
Reviewed for patch 7.3d

Favorable matchup
Reviewed for patch 7.3d
Yone gets into fights by dashing: the charged Mortal Steel throws him forward and Soul Unbound pulls him out of his body with another burst. Vex profits from every one of those movements: she marks him, and her empowered ability interrupts him with a fear.
Every so often, Doom 'n Gloom empowers Vex's next basic ability to fear and interrupt dashes. If you save it for the charged Mortal Steel or the Soul Unbound burst, Yone stops halfway, without the knock-up and away from you.
When a nearby enemy dashes or blinks, Vex marks them with Gloom. Your next attack on that target deals bonus magic damage and lowers Doom 'n Gloom's cooldown. Yone can't play without dashing, so in this lane the fear comes back sooner than in most.
Personal Space gives you a shield for a few seconds and sends out a shockwave that damages around you and consumes Gloom. Use it once Yone is already on you: you absorb part of his first burst and hit back in the same motion.
Play the lane with Doom 'n Gloom ready and punish when Yone spends the charged Mortal Steel or Soul Unbound without reaching you. Without the empowered fear, take a step back and wait for it to return.
As Yone, the trick is to draw out the fear before you commit. Walk up with a normal Mortal Steel or fake Soul Unbound until Vex spends her empowered ability, then go in with the knock-up right after. If she keeps the fear, farm from range and let your jungler apply pressure first.

Favorable matchup
Reviewed for patch 7.3d
To charge his dash, Yone has to hit minions or champions with Mortal Steel. Orianna clears the wave from range and slows him with a field, and the body Yone leaves behind with Soul Unbound gives her a fixed spot to aim at.
Command: Attack damages in a line and leaves the Ball where it ends; Command: Dissonance hits around it and leaves a slowing field. That lets you push without stepping up, and Yone has to choose between last-hitting under his tower or walking into your zone to charge Mortal Steel.
When Soul Unbound ends, Yone's spirit snaps back to his body, which stays still where he started. Leave the Ball near that body and you have a known spot for Dissonance or for the pull of Command: Shockwave.
Yone mixes physical and magic damage: his passive turns every second attack into magic damage. The Ball gives armor and magic resist to the ally it's attached to, and Command: Protect adds a shield. In fights, put it on whichever ally Yone jumps on.
Win the lane in the first levels, while Yone still needs to land Mortal Steel to get in. Push every wave and get the Ball ready when he uses Soul Unbound to come at you: his return is your moment.
Playing Yone, don't give away Soul Unbound for a short trade, because Orianna knows where you'll come back to. Charge Mortal Steel on minions away from the Ball and go in once she has thrown it toward the wave. Fate Sealed lets you cross the distance she sets up; by mid game, look for flanks where the Ball is far from her.

Execution matters
Reviewed for patch 7.3d
Against Yone, Annie is only as good as her stun. With Pyromania charged, any offensive ability freezes him for a second right as he arrives, and Tibbers adds a knock-up. It's situational: she needs the charge ready and Yone close to chain her crowd control.
After four ability casts, Annie's next offensive ability stuns for 1 second. If Yone arrives with the charged Mortal Steel or Soul Unbound and finds Pyromania ready, Incinerate stops him before he chains Spirit Cleave.
Summon: Tibbers deals damage when he appears and, on recast, Tibbers pounces on a target and knocks it up for 1 second. With the stun first, you chain two crowd controls on a champion who only deals damage while he can keep swinging.
Molten Shield protects you and Tibbers and gives you movement speed. Since it's an ability, it counts toward Pyromania: you can complete the charge without walking up to the wave or wasting Disintegrate at a bad time.
Only look for the trade with the stun charged and Yone within reach. If you just used it, back off: until you recharge it, the lane belongs to Yone.
If you're on Yone, count Annie's abilities before you go in: after four, the next one stuns. While she has it ready, farm with Mortal Steel from range and fake without committing; once she spends it on the wave or your jungler, go for her. Spirit Cleave's shield helps against Tibbers' damage, not against the stun.