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Master Yi Build Guide by Palthios

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League of Legends Build Guide Author Palthios

Jungle Yi - The Original Gangsta

Palthios Last updated on February 20, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
13
14
15
17
18
Ability Key W
2
4
8
10
12
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 16

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 14

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


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Updates

1/27/12
*Added a Q&A video to the Build Section


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Introduction




Master Yi was the first champion I considered to be OP. I think we've all been there. Everyone Ive talked to considers Yi to be the original OP. It makes perfect sense why that would be the case. When you first start out you don't value defense or CC, so an offensive powerhouse like Yi would be OP in anyone's eyes.

The fact of the matter is that he's not. All that offensive power is balanced out by having really weak defense and literally no CC. Thats a big deal. Because of that, Yi isn't considered a viable champion by many.

He has a weak early game as well. Thats a problem when your only lane option in a proper team comp is top. Common solo top champions like Garen, Irelia, Akali, Volibear and many others, **** on Yi early game. In many cases your going to get easily zoned out and lose lane. Your going to need a significant amount of help from your jungler to beat most champs. Thats not acceptable.

Top lane is a junglers last priority. Bot and mid are infinitely more important. Getting kills in those lanes lead to getting Dragon. Top lane can and will get ganked, but its really important that top can take care of itself or objectives will be lost.

But there are things that Yi does very well early on. He farms extremely well and has great chasing ability, because he can counter Flash with Alpha Strike.

So what do you do with a champion that can farm really fast and has good offensive mobility, but lacks the early game strength to 1v1 most solo top champions? You put him in the jungle, where he only has one weakness.

Not having any CC means that he cant gank as well as some champions. But he is the fastest jungler in the game when you max Alpha Strike first. Faster jungling means more ganks and more chances of success. And you cant underestimate a champion that will constantly proc red buff. A level 6+ Yi with red buff is pretty scary.

I wont make the argument that Yi is the best jungler in the game, but I will say that its the best place for him to be. And thats what this guide is all about. Jungling and how to build Yi based on his strengths and weaknesses.

Pros:
- Supreme farming ability
- High movement speed with Ult
- Ult is potentially spammable
- Great chasing ability
- Built in bonus AD and ATS


Cons:
- Weak early game
- No CC
- Poor escapability pre level 6
- Extremely squishy


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Runes & Masteries



Runes

Greater Mark of Lethality
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Lethality
3

Look familiar? Same runes I use on Garen. These are very common for junglers because they serve a dual purpose. The benefit of armor pen is obvious, but they will help you jungle faster as well. Armor is always good for a melee champ, but you're going to need it for jungling as well. Flat armor is needed because attack damage is an immediate threat. Magic res is the only thing that wont be helping you jungle, but you need it regardless. Yi is really squishy. Magic res per level is the better way to go on these, since you wont be dealing with AP damage too much early game.

Masteries
1/5
3/5
2/1
4/1
4/1
1/1
1/5
1/5
3/1
2/1
4/1
2/5
1/1
1/1

I love this page. I use it on all my DPS junglers. I spec just far enough into both trees to get the jungling benefits and to have a good balance between the two for champion fights. Increased buff durations are absent, but I honestly don't miss it too much. I prefer the extra bulk. Especially on Yi.


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Skills




: This is what makes Yi the fastest jungler in the game if you max it first. Players generally don't and I think that's a huge mistake. This skill has a percentage chance to one shot jungle camps. The more points you put into it, the higher the chance. This is vital. Faster jungle times lead to more ganks.

But what most people don't realize is that Alpha Strike will also improve your gank potential. What do players do when a jungler reveals himself for a gank? They run. Because of that, you don't have the chance to get many auto attacks in. That makes CC and burst damage really important. Yi has no CC, but he does have the burst damage from Alpha Strike. MAX THIS FIRST!

Tip: Dont initiate a gank with Alpha Strike if the enemy has Flash. Save this until they burn Flash.

Tip: There's some cases where you can use this to help you escape. Target an enemy minion if it will lead you towards the safety of a turret, or to create distance between you and your opponent.


: When you max this last and you're not AP, its uses are few and far between. One early point into this will give you the chance to fend off the last few ticks of an Ignite, or maybe save you from a Karthus ult. I don't put points into this until I have to, because its so situational.


: This is a big part of what gives Yi so much carry potential. He has 70 bonus AD built into him... How awesome is that?

When to use: Champion fights, destroying turrets, early blue buff/red buff, Dragon, and Baron. Don't waste this on regular minions or jungle creeps.

Tip: Don't activate this until you're in melee range. I know that sounds obvious, but I often see players waste some of Wuju's duration by activating it too soon.



: This is what makes Yi the beast that he is. Attack speed, movement speed, and CC reduction sounds good by itself. But if you get a kill while this is active, the cooldown will completely reset. So Yi has the potential to have his ult active for the entire duration of a team fight. Thats insane.

When to use: Save this for champion fights. If necessary you can also use Highlander on turrets, Dragon and Baron.

Tip: Don't activate this until you're in melee range, unless you need the speed boost to close enough distance for an Alpha Strike because the enemy is retreating.


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Summoner Spells




Preferred Spells


: This isnt negotiable. All junglers need Smite to secure and possibly steal objectives.

: This is a very underused spell right now, so I'm glad that I'm working on a guide where I can feature it. The attack speed you get from this is crazy and it lasts for 12 seconds. That's a massive duration. Early on this is really going to help your gank potential. More attack speed is going to make red buff really dangerous. But its good throughout the game. I wait a pretty long time to build bonus attack speed, so this in combination with Highlander is really good.

Optional Spells


:This is always a good choice on a jungler as it improves your gank potential. And like Flash, it can be used offensively or defensively.

: This has become my favorite summoner spell in the game. It has offensive and defensive capability which is great. Use it to chase or escape.

Not Recommended


: Awesome spell. Teleport can win games under the right circumstances. But that's the problem. You never know how many chances you'll get to use this spell effectively per game. It could be a game changer, or it could be a waste of a slot. Yi can make very good use of this skill as the best backdoor champion in the game, but you're taking a huge risk. Not having Flash or Exhaust will really hurt your gank potential.

: This is a great spell. It does damage over time and cuts down healing effects by 50%. Of course you can also use this to finish off a runner. Great spell, but I don't like it in the hands of a jungler.

: Yi is more then fast enough and he already has a built in Ghost. Not a very good choice for Jungle Yi.

: It can be helpful, but it's not the best choice for a jungler.

: Better spell then people give it credit for. Heal is a totally viable spell after the buff, but its not the best choice for a DPS jungler.

Dont Ever Use


: This should be on your support champ.

: Yi isn't enough of a mana ***** to need this.

: This should be on your tank if anything.

: This shouldn't be used by anyone.

: Only useful if you're dead... Not a goal you should be shooting for.


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Build






Ive been playing Yi for over a year now. Ive tried everything from glass cannon to AP. All the popular methods definitely worked, but I never felt consistent enough. And thats exactly what lead me to making this guide. After I sat down and really made an effort to create my own build based on his strengths and weaknesses, I started looking around to try and find something similar. What did I find? Countless glasscannon builds. I dont understand it. Especially when every single one of those guides pointed out the fact that Yi is really squishy. So why in the name of Brolaf would you make the problem worse by not building any defense? Yi already has 80% bonus attack speed and 70 bonus AD built into him. Give the man some defense!

This is the main problem with most builds for any champion. Instead of building to counter a weakness, players will just accept it. They focus a build entirely on what a champ already excels at, as opposed to building based on strengths and weaknesses. This build was designed to do the latter, by giving Yi exactly what he needs, when he needs it.

Build



: Dont ever start out with a Vampiric Scepter. Thats a clear sign that your more focused on farming as opposed to doing your job as a jungler. Can Yi clear jungle with nothing but a Vampiric Scepter? He sure can. But you shouldn't do something just because you can. If you start with a Vampiric Scepter you wont have potions to heal. If you dont have potions to heal, you cant gank without recalling first. You'll run a serious risk of giving your buffs to the enemy if you try to.

There's going to be times when you cant gank for whatever reason, but its your job to be ready as often as possible. Always start cloth 5. Always.


: It's really important that you make this your first item. Without it, your going to move around the map like a snail. No boots means slow movement speed. Slow movement speed means less farming and less ganking.

: This is a must. You need every stat this item provides and the passive will help you capture objectives. Some people recommend selling this after you finish your build and getting The Bloodthirster. I disagree. When your item slots are full, you don't have anymore space to buy wards. So the last thing you want to do is sell an item that supplies you with wards for free. The value of this item is unmatched.

: It makes me laugh when I see people talking about how vulnerable Yi is to CC. Of course he is, but not anymore so then any other carry. Hes even less vulnerable in actuality, because he has Highlander which negates some CC. Anyway, this one item is all you need to counter CC. As a squishy champion, your going to need the magic res as well.

: A Yi without Frozen Mallet is like a bird without wings. You can get by living life on the ground or you can buy this and take flight. You can get by with Warmog's Armor, but you wont be as consistent. Anyone who thinks otherwise hasn't used Frozen Mallet enough to understand its effectiveness. There's going to be MANY times where you need that slow to proc on every hit to secure a kill.

By the time you can afford this, you'll have Wuju Style maxed out. That means you'll have 70 bonus AD from Wuju Style as well as the attack speed from Highlander and Surge. Because Yi has so much offense built into him, you can rush Frozen Mallet and still be strong enough to carry.


: This item is going to give you everything you need at this stage of the game. Increased DPS and defense. And you desperately need the defense. Believe me when I say that your going to feel really good after you buy this and Frozen Mallet. You'll have the DPS that Yi is known for as well as some really nice bulk that people dont expect.

: As a squishy champion, its very likely that you'll need more magic resistance. Wit's End gives you that and significantly increases your DPS. All that for the low low price of 2000 gold.

Final Item Choices


Attack Damage
: I would recommend getting this if your team is sufficiently bulky enough and you dont feel like you need additional resistances. Its pretty affordable for a BF item and you can use some more attack speed. The passive effect is very good as well and its really easy to get max stacks when you have Frozen Mallet. 45 armor reduction is really good on its own, but if you have 2 other AD champions on your team, that becomes a huge deal. That 45 armor reduction turns into 135 armor pen if all 3 of you are attacking the same target. This item is better then Last Whisper in every way imaginable and should be way more popular then it is.

If someone else already has The Black Cleaver, Youmuu's Ghostblade is something to consider.


Magic Resistance
: If you're having trouble with AP champions, this is the best way to go for this build. Banshee's Veil has better synergy with Frozen Mallet and Atma's Impaler then anything else.

Armor
: If your having trouble with AD champions you'll want to pick this up. Its very expensive, but thats ok. You'll get Warden's Mail along the way. This item is more effective on champions that draw focus and that makes it a good fit for Yi.

Build Summary


The first thing you should notice about the build in the cheat sheet is that every item is offensive, but none of them are glasscannon, as they all have defensive properties aside from The Black Cleaver. This is very important for Yi or any squishy melee champion. Glasscannon items will make the problem worse and tank items will hurt your kill potential.

The next thing I would notice is the price. In this case there's 4 item slots that are under 2500 gold and 5 that are under 3000. This build is super affordable, so you don't need to get fed to be effective.

Most importantly, you need to look at what a build does for a champion. My build counters Yi's weak defense by giving him all offensive/defensive hybrid items. I also counter his lack of CC with Frozen Mallet. And by correctly countering his weaknesses, he becomes a better killer.

This Isn't the only way to build Yi. But if you want to be consistent, this is the best way that I've seen.

Warmog's Armor vs Frozen Mallet


Frozen Mallet/ Atma's Impaler Stats

Health at level 18: 2692
Attack Damage: 53.84 ( Atma's Impaler passive) + 20 ( Frozen Mallet) = 73.84 AD
Passive Effect: On hit slow



Warmog's Armor/ Atma's Impaler Stats

Health at level 18: 3262 with max stacks
Attack Damage: 65.24 ( Atma's Impaler passive)
Passive Effect: Health regen


When I build a DPS champion its important to me that I can kill effectively on my own. That's why I don't get Warmog's Armor on DPS champions. Is that 500 extra health worth more then whats arguably the best CC effect in the game? No. I cant tell you how many times I've lost kills with Warmog's Armor because I didn't have the slow effect from Frozen Mallet. Warmog's Armor made me harder to kill, but I couldn't kill consistently. Whats the point of making a DPS champion harder to kill if it ends up hurting their kill potential?

Get Warmog's Armor on initiators and Frozen Mallet on killers. Its as simple as that.


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Jungle Routes




Route 1




Pros:
-Both buffs will be fresh when you're ready to gank


Cons:
-Not the fastest clear time


Route 2




Pros:
-Most efficient clear time


Cons:
-Yi doesnt need blue buff to clear jungle and its duration will be nearly done when you get to ganking
-Requires help from teammates to be fully effective


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Early Game




Lane Priorities


Bot lane: This is your main priority. Shutting down this lane affects the entire enemy team. How? Because getting a double kill in this lane leads to getting a free Dragon in many cases.

Mid lane: Generally, theres only one champion per team that will deal a significant amount of AP damage. So obviously, shutting that champion down will give your team a major advantage. This lane is next on the list, but its also the hardest lane to gank because of its small size.

Top lane: This is the furthest lane from Dragon, which is a very important early game objective. By choosing to play top lane, you're basically telling your teammates that you can take care of yourself. So dont ***** and complain if you get your *** kicked and your jungler only ganked once or twice. The jungler cant babysit top unless mid and bot are doing well on their own.

Ganking


Tip: ALWAYS ping the enemy you're about to gank. This will alert your teammate that a gank is about to happen. If you don't do this, you run the risk of your teammate not knowing that you're coming to help and they wont react properly. Even players with good map awareness can make the mistake of not seeing their jungler coming for a gank.

Tip: I've said it once already, but don't initiate a gank with Alpha Strike if the enemy has Flash. You want to counter Flash with Alpha Strike.

Tip: If an enemy is over extended, you can forget about lane priorities for a second and gank that player. As a jungler its important to take advantage of stupidity. And its definitely not wise for most champions to push far from the safety of their turret. Its a free kill in many cases.

Counter Jungling


This is something that I dont bother with very much anymore. After the jungle changes, its not worth the risk in most cases. The only time that I do counter jungle, is when its obvious that I can. If Im near top and I see that the enemy jungler is ganking bot lane, that would tell me its safe to see if his blue buff is there.

Regular jungle camps arent worth any risk now that the respawn times are so short.

Sharing Buffs


Red buff is going to be better off in your hands then anyone else. You need it early game to boost your gank potential, but you should be getting every red buff for the entire game. Yi can proc it more then anyone else.

Blue buff is a different story. You want to take the first one, but you should be giving the rest to your mage in most cases. Yi's mana costs went down, so he can definitely jungle without blue buff. But there are some cases where I do take Blue. If someone like Vlad or Kennen is mid, I'll take blue buff because they don't use mana. Its going to be more beneficial to me. I'll also take it if I have a bad mid. There's no point in giving a buff to someone that's already died twice by the time 2nd blue buff spawns. That's a good sign that your mid is just gonna die again and give away the buff while hes at it.

Dragon


Initial Spawn Time: 2:30
Respawn Time: 6 minutes
Reward: 150 global gold + 25 bonus gold to whoever deals the killing blow

Controlling dragon goes a long way to winning a game and the first can be the most important. Early game gold advantages set the tone for the rest of the game. If you can get dragon without the other team knowing, you'll have a major advantage. Why? Because they wont know the respawn time. Lets say you get dragon at 10:47, type "dragon 16:47" into team chat. This way your whole team knows when to get into position for the dragon respawn. Repeat this process and get in the habit of doing it. Do the same thing for Baron.

When to Dragon


Getting dragon is huge for your team, but going for it at the wrong time can be devastating. You can end up getting dragon stolen and giving kills to the enemy team at the same time.

The first dragon can be the hardest to get. You want to wait until you have Wriggle's Lantern or at least Madred's Razors. You never want to go for it when the entire enemy team is alive. If they have ward control over dragon it can go very badly for you. The only safe way to go for it in that case, is to have your support sneak off with an Oracle's Elixir and scout for wards. It's way too expensive to do early game. Another option would be to place a Vision Ward near dragon. Vision Wards will reveal other wards in the area. If you dont find any, its safe to assume that you can take dragon. But there could be other wards nearby that can still alert the enemy to your position.

The best time to go for Dragon is after at least 2 enemies die. If your bot lane scores a double kill this is the perfect opportunity, if they're in good health. Ping dragon immediately if it can be done. If you have a support to heal, getting dragon will be no problem if you're equipped for it. The enemy jungler wont be able to stop you, because he would be walking into a 3v1. You just need to keep him out of Smite range. It would be a good idea to have your mid lane come as well for the extra support if possible.


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Team Fighting




Focus


Focus is the most important aspect of team fighting and it should be discussed with your team every game. One mistake people make is calling out one enemy champ as the focus. You cant always focus the same champ due to different circumstances, so you need to prioritize.

Here are some factors that should be considered when choosing a focus:

-Durability
-Damage
-Ability to escape


Obviously you dont want to focus the tank. At all. If the enemy tank gets hit by anything other then aoe attacks, your not playing correctly. Dont put any effort into killing a tank until all other champs are dead.

Someone you dont want to put too much effort into killing first would be someone like Shaco. Garen is a good match for him because you can just silence him and take away his ability to escape. But otherwise your going to end up doing massive damage to him just to spend valuable time chasing. If you can do enough damage to take him out of the fight, thats enough. Focus someone else afterward.

A perfect focus would be someone like Annie. She has massive damage, aoe stuns, short cooldowns, and shes squishy. She cannot be allowed to live long or you will lose fights every time. Annie is a game changer in the right hands.

But like I said, you cant always focus the same person every time so here is an example of prioritizing an enemy team, by taking the above factors into consideration:

#1 Annie
#2 Ashe
#3 Shaco
#4 Blitzcrank
#5 Rammus

Simply prioritizing your targets goes a long way to winning a game.

Your Role In Team Fights...


... isn't very complicated. You have no CC, so all you need to worry about is directing your strength to the right target. The above section will help you with that.

Just try to not get caught out of position. You're not a tank and you have no CC. There's no benefit to you initiating a fight. There have been games where I was forced to initiate because I was the tankiest person on the team and we won, but that's not a situation where Yi can excel. Having a dedicated tank in top lane would be ideal, but even just a support tank like Taric or Leona in bot lane would be enough. You just need someone to blow a CC and tank some abilities before you enter the fray. This build will make you a good secondary initiator, but you shouldn't be leading the charge.


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Mid Game




Tip: Farm jungle or lanes whenever possible with Alpha Strike. Yi is one of the best farmers in the game and you need to take advantage of that. You can never have too much gold.

Tip: Dragon is still an important objective at this point, so you need to be aware of any opportunity to get it. That's your job as a jungler. Getting Dragon is a team effort 95% of the time, but its pretty easy for you to get it by yourself at this point as long as your team has ward control. You just have to look for the right time. If you went bot to push the lane back and a team fight breaks out top, your team will probably lose and there's nothing you can do about it at that point. But this is a good opportunity to grab Dragon if its up, or destroy a turret, because you know the enemy is no where near you. Be on the look out for chances to salvage a bad situation. You'll learn to read opportunities like that on your own as you gain experience in this role.

In most cases you'll end up killing dragon after a successful team fight, because that's the safest time to do it.


Tip: Buy some damn wards. If you can afford one when you go back to shop there's no reason not to. Dragon and Baron are always good places to keep wards up. Just one ward can change the flow of an entire game.

Here's a map of some proper ward locations:


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Late Game




Baron


Baron
Initial Spawn Time - 15:00
Respawn Time - 7 minutes
Reward: 300 global gold + global buff

Baron can be a game changer, but its important to realize that it doesn't ensure a win. Ive seen many players get really cocky with Baron buff and make stupid mistakes. Baron buff is an advantage that you want to have. Its going to make you more powerful, but its not going to make you invincible. Getting cocky is just going to lead to you wasting your buff.

When to Baron


Mid game Barons are possible, but highly unlikely. 95% of the time, the first Baron kill will come after everyone has hit lvl 18. Its really hard to get Baron otherwise, because you need to be geared up to get it quickly. Getting Baron unnoticed is near impossible in lvl 30 games. Players understand the importance of it and will keep wards over there.

The best time to Baron is right after a team fight. If you get at least 3 kills and the other two retreated to base, that's your chance to get Baron. But you have to do it quickly. 2 members of the enemy team cant win a 2v5, but its entirely possible for them to steal Baron from you at the last second. Especially if one of them has Smite.


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Video Guides




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Patch Notes




v1.0.0.129 - 2011-11-15

Alpha Strike mana cost reduced to 60/70/80/90/100 from 80/90/100/110/120

Highlander mana cost reduced to 100 from 120

v1.0.0.123 - 2011-08-09

Alpha Strike
Master Yi can now use Wuju Style and Highlander while Alpha Strike is active
Master Yi will now attempt to attack the target after using Alpha Strike to teleport to a champion

v1.0.0.118 - 2011-05-10

Alpha Strike teleporting behavior improved to be more consistent when near walls

v1.0.0.100 - 2010-09-08

Wuju Style tooltip simplified
Alpha Strike can no longer be cast while rooted

v1.0.0.86 - 2010-06-01

Fixed a bug where Double Strike was represented incorrectly on death recaps
Reduced the animation delay before performing Alpha Strike
Reduced the animation delay before performing Meditate

v1.0.0.85 - 2010-05-11

Attack Range increased to 125 from 100.
Double Strike now deals Double Strike on every 7th attack instead of by percent chance
Alpha Strike:
Cooldown reduced to 18/16/14/12/10 from 18.
Mana cost reduced to 80/90/100/110/120 from 90/105/120/135/150.
Reduced the total spell cast windup time.
Missile speed increased
Meditate:
Cooldown reduced to 35 from 45
Meditate now ticks every .5 seconds instead of every 1 second
Heal amount reduced to 140/280/420/560/700 from 150/300/500/750/1100
Mana cost reduced to 70/85/100/115/130 from 80/100/120/140/160
Armor and magic resist gained while channeling increased to 100/150/200/250/300 from 30/30/30/30/30
Wuju Style cooldown reduced to 25 from 30.
Highlander Assists now reduce all of Master Yi's cooldowns by half of the base cooldown amount.

v1.0.0.70 - 2010-01-13

Highlander now applies an additive attack speed boost, rather than multiplicative. This change means Master Yi won't be as strong with Highlander and a second attack speed increase (such as items).
Highlander now applies a multiplicative movement speed boost, rather than additive.
Highlander attack speed boost increased to 40/60/80%, from 30/50/70%

Closed Beta : v0.9.22.7

Stats
Increased Movement Speed from 320 to 325
Meditate
Now increases Armor and Magic Resist by 30

Closed Beta : 26, June. 2009

Double Strike:
Reduced proc chance from 15% to 12%
Closed Beta : 06, June. 2009

Alpha Strike:
Increased cooldown from 16 to 18

Closed Beta : 15, May. 2009

Meditate
Reduced channeling time from 6 to 5 (and made the end of the channel proc a heal)
Rewrote the tooltip to make more sense
Highlander
Reduced duration from 4/5/6/7/8 to 3/4/5/6/7

Closed Beta : 18, April. 2009

Increased cooldown on Meditate from 50 to 60
Increased Bonus damage on Alpha Strike from 50/125/200 to 150/250/350

Closed Beta : Week 7

Alpha strike Attack Damage reduced to +50/125/200 from 200/300/400 and now slows all targets by 60% for 4/5/6

Closed Beta : Week 6

Highlander cooldown changed from 30/26/22/18/14 to 20 at all levels, and no longer breaks net effects such as Ryzes Rune Prison


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Summary




Final Thoughts on Yi


Don't hate the champion, hate the player. Those are my exact thoughts on the popular view of Master Yi. Is he OP? No. Is he viable? Absolutely. I think Yi is totally balanced and exactly where he should be. Its simply up to the player to be smart enough to counter his weaknesses by building him correctly.

Links



My Youtube: http://www.youtube.com/user/Palthios

This channel contains all of my current video guides and will be the home of my future guides as well. You might find some music that suits you in my favorites as well :)

My Pandora Stations: http://www.pandora.com/#!/stations/play/696416964612193687

I have an indie and an electronic station if you're interested.

Scores



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Lore




Master Yi


Keeper of the ancient art of Wuju, Master Yi is a mystical warrior from the isle of Ionia. He descended from one of the few tribes dedicated to the preservation of Wuju, a martial art founded with the principles of absolute spiritual awareness of one's self and one's enemy. When the armies of Noxus invaded Ionia, Master Yi joined in the Ionian defense to fight the craven enemy, bringing his village honor through his unparalleled mastery of the blade. The ensuing battles ravaged the land, but no conflict inflicted as much horror as the day the armies of Noxus closed in on Yi's village. Left undefended, the village became the unfortunate test subject of the latest invention by an up-and-coming chemist, now known as Singed. The remains of the village that Master Yi returned to were so horrific that it remains a festering scar on Ionian history. To this day, no Ionian will ever publicly speak of what occurred.

After the Noxian invasion was contained, Master Yi fell into a deep isolation. For years, he trained morning to night, speaking to no one and refusing offers of consolation by fellow Ionians. The only thing stopping him from madly charging into Noxus battle lines headfirst was his pledge to keep the Wuju style alive. Even though he seethed with impatience, his rage became a tool for sharpening his practice of Wuju, developing stronger and deadlier skills for his eventual vengeance. The only thing that roused him was news of the League's formation, and Noxus' subsequent enrollment in the League. Master Yi now brings his mastery of the blade to the League of Legends with unflinching purpose: to avenge his kinfolk and end the predations of the Noxus once and for all.

"The art of Wuju lives on in Master Yi, and is plunged through the hearts of his foes." -- Soraka, the Starchild

Allies

Wukong


In the Plague Jungles, Kong ruled as king. He could wield a unique, natural form of magic and he was driven by zealous ambition. The Plague Jungles were the ideal setting for fostering his growth - he thrived on challenges and flourished in adversity. However, when he had surmounted every obstacle and defeated every opponent, he grew restless. Worried that there was nothing left to overcome, he sought counsel with the monkey sage who lived behind the Grand Waterfall. The sage told him a tale of hairless monkeys to the north who, with wits and strength, bent the world to their will. Kong was overjoyed at the prospect of such worthy competition, and he immediately set out to the north, hoping that the sage's story was true.

Traveling north, he crossed the Southern Wastes and then the Great Barrier. Unaware of the League, he arrived outside the Institute of War where he found Master Yi in meditation. Kong was eager to test the strength of these northern warriors, so he challenged Yi to a duel. Intrigued by Kong, Yi decided to humor him. Within moments of his first strike, Kong knew he was no match for Yi. To be the best, he would need a mentor. He asked Yi to take him as a pupil and to show him the wonders of the northern lands. In return, he would honor Yi by becoming the greatest warrior Runeterra had ever seen. Admiring his passion, Yi agreed, but only under the condition that Kong would one day teach the lessons of Wuju to a pupil of his own. In the spirit of this agreement, he renamed Kong '' Wukong'', and gave him a weapon suited to his unusual nature - an enchanted staff that the young Doran had crafted. The weapon was an unrivalled masterpiece. After rigorous training, Wukong joined the League of Legends to fulfill his promise and show the world the true power of Wuju.

''The first step to wisdom and greatness is realizing how little you know.''
- The first lesson of Master Yi

Enemies

Singed


Singed descended from a long line of Zaun's revered chemists. Even in his youth, his talent for concocting potions far outstripped that of his peers, and he quickly distinguished himself from his less extraordinary chemist compatriots. It came as no surprise to anyone when he was selected for apprenticeship by the infamous Warwick , master apothecary on a lucrative retainer with the Noxian military during their campaign against Ionia. Within Warwick's laboratories, Singed toiled without end, rapidly absorbing every detail of his predecessor's deadly craft. Singed had little concern for the death and destruction that was the fruit of his labors. By the time the curse of lycanthropy descended to claim his master, Singed was poised and eager to make the transition from workhorse to innovator; he was ready to share his genius by bringing a new brand of suffering to the Ionian front. His zeal for progress was unquenchable, and when suitable test subjects proved to be in short supply, the eager chemist was often thought to turn his volatile mixtures on his own flesh.

When the uneasy peace created by the League of Legends settled on the world, Singed journeyed to the one place where he was still able to showcase his beloved craft: the Institute of War. By this time he was barely even a man, his body both ruined and sustained by his ingenious craft. A thousand burns - accidents of shadow and flame - mar his ravaged form, and exposure to such harsh conditions has deadened his nerves, hardened his body, and strengthened his physique, transforming him into a veritable juggernaut. This, combined with a formidable arsenal of deadly concoctions, makes Singed a force to be reckoned with on the Fields of Justice.

"My deadliest dose shall bear my patron's name!" - Singed, having just christened the Insanity Potion