• 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Scaling Mana Regeneration (+0.065 mana regen / 5 sec. per level (+1.17 at champion level 18))
  • 9
    Greater Glyph of Ability Power (+1.19 ability power)
  • 3
    Greater Quintessence of Ability Power (+4.95 ability power)
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

1/31/2013 Changed item formatting. Reordered chapters logically. Added a "Upcoming Master Yi Changes" Chapter

AP Yi is a burst, resetting, lane bully mid champion. He differs from all other AP mid champions because: [.]1. He has only 1 damaging move, his [imgsmall=skills/masteryi/q.png]. [.]2. He has the largest heal in the game, as well as the largest armor/mr buff in the game. [.]3. He doesn't really ever need his [imgsmall=skills/masteryi/e.png], unless to proc [imgsmall=items/sheen.png] or[imgsmall=items/lich-bane.png]. [.]4. He has the highest level of #swag by far. He also has some blaring weaknesses in the form of: [.]A weak late-late game. (45 minutes and on.) [.]Problems dealing with completely tanky teams. [.]Teams with lots of CCs. Still, Yi does [highlight]lots[/highlight] of damage, farms well, and has great team fight potential. He is definitely a viable pick with a few hard counters, and does not deserve the "this guys is a troll" or "AFK in fountain noob" comments. This guide will try to provide you with all the information you need to play AP Yi Mid in solo queue, as well as provide some tips on team oriented play.

So are you one of those players who will cry when someone picks AP Yi in their game? Well here: [imgext=] and [imgext=] Yes, I know I am barely plat right now, but my elo has peaked at 2099. Just not yet this season! Need more proof? Take a look at this at Alex Ich using AP Yi at IPL 5: MORE PROOF? WELP HERES KOREA BEING SWAG: PLEH-GU: Anyways, this should be enough to convince you that AP Yi is viable and fun.

AP Master Yi's strengths are his laning phase, ability to roam, and mid game damage. The rune page that I use attempts to capitalize on these strengths. [title]Magic Penetration Marks:[/title] These runes give Yi some more magic damage to champions, helping him get kills for the reset. They scale well. They also help get through those pesky Magic Resist runes in mid. [title]Mana Regen Per Level Seals:[/title] Yi has a great laning phase, but it is relatively mana intensive. He also needs a ton of mana to pull off reset combos in the mid game. These runes allow him to stay in lane and push very easily, as well as help him in getting pentas later. [title]Flat AP Glyphs:[/title] AP runes help you 1 shot minions with your Alpha Strike, as well as harass harder in lane. Also they give more damage towards your reset as well. [title]Flat AP Quints:[/title] See Glyphs. Other Runes to consider are Movespeed Quints, as they will help you roam. However, I currently feel that these are the best runes for AP Yi Mid.

[title][img=skills/masteryi/p.png] Passive: Double Strike[/title] [title]Explanation:[/title] This is a relatively useless passive for AP Yi, as it scales off of attack speed and attack damage. However, this passive allows you to plan lane kills a bit better, as well as push towers quicker. [title][img=skills/masteryi/q.png] Q: Alpha Strike[/title] [title]Explanation:[/title] AP Yi's bread and butter, and thus the first move we max. Alpha strike does tons of magic damage, clears creeps quickly, and is what makes AP Yi viable. Not to mention, it has a 1.0 AP ratio. It hits 4 relatively random targets within range of each other, and returns him to either the first target, or if that target dies before the animation is finished, his starting position. Also, it is a incredibly powerful poke when team pushing. Later, we will get into how to use this skill effectively. [title][img=skills/masteryi/w.png] W: Meditate[/title] [title]Explanation:[/title] Meditate is one of the most unique skills in the game. It puts Yi into a channel state for 5 seconds in which he gains HP at a ridiculous rate and receives next to no damage from incoming attacks. Not only does meditate have a whopping 4.0 AP ratio, but it heals around 900 HP base at level 5, as well as provides a 300 armor and mr for the channel duration. This move is easily countered by CC, as it prevents him from healing any further, but is an incredibly powerful sustain tool in lane. It is very difficult to use in team fights. Max this move second. [title][img=skills/masteryi/e.png] E: Wuju Style[/title] [title]Explanation:[/title] Relatively useless on AP Yi, but it still has its uses. Wuju Style gives Yi some flat AD(35 at max) that doubles on activation. Because this move has no AP scaling, we level this last. If you decide to get a Lich Bane before a DFG, this skill will become very useful in giving you a proc. However, if Lich Bane is your 3rd major item after DFG, then this skill can wait. [title][img=skills/masteryi/r.png] R: Highlander[/title] [title]Explanation:[/title] Highland gives Yi incredible speed, allows his resets, gives him tower pushing power, and gives him an escape. AP Yi could not live without this move, as it makes it so no one can escape the coming onslaught that is your blade, as well as gives him the best escape. Max ASAP obviously.

[title]Starting Items:[/title] [img=items/dorans-ring.png][img=items/total-biscuit-of-rejuvination.png] [title]If incredibly behind early:[/title] [img=items/crystalline-flask.png] + [img=items/sight-ward2.png] [title]Early Game Goals (7-10 minutes):[/title] [img=items/needlessly-large-rod.png] OR [img=items/blasting-wand.png] + [img=items/boots-of-speed.png] [title]Mid Game Goals (10-15 minutes):[/title] [img=items/sorcerers-shoes.png][img=items/rabadons-deathcap.png] [title]Pre-Late Game Goals (15-25 minutes):[/title] [img=items/sorcerers-shoes.png][img=items/rabadons-deathcap.png] + [img=items/lich-bane.png] OR [img=items/deathfire-grasp.png] [title]Deciding on Late Game Build Paths:[/title] Build [imgsmall=items/void-staff.png] as your next item after [imgsmall=items/lich-bane.png] OR [imgsmall=items/deathfire-grasp.png], if you see your opponents (AP Mids and jungles especially) starting to build MR items. ([imgsmall=items/abyssal-scepter.png][imgsmall=items/athenes-unholy-grail.png][imgsmall=items/hexdrinker.png]) Otherwise, just finish the second OR item. (Lich Bane or DFG) Deciding whether to build Lich Bane or DFG first is almost purely decided by how much gold you can or will save up after you build Cap. If you feel like hitting another Needlessly Large Rod will be easy in one back, then go ahead and rush DFG. However, if you need to return home a lot for mana or other reasons, because Lich Bane is built out of smaller parts, it may be the choice to go. Almost 100 percent of the time, buying an Amplifying Tome after your Cap your best bet, as it is a part of both DFG's and Lich Bane's recipe. [title]Ideal End Game:[/title] [img=items/sorcerers-shoes.png][img=items/rabadons-deathcap.png][img=items/lich-bane.png][img=items/deathfire-grasp.png][img=items/void-staff.png][img=items/zhonyas-hourglass.png] [title]Other Options:[/title] [img=items/athenes-unholy-grail.png] Athenes Unholy Grail is a strong late game option if you find yourself never getting blue, or started with a Chalice early. (Buying Chalice early is usually for the same reason). [img=items/ionian-boots-of-lucidity.png] Ionian Boots of Lucidity could sometimes be a stronger choice over Sorc Boots. While there is a damage decrease, sometimes if you find yourself fighting many many tanks, landing more Q's is more important than resetting on the first one. Ionian boots also help in lane, allowing for more harass and quicker farming. [img=items/rod-of-ages.png] An idea that I toy around with often. While building Rod of Ages puts Yi far back in the burst damage catagory, there are some positive trade-offs. For example, having a higher maximum health makes his meditate, which normally heals much more than his maximum health, more effective. Refilling your health becomes more relevant when you have 650 more of it. Also, this gives Yi nearly unlimited mana to reset with. This makes needing blue not necessary, and makes for more consistent resets. Finally, just the fact that being CCed doesn't immediately result in your death is very positive. However, all of this is at the cost of half of your damage. [img=items/warmogs-armor.png] OR [img=items/guardian-angel.png] Sometimes versus incredibly tanky teams, Warmogs and Guardian Angel become viable options. Although it sucks for yi to deal with an entire team full of Warmogs, he himself can build it, giving him more time to throw more Q's out. It is pretty much the only way to deal with a team that builds tanky.

[title]Matchup Chart[/title] Yi has very few bad match ups, but the ones that do give him trouble tend to destroy him. I will update these later and give more details about them. [title]You Will Always Win These Lanes[/title] [img=champ/heimerdinger.png] 7-3 [img=champ/ziggs.png] 7-3 [img=champ/zilean.png] 7-3 [img=champ/karthus.png] 7-3 [img=champ/brand.png] 6.5-3.5 [img=champ/viktor.png] 6.5-3.5 [title]You Should Always Do Well in These Lanes[/title] [img=champ/ahri.png] 6-4 [img=champ/leesin.png] 6-4 [img=champ/jarvaniv.png] 6-4 [img=champ/xerath.png] 6-4 [img=champ/zed.png] 6-4 [img=champ/vladimir.png] 6-4 [img=champ/zyra.png] 6-4 [img=champ/akali.png] 6-4 [img=champ/kassadin.png] 6-4 [img=champ/katarina.png] 6-4 [img=champ/talon.png] 6-4 [img=champ/twistedfate.png] 6-4 [img=champ/nidalee.png] 6-4 [img=champ/orianna.png] 6-4 [img=champ/rumble.png] 6-4 [img=champ/gragas.png] 6-4 [img=champ/annie.png] 6-4 [img=champ/ryze.png] 6-4 [img=champ/diana.png] 6-4 [img=champ/evelynn.png] 6-4 [img=champ/veigar.png] 6-4 [img=champ/lux.png] 6-4 [title]These Lanes are Close to Even[/title] [img=champ/malzahar.png] 5.5-4.5 [img=champ/teemo.png] 5.5-4.5 [img=champ/malphite.png] 5-5 [img=champ/pantheon.png] 5-5 [img=champ/leblanc.png] 5-5 [img=champ/cassiopeia.png] 4.5-5.5 [img=champ/kayle.png] 4.5-5.5 [img=champ/morgana.png] 4.5-5.5 [title]These Lanes are Difficult[/title] [img=champ/mordekaiser.png] 4-6 [img=champ/anivia.png] 4-6 [img=champ/sion.png] 4-6 [img=champ/galio.png] 4-6 [title]These Lanes Are Near Impossible[/title] [img=champ/fiddlesticks.png] 3.5-6.5 [img=champ/chogath.png] 3-7 [img=champ/kennen.png] 3-7 [img=champ/fizz.png] 3-7

[title]Tanky Champs with Heavy CC[/title] [img=champ/alistar.png] [img=champ/amumu.png] [img=champ/blitzcrank.png] [img=champ/riven.png] [img=champ/chogath.png] [title]Champions with Repeating CCs[/title] [img=champ/fiddlesticks.png] [img=champ/kennen.png] AP Yi has an incredibly difficult time doing anything useful against incredibly tanky teams, and teams with lots of CC. This is why Cho, Blitz, Ali, Riven and Amumu are such hard counters. Kennen and Fid are also difficult to deal with because they have repeating CCs, preventing you from effectively ever using meditate. [title]Possible Solutions[/title] [.][img=items/rod-of-ages.png] [.][img=items/warmogs-armor.png] [.][img=summoners/cleanse.png] OR [img=items/quicksilver-sash.png] The only way to deal with tanky teams with large amounts of CCs like these is to instead of focus on getting a reset on your first Q to escalate your damage, focus on staying alive and shooting a larger number of Qs over the fights duration. Getting a reset against CC heavy teams that are tanky will be near impossible, so this is really the only way to get around it.

Master Yi has one of the strongest laning phases of any Mid champion in the game. While some exceptional matchups require different strategies, here are some general tips that will make laning a breeze. [.]Master Yi's Alpha Strike has incredibly high base damage (300 at level 5) as well as an high AP ratio (1.0). Use your Q on minions and try to make it reach the opposing mid laner in the process. This harass is not only devastating, but it largely not punishable, as they will not be in range to trade. This will be further explained in the "Hitting Q's" section. [.]Master Yi's Meditate is one of the strongest sustain moves in the game, however largely unsafe. Whenever you want to use Meditate, you must beware if they have either a stun, or a heal debuff. These will destroy your healing, and possibly kill you if they decide to go all-in. Versus a mid laner who can pull this off like Fizz or Cho, you need to move back out of sight to heal. [.]Master Yi should push the lane with Q's as much as possible, but also as consistently as possible. Be aware that sometimes the creeps hit by Alpha Strike might not die in one hit early game. Be ready to react after your animation finishes, so you can auto attack these leftover-health creeps. [.]Push the lane early to get an lead. This might sound dangerous, but if you know where the opposing jungler started, then you can lean to whatever side you think he is least likely to come from.If its Lee, you can expect him to start red. Lean towards your red side for the first minute of laning phase, and if he hasn't appeared anywhere, shift your position to your blue side. This will give you maximum time to avoid ganks with Master Yi's incredibly high base movespeed. Pushing the lane early makes it hard for mid laners to farm since they are under tower. Also, for junglers such as Lee Sin or other Mundo or anyone without a hard CC before level 6, meditate can often times bait ganks under tower, or buy time for your jungler to counter gank. [.]If you do get ganked, sometimes using flash is necessary. Try not to take risks. However, AP Yi's early fighting power is incredibly strong. Sometimes you can Alpha Strike the jungler and opposing mid, walk back as close as you can to your tower, meditate until your Q cooldown has refreshed, and get a double kill. However, you need to make that call when the time comes, as not everyone gets baited so easily. [.]If you have harassed enough, going for the kill with a flash and alpha strike is often times incredibly powerful. The best way to play around a flash kill is to make sure you have your double strike passive built up to max before you go in. This will add another 60 or so burst to your combo, which at level 1-5, can often times by 10 percent of their health. It may seem minor, but every bit counts. [.]On your first back, make sure you ALWAYS get at least one ward for your lane. This should be standard on any Mid Laner anyways. [.]As an Yi player might know, your cooldowns often times get bugged. Alpha Strike will very often times show that it is off cooldown even after just being used. This is incredibly annoying, and makes it difficult for players to know when they can farm again. Instead of being in the dark about when your only damaging move will be up, after every Alpha Strike, you should counter to 17 minus your level. (For example, if you are level 3, you count to 14). While this isn't the most perfect method, it usually ballparks when your next Alpha Strike will be available with a relatively small error margin. Or you can just spam Q. That really isn't the most efficient method though. [.]Master Yi's Double Strike animation takes longer than a normal auto attack by about 15 percent. (1-2 frames or so) This means that when you have the double strike passive up, you may need to be weary of it messing up your last hit. This delay also allows you to cancel auto attacks much easier, so unless you are trying to cancel due to a bad timing, be careful. You should leave this phase with something like this: [img=items/dorans-ring.png][img=items/blasting-wand.png][img=items/boots-of-speed.png] + [img=items/sight-ward2.png]

[title]The Q[/title] There are a few essential techniques for using Alpha Strike consistently for harassing in lane. [.]When in lane, if there are 3 creeps together, because alpha strike always attempts to target 4 objects, you will automatically target the champion if they are in range. (Said to be around 550 range) [.]When the creeps walk into lane, they walk in a line. Due to this formation of creeps, only one appears out of the fog of war at a time. You can abuse this strategy by Alpha Striking a minion as they wave is still coming into lane at a time when less the 4 are visible due to the fog of war. This will also allow you to automatically hit the opposing mid player. [.]If there is a long chain of enemy units that are around 1 ranged attack away from each other, you can use actually reach incredibly far with your alpha strike. If someone is running backwards through their tower, and there happens to be a line of enemy creeps walking to lane, you can often times take a chance by Alpha Striking the line of minions in hopes of reaching the retreating mid laner. This doesn't work 100 % of the time, but it is rather useful in last resort situations.

This is the second phase where Master Yi excels. Master Yi at level 7 has incredibly powerful pushing, as well as roaming power. This period of time usually happens right after your first or second buy. Here are some general tips for this period of the game. [.]The main lane you want to roam and gank for is bottom. Bottom lane will always be lower level than you, and if this timing happens at level 7, it will occur before they level up their ultimates. If this was Starcraft II, the level 7 bot gank would be a timing attack. If you think the lane is warded, and your bot lane for some stupid reason has not pinked the river, going from behind tower to land the Alpha Strike is perfectly fine. [.]MAKE SURE BOTTOM RIVER IS PINKED NEAR DRAGON. [.]Most ganks involve you diving. Make sure you ping when you go in to your teammates, as well as ping which hero to focus, as it will improve the chances of them responding on time and make a reset more likely. Often times, Master Yi can initiate the fight under tower with an Alpha Strike (from behind first tower), aggro the tower, and then meditate while the bot laners and/or jungler dives for free. If you manage to get through the river due to it not being warded, then diving isn't always necessary. [.]In order to keep opponents guessing, Yi should push his lane as hard as possible into the opponents tower by throwing Q's at the creeps. Pushing up the lane will not only make farming harder and damage the tower, but it will also provide you a window of opportunity to leave lane with an experience and vision advantage of your mid laner. [.]Make sure not to ult too early when traveling down the river. If you ult too early, then by the time you arrive at the lane and get a kill, your ult will already be off and you might miss the chance to reset. This is very disappointing, so try to avoid this event. [.]Leaving lane to gank first is always an advantage because you know what direction they are heading in if the leave lane while creeps are still attack their tower. They however don't know where you have left to because they don't have creep vision of you when you leave. Not only this, but if the mid laner decides to leave before all the creeps are farmed at this tower, he will be missing out on valuable experience and gold that you have already eared from the wave, putting you farther ahead. [.]Buying Blue Elixer around this time period is an incredibly good investment if you feel fights will start happening. The 10 percent CD reduction and AP boost gives Yi the needed edge for obtaining the reset in dragon and bot lane engagements. If you have the cash leftover on your 3rd buy, and you already have boots and a ward, buying a blue pot is a very good option. [.]During this period of time, you should attempt to keep your bot-side jungle entrance warded at all time. Knowing if and when your mid laner will roam, get blue, or follow you, is so powerful of a tool that there is no good reason to not do so. It will also give you a safety net for ganks originating from that jungle entrance. [.]When doing dragon and if you have bluff, tanking Alpha Striking onto dragon and then meditating is an incredibly safe way to kill it. If your jungle and bot lane help you, dragon can be taken with little to no damage. This is a trait that only AP Yi has. [.]Be VERY aware of what characters have hex drinkers, as not knowing could lead to severe misplays. Rinse and repeat this pushing and roaming strategy. It will get you ahead in terms of assists/kills, farm and experience, and will also do the same for the bot lane. If the roaming is successful, the game will snowball off of global gold from bot tower and dragon plays post-gank. This point in the game should be where you landslide. You should leave this phase with something like this: [img=items/sorcerers-shoes.png][img=items/rabadons-deathcap.png][img=items/amplifying-tome.png][img=items/sheen.png] + [img=items/elixir-of-brilliance.png]

When you get to this part of the game, if everything has been going as planned, you should have a huge advantage. Playing this later phase requires you to push the advantage and end the game quickly. Here are some of the things you and your team need to do: [.]Group up, ward heavily, buy an oracles, and start as many team fights as possible. This is where Master Yi truly becomes a monster. Master Yi during this period of the game should at least have a Cap and a Lich Bane/DFG. The best way to make engages happen is to either bait objectives like dragon or baron safely (with wards and pinks/oracle) OR pushing mid while poking. [.]Master Yi has one of the most powerful lane pokes in the game. Tell your team to group push a lane and tell them that they should always leave a few creeps for you to Alpha Strike to. At this point, all 5 members of your team should be grouped in mid near the opposing teams tower. The reason you want to always have a few creeps left unkilled during your push is because it allows you to use the creeps as a ramp into the rest of their team with Alpha Strike, thus poking them. HOWEVER, be incredibly careful about poking with this method. While a single poke may bring 2-3 of their players down to half health seemingly for free, good players will predict where Yi will stop after his Q animation finishes, and immediately initiate on you. Make sure to always be ready to react with flash and ult if you feel this might happen. If flash is not up, only poke when you have enough of your teams protection around you, or are not in range of any initiates. [.]If your team is even or ahead, you should be winning team fights rather smoothly. Use this time to obtain more objectives and global gold such as towers, inhibitors, enemy side buffs, and dragon. [.]Just like how Yi should use meditate to tank damage from dragon early on, this same concept also applies to baron. Make sure to use it and make your baron attempts much safer. [.]When you do team fight, and you decide to go in, make sure to fire your DFG before you alpha strike in. If you do it afterwards, your combo will anywhere from 100-200 less damage, which is highly unacceptable. [.]A cool trick Yi has is the ability to activate other skills during his Alpha Strike, must like Tristana's jump. This allows you to Alpha Srike towards your target, THEN while still dashing around but BEFORE damage has been dealt, activate DFG. If you fire your DFG early enough during your Q animation, it will deal the bonus damage still, and make it so you don't have to worry about somehow missing the target. [.]This same trick comes in handy with your meditate. If you are low health during your Alpha Strike and you have mana to spare, Yi can actually begin his meditate during his Q animation. This is very much like how Gragas can drink his W ability while dashing towards his opponent with E. This will heal Yi while he is invincible, and if you manage to get a reset, you can pull this off again during your next Q. Basically this allows Yi to be at a higher health when he does finally become vulnerable. [.]An interesting fact about this technique is that when you are finished with your Alpha Strike Animation, instead of being in your praying meditate stance, you will be in your normal standing stance while healing. However, there is still a green meditation hue around your champion, thus making it possible to spot that you're meditating. Sometimes though, opponents will hesitate to waste their CCs on you because they are unsure of whether you are just disconnected, or meditating. [.]If you have a Lich Bane, it is necessary to take a different skill build by getting a point in E at level 10. Having E allows you to hit another Lich Bane proc after your intial Q. Make sure to wait for the 2 second internal cooldown of Lich Bane to refresh before using E to proc it. Usually this cooldown has finished after your second auto attack. [.]THE SINGLE MOST IMPORTANT THING ABOUT TEAM FIGHTING WITH MASTER YI, IS TIMING. AP Yi when built standard is an incredibly squishy champion. Therefore, Yi, unless incredibly fed to the point in which he can 1 shot someone with his Lich Bane + DFG + Alpha Strike combo, has to arrive into the team fight as late as possible. The reason for this is because Master Yi requires their team to be softened up as well as exhausted of their CCs before he goes in. If the case is that Master Yi does get hard CCed and focused, or he isnt able to get a reset, the fight will most definitely result in a loss. Attaining a reset is CRUCIAL in obtaining the damage he needs. He can't do this while either CC'd, or without killing someone. [.]Therefore, it is crucial to dance around outside the fight. You can ult if you need to keep safe, but make sure that you don't ult too early. The second biggest bane to a AP Yi player other than being CC'd is ulting too early, and having it end before you get a kill. Basically its just another way of messing up the reset. Despite how desperately bad and scary team fighting sounds, Yi does have good teamfight tools: [.]Alpha Stike makes Yi invincible and untargetable. [.]Meditate if timed right can allow him to tank incredible amounts of damage, or heal outside of a fight and return to it later. Meditate will also help you reach your Q cooldown if you didn't manage a [.]Master Yi runs incredibly fast, and even faster with his ult on. [.]Master Yi cannot be slowed, thus making it very difficult to prevent him from diving into your teams squishy champions, as well stop him from leaving the fight. [.]Resetting Alpha Strike results in more invulnerable time as well as more meditating and more speed. If you utilize his tools correctly, then the King of Pentas will show you his true colors.

AP Yi has been getting many Meditate oriented changes in the Public Beta. Originally, they planned to nerf Meditates AP ratio from 4.0 to 1.2. However, this was changed again more recently to where his AP ratio would be buffed to 2.0, the channel duration would be shortened to 3 seconds, and the base heal would incease. Many people, including myself originally, thought that AP Yi was getting a huge nerf. It is a slight nerf to AP Yi in a few different ways, but due to the base heal increase as well as length change, it is a buff to AD Yi. Here are my takes on the trade offs AP Yi experiences: [.]Healing over a shorter amount of time is much burstier, less punishable, and more less likely to get cced. [.]The possible delay and stall time Meditate could provide for Yi would be reduced by 40 percent. If you want to Meditate under Dragon/Baron aggro, or with many soft-CC champions hitting you, this would be much less effective. [.]Using Meditate to wait for your Q cooldown is less viable. However, despite this, you will still probably heal way more than your max HP, considering how low Yi's base HP already is. What truly made Meditate worthwhile was the huge resistances.

AP Yi is a fun and powerful champion that will catch many people off guard. He has very few counters, but those counters shut him down really hard. AP Yi takes a bit of getting used to, but after you get him down, he becomes an incredibly strong asset to any players mid champion collection. I hope this guide was insightful and has helped you learn to play AP Yi. Shout outs to Tiumus for helping me write this guide. Check out his guide here: Feel free to add my in game and leave condescendin remarks. IGN:ColZSwag

Comments coming soon!
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