Yone Build Guide by Yeager
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Runes: Conqueror with Resolve
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Ability Sequence
Threats & Synergies
Use fleet foot + resolve tree and start with doran's shield. Lvl 1-5 you poke him as much as possible with Q if he ever walks up to farm. Bait out his W by intentionally walking in range and then out again. Once it's on cooldown, you can look for short engages with your E and stacked Q. It becomes really rough after level 6 because he can easily dodge all of your damage, and sine yone is somewhat immobile, it's also pretty easy for zed to land all his abilities on you. Play it really passive in lane after 6 and DO NOT use your ultimate if his is up. Play to farm and outscale. Call for jungle help and try to make him waste his ultimate.
Fleet footwork with resolve tree + doran's shield + cleanse. This setup gives you enough sustain to survive her early poke. The problem is the fact that she has point and click CC + burst that makes it really hard for you to do anything in the lane. You want to rush wit's end ASAP so she won't be able to burst you down in a single rotation. Mercury treads can also be a good idea here just for the added safety. Once you get out of laning phase and reach the wits end + boots + phantom dancer this matchup becomes easy as you will have way higher DPS than her.
Fleet foot + resolve tree + doran's shield. Main goal of this laning phase is to not give him any kills. If needed, you can go for a vamp scepter right after you finished tier 2 boots for the sustain. Fizz is a good pick against champs like Yone who doesn't have reliable disengage. If he starts W level 1 then don't trade with him level 1 and just focus on poking him from a distance with Q. Lane is pretty easy until he gets level 6. At that point you want to have at least boots so you have a chance to dodge his ultimate. DO NOT use any of your engage abilities when his E is up. If you look for a fight, always bait out his E first.
Fleet footwork + resolve + doran's shield start. She will try to poke you a lot in the early laning phase with Q's and empowered auto attacks. If you use the rune setup i recommended, then you should be able to survive this easily. If you time it right, your E can cancel out her bubble because it works like a cleanse. You only have to play passive until level 6 when you have your ultimate up. Zoe is immobile so quite easy to hit. If she has summoners up, then always make sure that you combine Q3 -> R for guaranteed hits.
The conqueror page is viable here because corki is useless early game so he won't be able to punish you either. You should have control over this lane after you base and have berserkers.
Fleet foot + resolve + doran's shield start should be enough to let you survive the early stages against her aggressive laning phase. Her Q deals less damage when passing through targets so stay behind minions when trading. You can start trading back once you have level 3 but until that play it as passive as possible and make sure you don't get poked too much.
Conqueror and fleet footwork both good options as this is a skill match up. Both of you will be playing for the same powerspikes Things to keep in mind here: Yasuo can windwall your third Q (unless you're super close to him, then he will still get knocked up) but you can deny his knockups with E2 and R since you can't be CC'ed during this time, so if you play it right, he shouldn't be able to ult you. All of Yone's abilities are skillshots and Yasuo is super mobile, so don't ever use your ultimate if he has minions to dash to. Always try to combine it with a Q3. Yasuo is squishy and Yone has ridiculous burst damage, so you always want to go for the short trades when your E is up and then you back off afterwards. Go for a fake engage to make him waste his windwall and then you can look for a all-in.
She weak early game because of her high cooldowns and scaling items. Despite being "weak" early, her lvl 1-2 is disgusting when against melee champions. She has high auto attack range, and if she has electrocute, then she's going to nuke you with Q + E. Avoid engaging if her Q is up. Yone will always dash in a straight line so it just makes it easy for her to hit it. In the early game anivia really struggles farming, so try to shove her into the tower over and over. After level 6 you have to be careful because she can shut you down easily with her ultimate and wall. Save your third Q or ultimate to cancel her ultimate channel and focus on depleting her mana bar. Yone is also weak early on but once you have boots and your first mythic item you can easily deal with her if you get within range. Until that you have to focus mostly on farming if it's a good anivia. She's just going to afk farm the wave entire laning phase so you can't do much unless she overextends. She starts struggling when you go to the side lane because that's the point where she gets absolutely destroyed. Her immobility and the extended lane makes it impossible for her to escape when you're going in.
A good ahri player can make the laning phase very tough for Yone. If you dash forward with stacked Q, she can get a free hit with E(charm). Most of your damage comes from skillshots, and ahri's mobility just makes it super hard to hit anything. Ahri's itemization and runes gives her a lot of CDR ,so her ultimate will be on a much lower cooldown than yours. She's annoying to lane against, especially if she has glacial augment. Play the early game out as safe as possible and avoid using third Q forward if her charm is up. You can go for short trades by baiting out her charm with a fake engage. The only time you can kill her, is if you managed to do a bunch of short trades, leaving her at low-mid HP. In that case you can look for an all-in with your ultimate. Always do Q3 -> R so you make sure she can't dodge the ult.
Yone is great against immobile mages like veigar. His only CC (the cage) can be countered with your E2 since it makes you unstoppable, so you can basically go for trades already from level 3 and play really aggressive in this lane. This is a lane where you will be looking for kills early on. The only thing you have to watch out for are jungle ganks.
One of the worst match ups. Use fleet footwork + resolve tree + Doran's shield start. On your first base you can get a doran's sword as well for some extra sustain and HP to survive his burst. Keep an eye on his passive stacks. A fully empowered Q is going to nuke you, so wait for him to use it before you walk up to farm or try to time his poke with your W shield. You can use the second part of your E OR your ultimate to cancel out his stun to nullify his engages. If it's a good pantheon, the only thing you can do is to use the full defensive page, try to farm up and wait for jungle ganks. You will outscale him really hard, so do your best at not giving him any kills in the lane and spam ping your teammates once he hits level 6. When you go trades, make sure he wasted his passive first. If you're lucky, you will sometimes be able to cancel out his W with your Q3(knock up). If you do that, there's a chance you can win the trade. Save E to dodge his empowered Q as well when you're going for trades.
Use fleet foot + resolve/domination secondary + Doran's shield. Play defensive first few levels and just let him push the wave. After you get tier 2 boots you can start looking for kills. What makes this match up easy is the fact that azir is very vulnerable to champions who can easily get past his soldiers and straight into him. His ultimate is also useless against yours because you are unstoppable, so his only reliable form of anti-engage post level 6 is gone. When looking for all-ins, try to bait out his E dash first. If he tries to trade with you, he will end up going OOM really fast because Azir is pretty mana hungry.
A lot of players struggle in this match up but it's winnable if you know how to play it out. Level 1 Akali will try to Q spam you with empowered auto attacks. The key here is to intentionally walk within range of her Q and then immediately out again to make her use it and miss. If she does that twice within a short amount of time, her energy levels will be super low, so she can't trade back. That's how you trade with akali in the laning phase. She also likes to use her back flip whenever you engage with Q3 to dodge your knock up, and maybe even follow you back. Her shroud is what makes it hard to trade with her since you're an auto attack / skill shot based champion, so you want to make sure it's on cooldown before you go for any fights. Try to bait it out with fake engages, and keep in mind the cooldown of her shroud is around 20 seconds, so whenever it's on cooldown, that's when you want to force fights. The first cast of her ultimate will make her dash behind you. If you're quick enough, you can time your ultimate to potentially knock her within tower range for 1-2 shots, the moment she pressed R1 on you. She can cancel the R1 animation with her back flip, so keep that in mind against good akali players.
Cassio can screw you over with her miasma, making you unable to use any movement abilities/summs including Q3, E1, E2, R and flash. Her ultimate will stun you on the spot if you're facing in her direction, and she will shred you to pieces with twin fangs if you're poisoned. Rush tier 2 boots asap so you can dodge her skill shots more easily. If her miasma is up, you want to go for super short trades where it won't screw you over. Go in with E + Q3 and then hit her as much as possible before she's able to use abilities again, and BACK OUT with E2 before she uses her miasma. Her miasma has a 24 second cooldown early game. Cassiopeia maxes that spell out last, so your E will end up being on a much lower cooldown. With the second engage you can go for the kill. She will most likely use her ultimate when you're going for the knock up with Q, so MAKE SURE to turn around. It will only slow you instead of stunning. If you succeed in doing that, then you're going to win all the trades. If you get stunned by your ultimate, there's a super high chance that you're dead. She will follow up with miasma so you can barely move and then kill you.
She is tanky with W shield and she also has a lot of burst that you won't be able to match early game. If you get hit by Q, then she will most likely engage onto you. Dodging her Q can be hard if you're not familiar with how it works. It travels in an arc so you can dodge it by moving towards Diana when she's using it. If she wastes her Q, then she can't do much until it's up again because her dash won't reset without it. Play around her Q and W cooldowns. If possible go for super short trades early with Q3 knock up and disengage before she's able to proc electrocute. You outscale her super hard after a few items so you can always play the farming game with full defensive runes if you normally struggle against her. Diana's biggest weakness is that once she engages, she has no way out again.
One of the easiest match ups. Take the full sustain page to survive his poke and look for trades already from level 3. He is immobile so it should be almost impossible for him to dodge your skill shots without flash. All in him at level 6 if you've managed to poke him down a bit from earlier levels. Once you get out of laning phase and into the side lane, he can't do anything.
You have to watch out for his early game damage with corrupting potion. He has a ton of burst and sustain which makes it very hard for Yone to win early trades. Stay behind minions when his E is up so he can't grab you with E2. Getting early healing reduction will make the trades easier. Basically just farm out the early game, look for trades when he uses abilities to farm with. You win easily after you get berserkers and first mythic item.
She will just stat check you the entire laning phase because of her passive. Track her passive stacks and never trade when it's fully stacked. Stay away from low hp minions so she can't use them to gap close with and focus on dodging her E. If you get hit by that, she can all in and kill you. Let her push all game and just farm at your side of the lane, and wait for jungle ganks. You can punish her if you see her missing Q and/or E. When you are fighting her 1v1, you want to use the first part of your E to dodge her stun so she can't reset her dashes and stack passive fast enough.
Doran's shield + full sustain page. He has one of the strongest level 1's in the game because of his Q, so respect it and don't sacrifice most of your HP to last hit the minions, just stay back. He is aggressive early game but afterwards he will transition into a defensive playstyle to stack up his hex core to get the wave clearing mechanic on E. You have to play this lane really aggressive after level 3 and try to deplete his mana bar by constantly trading as it will delay his power spikes a lot. He's a late game scaling monster like Yone but he's somewhat immobile, so you have plenty of chances to kill him from level 6 and on wards. The first part of his E is impossible to dodge if it's a good viktor because of its missile speed. The second part of his E is where most of the damage is at, and it has a delay too it so focus on avoiding that during trades and you should be fine. The only difficult part in this lane is the first few levels.
Perfect ultimate synergy.
Able to lock down targets with his ultimate, making it super easy for Yone to hit everyone with his AOE abilites.
Has point and click hard CC that Yone can easily follow up on.
Tanky frontline with AOE knockup for a perfect ultimate execution
Her AOE ultimate makes her a great pick with Yone. She will also provide damage and healing in the middle of the fights so he can stay there for longer.
Strong synergy with his R able to put people into stasis so you can prepare and set up your abilities. His Q stun is also great helpful.
She has 2 ways of hard CC'ing the opponents. Even though both are skillshots, it still covers a big area during fights.
Camille and Yone is the perfect duo for assassinations
AOE knockup and silence
Can engage for yone with AOE knockups
Great synergy if it's Rhaast(red kayn)
Welcome to my in depth Yone guide! I'm Yeager, a high elo midlaner in league of legends consistently reaching at least master tier on EUW every season since season 5 and challenger EUNE season 9. I spend some of my free time creating high quality educational content to help you improve and become a better player.
Why should you play Yone? Yone is an assassin/skirmisher who has the advantage of being able to deal both physical and magic damage. He's a high skill ceiling champion with flashy mechanics similar to his brother Yasuo, and other champions like Ekko and Zed, where perfectly executed combos can lead to incredible outplays and make you look like a mechanical god. Compared to a lot of other assassins, Yone also scales well into the later stages of the game because of his versatile kit, and itemization. If any of this sounds interesting, then Yone might be the champion for you.
+ High outplay potential
+ Mixed damage
+ Assassin and Skirmisher
Yone being ressourceless with mixed damage, gives him an advantage over most other champions he will be laning against. Even though he excels at assassinating squishy targets, he also works great as a skirmisher thanks to his kit and versatile itemization.
+ Weak early game
+ High skill ceiling
+ No reliable escape
+ Soul Unbound can backfire
Yone can be quite weak early game because he's a melee champion. Not having access to a reliable engage or disengage tool, leaves him vulnerable to engages. The champion also has a variety of combos that has to be executed perfectly. Poor usage of Soul Unbound can result in you exiting fights too early, letting the targets escape, or even end up costing your life.
Flash The absolute best summoner spell in the game that can be used both defensively and offensively, so you will always have this as your primary summoner every single game.
Ignite As for the secondary summoner spell, this will be the most popular choice on Yone because it gives him more kill pressure in the laning phase, so it can help securing the kills and snowball the game out of control. The grievious wounds is also great against champions with lots of healing like Vladimir, Sona, Yuumi, Soraka etc.
Teleport You mainly want to use this if you're playing Yone in the top lane. It allows you to recall whenever you're low HP and teleport back so you don't have to risk getting dove by the enemy team. It can also be used to flank players by teleporting behind them. Teleport basically helps you stall the game and scale up, which is why you see it being used on champions with extremely weak laning phases like a Kassadin.
Cleanse Since Yone is somewhat immobile with no reliable escape tool, he is very vulnerable to point and click CC. If the enemy team comp has lots of CC, then make sure to have Cleanse as your secondary summoner spell. An example could be against Lissandra mid and Elise jungle.
Exhaust This is not a summoner you will be using often but it can be a good choice against team comps built around bursting down the targets, so mainly against assassins.
When can I use this page?: Preferably against the easier match ups. It doesn't offer much in the early game so it's very risky to use in poke heavy lanes.
First part of the passive is the exact same as Yasuo. Double crit chance from items is why we always have to rush a crit mythic item and then Infinity Edge since it gives us a free 100% crit powerspike. The second part of this passive makes it extremely hard to itemize against Yone when he's dealing both physical and magic damage. The new passive that converts excess crit chance into bonus AD makes so many different item builds viable now since we no longer have to worry about the 100% critical strike cap.
|Mortal Steel (Q): Yone thrusts forward, dealing physical damage to opponents. On hit, he gains a stack of Gathering Storm. At two stacks, Yone can dash forward with a wave that makes enemies airborne.|
Very low cooldown ability that you will be spamming in the laning phase to poke your opponent but also to farm with. The cast time and cooldown of this ability scales with attack speed up to a cap, allowing you to use it more often, which is one of the reasons why attack speed is so important on Yone.
|Spirit Cleave (W): Yone cleaves forward in a massive arc, dealing a portion of the target's maximum health. After successfully hitting an enemy, Yone also gains a temporary shield. The shield's power increases per champion struck.|
AOE damage ability that deals mixed damage based on the target's maximum HP, so it's great against champions who build lots of HP (Bruisers and Tanks). The shield is useful during trades as it can soak up some of the damage you are receiving.
|Soul Unbound (E): Yone can enter his Spirit Form, gaining movement speed and leaving his body behind. When Yone's Spirit Form expires, he'll snap back into his body and deal a percentage of all the damage he dealt while in Spirit Form.|
This is Yone's playmaking ability and basically a mini Death Mark. Since it stores some of the damage you've dealt and deals the same amount of damage once more, you want to make sure this ability is used early on in the combos for maximum damage. While Yone is returning to his main body at the end of the ability or when recast, you will be unstoppable so no amount of CC can cancel you out.
|Fate Sealed (R): Yone strikes all enemies in his path, blinking behind the last enemy hit and knocking everyone airborne towards him.|
Extremely powerful ability that will make Yone a threat even in the teamfights as it opens up for huge combos with your teammates. During the animation, he also can't be stopped by CC.
|Mortal Steel is maxed first as this is his main source of damage and poke. You will be spamming this ability in the laning phase, using it to trade with and also for last hitting. Putting points into this ability will increase the base damage.|
Soul Unbound is maxed second. Yone's playmaking ability is important to have on a low cooldown so you can go for engages more often. Putting points into this ability doesn't only lower the cooldown but it also increases the stored damage, which at max rank will be 35%, so a mini Death Mark but on a much lower cooldown.
Fate Sealed is maxed third. Each point into this ability will increase the base damage by 200 which is a huge deal, especially when you consider the fact that it's mixed damage.
Spirit Cleave is maxed fourth and last. There is no reason to max this out before any of the other abilities because it scales off the target's maximum HP, so it won't be that strong until later on in the game once people have invested gold into HP items. Similar to Mortal Steel, the cast time and cooldown of this ability can only be reduced with attack speed.
Core items are items you will be getting in every single game no matter who you're playing against. These items are a part of the champions identity so they can never be swapped. The only thing that can change, is when you buy them. For example Wit's End can be bought before any of the core items into the right match ups.
|Playing Yone in the very early stages can be rough because you will face a lot of ranged champions who will constantly try to poke you down. At levels 1 and 2 you just want to stay far back and last hit minions with Mortal Steel. If you're playing against melee match ups you can play more aggressive and harrass with Mortal Steel whenever they walk up to farm. From level 3 you can start trading back with all your basic abilities unlocked. When going for trades, you want to start the combo with Soul Unbound that basically works like a Death Mark in that it stores some of the damage you've dealt and then deals it once again when you leave the spirit form, so using it at the very start of your combos will give you the highest DPS. You also want to have your Mortal Steel stacked so you can use it as an engage tool. You want to go in for quick trades and then hop back to safety with Soul Unbound to slowly whittle them down. Once you are level 6 you can go for the execution. Fate Sealed is a skillshot so it can be difficult to hit on moving targets, so what you want to do, is that you use the third part of Mortal Steel right before your Fate Sealed. That will keep them airborne, giving you a guaranteed hit with the ultimate. If you were able to whittle them down from earlier trades, then you can look for the all-in with your ultimate. It can be difficult to find kills early game against skilled opponents, so most of the time you will be looking to farm out the first levels, or waiting for jungle ganks so you can combine your CC and secure kills that way.|
The mid game is where Yone starts shining because you will have the 2 core items Immortal Shieldbow and Infinity Edge giving you a massive powerspike with 100% crit. You can wipe out any squishy who's unfortunate enough to be within range. Champions will struggle itemizing against you because they won't have enough gold to complete both armor and magic resistance items, so this is the point where you have to start carrying the game. Your main focus should always be the objectives like the remaining outer
that can help you snowball and secure a lead. The goal as Yone is to look for aggressive plays whenever your Soul Unbound and Fate Sealed is available. Clear out the enemy wards using Oracle Lens and hunt down the squishy champions to look for assassinations. Being in the side lane and getting experience and gold for yourself is extremely important so you don't fall behind. You don't have to splitpush in the side lanes but make sure that you rotate back and forth to pick up the minion waves. During smaller skirmishes, be careful that you don't end up using Soul Unbound too early because it can take you completely out of the fight, and leave your teammates alone. Save it until you're confident that you can make proper use of it for one, big engage.
|The late game is all about teamfighting and objectives like baron nashor and elder drake . During teamfights, assassins will mostly wait patiently and try to flank the carries from a different angle to catch them off guard. Yone can do the same but he's also very strong in direct teamfights with the right compositions and setup. Your Fate Sealed is the key that can turn entire teamfights around so you want to be very patient with this ability, and wait for the right moment. If you have teammates with hard CC like a Malphite or Zac, let them be the ones to engage and then you can follow up with your abilities for guaranteed hits. Yone can also transition into a more defensive playstyle if your ADC is fed, and focus on peeling him from incoming threats. Succesfully hitting a carry with Fate Sealed and 3rd Mortal Steel should almost always result in a kill because they will be chain cc'ed and unable to move while your team can follow up with their damage. Soul Unbound gives you many unique ways of approaching a teamfight with the safety of Ekko's Chronobreak, so you have to be creative with how you want to engage in each teamfight to make the most out of this ability and Yone.|
- Every second auto attack with the Azakana blade will always deal 50% magic damage, so make sure to include at least 2 auto attacks in your combos to abuse the magic damage part since most enemies will be using armor against you in the early game.
- The ability is coded as a single target ability to the first target hit, and then as AOE to everyone behind that. This allows you to poke the opponents behind minions without getting aggro. (Exactly the same as Yasuo)
- The cast-time and the cooldown of this ability only scales with attack speed capping at 0.133 sec cast-time and 1.33 sec cooldown. (111.11% Bonus attack speed is required for this)
- The third part of Mortal Steel will make Yone dash a fixed distance and can be used to cross terrain.
- Use each cast in rapid succesion with your auto attacks for maximum DPS.
- Deals mixed damage and gives you a shield when hitting any enemy unit (Not just champions.) Hitting multiple champions at once will make the shield stronger from 100-200% depending on the amount of champions you hit.
- The range is deceptive so you can often catch the opponents by surprise.
- Yone will dash a fixed distance with this ability. The range is similar to Riven's Valor but it can also be used to dash over small walls.
- When damaging champions while in the spirit form, a symbol will appear above them. If the target is low enough HP to be executed by this ability, the symbol will be split in half.
- While returning back to his main body, Yone will be unstoppable so no CC can stop him. It can be used to intentionally bait out important CC abilities from the enemy team.
- The ultimate covers a huge distance through terrain, allowing Yone to engage the fights from unique angles similar to Rek'Sai. (Range Example: From bot lane tribush and straight into the lane)
- The ultimate by itself can be difficult to hit on moving targets. To get a guaranteed hit, you want to use the 3rd part of Mortal Steel to knock the opponents airborne and then immediately follow up with Fate Sealed.
- Yone is unstoppable during the animation, so he can't be CC'ed.
I have made a video guide for Yone showcasing the combos step-by-step so you can follow it easily. Basic combos start at 2:06 and the advanced ones start at 6:07.
What does it mean to freeze and how do i do it?
Freezing is a advanced technique that lets you deny your opponent exp and cs if done correctly. Freezing a lane means that you kite/tank the minions without letting your tower hit the creeps. You need to make sure the enemy minions always beat yours. After the enemy killed your entire wave, you let 2-3 of the enemy creeps live, and kite them until the next wave is here. When the next wave arrives, the wave will freeze right outside of your turret range.
By doing this, you are safe from jungle ganks, while your opponent takes a big risk everytime he overextends for a cs.
When to freeze the wave
You can Freeze the wave when you and the enemy are even or ahead, and it can be used to help you win back the lane after you screwed up and died. You can attempt to freeze the wave already from level 1, leaving your opponent vulnerable to jungle ganks or be within your kill range, if you are able to kill them. When you get a lead, and you can solokill an overextended enemy laner, that is exactly when you want to freeze the wave. You force the enemy midlaner to either be in your kill range, or miss a ton of cs and exp, putting them further behind.
Freezing a wave is a great way to snowball a lead, if you have no objectives to fight for, such as dragon, herald or towers.
Here is a youtube video that explains wave management very well. I recommend watching the entire video. All credits for this video goes to Blitz Esports LoL
That's it for my Yone guide. I have spent countless hours playing him on PBE and working on this guide so i hope you learned something. The champion is new so there's a chance of different builds and combos appearing over the coming weeks but i will make sure to keep this guide updated with the latest information.