Good patterns
- Threatens reachable priority targets through burst, mobility or an unusual angle.
- Combines damage and durability in committed skirmishes or extended exchanges.
Game patch 26.20Data Dragon 16.20.1
Reference patch 16.20.1
the Unforgotten
Yone is a burst-focused champion who looks for a reachable priority target and a route back out. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.
Strengths and limits
These are kit-level patterns, not a promise that every lane or matchup plays the same way.
Practical champion reading
Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.
One resistance may answer only part of the kit. Check the current build and the rest of the opposing team before specialising defensively.
The threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control before the repeated pattern settles in.
Range, slows, displacement and terrain can deny the clean contact this champion wants. Plan the route in as carefully as the damage after arrival.
A clean angle matters more than attacking the nearest unit immediately. Keep an exit, reset or follow-up route in mind before committing.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.
Anti-heal or anti-shielding is situational. Buy it only when the effect is materially protecting targets and your champion can apply the answer reliably.
A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.
Defensive item reference
Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.
Armour and attack reduction address repeated physical basic attacks. The passive does not reduce every physical ability.
Choose Mercury's Treads instead when magic damage or reducible crowd control across the full team matters more.Normal Draft and Ranked role map
Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.
Historical reference. Recommendation review pending. Yone has a secondary role listed in this historical reference. It is less common than the primary roles, but it has a recognisable role-specific plan.
Historical reference. Recommendation review pending. Yone is normally played Mid and does not currently have a reviewed Jungle route. Jungle usually needs repeatable monster clear, safe pathing and objective control without lane income. Treat this as a deliberate experiment, not a standard recommendation.
Historical reference. Recommendation review pending. Yone has an established central-lane plan with access to waves, both sides of the river and meaningful pressure between objectives.
Historical reference. Recommendation review pending. Yone is normally played Mid and does not currently have a reviewed Bot route. Bot usually needs dependable duo-lane scaling and sustained damage with shared early pressure. Treat this as a deliberate experiment, not a standard recommendation.
Historical reference. Recommendation review pending. Yone is normally played Mid and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.
Kit reference
Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

What it doesYone deals magic damage with every second Attack. In addition, his critical strike chance is increased.
Practical readWay of the Hunter is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.

What it doesThrusts forward, damaging all enemies in a line. On hit, grants a stack of Gathering Storm for a few seconds. At 2 stacks, Mortal Steel dashes Yone forward with a gust of wind knocking enemies Airborne.
Practical readMortal Steel is part of Yone's Q pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.
The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

What it doesCleaves forward, damaging all enemies in a cone. Grants a shield to Yone, the value is increased by the number of champions hit by the swipe. Spirit Cleave's cooldown and cast time scale with attack speed.
Practical readSpirit Cleave contributes protection or sustain and basic-attack interaction. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

What it doesYone's spirit leaves his body behind, gaining Move Speed. When this ability ends, Yone's spirit is forced back to his body and he repeats a portion of the damage he dealt as a spirit.
Practical readSoul Unbound contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

What it doesYone blinks behind the last champion in a line with a slash so powerful it pulls all enemies hit towards him.
Practical readFate Sealed is part of Yone's R pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.
Levels 1–18
Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.
Cooldown Data Dragon 16.20.1
Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Level | Health | Flow | Ability milestone |
|---|---|---|---|
| 1 | 620 | 500 Flow | Choose the first basic ability |
| 2 | 696 | 500 Flow | Add another basic ability or rank |
| 3 | 775 | 500 Flow | Add another basic ability or rank |
| 4 | 858 | 500 Flow | Spend one ability point |
| 5 | 944 | 500 Flow | Spend one ability point |
| 6 | 1,035 | 500 Flow | First ultimate rank normally available |
| 7 | 1,129 | 500 Flow | Spend one ability point |
| 8 | 1,226 | 500 Flow | Spend one ability point |
| 9 | 1,328 | 500 Flow | Spend one ability point |
| 10 | 1,433 | 500 Flow | Spend one ability point |
| 11 | 1,541 | 500 Flow | Second ultimate rank normally available |
| 12 | 1,654 | 500 Flow | Spend one ability point |
| 13 | 1,770 | 500 Flow | Spend one ability point |
| 14 | 1,889 | 500 Flow | Spend one ability point |
| 15 | 2,013 | 500 Flow | Spend one ability point |
| 16 | 2,140 | 500 Flow | Final ultimate rank normally available |
| 17 | 2,271 | 500 Flow | Spend one ability point |
| 18 | 2,405 | 500 Flow | Spend one ability point |
Choose the next question
Choose a queue-aware build, compare a lane opponent, or return to the full champion library.