Wild Rift Guides
Yone Mid Lane Wild Rift Guide
Yone mid lane counters include Lissandra, Vex, and Ryze. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
How to play
- Prepare your knockup on the wave Hit minions twice with your 1st ability to prepare its dash and knockup, then threaten the enemy instead of walking into their poke.
- Trade from a safe spirit return point Start your 3rd ability somewhere safe, then use your 2nd ability to shield yourself during the trade. Press your 3rd ability again to return before taking more damage.
- Push before joining a nearby fight Look for an ultimate through several enemies when your team is ready to follow.
Strengths
- Soul Unbound (3rd) guarantees a return to its fixed starting point, but enemies can camp that location and control can delay the recast.
- 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: Lissandra's area root punishes Yone when he commits into melee range, while her targeted ultimate can lock him down after the entry. Her tomb also survives whatever burst you saved for her.
- Vex: Yone's dashes can each apply Gloom (Passive), which Vex detonates with a later basic attack or basic-ability hit for damage and a Doom (Passive) cooldown refund. Doom (Passive) is separate: when ready, Vex's next basic ability that hits fears, even if that particular spell cannot detonate Gloom (Passive).
- Ryze: Ryze has reliable targeted control once Yone is in range, and his low-cooldown poke out-trades you, but it is not an automatic mid-dash cancel. Any shield he has comes from an item such as Archangel's Staff rather than his kit.
- 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: Aurelion Sol is a vulnerable scaler early, but Singularity (3rd) pulls Yone toward its center and Unraveled Earth (3rd) is not involved in this matchup. Use Soul Unbound (3rd) from a safe return point and avoid letting Breath of Light (1st) track a predictable approach.
- Vel'Koz: Vel'Koz pokes from long range, but Yone can threaten him once Plasma Fission (1st) is avoided. Respect Tectonic Disruption's (3rd) ground knockback at close range and do not assume Soul Unbound (3rd) makes the entry immune to control.
Early Game
Trade in short bursts without a mana or energy cost. Land two Mortal Steel (1st) casts on enemies to prepare its dash-knockup, then place Soul Unbound's (3rd) body somewhere safe before using the spirit form's movement speed to reach the target. Spirit Cleave (2nd) shields only if it hits an enemy, with a larger shield for champions hit. Against control mids, wait for a clean window: Soul Unbound (3rd) does not dodge their key spell, and control that prevents movement or casting can delay the return.
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. Fate Sealed (Ult) always commits Yone forward; to beyond the last champion hit, or to maximum range if it hits none. Soul Unbound (3rd) is what returns him to a prior point, so establish that point safely before using the ultimate as an entry. Check the enemy's hard crowd control before committing, because a disable can hold the active spirit and delay its recast even when the five-second timer expires.
Teamfights
Decide who you want dead before the fight starts. The clean opening is a prepared third Mortal Steel (1st) or Soul Unbound (3rd) from a flank into Fate Sealed's (Ult) stun, pull, and knockup. Fate Sealed (Ult) carries Yone forward but does not provide a way home; only Soul Unbound (3rd) returns him to its fixed body. The abandoned body cannot be attacked, but its location is visible and enemies can wait there. Recast when the job is done, and remember that the stored true damage is dealt directly to each marked champion rather than along the return path.