Yone: The Unforgotten

Yone is a champion in League of Legends played in Top and Mid, classified as an Assassin / Skirmisher (Fighter / Assassin). He uses Flow (secondary bar, max 500) as his resource with no Mana. Yone was released on August 6, 2020, and was last updated in patch V26.03. Store price: 1575 Blue Essence / 790 RP. Crit damage modifier: 200% × 0.9 = 180% + 27% AD.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 18)
HP6202684.83
ResourceFlow (500 max)Flow (500 max)
Attack Damage (AD)62101.33
Armor (AR)33123.46
Magic Resist (MR)3272.31
Movement Speed (MS)345345 (fixed)
Attack Range175 (Melee)175 (fixed)
Base AS0.625
Bonus AS0 – 68.83%
Crit DMG200% × 0.9 = 180% + 27% AD

💡 Flow 500 vs Yasuo’s Flow 100 — Why Yone’s Shield Scales Higher: Yone’s Flow bar holds 500 units vs Yasuo’s 100 — 5x larger. However, both champions generate Flow from movement and both consume all stacks for their shield on taking damage. Yone doesn’t have an analog to Yasuo’s passive shield — instead, Spirit Cleave (W) provides a stackable shield that scales with champion hits. The 500 Flow bar is a visual difference only; the mechanics are structurally identical to Yasuo’s 100 Flow bar — it’s a scaling bar that fills from movement and depletes on trigger. The Steel and Spirit alternating sword mechanic — physical Steel Sword auto → magic Azakana Sword auto → repeat — means Yone’s damage is inherently split between physical and magic, making him harder to itemize against than purely physical damage dealers. Both armor AND magic resist items are required to reduce Yone’s mixed damage, vs standard AD champions who are countered by armor alone.

🗡️ Passive: Way of the Hunter

ParameterValue
INTENT — Crit DoublingTotal critical strike chance doubled from all sources
Excess Crit ConversionEvery 1% crit in excess of 100% → 0.5 bonus AD
Yone Crit Damage180% + 27% AD physical damage (reduced vs standard 200%)
STEEL AND SPIRIT — Alternating AttacksBasic attacks alternate between Steel Sword and Azakana Sword
Steel Sword AttackStandard physical damage
Azakana Sword Attack50% AD physical damage + 50% AD magic damage
Starting SwordSteel Sword (physical)

INNATE — INTENT: Yone’s total critical strike chance is doubled from all sources. Every 1% critical strike chance in excess of 100% is converted into 0.5 bonus attack damage. Yone’s critical strikes deal only 180% + 27% AD physical damage

INNATE — STEEL AND SPIRIT: Yone’s basic attacks alternate between his Steel Sword and Azakana Sword on-attack. Yone begins attacking with Steel Sword. Basic attacks with Azakana Sword deal 50% AD physical damage and 50% AD magic damage

💡 Azakana Sword — The Mixed Damage Itemization Problem: Every second auto attack deals 50% physical + 50% magic damage — simultaneously. Against a target with 150 armor and 60 MR: physical component hits at (100/250) = 40% reduction, magic component hits at (100/160) = 62.5% effective. Neither resistances alone fully mitigates Azakana autos. Against pure armor building: the magic component of every Azakana auto deals near-full damage. Against pure MR building: the physical component deals near-full damage. Fully countering Yone’s auto attacks requires stacking both armor AND MR simultaneously — an itemization tax unique to Yone. Additionally, Soul Unbound (E) activation resets Yone’s sword state — meaning after E activates, Yone begins the next auto sequence with Steel Sword, allowing predictable control of the attack sequence during burst combos.

⚔️ Q: Mortal Steel

ParameterValue
Cast Time0.35 – 0.175 seconds (based on bonus AS)
Static Cooldown4 – 1.33 seconds (based on bonus AS)
Range (thrust / whirlwind)450 / 450 / 1050
Collision Radius100
Width (thrust / whirlwind)80 / 160
Speed1500
Physical Damage25 / 50 / 75 / 100 / 125 (+ 110% AD)
Critical StrikeCrits for 180% + 27% AD damage
On-Hit & On-AttackApplied to first enemy hit
Gathering Storm StackHitting at least one enemy → 1 stack (max 2, 6 seconds, refreshes)
Gathering Storm Bonus (2 stacks)Yone dashes forward + unleashes whirlwind — knocks up 0.75 seconds, cannot affect same target twice
Disarm InteractionThrust fails but CD resets to 0.1 seconds

ACTIVE: Yone thrusts his Steel Sword in a line dealing physical damage, applying on-hit and on-attack effects to the first enemy hit. Damage based on AD ratio can critically strike. If this hits at least one enemy, Yone generates a stack of Gathering Storm for 6 seconds (stacking to 2). At 2 stacks, the next Mortal Steel causes Yone to dash forward and unleash a whirlwind, knocking up enemies hit for 0.75 seconds, unable to affect the same target twice.

💡 Q vs Yasuo’s Q — Key Differences: Yone’s Q (Mortal Steel) and Yasuo’s Q (Steel Tempest) are mechanically nearly identical with one key difference: Yone’s whirlwind at 2 GS stacks causes Yone to DASH FORWARD during the whirlwind, while Yasuo’s is a stationary line. The Yone Q whirlwind dash forward means: at 2 stacks, Q fires as both a forward repositioning tool AND a 160-wide knockup simultaneously — Yone physically moves into the middle of enemies while the whirlwind fires. Against a grouped team: Yone dashes into their formation mid-whirlwind, activating Fate Sealed (R) from inside their cluster rather than from his original position. Yone’s Q knockup lasts 0.75 seconds vs Yasuo’s 0.9 seconds — slightly shorter, but Yone has R as a separate knockup tool that doesn’t require a Q setup.

🌀 W: Spirit Cleave

ParameterValue
Cast Time0.5 – 0.19 seconds (based on bonus AS)
Static Cooldown14 – 6 seconds (based on bonus AS)
Effect Radius600
Angle80°
Damage TypeEqual parts physical and magic (Azakana Sword)
Total Mixed Damage10 / 20 / 30 / 40 / 50 (+ 8 / 9 / 10 / 11 / 12% of target’s maximum health)
Minion Threshold (min)40 – 490 (based on level)
Monster Threshold (max)150 – 340 (based on level)
Self-Shield on Hit40 – 95.88 (based on level) + 65% bonus AD for 1.5 seconds
Shield vs ChampionIncreased 100% (doubled) if it hits a champion
Additional Champion Hits+50% shield per subsequent champion hit beyond the first
Shield TriggerShield granted regardless of whether enemies are hit, but value multiplied on champion hits

ACTIVE: Yone cleaves with his Azakana Sword in a cone dealing equal parts physical and magic damage to enemies hit. The total mixed damage has a minimum threshold against minions and a maximum threshold against monsters. If this hits an enemy, Yone grants himself a shield for 40–95.88 + 65% bonus AD for 1.5 seconds, increased 100% if it hits a champion and by 50% for each subsequent champion hit

💡 W Shield Math — Multi-Champion Hits: W’s shield base at level 18: 95.88 + 65% bonus AD. With 200 bonus AD: 95.88 + 130 = 225.88 base shield. Against 1 champion hit: doubled → 451.76 HP shield for 1.5 seconds. Against 2 champion hits: doubled + 50% = 2.5× → 564 HP shield. Against 3 champion hits: 3× → 677 HP shield. In a teamfight with Yone’s 600-radius W hitting the entire enemy team (5 champions): (1.0 + 1.0 + 0.5 + 0.5 + 0.5) = 3.5× multiplier → 791 HP shield for 1.5 seconds. Combined with E’s true damage and R’s displacement, Yone who hits the full enemy team with W gains a near-800 HP shield mid-teamfight — making him significantly more durable than his 620 base HP suggests during the burst window.

💡 W 12% Max HP Damage — The Tank Shredder: At max rank W (rank 5): 50 + 12% of target’s maximum HP as mixed damage — equal physical and magic. Against a 5000 HP tank: 50 + 600 = 650 mixed damage per W cast. Against a 2000 HP carry: 50 + 240 = 290 mixed damage. W’s max HP scaling punishes HP-stacking tanks proportionally — Malphite, Cho’Gath, Mundo with 4000+ HP all receive 480+ mixed damage from one W cast. Since it’s split physical/magic, they’d need both armor AND MR to mitigate the full damage. W’s static 14–6 second CD (based on bonus AS) means at maximum AS, W fires every 6 seconds — three W casts in 18 seconds against a 5000 HP tank deals 3 × 650 = 1950 mixed damage from W alone.

👻 E: Soul Unbound

ParameterValue
Cooldown22 / 19 / 16 / 13 / 10 seconds
Cast Time (initial)None
Cast Time (recast)0.225 seconds
Dash Distance300 units
Terrain TraversalDashes through terrain
Body PositionSent same distance behind cast location (not through terrain); untargetable
Spirit Form Duration5 seconds
Spirit Form — GhostedActive during Spirit Form
Spirit Form — Bonus MS10 – 30% (based on seconds active in Spirit Form)
Damage Storage25 / 27.5 / 30 / 32.5 / 35% of post-mitigation damage dealt to champions
Recast AvailabilityAfter 0.5 seconds; automatically recasts after 5s duration
Recast — Displacement ImmunityActive during return dash
Recast — True DamageTrue damage equal to 100% of stored damage amount against each marked champion
Sword ResetActivation resets Way of the Hunter’s current sword state
Auto DelayAutomatic recast delayed if winding up a basic attack or cannot recast
Immediate RecastImmediately recasts upon death or entering resurrection

ACTIVE: Yone dashes a fixed 300-unit distance in the target direction, including through terrain, discarding his body and entering Spirit Form for 5 seconds. Yone’s body is untargetable and is sent the same distance behind the cast location (not through terrain), and is reclaimed when Soul Unbound ends.

SPIRIT FORM: Yone becomes ghosted and gains 10–30% bonus MS (increasing based on seconds active). His damaging basic attacks and abilities against enemy champions apply a mark storing 25–35% of post-mitigation damage dealt to each target.

RECAST: Yone dashes back to his body with displacement immunity, ending Spirit Form and consuming the marks on each champion to deal true damage equal to the total amount of damage stored against each of them

💡 Soul Unbound True Damage — Amplified by All Damage Sources: The marks store 35% of ALL post-mitigation damage dealt during Spirit Form at max rank E — Q crits, W’s max HP damage, auto attacks (both Steel Sword and Azakana Sword), and item on-hit effects all contribute to the stored pool. At max rank E with 5 seconds of Spirit Form against a carry: Q whirlwind for 500 physical + W 300 mixed + 4 autos at 100 damage each = 1200 post-mitigation damage × 35% = 420 true damage on E recast. True damage cannot be reduced by armor, MR, or shields — it applies directly to HP. This converts all of Yone’s damage into a guaranteed true damage component on E recast that tanks and squishies both receive identically. The displacement immunity during the return dash means dashing through the enemy team back to the body cannot be CC’d, ensuring the true damage always delivers.

💡 E Body Left Behind — Untargetable HP Location: Yone’s body is sent 300 units behind the E cast location (opposite to the dash direction) and is untargetable — enemies cannot target or damage the body during Spirit Form. If Yone E-dashes toward an enemy at 300 units: the body appears 300 units behind Yone’s original position. At the E recast, Yone dashes back to the body’s location, which means against enemies who followed Yone’s Spirit Form deeper into their formation, the E recast dash moves Yone back through the enemy team. The displacement immunity during this return dash prevents any CC from stopping the exit, creating a reliable escape vector from deep dives as long as the body is accessible.

⚡ R: Fate Sealed

ParameterValue
Cooldown120 / 100 / 80 seconds
Cast Time0.75 seconds
Range1000
Width225
Phase 1 (0.75s cast)Marks all enemies in area, knocking them down + stunning 1 second
Blink Destination200 units beyond center of last enemy champion struck, or max range if no champion hit
Phase 2 (0.3 seconds after cast)Gust along same area pulls marked enemies toward blink location
Phase 2 — Knockup Duration0.75 seconds (after pull)
Pull NoteStun ends prematurely when pull begins
Total Mixed Damage200 / 400 / 600 (+ 80% bonus AD) — equal physical + magic
Last Breath (Yasuo’s R) InteractionEnemies airborne from Fate Sealed can trigger Yasuo’s R

ACTIVE: Yone prepares a strike over the 0.75-second cast time, then marks all enemies within the area in the target direction, knocking them down and stunning them for 1 second. He blinks 200 units beyond the center of the last enemy champion struck (or to max range if no champion). After 0.3 seconds, a gust rushes along the same area dealing equal physical + magic damage to marked enemies, pulling them toward Yone’s blink location, then knocking them up for 0.75 seconds. The stun ends prematurely upon the pull

💡 R Blink Behind + Pull Toward — The 1000-Range Flank Tool: Fate Sealed’s blink mechanic is uniquely positioned among champion ultimates: Yone blinks to the OPPOSITE SIDE of the enemies hit — 200 units beyond the last champion struck in a 1000-unit line. Against 3 enemies in a line: Yone marks all 3, stuns them 1 second, blinks to the far side of the formation (200 units beyond the last champion) → 0.3 seconds later the gust pulls all marked enemies toward Yone’s new position. This means the enemy team is pulled away from their original position toward Yone’s flanking blink — they end up clustered at Yone’s location on the opposite side of where they were standing. In a teamfight: R fires from Yone’s frontline approach → marks backline + frontline → blinks behind them → all enemies pulled from their safe positions to Yone’s flanking position → knockup 0.75 seconds → Q whirlwind on stacked cluster = entire enemy team disrupted, repositioned, and knocked up in Yone’s burst window.

💡 R Yasuo Synergy — Fate Sealed Airborne Triggers Last Breath: Enemies airborne from Fate Sealed (whether from the knockdown during cast or the 0.75-second knockup after pull) trigger Yasuo’s Last Breath. The Yone + Yasuo duo composition — known historically as one of the most mechanically terrifying synergies — works: Yone R → all enemies airborne → Yasuo R activates on the airborne enemies. The combined airborne window (Yone R stun → pull → knockup + Yasuo R knockup extension) can reach 2+ seconds of combined CC against the full enemy team. Since Yone is Yasuo’s brother in lore, the synergy is intentionally designed.

🎯 Strategies and Gameplay Tips

Early Game (Levels 1–6)

  • Azakana Sword Auto Tracking: Yone starts every auto sequence with Steel Sword (physical). The second auto in every sequence is always Azakana Sword (50% AD physical + 50% AD magic). In a short 2-hit trade: auto 1 (physical) → auto 2 (mixed). Against enemies who front-load their trade after Yone’s first auto assuming it’s pure physical: the Azakana second auto delivers magic damage they didn’t armor-item against. Tracking which sword is active helps optimize W’s timing — W does not advance the sword cycle, it uses Azakana Sword’s cleave independently. Q affects the sword cycle normally (each Q auto advances it).
  • Q Gathering Storm Through Minion Wave: Like Yasuo, stack Mortal Steel Gathering Storm to 2 via minion hits before engaging the enemy champion. Q at 2 stacks = forward dash + whirlwind 1050-range knockup — a forward dash that repositions Yone into the enemy rather than staying at original range. Against a champion at 600 units: Q whirlwind dashes Yone forward to approximately 350 units from the champion while launching the knockup. The 0.75-second knockup enables R immediately if Yone is level 6.
  • E Through Terrain for Gank Escape: Soul Unbound dashes through terrain — jungle walls, river walls, and lane edges. Against a level 3 gank: E toward the nearest wall/terrain at the first sign of gank approach → dash through terrain to safety while body is left 300 units behind. The body is untargetable — the enemy jungler cannot kill the body during the 5-second Spirit Form. Even if Yone is caught in Spirit Form, the E recast dash back to the body (displacement immune) safely retrieves Yone from across the terrain.

Mid Game (Levels 7–13)

  • Full Combo Sequence — Q → E → Q → W → R → Q Whirlwind: Standard Yone burst rotation: Q to 2 GS stacks on minions → E (Spirit Form, begin marking) → Q whirlwind dash during Spirit Form (knockup, marks stored) → W (cone hit for max HP damage + shield from champion hit) → R (1s stun, blink behind, pull + 0.75s knockup) → Q auto attacks continuing the GS reset from R. The entire rotation stores 35% of all damage as true damage applied on E recast, plus R’s direct damage, plus Q and W’s direct damage. At 200 bonus AD with 600 AP equivalent at mid-game: total burst represents approximately 60–80% of a carry’s HP in one rotation, with the E recast true damage as the finisher.
  • Spirit Form MS Ramp: Soul Unbound’s bonus MS increases from 10% to 30% based on seconds active in Spirit Form (over 5 seconds). The longer Yone stays in Spirit Form before recasting, the faster he moves. Against enemies who retreat after seeing Yone’s Spirit Form: wait 3–4 seconds before recasting to maximize the MS bonus for the return. At 345 MS + 30% = 448 MS during maximum Spirit Form duration — faster than most non-MS-item champions. The ghosted status during Spirit Form also means Yone passes through champion bodies during the extended duration.
  • W Shield Stacking in Teamfights: W fired into the full enemy team during a teamfight generates up to 791 HP shield from 5 champion hits (at 200 bonus AD, level 18). Time W cast to hit the maximum number of enemy champions during the initial R pull cluster — after R blinks Yone into the middle of the enemy team and the pull stacks them at Yone’s location, W in the 600-radius AoE of the stacked team hits all 5 enemies simultaneously: doubled + 50% + 50% + 50% + 50% = 3.5× shield multiplier. The 1.5-second shield duration covers Yone’s most vulnerable post-R window.

Late Game (Level 14+)

  • R into Full Enemy Team — Repositioning 5 Enemies: Fate Sealed at 1000-range targets a 225-wide line through the enemy formation. The pull after 0.3 seconds moves all marked enemies toward Yone’s blink position — against a 5-man team in a fight, all 5 are pulled toward Yone simultaneously. This isn’t just displacement: it removes enemies from their defensive positioning (behind minion walls, near turrets, near objective) and clusters them in the open near Yone. The 0.75-second knockup after the pull gives allies 0.75 seconds of AoE to hit the fully clustered enemy team. Ally champions with AoE (Malphite, Jarvan, Orianna) activated during or just after R’s knockup hit all 5 grouped enemies simultaneously.
  • E True Damage as Execution: At max rank E (35% storage), a full Spirit Form against a 1500 HP carry: Q crit (300 damage) + W (250 damage) + 4 Azakana autos at 100 average = 1150 total damage in 3–4 seconds. 35% of 1150 = 402 true damage on E recast. Against a carry at 400 HP remaining when E recast fires: 402 true damage = guaranteed execution regardless of shields or any mitigation — true damage bypasses Lulu shield, Janna E shield, and any damage reduction. The E true damage as the finisher is specifically powerful in high-peel compositions where the carry’s supports throw shields to protect them from the last burst hit.
  • Post-E Sword Reset for Azakana Opener: Soul Unbound activation resets Yone’s sword state — after E activates, the next auto attack is Steel Sword. This means Yone can control which sword opens the post-Spirit Form burst: standard Steel Sword auto (physical) → Azakana (mixed) OR use one auto before E to advance the sword to Azakana, then E activates resetting to Steel Sword. For maximum burst efficiency: in Spirit Form, the auto-E-auto-E cycling alternates sword states naturally. Post-E recast: reset Steel Sword → auto → Azakana auto ensures the predictable damage pattern for combo planning.

❌ Common Mistakes and How to Avoid Them

  • Recasting E Too Early: Soul Unbound’s mark storage requires Yone to deal damage during Spirit Form BEFORE recasting. Recasting E at 0.5 seconds (the minimum) before dealing any damage stores 0 true damage for the recast — the E effectively becomes just a terrain-traversal dash with no true damage component. Always deal at least Q whirlwind + W during Spirit Form before recasting. The 5-second duration provides ample time for Q (GS stacked pre-E) → W → auto attacks → then recast with full stored damage. The only exception: recasting early to escape a life-threatening CC or burst before the stored damage window closes.
  • R Aiming Errors — Missing the Last Champion: Fate Sealed blinks Yone 200 units beyond the last champion struck — not the center of the line, not the farthest enemy, but specifically the last champion hit in the R line. Against a line with 2 champions where the second is at 900 units range: Yone blinks to 900 + 200 = 1100 units from his original position. Against a line with 1 champion at 400 range: blinks only to 600 units. Always aim R to hit the farthest champion possible to maximize the blink distance — farther blink = Yone repositions deeper into the enemy formation = pull brings more enemies to a better flanking position.
  • W Cone Misalignment in Teamfights: Spirit Cleave’s 80° angle and 600 radius requires precise directional aim during the R post-blink position. After R blinks Yone behind the enemy formation, W must be aimed at the cluster of pulled enemies — which are now at Yone’s back (they were pulled toward his blink position). Turn W toward the pulled enemy cluster immediately after R’s blink rather than continuing W in the R direction. The pull happens 0.3 seconds after R marks — during this 0.3 seconds, aim W toward the cluster that will form at Yone’s blink position.
  • Using Q at 1 Gathering Storm Stack Instead of 2: The forward dash + whirlwind only triggers at 2 Gathering Storm stacks. Q at 1 stack is a standard short-range line thrust (450 range, 80 width) with no dash and no knockup. Always stack to 2 GS via minions or non-priority targets before engaging the priority carry with the whirlwind. A single Q thrust on the carry at 450 range telegraphs Yone’s position without the knockup that enables R — the enemy sees Yone Q’d without a knockup and now knows the next Q is the empowered whirlwind, giving them 6 seconds to prepare.
  • Ignoring W’s Shield Scaling: W cast at the frontline tank for the max HP damage is correct — but if there are champions in the 600-radius, always aim to hit the maximum number simultaneously. Against a frontline + support + carry grouped: W hitting all 3 generates 2× + 50% + 50% = 3× shield multiplier vs W hitting only the tank at 2× (doubled for 1 champion). The additional 50% per champion hit amplifies the shield by 50% per additional enemy — in a 5-man teamfight cluster post-R pull, missing additional champion hits by poor W aim wastes 100–300 HP of shield value.

⚙️ Recommended Build and Itemization

Core Items

  • Infinity Edge: 25% crit doubled to 50% crit (Way of the Hunter) — paired with any 25% crit item = 100% crit in 2 items. Infinity Edge’s crit damage amplification increases Yone’s 180% + 27% AD crit multiplier further. The AD from IE amplifies Q (110% AD), W (65% bonus AD shield), R (80% bonus AD), and E’s stored damage pool (all damage sources feed the 35% true damage store). First item always for the crit doubling foundation
  • Immortal Shieldbow: 25% crit → doubles to 50% (combined with IE = 100% crit). Lifesteal for sustain during Spirit Form’s 5-second engagement window and post-R burst. Lifeline shield at 30% HP — activates precisely when Yone is most vulnerable after returning to his body from E (potential low HP window after deep Spirit Form dive). Attack speed compresses Q and W’s AS-based static CDs.
  • Kraken Slayer: Every 3rd auto deals bonus true damage — stacks with E’s stored true damage from Spirit Form autos for layered true damage from multiple sources. Against tank compositions where Yone’s mixed damage from Azakana Sword is partially mitigated despite the split: Kraken’s true damage on every 3rd auto ensures anti-tank sustained damage. The AS from Kraken accelerates Q and W’s CD compression.

Situational Items

  • Navori Flickerblade: Critical strikes reduce non-ultimate ability CDs by 12% of max CD. At 100% crit: every auto attack on a champion reduces Q, W, and E CDs by 12%. Q’s 4-second base CD: 12% = 0.48 seconds removed per crit auto. W’s 14-second base CD: 12% = 1.68 seconds removed per crit hit. W’s CD compresses from 14s to approximately 8–9s with sustained Navori crits, enabling more frequent shield stacking and max HP damage in teamfights.
  • Wit’s End: Magic damage on-hit from Wit’s End stacks with Azakana Sword’s magic component — each Azakana auto (every other attack) fires both the 50% AD magic damage AND Wit’s End’s magic on-hit simultaneously. Against AP-heavy compositions: the MR from Wit’s End provides survivability while the AS and on-hit magic damage amplify the mixed damage output. The on-hit builds stored E marks faster through increased auto frequency.
  • Death’s Dance: Bleed damage reduction converts burst damage into manageable delayed damage. Against burst assassins who can reach Yone during Spirit Form: Death’s Dance spreads the burst into bleed ticks that Yone heals through via lifesteal. AD scaling for Q, W, and R. No crit but provides survivability without sacrificing AD scaling — functions as the durability item in a crit-focused build when the composition requires survivability over pure DPS.

⚔️ Counter Picks & Matchups

✅ Yone Counters

1. Malzahar

Malzahar’s Null Zone (W) suppression prevents Yone’s E recast during Nether Grasp — however, Soul Unbound’s body remains untargetable during suppression, and the E automatically recasts upon death (Yone can die and E recasts for the true damage delivery). Against Malzahar in lane: E into Spirit Form → engage → E recast displacement immunity prevents CC during the dash back. Malzahar’s relatively immobile kit doesn’t interact well with Yone’s ability to engage, deal Spirit Form damage, and exit through terrain.

2. Cassiopeia

Cassiopeia lacks reliable knockup/CC to stop Yone’s Spirit Form engagement. Petrifying Gaze (R) turns Yone to stone if facing Cassiopeia, but Yone approaches from behind the enemy formation via E terrain dash — entering from an unexpected direction means Yone is less likely to be facing Cassiopeia during R. Cassiopeia’s Noxious Blast (Q) at 850 range doesn’t prevent the Spirit Form exit displacement immunity dash. Twin Fang’s 700 range poke damages Yone’s HP but not during the untargetable Spirit Form body phase.

3. Viktor

Viktor’s primary threat — Gravity Field (W) stun — requires the target to stand within the 340-radius for 2 seconds. Yone’s Spirit Form ghosted status and elevated MS (up to 30%) allows movement through the Gravity Field zone without stopping, preventing stack accumulation below the 2-second threshold. Hextech Ray (E beam) at 550 range and Siphon Power (Q) at 600 range fall within Yone’s Spirit Form engagement distance. Viktor’s low base HP (600) makes him a reliable Fate Sealed R priority target.

❌ Yone is Countered By

1. Renekton

Dominus (R) bonus HP + Ruthless Predator (W) stun — W stun fires instantly during Yone’s E dash if Renekton commits at the same time, and the stun can delay E recast timing (automatic recast is delayed when unable to recast). The level 1–5 dominance window specifically counters Yone’s pre-item state: before Infinity Edge, Yone’s damage and survivability are both significantly lower, making Renekton’s sustained early damage extremely effective. Slice and Dice (E) gap-close prevents Yone from safely pre-stacking Q Gathering Storm through minions without Renekton immediately closing the gap to punish the delay.

2. Tryndamere

Undying Rage (R) prevents Yone from executing Tryndamere with E’s true damage — activating at 1 HP during the E true damage recast window if Tryndamere times it correctly. Spinning Slash (E) mobility matches Yone’s engagement range, and Tryndamere’s sustained DPS at 100% crit with innate healing (Bloodlust Q) outpaces Yone’s mixed damage throughput in extended duels. Mocking Shout (W) slow punishes Yone’s repositioning between Spirit Form casts by reducing the MS during the window between E recast and next E activation.

3. Fizz

Playful/Trickster (E) untargetability avoids Yone’s R entirely if Fizz times the jump during R’s cast time (0.75 seconds). Chum the Waters (R) shark knockup provides an airborne state — but Yone’s R does the knockup, not Last Breath. Fizz’s mobility pattern (E every 14s at rank 1) specifically counters Yone’s R commitment: Yone commits 0.75-second cast, Fizz jumps during cast → R marks nothing, blinks to max range. Urchin Strike (Q) gap-close into Yone’s body location when Yone is in Spirit Form deals damage to the actual body location.

FAQ

Q: What is the correct ability leveling order?

A: Max Q (Mortal Steel) first — damage (25→125 + 110% AD) and the AS-based static CD compression are the highest priority. Faster Q cycling accelerates Gathering Storm stacking and DPS. Max E (Soul Unbound) second — the stored damage percentage (25→35%), which directly determines true damage output on recast, and the cooldown (22s→10s). E at max rank fires every 10 seconds — significantly more frequently than rank 1’s 22 seconds. Max W (Spirit Cleave) last — the max HP damage (8→12% per rank) scales well, but Q and E rank-ups have higher priority impact. R at 6, 11, 16.

Q: Does Soul Unbound’s true damage ignore shields?

A: True damage bypasses armor and magic resist but does NOT bypass HP shields — Lulu shield, Janna E shield, Locket shield all absorb true damage before it reaches HP. Yone’s E true damage will be absorbed by a shield placed on the target after Spirit Form marks are applied. However, the true damage cannot be mitigated by damage reduction (items or abilities that reduce incoming damage by %) — only HP absorption shields block it. Against heavy shield supports (Lulu, Janna, Karma), saving the E recast until the shield has been depleted by other damage sources maximizes true damage landing on HP directly.

Q: How is Yone different from Yasuo?

A: The primary mechanical differences: (1) Yone’s Q whirlwind dashes Yone forward while Yasuo’s Q whirlwind is stationary. (2) Yone has Spirit Cleave (W) with max HP % damage and stackable shield — Yasuo has Wind Wall (W) projectile block. (3) Yone has Soul Unbound (E) Spirit Form with true damage and terrain traversal — Yasuo has Sweeping Blade (E) multi-target dashes. (4) Yone’s R blinks behind enemies and pulls them — Yasuo’s R requires an ally or own knockup setup. (5) Yone’s Azakana Sword alternating auto creates mixed damage; Yasuo’s autos are purely physical. Structurally: Yasuo is a more defensive skirmisher (Wind Wall, E chain for mobility), Yone is a dive-and-execute assassin (E terrain bypass + Spirit Form + true damage execution).

Q: Can Yone die in Spirit Form?

A: Yes — Yone’s Spirit Form self can be killed during the 5 seconds (his HP doesn’t change, only his body becomes untargetable). If Yone takes lethal damage from enemy champions or abilities during Spirit Form, he dies and Soul Unbound immediately auto-recasts upon death. This means: even if Yone dies in Spirit Form, the E recast fires, dashing back to the body and delivering the stored true damage to all marked champions. The death doesn’t cancel the stored true damage — Yone’s ultimate execution play is precisely this: dive deep in Spirit Form, die, and deliver all stored true damage on the death-triggered auto-recast.

Q: When should I use R vs just Q whirlwind into fights?

A: R (Fate Sealed) is the engagement tool for grouped teamfights where multiple enemies can be pulled/displaced simultaneously. Q whirlwind is the single-target knockup for dueling or focused burst on a single carry. The decision: 3+ enemies in a line → use R for maximum displacement value. 1–2 enemies → Q whirlwind into E Spirit Form for the burst rotation. R’s 80-second CD at R3 makes it too valuable to use as a single-target CC when Q whirlwind provides a 0.75-second knockup on the same target with a 1.33-second CD. Save R for teamfights where the pull repositions 3+ enemies into unfavorable positions.

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