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Yone Build Guide by WayOfTheTempesst

Middle challenger

[Season 11.9] In-depth Challenger Yone Midlane Guide

By WayOfTheTempesst | Updated on May 12, 2021
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Runes: Standard

1 2 3
Precision
Conqueror
Overheal
Legend: Alacrity
Last Stand

Resolve
Second Wind
Revitalize
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3 4 5
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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Middle Lane
Ranked # in
Middle Lane
Win 50%
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Threats & Synergies

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Champion Build Guide

[Season 11.9] In-depth Challenger Yone Midlane Guide

By WayOfTheTempesst
Introduction

About Me



Hello! For those who don't know of me, I am known as Tempest. I've been a North American Challenger Yasuo main ever since season 6 and Challenger seasons before that just not with Yasuo. My all time peak in Season 6 was rank 4 with basically only with Yasuo and then was rank 2 in Season 7 with mostly Yasuo and Zed. I have been maining Yasuo ever since Heimer was reworked and really have never gotten bored of him ever. Since Yone's release I've mostly played him and Yasuo but have fallen in love with Yone. Here are my current accounts that I play on:OP.GG Unfortunately the only screenshot I have of my previous ranks is when I was top 10 in season 7:


Here is my S11 account where I only played Yasuo and Yone to Grandmaster with a 71% W/R:



Social Media



Twitter

Twitch

Youtube




Why Yone?



Yone is one of the most fun and interesting champions to play due to how many things you can pull off on the champion and how you can always do something better in a fight with him, kinda similar to Riven. Yasuo has one of, if not the highest skill ceiling in the game and has so many small tricks and mechanics that you will always find yourself in new scenarios and improving on something.

Yone is also a very unique champion in the sense of his resource bar and cool downs. He is the only champion in the game that has such low cds on his main abilities AND has 0 mana costs. If you are all about hitting your buttons fast and having no downtime or waiting for cooldowns then you will love this champion.

If you like looking stylish, nonstop pulling off 2v1s, 3v1s, and love being the center of attention(good and bad) then Yone is definitely a champion for you!

Pros & Cons



Pros

+Very high carry potential,can kill multiple people in a teamfight once he has his core items.
+Can melt through squishies and tanks due to his mixed damage.
+Can be played Mid and Top.
+Has one of the best basic abilities in the game ( Soul Unbound).
+Highlight champion, flashy and makes you standout.
+Next to no cooldowns on main abilities and doesn't use mana.


Cons

-Has one of the weaker laning phases in the game.
-Champion is a lot weaker if you don't have setup for his ultimate.
-His approach is very linear and very easy to counterplay in higher ranks.
-Feast or Famine champion.
Runes Back to Top

Conqueror: This keystone is by far the strongest and I usually prefer this taking it over Fleet Footwork in most cases. Conqueror gives you the best scaling and damage while also giving you some sustain when it's stacked.

Fleet Footwork: This keystone is good when the whole enemy team is squishy and against very hard lanes such as Renektonand Zed.

Overheal: The best scaling rune in this row and all around good option. While Triumph relies on you getting kill participation, Overheal is always useful and synergizes well with Yone's lifesteal build.

Triumph: I used to take this rune every game on Yone but recently I've been favoring Overheal for the guaranteed value and scaling. Still, Triumph can be a clutch rune that saves you in skirmishes and help you tower dive.


Legend: Alacrity: This is the only rune you would take in this tree. The attack speed is very crucial to getting your Q cooldown low early game and is more damage output throughout the game. Legend: Bloodline used to be an option but since the item rework Yone needs Legend: Alacrity to get enough attack speed for his maximum Q cooldown.

Last Stand: I take this rune almost every game because it gives Yone the best dueling potential in midlane. I find it more useful than Coup de Grace nowadays and it seems to be doing more damage.


Second Wind: This is the go-to rune in heavy poke lanes and coupled with Doran's Shield gives you the best survivability in lane.

Bone Plating: I take this rune vs lanes such as Fizz and Renekton where they can't easily poke it off but I also need to negate their heavy all-in early trades.

Conditioning: I take this rune for lanes that I need to scale in and it is generally only taken in easy lanes where Second Wind or Bone Plating don't give much value.

Overgrowth: This is a decent choice when you are scaling and HP can help you survive a lot of mid-game situations.

Revitalize: With the introduction of Immortal Shieldbow this season, Revitalize has a lot of value in the lifesteal and shield that the item give as well as if you Overheal. Yone also gains extra value from his Spirit Cleave shield with Revitalize. This rune will help you skirmish and teamfight better once you have your mythic completed.

Unflinching: Take this rune when you are against heavy CC as having this extra tenacity will help you escape a lot of situations and with Last Stand and Immortal Shieldbow your low HP teamfighting will be even stronger and allow you to keep dishing out damage.
Summoner Spells Back to Top

SUMMONER SPELLS
-
FLASH:The most used summoner spell in the game. There's a reason you see 10 people take Flash almost everygame. This will help you secure kills, escape, pull off combos, and many more uses. Always take Flash every game no matter what.
IGNITE: I personally take Ignite in 90%+ of my games just because I love having the extra damage to secure kills in lane. It is very hard to get a solo kill especially in higher elos if you do not take it because people know when to back out but with Ignite you can usually finish them off with it even if they end up flashing away. Take Ignite as your standard summoner spell.
TELEPORT: Only take Teleport on toplane Yone. Although some people have started to take Ignite top, Teleport is still by far the most used summoner spell top due to the lane being heavily decided by lane management and is key for baron control later on in the game.
CLEANSE: One summoner spell you can substitute Ignite for in some mathcups is Cleanse. The only lanes i would ever take Cleanse against would be Lissandra and Zoe due to both of these champions relying heavily on their hard cc. Cleanse gets even more valuable the more enemy champions have hard cc so look out for that when deciding if it's really worth to give up the damage Ignite gives you.
EXHAUST:The last summoner spell you can replace Ignite with would be Exhaust. Exhaust is a very underrated anti burst tool that many people forgot exist. The major matchup I ALWAYS take Exhaust against is Zed due to how hard it counters his ulti. The other matchup you can take it against is Annie because if you time it well, you will negate so much of her burst which can save you a lot. Exhaust also scales super well and is the best teamfighting summoner in the game due to the damage you can negate with it.
Abilities Back to Top




1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
W
E
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W





Way of the Hunter (Passive)

Yone gains 2.5x critical chance from his items and his basic attacks alternate between physical damage and physical and magic damage.

Similar to his brother Yasuo, Yone also has the ability to get 100% critical strike chance at just two items. This makes Yone have one of the strongest two item spikes of any champion. In addition, his passive splits his damage type from his auto attacks making him difficult to itemize resistances against.


Mortal Steel

RANGE: 475 / 950
COOLDOWN: 4 − 1.33 (based on bonus attack speed)
Yone thrusts his sword in a targeted direction gaining a stack of Gathering Storm. After casting this ability at two stacks of Gathering Storm, Yone dashes a fixed distance knocking up enemies in the targeted direction.

Another thing you have to keep in mind while playing Yone is the amount of stacks you have on your Mortal Steel. Your third Q is your escape and often your engage tool. Use your third Q to combo with your Soul Unbound and Fate Sealed to lock up enemies and dish out huge damage and CC.


Spirit Cleave

RANGE: 600
COOLDOWN: 16-6 (based on bonus attack speed)
AOE slash that damages and shields you upon damaging an enemy.

This is Yone's other ability that benefits from building attack speed, lowering in cooldown and cast time. Yone can use this ability in lane using the decent damage and shield that he gains to outtrade most opponents. Using this ability to avoid poke in lane is key. The shield from this ability also increases in damage depending on how many champions he damages with it. The split damage types and percent HP also helps you deal some damage tp tanks as well late game.


Soul Unbound

RANGE: 300
SPEED: 1200
COOLDOWN: 22 / 19 / 16 / 13 / 10

Yone's on-demand dash and extra damage.

While this ability gives Yone a short dash when he needs it, it is not a reliable escape tool. After 5 seconds in his E, Yone will always return to his starting location unless he is hard CC'd or in the middle of an auto-attack windup. Use this ability to all-in your opponent as it repeats a percentage of the damage you dealt to all enemy champions during its duration. Yone also gains ramping movespeed during his E and ignores unit collision meaning you can E into enemy minions without having to path around them. As you master Yone, reactivate this ability to avoid immobilizing effects such as Sleepy Trouble Bubble as this will allow you to continue fighting as your E expires or is reactivated. While this ability is often compared to Zed's Death Mark, Yone's E calculates damage based on post-mitigation damage. This means that damage you deal to shields will not count towards the detonation damage upon reactivating his E or its expiration.


Fate Sealed

RANGE: 1000
CAST TIME: .75
COOLDOWN: 120 / 100 / 80
Yone blinks to a target location knocking up and pulling enemies caught in his path to his target location.

Yone's ultimate has the potential to be one of the strongest teamfighting ultimates in the game, if landed. The massive AOE damage coupled with AOE CC makes it a game-winning ultimate if used properly. When using this ability it is important to note the relatively long windup and telegraphed nature of it. Enemies who know what Yone is capable of will Flash out of your path and focus you while you are vulnerable. Try to use Fate Sealed directly after enemies are knocked up by your Q or as a follow up to other CC abilities such as Encore or Crescendo.


Items Back to Top
Doran's Blade
This is the standard starting item on Yone. Giving Yone HP, AD, and omnivamp lets him sustain most lanes while giving him some extra damage. I often will take Dblade against melee champs or when I run Fleet Footwork.


Doran's Shield
This will be your starting item vs poke lanes where you need to be able to sustain without being able to get it from omnivamp on Doran's Blade. Taking DShield with resolve secondary makes even the toughest lanes playable. The downside of this start is that you do lose out on some damage early on in lane. Some matchups where you want to start Doran's Shield include Viktor, Azir, and Zoe. Doran's Shield can also be a good item to buy on your first back if you started Doran's Blade and need the extra survivability but don't have enough for Berserker's Greaves.


Cull
Cull is another item you can get early on in easier lanes. Note you should only pick up this item if it's an easy lane and you back with less than 1100G first back.


Berserker's Greaves
This will be the first item you rush as Yone. The movement speed paired with the massive attack speed boost really helps with early all ins to get your Mortal Steel and Spirit Cleave up faster.


Plated Steelcaps
Even though we usually want to rush Berserker's Greaves on Yone, there are some cases Plated Steelcaps are vital. An example of this is if you are laning against a Renekton and they have a Rengar jungle, Plated Steelcaps is so important or else you will just get one shot so fast the extra attack speed from Berserker's Greaves wouldn't even matter. Also even if it isn't a case you have to get them early, you should almost always trade in your Berserker's Greaves late game for either Plated Steelcaps or Mercury's Treads depending on teamcomp.


Mercury's Treads
Similarly to Plated Steelcaps, Mercury's Treads is the same deal. I find it a lot more rare that I rush Mercury's Treads instead of Berserker's Greaves but there are some cases it is worth it, example being if you are laning against a Lissandra and their jungle is Rammus. Trade out Berserker's Greaves late game for Mercuruy's Treads if the enemy team has a lot of CC.


Immortal Shieldbow
Since the new item rework, Immortal Shieldbow Is what I take on Yone everygame just because of the early shield it provides which Yone needs to survive against burst in teamfights. Immortal Shieldbow also gives every stat Yone wants while Galeforce and Kraken Slayer give more damage but leave Yone very squishy. Personally, while I see many go Galeforce I think Shieldbow is more suited to Yone's playstyle and let you fight through multiple enemies while Galeforce favors more single target damage.


Infinity edge
Another core item on Yone that you will end up getting 2nd item every single game. Infinity Edge is a perfect on Yone as increasing crit damage and getting 100% crit by your second item boosts Yone's damage greatly.


Mortal Reminder
Against a lot of healing and squishies go Mortal Reminder 3rd item and sit on Executioner's Calling after you finish building Immortal Shieldbow.


Guardian Angel
A very strong item on almost every AD champion. Usually when it comes to teamfights late game, whoever has the most Guardian Angels win simply due to it basically granting you an extra life without losing out on much damage. I usually go Guardian Angel 3rd or 4th item almost everygame as it protects your lead if you're ahead but also let's you get your ultimate off in teamfights without instantly dying if you're behind.


BloodThirster
Bloodthirster should only be built if you are very far ahead of the enemy team. This item is really expensive but can be useful for snowballing your lead but it is generally risky to build as it leaves you more vulnerable than other 3rd item choices.


Spirit Visage
Spirit Visage is your best item choice against heavy AP comps. The item gives you increased healing, a decent amount of magic resist, and a lot of health. If you have something like a Yuumi, Lulu, Seraphine, or Soraka, Visage gives you amplified healing and shielding from them as well.


Force of Nature
Force of Nature gives you a a lot more magic resist than Spirit Visage when it is fully stacked but you lose out on the increased healing in exchange for some more mobility. Both can be strong choices given the enemy team and your team composition.


Death's Dance
Death's Dance is a good item choice for some mixed offensive and defensive stats. It's a good item choice against bursty AD comps and is a viable 3rd item situationally.


Silvermere Dawn
Silvermere Dawn is good against things like Malzahar and Rammus where you need to QSS effect and it gives you some offensive and defensive stats. I still think it's best to just sit on Quicksilver Sash and complete this item as your 6th item.


Randuin's Omen
This is probably the best armor item for Yone. It lets you get super tanky and has very good utility if you combo its active with your ultimate after landing it on multiple enemies.


Thornmail
The only other pure armor item I would go is Thornmail. I have only gotten this item against one champion and that would be against Fiora. The item is just a natural counter to her and is the only real way you stand a chance against her after 3 items. I could also see this as a good counter against Viego
If you decide to pick this up, get an early bramble after Immortal Shieldbow and finish it 3rd item.
Laning Phase/Early Game Back to Top
Yone's early game is generally weaker than most mid lane champions. This is the weakest phase for Yone and is easily punished by better players who are aware of this. Yone's weakness in lane stems from his low range, lack of early sustain, and engage. All of these factors leave him vulnerable to poke early and can stop him from getting to his item spikes at proper times to all-in his enemies in the mid to late game. It is critical that Yone does not fall behind in lane too hard or he will have a hard time getting back into the game.

In tougher matchups where Yone is usually abused, I opt into Fleet Footwork and Revitalize to make up for his lack of sustain in lane. This is necessary to get to his Berserker's Greaves spike so he can fight back against these harder lane matchups. The most important tip I would give Yone players in the early game is to play to CS and scale rather than playing to kill your opponent. Sometimes, if you play way too aggro you will lose too much HP which will make the lane unplayable. If you fall behind too far in the laning phase before you reach your Berserker's Greaves then it will be too late to fight back on your usual first item spike.

The optimal way to play Yone in the lane is to wait for level 3, get your 3rd Q and look for an E into 3rd Q combo to get a good trade with the enemy. Yone differs greatly from Yasuo in lane phase. Yasuo can go in when he pleases due to his short E cooldown and high mobility in the minion wave however, Yone's E cooldown is very long at early levels making his trading windows more spread out. When trading with your opponent in lane, ensure that you land every ability as missing even one 3rd Q inside of your E can make or break your lane. This is espeically true against higher mmr players who will abuse Yone while he E is on cooldown.

Since Yone is not the best at roaming, its best to freeze the minion wave near your tower in the majority of lanes so you can take long trades while your opponent tries to break your freeze. This will also make you harder to gank as you'll be in closer proximity to your tower but also easier to receive ganks from your jungler as the enemy laner has to step up to your side of the lane to grab CS.
Mid Game Back to Top
Mid game generally starts when the first couple towers go down at about 12-15 minutes. Once Mid game starts, your job as Yone is to pick up as much gold as possible and will most likely want to be in a sidelane since you can duel a lot of mages in long lanes. Since you are not taking Teleport as Yone, you should ALWAYS be in the sidelane of the objective you are looking to secure and your toplaner should be in the opposite sidelane because he has the Teleport. So in short, if rift herald is up then be in the toplane sidelane and if you are playing for dragon then be in the botlane sidelane.

Another thing thats super important in the Midgame, is expanding on the lead and getting even further ahead with the lead you build in the early laning phase. The best way to do this is after you push a wave into enemy tier 2 tower, always take the enemy jungle camps, whether it be gromp , rift scuttler , krugs , etc. you will build up an extremely huge level lead and is one of the most important things to do to win more games. Not only do you get extra experience from doing this, you also deny experiance from the enemy so this is a double positive win and is why you see high elo toplaners and split pushers get such a massive level lead.

So in short, get in a sidelane and push to enemy tier 2 tower, get control wards and clear their vision in the enemy jungle, and deny as many jungle camps as you can to build a massive lead and starve the enemy team. If you do these things and have already built a lead in the early game, you will find yourself winning so many more games as Yone.
Late Game and Teamfighting Back to Top
When late game comes around the main objective is to choke out even deeper vision if you are ahead and force a teamfight to get baron nashor and close out the game. At this phase of the game since you don't have Teleport, you should be grouping with your team 90% of the time to secure vision and choke out the enemy vision. Obviously it depends if you are ahead or behind at this point of what to do but basically if you are behind when it gets to this point, you just have to try your best to kill their Control Ward and not let them baron nashor and win the game off a teamfight.

While teamfighting as Yone, it is important to play patiently and not miss your E and ultimate. It is best to stack your 3rd Q and use your ultimate to follow up on stun on an important carry or when the enemy team is stacked up so you can hit a huge ulti. The worst thing you can do as Yone is rush a teamfight and E -> R onto a squishy target and then have no follow-up damage for the enemy carries. At the end of the day, there a lot of ways to play a late-game teamfight as Yone. If your backline is very strong compared to theirs, play front-to-back and look for a big ulti when the enemy team groups up. However, every game state is different so make sure you're being creative in your engages.
Advanced Moves Back to Top
Here is a short video showing you all the Yone combos and tricks you'll need to know in order to smurf it up on the rift. Your text to link here...
Conclusion Back to Top
I hope you enjoyed reading my Yone guide! If you liked it come check out my twitch channel where I stream regularly: twitch.tv/tempest

Special thanks to Chungmaster and Cactus for helping me throughout making this guide!
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