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Game patch 26.21Data Dragon 16.21.1

Reference patch 16.20.1

Master Yi Top · Swiftplay

Master Yi Top is an experimental Swiftplay route supported here by a three-match private completed-game review. The observed carry items fit repeated attacks and critical strikes, but the sample is far too small to establish the role or prove a best order.

Experimental routeFaster starting rules and queue evidence
Champion overview
Historical referenceRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
16.15 Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Swiftplay · Top

Swiftplay Top crit carry

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Experimental route
S
Swiftplay opening · separate from item 1

Guardian's Hammer

950 gold

Adds attack damage, health and life steal for physical champions who rely on repeated basic attacks in Swiftplay.

1
First item

Blade of The Ruined King

3,200 gold

Adds percentage-health on-hit damage and sustain for extended Top-lane trades.

2
Boots

Berserker's Greaves

1,100 gold

Adds attack speed and movement for repeated attacks and spacing.

3
Core

Kraken Slayer

3,000 gold

Adds a repeated-attack damage core after Blade of the Ruined King.

4
Late

The Collector

3,000 gold

Adds critical strike and execute pressure after the on-hit core is functional.

5
Flexible

Lord Dominik's Regards

3,300 gold

Adds percentage armour penetration when targets have meaningful armour.

6
Final critical damage

Infinity Edge

3,500 gold

Increases critical-strike damage as the final high-income slot.

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. Chempunk Chainsword
  4. LateThe Collector
  5. FlexibleLord Dominik's Regards
  6. Final critical damageInfinity Edge

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. First itemBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. Death's Dance
  4. LateThe Collector
  5. FlexibleLord Dominik's Regards
  6. Final critical damageInfinity Edge

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. CoreKraken Slayer
  4. Kaenic Rookern
  5. FlexibleLord Dominik's Regards
  6. Final critical damageInfinity Edge

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. Chempunk Chainsword
  4. LateThe Collector
  5. FlexibleLord Dominik's Regards
  6. Final critical damageInfinity Edge

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. First itemBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. Death's Dance
  4. LateThe Collector
  5. FlexibleLord Dominik's Regards
  6. Final critical damageInfinity Edge

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemBlade of The Ruined King
  2. BootsBerserker's Greaves
  3. CoreKraken Slayer
  4. Kaenic Rookern
  5. FlexibleLord Dominik's Regards
  6. Final critical damageInfinity Edge

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Runes and summoner spells

Runes and summoner spellsMaster YiTop

Use repeated combat and durability rather than gambling the long solo lane on one short trade.

Swiftplay
Primary tree

Precision

ConquerorTriumphLegend: AlacrityLast Stand
Secondary tree

Resolve

Bone PlatingOvergrowth
Summoner spells
FlashTeleport
Long-lane safety

Teleport preserves recalls and side-lane access. Ignite is a deliberate pressure trade-off, not a universal upgrade.

Respect the matchup

Keep the defensive secondary runes when repeated poke or one committed trade can decide the lane.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Physical burst

Death's Dance

Death's Dance delays physical damage so takedowns can stabilise the fight.

Sustained magic damage

Kaenic Rookern

Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

Kit reference

Master Yi abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
P
Passive

Double Strike

What it doesEvery few consecutive basic attack, Master Yi strikes twice.

Q
Q ability

Alpha Strike

What it doesMaster Yi teleports across the battlefield with blinding speed, dealing physical damage to multiple units in his path, while simultaneously becoming untargetable. Alpha Strike can critically strike and deals bonus physical damage to monsters. Basic attacks reduce Alpha Strike's cooldown.

Cooldown (s)20/19.5/19/18.5/18Cost50/55/60/65/70Listed range (units)600
W
W ability

Meditate

What it doesMaster Yi rejuvenates his body by focus of mind, restoring Health and taking reduced damage for a short time. In addition, Master Yi will gain stacks of Double Strike and pause the remaining duration on Wuju Style and Highlander for each second he channels.

Cooldown (s)10Cost40Listed range (units)20
E
E ability

Wuju Style

What it doesGrants bonus true damage on basic attacks.

Cooldown (s)14Listed range (units)20
R
Ultimate

Highlander

What it doesMaster Yi moves with unparalleled agility, temporarily increasing his Move Speed and Attack Speed as well as making him immune to all slowing effects. While active, Champion kills or assists extend Highlander's duration. Passively reduces cooldown for his other abilities on a kill or assist.

Cooldown (s)85Cost100

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Trade around the wave and your strongest cooldowns

1
Lane

Keep health and minions balanced so one poor trade does not decide the lane.

2
Map play

Move after the wave is handled and communicate if the opposing Top laner leaves first.

3
Fights

Choose between front-line duty, side pressure and carry access according to the champion kit.

Pings, movement and objectives

Master Yi Top map plan

Manage the long lane before leaving it. A useful move begins with a handled wave, a visible route and a teammate who knows you are coming.

Ahead

Use the side-lane lead without donating it

Ping
Ping Enemy Missing when the opposing Top leaves, then On My Way before a flank or objective move.
Stay or move
Push the wave before moving. Stay if leaving would hand several minions or your tower back to the opponent.
Objective
Arrive through a known route and mark whether you are front-lining, flanking or protecting a carry. Do not enter alone before the team can follow.
Even

Make the wave create the first move

Ping
Use Enemy Missing early, Danger on the route they may take, and On My Way only after your own wave is handled.
Stay or move
Move after pushing or on a shared recall. Do not follow through unwarded river merely because the opponent left first.
Objective
Tell the team whether you can move before the objective starts. Approach with vision and save the cooldown needed for the first real commitment.
Behind

Protect experience and communicate the pressure

Ping
Ping Enemy Missing immediately and Retreat if teammates are about to meet the stronger Top laner without you.
Stay or move
Do not match a stronger opponent through darkness. Clear the safe wave, then group by the shortest controlled route.
Objective
State early if you cannot contest. If the team still fights, provide control or protection instead of attempting an isolated flank.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Handle the wave

    Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.

  2. 2
    Signal the route

    Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.

  3. 3
    Enter together

    Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.

  4. 4
    Choose the job

    Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Use the guide

Put Master Yi into a real matchup

Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.

Prepare a matchupChampion overviewBrowse champions