- Tier
- T2
- Peringkat
- #22
- Rasio menang
- 52.08%
- Rasio pilih
- 0.39%
Renata Glasc saat ini masuk kategori T2 dalam data ARAM Mayhem. Lihat panduan champion

Yunara saat ini masuk kategori T1 dalam data ARAM Mayhem.
Yunara the Unbroken Faith
Yunara is safest when your team already has someone willing to start fights or stand in front of her. If the lobby shows several fragile allies, play slower and value clean follow-up over forcing the first move. The tradeoff is that you may give up early pressure, but you avoid feeding the enemy their easiest engage angle.
Prioritize staying healthy while taking free damage when enemies step up for minions. If your side controls the wave, stand near your frontline and punish short enemy walks forward. If you overchase early, Mayhem’s extra threat tools can turn a small poke win into a fast death.
Commit when an enemy has already used their main escape, crowd control, or defensive tool. Ping or move with your team first, then enter the fight once the target cannot easily punish your approach. Going first can work only with a clear numbers advantage, and the tradeoff is losing your best recovery option if the enemy turns.
Hold your position behind the ally most likely to peel, even if that means dealing damage a second later. When divers show their engage path, kite backward and attack the closest safe target instead of tunneling the enemy backline. The tradeoff is lower burst on priority targets, but you stay alive long enough to win the extended fight.
Do not stand in the center of the lane waiting for perfect damage windows. Use minions, side movement, and short trades to make poke champions spend spells before you step forward. If you force too hard through poke, you burn health before the real fight starts and make your frontline engage weaker.
Take Snowball only when your team can instantly follow the hit or when you need a reliable way to punish a low-health backliner. If your team lacks peel and the enemy has strong counter-engage, a safer summoner setup is usually better. Snowball gives access, but it also drags you into the exact range where Yunara can be punished.
Choose augments that help her stay active in fights, survive the first counter-hit, or convert repeated damage into a real cleanup. If your team already has plenty of damage, lean toward safety or mobility instead of stacking more greed. Pure damage augments feel great when ahead, but they are the easiest to punish when the enemy can reach you.
Start fights at the edge of your effective range, not inside the enemy’s engage zone. Hit the nearest target you can damage safely, then move forward only after key enemy threats are used or controlled. Chasing past your frontline may secure one kill, but it often gives the enemy a free reset fight afterward.
Target the closest high-value enemy you can hit without walking into guaranteed crowd control. If a tank is the only safe target, damage the tank while watching for a better angle rather than forcing the backline. The tradeoff is slower kills, but consistent damage usually beats one risky dive that removes you from the fight.
Stop trying to instantly win back the lane with a solo play. Farm safely, group behind your strongest ally, and wait for the enemy to spend major tools on someone else. The tradeoff is giving up tempo for a wave or two, but it prevents the second death that makes the game much harder.
Yunara feels much better with allies who can start fights cleanly, block pressure, or peel divers off her. If your team has reliable crowd control, play close enough to follow it immediately instead of farming damage from too far back. The tradeoff is that you become more team-dependent, but your fights are cleaner and less coin-flip.
Hard engage, long-range pick, and repeat dive are the biggest problems because they force Yunara to spend movement defensively. When the enemy has those tools, hold your safe position until they miss or commit elsewhere. If you walk up before that, you are offering them the exact punish window they drafted for.
Be greedy only when you know the enemy’s crowd control and mobility are already down. If a low-health target is baiting behind allies, keep hitting what is safe and let your team pressure the chase. The tradeoff is missing some flashy kills, but you avoid turning one takedown attempt into a lost teamfight.
The biggest mistake is treating every damage window like a full commit. Take the first hit, read the enemy response, then decide whether to keep going or reset your spacing. This costs some immediate pressure, but it keeps you alive through Mayhem’s faster, messier fights.
You are doing your job if enemies have to spend real resources to reach you and your team can punish them when they try. After each fight, check whether you died with safer space available or whether you waited too long and dealt no meaningful damage. The balance is simple: close enough to matter, far enough that the enemy must overpay to kill you.