A
September 2026 · Patch 7.2d
Assassin · Mid Lane

Yone Wild Rift — Tier, Stats & Overview

Yone is a Mid Lane fighter, Yasuo's brother returned from death with a dual blade whose automatic return after his ultimate teleports him to his original position.

Best build Infinity Edge Blade of the Ruined King Bloodthirster Phantom Dancer Lord Dominik's Regards Full build →

★ Mid Lane Tier A September 2026 · Patch 7.2d assassinbruisersoul
DMG
UTIL
TANK
DIFF
Win 51.8% #24 · ↓0pt
Pick 5.3% #12
Ban 16.8% #15

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Win Rate (30d) 51.80%+0.33 pts
Pick Rate 5.27%
Ban Rate 16.80%
51.0%51.5%52.0%52.5%7.2c7.2d08/0823/0807/09

Yone's win rate has climbed +0.33 pts over the last 30 days, now at 51.80%. See the full Wild Rift meta trends for more biggest movers. Measured effect of the nerf in 7.2d (26/08): -1.29 pts of win rate over 10 days.

§ 01 — Editorial brief

Yone Mid remains a very high-value pick when the game gives him enough time to prepare his entries instead of forcing him to absorb hard control on the first rotation.

By Updated 8 Sept 2026 Patch 7.2d

Yone is a Mid Lane fighter, Yasuo's brother returned from death with a dual blade whose automatic return after his ultimate teleports him to his original position. His hybrid physical-magical damage makes mitigation challenging to itemize against. His ultimate Fate Sealed dives into the spirit realm to pull enemies before snapping back to his position. In Wild Rift, Yone is a safe-engage assassin carry who can dive an enemy backline, burst a target, and teleport to safety — perfect for pick compositions.

Yone excels in knock-up or multi-CC compositions that amplify his mass ultimate. He benefits from allies who can create isolation situations or protection during engagements. Dense teamfight compositions get the maximum from his potential.

Yone is vulnerable against instant burst compositions that eliminate him before his soul return. Long-range CC prevents repositioning through his soul. Constant poke compositions reduce his health before engagements, limiting combat options.

With Yone, use your soul form to engage from unexpected angles and return safely. Your ultimate must hit at least 2-3 targets to be worthwhile — don't waste it on a single enemy. In lane, exploit your two damage types to bypass enemy resistances.

§ 06 — The matchup wall · MidYone Wild Rift Mid counters and synergies

Hard Unfav. Skill Fav. Synergy

Build enginePatch 7.2d build — computed

  1. Core 01 Infinity Edge Infinity Edge
  2. Core 02 Blade of the Ruined King Blade of the Ruined King
  3. Core 03 Bloodthirster Bloodthirster
  4. Core 04 Phantom Dancer Phantom Dancer
  5. Core 05 Lord Dominik's Regards Lord Dominik's Regards
  6. Boots Berserker's Greaves Berserker's Greaves
Full variants, runes & power spikes

§ 02 — Strengths & weaknesses Yone Wild Rift strengths and weaknesses

↑ Strengths
  • He punishes immobile mid laners very well when they depend on clean wave positioning: once Yone stacks Q3 and plays out of vision, their margin for error becomes very small.
  • His Blade of the Ruined King plus Guinsoo spike gives him real follow-through after the initial entry: he can chase, DPS objectives, and keep fighting in extended skirmishes.
  • He converts vision mistakes around dragon or Baron extremely well: a side angle with E can turn simple pressure into a carry kill.
  • He keeps high wombo-combo value with allies who create a knock-up or first engage, making his ultimate much easier to land.
↓ Weaknesses
  • Avoid Yone if the enemy team has multiple targeted crowd controls that can wait for your E return: you can enter correctly and still die at the most predictable moment.
  • Avoid him if your composition has no way to start or hold a fight before you: Yone forced to engage alone becomes much easier to read.
  • Avoid him into drafts that can retreat as a group, keep distance, and force you to use Q3 just to reach the target instead of threatening it.
  • Avoid him if your team already lacks reliable crowd control: Yone brings explosive engage, but he does not replace stable lockdown in teamfights.
02

§ 03 — Game planYone Wild Rift game plan: early, mid and late game

I Early

Build Q3, play short trades and keep the wave…

Lvl. 1 → 6

Build Q3, play short trades and keep the wave manageable.

II Mid

Look for out-of-sight picks before Dragon/Herald,…

Lvl. 7 → 11

Look for out-of-sight picks before Dragon/Herald, synchronize with allied engagement.

III Late

Flank or front-to-back depending on vision;…

Lvl. 12+

Flank or front-to-back depending on vision; multi-target R decides the game.

§ 07b — Advanced MechanicsYone: combos & tips Wild Rift

Basic trade combo
1 E E
2 Q Q
3 AA
4 AA
5 Q Q
6 AA
7 W W
8 E E

E for a safe dive, stack Qs for the tornado knock-up, 2 for the shield and damage, auto-attack with true damage

Flash initiation combo
1 E E
2 Flash Flash
3 R R
4 Q Q
5 W W
6 AA
7 AA
8 Q Q
9 Soul Unbound

E for positioning, Flash mid-air, ultimate for the AoE knock-up, full combo during the knock-up

Pre-prepared Q combo
1 Q Q
2 Q Q
3 E E
4 Q Q
5 AA
6 W W
7 AA
8 AA
9 E E

Stack 2 Qs BEFORE using E, guaranteeing the tornado knock-up immediately after the dash

Mechanical Tips

  • Soul Unbound (3) safe trading: E allows you to trade freely as the return automatically cancels the risk of death — always finish the combo BEFORE recasting E to maximise the true damage dealt
  • Mortal Steel (1) Q stacking: the 3rd Q = tornado knock-up (like Yasuo) — stacking 2 Qs before using E guarantees an immediate knock-up upon hitting the target
  • True damage return: Soul Unbound marks damaged enemies — upon returning, a percentage of the damage dealt whilst in spirit form is converted back into true damage — more damage dealt whilst in spirit form = more true damage upon returning
  • Way of the Hunter (passive): every 2 auto-attacks, Yone deals bonus magic damage — critical strike items grant double critical strike chance but reduce critical strike damage; building critical strike is always effective

Common Mistakes

  • Soul Unbound recast too early: the E automatically returns after the duration — recasting it manually too early to escape before finishing the combo results in a loss of true damage
  • Fate Sealed (Ult) at the wrong angle: the ultimate dashes in a straight line and knocks up in a straight line — align the dash to pass through multiple enemies; a poor angle will only hit a single target
  • Q stacking overlooked: forgetting to stack the 3rd Q before engaging means no tornado knock-up is available during the combo — always check the Q counter before diving

Notable Interactions

  • Fate Sealed (Ult) can be combined with allied knock-ups such as Yasuo’s — Yone and Yasuo on the same team can chain knock-ups and ultimates
  • Soul Unbound can pass through terrain [to be confirmed in WR] — an advanced mechanic for escapes if the champion is in a safe zone
  • With Kraken Slayer + Infinity Edge, the true damage from Soul Unbound combined with Kraken’s true damage is overwhelming against tanks
Go deeper Mechanics & Tips — Yone Every combo, the advanced tips, the common mistakes and the full game plan. Open the section

§ 08 — DialoguesYone Wild Rift FAQ

Q.01 Is Yone Mid a good blind pick? +

Yone can be blind picked, but he is not automatically reliable in every draft. He becomes risky if the enemy team can stack targeted crowd control, anti-burst, and defensive vision on flanks. If your team already has frontline or engage that can absorb the first enemy response, the blind is much more acceptable. Without that, you may be forced to start fights alone, making your E and ultimate much easier to punish.

Q.02 When should Yone look to roam? +

Yone should look to roam after controlling his wave and preparing Q3, not simply because E is available. The roam becomes strong when the enemy can no longer see your angle and your target has to retreat in a predictable line. If you leave lane without wave priority, you lose too much tempo and give the enemy mid a free answer. A good Yone roam often starts with a clean wave, then a short but threatening disappearance.

Q.03 Should Yone engage with ultimate or wait for an opening? +

Yone can engage with ultimate, but only if the angle is already prepared and his team can follow immediately. In many situations, it is better to use Q3, E pressure, or fog of war to force movement before casting ultimate. A frontal and obvious ultimate gives the enemy too much time to use Stasis, dash, or crowd control. The best timing often comes just after the enemy’s first response, not at the very start of the fight.

Q.04 Why does Yone often die after a good combo? +

Because a good combo is not enough if E return, enemy crowd control, and your team’s distance are not considered. Yone can land Q3 and ultimate, then die if his allies are not close enough to convert or if the enemy saved a stun for his return. Before committing, always ask what happens three seconds later. If the answer is unclear, the play is probably flashy but bad.

Data — Stats per levelYone Wild Rift base stats per level (1-15)

Movement speed 355Attack range 175Bonus attack speed / lvl +3.2%
Show stats per level
LvlHPADArmorMRHP regen
16505443389
27705847.3409.9
38906251.64210.9
41,0106655.94411.8
51,1307060.24612.8
61,2507464.54813.7
71,3707868.85014.6
81,4908273.15215.6
91,6108677.45416.5
101,7309081.75617.5
111,85094865818.4
121,9709890.36019.3
132,09010294.66220.3
142,21010698.96421.2
152,330110103.26622.2

Base data : wiki.leagueoflegends.com (CC BY-SA 4.0) · 2026-07-09

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