{"id":17635,"date":"2026-02-17T22:44:33","date_gmt":"2026-02-17T22:44:33","guid":{"rendered":"https:\/\/magicstark.cz\/wiki\/yone-the-unforgotten\/"},"modified":"2026-02-17T22:44:33","modified_gmt":"2026-02-17T22:44:33","slug":"yone-the-unforgotten","status":"publish","type":"wiki","link":"https:\/\/magicstark.cz\/en\/wiki\/yone-the-unforgotten\/","title":{"rendered":"Yone: The Unforgotten"},"content":{"rendered":"\n<p><strong>Yone<\/strong> is a champion in League of Legends played in <strong>Top and Mid<\/strong>, classified as an <strong>Assassin \/ Skirmisher (Fighter \/ Assassin)<\/strong>. He uses <strong>Flow<\/strong> (secondary bar, max <strong>500<\/strong>) as his resource with no Mana. Yone was released on <strong>August 6, 2020<\/strong>, and was last updated in patch <strong>V26.03<\/strong>. Store price: <strong>1575 Blue Essence \/ 790 RP<\/strong>. Crit damage modifier: <strong>200% \u00d7 0.9 = 180% + 27% AD<\/strong>.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Yone, The Unforgotten | Champion Theme - League of Legends\" width=\"500\" height=\"281\" src=\"https:\/\/www.youtube.com\/embed\/6FlWvjg95sc?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udcca Base Statistics<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Statistic<\/strong><\/td><td><strong>Base Value<\/strong><\/td><td><strong>Max Value (lvl 18)<\/strong><\/td><\/tr><tr><td>HP<\/td><td>620<\/td><td>2684.83<\/td><\/tr><tr><td>Resource<\/td><td>Flow (500 max)<\/td><td>Flow (500 max)<\/td><\/tr><tr><td>Attack Damage (AD)<\/td><td>62<\/td><td>101.33<\/td><\/tr><tr><td>Armor (AR)<\/td><td>33<\/td><td>123.46<\/td><\/tr><tr><td>Magic Resist (MR)<\/td><td>32<\/td><td>72.31<\/td><\/tr><tr><td>Movement Speed (MS)<\/td><td>345<\/td><td>345 (fixed)<\/td><\/tr><tr><td>Attack Range<\/td><td>175 (Melee)<\/td><td>175 (fixed)<\/td><\/tr><tr><td>Base AS<\/td><td>0.625<\/td><td>\u2014<\/td><\/tr><tr><td>Bonus AS<\/td><td>0 \u2013 68.83%<\/td><td>\u2014<\/td><\/tr><tr><td>Crit DMG<\/td><td>200% \u00d7 0.9 = 180% + 27% AD<\/td><td>\u2014<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>\ud83d\udca1 Flow 500 vs Yasuo&#8217;s Flow 100 \u2014 Why Yone&#8217;s Shield Scales Higher: <\/strong>Yone&#8217;s Flow bar holds <strong>500 units vs Yasuo&#8217;s 100<\/strong> \u2014 5x larger. However, both champions generate Flow from movement and both consume all stacks for their shield on taking damage. Yone doesn&#8217;t have an analog to Yasuo&#8217;s passive shield \u2014 instead, Spirit Cleave (W) provides a stackable shield that scales with champion hits. The <strong>500 Flow bar is a visual difference only<\/strong>; the mechanics are structurally identical to Yasuo&#8217;s 100 Flow bar \u2014 it&#8217;s a scaling bar that fills from movement and depletes on trigger. The <strong>Steel and Spirit alternating sword mechanic<\/strong> \u2014 physical Steel Sword auto \u2192 magic Azakana Sword auto \u2192 repeat \u2014 means Yone&#8217;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&#8217;s mixed damage, vs standard AD champions who are countered by armor alone.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udde1\ufe0f Passive: Way of the Hunter<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>INTENT \u2014 Crit Doubling<\/td><td>Total critical strike chance doubled from all sources<\/td><\/tr><tr><td>Excess Crit Conversion<\/td><td>Every 1% crit in excess of 100% \u2192 0.5 bonus AD<\/td><\/tr><tr><td>Yone Crit Damage<\/td><td>180% + 27% AD physical damage (reduced vs standard 200%)<\/td><\/tr><tr><td>STEEL AND SPIRIT \u2014 Alternating Attacks<\/td><td>Basic attacks alternate between Steel Sword and Azakana Sword<\/td><\/tr><tr><td>Steel Sword Attack<\/td><td>Standard physical damage<\/td><\/tr><tr><td>Azakana Sword Attack<\/td><td>50% AD physical damage + 50% AD magic damage<\/td><\/tr><tr><td>Starting Sword<\/td><td>Steel Sword (physical)<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>INNATE \u2014 INTENT: <\/strong>Yone&#8217;s total critical strike chance is doubled from all sources. Every 1% critical strike chance in excess of 100% is converted into <strong>0.5 bonus attack damage<\/strong>. Yone&#8217;s critical strikes deal only <strong>180% + 27% AD physical damage<\/strong><\/p>\n\n\n\n<p><strong>INNATE \u2014 STEEL AND SPIRIT: <\/strong>Yone&#8217;s basic attacks alternate between his <strong>Steel Sword<\/strong> and <strong>Azakana Sword<\/strong> on-attack. Yone begins attacking with Steel Sword. <strong>Basic attacks with Azakana Sword deal 50% AD physical damage and 50% AD magic damage<\/strong><\/p>\n\n\n\n<p><strong>\ud83d\udca1 Azakana Sword \u2014 The Mixed Damage Itemization Problem: <\/strong>Every second auto attack deals <strong>50% physical + 50% magic damage<\/strong> \u2014 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. <strong>Neither resistances alone fully mitigates Azakana autos<\/strong>. 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. <strong>Fully countering Yone&#8217;s auto attacks requires stacking both armor AND MR<\/strong> simultaneously \u2014 an itemization tax unique to Yone. Additionally, <strong>Soul Unbound (E) activation resets Yone&#8217;s sword state<\/strong> \u2014 meaning after E activates, Yone begins the next auto sequence with Steel Sword, allowing predictable control of the attack sequence during burst combos.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2694\ufe0f Q: Mortal Steel<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cast Time<\/td><td>0.35 \u2013 0.175 seconds (based on bonus AS)<\/td><\/tr><tr><td>Static Cooldown<\/td><td>4 \u2013 1.33 seconds (based on bonus AS)<\/td><\/tr><tr><td>Range (thrust \/ whirlwind)<\/td><td>450 \/ 450 \/ 1050<\/td><\/tr><tr><td>Collision Radius<\/td><td>100<\/td><\/tr><tr><td>Width (thrust \/ whirlwind)<\/td><td>80 \/ 160<\/td><\/tr><tr><td>Speed<\/td><td>1500<\/td><\/tr><tr><td>Physical Damage<\/td><td>25 \/ 50 \/ 75 \/ 100 \/ 125 (+ 110% AD)<\/td><\/tr><tr><td>Critical Strike<\/td><td>Crits for 180% + 27% AD damage<\/td><\/tr><tr><td>On-Hit &amp; On-Attack<\/td><td>Applied to first enemy hit<\/td><\/tr><tr><td>Gathering Storm Stack<\/td><td>Hitting at least one enemy \u2192 1 stack (max 2, 6 seconds, refreshes)<\/td><\/tr><tr><td>Gathering Storm Bonus (2 stacks)<\/td><td>Yone dashes forward + unleashes whirlwind \u2014 knocks up 0.75 seconds, cannot affect same target twice<\/td><\/tr><tr><td>Disarm Interaction<\/td><td>Thrust fails but CD resets to 0.1 seconds<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>ACTIVE: <\/strong>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). <strong>At 2 stacks, the next Mortal Steel causes Yone to dash forward and unleash a whirlwind<\/strong>, knocking up enemies hit for <strong>0.75 seconds<\/strong>, unable to affect the same target twice.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 Q vs Yasuo&#8217;s Q \u2014 Key Differences: <\/strong>Yone&#8217;s Q (Mortal Steel) and Yasuo&#8217;s Q (Steel Tempest) are mechanically nearly identical with one key difference: <strong>Yone&#8217;s whirlwind at 2 GS stacks causes Yone to DASH FORWARD during the whirlwind<\/strong>, while Yasuo&#8217;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 \u2014 Yone physically moves into the middle of enemies while the whirlwind fires. Against a grouped team: <strong>Yone dashes into their formation mid-whirlwind<\/strong>, activating Fate Sealed (R) from inside their cluster rather than from his original position. Yone&#8217;s Q knockup lasts <strong>0.75 seconds<\/strong> vs Yasuo&#8217;s <strong>0.9 seconds<\/strong> \u2014 slightly shorter, but Yone has R as a separate knockup tool that doesn&#8217;t require a Q setup.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83c\udf00 W: Spirit Cleave<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cast Time<\/td><td>0.5 \u2013 0.19 seconds (based on bonus AS)<\/td><\/tr><tr><td>Static Cooldown<\/td><td>14 \u2013 6 seconds (based on bonus AS)<\/td><\/tr><tr><td>Effect Radius<\/td><td>600<\/td><\/tr><tr><td>Angle<\/td><td>80\u00b0<\/td><\/tr><tr><td>Damage Type<\/td><td>Equal parts physical and magic (Azakana Sword)<\/td><\/tr><tr><td>Total Mixed Damage<\/td><td>10 \/ 20 \/ 30 \/ 40 \/ 50 (+ 8 \/ 9 \/ 10 \/ 11 \/ 12% of target&#8217;s maximum health)<\/td><\/tr><tr><td>Minion Threshold (min)<\/td><td>40 \u2013 490 (based on level)<\/td><\/tr><tr><td>Monster Threshold (max)<\/td><td>150 \u2013 340 (based on level)<\/td><\/tr><tr><td>Self-Shield on Hit<\/td><td>40 \u2013 95.88 (based on level) + 65% bonus AD for 1.5 seconds<\/td><\/tr><tr><td>Shield vs Champion<\/td><td>Increased 100% (doubled) if it hits a champion<\/td><\/tr><tr><td>Additional Champion Hits<\/td><td>+50% shield per subsequent champion hit beyond the first<\/td><\/tr><tr><td>Shield Trigger<\/td><td>Shield granted regardless of whether enemies are hit, but value multiplied on champion hits<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>ACTIVE: <\/strong>Yone cleaves with his Azakana Sword in a cone dealing <strong>equal parts physical and magic damage<\/strong> 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 <strong>shield for 40\u201395.88 + 65% bonus AD for 1.5 seconds<\/strong>, <strong>increased 100% if it hits a champion<\/strong> and by <strong>50% for each subsequent champion hit<\/strong><\/p>\n\n\n\n<p><strong>\ud83d\udca1 W Shield Math \u2014 Multi-Champion Hits: <\/strong>W&#8217;s shield base at level 18: 95.88 + 65% bonus AD. With 200 bonus AD: 95.88 + 130 = <strong>225.88 base shield<\/strong>. Against 1 champion hit: doubled \u2192 <strong>451.76 HP shield for 1.5 seconds<\/strong>. Against 2 champion hits: doubled + 50% = 2.5\u00d7 \u2192 564 HP shield. Against 3 champion hits: 3\u00d7 \u2192 677 HP shield. In a teamfight with Yone&#8217;s 600-radius W hitting the entire enemy team (5 champions): <strong>(1.0 + 1.0 + 0.5 + 0.5 + 0.5) = 3.5\u00d7 multiplier \u2192 791 HP shield for 1.5 seconds<\/strong>. Combined with E&#8217;s true damage and R&#8217;s displacement, Yone who hits the full enemy team with W <strong>gains a near-800 HP shield mid-teamfight<\/strong> \u2014 making him significantly more durable than his 620 base HP suggests during the burst window.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 W 12% Max HP Damage \u2014 The Tank Shredder: <\/strong>At max rank W (rank 5): <strong>50 + 12% of target&#8217;s maximum HP as mixed damage<\/strong> \u2014 equal physical and magic. Against a 5000 HP tank: 50 + 600 = <strong>650 mixed damage per W cast<\/strong>. Against a 2000 HP carry: 50 + 240 = 290 mixed damage. W&#8217;s max HP scaling punishes HP-stacking tanks proportionally \u2014 <strong>Malphite, Cho&#8217;Gath, Mundo with 4000+ HP all receive 480+ mixed damage from one W cast<\/strong>. Since it&#8217;s split physical\/magic, they&#8217;d need both armor AND MR to mitigate the full damage. W&#8217;s static 14\u20136 second CD (based on bonus AS) means at maximum AS, W fires every 6 seconds \u2014 three W casts in 18 seconds against a 5000 HP tank deals 3 \u00d7 650 = 1950 mixed damage from W alone.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udc7b E: Soul Unbound<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cooldown<\/td><td>22 \/ 19 \/ 16 \/ 13 \/ 10 seconds<\/td><\/tr><tr><td>Cast Time (initial)<\/td><td>None<\/td><\/tr><tr><td>Cast Time (recast)<\/td><td>0.225 seconds<\/td><\/tr><tr><td>Dash Distance<\/td><td>300 units<\/td><\/tr><tr><td>Terrain Traversal<\/td><td>Dashes through terrain<\/td><\/tr><tr><td>Body Position<\/td><td>Sent same distance behind cast location (not through terrain); untargetable<\/td><\/tr><tr><td>Spirit Form Duration<\/td><td>5 seconds<\/td><\/tr><tr><td>Spirit Form \u2014 Ghosted<\/td><td>Active during Spirit Form<\/td><\/tr><tr><td>Spirit Form \u2014 Bonus MS<\/td><td>10 \u2013 30% (based on seconds active in Spirit Form)<\/td><\/tr><tr><td>Damage Storage<\/td><td>25 \/ 27.5 \/ 30 \/ 32.5 \/ 35% of post-mitigation damage dealt to champions<\/td><\/tr><tr><td>Recast Availability<\/td><td>After 0.5 seconds; automatically recasts after 5s duration<\/td><\/tr><tr><td>Recast \u2014 Displacement Immunity<\/td><td>Active during return dash<\/td><\/tr><tr><td>Recast \u2014 True Damage<\/td><td>True damage equal to 100% of stored damage amount against each marked champion<\/td><\/tr><tr><td>Sword Reset<\/td><td>Activation resets Way of the Hunter&#8217;s current sword state<\/td><\/tr><tr><td>Auto Delay<\/td><td>Automatic recast delayed if winding up a basic attack or cannot recast<\/td><\/tr><tr><td>Immediate Recast<\/td><td>Immediately recasts upon death or entering resurrection<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>ACTIVE: <\/strong>Yone dashes a fixed 300-unit distance in the target direction, <strong>including through terrain<\/strong>, discarding his body and entering <strong>Spirit Form for 5 seconds<\/strong>. Yone&#8217;s body is untargetable and is sent the same distance behind the cast location (not through terrain), and is reclaimed when Soul Unbound ends.<\/p>\n\n\n\n<p><strong>SPIRIT FORM: <\/strong>Yone becomes ghosted and gains <strong>10\u201330% bonus MS (increasing based on seconds active)<\/strong>. His damaging basic attacks and abilities against enemy champions <strong>apply a mark storing 25\u201335% of post-mitigation damage dealt<\/strong> to each target.<\/p>\n\n\n\n<p><strong>RECAST: <\/strong>Yone dashes back to his body with <strong>displacement immunity<\/strong>, ending Spirit Form and consuming the marks on each champion to deal <strong>true damage equal to the total amount of damage stored against each of them<\/strong><\/p>\n\n\n\n<p><strong>\ud83d\udca1 Soul Unbound True Damage \u2014 Amplified by All Damage Sources: <\/strong>The marks store <strong>35% of ALL post-mitigation damage dealt during Spirit Form<\/strong> at max rank E \u2014 Q crits, W&#8217;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 \u00d7 35% = <strong>420 true damage on E recast<\/strong>. <strong>True damage cannot be reduced by armor, MR, or shields<\/strong> \u2014 it applies directly to HP. This converts all of Yone&#8217;s damage into a guaranteed true damage component on E recast that tanks and squishies both receive identically. The <strong>displacement immunity during the return dash<\/strong> means dashing through the enemy team back to the body cannot be CC&#8217;d, ensuring the true damage always delivers.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 E Body Left Behind \u2014 Untargetable HP Location: <\/strong>Yone&#8217;s body is sent <strong>300 units behind the E cast location<\/strong> (opposite to the dash direction) and is <strong>untargetable<\/strong> \u2014 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&#8217;s original position. At the E recast, Yone <strong>dashes back to the body&#8217;s location<\/strong>, which means against enemies who followed Yone&#8217;s Spirit Form deeper into their formation, the <strong>E recast dash moves Yone back through the enemy team<\/strong>. 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.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u26a1 R: Fate Sealed<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cooldown<\/td><td>120 \/ 100 \/ 80 seconds<\/td><\/tr><tr><td>Cast Time<\/td><td>0.75 seconds<\/td><\/tr><tr><td>Range<\/td><td>1000<\/td><\/tr><tr><td>Width<\/td><td>225<\/td><\/tr><tr><td>Phase 1 (0.75s cast)<\/td><td>Marks all enemies in area, knocking them down + stunning 1 second<\/td><\/tr><tr><td>Blink Destination<\/td><td>200 units beyond center of last enemy champion struck, or max range if no champion hit<\/td><\/tr><tr><td>Phase 2 (0.3 seconds after cast)<\/td><td>Gust along same area pulls marked enemies toward blink location<\/td><\/tr><tr><td>Phase 2 \u2014 Knockup Duration<\/td><td>0.75 seconds (after pull)<\/td><\/tr><tr><td>Pull Note<\/td><td>Stun ends prematurely when pull begins<\/td><\/tr><tr><td>Total Mixed Damage<\/td><td>200 \/ 400 \/ 600 (+ 80% bonus AD) \u2014 equal physical + magic<\/td><\/tr><tr><td>Last Breath (Yasuo&#8217;s R) Interaction<\/td><td>Enemies airborne from Fate Sealed can trigger Yasuo&#8217;s R<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>ACTIVE: <\/strong>Yone prepares a strike over the 0.75-second cast time, then <strong>marks all enemies within the area in the target direction<\/strong>, knocking them down and stunning them for <strong>1 second<\/strong>. He blinks <strong>200 units beyond the center of the last enemy champion struck<\/strong> (or to max range if no champion). After 0.3 seconds, <strong>a gust rushes along the same area<\/strong> dealing equal physical + magic damage to marked enemies, <strong>pulling them toward Yone&#8217;s blink location<\/strong>, then <strong>knocking them up for 0.75 seconds. The stun ends prematurely upon the pull<\/strong><\/p>\n\n\n\n<p><strong>\ud83d\udca1 R Blink Behind + Pull Toward \u2014 The 1000-Range Flank Tool: <\/strong>Fate Sealed&#8217;s blink mechanic is uniquely positioned among champion ultimates: Yone <strong>blinks to the OPPOSITE SIDE of the enemies hit<\/strong> \u2014 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) \u2192 0.3 seconds later the gust pulls <strong>all marked enemies toward Yone&#8217;s new position<\/strong>. This means the enemy team is <strong>pulled away from their original position toward Yone&#8217;s flanking blink<\/strong> \u2014 they end up clustered at Yone&#8217;s location on the opposite side of where they were standing. In a teamfight: R fires from Yone&#8217;s frontline approach \u2192 marks backline + frontline \u2192 blinks behind them \u2192 all enemies pulled from their safe positions to Yone&#8217;s flanking position \u2192 knockup 0.75 seconds \u2192 Q whirlwind on stacked cluster = entire enemy team disrupted, repositioned, and knocked up in Yone&#8217;s burst window.<\/p>\n\n\n\n<p><strong>\ud83d\udca1 R Yasuo Synergy \u2014 Fate Sealed Airborne Triggers Last Breath: <\/strong>Enemies airborne from Fate Sealed (whether from the knockdown during cast or the 0.75-second knockup after pull) <strong>trigger Yasuo&#8217;s Last Breath<\/strong>. The Yone + Yasuo duo composition \u2014 known historically as one of the most mechanically terrifying synergies \u2014 works: Yone R \u2192 all enemies airborne \u2192 Yasuo R activates on the airborne enemies. The <strong>combined airborne window<\/strong> (Yone R stun \u2192 pull \u2192 knockup + Yasuo R knockup extension) can reach <strong>2+ seconds of combined CC<\/strong> against the full enemy team. Since Yone is Yasuo&#8217;s brother in lore, the synergy is intentionally designed.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83c\udfaf Strategies and Gameplay Tips<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Early Game (Levels 1\u20136)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Azakana Sword Auto Tracking: <\/strong>Yone starts every auto sequence with Steel Sword (physical). The <strong>second auto in every sequence is always Azakana Sword<\/strong> (50% AD physical + 50% AD magic). In a short 2-hit trade: auto 1 (physical) \u2192 auto 2 (mixed). Against enemies who front-load their trade after Yone&#8217;s first auto assuming it&#8217;s pure physical: the Azakana second auto delivers <strong>magic damage they didn&#8217;t armor-item against<\/strong>. Tracking which sword is active helps optimize W&#8217;s timing \u2014 <strong>W does not advance the sword cycle<\/strong>, it uses Azakana Sword&#8217;s cleave independently. Q affects the sword cycle normally (each Q auto advances it).<\/li>\n\n\n\n<li><strong>Q Gathering Storm Through Minion Wave: <\/strong>Like Yasuo, stack Mortal Steel Gathering Storm to 2 via minion hits before engaging the enemy champion. <strong>Q at 2 stacks = forward dash + whirlwind 1050-range knockup<\/strong> \u2014 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.<\/li>\n\n\n\n<li><strong>E Through Terrain for Gank Escape: <\/strong>Soul Unbound dashes <strong>through terrain<\/strong> \u2014 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 \u2192 dash through terrain to safety while body is left 300 units behind. <strong>The body is untargetable<\/strong> \u2014 the enemy jungler cannot kill the body during the 5-second Spirit Form. Even if Yone is caught in Spirit Form, the <strong>E recast dash back to the body (displacement immune)<\/strong> safely retrieves Yone from across the terrain.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Mid Game (Levels 7\u201313)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Full Combo Sequence \u2014 Q \u2192 E \u2192 Q \u2192 W \u2192 R \u2192 Q Whirlwind: <\/strong>Standard Yone burst rotation: <strong>Q to 2 GS stacks on minions \u2192 E (Spirit Form, begin marking) \u2192 Q whirlwind dash during Spirit Form (knockup, marks stored) \u2192 W (cone hit for max HP damage + shield from champion hit) \u2192 R (1s stun, blink behind, pull + 0.75s knockup) \u2192 Q auto attacks continuing the GS reset from R<\/strong>. The entire rotation stores <strong>35% of all damage as true damage<\/strong> applied on E recast, plus R&#8217;s direct damage, plus Q and W&#8217;s direct damage. At 200 bonus AD with 600 AP equivalent at mid-game: total burst represents <strong>approximately 60\u201380% of a carry&#8217;s HP<\/strong> in one rotation, with the E recast true damage as the finisher.<\/li>\n\n\n\n<li><strong>Spirit Form MS Ramp: <\/strong>Soul Unbound&#8217;s bonus MS increases <strong>from 10% to 30% based on seconds active in Spirit Form<\/strong> (over 5 seconds). The longer Yone stays in Spirit Form before recasting, the faster he moves. Against enemies who retreat after seeing Yone&#8217;s Spirit Form: <strong>wait 3\u20134 seconds before recasting to maximize the MS bonus for the return<\/strong>. At 345 MS + 30% = 448 MS during maximum Spirit Form duration \u2014 faster than most non-MS-item champions. The <strong>ghosted status during Spirit Form<\/strong> also means Yone passes through champion bodies during the extended duration.<\/li>\n\n\n\n<li><strong>W Shield Stacking in Teamfights: <\/strong>W fired into the full enemy team during a teamfight generates <strong>up to 791 HP shield from 5 champion hits<\/strong> (at 200 bonus AD, level 18). Time W cast to hit the maximum number of enemy champions during the initial R pull cluster \u2014 after R blinks Yone into the middle of the enemy team and the pull stacks them at Yone&#8217;s location, <strong>W in the 600-radius AoE of the stacked team<\/strong> hits all 5 enemies simultaneously: doubled + 50% + 50% + 50% + 50% = 3.5\u00d7 shield multiplier. The 1.5-second shield duration covers Yone&#8217;s most vulnerable post-R window.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Late Game (Level 14+)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>R into Full Enemy Team \u2014 Repositioning 5 Enemies: <\/strong>Fate Sealed at 1000-range targets a 225-wide line through the enemy formation. The <strong>pull after 0.3 seconds moves all marked enemies toward Yone&#8217;s blink position<\/strong> \u2014 against a 5-man team in a fight, all 5 are pulled toward Yone simultaneously. This isn&#8217;t just displacement: <strong>it removes enemies from their defensive positioning<\/strong> (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 <strong>during or just after R&#8217;s knockup<\/strong> hit all 5 grouped enemies simultaneously.<\/li>\n\n\n\n<li><strong>E True Damage as Execution: <\/strong>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\u20134 seconds. 35% of 1150 = <strong>402 true damage on E recast<\/strong>. Against a carry at 400 HP remaining when E recast fires: 402 true damage = <strong>guaranteed execution regardless of shields or any mitigation<\/strong> \u2014 true damage bypasses Lulu shield, Janna E shield, and any damage reduction. The <strong>E true damage as the finisher<\/strong> is specifically powerful in high-peel compositions where the carry&#8217;s supports throw shields to protect them from the last burst hit.<\/li>\n\n\n\n<li><strong>Post-E Sword Reset for Azakana Opener: <\/strong>Soul Unbound activation <strong>resets Yone&#8217;s sword state<\/strong> \u2014 after E activates, the next auto attack is Steel Sword. This means Yone can <strong>control which sword opens the post-Spirit Form burst<\/strong>: standard Steel Sword auto (physical) \u2192 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: <strong>in Spirit Form, the auto-E-auto-E cycling<\/strong> alternates sword states naturally. Post-E recast: reset Steel Sword \u2192 auto \u2192 Azakana auto ensures the predictable damage pattern for combo planning.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u274c Common Mistakes and How to Avoid Them<\/strong><\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Recasting E Too Early: <\/strong>Soul Unbound&#8217;s mark storage requires Yone to deal damage during Spirit Form BEFORE recasting. <strong>Recasting E at 0.5 seconds (the minimum) before dealing any damage<\/strong> stores 0 true damage for the recast \u2014 the E effectively becomes just a terrain-traversal dash with no true damage component. Always deal at least <strong>Q whirlwind + W during Spirit Form<\/strong> before recasting. The 5-second duration provides ample time for Q (GS stacked pre-E) \u2192 W \u2192 auto attacks \u2192 then recast with full stored damage. The only exception: recasting early to <strong>escape a life-threatening CC or burst<\/strong> before the stored damage window closes.<\/li>\n\n\n\n<li><strong>R Aiming Errors \u2014 Missing the Last Champion: <\/strong>Fate Sealed blinks Yone <strong>200 units beyond the last champion struck<\/strong> \u2014 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 <strong>900 + 200 = 1100 units from his original position<\/strong>. Against a line with 1 champion at 400 range: blinks only to 600 units. <strong>Always aim R to hit the farthest champion possible<\/strong> to maximize the blink distance \u2014 farther blink = Yone repositions deeper into the enemy formation = pull brings more enemies to a better flanking position.<\/li>\n\n\n\n<li><strong>W Cone Misalignment in Teamfights: <\/strong>Spirit Cleave&#8217;s 80\u00b0 angle and 600 radius requires <strong>precise directional aim during the R post-blink position<\/strong>. After R blinks Yone behind the enemy formation, W must be aimed at the cluster of pulled enemies \u2014 which are now at Yone&#8217;s back (they were pulled toward his blink position). <strong>Turn W toward the pulled enemy cluster immediately after R&#8217;s blink<\/strong> rather than continuing W in the R direction. The pull happens 0.3 seconds after R marks \u2014 during this 0.3 seconds, aim W toward the cluster that will form at Yone&#8217;s blink position.<\/li>\n\n\n\n<li><strong>Using Q at 1 Gathering Storm Stack Instead of 2: <\/strong>The forward dash + whirlwind only triggers at <strong>2 Gathering Storm stacks<\/strong>. Q at 1 stack is a standard short-range line thrust (450 range, 80 width) with no dash and no knockup. <strong>Always stack to 2 GS via minions or non-priority targets before engaging<\/strong> the priority carry with the whirlwind. A single Q thrust on the carry at 450 range telegraphs Yone&#8217;s position without the knockup that enables R \u2014 the enemy sees Yone Q&#8217;d without a knockup and now knows the next Q is the empowered whirlwind, giving them 6 seconds to prepare.<\/li>\n\n\n\n<li><strong>Ignoring W&#8217;s Shield Scaling: <\/strong>W cast at the frontline tank for the max HP damage is correct \u2014 but <strong>if there are champions in the 600-radius, always aim to hit the maximum number simultaneously<\/strong>. Against a frontline + support + carry grouped: W hitting all 3 generates 2\u00d7 + 50% + 50% = 3\u00d7 shield multiplier vs W hitting only the tank at 2\u00d7 (doubled for 1 champion). The additional 50% per champion hit amplifies the shield by <strong>50% per additional enemy<\/strong> \u2014 in a 5-man teamfight cluster post-R pull, missing additional champion hits by poor W aim wastes 100\u2013300 HP of shield value.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2699\ufe0f Recommended Build and Itemization<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Core Items<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/infinity-edge\/\">Infinity Edge<\/a>: <\/strong>25% crit doubled to 50% crit (Way of the Hunter) \u2014 paired with any 25% crit item = 100% crit in 2 items. Infinity Edge&#8217;s crit damage amplification increases Yone&#8217;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&#8217;s stored damage pool (all damage sources feed the 35% true damage store). <strong>First item always for the crit doubling foundation<\/strong><\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/immortal-shieldbow\/\">Immortal Shieldbow<\/a>: <\/strong>25% crit \u2192 doubles to 50% (combined with IE = 100% crit). Lifesteal for sustain during Spirit Form&#8217;s 5-second engagement window and post-R burst. Lifeline shield at 30% HP \u2014 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&#8217;s AS-based static CDs.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/kraken-slayer\/\">Kraken Slayer<\/a>: <\/strong>Every 3rd auto deals bonus true damage \u2014 <strong>stacks with E&#8217;s stored true damage from Spirit Form autos<\/strong> for layered true damage from multiple sources. Against tank compositions where Yone&#8217;s mixed damage from Azakana Sword is partially mitigated despite the split: Kraken&#8217;s true damage on every 3rd auto ensures anti-tank sustained damage. The AS from Kraken accelerates Q and W&#8217;s CD compression.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Situational Items<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/navori-flickerblade\/\">Navori Flickerblade<\/a>: <\/strong>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&#8217;s 4-second base CD: 12% = 0.48 seconds removed per crit auto. W&#8217;s 14-second base CD: 12% = 1.68 seconds removed per crit hit. <strong>W&#8217;s CD compresses from 14s to approximately 8\u20139s with sustained Navori crits<\/strong>, enabling more frequent shield stacking and max HP damage in teamfights.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/wits-end\/\">Wit&#8217;s End<\/a>: <\/strong>Magic damage on-hit from Wit&#8217;s End stacks <strong>with Azakana Sword&#8217;s magic component<\/strong> \u2014 each Azakana auto (every other attack) fires both the 50% AD magic damage AND Wit&#8217;s End&#8217;s magic on-hit simultaneously. Against AP-heavy compositions: the MR from Wit&#8217;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.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/deaths-dance\/\">Death&#8217;s Dance<\/a>: <\/strong>Bleed damage reduction converts burst damage into manageable delayed damage. Against burst assassins who can reach Yone during Spirit Form: Death&#8217;s Dance spreads the burst into bleed ticks that Yone heals through via lifesteal. AD scaling for Q, W, and R. <strong>No crit but provides survivability without sacrificing AD scaling<\/strong> \u2014 functions as the durability item in a crit-focused build when the composition requires survivability over pure DPS.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2694\ufe0f Counter Picks &amp; Matchups<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>\u2705 Yone Counters<\/strong><\/h3>\n\n\n\n<p><strong>1. <a href=\"https:\/\/magicstark.cz\/wiki\/malzahar-the-prophet-of-the-void\/\">Malzahar<\/a><\/strong><\/p>\n\n\n\n<p>Malzahar&#8217;s Null Zone (W) suppression prevents Yone&#8217;s E recast during Nether Grasp \u2014 however, <strong>Soul Unbound&#8217;s body remains untargetable during suppression<\/strong>, and the <strong>E automatically recasts upon death<\/strong> (Yone can die and E recasts for the true damage delivery). Against Malzahar in lane: E into Spirit Form \u2192 engage \u2192 E recast displacement immunity prevents CC during the dash back. Malzahar&#8217;s relatively immobile kit doesn&#8217;t interact well with Yone&#8217;s ability to engage, deal Spirit Form damage, and exit through terrain.<\/p>\n\n\n\n<p><strong>2. <a href=\"https:\/\/magicstark.cz\/wiki\/cassiopeia-the-serpents-embrace\/\">Cassiopeia<\/a><\/strong><\/p>\n\n\n\n<p>Cassiopeia lacks reliable knockup\/CC to stop Yone&#8217;s Spirit Form engagement. <strong>Petrifying Gaze (R) turns Yone to stone if facing Cassiopeia<\/strong>, but Yone approaches from behind the enemy formation via E terrain dash \u2014 <strong>entering from an unexpected direction<\/strong> means Yone is less likely to be facing Cassiopeia during R. Cassiopeia&#8217;s Noxious Blast (Q) at 850 range doesn&#8217;t prevent the Spirit Form exit displacement immunity dash. Twin Fang&#8217;s 700 range poke damages Yone&#8217;s HP but not during the untargetable Spirit Form body phase.<\/p>\n\n\n\n<p><strong>3. <a href=\"https:\/\/magicstark.cz\/wiki\/viktor-the-herald-of-the-arcane\/\">Viktor<\/a><\/strong><\/p>\n\n\n\n<p>Viktor&#8217;s primary threat \u2014 Gravity Field (W) stun \u2014 requires the target to stand within the 340-radius for 2 seconds. <strong>Yone&#8217;s Spirit Form ghosted status and elevated MS (up to 30%) allows movement through the Gravity Field zone without stopping<\/strong>, 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&#8217;s Spirit Form engagement distance. Viktor&#8217;s low base HP (600) makes him a reliable Fate Sealed R priority target.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>\u274c Yone is Countered By<\/strong><\/h3>\n\n\n\n<p><strong>1. <a href=\"https:\/\/magicstark.cz\/wiki\/renekton-the-butcher-of-the-sands\/\">Renekton<\/a><\/strong><\/p>\n\n\n\n<p>Dominus (R) bonus HP + Ruthless Predator (W) stun \u2014 <strong>W stun fires instantly during Yone&#8217;s E dash if Renekton commits at the same time<\/strong>, and the stun can delay E recast timing (automatic recast is delayed when unable to recast). The level 1\u20135 dominance window specifically counters Yone&#8217;s pre-item state: <strong>before Infinity Edge, Yone&#8217;s damage and survivability are both significantly lower<\/strong>, making Renekton&#8217;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.<\/p>\n\n\n\n<p><strong>2. <a href=\"https:\/\/magicstark.cz\/wiki\/tryndamere-the-barbarian-king\/\">Tryndamere<\/a><\/strong><\/p>\n\n\n\n<p>Undying Rage (R) prevents Yone from executing Tryndamere with E&#8217;s true damage \u2014 <strong>activating at 1 HP during the E true damage recast window<\/strong> if Tryndamere times it correctly. Spinning Slash (E) mobility matches Yone&#8217;s engagement range, and <strong>Tryndamere&#8217;s sustained DPS at 100% crit<\/strong> with innate healing (Bloodlust Q) outpaces Yone&#8217;s mixed damage throughput in extended duels. Mocking Shout (W) slow punishes Yone&#8217;s repositioning between Spirit Form casts by reducing the MS during the window between E recast and next E activation.<\/p>\n\n\n\n<p><strong>3. <a href=\"https:\/\/magicstark.cz\/wiki\/fizz-the-tidal-trickster\/\">Fizz<\/a><\/strong><\/p>\n\n\n\n<p>Playful\/Trickster (E) untargetability <strong>avoids Yone&#8217;s R entirely if Fizz times the jump during R&#8217;s cast time<\/strong> (0.75 seconds). Chum the Waters (R) shark knockup provides an airborne state \u2014 but Yone&#8217;s R does the knockup, not Last Breath. <strong>Fizz&#8217;s mobility pattern (E every 14s at rank 1) specifically counters Yone&#8217;s R commitment<\/strong>: Yone commits 0.75-second cast, Fizz jumps during cast \u2192 R marks nothing, blinks to max range. Urchin Strike (Q) gap-close into Yone&#8217;s body location when Yone is in Spirit Form deals damage to the actual body location.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>FAQ<\/strong><\/h2>\n\n\n\n<p><strong>Q: What is the correct ability leveling order?<\/strong><\/p>\n\n\n\n<p>A: Max <strong>Q (Mortal Steel) first<\/strong> \u2014 damage (25\u2192125 + 110% AD) and the AS-based static CD compression are the highest priority. Faster Q cycling accelerates Gathering Storm stacking and DPS. Max <strong>E (Soul Unbound) second<\/strong> \u2014 the stored damage percentage (25\u219235%), which directly determines true damage output on recast, and the cooldown (22s\u219210s). E at max rank fires every 10 seconds \u2014 significantly more frequently than rank 1&#8217;s 22 seconds. Max <strong>W (Spirit Cleave) last<\/strong> \u2014 the max HP damage (8\u219212% per rank) scales well, but Q and E rank-ups have higher priority impact. R at 6, 11, 16.<\/p>\n\n\n\n<p><strong>Q: Does Soul Unbound&#8217;s true damage ignore shields?<\/strong><\/p>\n\n\n\n<p>A: <strong>True damage bypasses armor and magic resist<\/strong> but <strong>does NOT bypass HP shields<\/strong> \u2014 Lulu shield, Janna E shield, Locket shield all absorb true damage before it reaches HP. Yone&#8217;s E true damage will be absorbed by a shield placed on the target after Spirit Form marks are applied. However, <strong>the true damage cannot be mitigated by damage reduction<\/strong> (items or abilities that reduce incoming damage by %) \u2014 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.<\/p>\n\n\n\n<p><strong>Q: How is Yone different from Yasuo?<\/strong><\/p>\n\n\n\n<p>A: The primary mechanical differences: (1) <strong>Yone&#8217;s Q whirlwind dashes Yone forward<\/strong> while Yasuo&#8217;s Q whirlwind is stationary. (2) Yone has <strong>Spirit Cleave (W) with max HP % damage and stackable shield<\/strong> \u2014 Yasuo has Wind Wall (W) projectile block. (3) Yone has <strong>Soul Unbound (E) Spirit Form with true damage and terrain traversal<\/strong> \u2014 Yasuo has Sweeping Blade (E) multi-target dashes. (4) Yone&#8217;s R <strong>blinks behind enemies and pulls them<\/strong> \u2014 Yasuo&#8217;s R requires an ally or own knockup setup. (5) <strong>Yone&#8217;s Azakana Sword alternating auto<\/strong> creates mixed damage; Yasuo&#8217;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).<\/p>\n\n\n\n<p><strong>Q: Can Yone die in Spirit Form?<\/strong><\/p>\n\n\n\n<p>A: <strong>Yes<\/strong> \u2014 Yone&#8217;s Spirit Form self can be killed during the 5 seconds (his HP doesn&#8217;t change, only his body becomes untargetable). If Yone takes lethal damage from enemy champions or abilities during Spirit Form, he <strong>dies and Soul Unbound immediately auto-recasts<\/strong> 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 <strong>death doesn&#8217;t cancel the stored true damage<\/strong> \u2014 Yone&#8217;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.<\/p>\n\n\n\n<p><strong>Q: When should I use R vs just Q whirlwind into fights?<\/strong><\/p>\n\n\n\n<p>A: R (Fate Sealed) is the <strong>engagement tool for grouped teamfights<\/strong> where multiple enemies can be pulled\/displaced simultaneously. Q whirlwind is the <strong>single-target knockup<\/strong> for dueling or focused burst on a single carry. The decision: <strong>3+ enemies in a line \u2192 use R<\/strong> for maximum displacement value. 1\u20132 enemies \u2192 Q whirlwind into E Spirit Form for the burst rotation. R&#8217;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. <strong>Save R for teamfights where the pull repositions 3+ enemies<\/strong> into unfavorable positions.<\/p>\n","protected":false},"featured_media":14046,"comment_status":"open","ping_status":"closed","template":"","class_list":["post-17635","wiki","type-wiki","status-publish","has-post-thumbnail","hentry","wiki-category-champions-lol-en"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.6 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Yone: The Unforgotten - MagicStark<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/magicstark.cz\/en\/wiki\/yone-the-unforgotten\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Yone: The Unforgotten - MagicStark\" \/>\n<meta property=\"og:description\" content=\"Yone is a champion in League of Legends played in Top and Mid, classified as an Assassin \/ Skirmisher (Fighter \/ Assassin). 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