Master Yi Build Guide by micler12
Not Updated For Current Season
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Master Yi Build
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.
Master Yi is a great on many departments. This build focusses on AD and AS. Late game with full build the stats are about 320 AD, 2+ AS, 451 movement speed and 25% lifesteal. So such type of Yi is very usefull when it comes to 1v1, pushing massive waves of minions and destroying towers. You can see all his pros and cons in next chapter.
Master Yi - The basic
Release Date: October 27, 2009
Attributes: Carry, Melee
Cost: 450 IP Points or 260 RP Points
Health 444 (+ 86 per Level)
Health Regen 6.75 (+ 0.65 per Level)
Mana 199 (+ 36 per Level)
Mana Regen 6.5 (+ 0.5 per Level)
Attack Damage 55.12 (+ 3.1 per Level)
Armor 16.3 (+ 3.7 per Level))
Magic Resistance 30 (+ 1.25 per Level)
Attack Speed 0.679 (+ 2.8% per Level)
Movement speed 330
Pros / Cons
+Pretty easy to learn overall
+Awesome attack speed
+Awesome damage with awesome crits
+Great escape/chase mechanism
+CD resets when you get a kill
-Vurneable to disables like blind, stun,...
-Pretty squishy untill you get Frozen Mallet
-Not so great in teamfights(no AoE damage(except Alpha Strike), you mostly engage after it already began)
-Mana problems if you spam Alpha Strike too much
Greater Mark of Desolation - Extra damage you crucialy need early game
Greater glyph of Celerity - Already low cooldowns with these glyphs...Say no more
Greater Seal of Clarity - For the mana problems. Great addon early game.
Greater Quintessence of Desolation - Same as marks...
I think I don't need to explain why I went for 21/0/9. 21 points in Offense gives you a great boost in damage, crits and things u definitly need. 9 points in Utility for better mana regen, more experience and extra gold if enemies are giving u a hard time farming.
Try to lane with champions that have root, stun or any kind of skill that can prevent enemies from fleeing the battlefield(slow can work too, I guess). After you have done that, peacefully farm and annoy your enemies untill you hit level 6 and get Highlander. Then you and your partner should annoy your enemies, so they hit about 1/2 life. Then your partner slows, stuns, roots(whatever he has) and you press E and R. Acording to the build you should get 40% AS boost and 50 extra damage. No way they can escape. Anyway, if they escape and you have pretty high health, u can use Alpha Strike and suffer those few tower hits(unless full health enemy champion is watching you and is like:"Hey, come to tha tower so I can stun you while u towerdive(Been there, done that)).
If you have succesfully killed your enemies on the lane, you can go freely kill some jungle monsters, maybe take blue buff or you can go gank. Pretty much your decision. If you are doing good, you should have Phage by now which should make ganking much easier. If you want to gank and you are not doing so great, you can grab Frozen Mallet sooner.
Now you should have some pretty good items which will help you in all departments. If you are doing good just peacfully relax and push. If you are fully builded but still your team fails...Dont worry. Tell your team to distract enemies, while you go backdooring towers.
--->Don't take Ghost as your summoner spell(duh).
--->Don't use your ulti to get to a fight, use it in a fight.
--->Take the lane nearest to the blue buff. Using Alpha Strike with your ultimate reseting cooldown to 0 every time you kill...You will have a serius mana lack. So go to near blue buff shop and take it.
--->Use meditate because its very usefull even with DPS Master Yi. When you are level 18 and have all skills maxed, medidate gives you 300 magic resistance for few seconds. All you can do is say i'm not ready to die to enemy Karthus when he wants to kill you with his ulti.
Great for lowering your enemys damage when 1v1, great for saving team mate on lane and great for chasing.
You know the felling when the enemy has escaped with 20hp? No more problems. Flash, bang, you have slained an enemy. Works the other way too. I preffer this skill over Ghost(you already have your ultimate).
Very usefull when you need that little extra damage, especially early game.
I first go with Alpha Strike for easier farming. Then I max out Wuju Style ASAP, while choosing Highlander when possible and Alpha Strike when needed. I max meditate at the end.
Double Strike - Master Yi strikes twice every 7th attack.
Passive that every 7th can take out great amount of oponent HP pool without any problem. Scales with your accual damage (also with enhanced by Wuju Style skill).
Timing it will be a nice thing now. Remember that when counter hits 6, this means your next atack will deal 2x damage. It means you can Alphastrike and double damage oponent. Good for harrasment.
Extremaly usefull in early game when every % of hp matters, as well as in late game when you diliver 1k crits (double 1k crit? shiny?).
Alpha Strike - Master Yi leaps across the battlefield with blinding speed, dealing magic damage to multiple units in his path with a chance to deal bonus magic damage to minions.
Master Yi leaps across the battlefield striking up to 4 enemies, dealing 100/150/200/250/300 (+1 per ability power) magic damage to each enemy with a 20/30/40/50/60% chance to deal 400 bonus magic damage to minions.
Cooldown - 18/16/14/12/10 seconds
Cost - 80/90/100/110/120 Mana
Range - 600
In my playstyle, this is my initiate skill, as well as escape mechanism (but this is very mob dependant escape mechanism)
Basicly you "rush" through 4 targets (mobs) and land a final blow on the targeted champion/mob spawning near him. You cant hit same person multiple times. You cant jump back to char that was already "touched", so catching 2 heroes alone wont mean you hit both of em 2 times, the spell will break after 2 jumps. This skill ignores your melee damage, damage is magical and gets lowered by magic resistance.
Meditate - Master Yi rejuvinates his body by focus of mind, restoring health and increasing his armor and magic resistance for a short time.
Master Yi channels, restoring 140/280/420/560/700 (+1.65 per ability power) health over 5 seconds. While channeling, Master Yi gains 100/150/200/250/300 armor and magic resistance.
Cooldown - 35 seconds
Cost - 70/85/100/115/130 Mana
Range - Self
Very underestimated skill. In late game it can be whole diference between going back to base or stay in lane and push another tower.
It might be good idea to take a single point in in in early game if you are getting too much harras damage.
Not much usefull in late game since you will regain more hp and faster and more efficient by just farming mobs with lifesteal.
Wuju Style - Master Yi becomes skilled in the art of Wuju, passively increasing the power of his physical attacks. Activating Wuju Style doubles the passive bonus damage for a short time, but the passive bonus is temporarily removed after the effect wears off.
Passive: Increases physical damage by 15/20/25/30/35.
Active: Master Yi can activate this ability to double its effectiveness for 10 seconds, but this removes the passive bonus until Wuju Style becomes available again.
Cooldown - 25 seconds
Cost - 40 Mana
Range - Self
Your primary skill. Passivly increases your swing melee damage. On Use you get up to +70 damage. Cannot be boosted by anything. Great skill early game. Scales with Double Strike.
Highlander - Master Yi moves with unparalleled agility, temporarily increasing Master Yi's movement and attack speeds as well as making him immune to all slowing effects. Additionally, killing a Champion refreshes all of Master Yi's cooldowns.
Increases Master Yi's movement speed by 40% and Attack Speed by 40/60/80%, and he becomes immune to all slowing effects for 6/9/12 seconds. Additionally, killing a champion refreshes all of Master Yi's cooldowns, and scoring an assist reduce the cooldowns by half.
Cooldown - 75 seconds
Cost - 120/120/120 Mana
Range - Self
Your Ulti and MOST IMPORTANT skill. This is what makes you a lethal killing ********* machine. Most of the way of usage is to chace fleeing enemies, but it can be either as offensive as defensive ability. It allows you to catch absolutly everything in no time. It allows you to safely flee without any fear of getting slowed (don't you love the red info "Cannot be slowed" apearing above your fleeing ***?)
Another great thing... after you chase down and rip your oponent apart while this skill is active... you can do it again on another champion... coz it refreses all your cooldows with no exeption of the ulti itself... so have fun with those double/tripple/multi/ultra-kills.
More or less your dps should look like this:
Alpha Strike on a hero -> Enable Wuju Style -> slap slap slap dead - profit!
Alpha Strike on a hero -> Enable Wuju Style -> slap slap o_O You want to flee? Go ahead -> Enable Highlander -> slap slap slap dead :) cooldows refreshed hmmm witch one will be next...
when you are sure of scoring a kill but you need to do it fast:
Alpha Strike on a hero -> Enable Wuju Style -> Enable Highlander -> slap slap slap dead :) cooldows refreshed hmmm witch one will be next... (watch your mana pool if you dont have blue buff)
In worst scenarios:
Alpha Strike on a hero -> Enable Wuju Style -> slap slap, whops he is beating my *** off... -> Enable Highlander and GTFO of there :)
Why Solo mid?
- Going 1v1 is way better than going 2v2. You are quite squishy early game, easy to harras, so if 2 champions focus on you early game you will die pretty much in 80% if not used a Flash or ulti to get away.
- Lvl up faster to 6 and gankonanza!
- You are much better mid killer than many ranged that go solo mid often. Often you will end up with kill every 2 lvls ending up with 3 or more kills while reaching lvl 6. Other champions like Ashe are totaly useless before lvl 6. Ashe has to go to base to replenish mana and kill on lvl 6 while her ulit is ready and that is not always sure kill (clense?)
- Taking tower down with Yi is matter of seconds while other champion is dead leaves you pretty often on lvl 4 tower kill on mark of 5-6 min and free to help other lanes.
- Safe creep killing. You need to last hit your mobs. on double lane you are often pushed back by range char and not earning money that you DESPERATLY NEED. Beeing in mid will let you farm alot easier.
- Mid is the best place for ganking after coming back from base.
- Close to other lanes for help and getting even more kills.
- Getting lvl advantage on 4(or even 5 if harrased and killed alot) witch is very viable (Wuju style maxed = 35(70) AD bonus! that is nearly an Infinity Edge bonus damage. So you have a free IE on lvl 9!
Yi Solo Mid - How To?
ALWAYS start off with Boots of Speed, 2xHealh Potion, 1x Mana Potion.
Put your 1st point in Wuju Style.
Head for mid lane to check who are you laning against.
If it is Heimer, and he planted his 1st turret down, kill it with activating Wuju style, port back to base and replenish hp+mana before creep spawn start. If it is Teemo try to force him moving and not beeing able to stealth in middle of the field.
If you face other chars, just hug your tower untill mobs come.
1st lvl is boring. Try to stand back and only last hit creeps for cash. You can try to force your opponent to spend mana, health pots, heal spell by hitting you. You have 2 hp pots to replenish hp anyway, dont hesitate to use em.
On lvl 2 take Alpha strike. This is the part where fun begins. Stack up your double strike untill you get "Your next strike will be double strike" buff. Let your opponent push a bit, you can try porting to base trick to lure them. When you feel you have enaugh space to chase and kill do:
Enable Wuju Style, Alpha strike targeting your enemy (so you will land on his location as last strike) Pop Exhaust and get a free kill. Heal is not enaugh to survive your attack but keep in mind what summoner skills does your enemy have. If it is flash be ready to flash with him/her to continue hitting.
If your opponent is tough, has high hp pool or armor, try doing same but without exhaust just to harras. than get your double strike ready again, and begin the action this time with exhaust into kill. Repeat untill you feel like it or you destroy the tower. If you see one of the bot/top lanes beeing pushed too much, dont hesitate to go there. You will have alot of space to chase them and evetualy granting you another free kill and a greatefull part of the team :).
On lvl 6 try to port to base to replenish mana/hp, and let your mid opponent push even to tower. Kill him/her with standard AS->WS->HL combo if nessesary flash or exhaust.
While picking items try focusing on getting AS as fast as you can (even buy Vampiric Scepter last in Stark's parting, than focus getting Zeal and again rush for Dagger 1st.
Why? We want to get those 7th hits landing as often as possible. (best in early game would be landing 2 7th hits in a single Wuju Style activation.
ABOUT THE Youmuu's Ghostblade
Yoyo is a good item but it is an overkill for Yi.
CDR is not needed coz of reset on cd's all the time. AD and Crit is low for the price. It costs that much coz of Active. But, You will depend on your active. You will have the AS only once every minute instead of passive. You will get bonus MS, but you will not benefit much coz of dimnishing returns.
Also if you think about Yoyo, what item would you remove from my build to put Yoyo in? Since Yoyo is not a great item for lategame, i suppose it would be either Stark or PD.
If you remove stark, you will suffer from no lifesteal making your jungling quite uneffective, if you remove PD, than:
PD cost - 2895g
Yoyo cost - 2687g
Diference - 208g
Statwise (What you loose prior to PD) - +30 AD, -15% crit, +20 ArP, -45% AS, -15% MS.
In my eyes, you loose too much.
You might say that it has active, but do you realy want to be dependable on cooldown on item? Also it doesnt benefit you on the most crucial part... FARMING. It would be quite uneffective to farm on your Yoyo active? :>
So overal, why double the thing you already have? (Highlander).
Leave Yoyo for champs that doesnt have Highlander, and they need it, like Mundo dps and so on.
What Style Should I Pick?
When I decide to play Master Yi I literally have the 3 rune sets set up and simply pick which kind of Master Yi I will play based upon my team composition. Here are some examples:
1. If the team has little to no AP damage I will of course pick AP Yi.
2. If the team has a lot of damage output but only 1 solid tank I will pick Off-Tank Yi.
3. If the team lacks any primary AD carry champion I will pick AD Yi.
4. If there is no significant deficit (unlikely) I will usually pick AP Yi.