Wild Rift Guides
Yone Mid Lane Wild Rift Guide
Who counters Yone in Wild Rift? The toughest Yone mid lane counters are Lissandra, Vex, and Ryze. Full Yone Mid Lane counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Yone is a melee skirmisher who fights with two swords and a spirit form. His basic combo builds toward a knockup, his marked dash lets him lunge in twice from long range, and his ultimate teleports him through everyone he hits to land behind the backline. The defining trick is his spirit form: he leaves his body behind, runs in as a spirit, and snaps back to where he started, so a failed dive gets a second chance most melee champions never get. His plan is tempo and all-ins, not a poke war he cannot win standing still. Trade in bursts, look for the level where your kit comes online, and turn wave priority into pressure elsewhere, because a Yone who can shove is a Yone heading for a side lane or a face-checking jungler. He scales very well into the late game, where his sustained damage and backline ultimate let him chase a carry or survive the dive he just started. The shield from his cleave also blunts the poke most mids count on to keep him away. The catch is hard crowd control and a thin health bar. With both dashes spent he is a stranded melee champion in the open, and a point-and-click root, taunt, or fear catches the dash he committed to. He has no real reach before he commits, so a control mage who can lock him mid-leap or zone him out takes his whole game plan away.
Strengths
- Two dashes plus the spirit return give him both an all-in and an escape, so failed dives often get a second chance.
- The shield from his cleave and his lifesteal let him trade through the poke most mids rely on.
- Scales into a self-sufficient late-game threat with sustained damage and an ultimate that carries him past the front line.
Weaknesses
- Hard crowd control shuts him down: a point-and-click root, taunt, or fear catches the dash he committed to.
- He has no reach until he commits, so longer-range champions can zone and chip him before he gets to jump in.
- With both dashes and the spirit return spent, he is a melee champion in the open with no way out.
Build Snapshot
Rune Setup
Summoner Spells
Yone Mid Lane Counters
Who counters Yone Mid Lane in Wild Rift (WR)? These champions beat Yone in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Lissandra: Her root is point-and-click, so dodging does not help; she locks you down the moment you commit a dash, and her tomb survives whatever burst you saved for her.
- Vex: Her passive fears anything that dashes near her, and your kit is two dashes and a knockup, so every all-in you start hands her a free interrupt and empowered burst.
- Ryze: His targeted root pins you mid-dash before your spirit can snap back, and his shield and low-cooldown poke out-sustain your trades. Point-and-click lockdown cannot be dodged the way skillshots can.
- Swain: Swain is built to outlast your all-in: his root pins your dash, his ultimate heals through your burst faster than you deal it, and stacked fragments make him too tanky to kill.
Champions Yone Is Strong Against
Yone's best matchups in Wild Rift. Yone holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.
- Viktor: His short early range and immobile frame cannot answer your double dash, and your knockup denies the farm his scaling depends on. A fed Viktor late gains range you cannot ignore.
- Kassadin: Kassadin is helpless in the early melee phase, exactly where your two dashes and all-in live. The lane flips once his ultimate is online, since he can blink out of your combo.
- Aurelion Sol: He is a slow, squishy scaler with no real escape, so your mobility runs him down before his late-game power arrives. His black hole root is the only threat on your approach.
- Vel'Koz: Vel'Koz pokes from the longest range in the lane but has nothing once you close the gap, and his slow cast rhythm never finishes a combo with you on top of him.
Early Game
Trade in short bursts and let your passive crit do the work, since you have no resource to sustain a long brawl. Walk up with your dash mark loaded, weave in your empowered swings, and use the second lunge to reach a poke mage hiding at the back of the wave. Against immobile mages, shove and dare them to contest a wave you can knock them off of. Against control mids who can answer you, sit further back, soak experience, and save your all-in for one clean window instead of spamming it. Keep the spirit form for their key spell or for a gank rather than spending it on the wave, and ward the river early, because a Yone with both dashes down is exactly the gank the enemy jungler wants to find.
Mid Game
Your first item turns even trades into winning ones, and that is the signal to play for the map instead of the wave. Crash the wave and walk: a roam where your knockup catches an overextended carry is worth more than the minions you left behind, and few mids contest scuttle or a face-checking jungler as well as a Yone with both dashes up. Hold mid priority and you decide who shows up to the first dragon and herald fights, since a champion who can lunge in twice and teleport back out is exactly who you want at a contested pit. When nothing is happening, shove a side lane, apply the split pressure your mobility lets you survive, and rotate back the moment the map needs you.
Late Game
Late game you stop being a lane bully and become a problem the enemy plans around. Your sustained damage and the resists you build let you dive deeper than most assassins and live, and your ultimate is made to reach the carry hiding behind two layers of peel. Push a side lane for pressure when the teams are split, but never get caught with both dashes down in a lane you cannot leave, since that is the one state where your kit turns off. Check the enemy's hard crowd control before you commit: a lockdown saved for your dash is the difference between a clean backline kill and a free kill for them. When the teams group, your job is to be the threat that forces their carry to position badly, then punish the moment they do.
Teamfights
Decide who you want dead before the fight starts, usually their most fragile damage dealer, and spend the fight working toward them. The clean opening is a dash mark from the flank into your full combo, with the knockup catching their backline as your team collapses. Your ultimate is your insurance: it carries you past the front line and gives you a way home if the dive goes wrong. Use the spirit form to brawl in the middle while your body waits somewhere safe, then snap back out of the answer that kills other divers. Time your dive for the moment their peel is spent, not into a fresh lockdown, since one leap into a waiting stun turns a won fight into a lost one. You are the diver who makes their carry position badly, so pick an angle that actually reaches them.