
Patch 7.3a

Favorable matchup
Caitlyn can punish Yunara when she walks up to the wave and control her routes with traps. The advantage lies in range and terrain, not in accepting a long trade during Yunara's ultimate.
Caitlyn's range lets her land an attack when Yunara walks up to last-hit and back off before a sustained response. It isn't free poke: the positioning of both supports decides whether that step forward is safe.
Yunara's normal third ability grants movement speed; during her ultimate it becomes a dash. A trap limits one route, but it doesn't automatically catch that dash. Keep your net to reposition if she manages to close the gap.
Take short trades when Yunara walks up to farm without her first ability active. If she activates her ultimate, prioritize space and wait for her empowered window to end before looking for another fight.
As Yunara, avoid paying health for every last hit and use the windows when Caitlyn finishes an attack animation. Your normal third ability is movement speed, not a leap; the empowered mobility requires your ultimate. Look for an engage with your support once Caitlyn has used her net, and don't walk through her traps to chase her.

Execution matters
Draven offers an early-pressure answer to Yunara: trades with axes ready and backup from his support. He needs to turn that pressure into a lead; he doesn't win a long fight against an empowered Yunara by default.
Spinning Axes load damage into Draven's attacks and let him punish an exposed last hit. Draven's 7.3a buff strengthens that tool, but dropping an axe or attacking unprepared changes the trade completely.
His third ability knocks Yunara aside and slows her if it hits. It can cut off her advance or get you out of the fight, but her normal third ability isn't a leap you need to interrupt. Save Stand Aside for a clear target instead of spending it on the wave.
Look for a trade with axes ready when Yunara doesn't have her first ability active and your support can follow you in. If she activates her ultimate before you've worn her down, leave the fight instead of contesting its full duration.
As Yunara, let a minion go if taking it means eating an axe attack with no answer. Threaten the catch zone with your second ability and your support's crowd control. When Draven drops an axe or ends up out of position, you can contest the trade; don't use your ultimate late, once the opening damage has already left you without health.

Execution matters
Miss Fortune can wear Yunara down by using the wave as a bounce angle and turn allied crowd control into a dangerous ultimate. She needs to set up the fight: channeling in front of a free, empowered Yunara is a bad bet.
Her first ability bounces behind its first target. If Yunara lines up with a minion, you can damage her without walking into a drawn-out basic-attack trade. The bounce depends on angles: not every minion guarantees it reaches the champion.
The slow from her third ability helps set up a zone, but it doesn't immobilize. Combine your ultimate with your support's crowd control or a narrow passage. Yunara can reposition, especially during her ultimate, so don't expect her to stand still through the whole cone.
Poke when Yunara lines up behind a minion. For your ultimate, wait for allied crowd control or for her to spend her empowered mobility; if she can attack freely from outside the cone, reposition before channeling.
As Yunara, don't line up with Miss Fortune and the minion she's hitting. Change your angle before her bounce and keep mobility to slip out the side of her ultimate's cone. Her slow isn't a stun; avoid spending all your resources before the real fight.