Yone

Computed from 508,136 ranked Solo/Duo games collected through the Riot API · patch 26.21.
| Role | Win Rate | Pick Rate |
|---|---|---|
| Top | 49.5% | 10.0% |
| Mid | 50.5% | 10.7% |
Yone is banned in about 20.8% of games at this tier, one figure for the whole champion since bans happen before roles are picked. What ban rate measures.
Yone's Mid win rate is 0.5 percentage points above an even 50% — Should I Dodge's win-probability model varies by about 4.8 percentage points of standard deviation from lobby to lobby across all ranks, purely from which champions get drawn, so this gap is smaller than that noise, not solid evidence the champion is unusually strong or weak right now.
Yone is tracked in 2 roles at this tier scope; the per-tier, threat, and counters reporting below all use its highest-pick-rate role, Mid — its numbers in Top (10.0% pick rate) stay visible in the table above but aren't carried into the rest of this page.
Yone's Mid Build
In Emerald+ games on patch 26.21 (including games from other ranks or the previous patch, as Emerald+ on this patch alone had too few), Yone's most common Mid setup runs Exhaust and Flash with Lethal Tempo, maxes Q first, and builds Immortal Shieldbow, Infinity Edge, and Death's Dance — 50.0% win rate over 70,399 games.
- Summoner spells
Exhaust + Flash
50.7%33,539 games - Runes
Lethal Tempo + Resolve
52.5%3,030 games - Skill priority Q > E > W 50.3%68,197 games
- Starter

Doran's Bow + Health Potion ×2
50.6%52,026 games - Boots
Berserker's Greaves
50.2%68,279 games - First three items


Immortal Shieldbow → Infinity Edge → Death's Dance
61.0%16,530 games
Yone's Mid Win Rate By Tier
| Tier | Win Rate | Pick Rate | Games | Edge (noise-widths) | Clears 0.5σ? |
|---|---|---|---|---|---|
| Iron | 51.5% | 15.2% | 34,913 | 0.20σ | No |
| Bronze | 51.3% | 13.7% | 39,258 | 0.21σ | No |
| Silver | 51.0% | 11.7% | 42,183 | 0.17σ | No |
| Gold | 50.0% | 10.1% | 42,464 | 0.01σ | No |
| Platinum | 49.8% | 9.0% | 40,671 | 0.04σ | No |
| Emerald | 50.1% | 8.5% | 30,170 | 0.01σ | No |
| Diamond | 49.7% | 8.0% | 25,759 | 0.07σ | No |
| Master | 50.1% | 8.4% | 12,959 | 0.02σ | No |
| Grandmaster | 49.4% | 10.7% | 1,019 | 0.08σ | No |
| Challenger | 46.7% | 13.2% | 244 | 0.27σ | No |
Yone's Mid win rate ranges from 46.7% at Challenger to 51.5% at Iron across the 10 of 10 ranked tiers with at least 200 games in this role — a 4.9-point spread. Measured against each tier's own noise floor, that's 0.20σ at Iron and 0.27σ at Challenger, with neither clearing the 0.5σ bar Should I Dodge itself requires before calling a reading anything but Neutral.
- Power curve
- No strong lean
- Threats
- Burst
Curated reads, not measured: how we judge these
Who Counters Yone in Mid?
Champions That Counter Yone
| Champion | Win Rate vs Yone | Edge (noise-widths) |
|---|---|---|
| 59.1% | 1.89σ | |
| 58.3% | 1.74σ | |
| 57.1% | 1.50σ | |
| 57.1% | 1.49σ | |
| 54.4% | 0.93σ |
Champions Yone Counters
| Champion | Win Rate vs Yone | Edge (noise-widths) |
|---|---|---|
| 39.0% | 2.30σ | |
| 41.2% | 1.83σ | |
| 41.5% | 1.78σ | |
| 41.7% | 1.73σ | |
| 42.0% | 1.67σ |
At most five champions are listed in each direction for Yone: 5 listed as countering it here, 5 it counters back, with a tight, 5-point spread — none of them stand out much from the others among them — most matchups you could actually face in a real game simply aren't covered.
Our Read on Yone
Reading the Numbers
Denying him in draft out of caution, more than responding to dominant results, is probably why Yone's ban rate runs unusually high for a champion whose win rate sits only around average. His dual-wielded kit mixes physical and magic damage and rewards the same kind of precise dashes and knockup timing that keeps his win rate from running away with itself -- a high skill floor caps how many players are actually getting full value from the kit, even as his flex range across mid and top keeps him in near-constant rotation.
When a Teammate Locks Yone
A Yone teammate threatens best when he can commit fully to a trade, since his E, Soul Unbound, lets him leave his body behind, deal damage as a spirit, and then snap back to where he started -- re-dealing a share of that damage to every enemy he hit along the way. His ultimate, Fate Sealed, knocks up and drags together everyone caught in its path, so it rewards a team that can follow up on airborne targets rather than one that lets the moment pass.
When the Enemy Has Yone
His ultimate is the real danger for a grouped team: Fate Sealed hits and pulls together every enemy caught in its line, so don't stack up in a row once he has it ready. Soul Unbound deals real damage on the way out and the way back, but it returns him to where he started rather than carrying him through your backline, so punishing that return window matters as much as fearing the dash itself. He has no true escape beyond that combo, so isolating him before he commits can turn the fight back in your favor.
Last reviewed 13 October 2026