Yone
Build Guide by RezoneVerified
🔪 [NEW SEASON 13 🔥] - [Master Tier Midlane Yone - SEASON 13.10! 🔪
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Recommended Items
Runes: Season 12 Standard
1
2
Precision
Resolve
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
Flash
Ignite
Items
Ability Order
Way of the Hunter (PASSIVE)
Yone Passive Ability
Champion Build Guide
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How is it going guys! My name is Rezone and I'm a Master Tier Midlane main. I peaked at 270 LP Master Tier this Season and have 7.5 Million Mastery Points on Heimerdinger! I upload gameplays, guides, tips and pretty much any other League of Legends related content you could ever ask for! I was the BEST HEIMERDINGER EUW in Season 7 and I'm best known for inventing the Holy Trinity of Tilt build on Heimerdinger a couple of seasons ago (Banner of Command, ZZ'Rot Portal and Rylai's)! I've also recently competed in TWITCH RIVALS where I played Heimerdinger ADC and came joint first against other streamers such as TFBlade. Yone is a flashy burst assassin that scales well into the late game, and can execute some outstanding outplays and gives you the opportunity to show off your mechanical prowess. He can deal physical and magical damage, often leaving a weak spot in his opponents build for him to exploit. His high skill ceiling means he takes some learning, but once you have mastered him, you will be able to show off some amazing skill.
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FLASH |
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IGNITE |
Lethal Tempo | ★ Lethal Tempo is currently the strongest rune on Yone as it provides fantastic early and mid game damage/pressure, this offers Yone greater powerspikes due to his Q and W scaling with attack speed! |
Triumph | ★ Triumph is essential for a lot of melee carries, finding themselves in the middle of the battle, a clutch takedown on an enemy can save your life with the burst of healing this rune provides. |
Legend: Alacrity | ★ Legend: Alacrity is the perfect rune for Yone. Not only does it increase his AA speed, Mortal Steel and Spirit Cleave also scale from attack speed, lowering their cooldown and smoothing out your combos. |
Coup de Grace | ★ Coup de Grace is all around a great rune for burst assassins, helping you clutch that kill with the bonus damage on lower health targets. |
Overgrowth | ★ Overgrowth is a great pick into most matchups, its safe, reliable and the HP you gain is very helpful in mid game scrims. |
Bone Plating | ★ Bone Plating is great in lanes where you have to sustain heavy burst/all ins - assassin or high burst bruisers etc. |
✦ Berserker's Greaves Unless the enemy team has a lot of AD or AP, you want to take Berserker's Greaves every time for the increased attack speed and mobility they provide, decreasing the cooldown on your abilities and increasing your burst damage. |
✦ Immortal Shieldbow The best choice for mythic item, providing us with AD, AS, Crit Strike Chance, life steal and when we take damage that would take us below 30% health, we gain a shield up to 630 damage, and 15-35 bonus attack damage for 8s. This makes us a healing monster with insane survivability. |
✦ Infinity Edge When paired with Phantom Dancer, we get ridiculous critical strike chance which is a huge powerspike and can 100 to 0 squishy targets like a Sona or Orianna very quickly. Consider taking Infinity Edge first if you are snowballing. |
✦ Death's Dance A very powerful item for Yone as it provides offensive and defensive stats, along with a strong healing passive, and a strong damage storing effect, which further negates Yone's squishyness. A solid choice vs burst champions as the damage will be converted to a bleed instead of upfront burst. |
✦ Phantom Dancer A great pick up on Yone, providing attack speed, movement speed and critical strike chance. It also provides a passive that grants movement speed, ghosting and 40% bonus attack speed after attacking 5 times. This has great synergy with his kit overall. |
✦ Guardian Angel A strong item when having to reach the enemy teams backline, potentially putting you in harms way of their most powerful carries, and diving through the frontline. You get a free extra life, allowing you to play more aggressively, and the bonus armor will be invaluable vs AD threats such as ADCs or AD mids. |
✦ Guinsoo's Rageblade -SITUATIONAL A great item on Yone as it provides attack speed and crit chance, as well as dealing extra damage on-hit for every 1% crit chance, up to 200 bonus damage on-hit at 100% crit strike chance - but you can no longer critically strike. You also trigger a phantom hit that applies all on-hit effects when you gain 2 stacks of the passive. |
✦ Bloodthirster -SITUATIONAL Now that Fate Sealed doesn't provide lifesteal, Bloodthirster increases in effectiveness to provide us with heavy sustain and attack damage, and synergizes well with Spirit Cleave due to the shield. |
✦ Mortal Reminder-SITUATIONAL Valuable against healers such as Soraka, Dr. Mundo, Vladimir etc. It's counterpart Lord Dominik's Regards is useful vs armor stacking tanks such as Sejuani, Sett etc, but is not as powerful in the current meta. |
Way of the Hunter (Passive) |
INTENT: Yone doubles his total critical strike chance from all other sources, but his critical strikes deal only (57.5% + 6.3% to 31.5%) AD bonus physical damage. DUALITY: Yone's basic attacks alternate between using his Steel Sword and Azakana Sword on-attack. Yone begins attacking with his Steel Sword, and basic attacks with the Azakana Sword deal 50% AD physical damage and 50% AD magic damage. There is no attack time out between alternating swords, and it will persist through death. |
Mortal Steel (Q) RANGE: 475 EFFECT RADIUS 100 CAST TIME 0.4s - 0.133 (based on bonus AS) COOLDOWN: 4s - 1.33s (based on bonus AS) |
Yone thrusts his Steel Sword in the target direction, dealing physical damage to enemies hit and applying on-hit and on-attack effects to the first enemy hit. Mortal Steel can critically strike for (60% + 20%) AD bonus physical damage. If Mortal Steel hits an enemy with the thrust, Yone gains a Gathering Storm stack for 6 seconds. While Yone has two stacks of Gathering Storm, Mortal Steel consumes the stacks to instead cause him to dash a fixed distance in the target direction and unleash a whirlwind; travelling the same direction, both dealing the same damage and knocking up all enemies hit in their path for 0.75 seconds. Mortal Steel's thrust is interrupted if Yone is affected by hard crowd control during the cast time but its cooldown is reset to 0.1 seconds. |
- After a successful crit roll against one of the targets, Mortal Steel's thrust is guaranteed to critically strike all further targets aswell
- Mortal Steel will apply on-hit effects to the first target hit, but will not do so to the secondary ones.
- Mortal Steel will not apply spell effects to the first target hit, but will do so to the secondary ones.
- Mortal Steel is a great way to engage and trade safely. Timing the knockup along side your Spirit Cleave means that you can CS or exchange damage with the enemy laner with low opportunity cost. Timing this and your Fate Sealed will allow you to be the game changer in team fights.
Spirit Cleave (W) EFFECT RADIUS: 600 CAST TIME: 0.5 - 0.19 (based on bonus AS) COOLDOWN: 16 - 6 (based on bonus AS) |
Yone cleaves with his Azakana Sword in the target direction, dealing equal parts physical and magic damage to enemies hit in a cone. The total mixed damage has a minimum threshold of 40 − 410 (based on level) against minions and a maximum threshold of 150 − 320 (based on level) against monsters. Yone shields himself for 35 − 55 (based on level) (+ 55% bonus AD) for 1.5 seconds if Spirit Cleave hits an enemy, increased by 100% − 200% (based on number of enemy champions hit). |
- Spell Shield does not prevent Yone from receiving the shield.
- Spirit Cleave will cast from wherever Yone is at the end of the cast time.
- Spirit Cleave is fantastic for early trades when used efficiently with lifesteal. This is one of the main reasons Immortal Shieldbow is such a great buy on Yone. Late game Yone scales tremendously well due to the amount of health he can regen or damage he can mitigate due to his shields/fast trades, throw a Yuumi or Janna into the mix and he becomes unkillable.
Soul Unbound (E) TARGET RANGE: 300 EFFECT RADIUS: Global COOLDOWN: 22 / 19 / 16 / 13 / 10 |
Yone dashes a fixed distance in the target direction, gaining Spirit Form for 5 seconds as well as creating an untargetable clone that is sent the same distance behind the cast location, though not through terrain. After a 0.5-second delay, Yone can recast Soul Unbound. SPIRIT FORM: Yone gains 10% − 30% (based on time active) bonus movement speed and marks champions damaged with basic attacks or abilities. Each mark stores a percentage of the post-mitigation physical damage and magic damage that Yone deals to them with his basic attacks and abilities. Activation resets Way of the Hunter's current state. RECAST: Yone casts for 0.25 seconds then dashes back to his body, detonating the marks on each champion to deal true damage equal to the amount stored against them. Yone is unstoppable from the point of re-activation until the dash is completed, and he will initially cleanse himself from all blinds, cripples, and drowsy effects as well as any immobilizing effects that were applied to him during the cast time. After the duration ends, Soul Unbound will recast automatically. The automatic recast is delayed if Yone is unable to move or cast due to crowd control, channeling or a lock-out. Soul Unbound will also recast upon Yone's Death. |
- Soul Unbound stays on cooldown for the first 15 seconds of the game.
- Recall and Teleport are disabled during Soul Unbound.
- Yone's orange resource bar during Soul Unbound is indicative of the effect's duration. The amount starts at 500 and rapidly decays down to 0.
- Soul Unbound can be used efficiently for trades or dives, it takes some getting used to but always beware of where you will snap back to! Enemies can either trade with you 1v1 or camp your blood shadow until the timer is up.
Fate Sealed (R) TARGET RANGE: 1000 CAST TIME: 0.75s COOLDOWN: 120 / 90 / 60 |
After the cast time, Yone marks all enemies in a line in the target direction and stuns them for 0.15 seconds as well as blinking 200 units beyond the center of the last enemy champion struck. If no enemy champions are struck, Yone blinks to the maximum range instead. |
After a further 0.125 seconds, wind rushes along the same line, dealing marked enemies that are within the area equal parts physical and magic damage while pulling them towards Yone's blinking position and subsequently knocking them up for 0.75 seconds. Yone is locked out for a total of 0.3 seconds upon blinking.
- If Fate Sealed's maximum range is inside terrain, enemies will not be pulled through walls.
- Yone is locked out of performing actions for 0.3 seconds after the cast time. Fate Sealed is not cancelled if Yone dies during this time.
- A perfectly timed Fate Sealed can be game changing if done correctly, this can be used with Soul Unbound to unleash a devasting amount of CC/Damage from a safe space.
- Approaching fights with Mortal Steel knockup at the core means that you can chain CC with your ultimate alongside this. This maximises damage and can work extremely well in 1v2 scenarios.
Early - Mid Game
During laning phase, staying back and last hitting minions with Mortal Steel will be the most optimal playstyle if you're against ranged champions with a lot of poke. If against melee, you can proceed to be more aggressive and poke when they try to last hit. When you hit level 3, you can take short trades, starting with Soul Unbound which marks enemies much like the way of Death Mark. Using a stacked Mortal Steel as your engage, and then dashing back to safety using Soul Unbound.
Level 6 is where you can try to all in your laner, using Fate Sealed as an execute. Engage with your stacked Mortal Steel to prevent the enemy from escaping your Fate Sealed. Yone has a very large outplay window, with the use of Flash, his Mortal Steel knockup and Soul Unbound, along with the repositioning of Fate Sealed, so try to use this to your advantage - but don't outplay yourself trying to be flashy!
Mid - Late Game
During the mid - late game, you want to be pushing in lanes and looking for roams, objectives and kills. You should have reached your first and second power spikes with relative ease by now, and can look for unsuspecting squishy targets to burst down and continue your snowball. Look for quick assassinations with your Soul Unbound - but remember, the enemy can see your clone and you can't use this as an escape - you'll just dash back to the clone and they can easily all in you when you return.
Make sure to prioritize objectives once you have secured picks/kills, as they are what primarily win the game. Rift Herald spawns twice now, so you can prioritize taking one, if not both, to secure extra tower plates and net you some more gold, allowing you to quickly move forward in your chosen build path.
Late game, Yone wants to be looking to flank the backline with his Soul Unbound in a safe place, allowing him to execute the main threats safely, and then dash back before the enemies can collapse on his spirit form. Make sure to be patient with your ult, and use it as a follow up to your teams engage, CC'ing the enemy to their death.
Thanks for reading my Yone guide and I really hope you can take some of this information and apply it to your ranked games! Please drop me a comment, and let me know if there's anything I can improve on. I hope you can pop by any of my social media's and say hi! Feel free to check out any of my other midlane champion guides, and I hope you enjoy them just as much.
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