VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Yone

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.

MidMixed damageMelee attacks
Usual roleMid
ClassFighter · Assassin
DifficultyHigh · 8/10
Basic attacksMeleeMelee basic attacks · 175 range.
Damage profileMixed damageThe kit can deal meaningful physical and magic damage. One resistance does not answer every part of it.
Reference patch16.20.1

Strengths and limits

What Yone does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Threatens reachable priority targets through burst, mobility or an unusual angle.
  • Combines damage and durability in committed skirmishes or extended exchanges.

Limits to respect

  • A failed commitment can leave no clean exit and little value until cooldowns return.
  • Can be worn down or controlled before reaching the range where the kit is strongest.
  • Basic attacks require close access, so enemy range, slows and displacement can deny a clean trade.
Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Yone in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Meaningful mixed pressure

One resistance may answer only part of the kit. Check the current build and the rest of the opposing team before specialising defensively.

Fight rhythm

Repeated access matters

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 and access

Needs close access for basic attacks

Range, slows, displacement and terrain can deny the clean contact this champion wants. Plan the route in as carefully as the damage after arrival.

Typical team job

Threaten a reachable priority target

A clean angle matters more than attacking the nearest unit immediately. Keep an exit, reset or follow-up route in mind before committing.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Check whether recovery changes the fight

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.

Resource pattern

Flow and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Yone?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Plated Steelcaps usually fit better

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.
Repeated attacksDisplacementShieldsPossible critical strikes
SPLIT DEFENCE

Split defence

Health · shields · balanced resistances

Meaningful physical and magic damage makes one resistance incomplete.

Compare the whole team and the champion's current build before specialising.
REPEATED ATTACKS

Repeated attacks

Plated Steelcaps · Frozen Heart

These can reduce attack-focused pressure when their stats fit your champion.

Do not use this as an answer to physical spells that are not attacks.
CRITICAL STRIKES

Critical strikes

Randuin's Omen

Critical-strike reduction can matter after a real critical build appears.

Champion identity alone does not prove that critical strikes will be purchased.
CONTROL AND ONE KEY SPELL

Control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can help against the relevant disabling effects. Airborne and displacement effects are not solved simply by stacking Tenacity.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
REPEATED SHIELDS

Repeated shields

Serpent's Fang

Anti-shielding can matter when repeated shields are protecting important targets.

Its offensive stats do not fit every champion; another teammate may apply it more efficiently.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Yone fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

TopSecondary

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.

Review this roleOpen matchup
JungleUnestablished route

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.

Review this role
BotUnestablished route

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.

Review this role
SupportUnestablished route

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.

Review this role

Kit reference

Yone abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Way of the Hunter

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.

Q
Q ability

Mortal Steel

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.

Cooldown4 secListed range450 units
Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

W
W ability

Spirit Cleave

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.

Cooldown14 secListed range700 units
Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

E
E ability

Soul Unbound

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.

Cooldown22/19/16/13/10 secListed range25000 units
R
Ultimate

Fate Sealed

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.

Cooldown120/100/80 secListed range1000 units

Levels 1–18

Yone · Health / Flow · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1620 Health500 Flow
Level 3775 Health500 Flow
Level 61,035 Health500 Flow
Level 111,541 Health500 Flow
Level 162,140 Health500 Flow
Level 182,405 Health500 Flow

Cooldown Data Dragon 16.20.1

Q
Basic abilityMortal Steel

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

All ranks4 sec
W
Basic abilitySpirit Cleave

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

All ranks14 sec
E
Basic abilitySoul Unbound

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 122 secRank 219 secRank 316 secRank 413 secRank 510 sec
R
UltimateFate Sealed

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1120 secRank 2100 secRank 380 sec
Open every levelHealth and flow from level 1 to 18
LevelHealthFlowAbility milestone
1620500 FlowChoose the first basic ability
2696500 FlowAdd another basic ability or rank
3775500 FlowAdd another basic ability or rank
4858500 FlowSpend one ability point
5944500 FlowSpend one ability point
61,035500 FlowFirst ultimate rank normally available
71,129500 FlowSpend one ability point
81,226500 FlowSpend one ability point
91,328500 FlowSpend one ability point
101,433500 FlowSpend one ability point
111,541500 FlowSecond ultimate rank normally available
121,654500 FlowSpend one ability point
131,770500 FlowSpend one ability point
141,889500 FlowSpend one ability point
152,013500 FlowSpend one ability point
162,140500 FlowFinal ultimate rank normally available
172,271500 FlowSpend one ability point
182,405500 FlowSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Choose the next question

Turn the profile into a pre-game plan

Choose a queue-aware build, compare a lane opponent, or return to the full champion library.

Open Yone buildsPrepare a matchupBrowse champions