

Master Yi
The Wuju Bladesman
How this differs from the live game
- Wuju Style (E) passive increases attack damage doubled when active
- Double Strike (P) is percent chance based
- Alpha Strike (Q) can not be directed after finishing movements
Build
Runes and masteries
x9Mark of Attack SpeedMark
x9Seal of ArmorSeal
x9Glyph of Scaling Magic ResistGlyph
x3Quintessence of Attack SpeedQuint
- Attack Speed +28.80%
- Armor +9.00
- Scaling Magic Resist +1.80
Attack speed marks and quints are for Wuju Style: more basic attacks mean more E true-damage hits, faster Double Strike cycling, and more Alpha Strike cooldown refunds. Armor seals keep the first clears stable; scaling MR glyphs cover mid-game fights because the jungle route itself is mostly physical monster damage.
This is 21/0/9: offense gives attack speed, monster damage, armor penetration, AD, crit synergy, and Executioner for cleanup resets. Utility reaches Runic Affinity because Season 3 jungle Yi keeps red buff and values longer buff windows for ganks and duels.
Skill order
ultimate at 6, 11 and 16Double Strike
- Alpha Strike (Q) takes points at levels 2, 8, 10, 12, 13.
- Meditate (W) takes points at levels 3, 14, 15, 17, 18.
- Wuju Style (E) takes points at levels 1, 4, 5, 7, 9.
- Highlander (R) takes points at levels 6, 11, 16.
Max E first for the jungle clear and dueling, with one early Q for gap closing, monster damage, and dodge timing, then W at level 3 to stabilize clears. Q is maxed second once camps die quickly enough and fights need more burst and untargetability windows.
Alternative — Q max first was also played when building for faster multi-camp farming and safer harass-style skirmishes, especially if early duels were unlikely.
Why these items
Openingsall within the 475 starting gold
Machete five pots — Default jungle start: Hunter's Machete plus five Health Potions gives the safest first clear and leaves trinket vision for river or buff protection.
Machete ward start — Use this when you expect an invade or need to protect a vulnerable buff route; the ward costs clear sustain, so it is worse if lanes cannot cover you.
Corein buy order
1Wriggle's Lantern2,000gWriggle's Lantern is the Season 3 farming jungle Yi item: armor, lifesteal, AD, monster proc, and a free ward all support repeated clears and objective control.
2Berserker's Greaves900gBerserker's Greaves convert gold directly into more Wuju Style hits, Double Strike chances, and on-hit damage uptime.
3Blade of The Ruined King3,200gBlade of The Ruined King gives attack speed, lifesteal, percent-current-health on-hit damage, and an active slow to stick to targets before Highlander resets.
Situationalonly when the game asks for it

Mercury's Treads1,200gBuy Mercury's Treads instead of Berserker's Greaves when stuns, fears, silences, or roots are the main thing stopping resets.

Ninja Tabi1,000gBuy Ninja Tabi into heavy auto-attack physical teams or a fed marksman where basic-attack mitigation beats more damage.

Maw of Malmortius3,200gBuild Maw of Malmortius against burst AP threats that can kill you before Meditate or Highlander cleanup starts.

Last Whisper2,300gBuy Last Whisper when armor stacking prevents Blade of the Ruined King and crit damage from finishing frontliners.

Mercurial Scimitar3,700gBuy Mercurial Scimitar when one suppress, stun, or exhaust effect decides every fight and you still need AD in the slot.

Randuin's Omen3,125gBuy Randuin's Omen when you must be the front-line diver into multiple physical damage champions rather than a pure cleanup carry.
Build
Runes and masteries
x9Mark of LethalityMark
x9Seal of ArmorSeal
x9Glyph of Scaling Ability PowerGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +15.00
- Lethality +11.25
- Armor +9.00
- Scaling Ability Power +1.80
Lethality marks are for Alpha Strike because the listed damage is physical even though it scales from AP. Armor seals cover auto-attack harassment and jungle pressure, while scaling AP glyphs and flat AP quints strengthen Alpha Strike and Meditate.
This is 21/0/9 AP mid: offense gives AP, CDR, Ignite value, penetration for Alpha's mixed stat profile, and Executioner for resets. Utility supplies Flash cooldown, mana sustain, and Runic Affinity because Season 3 mid Yi played around blue buff.
Skill order
ultimate at 6, 11 and 16Double Strike
- Alpha Strike (Q) takes points at levels 1, 3, 5, 7, 9.
- Meditate (W) takes points at levels 2, 8, 10, 12, 13.
- Wuju Style (E) takes points at levels 4, 14, 15, 17, 18.
- Highlander (R) takes points at levels 6, 11, 16.
Max Q first for waveclear, poke, and reset damage, then W for the large AP-ratio heal and stall power, with one early E point for last-hitting and occasional all-ins. R is taken at 6, 11, and 16.
Alternative — Q max into E second was used when playing AD/on-hit Yi, but for AP mid the standard Season 3 order is Q then W.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — Default into lanes where you can farm with autos and Q; it gives AP, health, and mana return without delaying lane pressure.
Flask sustain start — Use into poke or mana-taxing matchups where repeated trades make sustain more valuable than Doran's early AP.
Boots sustain start — Use against skillshot-heavy mids where dodging harass keeps you healthier than raw combat stats.
Corein buy order
1Rabadon's Deathcap3,300gRabadon's Deathcap is the central AP Yi item, massively increasing Alpha Strike damage and Meditate healing.
2Lich Bane3,000gLich Bane converts Yi's spell casts and Highlander chase pattern into burst after Alpha Strike or Meditate cancels.
3Void Staff2,295gVoid Staff keeps Alpha Strike and Lich Bane burst relevant once enemies stack magic resist against the AP build.
Situationalonly when the game asks for it

Abyssal Scepter2,560gBuy Abyssal Scepter when you need magic resist against an AP lane while still increasing your burst range.

Spirit Visage2,750gBuy Spirit Visage when fights revolve around surviving burst and getting full value from Meditate's self-healing.

Quicksilver Sash1,550gBuy Quicksilver Sash against hard crowd control or suppression that stops you from entering Highlander cleanup windows.

Banshee's Veil2,750gBuy Banshee's Veil when one spell decides whether you can enter a fight, especially against pick compositions.

Nashor's Tooth2,500gBuy Nashor's Tooth when you are forced into longer fights and need more sustained damage between Alpha Strike resets.
One build, written by a player. Newest first.
Write a Master Yi buildBuild
Runes and masteries
x9Mark of Attack SpeedMark
x9Minor Seal of Attack SpeedSeal
x9Minor Glyph of Attack SpeedGlyph
x3Quintessence of Attack DamageQuint
- Attack Damage +6.75
- Attack Speed +29.70%
Skill order
ultimate at 6, 11 and 16Double Strike
- Alpha Strike (Q) takes points at levels 1, 4, 5, 7, 9.
- Meditate (W) takes points at levels 3, 14, 15, 17, 18.
- Wuju Style (E) takes points at levels 2, 8, 10, 12, 13.
- Highlander (R) takes points at levels 6, 11, 16.
Why these items
Openingsall within the 475 starting gold
Start — The opening as the guide publishes it.
Corein buy order
1B. F. Sword1,550g
2Boots of Speed325g
3Zeal1,175g
Situationalonly when the game asks for it

Infinity Edge3,800g

Phantom Dancer2,800g

The Bloodthirster3,200g
Notes
the author's own wordsThis build is PURELY OFFENSIVE. You need to know exactly when to go in for it to work.
Build by SilenceeDGAF, transcribed from the League Classic Wiki archive.
Abilities
per rankDouble Strike
Master Yi occassionaly strikes twice.
Alpha Strike5 ranks
Master Yi leaps across the battlefield with blinding speed, dealing physical damage to multiple units in his path. Alpha strike can critically strike and deals bonus physical damage to minions and monsters. Basic attacks reduce Alpha Strike's cooldown.
- Damage
- 100 / 150 / 200 / 250 / 300 + 100% AP
- Monster Damage
- 360 / 470 / 580 / 690 / 800 + 100% AP
- Cooldown
- 18 / 16 / 14 / 12 / 10s
- Cost
- 60 / 70 / 80 / 90 / 100 Mana
- Range
- 600
Meditate5 ranks
Master Yi rejuvenates his body by focus of mind, restoring Health and taking reduced damage for a short time.
- Heal
- 200 / 350 / 500 / 650 / 800 + 200% AP
- Cooldown
- 35s
- Cost
- 50 / 65 / 80 / 95 / 110 Mana
- Range
- 20
Wuju Style5 ranks
Master Yi becomes skilled in the art of Wuju, passively increasing his Attack Damage. Activating Wuju Style grants bonus true damage on basic attacks, but the passive bonus is then lost while on cooldown.
- Cooldown
- 25 / 23 / 21 / 19 / 17s
- Cost
- 40 Mana
- Range
- 20
Highlander3 ranks
Master Yi moves with unparalleled agility, temporarily increasing his Movement and Attack speeds as well as making him immune to all slowing effects. While active, Champion kills or assists extends Highlander's duration. Passively reduces cooldown for his other abilities on a kill or assist.
- Cooldown
- 75s
- Cost
- 100 Mana
- Range
- 1
Matchup against
62 champions, one-on-one
AhriUnfavoured
Ahri wins well-played duels by holding Charm for your Alpha Strike exit and using Spirit Rush to deny the first reset-style commit.
Watch for Charm: if it catches you after Alpha Strike, Ahri gets her full Orb of Deception and Fox-Fire damage before you can auto.
How to beat
Do not open with Alpha Strike from max range unless Charm is already down. Walk at her with Highlander, force her to spend Spirit Rush charges defensively, then Alpha Strike either to dodge Charm or to follow her last dash.
Later Finished Master Yi can kill Ahri in a side lane if her Charm or Spirit Rush is missing, but she is stronger around picks and fog before fights. In teamfights, wait until Charm is used on someone else before entering.
- Alpha Strike makes your landing point predictable if Ahri saves Charm.
- Highlander ignores the slow from Orb return setups but not the Charm itself.
- If she uses Spirit Rush aggressively, commit after the third dash.
- Do not Meditate inside her full combo unless Charm has already passed.

AkaliEven
Master Yi has the better sustained melee damage, but Akali can stall his auto attacks with Twilight Shroud and burst around Mark of the Assassin.
Watch for Twilight Shroud: it denies clean basic attacks and lets Akali wait out Highlander time.
How to beat
Fight her away from her Shroud when possible, and do not spend Alpha Strike just to start if she can immediately vanish. Let her mark you, back out of the detonation window, then re-engage when Shroud is down or when she has used Shadow Dance charges to chase.
Later In the side lane, Yi wins longer visible fights while Akali wins messy fog-of-war trades. In teamfights, she dives backliners earlier than you do, so clean up after her Shroud and burst tools are committed.
- Alpha Strike can follow Shadow Dance if timed after she dashes.
- Meditate is best used to blunt her Mark detonation plus Ravage burst.
- Do not waste Highlander while she is untargetable in Shroud.
- A reveal ward from Feral Flare or Wriggle's changes the duel more than raw stats do.

AlistarFavoured
Alistar can interrupt and disengage, but he lacks the damage to beat Master Yi in a committed equal-item duel once Unbreakable Will is down.
Watch for Unbreakable Will: it removes crowd control and heavily reduces your damage during your main all-in window.
How to beat
Do not burn Highlander into Unbreakable Will unless you are only forcing him away. Stay close enough after Headbutt to re-enter with Alpha Strike, then commit once the ultimate reduction is ending.
Later Yi wins the side lane because Alistar cannot clear or duel him quickly enough. In teamfights, Alistar is a peel problem, so enter after Pulverize and Headbutt are used rather than hitting him first.
- Alpha Strike can reconnect after Headbutt if you are not knocked too far from targets.
- Meditate can waste time during Unbreakable Will instead of trying to cut through it.
- Do not chase through turret paths where Headbutt can reset the fight.
- If Alistar uses Pulverize to waveclear, you get a free trade window.

AmumuUnfavoured
Amumu is difficult because he reduces incoming physical damage, locks Yi down twice, and deals percent-health magic damage while the fight drags on.
Watch for Curse of the Sad Mummy: it stops your attacks during Highlander and lets Despair and Tantrum keep ticking.
How to beat
Bait Bandage Toss first; if it misses, you can choose the fight instead of being forced into his area damage. Save Alpha Strike for Curse timing if possible, then back away during the stun chain and re-enter after his cooldowns are spent.
Later Amumu is more valuable in grouped fights, while Yi is better at side pressure if Amumu is forced to answer alone without ultimate. Do not start teamfights into him; wait until Curse has already been used.
- Tantrum makes short physical trades worse than they look.
- Highlander does not protect you from Bandage Toss or Curse.
- Meditate can buy time through Despair, but standing still near Amumu is costly.
- If Bandage Toss misses, Amumu has trouble forcing you to stay.

AniviaUnfavoured
Anivia has too many anti-melee tools, and Rebirth means Master Yi often has to win the same duel twice.
Watch for Flash Frost: the stun stops your engage and sets up Frostbite plus Glacial Storm before you can stick.
How to beat
Do not run straight through Glacial Storm; Highlander ignores slows, but the damage still wins the trade for her. Hold Alpha Strike to dodge Flash Frost or cross Crystallize, then commit only if you can also kill the egg afterward.
Later Anivia controls grouped fights and terrain far better than Yi, but she is vulnerable in a side lane if her stun misses and her egg is down. Split her away from towers, because killing the egg under protection is often impossible.
- Alpha Strike can bypass Crystallize if there is a valid target beyond it.
- Count Rebirth before committing Highlander.
- Meditate can absorb Frostbite burst, but Glacial Storm punishes staying still.
- Do not chase into narrow jungle paths where wall guarantees distance.

AnnieUnfavoured
Annie wins if she holds Pyromania because her instant stun and Tibbers burst can kill Yi before he gets meaningful uptime.
Watch for Pyromania: the stored stun turns Disintegrate, Incinerate, or Summon: Tibbers into a guaranteed stop on your all-in.
How to beat
Track her stun count before entering; if she is at four stacks, do not be the first champion in range. Force her to spend stun on waveclear or another target, then Alpha Strike onto her before Molten Shield and Tibbers damage can run the fight.
Later Annie is far stronger in grouped burst windows, while Yi wins side lanes if he catches her without stun. In teamfights, flank late and never be the first target Tibbers lands on.
- Alpha Strike cannot reliably dodge her stun if she uses Disintegrate on your exit.
- Molten Shield punishes blind auto trading more than most mages do.
- QSS turns one stun window into a kill chance.
- If Tibbers is already out, do not Meditate while both Annie and Tibbers are hitting you.

AsheFavoured
Highlander removes Ashe's main kiting pattern because Frost Shot and Volley slows do not keep Master Yi off her.
Watch for Enchanted Crystal Arrow: the stun buys Ashe the only real window to kite or finish you before you reach her.
How to beat
Approach with Highlander rather than Alpha Strike if she still has Arrow, so Alpha can dodge or follow after it. Once Arrow is down, stay directly on her and do not let Volley spacing reset the fight.
Later Yi is favored in the side lane and can run Ashe down if she is alone. In teamfights, wait for Arrow or frontline peel before entering, because Ashe's team matters more than Ashe herself.
- Highlander makes Frost Shot almost irrelevant.
- Alpha Strike can dodge Arrow if you react before it connects.
- Do not chase through her whole team just because her personal slows fail.
- If Arrow is used across the map, Ashe becomes one of your easiest marksman targets.

BlitzcrankEven
Blitzcrank cannot match Yi's sustained damage, but Rocket Grab into Power Fist and Mana Barrier can waste enough Highlander time to swing the duel.
Watch for Power Fist: the knockup interrupts your attack chain and lets Blitzcrank stall while Mana Barrier comes online.
How to beat
Stand behind minions or angle sideways until Rocket Grab is down, then enter on your terms. Save Alpha Strike for after Power Fist if possible, because disappearing during his empowered attack wastes his best trade tool.
Later Yi wins side pressure if Blitzcrank is forced to answer alone, but Blitzcrank is more relevant before fights through picks. In teamfights, never be the champion he hooks unless QSS or team follow-up can cover the engage.
- Mana Barrier makes his last 20 percent much slower than it looks.
- Alpha Strike can make Power Fist expire if timed well.
- Highlander does not stop Rocket Grab displacement.
- Blitzcrank's Overdrive lets him disengage once; chase after the self-slow timing if Classic keeps that drawback.

BrandUnfavoured
Brand's point-and-click setup damage and percent-health burn make the duel dangerous unless Yi dodges Sear and reaches him cleanly.
Watch for Sear: when Brand has Blaze on you, Sear stuns and turns his full combo into a won fight.
How to beat
Do not Alpha Strike in a straight, obvious opener if Brand can tag you with Conflagration and wait for your landing. Bait Pillar of Flame or Sear, then use Highlander plus Alpha Strike to dodge the stun and stay close through his cooldowns.
Later Yi can kill Brand alone if Sear misses, but Brand is much stronger in clustered teamfights where Pyroclasm bounces. Split or flank from the side; never enter through your own minion wave or teammates when his ultimate is ready.
- Pyroclasm is much worse for you near allied units.
- Meditate can reduce burn and combo damage, but it gives Brand time for another spell cycle.
- Alpha Strike is your best answer to delayed Pillar of Flame.
- Hexdrinker is strongest before Brand has enough damage to burn through it anyway.

Cho'GathUnfavoured
Cho'Gath beats Yi by interrupting the engage with Rupture, silencing Meditate or Alpha follow-up, and finishing with Feast true damage.
Watch for Feral Scream: the silence denies Alpha Strike, Meditate, and Wuju timing while Cho'Gath sets up Feast range.
How to beat
Do not start inside Feral Scream range unless Rupture is already down or you have an angle to dodge it with Alpha Strike. Trade after he misses Rupture, back out before Feast threshold, and re-enter only if you can finish before his next silence.
Later Cho'Gath is hard to remove in grouped fights and can control space around objectives better than Yi. Yi should side-lane around him when possible, but a fully stacked Cho often survives long enough for help to arrive.
- Feast ignores Meditate's value if you are already low enough.
- Highlander ignores Rupture's slow after the knockup, not the knockup itself.
- Do not Alpha Strike early if it lands you in Feral Scream.
- Percent-health or armor-shred items matter more here than small defensive buys.

CorkiEven
Corki has enough escape and mixed damage to kite Yi, but he dies quickly if Valkyrie is forced before Yi commits Alpha Strike.
Watch for Valkyrie: it breaks your melee uptime and leaves a damage trail that punishes chasing in a straight line.
How to beat
Walk him down with Highlander and hold Alpha Strike until after Valkyrie. Avoid standing in Gatling Gun's cone before the all-in, then commit once his armor shred and escape are no longer aligned.
Later Yi wins isolated side-lane all-ins if Corki has no Valkyrie, while Corki contributes safer poke and mixed damage in teamfights. Flank him after he uses Valkyrie defensively, not while his team is still between you and him.
- Do not chase directly through Valkyrie's fire trail unless the kill is immediate.
- Gatling Gun makes extended front-to-back trades worse for Yi.
- Alpha Strike can follow Valkyrie if you wait for it.
- Corki's mixed damage makes single-resist defenses less reliable.

Dr. MundoEven
Mundo can outlast sloppy all-ins with Sadism, but Highlander removes much of Infected Cleaver's chase control and Yi can win with enough sustained damage plus healing reduction.
Watch for Sadism: the massive regeneration turns an apparent kill into an extended duel that favors Mundo if you cannot cut the healing.
How to beat
Do not commit your whole burst as Sadism starts unless you have Grievous Wounds applied. Use Highlander to ignore Cleaver slows, stay beside him rather than behind minions, and keep attacking through Masochism only if your health is outside his execute range.
Later Mundo becomes a stronger front-line teamfight body, while Yi remains better at forcing side-lane DPS checks if he has anti-heal. In grouped fights, ignore Mundo until his backline is exposed or Sadism is already spent.
- Executioner's Calling changes the duel more than armor does.
- Highlander makes Cleaver less useful as a kite tool.
- Meditate can wait out part of Sadism, but Mundo will keep burning and cleavering you.
- Do not stop attacking after he drops low; that is exactly when Sadism matters.

EvelynnEven
Evelynn can choose the opening and burst first, but Yi wins the visible sustained fight if he survives Agony's Embrace and Ravage.
Watch for Agony's Embrace: the opening burst and slow let Evelynn decide whether the fight starts on her terms.
How to beat
Assume she starts from camouflage and keep enough health that her first combo cannot force panic Meditate. Once she reveals, use Highlander to ignore the slow, Alpha Strike after Ravage if she tries to disengage, and turn the fight into autos.
Later Yi is better in side-lane duels when Evelynn is revealed, while Evelynn is better at finding isolated targets before fights. Grouped fights favor whoever enters second; do not show first if she is missing.
- Highlander cuts the value of her ultimate slow heavily.
- Meditate is strongest immediately after her opener, before she can reset spacing.
- Vision from Wriggle's or Feral Flare matters because the duel starts before she appears.
- If she misses the first burst window, she has trouble standing in your autos.

EzrealUnfavoured
Ezreal's Arcane Shift and Essence Flux attack-speed reduction make it hard for Yi to keep enough uptime to finish the duel.
Watch for Arcane Shift: it resets the distance after your first engage and forces you to spend Alpha Strike just to reconnect.
How to beat
Do not Alpha Strike first unless Arcane Shift is already down. Run at him with Highlander, sidestep Mystic Shot so he does not refresh cooldowns, then Alpha Strike after his blink and finish before Essence Flux ruins your attack window.
Later Yi wins if he corners Ezreal in a side lane with Arcane Shift unavailable, but Ezreal is safer in teamfights and can poke before Yi enters. Flank from fog instead of running through Mystic Shot lanes.
- Essence Flux reducing attack speed directly lowers your kill speed.
- Mystic Shot hits on minions can bring Arcane Shift back sooner than expected.
- Alpha Strike after Arcane Shift, not before it.
- Highlander does not help if Ezreal is blinking over terrain.

FiddlesticksUnfavoured
Fiddlesticks is hard because Terrify stops Yi's all-in and Drain can reverse the duel if it is not interrupted by damage or timing.
Watch for Terrify: the fear removes your control during Highlander and lets Fiddlesticks set up Drain or Crowstorm damage.
How to beat
Do not enter while Terrify is ready unless you can QSS it or kill him immediately afterward. Use Alpha Strike to avoid Dark Wind or part of Crowstorm, then stay on him once fear is gone so Drain cannot freely channel from range.
Later Fiddlesticks is far more dangerous in teamfights from fog with Crowstorm, while Yi wins clean side fights if fear is unavailable. Keep vision on flank angles and enter after Crowstorm or Terrify is committed.
- QSS is the cleanest answer to Terrify.
- Meditate can reduce Crowstorm damage, but Drain may heal through the pause.
- Dark Wind silence can stop Meditate at the worst moment.
- Do not chase into fog when his ultimate channel is missing from vision.

GangplankEven
Gangplank has strong poke and steroided trades, but Yi wins extended melee uptime if he avoids being softened by Parrrley first.
Watch for Parrrley: repeated pistol shots lower you enough that Gangplank can take the melee fight on his terms.
How to beat
Do not let him stack free Parrrley damage before the all-in. Once you commit, use Highlander through Cannon Barrage's slow, save Alpha Strike to follow if he kites with Raise Morale speed, and force a long fight where Double Strike matters.
Later Yi is usually the scarier side-lane duelist if he reaches Gangplank with enough health, while Gangplank has more map impact with Cannon Barrage. In teamfights, do not enter through the ultimate zone unless Highlander is active and the backline is reachable.
- Highlander ignores Cannon Barrage's slow but not its damage.
- Remove Scurvy does not answer your damage, so do not wait for it like a crowd-control cooldown.
- Ninja Tabi is efficient if Parrrley and crit autos are deciding the lane.
- Gangplank's Raise Morale speed is the moment to hold Alpha Strike, not spend it early.

GarenUnfavoured
Garen's silence, armor, and execute make the straight melee check bad for Master Yi unless Garen wastes cooldowns first.
Watch for Decisive Strike: the silence stops Alpha Strike or Meditate and lets Garen force his Judgment trade before you can answer.
How to beat
Do not open by running straight at him while Decisive Strike is ready; tap him, back out, and make him spend Q or Judgment on air. Commit only after Q is down, use Alpha Strike to dodge part of Judgment or follow his retreat, and save Meditate for after the silence ends but before Demacian Justice range.
Later Finished Garen is still hard to kill in a side lane because he can absorb your first window and execute the end of the fight. In teamfights, avoid being the first target he silences; enter after he has used Q or ult on someone else.
- Keep damaging him between waves so Perseverance does not reset the lane.
- Alpha Strikeing during Judgment reduces the time you spend eating the spin.
- Do not Meditate while Decisive Strike is still available.
- Demacian Justice punishes greedy low-health resets.

GragasEven
Master Yi wins if he sticks through Gragas's poke, but Body Slam and Explosive Cask can deny the all-in long enough for Gragas to kite.
Watch for Body Slam: it interrupts your approach, slows you, and creates the distance Gragas needs for Barrel Roll.
How to beat
Hold just outside Body Slam range and use minions or side angles so he cannot line up a clean engage. Bait Body Slam first, then Highlander through the slow immunity window and use Alpha Strike to follow his displacement or dodge the delayed Barrel Roll.
Later In a side lane, Yi can run Gragas down if Explosive Cask is down, but Gragas can still disengage and clear waves. In teamfights, wait for Cask before diving, because one knockback can remove your entire Highlander window.
- Do not Alpha Strike first if Body Slam is still ready; he can save it for your landing spot.
- Highlander ignores the slow from Body Slam, but not the knockback from Explosive Cask.
- If Barrel Roll is already placed, fight away from it instead of finishing autos inside the zone.
- Meditate can blunt his burst if he uses Cask for damage instead of peel.

HeimerdingerEven
Yi can kill Heimerdinger in open space, but turret setup and grenade blind turn the duel if Yi dives blindly into the nest.
Watch for CH-1 Concussion Grenade: the direct stun or surrounding blind takes away the auto attacks Yi needs after Alpha Strike.
How to beat
Do not fight inside multiple H-28G Evolution Turrets unless you are already ahead on health. Clear or drag him away from turrets, wait for Grenade to miss, then Highlander in and use Alpha Strike to close or dodge rockets rather than to start into blind.
Later Yi wins the side lane when he can force Heimerdinger away from prepared turrets, but loses time if he has to chew through a setup. In teamfights, flank after Grenade is used because one blind can waste your reset window.
- Turrets make Meditate worse than it looks because they keep hitting through the channel.
- Alpha Strike can drop turret focus briefly but you land back in the same danger if you started in the nest.
- Do not chase through turret lines after Icathian-style delayed damage is not relevant here; the real problem is Grenade plus turret fire.
- If Grenade misses, Heimerdinger has very little left to stop Highlander.

JannaFavoured
Janna rarely wins the duel herself, but she can stall Master Yi with knockups, shield timing, and Monsoon disengage.
Watch for Monsoon: it knocks you out of melee range and can waste most of Highlander.
How to beat
Hold Alpha Strike until she commits Howling Gale or tries to disengage, then use it to dodge the tornado or reappear on top of her. Force Eye Of The Storm before fully committing, then Highlander after Monsoon or when she is too far from safety for the knockback to matter.
Later Yi wins the isolated side-lane duel, but Janna's real value is denying him resets in teamfights. Do not dive through her front line unless Monsoon is down or you can immediately swap to another target after the knockback.
- Alpha Strike can avoid a charged Howling Gale if you wait for the release.
- Do not spend Highlander just to have Monsoon push you out instantly.
- Eye Of The Storm makes short trades misleading; wait out the shield if possible.
- Janna often lives by terrain, not damage, so chase angles matter more than burst.

Jarvan IVEven
Jarvan can front-load armor shred and trap Yi, but Yi's sustained damage wins if he dodges the flag combo and keeps hitting.
Watch for Dragon Strike plus Demacian Standard: the knockup and armor reduction let Jarvan win the first burst window.
How to beat
Stand off-axis from Demacian Standard so Dragon Strike cannot both knock you up and shred you for free. If he misses the combo, Highlander in immediately; if he lands Cataclysm, use the arena as a forced duel and save Alpha Strike for his next Dragon Strike or to dodge Martial Cadence timing.
Later The side lane stays playable for Yi, especially once he has enough damage to cut through Jarvan's shield and armor. In teamfights, Jarvan's Cataclysm can either trap you with a kill target or isolate you from resets, so enter after he commits it.
- Do not chase in a straight line through his flag; that gives him the cleanest Q line.
- Golden Aegis slow does not matter during Highlander, but the shield still buys time.
- Cataclysm is not automatically bad for Yi if Jarvan has already spent his knockup.
- Armor items swing the duel more than damage if Jarvan is building bruiser.

JaxUnfavoured
Jax is one of Yi's worst pure duels because Counter Strike removes Yi's basic attacks and Jax scales in the same melee pattern.
Watch for Counter Strike: it dodges your basic attacks, cuts your damage window, and ends with a stun if you stay close.
How to beat
Never commit Highlander into Counter Strike. Bait E with a short approach or Alpha Strike, back away before the stun lands, then re-enter only after it expires and try to kill him before it comes back.
Later Finished Jax usually owns the side-lane duel because he can match Yi's scaling while denying autos. In teamfights, avoid starting on him; kill softer targets and use resets before dealing with Jax.
- Double Strike into Counter Strike is wasted damage, so watch your passive before trading.
- Alpha Strike can buy time during Counter Strike, but it does not solve the stun if you land beside him.
- If Jax saves Leap Strike until after your Highlander, he can stick through your retreat.
- Do not judge the fight by early chip damage; the matchup flips when Counter Strike is available for the all-in.

KarthusFavoured
Karthus has damage if Yi stands in Defile and eats Lay Waste, but he lacks reliable peel once Yi reaches him.
Watch for Death Defied: killing Karthus does not end his damage, so staying beside the corpse can throw the duel afterward.
How to beat
Approach at an angle so Wall of Pain is not a full-length chase path, then use Alpha Strike to dodge a key Lay Waste or close the last gap. Once he dies, instantly leave Defile range unless you need one more reset target nearby.
Later Yi wins the side-lane kill, but Karthus contributes even after death in teamfights. Dive him only when you can exit after the kill or when your team can survive Requiem afterward.
- Isolated Lay Waste hurts much more, so do not stand alone in predictable landing spots before engaging.
- Highlander helps cross Wall of Pain, but the magic resistance shred still matters.
- Meditate can buy time against Defile if you cannot step out immediately.
- After the kill, move first and celebrate never.

KassadinFavoured
Kassadin's anti-magic kit is poor into Yi's physical sustained damage, but Riftwalk and silence can stall the chase.
Watch for Riftwalk: it breaks melee range repeatedly and can waste Highlander if you spend Alpha Strike too early.
How to beat
Do not Alpha Strike the first time he walks into range; force Riftwalk with Highlander movement first. After he blinks, Alpha Strike to follow, then keep attacking through Null Sphere silence because your damage is mostly autos once you are already on him.
Later Yi wins the isolated duel if he can keep vision and chase space, but Kassadin is hard to pin in messy terrain. In teamfights, do not chase him through his team; take the reset target he leaves behind instead.
- Null Sphere stops Meditate and Alpha Strike, so cast before the silence or wait it out.
- Kassadin's passive does little against your physical autos.
- Fight him in lanes, not jungle corners where Riftwalk crosses walls.
- If he stacks Riftwalk aggressively, his mana bar becomes part of the kill window.

KatarinaFavoured
Yi beats Katarina in a straight duel because she cannot stop his basic attacks unless Death Lotus is allowed to run freely.
Watch for Death Lotus: if you fail to leave or untarget during the channel, it front-loads enough damage to race you.
How to beat
Stay close enough that Shunpo does not create a real escape, but do not waste Alpha Strike before Death Lotus. When she channels, Alpha Strike to deny part of the damage or use the untargetable window to finish repositioning, then keep autoing as she has no hard crowd control.
Later Yi remains favored in side lane, but Katarina's teamfight resets can beat yours if she enters first on low-health allies. Save Alpha Strike for her Death Lotus or for following her Shunpo after she commits.
- Do not Meditate through Death Lotus unless Alpha Strike is unavailable; she wants you stationary.
- If she Shunpos defensively before ulting, she has no second escape without a reset.
- Your Highlander reset race is better in a true 1v1 because she cannot trigger Voracity without killing you.
- Executioner's Calling is only worth considering if her build has meaningful spell vamp or healing support.

KayleUnfavoured
Kayle can kite Yi with Reckoning and Divine Blessing, then erase his kill window with Intervention.
Watch for Intervention: it makes your Highlander burst window deal no damage and lets Kayle keep attacking while you wait.
How to beat
Do not commit everything until you have forced Intervention or trapped her far from a retreat path. Use Highlander to ignore Reckoning's slow, hold Alpha Strike for after she ults or flashes space, and be ready to disengage during invulnerability rather than feeding her free attacks.
Later Kayle is difficult in side lane once finished because her ranged autos and invulnerability scale directly against Yi's all-in. In teamfights, never be the first diver into Intervention; hit whoever is not protected and re-enter after the ult expires.
- Highlander ignores Reckoning's slow but not the damage amp pressure that follows.
- If you Alpha Strike during Intervention, you waste one of your few ways to stay on her afterward.
- Righteous Fury means she can punish you before you ever reach melee range.
- Watch whether Intervention is self-cast or saved for another carry before choosing your target.

KennenUnfavoured
Kennen's range, repeated stuns, and Lightning Rush make it hard for Yi to keep a clean auto-attack window.
Watch for Mark of the Storm stun: stacked marks interrupt your chase or Meditate and let Kennen reset spacing.
How to beat
Avoid entering with two marks already on you; back off until they fall or you will lose the all-in to an instant stun. Bait Lightning Rush or Slicing Maelstrom first, then Highlander in and use Alpha Strike to dodge Thundering Shuriken or wait out part of the storm.
Later Kennen is still annoying in side lane if he can stun and run, but Yi can kill him when Lightning Rush is down. In teamfights, Kennen's ultimate punishes diving through clumped allies, so flank late and avoid giving him a multi-man stun around your entry.
- Mercury's Treads changes the fight more than raw damage because it shortens the mark stun.
- Do not Meditate at three marks; the stun cancels the value.
- Alpha Strike can dodge one spell, but Electrical Surge can still complete marks if you are already tagged.
- Highlander removes his slows, not his stun.

Kog'MawFavoured
Kog'Maw can shred Yi at range, but in a fair 1v1 he usually dies once Yi reaches melee and avoids the death explosion.
Watch for Bio-Arcane Barrage: it gives Kog'Maw the range and percent-health damage to win before you touch him.
How to beat
Do not walk straight through Void Ooze while Bio-Arcane Barrage is active unless Highlander is ready. Use Highlander to ignore the slow, Alpha Strike the final gap, and after killing him immediately move away from Icathian Surprise.
Later Yi wins side-lane catches, but late Kog'Maw with peel is not a target you can casually front-to-back. In teamfights, enter from fog or after his peel is spent, then leave the corpse explosion before looking for the next reset.
- Track Bio-Arcane Barrage duration; after it ends his duel drops sharply.
- Void Ooze slow is irrelevant during Highlander but the path still telegraphs your engage.
- Do not use Meditate beside his passive explosion unless you have no escape path.
- If he is alone without flash, Alpha Strike plus Highlander should force the fight before Living Artillery poke matters.

Lee SinEven
Lee Sin can outplay Yi with early burst, shields, and Dragon's Rage, but Yi wins extended contact if Lee misses Sonic Wave or spends mobility badly.
Watch for Dragon's Rage: it kicks you out of melee range and can end your Highlander damage window.
How to beat
Stand behind minions or angle sideways so Sonic Wave is hard to land for free. If he misses Q or uses Safeguard forward, commit with Highlander; save Alpha Strike to follow Resonating Strike, dodge Tempest timing, or reattach after Dragon's Rage.
Later Yi outscales Lee in the raw side-lane DPS check, but Lee can still disengage or kick you into his team. In teamfights, wait out Dragon's Rage before chasing deep because the kick can turn you from assassin into delivery system.
- Do not Meditate before Dragon's Rage; he can kick you out of the channel's value.
- If Lee takes Q2 into you while your cooldowns are ready, he is choosing the extended fight Yi wants.
- Safeguard to a ward or ally is his real escape, so track nearby units.
- Highlander ignores Cripple's slow, which removes a big part of his kite pattern.

LeonaFavoured
Leona can lock Yi down for a long time, but she lacks the solo damage to beat him if he survives the crowd control chain.
Watch for Shield of Daybreak: the point-click stun interrupts your attacks or Meditate and starts her full lockdown sequence.
How to beat
Do not dive her under turret or into allies, because her kit is built to hold you in place for someone else. In the pure duel, wait out Eclipse if possible, then fight after Zenith Blade or Solar Flare is down and use Meditate after her stun chain, not during it.
Later Yi wins the isolated side lane, but Leona is much more relevant in teamfights where her CC lets carries kill you. Enter after Solar Flare or Shield of Daybreak has been used, or pick a target she cannot instantly peel for.
- Eclipse makes early damage look bad; let the resist window fall if she cannot force you to stay.
- Mercury's Treads are better than greed if her team has follow-up damage.
- Alpha Strike can dodge Solar Flare if you hold it for the cast zone.
- Do not waste Highlander chasing Leona unless killing her opens an objective.

LuluUnfavoured
Lulu is a poor target for Yi because Whimsy and Wild Growth directly deny his melee burst window.
Watch for Whimsy: the disable stops your attacks and movement during the exact window Highlander needs to secure the kill.
How to beat
Try to force Whimsy with a fake engage before using Highlander. If she holds it, you need to approach from fog or with Alpha Strike already in range, then back off during Wild Growth's knockup and bonus health instead of tunneling into the enlarged target.
Later In side lane Yi can kill Lulu only when her cooldowns are down or she is caught too far forward. In teamfights, she is a peel champion first, so avoid diving the carry she is watching and look for a reset elsewhere.
- Highlander does not stop Whimsy's disable, so do not treat movement speed as immunity.
- Wild Growth can knock you up as you land from Alpha Strike if you appear on her target.
- Glitterlance's slow matters less during Highlander, but it still helps her kite before you ult.
- If she uses Help, Pix! for damage instead of shield, that is your best trade window.

LuxEven
Lux wins if Light Binding catches Yi before he connects, but Yi kills her quickly when he dodges the snare and reaches melee.
Watch for Light Binding: the root denies your engage timing and sets up Lucent Singularity plus Finales Funkeln burst.
How to beat
Approach diagonally and use minions to make Light Binding hit something else. Do not Alpha Strike too early; hold it to dodge the binding or to follow after she flashes, then Highlander through Lucent Singularity's slow and finish before her cooldowns cycle.
Later Yi wins isolated catches, while Lux is stronger when protected and firing bindings through a teamfight. Flank instead of front-charging, and if Light Binding is down she becomes a realistic reset starter.
- Light Binding can hit two targets, so hiding behind one minion is not always enough.
- Highlander ignores Lucent Singularity's slow, making her E a weak peel tool by itself.
- Do not Meditate in Finales Funkeln's line unless you are sure the channel will not be interrupted by Q.
- Banshee's-style spell shields are excellent if Lux is the only thing stopping your engage.

MalphiteUnfavoured
Malphite is built to punish basic attackers, and Ground Slam plus armor stacking cuts too much of Master Yi's damage window.
Watch for Ground Slam reduces your Attack Speed and turns your Highlander commit into a much weaker trade.
How to beat
Do not start the duel into Granite Shield; tag him once or wait for it to fall, then back off before committing. Hold Alpha Strike for after Seismic Shard or Unstoppable Force so you can stay attached, and only all-in when Ground Slam has been used on the wave or missed its timing.
Later Finished Malphite usually owns the side lane if he is armor-heavy and can start better teamfights with Unstoppable Force. Master Yi should avoid front-to-back hitting him first and instead enter after Malphite has spent R and Ground Slam.
- Break Granite Shield before using Highlander.
- If Ground Slam lands early, kite out its debuff instead of forcing autos through it.
- Alpha Strike can dodge the impact timing of Unstoppable Force if you predict the cast, but do not rely on reaction alone.
- Do not chase through repeated Seismic Shard steals unless Highlander is active.

MalzaharUnfavoured
Malzahar wins cleanly if Nether Grasp catches Master Yi during the engage, but Yi can kill him fast when the suppress is removed or unavailable.
Watch for Nether Grasp suppresses you in Null Zone and stops your autos during the exact window you need to burst him.
How to beat
Stay outside his spell chain until Malefic Visions or Call of the Void is used, then enter with Alpha Strike rather than walking through Voidling damage. If Nether Grasp is up, you need Quicksilver Sash or a clear bait before committing; once it is gone, Highlander runs him down.
Later With QSS, Master Yi becomes a real side-lane threat into Malzahar, but without it he can still be deleted by suppression in fights. In teamfights, wait for Nether Grasp to hit someone else or cleanse it instantly before resetting through the backline.
- Do not Meditate inside Null Zone unless it is only buying time for help.
- Kill or avoid Voidlings before committing; they add real damage during suppression.
- Alpha Strike can dodge Call of the Void silence, but it does not answer Nether Grasp by itself.
- Treat QSS cooldown as the duel timer.

Miss FortuneFavoured
Miss Fortune has high ranged damage but no hard peel, so Master Yi wins if he avoids Bullet Time and reaches melee range.
Watch for Bullet Time punishes a straight-line chase and can remove too much health before you get autos started.
How to beat
Do not chase through Make It Rain unless Highlander is active, and use Alpha Strike to close after she spends Double Up or commits to Bullet Time. Once you are next to her, stay slightly off her cone angle and keep attacking; she cannot stop Highlander with slows alone.
Later Master Yi wins the side-lane duel if he reaches her, while Miss Fortune is much more valuable when protected in a teamfight. Enter fights from the side after Bullet Time starts or ends, not through the front of her team.
- Alpha Strike can break Bullet Time's channel pressure by making you untargetable during part of the cone.
- Highlander ignores Make It Rain's slow, so save R for the actual chase.
- Do not stand behind low-health minions where Double Up can crit you for free.
- If she still has Strut, expect her to create distance before your first auto.

MorganaEven
Morgana can stop the first engage with Dark Binding and Soul Shackles, but she dies quickly if Master Yi dodges the bind or cleanses the stun window.
Watch for Dark Binding roots you long enough for Tormented Soil and Soul Shackles to finish the trade before you can auto.
How to beat
Approach diagonally and hold Alpha Strike until Dark Binding is fired, because walking straight at her gives her the whole duel. If she uses Soul Shackles, either break the tether immediately with movement or commit only when you can kill before the second hit stuns.
Later In a side lane, Master Yi wins more often with QSS or if Morgana misses Binding; in teamfights, Black Shield and Binding are strong anti-reset tools. Wait until Black Shield is used on someone else before entering.
- Alpha Strike can dodge Dark Binding if you time it after the projectile is committed.
- Black Shield does not stop your physical damage, but it can block allied crowd control that would help you finish her.
- Do not Meditate while standing on Tormented Soil unless you are absorbing a specific cooldown.
- Soul Shackles forces a decision: leave the tether or kill before the stun.

NasusUnfavoured
Nasus directly attacks Master Yi's win condition with Wither, lifesteal, armor reduction, and a stronger extended ultimate duel.
Watch for Wither slows your Movement and Attack Speed over time, denying both the chase and the DPS from Highlander.
How to beat
Do not open with Highlander while Wither is available unless you can cleanse it. Bait Wither at the edge of range, back out until its worst part fades, then re-enter with Alpha Strike and commit before Fury of the Sands and Siphoning Strike stacks grind you down.
Later Finished Nasus is one of the worst side-lane opponents for Master Yi, especially if he has farmed Siphoning Strike. In teamfights, avoid dueling him first; kill carries while Nasus is kited or crowd-controlled by your team.
- QSS removes Wither and is the most important matchup item.
- Do not stand in Spirit Fire during the auto duel; the armor reduction changes the math fast.
- Meditate can buy time through Fury of the Sands, but Nasus will keep stacking Siphoning Strike if you remain in melee.
- If he ults early, disengage and restart after it expires.

NidaleeEven
Nidalee wins by poking and resetting through brush, while Master Yi wins if he dodges spear damage and pins her cougar form down.
Watch for Javelin Toss chunks you before the duel starts, making her cougar execute range much easier to reach.
How to beat
Do not take a long-range spear and then pretend the duel is equal; reset or force only after it misses. Keep away from brush angles, use Alpha Strike to follow Pounce or dodge Javelin Toss, and commit when Primal Surge has been used defensively or she swaps into cougar too close.
Later Master Yi wins the committed side-lane all-in if he reaches her healthy, but Nidalee can avoid many fights and soften him first. In teamfights, do not enter after being speared; wait for her poke cycle to miss and then threaten resets on squishier targets.
- Bushwhack's shred makes her cougar burst much scarier, so do not fight after stepping on a trap.
- Alpha Strike can track her Pounce if you cast as she tries to leave.
- Highlander removes the value of her brush movement only if you are already close.
- Meditate can blunt spear poke, but it gives her time to reposition.

Nunu & WillumpEven
Nunu is hard to stick to because Ice Blast cripples attacks and movement, but he lacks enough dueling damage if Master Yi avoids Absolute Zero.
Watch for Ice Blast slows both Movement and Attack Speed, cutting your chase and your damage at the same time.
How to beat
Force Ice Blast before using Highlander if possible; Highlander ignores the movement slow but not the attack-speed loss. Stay ready to Alpha Strike or walk out of Absolute Zero as soon as he channels, then re-enter once the channel is broken or wasted.
Later Master Yi can beat Nunu in a long side-lane fight if he is not kited through repeated Ice Blasts, but Nunu's real value is enabling allies and disrupting teamfights. Kill Nunu last unless he overextends without Absolute Zero.
- Do not stand and Meditate inside Absolute Zero unless you cannot escape and need to survive the detonation.
- Blood Boil can let Nunu keep spacing longer than expected.
- Consume does not matter in a pure champion duel unless he has a minion or monster nearby to heal from.
- Mercury's Treads reduce Ice Blast's slow duration but not the attack-speed slow value while it lasts.

OlafUnfavoured
Olaf's true damage, lifesteal, and low-health attack speed beat Master Yi in a straight extended melee fight.
Watch for Reckless Swing deals repeated true damage that ignores your defenses and keeps landing during the all-in.
How to beat
Do not give Olaf a full-health-to-zero brawl if Vicious Strikes and Ragnarok are ready. Bait Undertow, dodge the axe path with Alpha Strike or sidestep, then take a short trade and disengage before his low-health Berserker Rage turns the fight.
Later Olaf remains favored in isolated side-lane duels unless Master Yi is far ahead or can kite out his cooldowns. In teamfights, let Olaf spend Ragnarok running at someone else, then clean up after his health is low and his lifesteal window is ending.
- Meditate is weakest against Reckless Swing because true damage still cuts through your defensive plan.
- Do not chase over dropped axes; repeated Undertow resets keep you from controlling spacing.
- Executioner's Calling matters if the duel is decided during Vicious Strikes.
- Alpha Strike can dodge one axe, not the whole low-health brawl.

PantheonUnfavoured
Pantheon's stun, burst, and Aegis Protection block make it difficult for Master Yi to start a clean auto-attack duel.
Watch for Aegis of Zeonia stuns you, refreshes Aegis Protection, and sets up Heartseeker Strike before you can trade back.
How to beat
Do not spend Alpha Strike into his passive block unless you are using it to dodge damage rather than start DPS. Proc Aegis Protection with a basic attack or wait it out, bait Aegis of Zeonia, then commit after Heartseeker Strike is down and he cannot block your first real hit.
Later Master Yi scales better for side-lane DPS if he survives the opener, but Pantheon still threatens short burst picks in fights. Enter after his stun is used, because a stopped Yi loses resets before they begin.
- Double Strike can be wasted badly into Aegis Protection, so watch his passive before committing.
- Alpha Strike can avoid Heartseeker Strike if he channels it predictably.
- Meditate can absorb Spear Shot poke between trades, but not if his stun is ready to interrupt your plan.
- Do not fight him at low health where Spear Shot execute pressure decides it.

RammusUnfavoured
Rammus is one of the worst duel targets because Defensive Ball Curl and Puncturing Taunt turn Master Yi's own basic attacks against him.
Watch for Puncturing Taunt forces you to attack into Defensive Ball Curl, causing reflected damage while your armor is reduced.
How to beat
Do not hit Rammus during Defensive Ball Curl unless you are certain you can finish him immediately. Bait Powerball or Taunt, disengage with Highlander movement if needed, and only commit when Defensive Ball Curl is down or about to end.
Later Rammus wins the side-lane duel when he has armor and Thornmail-style returns, and he is also a strong teamfight answer to Master Yi. Master Yi should ignore him in fights and look for backline resets after Taunt is unavailable.
- QSS can remove Taunt, but it does not stop Defensive Ball Curl's return damage by itself.
- Alpha Strike is useful to dodge Powerball contact, not to start hitting him for free.
- Meditate can outlast part of Tremors, but staying near him usually helps Rammus.
- If he activates Defensive Ball Curl, stop attacking and reposition.

RyzeUnfavoured
Ryze's targeted root and fast spell rotation stop Master Yi long enough for repeated magic damage to win the duel.
Watch for Rune Prison roots you in place and lets Ryze unload Overload, Spell Flux, and Desperate Power before you can stick to him.
How to beat
Do not enter from max range where Rune Prison starts the fight on Ryze's terms. Bait Rune Prison or cleanse it, then use Alpha Strike after Spell Flux or Overload is committed and chase during Highlander before his cooldown loop comes back around.
Later Ryze remains dangerous in side lanes because his damage is reliable and his root is targeted. In teamfights, Master Yi needs QSS or must wait until Rune Prison is used, then kill quickly before Desperate Power spell vamp turns the fight.
- Hexdrinker can save you from the first rotation, but QSS answers the root itself.
- Do not Meditate early while Ryze still has cooldowns cycling; he can keep casting through it.
- Alpha Strike can dodge one spell cast, but Rune Prison being targeted limits outplay windows.
- Avoid fighting inside his Desperate Power timing if you cannot finish fast.

ShacoEven
Shaco can win with boxes, clone confusion, and backstab burst, but Master Yi wins a direct fight when Shaco's tricks are spent.
Watch for Jack In The Box fears you during the chase and gives Shaco the backstab angle or escape he needs.
How to beat
Do not chase blindly into fog or brush where boxes are likely stacked. Let Shaco use Deceive first if possible, track the real one after Hallucinate, then commit with Highlander once fear boxes are avoided or triggered by minions.
Later Master Yi is stronger in a clean side-lane duel, but Shaco rarely offers a clean one and can waste your time with split pressure. In teamfights, ignore clone bait and look for real health bars after Deceive is revealed.
- Alpha Strike can follow Shaco after Deceive only if you cast before he disappears or have another target pathing nearby.
- Do not kill Hallucinate clone in melee if its explosion will decide the duel.
- Backstab matters most when a box fear turns your character around.
- Sweeping or warding common box paths matters more than raw dueling stats.

ShenEven
Shen can stall Master Yi with shields and taunt, but he usually lacks the damage to win if Yi manages cooldowns and sustains through the trade.
Watch for Shadow Dash taunts you under Shen's terms, interrupting your chase and forcing attacks into his shield timing.
How to beat
Hold Alpha Strike until after Shadow Dash or use it to avoid the dash line if he starts the fight. Do not dump all damage into Feint; wait out the shield, then use Highlander to keep contact once his taunt is down.
Later Master Yi generally pressures side lane harder, but Shen can leave with Stand United and win the map instead of the duel. In teamfights, Shen's taunt can stop your reset chain, so enter after it is spent or cleanse it if you must hit carries immediately.
- If Shen channels Stand United in front of you, Alpha Strike or autos can force him to pay health before he leaves.
- Do not chase through Vorpal Blade sustain trades forever; choose an all-in window.
- QSS removes Shadow Dash taunt but is usually only worth it if Shen is the main peel.
- Feint is short; delaying one second can change the duel.

SingedUnfavoured
Singed wins by refusing the normal duel, dragging Master Yi through Poison Trail, Fling, and Insanity Potion stats until the chase becomes losing.
Watch for Fling throws you behind Singed into Poison Trail and breaks your clean melee uptime.
How to beat
Do not chase in a straight line through Poison Trail; cut him off from the side and commit only when Mega Adhesive or Fling has been used. Use Highlander to ignore the slow field's movement penalty, but disengage if Insanity Potion is running and you are only following poison.
Later Singed is favored in side lanes when he can kite through minion waves and terrain, while Master Yi is stronger at killing exposed carries in teamfights. Let Singed run and take structures or rotate instead of donating health to a chase.
- Alpha Strike can reattach after Fling, but it may also place you back in Poison Trail if timed poorly.
- Meditate can buy time through poison ticks, but Singed will use that time to create distance.
- Do not fight after walking through Mega Adhesive unless Highlander is active.
- If he ults and runs, switching targets is often the winning play.

SionUnfavoured
Sion's targeted stun, shield burst, and Cannibalism lifesteal make the straight melee duel very difficult for Master Yi.
Watch for Cryptic Gaze stuns you long enough for Death's Caress to detonate and for Sion to start lifestealing with Cannibalism.
How to beat
Do not all-in while Death's Caress is fully charged unless you can Alpha Strike its detonation timing. Bait Cryptic Gaze or cleanse it, back away during Cannibalism if you cannot apply anti-heal, then re-enter once his lifesteal window is weaker.
Later Finished Sion can outduel Master Yi if Cannibalism is active and he is allowed to keep hitting. In teamfights, avoid being the first target stunned; wait for Cryptic Gaze and shield burst, then clean up around his immobile body.
- Executioner's Calling is specifically valuable into Cannibalism.
- Alpha Strike can dodge Death's Caress pop if you time it around the shield detonation.
- Do not trade autos into his ultimate without a plan to reduce or outlast the healing.
- Meditate can cover the stun follow-up only after you regain control.

SivirFavoured
Sivir can kite and block one spell, but Master Yi's main damage is basic attacks and Highlander lets him stay on her through On The Hunt.
Watch for Spell Shield can block Alpha Strike, denying your gap close and giving Sivir the distance to kite.
How to beat
Do not telegraph Alpha Strike into Spell Shield; walk up with Highlander or bait the shield with a delayed Q threat. Once Spell Shield is down, Alpha Strike through Boomerang Blade or to close the last gap, then stay in melee where her short range cannot protect her.
Later Master Yi wins the isolated side-lane duel if he reaches Sivir, but Sivir's teamwide On The Hunt can make her group much stronger than her 1v1. In teamfights, avoid entering through Ricochet and frontline peel; flank after Spell Shield is used.
- Spell Shield only blocks Alpha Strike's cast interaction, not your follow-up autos.
- Highlander helps match On The Hunt's speed boost in the chase.
- Do not eat both passes of Boomerang Blade before committing.
- Her 425 range means she has less room for error than most marksmen once you are close.

SkarnerUnfavoured
Skarner is difficult because his shielded stat window and suppression deny the clean uninterrupted auto-attack duel Master Yi wants.
Watch for Impale suppresses Master Yi during Highlander and lets Skarner spend Yi's strongest window while dragging him out of position.
How to beat
Do not start the duel while Crystalline Exoskeleton is fresh; hit once, back off, and make him lose the shield before you commit. Use Alpha Strike to stay attached after Fracture or Crystal Slash movement, then all-in only when Impale is down or you have Quicksilver Sash ready.
Later Finished Skarner is still hard to kill in a side lane if Impale is up, but Yi outscales him in raw sustained damage when the suppression is answered. In teamfights, wait until Skarner ults someone else or cleanse it instantly, then enter after the first control chain is gone.
- Do not Highlander into a full Crystalline Exoskeleton shield.
- Quicksilver Sash changes the duel because it removes Impale's suppression.
- If Skarner burns Impale defensively, chase through his slows with Highlander.
- Meditate during his shield window only if you cannot disengage cleanly.

SonaFavoured
Sona can interrupt Yi once, but she is too fragile to survive if Crescendo is baited or cleansed.
Watch for Crescendo stuns Master Yi long enough for Sona to create distance or let allies collapse.
How to beat
Approach from outside her poke pattern and do not spend Highlander until you know whether she is holding Crescendo. If she uses Crescendo early, Alpha Strike back onto her and finish before her auras and heal matter.
Later Yi destroys Sona in a side lane, but that is rarely where the matchup happens. In teamfights, do not be the first champion hit by Crescendo; enter from the side after she uses it or when you can immediately Alpha Strike through her backline position.
- Track her Power Chord before committing; the damage-reduction chord can blunt your first burst.
- Alpha Strike can carry you through her attempt to kite with Song of Celerity.
- Do not Meditate in front of her team after Crescendo; use the window to leave or finish her.
- If Crescendo is down, she has no reliable way to stop Highlander.

SorakaFavoured
Soraka can delay the kill with silence and healing, but she lacks the control or damage to beat Yi alone.
Watch for Infuse silences Master Yi, stopping Alpha Strike, Meditate, or Highlander timing during the first exchange.
How to beat
Walk at her rather than opening with Alpha Strike if she is clearly holding Infuse. Once the silence is used, activate Highlander and stay on her through Starcall; save Alpha Strike for the moment she tries to leave your attack range.
Later Yi wins any isolated side-lane fight, but Soraka's real value is denying resets and keeping carries alive. In teamfights, kill her only if she is exposed; otherwise force Wish and Astral Blessing first, then re-enter when the enemy frontline cannot protect her.
- Do not rely on Meditate while Infuse is available.
- Her Astral Blessing armor makes short trades worse than a committed all-in.
- Highlander ignores none of her silence, so wait out Infuse before pressing key spells.
- If Wish is available, expect the kill to take one extra damage cycle.

TaricUnfavoured
Taric's armor aura, heal, and point-click stun make him much better at denying Yi's auto attacks than most supports.
Watch for Dazzle stuns Master Yi and gives Taric the time to Shatter, heal, or force Yi to waste Highlander duration.
How to beat
Do not duel him inside a minion wave where Shatter and Gemcraft trades are free. Bait Dazzle with short movement forward, then commit after it lands or misses; if he still has Shatter armor up, extend the fight rather than trying to burst through it immediately.
Later Yi eventually kills Taric in a long side-lane fight if he has enough sustained damage, but it takes time and is rarely worth it. In teamfights, Taric's armor aura and Dazzle are there to stop your reset chain, so enter after Dazzle is spent or buy cleanse if he saves it only for you.
- Do not Alpha Strike first if Taric is holding Dazzle for your return point.
- Shatter's armor aura directly lowers your kill speed, so expect the duel to be longer than his support label suggests.
- Executioner's Calling helps only if his healing is the thing keeping him alive.
- Mercury's Treads reduce Dazzle but do not solve his armor stacking by themselves.

TeemoUnfavoured
Teemo is a hard duel because Blinding Dart removes Yi's auto-attack damage during the exact window Yi wants to burst him.
Watch for Blinding Dart blinds Master Yi, causing his basic attacks and Double Strike damage to miss during the all-in.
How to beat
Do not press Highlander into a fresh Blinding Dart unless you can cleanse it. Force Teemo to use Q defensively, wait out the blind, then Alpha Strike back onto him and finish before Move Quick creates distance; sweep around likely Noxious Trap paths rather than chasing in a straight line.
Later Yi can side-lane into Teemo only if he controls mushrooms and has an answer to blind. In teamfights, Teemo is usually killed after Q is down; otherwise Yi loses too much reset timing to blind and poison chip.
- Quicksilver Sash can remove Blinding Dart and turn the duel instantly.
- Alpha Strike during the blind if you cannot disengage, because autos are wasted anyway.
- Do not chase through common mushroom lines while Highlander is ticking.
- Doran's Shield is useful early because Toxic Shot adds repeated ranged poke.

TristanaUnfavoured
Tristana's Rocket Jump and Buster Shot give her two separate ways to break Yi's melee uptime before his damage can finish her.
Watch for Buster Shot knocks Master Yi away and removes his Highlander contact window.
How to beat
Hold Alpha Strike until after Rocket Jump or Buster Shot if possible; opening with Q lets her immediately reset the distance. Walk her down with Highlander, force one displacement, then use Alpha Strike to reconnect and keep attacking during Rapid Fire's downtime.
Later A finished Tristana is one of the hardest marksmen for Yi to duel because her range scales and her self-peel stays relevant. In teamfights, flank rather than front-to-back, and do not reveal until Buster Shot is used or she is already trapped by your team.
- If you Alpha Strike first, Tristana can Rocket Jump after you land and win the spacing.
- Buster Shot can waste most of Highlander even though Yi is slow-immune.
- Her range from Draw a Bead makes late-game straight approaches much worse.
- Cutlass or Gunblade helps reattach after her jump or knockback.

TryndamereUnfavoured
Tryndamere wins many equal duels because Undying Rage outlasts Yi's burst window and his critical strikes punish extended melee trading.
Watch for Undying Rage prevents Tryndamere from dying while Master Yi is forced to spend Highlander time attacking an unkillable target.
How to beat
Do not fully commit while Tryndamere has high Fury and Undying Rage available. Trade briefly, force Spinning Slash or his ultimate, then use Highlander movement to kite the last seconds before turning back in with Alpha Strike as Undying Rage ends.
Later Finished Tryndamere is extremely dangerous in the side lane and can beat Yi if he times Undying Rage well. In teamfights, Yi should avoid being stuck on Tryndamere during his ultimate and instead look for resets on killable targets before returning to him.
- Count Undying Rage before using your final Alpha Strike damage.
- Mocking Shout lowers your Attack Damage, so do not judge the duel from the first few hits.
- Meditate can buy time during Undying Rage if you cannot kite away.
- Executioner's Calling helps against Bloodlust healing after his ultimate ends.

Twisted FateFavoured
Twisted Fate can stun Yi once, but he usually dies if Yi reaches him after Pick A Card is spent.
Watch for Pick A Card Gold Card stuns Master Yi and gives Twisted Fate the space to kite or land Wild Cards.
How to beat
Do not Alpha Strike into a visible Gold Card unless you are using it to dodge another spell and can cleanse the stun. Pressure him until he throws the card, then Highlander and Alpha Strike onto him before Gate can create a second screen of distance.
Later Yi wins the side-lane duel, but Twisted Fate's real threat is avoiding the duel and using Destiny or Gate to create numbers elsewhere. In teamfights, enter after Gold Card is committed or force him to choose between peeling you and controlling your carry.
- Watch the card above his head; Gold Card is the only one that really stops you.
- Alpha Strike can dodge Wild Cards, but it does not prevent the next locked card from hitting after you land.
- If he channels Gate in your face, save Alpha Strike or a movement item to stay in range.
- Quicksilver Sash is worth it only when his stun is deciding fights.

TwitchEven
Twitch can kill Yi from stealth with stacked poison, but Yi wins if he survives the opener and sticks through Venom Cask.
Watch for Ambush lets Twitch choose the first hit, stack Deadly Venom, and start Spray and Pray before Master Yi is in melee range.
How to beat
Do not walk into fog without vision when Twitch is missing; the duel changes completely if he gets the Ambush opener. If he appears, use Alpha Strike to dodge part of Spray and Pray's line and close distance, then Highlander through Venom Cask's slow and finish before Expunge stacks become lethal.
Later In a side lane, the winner is usually whoever starts the fight with vision control. In teamfights, Twitch's Spray and Pray can wipe your team if you chase the wrong target, so either kill him from a flank or wait until he reveals and has no peel left.
- Highlander ignores Venom Cask's slow, so do not waste cleanse on that alone.
- Alpha Strike can break his first Spray and Pray angle if timed after he reveals.
- Do not Meditate at high poison stacks if Expunge is still available unless it is your only survival line.
- Sightstone or Wriggle's ward active matters because Ambush decides the fight setup.

VayneUnfavoured
Vayne is hard because Condemn breaks Yi's melee uptime and Silver Bolts beats him in extended equal-item duels.
Watch for Condemn knocks Master Yi away, and a wall stun can end Highlander before Yi gets enough attacks off.
How to beat
Fight away from walls whenever possible and do not Alpha Strike first unless Condemn is already down. Walk her down with Highlander, let her Tumble, then Alpha Strike after Condemn or to follow her invisibility timing during Final Hour.
Later Finished Vayne is one of the worst side-lane marksmen for Yi because Silver Bolts ignores how much durability he buys. In teamfights, Yi needs a flank or allied crowd control; running straight at Final Hour Vayne gives her too many tumbles and one Condemn to reset the fight.
- Your first job is positioning: no wall behind you, no narrow jungle corridor.
- Save Alpha Strike to reconnect after Condemn, not to start the duel.
- Final Hour invisibility makes target tracking harder, so attack-move near her last Tumble path.
- Ninja Tabi is useful, but it does not answer Silver Bolts by itself.

VeigarEven
Veigar either kills Yi through Event Horizon control and burst, or dies immediately if Yi avoids the cage edge and reaches him.
Watch for Event Horizon creates a stun perimeter that can stop Master Yi's engage and set up Dark Matter plus Primordial Burst.
How to beat
Do not run directly through the cage wall; wait inside or outside the ring and use Alpha Strike only when it will land you past the stun edge or dodge Dark Matter. Once Event Horizon is down, Highlander straight at him because Veigar has no second escape tool.
Later Late game becomes more volatile: Veigar's burst can erase Yi, but Yi still kills him almost instantly if he gets contact. In teamfights, do not be the first champion shown to Veigar; enter after Event Horizon is used or carry Quicksilver Sash to keep moving.
- Alpha Strike can dodge Dark Matter, but landing into the Event Horizon edge still gets you stunned.
- Veigar's ultimate is less punishing against AD Yi than against AP champions, but the base burst is still lethal.
- Hexdrinker can buy the health threshold needed to survive his combo.
- If Event Horizon misses, do not give him time to wait out Highlander.

WarwickUnfavoured
Warwick's sustain and suppression make him favored in a straight duel unless Yi can cleanse Infinite Duress or burst through the healing window.
Watch for Infinite Duress suppresses Master Yi and deals damage while Warwick heals through the exchange.
How to beat
Do not start a fair melee race while Infinite Duress is up unless you have Quicksilver Sash. Bait his ultimate, cleanse it, then use Highlander and Wuju Style to win the post-suppression auto fight before Hungering Strike comes back again.
Later Warwick remains a strong side-lane duelist because his sustain scales with long fights. In teamfights, he wants to lock Yi before resets start, so stay out of his ult range until he commits or buy QSS and punish him for using it on you.
- Quicksilver Sash is the cleanest answer to Infinite Duress.
- Executioner's Calling cuts his passive and Hungering Strike healing during extended trades.
- Do not Meditate while he is free to keep attacking and healing unless you are stalling for cooldowns.
- His Blood Scent can reveal low-health escape attempts, so leave before you are in execute chase range.

WukongEven
Wukong can burst and interrupt Yi with Cyclone, but Yi can win if he tracks Decoy and saves damage for the real target.
Watch for Decoy makes Master Yi waste Alpha Strike or autos on the clone while Wukong repositions for a second trade.
How to beat
Do not dump Alpha Strike and Highlander the moment Wukong dashes in with Nimbus Strike. Hit once, watch for Decoy, then follow the real Wukong after the invisibility ends; if Cyclone is down, Yi's sustained damage can take over.
Later Side lane depends on whether Wukong can use Decoy and Cyclone to waste Yi's first engage. In teamfights, Wukong's Cyclone is more valuable than the duel, so wait for the knockup to start or end before entering for resets.
- The clone stops moving immediately; do not keep attacking it during Highlander.
- Cyclone's knockup can interrupt your reset timing even if you are ahead.
- Alpha Strike after Decoy is much stronger than Alpha Strike before it.
- Armor helps against his full physical trade, especially if he is using Crushing Blow armor shred well.

ZileanEven
Zilean rarely wants the duel, but his bombs, slow, and revive can waste enough of Yi's engage to make the kill uncertain.
Watch for Chronoshift denies Master Yi the kill reset and forces him to spend Highlander time killing the same target twice.
How to beat
Do not commit everything into a target already marked by Chronoshift unless the revive location is still punishable. Use Alpha Strike to dodge or delay Time Bomb damage, save Highlander for after Time Warp is used, and keep attacking only if you can stay on him after the revive.
Later Yi beats Zilean alone if Chronoshift is down, but late-game Zilean exists to ruin assassins in teamfights. Force his ultimate on someone else or wait it out, then enter when your first kill will actually trigger the cleanup.
- Highlander ignores Time Warp's slow, so his speed control is weaker once your ultimate is active.
- Do not count a Chronoshifted target as a reset; plan for the second health bar.
- Alpha Strike can make a bomb expire while you are untargetable if the timing lines up.
- Mercury's Treads are useful for repeated slows, but they do not solve Chronoshift.
No champion by that name.
18- Attack damage
- 275.65
- Ability power
- 0
- Armor
- 170.9
- Magic resist
- 124.9
- Attack speed
- 1.653
- Cooldown reduction
- 10%
- Critical strike chance
- 40%
- Move speed
- 400

Click an item to leave it out of the numbers.
Resources
- Health
- 1,992
- Health regen
- 18.45 / 5s
- Mana
- 919
- Resource regen
- 15.6 / 5s
Offense
- Attack range
- 125
- Crit chance
- 40%
- Crit damage
- 250%
- Life steal
- 30%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 8%
- Lethality
- 2
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QAlpha Strikerank 5/5
- Damage
- 306
- Monster Damage
- 816
WMeditaterank 5/5
- Heal
- 800
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.653
- Average hit
- 500.9
- Normal hit
- 332.2
- Critical hit
- 753.9
- On-hit damage
- 51
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 223.1 / s
- Time to kill
- 1.2s
On-hit
- Blade of The Ruined King51
Ruination · physical damage
Not counted: the active.
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 110.7
- Ability power
- 784.16
- Armor
- 145.9
- Magic resist
- 52.5
- Attack speed
- 1.023
- Cooldown reduction
- 14%
- Critical strike chance
- 0%
- Move speed
- 419

Click an item to leave it out of the numbers.
Resources
- Health
- 1,992
- Health regen
- 18.45 / 5s
- Mana
- 1,169
- Resource regen
- 17.6 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 11.25
- Magic pen, flat
- 15
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QAlpha Strikerank 5/5
- Damage
- 1,106
- Monster Damage
- 1,616
WMeditaterank 5/5
- Heal
- 2,368
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.023
- Average hit
- 152.9
- Normal hit
- 152.9
- Critical hit
- 265.8
- On-hit damage
- 40
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 6.4s
On-hit
- Spellsword40
5% of ability power · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 110.7
- Ability power
- 0
- Armor
- 86.9
- Magic resist
- 52.5
- Attack speed
- 1.023
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 355
Resources
- Health
- 1,992
- Health regen
- 18.45 / 5s
- Mana
- 847
- Resource regen
- 14.6 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QAlpha Strikerank 5/5
- Damage
- 300
- Monster Damage
- 800
WMeditaterank 5/5
- Heal
- 800
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.023
- Average hit
- 110.7
- Normal hit
- 110.7
- Critical hit
- 221.4
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 8.8s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 382.4
- Ability power
- 0
- Armor
- 86.9
- Magic resist
- 52.5
- Attack speed
- 1.931
- Cooldown reduction
- 0%
- Critical strike chance
- 85%
- Move speed
- 390.5
Click an item to leave it out of the numbers.
Resources
- Health
- 1,992
- Health regen
- 18.45 / 5s
- Mana
- 847
- Resource regen
- 14.6 / 5s
Offense
- Attack range
- 125
- Crit chance
- 85%
- Crit damage
- 250%
- Life steal
- 24%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 43%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QAlpha Strikerank 5/5
- Damage
- 306
- Monster Damage
- 816
WMeditaterank 5/5
- Heal
- 800
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.931
- Average hit
- 887.4
- Normal hit
- 390.1
- Critical hit
- 975.1
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 411.2 / s
- Time to kill
- 0.6s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.