Master Yi Build Guide by DEWO
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
Credit to Nhazul who made the art!
Welcome to my Master Yi by Belenzor guide.
You can find my other guides here:
Master Yi is a fast char that can diliver great amount of damage in short period of time. He is one of the greatest (if not the best) carry/pusher/farmer ingame.
Apart of great dps, huge criticals, great atack speed he has a superb chasing mechanism as well as it can be used as superb escape mechanism.
Pros and Cons
+Great atack speed
+Great escape mechanism
+Easy to play
-Squishy early game
-Vurneable to disables
-Easy to harras (Melee)
-Low HP pool
-After using Ulti on a gank that is not working out, he has no way of fleeing from battle.
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 :)
Greater Mark of Desolation
Greater Quintessence of Desolation
Marks and Quintessences for ArP. Atm the biggest damage wise boost stat ingame. Makes HUGE diference in early game. With your highest ingame AD base, you will be no match in most cases paired with those babies.
Greater Seal of Evasion
Great addition to Phantom Dancer and Numb mastery. Saved my *** soooo many times. Also great runes for tanks and all other physical champions. Costy (820IP each) but totaly worth it. If you dont have AP runes it will be a good sollution for squishy casters as well.
Greater Glyph of Critical Damage
I prefer crit damage over crit chance since it's more endgame'ish. Your crit due to PD + IE will be high enaugh to maintain this. I dont feel any urge to get % crit for early game since i depend on double strike and AS from 2 early game items (3 if you count boots).
You should start with picking up a Boots of Speed, 2x Health Potion and 1x Mana Potion, and head for a lane.
With your huge damage it shouldn't be much of a problem last hitting mobs. Try to harras a bit with Alpha strike+double strike -> run away combo. Stack up hits for double strike buff, enable Wuju, Alpha to enemy, hit once and run away (or kill :P but dont be greedy).
You should have gold for Berserker's Greaves SUPER fast. Get them. (might be forced to buy additional 2x Health Potion. You shouldn't be afraid of getting harrased (but not nuked!) so use those pots :). Dont get too coky tho.
On getting lvl 6 you should be able to score a kill or double kill with 1 ultimate. This full skill combo will probably drain you from mana quite much, you can get back to base to replenish and to get Recurve Bow. Always try to get the bow before lifesteal. Even if you have to go to jungle to kill fiew mobs. After you get this, you should get a Vampiric Scepter or completing Zeke's Herald fully.
If the early game situation is not going great and you cant buy Recurve Bow fast enaugh i HIGHLY suggest going for Zeal than get Targon's Brace to finaly complete Zeke's Herald and than complete Phantom Dancer as specified below.
Why focus so much on AS 1st? Coz we count on getting as many double strikes as possible. Crit is nice but it is a random thing in early game, and double strikes are sure. Make use of em. Your power with wuju style will be enaugh to take down even tanks.
Than you can jungle a bit to get red and blue buff, gank once or twice and get Zeal asap. This will give you that AS/Crit/MS boost you realy need.
You dont have to worry about your damage still so after fiew kills you should be able to complete Phantom Dancer with ease.
Now comes the "hard" part. Wuju will be maxed now, and you will see your damage dropping. We need some damage.
By this moment there is 1 rule you have to follow:
ALWAYS BE KILLIN' SOMETHING!
You have to be farming. Constantly. If you are not on a lane, pushing creeps/towers or ganking you should be farming in jungle, rebuffing. You have to always be on the move killing something/someone. If you stop you will get a huge gap in cash flow. Remember you are very item dependant, you need getting items constantly constantly constantly.
Now it is the time to gather cash for Infinity Edge. After you get this item... it's a GG already. Taking whole teams and turrets under 10s will be no problem. Push and farm farm farm.
If the game is still running, get another Vampiric Scepter and swap it into The Bloodthirster.
You have your 1 slot open at this point. If the game is still running you can pick:
Tiamat - for pushing mob waves in notime (helps alot if you are the one that takes care of BIG waves of mobs with super creeps.
Frozen Mallet - If you want to slow down your enemies and hit them more frequently.
The Black Cleaver - If you are facing realy tough tankers or heavy armored teams, this will rip them apart.
Guardian Angel - Imho the best pick for ranked games as last (6th) item.
In VERY VERY late game you can swap boots for:
Banshee's Veil - For heavy caster teams.
Last Whisper - Item for lategame armor penetration for ppl that face heavy tanky teams. Get this only if you already got Infinity Edge.
Force of Nature - for Heavy AoE teams (Fiddlesticks + Karthus combos for example).
Taric Sion Alistar Amumu Udyr
Nasus Dr. Mundo Nunu Swain
And ofc Supports :)
Blitzcrank Morgana Janna Lux
Heavy range dpsers (Especialy casters)
Malzahar Annie Ryze Tristana Veigar
Yi Solo Mid?
YES! You are better person to go solo mid than Ashe that is so commonly going solo mid just to farm creeps.
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!
Join the "Stop Ashe Going Mid" movement! make her go double lane where she realy shines and get the preciousssss solo mid for yourself! They won't regret it while you carry your team to victory later on.
Yi Solo Mid - How To?
ALWAYS start off with Boots of Speed, 2x Healh 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.
Middle lane champions that you will take with ease:
Ashe, Karthus, Anivia, Ryze, Veigar, Shaco, Sivir, Twitch, Janna, Swain
Amumu (stun, tank), Annie (stun), Corkie (valkirie), Ezreal (Arcane shift), Fiddle (fear), Katarina (shunpo), Kennen (lightning rush), Nildae (pounce), Tristana (rocket jump), Twisted Fate (stun), Zilean (time warp), Morgana (dark binding), Lux (binding).
Heimerdinger (Stun, blind, turrets, long range, passive playstyle), Teemo (blind, high damage, mushrooms), Kassadin (Riftwalk, silence, good damage), Sion (2sec stun, BIG DAMAGE, tough (passive), high hp), Malzahar.
I am still trying to get better on those hard champions, any1 that has some tricks i could try post :)
I also wanted to put a special place for an AWESOME item for Yi when you face a heavy Exhaust/Blind/Suppresion team.
There is NOTHING so crushing as blind for Yi.
I find this item EXTREMALY POTENT for you.
With your farming abilities it is not a big deal to buy it after your Infinity Edge.
It total cost is 1440 gold but will make your life WAY easier.
I fought against some heavy exhaust teams and i was getting totaly wasted by those exhausts.
After i bought this item i got a nice magic resistance witch also is good, but most nessesary it removed my blinds so i could totaly rape other team into pieces.
THIS IS SO WORTH TAKING, if you didnt go for Clense as Mastery spell. But i find exhaust and flash for killing way better than counting on clense and hoping that i will accualy use it :)
If i can buy Clense ingame why not? Not that killing about 40 minions to get it takes alot of time as Yi.
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.
A showoff what you can achieve with this build/playstyle
Played 1 hand with other one in my pants doin' solo rambo mode in group of 5 after i got tiamat basicly i quote the oposing team:
Well i could basicly do anything after i got double kill - first blood in mid solo.
I Also swapped Heal for exhaust in the guide but if you dont feel safe in mid lane, than stick to heal.