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 The Wuju Bladesman can best be characterized as a dps carry. His abilities allow him to deal high amounts of damage within a very short window of time. Carry refers to the fact that he requires some time to gain quality items before he is able to become dominant/dangerous. Personally, I think his samurai appearance and his deadly use of speed make him one of the most enjoyable champions that LoL has to offer. His skills also have a very nice balance to them.
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.
Pros / Cons
+Pretty easy to learn overall
+Awesome attack speed
+Awesome damage with awesome crits
+Great escape/chase mechanism
- Slow early game
- Slightly item dependent
- And good disable can shut you down
- A little on the weak side early game
Youmuu's Or Last Whisper?
Youmuu's Or Last Whisper?
Well, the answer is simple. Whatever the situation calls for really. A majority of the time Youmuu's is going to be your best choice. If 3 people on the enemy team have greater than 100 armor, Last Whisper is your best bet. Any other time, Youmuu's will provide better penetration (lol). Even if they have exactly 100 armor, Youmuu's is still better. Why? Because if they have 100 armor, Last Whisper will give you 40 armor penetration, but this build provides a flat 45 armor penetration, making Last Whisper less effective for killing.
Another point I would like to bring up is the fact that you should never buy both. I shouldn't even have to explain this point. It's not that bad to have armor penetration runes and a Last Whisper, but having a Last Whisper and a Youmuu's is a bad choice.
Which Boots To Choose?
Which Boots To Choose?
These will be your most common choice. Classical AD carry boots.
You always have to remember that your ultimate will only stop slows, any other disable can still totally screw you over. If they have a CC heavy team, these may be your best choice.
These boots are totally unnecessary. You already move at very high speeds, there isn't a need for more.
The CDR is nice, but since we are going AD, it is pretty useless. Plus we get enough CDR from Youmuu's Ghostblade.
It is just absolutely absurd how fast you would go with these, but much like Boots of Swiftness, these are not a good choice.
No need for these since we are going AD Yi.
If you're getting wrecked by AD carries every time you show your face, these are the boots for you. 90% of the time they are going to be useless though.
I hope this guide gave you some good insight as to how good of a carry Master Yi can be, and that you have success with it. This guide was pretty extensive and took some time, so I hope it was an enjoyable read, and you can have many, many good games with it.