
Yone Mid Build 16.11
Yone Mid build in patch 16.11 has a 54.0% win rate over 678 games. This setup focuses on doran's shield is a defensive starter item built to absorb rough early lanes and soften repeated harassment. it is mainly chosen when surviving poke, staying healthy through ranged pressure, or stabilizing a difficult matchup matters more than early damage.









Yone Build Guide & Strategy (Patch 16.11)
About Yone
Yone is a skirmishing melee carry who mixes sustained damage, snap engages, and return-path safety through Soul Unbound to threaten both side lanes and teamfights. He is dangerous when he can chain knockups and stick through the first burst, but he is punishable when his path forward is obvious or when his spirit return places him in a losing spot.
Yone Build Strategy & Items
The item supports patient laning by reducing how costly chip damage feels and giving you more room to farm through pressure without being forced out quickly. It fits gameplans centered on endurance, controlled wave management, and reaching later spikes from a safer early game. This item supports lane patterns where you trade, disengage, and then restore enough health to keep contesting the wave. It fits almost any opening that values flexibility, because potions let you absorb mistakes, chip damage, or incidental poke without instantly losing lane control. These boots support a sustained damage style where extra attack cadence improves trading, wave control, and how quickly you can punish a target that stays in range. They fit champions whose early and mid-game power rises sharply when they can stack attacks faster rather than just hit harder once. Doran's Shield is a defensive starter item built to absorb rough early lanes and soften repeated harassment. It is mainly chosen when surviving poke, staying healthy through ranged pressure, or stabilizing a difficult matchup matters more than early damage. Health Potion is a consumable sustain tool used to recover health over time during lane or after small fights. It is mainly for extending early map presence without needing an immediate recall. Berserker's Greaves are attack speed boots meant to raise a champion's damage rhythm instead of adding defense or special utility. They are mainly bought by marksmen and other auto-attack focused champions that want smoother DPS, farming, and objective pressure. Infinity Edge is a premier crit damage item built to turn a marksman's auto attacks into late-game fight-ending threats. It is mainly for crit-scaling champions that want their completed build to convert sustained uptime into massive damage payoff. Blade of The Ruined King is a sustained damage item built for attack-based champions that want to punish healthier targets and stay strong in long duels. It is mainly for marksmen, duelists, and skirmishers that rely on repeated hits and need their itemization to remain threatening against both carries and bruisers.
Yone Key Strengths
Doran's Shield is especially strong into lanes that win through repeated small hits, because it helps smooth out constant harassment and preserves your ability to stay in experience range. It also gives a sturdier early baseline for melee champions walking into ranged matchups or anyone expecting to concede some early control. Health Potion is valuable because it turns gold into reliable early endurance, which matters most when the first few waves decide pressure and recall timing. It also works across many matchups, making it one of the simplest ways to stay active after a rough exchange. Berserker's Greaves are valuable because attack speed affects almost every basic action for an auto-attacker, from last-hitting to tower damage to extended skirmishes. They also give a very clean first-item tempo bump for carries that need their kit and item passives to start firing more often. Infinity Edge is prized because it creates one of the most recognizable damage spikes in crit builds, especially once enough supporting crit chance is already in place. It is particularly powerful in front-to-back fights, where a well-protected carry can use the item to shred through targets far faster than smaller AD upgrades allow. Blade of The Ruined King is especially good at turning attack uptime into real damage against sturdier enemies, which helps auto-attack champions remain relevant once health bars start getting bigger. It also feels excellent on duelists that want both stronger target sticking and a more punishing long-trade profile without abandoning carry potential. Gunmetal Greaves are valuable because the best offensive boots for auto-attack champions are the ones that improve how often they can threaten without rooting them in place. They are especially strong on ranged carries and light duelists that care about maintaining DPS uptime while still adjusting around frontlines, flanks, and terrain. Noonquiver is useful because it makes a marksman's early game feel much more stable, especially when lane tempo depends on who can secure waves cleanly under pressure. It also gives immediate combat relevance while advancing several core carry paths, so the purchase rarely feels like dead setup. Immortal Shieldbow is attractive because it lets a carry keep building like a threat while gaining a meaningful safety layer against assassins, divers, and sudden all-ins. It is especially useful in mid-game fights where surviving the first burst often determines whether an ADC gets to keep firing or disappears immediately.
Best Yone Runes & Spells
Lethal Tempo is built to overwhelm fights through sustained attacking rather than front-loaded burst. Its purpose is to turn continued uptime on a target into rapidly escalating DPS and stronger pressure the longer the exchange lasts. Cut Down is a damage rune aimed at punching upward into healthier opponents rather than cleaning up weakened ones. Its purpose is to improve how well a champion threatens tanks, bruisers, or otherwise high-health targets that would normally soak through standard damage patterns. Fleet Footwork is a sustain and movement rune built around smoothing out lane pressure and keeping a champion mobile during trades. It is mainly used to survive rough matchups, absorb poke more gracefully, and create safer windows to hit and reposition. Last Stand is a combat rune that increases a champion's damage as their own health gets lower. It is mainly chosen by fighters and other close-range champions that expect to keep dealing damage deep into dangerous trades instead of backing off the moment they are threatened. Second Wind is an anti-poke sustain rune built to soften repeated chip damage during lane. Its purpose is to help a champion keep functioning through annoying harassment by recovering health after taking hits instead of being steadily bled out. Overgrowth is a health-scaling rune that steadily adds durability as the game progresses through normal minion and monster flow. Its purpose is to give frontliners and bruisers a passive long-term toughness boost without requiring any special combat trigger. Absorb Life is a sustain rune built around recovering health through routine farming and unit takedowns. Its main purpose is to smooth out attrition over lane and early map play so a champion can stay active without needing every bit of recovery to come from items or recalls. Legend: Alacrity is a scaling attack-speed rune made to sharpen auto-based gameplay as stacks accumulate. Its main purpose is to increase how quickly a champion can deliver repeated hits, making sustained DPS and trigger-based attack patterns feel smoother and more threatening. Flash is an instant repositioning spell built around solving range, angle, and danger in a single moment. It is mainly used to create or escape decisive situations that normal movement cannot cover in time. Teleport is a map-wide tempo spell built to convert wave states and timing windows into presence somewhere else on the map. It is mainly used to protect lane economy, answer side pressure, and arrive at fights or objectives without giving up too much structure or farm. Ignite is an offensive finishing spell that adds immediate kill pressure and punishes healing during an all-in. It is mainly chosen to turn close trades lethal and to force respect from opponents who survive on narrow health margins.
How to Play Yone (Early, Mid & Late Game)
Yone Laning Phase (Early Game)
In the early game as Yone in the Mid lane, prioritize consistent farming and map awareness. Aim to secure your Berserker's Greaves as quickly as possible to establish a lane advantage and create opening opportunities.
Yone Mid Game Strategy
During the mid game, utilize your 3 item power spikes to control lane transitions and objective contested zones. As Mid Yone, your roaming potential and skirmishing power are at their peak.
Yone Late Game Strategy
In the late game, focus on teamfighting effectiveness and critical positioning. As Yone, your role is to maintain utility and pressure in final sieges, coordinated and protecting objectives with your full item build.
Yone Mechanics & Gameplay Tips
Great Yone players plan Soul Unbound before they press it, choosing an entry that threatens enough damage while keeping the return point from becoming a trap. Weak Yone play dashes in without tracking crowd control, throws Fate Sealed for distance instead of impact, or stacks his tornado with no real follow-up angle once it is ready.









