Yone Build Guide by SpartanDumpster
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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Ability Order Standard Path
Threats & Synergies
So far, Yone's match ups are more or less skill based. Some champs may have an advantage, but there isn't really anyone that Yone is powerless against. Aside from any champs next to his head here (and even then, you may have a chance to make it work out).
This match up is dependent on how you both use your Es. If she lands her E (Charm) on your real body, you're in trouble. If you're in your spirit form, you have to press E and recall as soon as her charm hits you and it will be negated. She's also very mobile, which allows her to kite your more skill shot style abilities. If you use your Q dash without being in your spirit form and don't land the knock up on her, you're open for her to punish you. This is a general rule for Yone, but against Ahri especially, only ult her to follow up landing your Q dash's knock up, because she could avoid it fairly easy otherwise.
This is a skill-based match up, but I would say Akali has the advantage for the most part. The thing with Akali's is they either flop about and trip over themselves, which you can just slaughter, or they're doing laps around you and successfully turret diving you by level 3 or maybe earlier. You rarely find an in between with her.
Anivia isn't too much of a threat, the only reason I'm including her is the reason she can be pretty annoying. Once you have Zeal, you can kill her in her passive pretty easy if her jungler doesn't come out to stop you. You can Q dash and I believe E over her wall (she is a rarely seen champ so my experience against her as Yone is a bit limited) but if those aren't ready, that wall along with her ult are fairly good at zoning you out of your lane. Yone isn't very mobile, so if you can't get your dash ready, she can just put her ult between herself and you and there isn't much you can do to get to her. Unless you stomped her, the Ult will do enough damage where you can't just walk through it. Also even if you have your dash, it won't take you completely through the ult and you'll be open to her stun, and you don't want to be stunned inside of that. Essentially, the worst part about fighting Anivia is she can force you to stand back and do nothing if they know what they're doing.
The match up is more Zed favored but if you properly punish any mistake he makes you could end up killing him easily. This match up requires playing around the minions properly. Zed also has the advantage of being able to roam better than you, because unless he is extremely far behind, he'll win the fight if he runs into you in the jungle, so you can't follow him (at least not directly) when he roams. His Q is probably the biggest threat to you, especially if he lands one from himself and a shadow. However, I believe whether or not he lands his Q is what determines if he'll go all-in. Kiting his Q gives you the opportunity to follow up, especially if you have your dash ready.
Like I've said, no match up is really impossible for Yone, but Fizz does have a major advantage in this match up. It's fairly easy to misjudge when Fizz is all inable, especially him using his hop ability could simply mean you failed your engage and have to back off.
The only top match up I'll mention because based off my experience, I think Yone flat out counters Morde! It feels like there's very little that Morde can do in this match up if you play it right. He lacks much of any way to follow up against Yone, as long as you're in your E, if he pulls you towards him, activates his passive, you recalling to your body creates a gap that Morde just can't close and he'll get the least out of his passive activating. Throughout the early game at least, it's pretty easy for the shield your W gives you to completely block the damage from his Q. There just isn't much he can do against your engage. I don't know how much they changed how Morde's ult works against Yone's E. It used to be that if Morde ults you, just E twice and you'll get out of it. I tried this a little bit ago and it didn't work. It could work that if you're already in Spirit form, and Morde ults your spirit, you can press E and get out of it. Of course, even the hardest match ups can be turned around in some way if you're good enough, so don't treat Mordekaiser like an automatic win.
I'd say this one is in Yone's favor, while Kat can end up doing a lot of damage in an instant, your E provides a good enough disengage that she can't follow up on you as well as she'll need to.
I'd consider her Yone's toughest mage match up, which isn't too surprising since she's more like a mage/assassin hybrid. If they know what they're doing they can make laning a living hell. Her Q is point and click, so you can't dodge or kite it, you just can't not get hit by it when she casts it on you. Her W lets her stick to you with her E, and that E has a pretty big area so even if she attached it to your spirit form, recalling won't get you out of its range, especially if she's smart with her movements. The best you can do to not get rooted is to get the timing down so you can recall your E so the root begins while you're returning to your body. She's also very mobile, so she can dodge you and also chase you down when you're trying to disengage and retreat.
Veigar is pretty rare to see, so I don't have much experience against him as Yone. The only notable thing to mention is how his E works. I don't know if this is just how his E works or if the stun lasts long enough for this to happen, but if you recall your E and travel through the cage, you'll still be stunned when you return to your body. Depending on how you both used your Es and your positioning, this means Veigar could follow up on you, plus if their jungler was waiting on the side or happens to show up any point before this stun, they can easily gank you while you're standing there stunned.
Definitely a skill match up. Right now I'd say it's more in Yone's favor, partly because he is newer. Yasuo's pretty common to see, sometimes it feels like not banning him might as well be an invitation for someone to play him. As Yone, you could have the advantage of having more experience against Yasuo's, you might have some idea how they tend to play, when they'll try to engage, etc. Yasuo could have the advantage of having more experience with the champ, since they could have been playing him since a good while before Yone was released or even on PBE. So while you've only had months to practice Yone at this point, that Yasuo could have had years! One advantage Yone has is that both of your Q knock ups have about the same duration. If you and Yasuo Q3 at each other at about the same time, you'll both get knocked up and be interrupted for the same amount of time. This could mean two things, early on, you both have the chance to back off and sort of reset in lane. Once you have your ults, Yasuo can't use his since he was also knocked up, but you could still use yours once you're back on the ground. Of course, if there's anything for him to dash to, he could dodge your ult pretty easy.
Pantheon mid isn't the most common thing to see, otherwise he'd be my permaban. He can just beat Yone very hard during the early game. Not only is his stun a point and click ability, it's also an engage. It's dangerous for you to be anywhere near him when not in your spirit form, and even then it's maybe one of the most difficult CCs to time your recast for. So when he hops on your real body and stuns you, you're just so open to attacks, he can get off some autos, a Q, and when it wears off and you're ready to trade back a bit, his E will block all of that damage while dealing more to you! Just to rub salt in the wound, that E shield also gives him a pretty easy opportunity to tower dive fairly early. If you don't usually have trouble against Akali or any other more common mid champs, I'd recommend perma banning Pantheon, especially if him mid is actually more common in your Elo.
Annie can be quite annoying. Her passive makes it so all of her abilities except E can stun you. It can be tough since Yone lacks range, her having the stun available can force you to miss CS since she can hit you with it fairly easy. She isn't impossible because your Q dash knock up prevents her from casting a spell and if you time your E recast right you won't be stunned (though that can be difficult). You can take the opportunity to engage and trade with her while her stun isn't ready but she can get it pretty quick, especially while trading with you. It's best to engage with your E unless you have a great opportunity to trade without it. If she summons Tibbers (Ult) on top of your real body and stuns you, you are almost guaranteed to die. Be cautious when you're not sure where she is, if you go to ward a bush, she could be waiting there for a cheap kill with her ult stun.
If the enemy picks Sett, it can be a gamble what role they're going for. Sett can be pretty tough for Yone since he has such good health regen with his passive. In the early game, typically if you don't win an extended trade, you have to back off, which Sett exploits with his healing. If he gets away with 1 HP, he doesn't need to recall, he can just sit under his turret for 5 seconds and will be above half his max health. Also, Yone has to get close to do any real damage, and Sett typically isn't someone you want to get close to. Attempting the Quick Burst Combo while in your E might be the safest bet, because if you time it right, you can recast E to escape his pull, otherwise he can really hurt you before you return to your body. If you pull this off and he doesn't back off at all, you could go in and poke him with a distanced Q or two before his E is back up. Once his health is staying fairly low, you can look to all in him, but watch out for his W, it can really turn a fight in his favor. If possible, you could try to feign an all in, bait out his W, then go all in for real. Perhaps E, Q-dash, continue trading or land a Q, he'll W so then you recast E and Ult him. It could also be a good idea to hold onto your ignite for this since he could ult you in a last ditch effort, so hopefully he might die in the middle of the ult. Of course, use your ignite before level 6 if he's low enough to kill with it at some point.
I'd say Yone has the advantage earlier in this match up, but Ekko can be seemingly weak at one moment then destroys you the next. You can get a couple kills on him and easily think you can keep beating him, but then he does "Ekko things" and all of a sudden it feels like there's no way for you to beat him. Be cautious of walking up when he could have his bubble ability ready, you get your real body caught in that and you're easily open not only to him attacking you but to a jungle gank as well.
Hecarim is the jungler who can ruin everyone's day. If your opponent has reliable CC, such as Ekko and Veigar, it's not too hard for Hecarim to run out while you're stunned and knock you further towards the enemy tower. If your opposing mid has this sort of stun and Hecarim is on their team, I highly recommend using your E to walk up when you aren't sure where Hecarim is. He also preys on Yone's lack of mobility and weaker early game fairly well, where even flashing might not save you from him running into your lane suddenly.
I rarely play Yone in top lane, but someone to watch out for in general is Camille. I'm not sure how Yone matches up against her directly, but even if you can beat her 1v1 most of the time in general, he ult can be trouble for you. Her ult is perhaps the only ability in the game that your E doesn't let you escape. Your real body will end up dragged inside of her ult instead, so be cautious of that.
Nunu & Willump
Another jungler that can easily ruin your day. Similar to Hecarim, if Nunu snowballs in and gets you, you could easily die cause of it. He'll be coming in fast so you can't just walk out of it, and your dash covers so little distance you might not be able to get out of the way properly with it.
So far in Season 11, Oriana feels like one of Yone's hardest match ups. She can zone Yone out of CS fairly easily, especially during the early game, when her auto attacks also seem to deal a decent amount of damage. Her Q is pretty easy for her to hit and hard for you to kite, then her W deals additional damage while also slowing you, making you an even easier target. Any Oriana who knows what she's doing can really bully you in lane.
Very kite heavy match up cause a full distance Q does so much damage even early in the game. If she hits you with her E (sleep bubble) in your spirit form, you can just recast and take it off pretty easy. They do tend to either shoot the bubble where your real body is or just wait for your E to wear off, so you need to save your E for when you can really threaten her so she's forced to use her bubble. She has to kite you too cause you can do a lot of damage to her pretty fast.
Any CC engage is helpful from a jungler. Him simply landing his Q could mean you can just finish your opponent. His ult can come in handy during team fights since it means you could also ult that group of enemies to follow up.
Same deal with Amumu, he traps any enemies in his ult, they can't dodge yours without any way out of it or using flash. Makes me wish him and Amumu were more commonly picked, especially by my teammates. I'm not sure if there's any chance to put yourself inside of or take enemies out of Jarvan's ult when you use yours. I typically only ult while in my E, so putting myself in it won't be as much of a problem. You could potentially save Jarvan also because trapping himself in an enclosed space with enemies is pretty risky. Same could happen with an enemy Jarvan too. If they just use their ult on whoever, putting his allies in it as well, it'll be even easier for you to ult them and potentially save your teammate.
His Mega ult can be helpful later on, but also potentially hurtful. You should keep an eye on him and let him engage. What you would do is let him ult a group of enemies into a wall, then you ult that group of enemies. Unlike Amumu's ult, where since he's stunning enemies around him within a circle, so if they weren't in a tight enough group when he ulted you could potentially not get everyone he stunned regardless of the angle. With Gnar's ult, as long as he throws them into terrain, they'll get lined up and stunned, meaning you can easily get every single champ he ulted in yours! Of course, if you aren't paying much attention to Gnar, his rage, or the fact he's already Mega, you could easily go to ult a group of enemies then Gnar will accidentally toss them out of your ult.
Champion Build Guide
Yone scales exceptionally well. You could have been hard stomped in lane, but if you and your team stall the game out so you can catch up and get some items, you'd think you were the one stomping the whole game. It's something he has in common with his brother, the joke "when Yasuo hits his 1/10 power spike" applies to Yone as well.
While Yone is still considered very broken, he does have some major weaknesses. For one, his early game is fairly weak. While buying a 1100 pair of boots (Berserker's) makes quite a difference for Yone, the attack speed is purely allowing him use his Q and W slightly faster. He doesn't have any threatening damage until you buy Zeal, and that's if you're even or ahead of your opponent. If you're far enough behind, you tend to not feel like much of a champ until you build Infinity Edge. If your opponent can and knows how to abuse your weak early game, you might have to wait and hope you and your team will be able to stall out for you to scale back up.
Yone isn't particularly mobile, yes he has a dash, but it doesn't cover much distance and you need to land 2 other Qs to get it ready so it's not reliable as a disengage tool. This makes you pretty susceptible to ganks, and pushing the wave up and being extended in lane to CS is dangerous if you don't know where the enemy jungler is. Early on, if you see the enemy jungler is about to come in and gank you from your ward, to get your dash ready, you have to Q something (likely an enemy minion) wait at least 2 seconds, Q another one, wait another 2 seconds, and now you can dash. You're waiting at least 4 seconds to get your dash ready, at which point the enemy jungler is likely on you already, most likely in those first 2 seconds, or your enemy mid CC'd you, making it even easier for you to die in this gank. Best case scenario, you'll probably burn flash to escape if your jungler wasn't there and ready to counter gank. You could be using your E to extend with the lane pushed up, but if you're in a poke match up where you need your E to engage, you are instead using it to collect however many minions within the 5 seconds it's active, then you'll have to wait for it's 22-16 second cool down.
You are also quite susceptible to CC. This might sound odd since your E allows you to pretty much negate any and all CC. While you do have the ability to minimize CC effectiveness, if your real body is hit by CC, or you don't recast your E to escape it in time, you are just free for the enemy team to attack and you're a bit more of a squishy champ, so that second or two of CC can be enough to kill you.
Your Ult can easily put you in a position you don't want to be in, which is typically why I'll only use it when I'm in my spirit form. If you're not in spirit form, if you were to try and ult the entire enemy team, if you miss, they all flash, use some kind of dash, or possibly just walk out of your ult, or you even only get 1 or 2 of them, you are now in the middle of the entire enemy team with no way out. Even if you did catch them all, if your team wasn't ready to wipe them out right then and there, chances are they'll just turn, use their CC on you, just kill you in an instant. In your spirit form, you can ult them, whether you hit or miss them, you can recast E back to safety.
Also, a tip for newer Yone players, you will likely want to use your E as some kind of dash or disengage, as in you'll be going in and fighting someone then want to disengage with your E's first cast, purely like an involuntary reaction. It's a habit you will want to break ASAP. There are ways to make your E send your real body over a wall to safety, so aside from that and maybe other specific situations, it is generally just used for engaging.
The most basic combo is going into your E and using your Q dash. Q>Q>E>Q-Dash>W. The first two Qs could be on the minions, likely will be, at least early in the game. If you are doing this combo solely on an enemy champion, you should definitely be landing auto attacks against them between your Qs. Landing that Q dash in your E will immediately apply the effects of your E, which is to repeat an amount of damage you deal while in spirit form when you return to your body. Using your W lets you trade more since you'll have a shield, plus you're easily applying more damage to be repeated. It's easy to over extend yourself and enter turret range because this is also a pretty obvious combo, which is also why using W can be helpful. If you aren't over extended, the shield can help you continue trading and hopefully get another Q in (during early game where your Q CD is 4 seconds) before returning to your body.
An extended trade combo is E>Q>W>Auto>Auto>Q>E. The difficult thing with this combo is since you're engaging with your E, either you'll be approaching your opponent in your spirit form and they won't just stand there to let you attack them so you might not have enough time to do the full combo, or your real body will be fairly far up in lane and you'll be susceptible if any other enemy shows up or your opponent is able to follow up on attacking your real body (Leblanc is fairly good at this). The one upside to the latter is that since you landed 2 Qs before recasting E, your dash should be ready once you return, meaning if an enemy is waiting at your body you can dash through them and escape, otherwise you could use that dash to chase your opponent some more if you believe you can finish them off.
Q>Q>E>Q-Dash>R>W similar to the first, basic combo, just with your ult added in. Your ult takes a moment before it's executed, so it's fairly easy to flash, dash, and for some champs even walk out of. Landing your Q-Dash to knock up your enemy means they can't do anything to get out of your ult's hit box. You can follow this up with your W as well. This is a generally safer All-In Combo, you use it when you're certain landing all of these and some auto attacks will finish your opponent, and since you're in your E, if you mess up you won't be in a place to get killed for it.
A more dangerous All-in combo actually starts with your ult, which is R>E>Q>W>Auto>Q>Auto>E>Q. This one is more difficult to pull off for a variety of reasons. For one, you are straight out engaging with your ult before using your E, so if you weren't cautious and waited until you knew the enemy jungler was in another lane, even if you hit your opponent with it you're very susceptible to a gank. Of course if you miss your ult, which could be easy since you're not knocking them up beforehand, you will put yourself in a bad position, and anyone with CC could just use it on you right there. Same goes for how your E is a part of this combo, if you were using this in lane, say when both minion waves are at about the middle, you are ulting to then Eing on the enemies side of the lane, meaning your real body will likely be left on that side too, again, making it very easy for the enemy jungler to come out and attack you. There is the fact that since you should have your dash ready once you return to your body, you should hopefully knock any enemies up to help you get away. Later on when you have enough attack speed to make your Q cool down really low, you could start this combo off with a dash in order to ensure you land your ult, then do the rest of the combo as normal.
You can also use Yone's abilities with flash, with some having more specific situations. Flashing to land Q and W are some simple ones that you could use whenever it's appropriate, such as if it leads to you engaging in a trade which you can kill your opponent. This is also useful for engaging in team fights, such as using E to enter spirit form, approach the team fight (ideally a few grouped up enemy champs), flash towards them and press R to get them all. One explicit combo for this is E>Flash>R>Q>W>Auto>Q>E. Something a lot of Yone's combos have in common is that you'll have your dash at the end of the combo, which gives you room to react to however the situation plays out. If when you perform this previously stated team fight engage combo, if you used this on 3 or 4 enemies and the last enemy champ was separated and took this opportunity to approach your real body, you have your dash ready to get away or attack them, starting this fight in your favor by interrupting them. Another possibility is that doing this combo and ulting the enemy team gave your teammates enough time to show up and further engage on them, so you can now dash back into the fight to keep helping.