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Recommended Items
Spells:
Smite
Ghost
Items
Ability Order
Double Strike (PASSIVE)
Master Yi Passive Ability
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This is the ultimate Master Yi guide. The build is so strong, your enemies will rage-quit mostly, or blame Rito and God for it's existence..............................

Welcome to my guide mortals. The purpose of this guide is to present an unorthodox


As I was inspecting this item, and trying to figure out how the bonus scaling could be used, I noticed that while the damage component is reduced versus champions, the heal is not. In other words the 10hp on hit effect can be multiplied manifold during a game, achieving ridiculous healing with some farming. Combining this with


Season 3

Season 4

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Master Yi used to be a mindless hack and slash character, best built as a glass cannon, and played berserker style. But now I find, that he does so much sustained damage and healing, that if he can't be destroyed immediately, he will just shred the entire enemy team. This is where the bruiser build idea comes from. He will still deal the same damage, just slightly more slowly, and stay alive more that glasscannon Yi, so that he can push turrets and inhibitors after a carnage. |

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![]() ![]() ![]() ![]() ![]() Why not go deeper in the Offense tree? ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() Although Yi has a relatively high base hp and a good scaling on it, we don't have any flat resist early on - and ![]() ![]() |
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If you want to mix in armor penetration, replace some marks, since quints are weaker.

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Double strike Strikes twice after four hits Yi gains stacks in combat for every autoattack, and delivers an additional weaker hit on the fourth one. This hit also triggers the passive, thus effectively striking on every third time after the first rotation. However, on-hit effects are fully applied, triggering things like ![]() ![]() ![]() ![]() ![]() |

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Hunter's Machete This 300 gold sweetie gives you the best clear speed of all items. The only sensible start right now. |
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Wriggle's lantern Farm 1350 gold as soon as you can, and buy this. You can still gank, but make sure you don't have to back before you have enough. You will cut through creeps as if they were butter. |
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Ravenous Hydra The upgrade from Tiamat is very cost efficient, try to finish it ASAP, but only if you don't need some tankyness right away. The passive can be used instead of ![]() |
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Ninja Tabi Since I build Yi like a bruiser, I find these the best choice. Quite good against the current jungle meta (Lee, Wukong, Pantheon etc). |
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Spirit Visage If you buy any other magic resist item with this build, I will personally find and hunt you down. Very stat efficient, and makes healing from all sources better. Only exception if for some reason you need a ![]() |
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Guardian Angel This item is the "guardian angel" of high priority targets, which you are at this point. If used during a late game fight, it's best to sell it for a defensive item. Most importantly ![]() |
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The Black Cleaver Despite the racist name, this item is the best armor penetration option for this build, since it has crazy synergy with ![]() ![]() |
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Phantom Dancer Picking up this item will raise the critical strike chance , making you the ultimate executioner. Item of choice if there are still "squishy" targets you can dunk at this late stage. Only pick up if you go glass cannon, and buy ![]() |
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Blade of the Ruined King If the enemy is stacking health to counter you, you need to resort to this item. The active can also be nice for your burst. Replace Hydra with this. |
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Last Whisper Armor penetration for glasscannon builds. |
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Enchantment: Homeguard Very solid enchantment, saves time at base, and increases your presence around your nexus. No need for it though if you are dominating anyways. |
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Elixir of Fortitude Take this potion for increasing your powerspike after a completed item, or before a key fight. |

So far this guide has been about WHAT you need to play this build, in the following section you can learn HOW to execute it. Before the actual explanation, it’s essential to point out few things about the Master Yi. He is a pretty easy champion to pick up, learning the mechanics is pretty trivial compared to some other champions (just think of

Preparations
During the loading screen, think about the lane matchups. Compare your laners initiating tools and and the enemies’ escaping skills. This will give you an idea where you should try your luck with ganks initially. Early levels

Start
When the game starts, grab your starting gear and quickly cover the jungle entrances, or go invade with the team. If an enemy is revealed, check how much health and armor they have, and take advantage of this knowledge when you decide where to gank. This is important, because you want to start on the opposing side of the jungle. Generally if there is no obvious target, it’s best to start on the lower side, because you can get help from your support, AD carry. Use your

Jungle Clearing
A small note on proper clearing with Yi, this is especially important early to conserve health points. Always target the big monsters, and always start with a hit followed by an Alpha Strike before the monsters can retaliate. This accomplishes two things; first it’s free damage, second you have started charging Double Strike. The conserved health will start adding up very fast.
Early Ganking
Before you engage, make sure your ally has the same level as the enemy (or higher), or wait a few seconds for it to happen. You can either walk up to the enemy and apply the red buff slow (easier said than done – Ghost can help), or use Alpha Strike to close the gap. Don’t forget to walk in between attacks, or even block the enemy’s path if you can flank from behind. If you just right click on the enemy and attack automatically, the escape is much easier. What you have to do is click on the enemy, then click beyond, run a bit and then attack again. A cool thing you can do with Ghost is to actually walk through the enemy after applying the red buff to block the path. Similarly, if you have Flash, and the enemy used theirs, you should Flash over and behind them to make an escape harder. This is why you kite from the side instead of just walking up and attacking from behind. You can towerdive if you are sure the enemy is going down, unless you die in the process. Losing two buffs puts you back in gold and experience very fast.
Towerdiveing
A short explanation on how towerdives should be done. First, never dive alone, especially not at level three. If you have Alpha Strike, you can take one or two turret shots, then use it, as it drop tower agro, then your teammate takes the agro up and can tank one or two while you escape. If you do this alone, there is no other target, and you die in shame. Late game, however, you will want to towerdive alone when splitpushing, and an opponent cowers below a turret. It is recommended to pick up a Randuin’s Omen or a Guardian Angel when doing this, especially if you can get stunned. Other than this only dive if someone is really low and you can burst them before you take excessive damage.
Invasion
Instead of ganking a lane first, you can go and put some aggression on their jungler too. Typically junglers will have armor seals, and possibly up to 5 armor from masteries, but with the true damage from Wuju Style and red buff this should be no problem. Furthermore many junglers will rush a Spirit stone, which offers them absolutely no safety from Master Yi. Best case scenario is that you hide in a bush they walk through, and start smashing them with Wuju Style as soon as they enter, saving Alpha Strike for the escape attempt. If however laners come to join the skirmish, and you need to get running, always use Flash to jump terrain. This is much better then to just blink some steps forward, especially if you got slowed, otherwise chances are the 300s spell has been used in vain and you die.
Counterjungling
After making use of your red buff to gank and invade, you need to decide how to use your time the effectively. Yi needs gold to reach his core build and be threatening, therefore it makes sense to only gank when there is a specific teammate calling for help, or you can kill the enemy. Otherwise you can try to kill their jungler, and if that’s not working out take his camps for yourself. Note that leaving one minion will prevent the whole camp from respawning, which can be used to hold the jungler down on gold and experience. If this cannot be done either, you can always ward their jungle entrances, wait for a fight commitment, and countergank.
Counterganking
Since Mater Yi lacks crowd control to initiate fights properly, counterganking is especially powerful on him, because they will go far beyond their turret, and use important spells that could stop you. If this is the case, you have got yourself a meal, and a good chance to get a multi kill. If you brought a pink ward, you can strategically create a hole in their vision, from where you descend on the jungler/roamer like Batman.
Distance to Safety
An important concept you need to understand is Distance to Safety (DTS). This can be an enemy’s distance from their tower, or the jungler’s to a tower or their teammate. If the DTS is big enough, you can dish out lots of sustained damage before they can make an escape, and is an ideal opportunity to gank or invade. However, if DTS is small, you need to be able to burst them down, else it’s not worth your time. Top lane therefore is much easier to gank than midlane, because of their different lengths. When counterjungling keep in mind it’s best to engage where DTS is the biggest, if you have a choice that is of course. Additionally this is why you should absolutely destroy the outer middle turret when you have the opportunity to.
Early Buys
Always rush wriggle's lanters. After the first buy, you should aim for a



Camping Botlane
Once you reach level 8-9 and get Tiamat, transition from focusing top and mid to focusing mid and bot lane. This is part of contesting dragon, because following a kill or forcing someone to back for healing your team can use the numbers advantage to get a tower or dragon. You should absolutely buy wards, investing some money in vision can quickly return the money in kills or avoided deaths.
Skirmishes
At this point Yi really starts to excel in smaller skirmishes (two or three people fighting), although it’s best if you join after someone gets low, instead of starting them. Your Alpha Strike will be almost maxed, and you have the burst of Tiamat too. Most opponents will not have the resilience at this stage to put up a fight, and will start running, which is allright, because you are faster than they are. Since you do pretty nice AOE damage, having one opponent low on health, bunched up with others can mean you will get killreset after killreset to possibly clean up all of them. Look for these opportunities, because as much as grabbing one will put you far ahead and win the game. Be reminded that having a higher damage than anyone else at this point will not save you from dying.
Resource Management
Your next goal is getting Ravenous Hydra. Once this is done, you can use your jungle to fuel your ganks instead of farming it for gold. With Wuju Style costing no mana, you clear camps in no time thanks to the single target true damage on the big monster, and splash damage on the small ones. You will actually gain mana, thanks to the Big Wolf, Golem and Wraith. The lower you are on mana or health, the more they restore. This way you will always have the mana to grab an arising opportunity, instead of using it for creeping.

Teamfighting can take some getting used to with Master Yi, but doing it properly is very rewarding. I never had Pentakills as frequently as with the new Yi. (Remember, if your team fails to win five on five fights, don’t force it. Buy wards and go splitpushing aggressively.) So how is it done?
Playstyle - Assassin
Secondly you need to decide which approach you chose in the fight: assassin or fighter. Playing as an assassin is always better, but it’s not always possible. It depends whether or not your team can get someone low or locked up, so that you can clean up, resulting in resetting your skills, and cleaning up. Positioning is key. If you can, go in on your prey in a flanking maneuver, this way avoiding getting stuck in their front line. Get to the optimal position with R, jump in with Q, use Hydra,
and if necessary make a few attacks with Wuju Style. If you get the kill and reset, make use of a second Alpha Strike for the AOE damage and untargetabilty, and repeat. If not, you have highlander on, and using the good old approach, enhanced by the splash of Hydra, kill your next target with autoattacks. However, things are mostly not this ideal, and you will get a lot of damage and focus. You might have to Flash to save your life, or start Meditating if the skill is appropriately leveled. If Meditating is impossible in the middle of the fight (because it would just get interrupted), try flashing behind your frontline, and Meditate there.
Playstyle - Fighter
However, if you can’t play the assassin cleanup crew game, say they are too bulky to get low or even the ADC has Warmog’s, consider teamfighting like a fighter. This pretty much means to inflict as much pain as possible before going down. You might want to get some durability to soak damage you inevitably take. Dealing AOE damage from 3 sources definitely helps you do considerable damage, even if you keep getting peeled from your main target. In these cases you should time Alpha Strike to avoid big damage spikes or crowd control, or to jump on their back line once they think you committed on fighting the frontline and come closer.






Credit goes to JhoiJhoi and BLOOFYRE for pros+cons and masteries template.
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