Jack In The Box zones well, it rarely aligns with Yunara's need for sustained front-to-back fights.

He can bait enemies into overcommitting, giving Yunara time to kite, but the lack of synergy in game plan hurts lane efficiency.

Only works if Shaco builds for pressure and vision control rather than poke alone.






THREAT

Sona's early game is fragile, Yunara can easily force her out of lane if she positions too far forward.

Her poke from Hymn of Valor can be mildly annoying but is low-impact compared to other enchanters.

Her Power Chord has different effects based on the last ability she used.
Bonus damage
Mini Exhaust
Slows

If she misses her Crescendo she loses her best (dis)engage tool, make sure to fight on that window.
SONA

Play Around:
SYNERGY

Sona's healing and movement speed buffs perfectly complement Yunara's extended trading windows and Q uptime.

Her Aria of Perseverance sustain keeps Yunara healthy while she charges stacks in slower lanes.

In teamfights, Crescendo creates huge CC windows for Yunara to follow up with W and R.

A safe, scaling-focused duo that thrives in 5v5 fights.






THREAT

Soraka's poking and healing with Starcall makes it difficult for Yunara to find good all-in windows.

Her Equinox can silence and root Yunara mid-combo, especially if she tries to cast R.

She's immobile but positioned far enough back that punishing her usually costs resources.

Focus on breaking her mana pool, prolonged pressure can make her run dry and weaken her ADC.
SORAKA


Play Around:
SYNERGY

Soraka's sustain gives Yunara endless uptime in poke lanes, letting her safely build Q stacks.

Wish adds an extra safety layer during all-ins and keeps Yunara alive through burst.

However, Soraka offers no peel or engage, Yunara must rely on her own spacing and E.

Strong sustain synergy, but risky versus dive comps.






THREAT

Swain's Nevermove is a unique spell to be dodged. You want to use E and move perpendicularly to the side that's away from Swain so you're not caught by the backend of it[/color].

His drain-tank playstyle nullifies most of Yunara's sustained DPS during R without an anti-heal item such as Executioner's Calling.

Walk away from Swain when Demonic Ascension is active, since the spell will be turned on indefinitely as long as he's in range of enemy champions. After 4s, it fades away and then you can look to trade again.
SWAIN

Play Around:
SYNERGY

Swain's root from Nevermove gives guaranteed W CC layering and opens a good trading window.

He can be a decent frontliner if snowballing, which allows Yunara to play aggressively behind him while he absorbs abilities.

Both Swain and Yunara need extended fights, and if the enemy disengages, neither capitalizes well. Functional but situational synergy.






THREAT

Tahm Kench's Tongue Lash is a major zoning tool that can slow Yunara and set up his all-ins. Play behind healthy minions to avoid its poke or setup.

His Abyssal Dive gives strong engage angles from fog, punishing Yunara's tendency to hover forward for poke or stacking Q.

If Abyssal Dive is on cooldown, look to trade aggressively.
TAHM KENCH

Play Around:
SYNERGY

Tahm Kench's peel is powerful, his Devour keeps Yunara safe but can interrupt a charged Q.

While he can bodyguard her well versus divers, Tahm Kench support is just a bit weak right now to be a good partner in bot lane, but can easily become a better partnership with some Support skewed buffs.






THREAT

Taric's early laning is weak, Yunara can easily harass him while avoiding his Dazzle. Just need to be careful of the Flash Dazzle combo, which may require Cleanse

Be mindful of his Cosmic Radiance timing, engaging into it negates Yunara and her team's damage completely.
TARIC


Play Around:
SYNERGY

Taric's Bastion link provides consistent protection and armor for Yunara while she stacks Q.

He can channel Dazzle during her W slow for near-guaranteed CC layering.

Cosmic Radiance enables her to play deep inside fights with R active without worrying about burst.

A scaling duo that thrives in coordinated skirmishes or objective setups.






THREAT

Thresh's Death Sentence is a massive threat, a single hook can force Flash or Cleanse (from the stun part of the ability).

His Flay cancels Yunara's movement skills mid-animation, such as RE.

Respect his flash-engage potential; once he closes distance, Yunara's counterplay options shrink drastically.

He can use Dark Passage to reposition his ADC aggressively or defensively or to even give his jungler an unpredictable ganking angle.
THRESH

Play Around:
SYNERGY

Thresh's hook pressure creates strong openings for Yunara's W to hit, securing favorable trades.

His Dark Passage can bail her out after overextending with RE.

He offers little consistent peel once cooldowns are down, leaving her vulnerable between fights.

Aggressive but volatile synergy, shines when both play off pick timings.






THREAT

Vel'Koz's poke from Plasma Fission and Tectonic Disruption makes early laning miserable. Yunara struggles to stack Q safely.

You need to play around Plasma Fission's 7s cooldown and angles permanently. When it's missed, you can trade but he still has 2 other spells to play with pre-6.

He has strong one shot potential with combos that finish with Life Form Disintegration Ray, so really do your best to avoid all abilities.
VEL'KOZ

Play Around:
SYNERGY

Vel'Koz's CC from Tectonic Disruption can help land W, but it's difficult to get a correct angle to layer CC.

Vel'Koz has a strong all-in level 6, which pairs well for high kill threat with Yunara's level 6.

Fragile, but a dangerous lane partner when played well from range.






THREAT

Xerath's Arcanopulse and Eye of Destruction keep Yunara zoned. It's very hard to stack Q safely against his long-range poke.

Not dodging Shocking Orb often leads to a lethal burst combo, which may happen as Yunara can use E to dodge other spells.

When low health, look to base as soon as possible as Rite of the Arcane can snipe Yunara and miss a whole wave worth of XP and lose plates as well.
XERATH

Play Around:
SYNERGY

There's minimal synergy here. Xerath wants to poke and has bad all-in, while Yunara has little poke and good all-in.

Follow up on Shocking Orb with W to layer CC and get a good extended trade, specially if the enemy has already been poked down by Xerath.





THREAT

Yuumi's poke from Prowling Projectile is annoying but manageable. Play inside the minion wave to avoid the creative angle the Yuumi can create.

Her ultimate ability, Final Chapter, is best at healing her allies rather than dealing damage, so be careful of how much the ADC can sustain during the fight.

Otherwise, she's one of the least oppressive matchups, punish her host instead.

YUUMI

Play Around:
SYNERGY

Yuumi empowers Yunara's scaling perfectly, allowing Yunara to have access to more summoner spells that aid in combat such as Heal and Exhaust, on top of a great healing ultimate with Final Chapter.

Yuumi's Prowling Projectile slow makes it easy for Yunara to chase enemies.

Together, they form an extremely high-mobility, hard-to-catch duo that shines in extended kiting fights. Ideal scaling combo when the rest of the team provides frontline or engage.






THREAT

Zilean's Time Bomb poke can make charging Q a difficult endeavour, but his lack of kill pressure gives Yunara room to farm safely.

He controls space well, especially when double-bombing choke points, limiting Yunara's ability to reposition.

In fights, his Chronoshift can completely negates Yunara's all-in during R on one target.

Avoid committing to fights until you've baited his ultimate, otherwise you'll waste your entire empowered rotation.

ZILEAN

Play Around:
SYNERGY

Zilean perfectly complements Yunara's kite-centric playstyle with Time Warp, stacking MS buffs lets her chase or disengage easily.

Chronoshift provides a huge safety net during her R window, allowing hyper-aggressive plays.

The duo controls tempo well with waveclear and scaling, punishing mistakes through superior rotations.

Strong mid-to-late scaling pairing that thrives in coordinated fights.






THREAT

Zyra's constant poke from Deadly Spines and Rampant Growth plants makes stacking Q frustrating.

Her Grasping Roots punishes aggressive spacing, especially if Yunara's E is on cooldown.

In teamfights, Stranglethorns disrupts her R uptime and denies follow-through on slowed targets.

Her zone control forces Yunara into awkward positions, especially in narrow jungle fights.

ZYRA

Play Around:
SYNERGY

While Zyra's CC chains can technically set up W hits, both champions fight for lane control and need space to DPS.

With good coordination, Zyra's Grasping Roots into Stranglethorns gives Yunara easy targets for a full R rotation.


Thank you for reading! This was my first attempt at a guide, although far more elaborate than the way I started, by just adding a couple of brackets, all the way to adding reduced sized videos to a table within a table within a table.

Writing this guide feels fulfilling to me, I got to articulate my thoughts, do a lot of research and try to improve at each aspect of the game through Yunara's lens. The lack of information out there also meant I got to try out different things, looking at how streamers and pro players played and built her, and I did the best of my ability to bring the best aspects into this guide.

If you'd like to give feedback or say something I may have missed from the guide, I'm more than happy to fix it as well, as I'd like to keep this guide accurate for new Yunara players. I really enjoyed the process of making this guide and I hope you enjoyed reading through it as well, good luck on the rift!
I'd like to thank some people in the making of this guide:
SzoboCookie for always being there to support what I do and being a good friend, no matter how much hatewatching is done;
Tauricus2017 for reviewing, making me enjoy the process of taking a guide to the next level, and give me so much insight on how to upgrade this guide;
I also used these guides as resources to improve my own and figure out ways to improve: Making A Guide by jhoijhoi, BBCode Guide, Responsive columns by Katasandra, A Guide to Mobile-Friendly Formatting by Mowen and Import Item Sets Thread, answered by Fruxo.
Also took some inspiration on how to structure my guide from ✔️ How to use Feathers by Fruxo.
I tried to base Synergies/Threats data from DPM.LOL, but I used some "perceived power" to adapt what I think is easier or harder to play into, where for example, despite Milio being the highest winrate support against Yunara, it doesn't make sense for him to have higher threat than Vel'Koz.


You can check my social media links here:
YouTube: inFinemLOL
Twitch: inFinem__
Discord: Server
Twitter: inFinem__

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