Yunara
YUNARASkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cost | 30 | |||
| Passive On-Hit Damage | 5 | 10 | 15 | 20 |
| Active On-Hit Damage | 5 | 10 | 15 | 20 |
| Attack Speed | 25% | 35% | 45% | 55% |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 10 | |||
| Cost | 60 | |||
| 1st Hit Damage | 60 | 110 | 160 | 210 |
| Damage | 8 | 14 | 20 | 26 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 9 | |||
| Cost | 40 | |||
| Move Speed | 30% | 35% | 40% | 45% |
| Max Move Speed | 45% | 52.5% | 60% | 67.5% |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 70 | 65 | 60 |
| Cost | 100 | ||
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+A← A49.1%7.6%9.1%
- Master+A← A48.7%7.5%8.9%
- ChallengerA← A48.6%8.6%9.3%
- LegendaryS← S48.9%10.0%10.5%
Tencent official (CN server) / ADC / 2026-11-01
Tier moves A → S across ranks, a 0.5 point spread in win rate.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among ADC
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / ADCAs of 2026-10-3110/31
Build patterns
Splits into 2 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
RunesNearly all one shape
Core items (3)15 combos, by pick rateby win rate
- CombinationPickWin
- 53.8%
- 54.0%
- 54.6%
- 47.4%
- 51.0%
- 52.9%
- 51.2%
- 50.6%
- 49.3%
- 48.1%
- 48.6%
- 50.0%
- 47.2%
- 47.4%
- 48.5%
Runes3 combos, by pick rateby win rate
- CombinationPickWin
- 49.2%
- 47.3%
- 48.5%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 50.1%
- 48.0%
- 48.3%
- 48.5%
- 48.5%
Official Tencent data (China server)Master+ / ADCAs of 2026-10-3110/31
Build patterns
Splits into 2 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
RunesNearly all one shape
Core items (3)15 combos, by pick rateby win rate
- CombinationPickWin
- 53.4%
- 53.8%
- 54.2%
- 47.0%
- 50.8%
- 52.5%
- 51.2%
- 50.3%
- 49.2%
- 47.8%
- 48.2%
- 49.1%
- 47.8%
- 47.2%
- 49.8%
Runes3 combos, by pick rateby win rate
- CombinationPickWin
- 49.0%
- 46.4%
- 48.2%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 49.9%
- 47.5%
- 48.0%
- 49.2%
- 47.8%
Official Tencent data (China server)Challenger / ADCAs of 2026-10-3110/31
Build patterns
Splits into 2 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
RunesNearly all one shape
Core items (3)17 combos, by pick rateby win rate
- CombinationPickWin
- 55.1%
- 55.1%
- 55.9%
- 50.5%
- 49.3%
- 53.0%
- 48.6%
- 58.1%
- 48.6%
- 53.5%
- 47.6%
- 49.0%
- 47.7%
- 48.7%
- 43.8%
- 45.7%
- 44.5%
Runes4 combos, by pick rateby win rate
- CombinationPickWin
- 49.2%
- 45.8%
- 48.1%
- 47.7%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 49.1%
- 48.9%
- 46.5%
- 47.0%
- 48.7%
Official Tencent data (China server)Legendary / ADCAs of 2026-10-3110/31
Build patterns
Splits into 2 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
RunesNearly all one shape
Core items (3)18 combos, by pick rateby win rate
- CombinationPickWin
- 56.6%
- 51.7%
- 54.3%
- 53.8%
- 47.0%
- 51.9%
- 54.9%
- 47.8%
- 52.1%
- 48.5%
- 45.2%
- 47.0%
- 57.0%
- 45.9%
- 51.9%
- 56.2%
- 54.4%
- 50.0%
Runes4 combos, by pick rateby win rate
- CombinationPickWin
- 49.6%
- 49.1%
- 47.6%
- 47.2%
Summoner spells4 combos, by pick rateby win rate
- CombinationPickWin
- 50.7%
- 48.4%
- 47.5%
- 48.0%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds6 builds (1 pro)
- Streamer / proCore itemsKeystone, spells
- PRO
Items in these builds
Infinity Edge6 of 6
Gunmetal Greaves6 of 6
Dominik’s Regards4 of 6
Guardian Angel2 of 6
Kraken Slayer2 of 6
Galeforce2 of 6
Stormrazor2 of 6
Bloodthirster2 of 6
Mortal Reminder2 of 6
Runaan's Hurricane2 of 6
The Collector1 of 6
Fiendhunter Bolts1 of 6
Hexoptics C441 of 6
Yun Tal Wildarrows1 of 6
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Physical
Mercurial Scimitar
Guardian Angel
Fiendhunter Bolts
Runaan's Hurricane
Hexoptics C44
Kraken Slayer
Mortal Reminder
Stormrazor
Dominik’s Regards
Infinity Edge
Maw of Malmortius
Blade of the Ruined King
Serylda’s Grudge
Bloodthirster
The Collector
Rapid Firecannon
Phantom Dancer
Immortal Shieldbow
Yun Tal Wildarrows
Galeforce
Boots
Runes
Keystone
Resolve
Sorcery
China vs Overseas Builds
Items, runes and spells whose share on this champion differs by 50 points or more between the China server (each lane's most-picked combinations in Tencent's official Diamond+ stats, plus streamer / pro builds) and overseas guides. Not in-game pick rate or win rate as such.
Patch Changes
Ver. 77.3bNerfCombat power Lv15 9,608 → 9,562 (-0.5%)
Cultivation of Spirit
- Passive Damage: 10/15/20/25 → 5/10/15/20
- Active Damage: 10/15/20/25 → 5/10/15/20
Transcend One's Self
- Cooldown: 70/60/50s → 70/65/60s
7.3Changed
Base Stats
- Attack Speed Ratio: 0.65
- Base Attack Speed: 0.65
- Base Bonus Attack Speed: 0.23
- Attack Speed per Level: 0.032
Vow of the Lands
- Critical bonus damage: 10% (gain 10% per 100 Ability Power) → 8% (gain 8% per 100 Ability Power)
Cultivation of Spirit
- Bonus Attack Speed: 22.5% / 35% / 47.5% / 60% → 25% / 35% / 45% / 55%
7.2New
Released as a new champion
Analysis
Nothing equippedCombat Power at Lv15 is 9,562 (#139 of 142, #25 of 26 Marksman). About the same as #137 at Lv1.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Marksman median | Rank |
|---|---|---|---|---|
| 1 | 5,233 | 5,897 | 5,544 | 137 |
| 2 | 5,905 | 6,459 | 5,924 | 123 |
| 3 | 6,156 | 6,934 | 6,418 | 138 |
| 4 | 6,415 | 7,485 | 6,880 | 141 |
| 5 | 6,694 | 7,899 | 7,352 | 141 |
| 6 | 7,179 | 8,244 | 7,648 | 134 |
| 7 | 7,358 | 8,552 | 7,938 | 139 |
| 8 | 7,584 | 8,948 | 8,262 | 141 |
| 9 | 7,838 | 9,378 | 8,635 | 141 |
| 10 | 8,286 | 9,716 | 8,922 | 136 |
| 11 | 8,474 | 10,018 | 9,168 | 139 |
| 12 | 8,729 | 10,461 | 9,551 | 141 |
| 13 | 8,959 | 10,786 | 9,864 | 140 |
| 14 | 9,356 | 11,138 | 10,153 | 138 |
| 15 | 9,562 | 11,462 | 10,439 | 139 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- Magic damage (on crit, 8% per 100 AP)0G
Combat only: 50%At most once per 8sDamage valued like healingContinuous values at midpoint1 attack per secondChampion median- Bonus magic damage (on hit)99G
- +25-55% attack speed (Unleash spent)573G
- Physical damage (spread, while active)148G
- +25-55% attack speed (auto-active in Transcendent State)229G
Combat only: 50%At most once per 8sDamage valued like healingSkill ranks from level- Magic damage (initial hit)829G
- Magic damage (lingering DoT)411G
- Slow507G
- Magic damage (Arc of Ruin, Transcendent State)632G
- Replaced (Arc of Judgment initial-hit damage, Transcendent State, negative)-207G
- Replaced (Arc of Judgment lingering damage, Transcendent State, negative)-103G
Combat only: 50%Survival factorMove speed % as flatChampion medianDamage valued like healingSkill ranks from level- +30-45% move speed512G
Combat only: 50%Survival factorMove speed % as flatChampion medianSkill ranks from levelThis ability's effect is already counted elsewhere (another ability, the stack estimate, or base stats), so it is not counted here to avoid double counting.
Gold values with nothing equipped. Ratios such as AP grow with your build in the Build Lab. Tap a row to see the formula.
Assumptions
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Continuous values at midpoint
Values that vary continuously with the target's or your own state (damage rising with the target's missing health or with charge time, attack speed rising with your missing health, etc.) are taken at the midpoint of min and max, the same idea as assuming 50% missing health.
1 attack per second
Effects on every Nth attack (every 3rd attack, etc.) assume 1 attack per second and are turned into seconds (every 3rd attack = once per 3 seconds). The 8-second floor for attack-triggered effects still applies.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
| Lv 15 | Yunara | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,422 | 1,832 | 2,422 | 2,732 |
| Armor | 98 | 34 | 104 | 127 |
| Magic Resist | 50 | 45 | 60 | 80 |
| Attack | 100 | 50 | 109.5 | 147 |
| Attack Speed | 1.091 | 0.735 | 0.951 | 1.252 |
| Move Speed | 335 | 335 | 350 | 360 |
| HP regen | 14 | 14 | 19 | 29 |
| MP | 807 | 802 | 1,080 | 1,390 |
| MP regen | 19 | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.