Yone Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Yone Mid Lane

Yone Mid Lane Guide

Updated for Patch 7.3E
A Tier

Yone Mid Lane Wild Rift overview and best build snapshot

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.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

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.
Advertisement

Yone Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Yone Mid Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Long Sword

Simple early attack damage, since he has to walk into range of a mid laner to do anything.

BOOTS

Gunmetal Greaves

Attack speed builds his tornado charge faster, which is the knock-up his all-in depends on.

CORE BUILD

Blade of the Ruined King

Yone's first item supplies Attack Speed, Lifesteal, and current-health damage for repeated attacks. It supports his Mortal Steel (1st) cadence and keeps extended trades threatening against high-health opponents.

Immortal Shieldbow

The second item adds crit chance and a Lifeline shield for Yone's committed melee trades. The shield helps him survive the return burst while Soul Unbound (3rd) gives him a limited window to finish his damage.

Infinity Edge

The third item strengthens Yone's critical strikes after Shieldbow establishes his crit foundation. Stronger attacks and Mortal Steel (1st) hits increase the damage he can fit into each Soul Unbound (3rd) exchange.

Death's Dance

The fourth item delays part of incoming damage, giving Yone time to keep attacking during his dive. A takedown clears the stored damage and heals him, rewarding an engage his team can help finish.

Lord Dominik's Regard

The final core item supplies armor penetration and Giant Slayer damage against opponents building bonus Health. Bring it forward when armor is already limiting Yone's damage; choose Mortal Reminder instead when anti-heal is more important.

SITUATIONAL ITEMS

Essence Reaver

A situational option when Yone needs more burst. Spellblade adds damage to the attack after an ability, helping him fit more damage into a short Soul Unbound (3rd) trade.

Mortal Reminder

Replace Lord Dominik's Regard against enemies whose healing lets them survive Yone's sustained attacks. It keeps the armor-penetration slot while adding Grievous Wounds to limit their recovery.

Bloodthirster

Buy this as your last item when you need more Lifesteal. Yone can recover through repeated attacks and begin his next Soul Unbound (3rd) trade with the overheal shield prepared.

Guardian Angel

Replace Death's Dance when a revival gives Yone's team time to protect him after a committed Fate Sealed (Ult) engage. Choose a landing position your teammates can reach so they can cover the resurrection.

Mercurial Scimitar

Build this when a stun lands as his spirit form ends. The active cleanses it and the speed carries him back onto the carry.

RUNES

KEYSTONE

Grasp of the Undying

Permanent health growth, and his trades are repeated short walk-ups behind a dash.

PRIMARY

Courage of the Colossus

His tornado knocks up, so the shield arrives on the same cast his combo is built around.

Second Wind

Steady regeneration for a melee carry who walks through poke to reach anyone.

Overgrowth

Permanent health helps Yone's active spirit survive committed melee trades; the body left at the return point is untargetable.

SECONDARY

Legend: Alacrity

Attack speed builds his tornado charge faster, which is the lockdown his combo needs.

SITUATIONAL RUNES

Perseverance

Take this over Overgrowth when crowd control is a bigger threat than long-term health. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable wastes less of Soul Unbound (3rd), giving Yone time to finish the spirit-form trade before snapping back.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Both of his dashes are used to deal damage, which leaves Flash as his only way out.

Ignite

Ignite

Take this for early kill pressure in lane and on roams, since kills are what turn a mid lead into pressure on the rest of the map. The Grievous Wounds also makes it strong into champions with a lot of healing.

SITUATIONAL SPELLS

Barrier

Barrier

Take this over Ignite against burst. He deals his damage over time, so the longer he stays alive the more of it lands. Survive the opening burst and he wins the fight that follows.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
Advertisement

Yone Mid Lane Wild Rift matchups and counters

Wild Rift matchup guide for Yone Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Yone Mid Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Yone Mid Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
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 / Late Game

Levels 9+
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 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

5v5 Combat
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.
Advertisement

Explore more