Master Yi Build Guide

AD Yi for Mid lane

Uploader a tiny ant
Updated 3 years ago
  • 9
    Greater Seal of Armor (+1 armor)
  • 5
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 4
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Life Steal (+1.5% Life Steal.)
  • 9
    Greater Mark of Hybrid Penetration (+0.9 Armor Penetration / +0.62 Magic Penetration)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Hello everyone, my name is a tiny ant or Putjesschepper on my alt. My alt has the most Yi games. This will be my first real guide that I uploaded to I have recently promoted to Platinum IV, and I occasionally enjoy unconventional champion picks. Those champions never get picked or banned, and people generally have no idea what to do against them and people will underestimate you. As the title says, this is Master Yi for mid lane, but with a twist. You'll be building AD items instead of AP Yi. Why would you do that? While I think AP Yi is not bad by any means, going AD allows for a completely different playstyle, and it shouldn't be restricted to jungling. Basically, AP Yi is about burst with DFG+AlphaStrike+LichBane and getting resets with Highlander. It relies on snowballing a teamfight with AlphaStrike resets and is useless if he can't do that. AD Yi on the other hand takes more of a bruiser-ish role, much like a Shyvana or Mundo where you rush the enemy carries in a teamfight or duel people in an attempt to kill them. Unlike Shyvana however, Yi has some very strong steroids for an AD build. 75 free AD and 80% increased attackspeed at max rank of E and R. This means that Yi needs only a few damage items, mainly Crit and Armor Penetration, and he will deal just as much damage as a regular ADcarry with the option of spending the remaining item slots on defense. You end up with almost Bruiser levels of tankyness, and Carry levels of damage on your basic attacks with a full build. Yi's kit also makes it nearly impossible to kite him. Immunity to slows, MASSIVE movement speed, a point&click gapcloser that makes you untargetable AND getting all your cooldowns reset upon getting a kill. This allows you to kill an enemy carry much more efficiently than, say, a Shyvana or Mundo. They might be a lot tankier than Yi, but they end up getting kited often and they don't nearly do as much damage. [title]Why mid lane?[/title] The reason I chose for midlane, and not jungle or top is that Yi generally gets the easiest matchups in mid. Unlike toplane there are no real hard counters to you in mid, the lane is short/safe enough to allow you to freefarm against pretty much any champion here. More on matchups later in the guide. In this lane you generally deal with squishy mages and the occasional AD assassin, who are significantly easier to play against than the usual bruisers you see in top lane. If you're laning top, and you get behind your opponent he has the chance to permanently zone you from CS. This could work in your advantage as well, but usually the jungler decides who gets this. Top lane also brings the risk of champions that completely outduel you like Xin, Darius, Jax and the like, you rarely see those mid. Even if they do come mid, the shorter lane makes it so that they cannot really freeze the lane against you. Top Yi is actually quite decent against a surprising amount of matchups, but Mid is significantly easier in terms of farming. Jungle Yi is outright awful if you ask me. Any jungler without hard CC of his own, and therefore cannot gank without relying on laners' CC is bad. I never liked Shyvana as a jungler either. A good jungler is supposed to gank, put pressure on lanes and snowball lanes into winning. A bad jungler is one that PVE's for the entire game hoping to get enough CS to be relevant lategame which usually doesn't happen. Although Yi brings a lot of damage during a gank, it's still reliant on CC from laners or Redbuff/Exhaust to secure a kill. That is why I think he's a bad jungler. [highlight]Pros[/highlight] -Good innate AD steroids, making it optional to go for a tankier build to still deal good damage. -With full items, you deal Carry-levels of damage with Bruiser-level of tankyness. -Unexpected mid laner, will catch people off guard. Expect to see people build MR against you. -Ridiculous level two engage with Q+E+Doublestrike. -"CANNOT BE SLOWED CANNOT BE SLOWED CANNOT BE SLOWED CANNOT BE SLOWED CANNOT BE SLOWED" -One of the fastest champions in the game, with and without boots. -Snowballs very easily. [highlight]Cons[/highlight] -You will get trolled just for mentioning AD Yi. Especially if you choose to lane with him. -Hard CC-chaining (stuns/roots) can shut you down really badly. Tanky Yi can survive it though. -Kinda has to snowball, as the full build is really expensive. -Requires your toplaner or jungler to go AP if you want an optimal teamcomp. A full AD team is not unviable, but not optimal either.

[imgext=] [highlight]Marks[/highlight]: Recently I've changed from Flat Armor Penetration to Hybrid Penetration. Yi, especially during the laning phase, actually deals a significant amount of magic damage with Alpha Strike. If you look at the 'Damage Dealt to Champions' statistic after a game, you'll see that roughly a third, maybe even more of your damage is Magic Damage. The magic pen portion falls off pretty hard lategame, but during the laning phase it does give you a noticable damage increase on Alpha Strike, it might be that little bit extra that wins you your lane. If you don't have/want HybridPen runes, ArmorPen is by far the best alternative. Don't bother with AD or AS, as you already get these stats from your abilities so you're better off getting stats that you lack. Penetration allows you to kill squishy targets a lot faster, and synergizes well with Ghostblade. You don't need flat AD runes for easier lasthitting as Wuju Style already provides this, and you already get plenty of AS from your items/ultimate. [highlight]Seals[/highlight]: Armor is pretty much the only option here, with HP/level being a distant second, but I don't see any reason to take HP/level over Armor. Against AD mids Armor is the best possible rune, but it's not bad to take HP/level against magic-based teams because you will be building Armor anyway, and flat armor seals are only really meant to improve your laning phase. Mages will autoattack you a lot in lane if they know what they're doing, so having a boost in armor helps against them as well. [highlight]Glyphs[/highlight]: I use a mix of flat and scaling MR runes. I think that is pretty much the best all-round option. I generally do not itemize for MR unless I really have to, as Mercury Treads and QSS lower my endgame DPS compared to Berserkers/Zephyr or Last Whisper. An alternative for when the enemy team really doesn't have any notable magic damage is Attackspeed. This will make it easier to go for early aggression, as it makes your attack animation shorter allowing you to get more autoattacks in during a trade. AP glyphs are decent on paper, as they adds +11 AP which empowers your Q and W, but later in the game you'll be far better off with MR or Attackspeed. I think it falls off too hard in terms of usefulness. Although Yi has very high cooldowns on AlphaStrike/Meditate early on I wouldn't recommend CDR glyphs. Shaving a few seconds off Meditate can make your sustain better, but so do potions or MR glyphs (taking less damage). CDR is a good stat but you generally get enough from Ghostblade and the occasional Zephyr later in the game. [highlight]Quintessences[/highlight]: Lifesteal is pretty much the only rune I would recommend for Quintessences. The reason is that I find lifesteal items to be very costly and slot-inefficient. Vamp Scepter costs 800g for 10 AD and some lifesteal. Getting Lifesteal quints make it so that buying a Lifesteal item is OPTIONAL, not mandatory. If you do get more lifesteal, more is better so it's not a wasted rune slot in any situation. With these runes, you only have to build a Lifesteal item if your enemies start getting Thornmail. Otherwise it's fine to skip Lifesteal items alltogether. If you don't have these runes you're pretty much obliged to build a lifesteal item somewhere in mid-game. You need an amount of lifesteal if you want to win duels and it helps a lot in teamfights as well. Even a little bit like 6% will give you noticable lane sustain, and during lategame you'll crit for large numbers meaning that even 6% will heal you for a noticable amount. It also allows you to farm creeps without taking any permanent damage from occasional creep aggro.

[title][img=skills/masteryi/p.png] Passive: Double Strike[/title] [highlight]Master Yi strikes twice every 7th basic attack.[/highlight] [title]Explanation:[/title] Every 7th autoattack will strike twice in the same animation. A good method of harassment is to attack a creep 6 times, then use AlphaStrike on your opponent and hit them with a basic attack and DoubleStrike for some decent burst. You could see it as a free 'crit' every 7 autoattacks. It deals double damage in one animation and it also procs onhit-effects like Blade of the Ruined King and even Ravenous Hydra/Tiamat twice in one attack. As for critting, DoubleStrike can in fact Double Crit. Meaning you can do 4.0AD with ONE autoattack. If you have IE, and DoubleStrike crits twice you're looking at a 5.0AD nuke on a single basic attack. Quite ridiculous really if you get lucky enough for this. [title][img=skills/masteryi/q.png] Q: Alpha Strike[/title] [highlight] (Active): Master Yi leaps across the battlefield striking up to 4 enemies, dealing magic damage to each enemy with a 50% chance to deal bonus magic damage to minions.[/highlight] [title]Explanation:[/title] Mostly a gapcloser and a farming tool. Putting points into this skill greatly decreases the cooldown and increases the damage, making farming a lot easier. This ability renders you untargetable for the duration of the animation, and can be used to dodge any non-targeted spell in the game. This basically means any AoE spell that is fired near you. However, you cannot dodge targeted spells that are already in flight. Sion/Taric's stuns will hit/stun you after the AlphaStrike animation ends. It does not pop projectiles. AlphaStrike does NOT break 'tether' effects like Nocturne fear or Morgana ultimate. Also, DoT effects still continue while AlphaStriking, and you can actually die while in the AlphaStrike animation, where the animation will get canceled and you'll deal no damage. [title][img=skills/masteryi/w.png] W: Meditate[/title] [highlight] (Active): Master Yi channels, gaining massive health regeneration, armor, and magic resistance for 3 seconds. Master Yi is also healed at the beginning and end of the channel. [/highlight] [title]Explanation:[/title] This ability is your main form of sustain early-game, as Lifesteal runes do not become noticable until you've built a fair amount of AD. Put two or maybe three points into this skill early game for lane sustain. Sometimes one point is enough though, against really easy lanes. Lategame, this ability will NOT allow you to outheal an entire enemy team focusing you, unlike AP Yi, but you can use this ability to mitigate incoming AoE damage. Be careful with hard CC as this will cancel your Meditate prematurely. Good examples of things you can completely nullify using Meditate are Karthus, Vladimir and Lux ultimates. Also, true damage abilities like Olaf's E, Darius' R etc go right through it. Don't try to outheal True damage. A funny trick with Meditate: If you use this ability in conjunction with Randuins Omen it will cancel your Meditate, but the bonus Armor/MR will get factored into the actives duration. Randuins' active duration is hardcapped at 6 seconds, but you can easily achieve it with a few points in W. [title][img=skills/masteryi/e.png] E: Wuju Style[/title] [highlight] (Passive): Increases attack damage for as long as Wuju Style is not on cooldown. (Active): Master Yi can activate this ability to receive bonus attack damage equal to double the passive bonus for 10 seconds. [/highlight] [title]Explanation:[/title] Your AD steroid. It's usually not worth it to pop this ability just for harassing, but if you try to kill someone or force him out of lane feel free to use it. Pop it for your level two engage, but during normal harassment in lane you shouldn't bother popping it every time as it will leave you weaker when the buff ends until it comes off CD again. This ability passively increases your AD by 15 + 5xlevel. Upon activating you LOSE the passive bonus, but you gain double the amount of AD for ten seconds. If the cooldown got reset, you actually regain the passive bonus, so at max rank you can have 35+70 = 105 bonus AD(!) if you managed to kill someone. Be sure to not reactivate Wuju Style until the duration is about to expire, otherwise you will actually lose damage because you lost the passive bonus. [title][img=skills/masteryi/r.png] R: Highlander[/title] [highlight] (Active): Increases Master Yi's movement speed by 40% and attack speed for a few seconds, as well as making him immune to Movement slow effects for the duration. Additionally, killing a champion during the duration will refresh all of Master Yi's ability cooldowns, while assists will refresh them by half. [/highlight] [title]Explanation:[/title] This has to be one of the most fun skills in the game. Gives you a MASSIVE boost in MovementSpeed, AttackSpeed and renders you immune to MovementSpeed slows. Killing an enemy champion while Highlander is active refreshes ALL of your cooldowns. Including Highlander. Item actives and SummonerSpells are unaffected. Highlander does not make you immune to Attackspeed slows unfortunately, only movement speed slows can be ignored, but champions like Malphite, Gragas and items like Frozen Heart will still severely lower your DPS. Abilities that have both an AS debuff AND an MS debuff will get nullified by Highlander. You are completely immune to Nasus' Wither and Nunus IceBlast for example. Only abilities that PURELY debuff attackspeed will work on you while your ultimate is active, combined abilities will be removed completely. One thing to keep in mind, if you did get a kill/reset during a teamfight do NOT immediately reactivate Highlander. Instead allow the duration to completely expire before reactivating Highlander. While, unlike Wuju Style, you don't lose any DPS upon reactivating prematurely it will cost you a ton of mana.

[imgext=] [title]General priority[/title] [img=skills/masteryi/r.png]>[img=skills/masteryi/q.png]>[img=skills/masteryi/e.png]>[img=skills/masteryi/w.png] My skill order is generally Q over E over W, with one or two points in W to make your lane sustain better early-game. One point in Q at level 1, it can help your jungler clear faster although you often take some small creeps with you. That's not an issue though, the small creeps don't give a noticable amount of EXP or gold so it doesn't hurt your jungler at all. As soon as you hit level 2, put a point in E and immediately jump the enemy for some strong harass. This works best if your enemy is still level 1, you'll do a surprising amount of damage and possibly even score FirstBlood. Maxing Q early-game lowers it's cooldown by a lot, making farming easier and also allows you to harass more frequently. The damage gets better as well, but since you don't build any real AP or Spellpen it falls off pretty hard in terms of damage. The lower CD, and therefore easier farming is the reason for maxing this ability first. In W you need to put as many points as you deem neccesary to survive the lane. Sometimes one point is enough, and sometimes you need to put 3 points in there. I generally don't go above 3 points because I don't want to delay my AD steroid too much. In E you only really need one point early-game, as the first point gives 15AD passively, and each subsequent point only adds +5 bonus AD. Maxing this skill over Q is not worth it as the small damage boost does not outweigh the lower CD on your main farming/harassing tool.

In this chapter I will explain why I think core items are core, and what is good about the other items I mentioned in the Overview at the top of the page. I will also discuss items that I don't generally like on Yi. [title]Starting items:[/title] [highlight]Passive starts:[/highlight] [item=faerie-charm] [item=sight-ward] [item=health-potion5] High sustain start for passive lanes where you just want to outfarm your opponent. This is what I usually take against harder matchups. [item=cloth-armor] [item=health-potion5] Against AD champions this will allow you to outsustain most of their harassment. Builds into Wardens Mail, which later builds into Randuins. This is really strong should you have to lane against an AD mid. The potions will keep you healthy while the armor itself will lower their damage by a noticable amount. [highlight]Aggressive starts:[/highlight] [item=dorans-blade.png] A fantastic early game item which provides a good amount of health, AD and onhit-lifegain (NOT lifesteal!). The combination with Lifesteal quints gives you fantastic sustain from CSing alone, while the flat health allows you to survive ganks or make aggressive plays early on. 10 AD + rank 1 Wuju Style = 40AD. The moment you hit Level2 you can deal a serious amount of damage with Q, DoubleStrike and activated E. Possibly forcing flash, scoring FB or forcing your opponent to go base. The only real downside about DoransBlade is that it doesn't build into anything, meaning it will delay your core build. The tradeoff could be well worth it though. [item=long-sword] [item=health-potion2] An alternative to Dorans Blade. The difference is that Longsword builds into an item you want, whereas Dorans Blade is an early game booster. I actually prefer the Dorans Blade start nowadays because it gives roughly equal sustain, and the extra HP could allow you to get away from a gank/towerdive. If you think you're in for a really easy matchup you could go for Longsword instead, as it allows you to complete your core items much sooner. [item=dorans-ring] Another aggressive start, though not as damaging as a Longsword or Dorans Blade early game it still provides a decent boost to your harassment. This might seem like a troll item, but you have a 1.0AP ratio on AlphaStrike and a 2.0AP ratio on Meditate. The AP does not go to waste at all. It also greatly improves your mana sustain allowing you to spam abilities at your leisure. The best part about this item is, it usually tricks your opponent into building MR against you. This could make you win your lane against difficult matchups because they built the wrong items against you. The downside is, your sustain will solely depend on Meditate, which has a very high cooldown. Also, it doesn't build into anything and will have to be sold later into the game. [title]First Buy[/title] [item=boots-of-speed] These give you a noticable boost in movement speed. However I rarely upgrade Boots1 nowadays. Later on in the game I tend to sell them for Zephyr. Zephyr is too expensive to rush, so until then it's better to sit on Boots1 and replace it when you've finished other items. [item=the-brutalizer] This is possibly the best laning item for Yi. Early on Yi has very high cooldowns on AlphaStrike and Meditate and this item reduces those cooldowns by 10%. Helps a lot. It also greatly increases your DoubleStrike and basic attack damage due to both AD and Armor Penetration. Get this over Avarice Blade in all cases if you have the gold for either, the Gold/10 is useless because you should be rushing Youmuu's Ghostblade. I suppose the CritChance is not bad but it doesn't even remotely compare to 10% CDR, AD and ArPen. [title]Boots vs Zephyr:[/title] I've been experimenting with substituting Boots for a Zephyr in custom games on several champions. One with the lowest base MS in the game (Corki), one with average (Tryndamere) and one with the highest base MS (Master Yi) to see the difference in movement speed between Zephyr and Boots2. This is what I found out: [imgext=] A few notable things: [.]A champion with low-average base MoveSpeed with MS quints and Zephyr has the same MoveSpeed as the same champion with Boots 2. [.]The difference in MS without MS quints is only 9 for Master Yi, 391 to 400 [.]The difference in MS for Corki is 12, 352 to 370 The thing with Zephyr is, it is a percentual boost to your movement speed. Boots add a flat value to your MS. Meaning, if you have a high base MS (Yi) you will gain a larger boost in MS from Zephyr than a champion with low base MS. Nine MS points will not make a significant difference at 391 to 400. For Corki however the difference is a lot more meaningful, 12 points at 352 to 370. This means that Yi doesn't need boots to still get a decent amount of MS. Especially considering Highlander, Ghost and Ghostblade. Movement speed is not going to be your problem if you skip Boots for Zephyr. [highlight]Why would you want this?[/highlight] This item is a BLAST! The stats it gives are fantastic. Everything a melee carry could hope for. 25 AD, 10% CDR, 50% AS, 10% more MS and 35% Tenacity. Tenacity is a very important stat on any champion, ESPECIALLY melee carries/bruisers as they will usually catch the majority of stuns and roots. As a substitute for boots this completely blows Berserker Greaves out of the water, and the only real advantage Mercury Treads have over Zephyr is a bit of MR, but there are better MR items out there. There is one thing Boots have over Zephyr, which is enchantments. Honestly all of those enchantments are purely luxury and you never rely on ANY of them. Homeguard and Furor are really good though, but I believe the stats from Zephyr greatly outweigh it. Furor grants you better sticking power, but the large amount of Attackspeed you get from Zephyr also grants you better sticking power, as it makes your AA animation shorter. Also, tenacity also greatly improves how well you can stay on your targets. The enchantments are very nice but they're not neccesary on any champion. [highlight]Note:[/highlight] I'm not trying to imply that you should use MS quints on Yi, it's completely overkill considering how many MS boosts you already get, but I merely added the information in to make it complete. [highlight]In conclusion:[/highlight] Because Zephyr is very expensive, somewhere around 2800G it is not an item that you want to rush early. I usually only get Boots of Speed and I rarely upgrade those anymore. Unless you really value the Enchantments or possibly the MR from MercTreads you're better off with a Zephyr endgame. Usually when I have my core items complete I tend to swap Boots1 for Zephyr. [title]Possible choices of Boots:[/title] If you do want boots because you find Zephyr too expensive, or value MR or one of the enchantments over what Zephyr gives you, these are the best choices. Of all Boots choices I think only Berserker Greaves, Mercury Treads and Ninja Tabi are worth getting. All the other boots give stats that you really don't need on AD Yi, like CDR, MagicPen and the like. [highlight]Boot options:[/highlight] [img=items/berserkers-greaves.png] Provides you with 20% increased attackspeed, but doesn't give you any form of defense. Great against teams with little hard CC. [img=items/mercurys-treads.png] Provides some much-desirable Tenacity which reduces the duration of snares, stuns, silences. Yi is already immune to slows during his ultimate so these boots are best against teams with a lot of hard CC. They also provide you with a decent amount of MR. I generally go for these boots if the enemy team has a Kennen or Ryze, even though Zephyr provides tenacity in that case I also want some MR. [img=items/ninja-tabi.png] I would never get these boots honestly. Randuins Omen already strongly mitigates autoattack damage on you, and while these boots do make that better you're likely better off dealing more damage or having some Tenacity. Might be worth it though against teamcomps with only autoattackers. Who knows what you might face in solo queue. [highlight]Enchantments:[/highlight] In my opinion all enchantments are purely luxury, which means none of them are truly required to make a certain champion work. Whichever you get is entirely up to preference, although I value some higher than others. The ones I value highest are listed first. [imgsmall=items/enchantment-homeguard.png] I love Homeguard, it shaves off valuable time when running from the fountain to an objective on the map. Even if you're on the winning team, these boots will save you time, which could then be spent farming or securing an important objective like Dragon/Baron. [imgsmall=items/enchantment-alacrity.png] These are IMO just as good as Homeguard. They add +15 flat MS, which in turn gets boosted further by Ghost,Ghostblade and Highlander. These boots will also help you a little bit if you want to escape a nasty situation. [imgsmall=items/enchantment-distortion.png] Lower cooldown on Ghost/Flash/Teleport. Ghost already has a relatively short cooldown, and this will make it even shorter. This means that you don't really have to worry about blowing Ghost as an escape, or when trying to chase someone down. If you did take Teleport or Flash you will value the lower cooldown on these spells a lot. [imgsmall=items/enchantment-furor.png] Honestly I would not recommend these. Ghost, Highlander and Ghostblade all provide percentual MS boosts. This means that, having a higher base MovementSpeed yields bigger bonuses. Furor boots' purpose is to give you more sticking power. On Yi it only procs on autoattacks and frankly, you already have enough sticking power from your kit/items. This is just overdoing it. [imgsmall=items/enchantment-captain.png] Allied champions moving towards you gain an MS boost, and minions will move faster near you as well... Honestly, I have yet to see the point in this enchantment. I think these are better on a tank or Thresh or something, where your allies want to run to safety. [title]Core items:[/title] [img=items/youmuus-ghostblade.png] This item got a lot better in S2 due to the way how Armor Pen works. It also got a far lower cooldown on the active, although you'll still only use it once in a teamfight. The duration did get nerfed in S3, but it still provides exactly what you want in terms of stats. The active allows you to kill the enemy carry in a very short timespan. The main reason why I like this item is the combination of crit, AD and flat armor penetration. The flat armor pen allows you to kill squishy targets even faster, as this is very effective against low-armor targets. Even when on cooldown, this item still provides a nice bonus to your offense, the active only makes it better. Yi doesn't truly need the active because Highlander gives a similar effect, making you move and attack faster. This is pretty much the most cost and slot efficient item for melee carries in the game. Every stat on it is good, and even the CDR doesn't go to waste. If you had to use your ultimate for escaping for instance, getting it back up ASAP is important. Just because your ultimate already resets skill cooldowns it doesn't mean that CDR from items is a bad stat. I always get this item pretty soon into the game, it will allow you to snowball a lot of matchups and push your advantage in other lanes as well. [img=items/giants-belt.png] This item will give you a nice boost in survivability early on. Later in the game you'll build it into a Randuins Omen in pretty much any scenario. Early on it should provide enough survivability to survive small skirmishes and possibly tower dives. [img=items/bf-sword.png] You get this item for the large boost in offensive power early on. You generally always want to build Infinity Edge out of it, but rushing that item is a bit too expensive unless you get really fed. After Ghostblade, which provides you enough damage for early-game you want to beef up a little bit before buying more damage. Generally you can sit on this item (ouch!) until you've built a little bit more tankyness before finishing IE. [title]Strongly desirable items:[/title] [img=items/randuins-omen.png] IMO the best defensive item in the game for a melee champion. The good part here is the Cold Steel passive, which slows both the Movespeed and Attackspeed of anyone who autoattacks you. This item will allow you to duel a ranged ADC without any issues, and will also make you hard to kill in teamfights. It also provides you with some much-needed utility that Yi otherwise lacks. The slow can really be useful for your team and the passive will punish autoattackers who focus you. Another neat trick with this item, if you're using Meditate, the bonus Armor/MR you get from that actually gets factored in when you use the active. Meaning, you get a 6 second slow around you. Randuin active is hardcapped at 6 seconds, but you easily get it with W on. Even if this funny trick didn't work, Randuins Omen would still be one of the best items in the game for Yi, just because it grants you a massive boost in Health, Armor and a fantastic passive. A good way to use the active is to peel for your carries, having a diver slowed for up to 6 seconds can easily decide a teamfight by allowing your ADC to kite them better. [img=items/infinity-edge.png] This item is simply fantastic. Combined with a Ghostblade you will end up with 40% Crit Chance. Trinity afterwards will put you at 50% Crit Chance. Meaning, half of your attacks will crit with a full build, and your crits will do 2.5x the damage of a normal autoattack. Considering how Yi already gets a large boost in AD and AS this is the perfect item to enhance those stats even more. Your job in a teamfight is to kill the enemy carry's in as little time as possible and this item is perfect for that. [img=items/trinity-force.png] By far the best upgrade you can get for Zeal if you ask me. Phage Zeal and Sheen in one item. The Sheen portion is arguably useless in duels, as your abilities aren't spammable by nature, the mana and AP do not go to waste at all. If you do get resets in teamfights, you'll proc the Sheen portion surprisingly often and it will add up to a nice damage boost. AP goes into Meditate and AlphaStrike while the Mana allows you to spam abilities when/if the CD gets reset. Without additional mana Yi runs OOM pretty fast in a teamfight. Even if you don't consider the Sheenproc, the stats/utility you get from Triforce still massively outweigh the other Zeal-upgrades. Phantom Dancer is a very reasonable alternative, but it's not quite the all-in-one package Trinity provides, PD only provides Crit, AS and the ability to ignore unit collision. While that is really good, I think that all the stats from Trinity greatly outclass PD. A Triforce build has more health, MovementSpeed, an onhit-slow and more AD/AP than a PD build will have. PD only has more Attackspeed and CritChance, but those stats absolutely do not outweigh the utility boost from Triforce. There's no real reason to take PD over Triforce if you consider how much Triforce actually helps you, but it's not that bad either. [title]General item priority:[/title] [img=items/youmuus-ghostblade.png] -> [img=items/giants-belt.png] -> [img=items/bf-sword.png] -> [img=items/randuins-omen.png] -> [img=items/infinity-edge.png] -> Optional items What I'm trying to portray, Ghostblade takes priority and is usually worth rushing, afterwards it's better to alternate a defensive with an offensive item. I generally get a BF Sword or Crit Cloak before finishing Randuins if I get the chance just for a little bit of extra damage. You want to be tanky enough to survive skirmishes, but you should also remain a threat as much as possible. If you get fed, and survivability is not your problem go ahead and rush that Infinity Edge after Ghostblade as this will make you snowball even harder. It really depends on the game. [title]Good/Situational items:[/title] [img=items/atmas-impaler.png] This item should only really be bought as an alternative to Infinity Edge if you absolutely need to have more armor. Possibly against fully physical-based teams where you need to be the offtank for your team. Get Infinity Edge otherwise. With just the health from a Trinity Force + base you get roughly 34AD, and with Randuins' health bonus you'll only get more AD. HP is not the reason why Atma's is decent, it's the combination of AD, Crit and armor that makes it good. You don't need to excessively stack HP for Atma's to be a viable item. It's just that, in most cases an Infinity Edge outclasses this item as a Crit/AD item. Sometimes it's better to survive longer than to deal more damage. [img=items/blade-of-the-ruined-king.png] BotRK is one of the possible Lifesteal items, if you felt the need to itemize for additional lifesteal. A Bloodthirster generally outDPS's a BotRK in terms of raw damage, as BT gives FOUR times more AttackDamage, but BotRK has a very powerful active which actually STEALS movement speed from your target. BoRK's active allows you to peel for your carries, much like Randuins' active. Use it to steal some movement speed from the enemy bruiser who is rushing your carries. Another good part about BoRK, the active heals you for the amount of damage dealt. This could save your life in a teamfight. The best reason to get BoRK over BT is if you desire the active for some reason. A BT will grant you more damage through crits. Even against a carry with a Warmog's Armor you'll still get more damage from a BT. When in doubt between BoRK and BT, I would suggest going for BoRK. At least with BoRK you get a little bit more utility that could help you or your team out. You should only build this item if the enemy carries are starting to build Thornmail against you. Thornmail however still reflects the onhit-proc, it's just that lifesteal is a neccesary stat to deal with Thornmail. [img=items/last-whisper.png] Only really worth it against massive armor stacking. Your job is not to kill their tanks, but to kill their carries who generally do not have a lot of armor. I generally don't think this item is really neccesary for every game. Unlike ranged ADcarries, you actually have a choice in which target you focus. Ranged ADC's are very squishy and should stay at maximum range, attacking only the targets they can safely get in range of. Yi on the other hand has roughly the same raw DPS as a ranged ADC, but with a far tankier build, and your combination of gapclosers and movement steroids allow you to focus whatever target you desire. Your targets generally do not get enough armor for LastWhisper to be required. Throughout early and midgame a Youmuu's Ghostblade generally grants enough armor penetration, but if the enemy carries start building a Randuins Omen against you you might want to consider getting more armor penetration. Due to the changes in S3, flat ArPen now applies AFTER %ArPen. Meaning the flat ArPen from runes and Ghostblade only get stronger. This is usually one of the last items I get for Yi, as earlier in the game there is no real point in getting it. [img=items/quicksilver-sash.png] Awesome item. I love it. Cleanses EVERY debuff in the game. Vlad ult, Darius' passive, Suppression, AS debuffs, this item will cleanse it. Unlike Summoner Cleanse, this item will not grant you a boost in Tenacity afterwards so be sure to time it right. It would be very awkward to use QSS that millisecond before Malzahar ults you right? This item also provides you a nice boost in MagicResist, and it also builds into an AD based offensive item, the Mercurial Scimitar. If you're against types of CC where Tenacity doesn't help (Exhausts and Suppressions mostly) you would do well to get this item. I generally only get this item when I really have to, as other items generally help you do your job better, like a Last Whisper as a 6th item. If you're facing a Mordekaiser this item is 100% mandatory. QSS clears Mordekaisers ultimate, so you won't give him a ghost should you die in a teamfight. You absolutely CANNOT afford to let the enemy team have a Yi-ghost. [highlight]Note:[/highlight] Regarding Urgot. You can Cleanse Urgots suppression, but you will still get swapped if Urgot manages to complete his channel. QSS does not counter Urgot very well. [img=items/the-bloodthirster.png] This item is the main competitor for Blade of the Ruined King. A stacked Bloodthirster grants 100AD, whereas BoRK grants only 25 and some attackspeed. If you feel that you do not need BoRK's active for either peeling or sticking power, you might as well get a Bloodthirster. The 75AD BT has over BoRK scales very well with CritChance and CritDamage, whereas the onhit-proc from BoRK only gets weaker and weaker the longer you attack the same target (%CurrentHP damage). When in doubt between BoRK and BT, I would suggest going for BoRK as BoRK gives you some utility that could help you or your team. [title]Bad/sub-optimal items:[/title] [img=items/frozen-mallet.png] Not enough health, not enough damage, WAY too expensive. You shouldn't need the onhit slow anyway due to how fast you move just with Ghostblade and Highlander. Phage is not that bad, albeit a bit expensive, but the alternative to Frozen Mallet, Trinity Force is roughly 52342151,25 times better as a Phage upgrade than Mallet ever will be. [img=items/maw-of-malmortius.png] The only reason to get Hexdrinker is to provide an early boost against magic damage based champions. It's usually built as a counter item to Karthus' R or Vladimirs R or something. You can easily mitigate damage from those sources with Meditate so getting a Hexdrinker is a bit redundant. Mercurial Scimitar outclasses MoM in pretty much EVERY aspect. More MR, a useful active, more damage, the only downside is that Mercurial is more expensive. If you want an offensive MR item, get Mercurial instead. [img=items/ravenous-hydra.png] The passive effect is just not good enough honestly. Your job is to kill their carries, who will be running AWAY from you. Meaning the splash damage will not hit anyone else. The active is actually pretty good, but its in fact more of an AD Caster item for champions like Riven, Zed, Gangplank, Fiora etc who need an extra spell to use in their rotation. It's not a bad item, but the other VampScepter upgrades just completely outclass it. [img=items/statikk-shiv.png] Although Statikk Shiv is very cheap and provides you some decent mixed damage, it is completely outclassed by Trinity and PhantomDancer for Yi. Statikk is generally built on champions who splitpush all the time and actually need something to help waveclear. You really don't need something to improve your waveclear as AlphaStrike does this well enough. It also helps against champions that exclusively stack armor against you, where mixing your damage types up makes it harder for the enemy to counterbuild you. This shouldn't worry you too much though as your prime targets will not have enough armor to actually make this item better. [img=items/sword-of-the-divine.png] Now, this item is HILARIOUS, I've built it a couple of times on Rengar and it's really fun to use. However, the item does not give ANY bonus when it's on cooldown. Which means that you can kill someone in three hits, and then have a useless item in your inventory. Honestly I think this item has its place for Assassin-type champions, but not for a DPS like Yi. [img=items/the-black-cleaver.png] If you're attacking something often enough to get 5 stacks, and it's still not dead, you're attacking the wrong target. You have no physical damage outside of your autoattacks so you can't stack it fast enough. This item is great on AD casters, but terrible on autoattack-based champions. [img=items/warmogs-armor.png] In terms of survivability, Randuins severely outclasses this item. Warmogs might be roughly 300g cheaper than Randuins and it provides more flat HP. However, Randuins provides you with a large boost in armor and a very powerful passive that slows AttackSpeed/MoveSpeed of whoever attacks you. Warmogs only provides flat health and nothing that actively mitigates damage like Armor or the Cold Steel passive. Considering that you will likely get focused by the enemy ADC in a teamfight you'll be better off slowing their attackspeed AND heavily mitigating their attacks. Not to mention that Randuins also provides you with an AoE slow as an item active, which gives you some much needed utility. [img=items/wriggles-lantern.png] This item is just awful. Never get it, not even on junglers. If you're jungling Yi just get Madreds and sit on that until you need an item slot. Even then I'd rather get a SpiritStone because that actually upgrades into something that isn't garbage. [img=items/wits-end.png] Attackspeed, MR and a magic damage proc that doesn't scale, crit or do anything but tickle. You're not Irelia or Warwick, where you only need some attackspeed to let your base damage to the work for you. Not to mention Yi gets enough attackspeed from his ultimate.

Master Yi probably has the strongest level two in the game. Imagine Gladstone Gander playing Tryndamere or Gangplank with a crit glyph, that is what Yi's level two is like. AlphaStrike + DoubleStrike + WujuStyle is one of the strongest harass combo's in the game especially this early. If you start with Longsword you get 40(!) bonus AD at level two. At level two, Yi's base AD + Longsword + Wuju equals 101.2 Add in AlphaStrike, which is 100 magic damage. Ignite added to the mix equals 90 true damage over 5seconds. With three autoattacks you'll deal 493 damage in total, while four autoattacks (including DoubleSrike) deal 575 damage. Usually it's enough to scare your opponent or even kill them if they didn't hit level 2 yet. When going all-in at level two, ignite BEFORE autoattacking, preferably even before AlphaStriking. +5AD and +5AP can make the difference here. As of the last patch, small camps in the jungle will now all spawn at 1:55 to prevent laners from getting an unfair advantage in lane. I used to recommend abusing this mechanic, but as it's no longer possible getting a cheesy FB is not as easy anymore. Overall it's a good thing Riot finally removed this cheese strategy, while it's really fun to do yourself, it's one of the most unfun things to play against. Your level two is still among the strongest in the game, but now you'll most likely have to fight a level two opponent. The moment you hit two and the enemy is NOT near turret range immediately pop Wuju Style and AlphaStrike to your target. One basic attack -> Double Strike -> Basic attack -> Ignite. A squishy mage without armor runes will almost always die in this combo, and if they do have armor runes it will force them out of lane most of the time. [highlight]Farming tip[/highlight] If your jungler is away, take Wraiths whenever they respawn, your AlphaStrike makes it really easy to clear this camp. If you're feeling brave go take the enemy Wraiths as well. This is actually a really big deal in terms of getting a CS advantage. Only take Wraiths when your jungler is not able to take them. You don't want to annoy your jungler now do you? Especially if you've had some 'lag' when helping him on his first camp. If the jungler likes you he'll give you blue buff or gank your lane, so try not to annoy him too much.

Midgame is where you will have Youmuu's Ghostblade finished, and at least a Giants Belt and a BFSword/CritCloak finished. This is another very big power spike for Yi, probably his strongest point in the game. This is where you want to pick up as many kills as possible because organized teamfights still don't really occur here. Try to pick people off, gank sidelanes, duel people. With Ghostblades active you should be able to win pretty much any 1v1 fight and snowball your advantage into lategame. Pushing sidelanes whenever the enemy team is elsewhere on the map also helps. Push lanes that are not being farmed into the enemy turret, and try to take that turret down with Ghostblade ASAP. Again, don't go randomly steal your teammates' CS because this will only annoy them. For instance, push top lane all the way to the turret, forcing them to come after you OR lose a turret. Usually both. In the meantime your team is basically free to force Dragon or take a turret bot lane. Around this time Yi is likely a bit too squishy to run headfirst into a teamfight, so you kinda have to rely on catching people out of position, splitpushing or cleaning up after a teamfight.

This is where you want to have your core items complete. With Randuins Omen and possibly a Phage/QSS you should be tanky enough to survive teamfights so you can actually participate quite well in those. You have two real options here. If you early-midgame went well, you should be able to contribute to teamfights as well. Try to help your team capture objectives like a turret, Baron, Dragon, whatever is currently available on the map. If your early-midgame did NOT go well, and you cannot reasonably contribute to teamfights your best bet is to splitpush/backdoor turrets and eventually inhibitors. You should have at least Randuins and Ghostblade at this point even if your early game did not go as you wanted, and with these two items you should be tanky enough to backdoor turrets whenever Ghostblade is up. Backdooring/splitpushing should only ever be done if you really have no other option, as it forces your team to defend 4v5 and it usually doesn't go well. Especially if the enemy team has a Blitzcrank. Someone WILL get caught by his hook eventually. This is where splitpushing usually does not end well. This is pretty much a last resort option. The good thing though, it will annoy your enemies a lot and will force them to spend time chasing/stopping you. Be sure to communicate this tactic with your team. If done well, you can still salvage a seemingly lost game by this tactic. Another psychological thing you can abuse in solo queue, if the enemy team is attacking your inhibitor or tower, run past them and try to attract attention. Especially in lower divisions people will stop attacking the inhibitor to chase you. As far as I know this happens at all rankings, although I have never come above Gold I. Still it's better than nothing. Better to let them waste time chasing you than having them destroy your inhibitor right?

Yi's only form of utility/CC comes from items like Randuins and Phage and in some situations BoRK, he has none of his own. The tradeoff here is that Yi deals tremendous amounts of damage to whoever he is attacking. That said, you can still peel for your carries through the use of the Randuins' active. Combine it with Meditate and whoever is chasing your carry should be slowed for more than enough time for them to defend themselves. You generally don't need the active to stick to an enemy carry, as your ultimate should be more than enough movement speed. It's better to use it to peel for your team than to try and use it for chasing. In teamfights you can do two things. One of them involves rushing at their ADcarry and trying to take him down as soon as possible. You should be able to kill or zone them out of the teamfight in no-time. Be very careful when the enemy ADC has a Randuins though, as this item really gimps your damage output and will likely prevent you from killing them fast enough. Until you've built Last Whisper that is, but even then it will be significantly harder to take them down. If killing them fast enough is not possible, you can also provide distraction. While this may sound dumb, Yi is a champion that often gets focused regardless of whether he's a threat or not. You could in fact carry a teamfight by doing nothing but running around like a headless chicken while your team provides the DPS needed to win. It's not a bad idea to abuse Yi's permanent global taunt. Remember that AlphaStrike renders you untargetable for the duration of the animation, while Meditate grants you a massive boost in survivability although this can be interrupted with CC. AlphaStrike does NOT pop projectiles, so a Taric/Sion stun will still hit you after the animation. Also, DoT-effects still tick while in the animation, and you could even die mid-AlphaStrike, where the animation will get canceled and deal no damage. Leash effects like Nocturne's fear, Morgana's ultimate, Fiddlesticks' drain will also continue during AlphaStrike so you can't avoid getting feared/stunned/damaged in this way. Another very important thing, do not immediately reactivate Highlander or Wuju Style should you get a kill, instead, wait out the duration of either of these abilities and ONLY reactivate them when the buff runs out. Wuju Style's passive and active can be up at the same time if you got a kill/assist, but reactivating it removes the passive effect, thus lowering your damage output. Immediately reactivating Highlander is not AS detrimental, but it will hurt your mana pool a lot especially if you haven't completed Trinity Force.

[title][img=items/thornmail.png]Thornmail[/title] This item is actually a pretty hard counter to autoattackers IF the wielder has a high health pool to go with it. This item reflects 30% of the damage you deal BEFORE mitigation back to you as magic damage. Lifesteal is calculated AFTER mitigation by armor. Thornmail gets countered by the following stats: [.]Lifesteal [.]Armor Penetration [.]Magic Resist This forces you to build a Lifesteal based item and a Last Whisper. General priority is Armor Penetration > Lifesteal > MagicResist. ADcarries will not have magic penetration, so your runes should be enough to mitigate Thornmail, so you need to focus on lowering the armor and increasing your lifesteal percentage. Lifesteal from runes is not enough, 6% does not compensate Thornmail's reflect damage at all, so you will need to buy an additional item. It does however make it so that BT and BotRK are more effective at countering Thornmail. As I said before, more lifesteal = better. Whether you go for Blade of the Ruined King or Bloodthirster is up to you. Armor Penetration is a no-brainer. The more armor you penetrate, the more damage you deal, and the more life you gain from Lifesteal. As an added bonus, your target will die faster as well. Last Whisper is required here. Rule of thumb is to avoid attacking enemies with Thornmail on them, especially high-health mages like Vladimir and Swain as they actually have magic penetration and a large health pool, which makes Thornmails reflect damage stronger. Try to kill other targets first and leave them for last. If those champions are the biggest threatand you can't afford to attack them, try to distract them at least and hope that your team can take care of them. Thornmail requires a large healthpool underneath it for it to be effective. Without health to support Thornmail, the target will die pretty fast if you have some armor penetration and you won't really suffer from the reflected damage. If it's a low-health ADC with only a Thornmail to counter you, you should still focus them whenever you can. [title][img=items/randuins-omen.png]Randuins Omen[/title] Fortunately the active no longer lowers attackspeed, so standing in the AoE will not hurt you in teamfights, but the passive is really annoying against you. If, for instance, the enemy ADcarry got a Randuins Omen as a defensive item, you're going to have a very hard time killing him, and you're probably better off distracting that target rather than trying to kill him. The only way to deal with Randuins is to get more Armor Penetration. Last Whisper is a required item here. Still, the passive will hurt your attackspeed by a significant amount. [title][img=items/frozen-heart.png]Frozen Heart[/title] Frozen Heart is an aura-item specifically made to counter autoattack-based champions. Being in range of this item lowers your total attackspeed by 20%. There's not much you can do against this aside from getting more attackspeed, I would usually go for an early Zephyr to compensate this a bit. Your targets, the carries, are not likely to build this item, so Armor Penetration is not really required unless you're trying to kill the person who has Frozen Heart. This item is honestly less troublesome than Randuins is, as your main targets never get this and it doesn't gimp your damage as much. [title][img=summoners/exhaust.png]Exhaust[/title] This is probably your biggest counter in a teamfight. You either sit it out or you have to use Cleanse/QSS to get rid of it. Exhaust lowers your attackspeed by 50% AND your damage output by 30%. This completely gimps an auto-attack based champion who relies on both AD and AS to deal damage. I generally only get Cleanse/QSS if I really have to, so I don't have a counter to Exhaust at hand usually. On the bright side, your ultimate nullifies the MovementSpeed debuff from Exhaust, so you can easily run away until it wears off and then re-engage. Your ultimate lasts for 8/10/12 seconds, while Exhaust lasts for 2.5 seconds. This means that, at pretty much all ranks you have enough time to run away until Exhaust wears off before re-engaging. [title]Dedicated Attackspeed debuffs[/title] As previously stated, Highlander does not make you immune to Attackspeed slows. You are however immune to abilities that have both an Attackspeed and MS debuff, as one part of the debuff gets canceled out. You're only immune to an attackspeed debuff if it is directly tied to another debuff. Exhaust is an exception to this, as Exhaust is coded as several different debuffs under the same icon. Yi is only immune to the MovementSlow during Highlander, but all the other debuffs still apply. [highlight]A few examples of abilities you are immune to while ulting:[/highlight] [imgsmall=champ/nasus.png]Nasus' Wither [imgsmall=champ/nunu.png]Nunus IceBlast [imgsmall=champ/darius.png]Darius' Crippling Strike [highlight]A few examples of what you're NOT immune to:[/highlight] [imgsmall=items/wardens-mail.png]Cold Steel [imgsmall=summoners/exhaust.png]Exhaust [imgsmall=champ/malphite.png]Malphites Ground Slam [imgsmall=champ/gragas.png]Gragas' Barrel Roll

In this chapter I will be explaining matchups in mid lane, how easy they are, what items you should start with etc. I will only list the second summoner spell option, as Ghost is pretty much always a prime choice. As for starting items. As for starting items/summoners, I put them in the order of preference. The first one is the most preferred, with subsequent options being lesser preferred items/summoners. [title]Easy matchups:[/title] Champions who only have slows as CC, or easily avoidable CC (AS Slows do not make them easy, but in fact hard to play against) or have no innate escapes fall under this category. These champions are generally easy to outsustain or even outtrade during the laning phase. Against these champions its usually worth it to go for an aggressive start, where you go for an early level two and an early FB. [img=champ/anivia.png]Anivia [highlight]Second summoner spell:[/highlight] [imgsmall=summoners/ghost.png][imgsmall=summoners/ignite.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] [highlight]General advice:[/highlight] She's not hard to farm against, and her stun is easily avoidable with a well timed Alpha Strike or by just moving out of the way. If you do want to kill her, save AlphaStrike for when she puts her wall down. If you're ulting, you're actually immune to being 'Chilled' for Frostbites bonus damage, as the debuff is tied to a movespeed slow. You're also immune to the attackspeed debuff in this scenario. Anivia is really squishy early, and her Egg-form will actually debuff her armor/MR early on. Lategame however her passive makes her tankier while egged. Try not to get baited into taking too much tower aggro. [img=champ/karthus.png]Karthus [highlight]Second summoner spell:[/highlight] [imgsmall=summoners/ignite.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] [highlight]General advice:[/highlight] You can faceroll this matchup really. Skittlebombs are avoidable, do not deal a lot of damage early, and you can Meditate through all of his damage. Once you hit 6 and get ghostblade should be able to kill him every time he leaves turret range. Be aggressive! Karthus is one of the most squishy champions in the game at level one so be sure to take Wolf/Wraith XP before going to lane. You're pretty much guaranteed to force a Flash or get FB if you jump him the moment you hit level two. [img=champ/kassadin.png]Kassadin [highlight]Second summoner spell:[/highlight] [imgsmall=summoners/ignite.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] [highlight]General advice:[/highlight] GO AGGRESSIVE! Kassadin is weak against AD mids and you really should abuse that. Be wary that AlphaStrike grants him bonus Attackspeed with his passive. A good Kassadin will build Dorans Shield and Seekers Armguard against you and will trade back with his W. You should still win these fights though, but he might do a lot more damage than you'd expect. [img=champ/khazix.png]Kha'zix [highlight]Summoner Spells:[/highlight] [imgsmall=summoners/ignite.png] [imgsmall=summoners/exhaust.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] [highlight]General advice:[/highlight] You outtrade/outsustain him in the first few levels, so you should be able to force him out of lane at least once pre 6. After 6 he will probably outpush you with his evolved W, but he's still very vulnerable to a duel here. Exhaust strongly helps against his damage output should you feel it's needed. He also has to get close to you to deal damage early on, so be sure to trade back with autoattacks even if he outtrades you. Heal up with Meditate whenever you have to. Might be worth getting some early armor against him though, but you should be able to beat him in a 1v1 duel. Pink wards help for this matchup as well to counter his stealth. [img=champ/nidalee.png]Nidalee [highlight]Second summoner spell:[/highlight] [imgsmall=summoners/ignite.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] [highlight]General advice:[/highlight] AP Nidalee, or Midalee has no CC whatsoever, a bad heal, and the only thing she can really do is chuck spears until she gets lucky once. If she does, hit W and you're back to full HP in no time. You can also use Meditate right before the spear hits if you don't have enough time to dodge it, the damage will be heavily mitigated. After 6 though Nidalee will become a lot harder to deal with if you didn't get ahead early on. Her catform abilities are ludicrous. They have HUGE base damage and an Execute to top it off. Pounce and Swipe deal magic damage, while Takedown deal physical damage and scales with your missing health. You can avoide Pounce/Swipes damage by moving back from her, but Takedown works with an autoattack. Don't underestimate her damage and you should be fine though, even if you're behind. Another lane where you want to be very aggressive. Ignite helps a lot against her healing, as once she gets some AP the heal will become noticable. [img=champ/kogmaw.png]Kog'maw [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] [highlight]General advice:[/highlight] This guy is SQUISHY! Low base health and armor so abuse that heavily. Not many people still play AP Kog'maw so it is a very rare sight. Still a very easy matchup. His only defense is a slow, which after reaching level 6 is no longer an issue. One thing you do have to be careful of, his passive deals true damage meaning you shouldn't try to Meditate through it. Fortunately Yi is so ridiculously fast post 6 that you should be able to outrun it. [img=champ/lux.png]Lux [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] OR [imgsmall=summoners/teleport.png] [highlight]Starting items:[/highlight][imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] OR [imgsmall=items/dorans-ring.png] [highlight]General advice:[/highlight] Lux is easy to farm against, but her snare is quite hard to avoid if you ever decide to jump her. You can safely Meditate through all of her damage, as none of her CC can interrupt it. If she does miss her snare, or she tries to use it to harass you feel free to punish her for it, as without her snare she has no way of stopping you. A good Lux will start with Q, so cheesing firstblood on her will be very hard to pull off as she will just snare you and run away. You could still try though. This will probably be a very passive lane because you won't kill a decent Lux, so you could take take Teleport and try to make plays on other lanes. I generally start with a Faerie Charm+Ward if I'm worried about the enemy jungler, otherwise Dorans Ring. [img=champ/zed.png]Zed [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] OR [imgsmall=summoners/exhaust.png] [highlight]Starting items:[/highlight][imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png] OR [imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] [highlight]General advice:[/highlight] Occasionally you'll see Zed mid, but he is not really a thred to you. Harr harr. Zed is basically reliant on poking you down with W E Q, and going all-in at level 6. His harassment combo takes up a lot of energy leaving him defenseless afterwards, and you can Meditate through all of his damage. Meditate counters his ultimate as well because of the massive armor boost you get. Buy some early armor/health and you should win trades pretty easily. He trades hard, but his lack of sustain and high energy costs should allow you to win this matchup relatively easily. Exhaust is also a very strong counter to Zed's burst. It will lower the amount of damage he can do to you before DeathMark detonates, and it will also lower DeathMarks base damage. It's fairly easy to cheese firstblood on a Zed, but be careful later in the game not to idly waste Meditate as that is your only defense against his burst until you've built some armor. [img=champ/zilean.png]Zilean [highlight]Second summoner spell:[/highlight] [imgsmall=summoners/ignite.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] [highlight]General advice:[/highlight] Zilean is annoying, but you can avoid all of his damage pretty easily. If you AlphaStrike before his bombs go off, you can actually avoid the damage alltogether as you're untargetable during AlphaStrikes animation. Meditate also makes bombs completely harmless. His laning is no issue at all, but in teamfights he WILL piss you off with his revive (denying you a reset!) and speedboosts for his allies. It's very well possible to get FB against Zilean, as at level one he will only have his bombs. Zilean is one of the squishiest champions in the game regarding base armor and health! It would be a shame not to make use of that. [title]Medium difficulty:[/title] Medium difficulty is mostly for champions that are hard to kill in lane or provide hard CC. These champions are generally harder to trade with or have easy harassment forcing you to sustain often. These champions are generally harder to force FirstBlood on, but still possible in most cases. If you play properly you should be able to freefarm against any of them. [img=champ/annie.png]Annie [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] OR [imgsmall=summoners/cleanse.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] OR [imgsmall=items/dorans-ring.png] OR [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] [highlight]General advice:[/highlight] Annie can be really easy, or really challenging if she uses her stun at the right times. She has a lot of burst damage and you can't Meditate through it if she has her stun up. Also, avoid attacking her if she has Molten Shield up. It's basically a free Thornmail for her. Bait it out, poke her down with Q and only DoubleStrikes. One difference though, Molten Shield only scales with Annies AP, and the amount of autoattacks you hit her with. It does NOT reflect a percentage of your damage like Thornmail does, but she does get a lot of free armor from it. Although she is hard to trade with/harass, you have sustain and she doesn't so you should be able to win an attrition fight. Try to engage when her stun is down, and pay close attention to how many stacks she has on her passive. Be careful when it is around 3. It's quite possible to cheese FirstBlood against Annie as she likely won't have her stun ready at level one so you could go for an aggressive start. If you don't trust that, go for a FaerieCharm+Ward+Potions start and just outsustain/outfarm her. [img=champ/brand.png]Brand [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] OR [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] OR [imgsmall=items/dorans-ring.png] [highlight]General advice:[/highlight] Not hard to farm against, but hard to kill. Brand has a skillshot stun on a low cooldown so if you try to run him down he'll just stun you and run away. The fact that it's a skillshot means you can dodge it with a well timed AlphaStrike. If minions are Ablaze, Brand's ultimate will prioritize bouncing to you so be careful of that post 6. Most of his harassment is avoidable with AlphaStrike, and if he misses his stun he has no real way of stopping you, but a well played Brand is dangerous. [img=champ/ahri.png]Ahri [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] OR [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] OR [imgsmall=items/dorans-ring.png] [highlight]General advice:[/highlight] The same problem with Brand really, except that Ahri is even harder to kill post 6. Thankfully her ultimate is on a pretty long cooldown, longer than whatever Yi has. Stay behind minions so that you don't get charmed. Also, her Q, on its way back deals true damage instead of magic damage. Something to be wary of while you are Meditating. Fun fact, Ahri's charm is the ONLY ability that 'slows' Yi during Highlander, as you move slowly towards her when you get charmed. [img=champ/cassiopeia.png]Cassiopeia [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] OR [imgsmall=summoners/cleanse.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] OR [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] [highlight]General advice:[/highlight] On the fence between Medium and Hard matchup. She has no escapes, but her ultimate is really painful to face (literally). If you're lucky/time it right you can juke her ultimate by turning or using AlphaStrike around JUST before it hits you, but this is more luck than skill honestly. Either go for a Faerie Charm start where you will outsustain her, or go aggressive and hope for a level 1 FB. Cassiopeia is very squishy early on, but if she survives she will harass you a lot. Cleanse is a very viable SummonerSpell to take against Cassiopeia, otherwise getting early Tenacity or a QSS helps against this matchup. [img=champ/chogath.png]Cho'gath [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] OR [imgsmall=items/dorans-ring.png] [highlight]General advice:[/highlight] Don't Meditate in plain view and you should be fine. Avoid Rupture by running out of it or using AlphaStrike. He has pretty long cooldowns on his skill so generally only Meditate provides you enough sustain. Also, do not try to Meditate through his burst combo, as it either knocks you up, silences or deals true damage. Cho generally has too much sustain for you to harass him out of lane, but the same applies to you. This is generally a farmfest lane unless either player makes a mistake or gets ganked. What makes Cho hard is that he's naturally tanky, has a lot of CC and sustain and the fact that you can't use Meditate in plain view. It is however quite possible to kill him once you hit level two. If the Cho'gath is any good he will harass you nonstop and force you to Meditate where he cannot interrupt you, which will cost you CS and experience. [img=champ/diana.png]Diana [highlight]Second summoner spell:[/highlight][imgsmall=summoners/exhaust.png] OR [imgsmall=summoners/ignite.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-ring.png] OR [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] OR [imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] [highlight]General advice:[/highlight] She trades pretty well against you, and this lane generally snowballs in favor of whoever has a better jungler. If Diana starts stacking armor she'll still do a lot of damage, so you want to trick her into believing you're AP Yi. Dorans Ring start works for that. It's also possible, but reasonably hard to score FB on her with a Longsword start. If you're succesful or forced a flash it should give you a big enough advantage to snowball the lane on your own. A lot of Dianas damage comes from her passive, which is why I think Exhaust is better for this matchup. You should be able to win an all-in engage, especially when she's Exhausted. After 6, if she ever wastes her shield idly you should engage on her. You should be able to dodge her Q afterwards with a well timed AlphaStrike. [img=champ/katarina.png]Katarina [highlight]Second summoner spell:[/highlight][imgsmall=summoners/exhaust.png] OR [imgsmall=summoners/ignite.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-ring.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] OR [imgsmall=items/dorans-blade.png] OR [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] [highlight]General advice:[/highlight] Same for Diana really. Except here you have to be wary of DeathLotus' heal reduction. Try not to meditate through it but just run away instead if she uses her ultimate. Unlike AP Yi, Katarina can actually outdamage your Meditate so it's a bit of a harder matchup. Katarina is no issue if you're AP Yi, but the AD version has a harder time. If she ults you, exhaust her and you should be able to win a battle here. I believe Exhaust is more useful than Ignite just so that you can gimp her damage output when she tries to all-in you. If you did choose for Exhaust I would recommend going for the Dorans Ring start. [img=champ/kennen.png]Kennen [highlight]Second summoner spell:[/highlight][imgsmall=summoners/cleanse.png] OR [imgsmall=summoners/exhaust.png] [highlight]Starting items:[/highlight][imgsmall=items/cloth-armor.png] OR [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] OR [imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] [highlight]General advice:[/highlight] Getting a form of Tenacity or running Cleanse is strongly recommended against Kennen because of his bazillion stuns. Also, Exhaust severely loweres his damage when he is ulting in a teamfight. I generally don't take ignite against him as Exhaust and Cleanse will help you a lot more against him lategame. As for starting items, I generally don't find it easy to cheese FB against Kennen so I tend to go for high sustain starts. Cloth armor helps because he does tend to autoattack you a lot during the laning phase. In teamfights, try to enter the teamfight AFTER Kennen used his ultimate. If this is not possible you'll need to Exhaust him, or use Cleanse the moment you get stunned. QSS does not help for this matchup, as it only cleanses one of his gorillion stuns, but SummonerCleanse's tenacity boost does help against subsequent stuns. In lane, pay close attention to how many Mark of the Storm stacks you have on you. At three stacks you get stunned for one second. Also, every 5th autoattack by Kennen applies bonus damage and a Mark of the Storm stack, so if you have 1 stack on you, and Kennen autoattacks+W he can stun you. This means you have to be careful of using Meditate to sustain near him. [img=champ/mordekaiser.png]Mordekaiser [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] OR [imgsmall=summoners/exhaust.png] OR [imgsmall=summoners/barrier.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] OR [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] [highlight]General advice:[/highlight] Not really that hard to lane against, as his early game is among the weakest in the game and he actually has negative sustain. All of his abilities cost health and early on the shield is mediocre at best. It's very easy to cheese FirstBlood against Mordekaiser due to how weak he is in the first few levels. You must ABSOLUTELY build a Quicksilver Sash against him. You cannot afford to have the enemy team have a AD Yi ghost. QSS clears his ultimate so it's a must have for this matchup. I only put him in Medium because he forces you to build this item, his laning is more of an 'Easy' class. Summoner Barrier also helps you survive, as it gives you just a little bit more time to activate QSS the moment Mordekaiser ults you. [img=champ/gragas.png]Gragas [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] OR [imgsmall=summoners/flash.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] OR [imgsmall=items/dorans-ring.png] [highlight]General advice:[/highlight] Gragas is not very hard to farm against, as most of his abilities are avoidable with a well timed AlphaStrike, but he is one of the few champions in game with a dedicated AS debuff on his barrels. This means that Highlander will not make you immune to BarrelRoll's AS slow. You really have to avoid getting hit by his barrels lategame as they will neuter your damage output. As for his laning, his first few levels are actually quite weak, and since he's a melee champion you can actually freely autoattack him if he decides to lasthit and he doesn't have much to trade with early on. After a while, and especially if Gragas has built a Seekers Armguard he will be pretty much unkillable due to his W and his passive, not to mention his safe farming with Barrel Roll. You can be aggressive early, and afterwards it turns into a really boring farm lane. Generally I like going for a Dorans Ring start to make him not build armor against you, or going for a Longsword start hoping to snowball an advantage. As for summoner spells, you either go for an aggressive start with Ignite, or you take Flash where you can escape his ultimate just before it hits you. Lategame his ultimate will easily peel you off whatever target you're attacking although a well-timed AlphaStrike dodges it. [img=champ/orianna.png]Orianna [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] OR [imgsmall=summoners/flash.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] OR [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] [highlight]General advice:[/highlight] On the fence between Easy and Medium matchup honestly. A good Orianna will autoattack you nonstop making farming in the first few levels hard, and she will use her shield to mitigate your harassment. Her passive will make her autoattacks hurt a lot more than regular mages do. After 6 she will have a very hard time stopping you from killing her and if you time Flash or AlphaStrike properly her ultimate will completely miss you. Aside from her ultimate she only has a slow on her W. [img=champ/sion.png]Sion [highlight]Second summoner spell:[/highlight][imgsmall=summoners/exhaust.png] OR [imgsmall=summoners/cleanse.png] OR [imgsmall=summoners/teleport.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-ring.png] OR [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] [highlight]General advice:[/highlight] I'm glad nobody plays this braindead (literally) champion anymore. He's not that hard to lane against but he's so stupidly annoying. Sion makes Yorick and Teemo look fun to deal with. His stun will prevent you from running him down, his shield will mitigate most of your damage and the longer the game goes on, the more HP he will get from his E passive. On top of that he takes absolutely ZERO skill to play. Even Ryze is harder to play than Sion. Early on he's fairly weak, but if he started with his stun at level one it will be very hard to FirstBlood him so you're probably better off with a high sustain start or a Dorans Ring. Getting a form of Tenacity or running Cleanse is strongly recommended here, as you cannot dodge his stun with AlphaStrike. [img=champ/swain.png] [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] OR [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] OR [imgsmall=items/dorans-ring.png] [highlight]General advice:[/highlight] Swain might be a counter to a lot of melee champions, but Yi is different. Swain relies on slowly poking someone down with his combo and taking kills when the opportunity arrives. His combo hurts a lot, but you should be able to heal it all up with Meditate pre 6. (Ab)use the fact that he has no sustain pre 6 while you do. He's fairly easy to kill at level one, just like other ranged mages. If Swain started with Nevermove be sure to NOT take turret aggro while trying to kill him. After 6 he will be very hard to kill without Ignite due to his ultimate, and his kit allows him to build fairly tanky and still do a lot of damage. Fortunately his only way of stopping you after 6 is Nevermove, and you can dodge that with AlphaStrike if you time it well. Be mindful that his Torment and Decrepify will still damage you while AlphaStriking. Nevermove also does not interrupt Meditate, but it's not advisable to Meditate through his combo as you won't outheal all those DoT's. Only AP Yi can do that. Later in the game you'll probably want Mercury Treads or even a Quicksilver Sash if he becomes a threat. Save ignite for Swain in a teamfight otherwise he will be very hard to kill. [img=champ/syndra.png]Syndra [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] OR [imgsmall=summoners/exhaust.png] OR [imgsmall=summoners/barrier.png] [highlight]Starting items:[/highlight][imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] OR [imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] [highlight]General advice:[/highlight] Although Syndra is squishy and has no escapes, getting FirstBlood with a cheese start (Longsword) should be very well possible. The problem is, if it fails you will not have enough sustain to survive her harassment, as she will spam DarkSphere on you every chance she'll get. I generally go for a high sustain start against her just for safety. If she times her E right it will knock you back when trying to run her down, but you can avoid this with a well timed AlphaStrike. Be wary of the location of DarkSpheres, if she launches a sphere at you with her E you'll get stunned for a short duration. This makes Meditating against her burst really risky. Her ultimate is also a projectile-based spell so you cannot dodge it with AlphaStrike. Considering that she has a stun it's also quite risky to Meditate through her combo, so a Barrier could help here. You can also exhaust her just before her ult hits something to mitigate the damage she does with it. [img=champ/twistedfate.png]Twisted Fate [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] OR [imgsmall=summoners/teleport.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png]+[imgsmall=items/health-potion2.png] OR [imgsmall=items/dorans-ring.png] [highlight]General advice:[/highlight] Pay attention to which card he picks, if it's blue or red, jump on him and attack him. The problem here lies not in winning the lane, you have a bit too much sustain for him. The problem lies in that he puts pressure on sidelanes especially once he hits 6. Ward both sides of the river so that you can see where he roams and (hopefully) warn your team in time. If you can't reasonably follow him, make sure to push his turret whenever he is not in lane. Killing him at level two should be possible, as he likely won't have enough time to pick a Gold card in time while you're running him down. Don't take tower aggro when trying to kill him early though. If he does stun you under his turret he will kill you instead. TF is broken enough already, you really don't want to feed him. A good Twisted Fate is hell to play against, but since he's actually quite hard to play properly I put him in Medium difficulty. Every time his ultimate is up it's practically a free double kill on your bot lane no matter how often you ping them to back. Another option is to run Teleport as your second SummonerSpell so you can follow him if he decides to gank sidelanes. [img=champ/viktor.png]Viktor [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] OR [imgsmall=summoners/exhaust.png] OR [imgsmall=summoners/barrier.png] [highlight]Starting items:[/highlight][/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] OR [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] [highlight]General advice:[/highlight] Viktor trades pretty well against you due to PowerTransfer shield, and punishes you for getting close to him. He is a lot like Swain where his abilities are generally short ranged but deal a lot of damage. Like Syndra, Viktor is pretty weak at level one, but if he started with PowerTransfer it will not be easy to kill him. You might still however scare him and force a flash though, which is worth it. He generally harasses really hard if he maxes his PowerTransfer. Otherwise his DeathRay is fairly avoidable. His ultimate (initial burst) also silences you for 0,5seconds so don't try to meditate through his combo. Even if you don't get silenced and Meditate through the DoT he will throw his Gravity Field under you and you'll get stunned. About his stun field, you are in fact immune to the slowing debuff, so it's impossible to accumulate GravityField stacks and get stunned. Viktor cannot stun you if you are ulting. [img=champ/xerath.png]Xerath [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] OR [imgsmall=summoners/cleanse.png] OR [imgsmall=summoners/barrier.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] OR [imgsmall=items/dorans-ring.png] [highlight]General advice:[/highlight] Although his passive grants him armor for stacking AP, at level one it really won't give him a significant amount so it should be relatively easy to kill him at level one. Xerath's early game is weak, but lategame his passive does make him surprisingly hard to kill, where you might actually need a Last Whisper to take him down fast enough. His stun, although triggered by AoE spells can be very hard to dodge depending on how good the Xerath is. Xerath will deal enough damage lategame to kill pretty much any target he wants with his full combo. A QuicksilverSash could help you a lot to get out of his stun, but if he hits all of his spells on you you'll probably still die. His range also makes him very safe in lane if he plays well, that is why I put him under Medium matchups. [img=champ/veigar.png]Veigar [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] OR [imgsmall=summoners/cleanse.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] [highlight]General advice:[/highlight] His early game is WEAK. Veigar is one of the squishiest champions in the game so you really should abuse that at level one. Whether you built AP or not, if he has managed to farm some AP up he can still oneshot you lategame if you're not careful. In lane he's relatively harmless though in a 1v1 situation. You have too much sustain for him to poke down. You will absolutely need Tenacity against him or run Cleanse. If he stuns you, immediately pop Cleanse and Meditate. His combo will deal no noticable damage to you in this scenario. With Tenacity, you will be able to run out of his stun before his W hits you, and you might have enough time to Meditate before his DFG Q R combo hits you. I still put him under Medium matchups because his stun field lategame does make it hard for you to chase people down, and his burst damage will only get more and more ridiculous the longer the game drags out. [img=champ/vladimir.png]Vladimir [highlight]Starting items:[/highlight][imgsmall=summoners/ignite.png] [highlight]Possible starting Items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] OR [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] OR [imgsmall=items/dorans-ring.png] [highlight]General advice:[/highlight] Vladimir has a really weak early game which you can easily exploit. After a while he will get sustain to the point where you cannot outharass him any more. After he gets his Revolver you either need to kill him in one go, or you won't kill him at all. Ignite helps a LOT in this matchup as it lowers his healing AND still burns him while in trollpool. Vladimir can also push waves much more easily than you can after he gets his Revolver, so you could end up being stuck under your turret. If he gets some armor in the form of Seekers Armguard, Dorans Shield or something he will be very hard to kill. I still wouldn't recommend Dorans Ring start, because it will not give you enough sustain to deal with his early game. A Longsword will likely force him base or outright kill him at level one, and afterwards you should be far enough ahead to win the lane. If he uses trollpool to get away from you, try walking right on top of him so you can immediately attack him again once he comes out. During Highlander you will not get slowed by it. You can safely Meditate through all of his damage, as he has no hard CC in his kit. [img=champ/zyra.png]Zyra [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] OR [imgsmall=summoners/cleanse.png] OR [imgsmall=summoners/barrier.png] [highlight]Starting items:[/highlight][imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] [highlight]General advice:[/highlight] Way too much CC. It's avoidable, but trading with her pre-6, and even farming is quite hard to do because of those plants. Her CC is avoidable with proper use of AlphaStrike, and her slows shouldn't bother you post 6 if you decide to go for an all-in though, but early game her harassment is way too much to go for an aggressive start. If the Zyra player is any good, she will start with her root as her first skill anyway so running her down at level two is not very likely to succeed. If you do kill her, be very careful of her passive (true damage!). Dodge it by using AlphaStrike on a minion if she fires it, or juke it by walking left or right hoping that she'll miss it. Barrier also helps in this matchup. [title]Hard/Challenging[/title] [img=champ/akali.png]Akali [highlight]Second summoner spell:[/highlight][imgsmall=summoners/exhaust.png] OR [imgsmall=summoners/ignite.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] OR [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] [highlight]General advice:[/highlight] Akali is not impossible, but not easy. She is actually pretty good against melee champions in lane early game, since she can proc the Q marks before level 6 on you. At level two you do have a chance at killing her, so you either have to go for a very aggressive start, or if you don't trust this go for a high sustain start. Exhaust severely lowers her damage output if she decides to all-in you at 6, but if you want to go for early aggression Ignite is better. [img=champ/kayle.png] [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] OR [imgsmall=summoners/exhaust.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] OR [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] [highlight]General advice:[/highlight] Kayle has a very strong early, mid and lategame presence and you'll find that her constant Q E harassment is too much for your Meditate sustain during the laning phase Before 6 you will get kited by her slow whenever you try to engage on her, and after 6 her ultimate will prevent you from killing her easily. Her ultimate has about the same cooldown as yours so trading ultimates doesn't work either, like it does on other champions. In teamfights her ultimate makes her ally of choosing unkillable for two seconds, it prevents all damage for the duration. Those two seconds are an eternity in a teamfight, and during this time you will probably get killed yourself. I strongly advise going for an offtank so you can (hopefully) last longer in a teamfight and still do your job after her ultimate ends. It's well possible to kill her at level two, but if that fails this lane is going to be really hard. A risk worth taking in my opinion. Otherwise go for a high sustain start and hope to outfarm/outscale her. This matchup is absolutely terror for AP Yi as he is fully reliant on getting kills/resets, but AD Yi's sustained damage makes it slightly painful to deal with. [img=champ/malzahar.png] [highlight]Second summoner spell:[/highlight][imgsmall=summoners/ignite.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] [highlight]General advice:[/highlight] Suppression is bad mmkay. You will need a Quicksilver Sash at some point in the game, probably very early as well. Pre 6 you have a very big chance at killing him since he's squishy and has no escapes so I do recommend an aggressive start. A somewhat risky way to deny his mana sustain is to try and catch MaleficVisions from a minion instead of letting it jump to another minion. Use Meditate OUT OF MALZAHARS VISION RANGE to heal back up. He has a long ranged AoE silence. After 6 do NOT towerdive him unless your jungler (with hard CC) is there or you are SURE that his ultimate is on cooldown. [img=champ/morgana.png]Morgana [highlight]Second summoner spell:[/highlight][imgsmall=summoners/exhaust.png] OR [imgsmall=summoners/cleanse.png] OR [imgsmall=summoners/teleport.png] [highlight]Starting items:[/highlight][imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] OR [imgsmall=items/dorans-ring.png] [highlight]General advice:[/highlight] This matchup is really easy for AP Yi, but not for AD. You'll get punished for staying close to her especially post 6. Best thing to do here is to just farm up and hope that you will be more useful lategame than her. If you want to attack her with AlphaStrike/DoubleStrike you'll likely catch a Dark Binding in the face unless she whiffs it somehow. That makes it very hard to go for firstblood on her so you're better off with a passive start. Another annoying thing about Morgana, whether you started Dorans Ring or not, she'll probably still rush a Zhonya's just because it's so good with her ultimate. AlphaStrike does NOT remove Soul Shackles' tether to you, the only way to avoid the stun is to get out of its range before it triggers. Either get Exhaust to nullify her damage in a teamfight, Cleanse so you can get out of the stun or Teleport just so that she can't push your tower down if you have to base. Any of these summoners will do. [img=champ/fiora.png]Fiora [highlight]Second summoner spell:[/highlight][imgsmall=summoners/exhaust.png] OR [imgsmall=summoners/ignite.png] [highlight]Starting items:[/highlight][imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png] [highlight]General advice:[/highlight] Some people go Fiora mid, and while it's a rare pick she has quite a strong early game and she'll likely outtrade you in the first few levels. You massively outscale Fiora though and if you survive her strong early game you'll come out on top. The reason why Fiora is hard to deal with early game is Riposte, it blocks one of your autoattacks. I believe that if you DoubleStrike her, both attacks get blocked. I'm not sure on this because I haven't seen this matchup often. A good thing about this matchup, with Meditate you can completely nullify her ultimate, it will do no damage to you. Exhausting her before she ults will als completely gimp it. Get a Wardens Mail as soon as possible, personally I would build Randuins right after Ghostblade as this item completely shuts her down. The only thing that is bad about this matchup is Fioras really strong early-game and the fact that she can block an autoattack. [img=champ/talon.png]Talon [highlight]Second summoner spell:[/highlight][imgsmall=summoners/exhaust.png] OR [imgsmall=summoners/ignite.png] [highlight]Starting items:[/highlight][imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png] OR [imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] [highlight]General advice:[/highlight] Talon generally outtrades you with his abilities, but you should be able to sustain the damage he deals back up with Meditate. Don't use Meditate in plain view however, as he can jump/silence you to cancel it prematurely. It's probably smarter to go for a defensive start with Cloth Armor, although you could try to go aggressive on him at level two. If it fails and you don't force him out of lane the matchup will a lot harder. [img=champ/ryze.png]Ryze [highlight]Second summoner spell:[/highlight][imgsmall=summoners/exhaust.png] OR [imgsmall=summoners/ignite.png] [highlight]Starting items:[/highlight][imgsmall=items/dorans-blade.png] OR [imgsmall=items/long-sword.png][imgsmall=items/health-potion2.png] OR [imgsmall=items/dorans-ring.png] OR [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] [highlight]General advice:[/highlight] Ryze is a perfect example of bad game design. Scales with tank items (Frozen Heart), has no cooldowns, takes no skill whatsoever to play, and in teamfights will snare you before you get the chance at killing anyone. Ryze's base health and armor are really low though, so if he started with Q you have a very big chance at killing him with a Longsword or even Dorans Ring start. His early game is quite weak actually and you might even kill him before he gets Tear/Catalyst, but Ryze will eventually hit godmode where he deals impossible amounts of damage while being impossible to kill. Lategame you can however exhaust him to neuter his damage output, so I prefer going exhaust against him, and going for a very aggressive start in hopes of setting him behind early. Lategame Ryze can't be killed, and also can't be ignored. I really dislike this matchup and I'd rather go AP Yi. It's not impossible as AD though but you will need Tenacity and preferably some MR as well. [title]Hardest difficulty:[/title] If you get to lane or even play against these champions, consider going AP Yi because it will make the game a lot easier and less frustrating. [img=champ/malphite.png]Malphite [highlight]Second summoner spell:[/highlight][imgsmall=summoners/exhaust.png] OR [imgsmall=summoners/teleport.png] [highlight]Starting items:[/highlight][imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] OR [imgsmall=items/dorans-ring.png] [highlight]General advice:[/highlight] Not often played mid, and you can technically farm against him quite well, but his E will seriously gimp your damage output in a teamfight unless you managed to avoid it somehow. Ground Slam cannot be Cleansed, and Highlander does not make you immune to it. If you really insist on going AD Yi you're probably better off starting with Dorans Ring to trick him into building MR against you. Alternatively, change your runepage and go AP, You'll enjoy the game a lot more. There is one plus to playing against Malphite as AD Yi, where he will have to choose between jumping you or your teams' ADcarry. He should not be able to GroundSlam both of you at the same time. In solo queue though I prefer not to rely on other players so going AP is probably a lot better. [img=champ/urgot.png]Urgot [highlight]Second summoner spell:[/highlight][imgsmall=summoners/teleport.png] OR [imgsmall=summoners/barrier.png] [highlight]Starting items:[/highlight][imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png] OR [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward.png][imgsmall=items/health-potion5.png][imgsmall=items/mana-potion.png] [highlight]General advice:[/highlight] His passive makes you deal 15% less damage, and even if you QSS his ultimate you'll still get swapped. Also, if you use AlphaStrike it gives him a free hit for his Grenade, allowing him to spam Acid Hunters on you. You can meditate through AcidHunter spam, but Meditate has a really high cooldown compared to Urgots E and early on Meditates armor bonus is probably not enough. This is quite possibly the hardest matchup in the game. Do yourself a favor and just go AP Yi. Even then this lane is still terror so I would rather go toplane or even jungle in this scenario.

22-4-2013 -Moved Zephyr from bad/suboptimal items to Good/Situational items. It's actually a decent alternative to boots. 1-5-2013 -Removed Philostone from item options. GP/10 is only worth it if it builds into something. -Zephyr got another promotion. It's quite viable to never get Boots2 in the first place. -Boots1 added to First Buy 3-5-2013 -Removed Elixir of Fortitude and replaced it with Longsword. Fort pot is no longer worth it. -Removed/backed up part of the Changelog, I don't want the changelog to be bigger than the actual guide... 4-5-2013 -Updated Matchup section with better layout -Moved Matchup section to below Early-Mid-Lategame -Remade Item Build into Core, Desirable and Optional items. 5-5-2013 -Small text changes here and there. 6-5-2013 -Added a Final Comments chapter -Fixed some graphical issues with images. -Removed Dorans Ring from a couple of matchups -Moved TF to Medium difficulty. 8-5-2013 -Added Swain to Medium matchups. 13-15-2013 -Changed wording in Ryze matchup. 21-5-2013 -Added Kayle to Hard matchups. 24-5-2013 -Viktor matchup: Yi is in fact immune to GravityField when ulting. I thought he wasn't. 11-6-2013 -Removed the Early FB part from the EarlyGame chapter. Small jungle camps no longer spawn at 1:40. -Added Dorans Blade to starting items/matchups

Thank you for taking the time to read through the guide. I hope it shows people that there is a viable place for AD Yi outside the jungle, and that Yi isn't neccesarily as squishy as people think lategame. Overall I find AD Yi a very fun playstyle/build and I would love to hear some feedback/comments about what you think of it. If you disagree with something in the guide, or have something to add please let me know. If you're on the EUW server you can add me on 'a tiny ant' or 'Putjesschepper'. Wow, over 50k views already. Awesome.

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