Master Yi Build Guide by CryMeARiven
Not Updated For Current Season
Master Yi Build
Not Updated For Current Season
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
This guide will show you how to dominate mid lane first and the overall game afterwards as Master Yi
Pros / Cons (AP vs AD Yi)
AP Yi's Pros
+Easy and safe farm in mid
+Easy lane domination through high damage and massive regen
AP Yi's Cons
-Gets weaker as time passes by (Useless in 50+min late game)
-High CD dependable
AD Yi's Pros
+High & Sustainable damage
+Really nice Ganks
+Reliable Enemy Carry killer
+Very fast farming (Jungle Yi)
AD Yi's Cons
-Absolutely depends on the Initiator/Tank on a team fight since he is squishy
-He's only capable of jungling (Ranked game team Rotation where there's : Solotop, Jungle, Mid, Ranged & Support)
Both AP & AD Yi are great, each with their own ways of being usefull. I mostly like AP more because he suits my playstyle.
Be smart with your abilities.
- Master Yi strikes twice every 7th attack.
That's your passive. Pretty much useless when you play as an AP Master Yi
- 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) magic damage to each enemy with a 20/30/40/50/60% chance to deal 400 bonus magic damage to minions.
That's your main (if not the only source of damage you have during early game [before you get Deathfire Grasp, Lich Bane, etc.]). Try farming melee minions with normal hits since they are probably not going to die just by 1 Alpha Strike and keep it until you are left with the 3 ranged and the Enemy champion. Launch on the minion that is away from your enemy so that he won't harrass you back. if you Alpha Strike once per wave you should be around 80% of your Mana pool all the time, while you are farming nicely and harrassing the enemy constantly.
- 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 (+4) health over 5 seconds. While channeling, Master Yi gains 100/150/200/250/300 armor and magic resistance.
That's the skill that makes you one of the most dominant mids so far, As it reaches level 2 it heals more than 40% of your health. Though be careful not to spam it too often as the CD is pretty long, the ideal is to Meditate when the heal you'll get is the actual full heal of the skill (That might need some training to achieve but it worths trying). Sometimes, Especially when your build is like Doran's Ring, Needlessly Large Rod, Sorcerer's Shoes, you can keep your HP down to 10-20% so that you may bait the enemy champion into diving you into the tower or getting caught by your jungler out of position. If the enemy dives you, Alpha Strike right in his face, pop Ignite on him then Meditate. This will make him lose his target (Because Alpha Strike makes you dissapear) and give him around 800 dmg if he gets 1-2 tower hits. Next Highlander or Flash on him and pop Alpha Strike on him again.
RedThinLine's TIP : Always allow the enemy champion to hit you once before you Alpha Strike on him or the tower will ignore him. Avoid doing that when your opponent has Ignite ready to use.
- 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.
Although this skill seems pretty useless on AP Master Yi it isn't. It's actually some (not something much, but some) extra dmg when you wait for Alpha Strike to be ready and it also enables Lich Bane. So if you Alpha Strike on an enemy, Auto attack an enemy then pop. Wuju Style and attack again you'll have Lich Bane's damage output proc twice. So it's not a useless skill at all.
- 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. (Assists reduce half of the base cooldown amount.)
A truly amazing skill. It helps you chase down the enemies or escape when the situation is dire. Always level it when possible (Levels 6-11-16). It also refreshes ALL your cooldowns. Not bad eh?
Flash/Ignite (That's why)
A true must on Master Yi. It's a great tool since it can be used as an "extension" of Alpha Strike or a sure escape way when combined with Highlander.
Since your damage is mostly a huge burst Ignite should help you grab kills even if your burst isn't enough. It also saves you from nasty Heal surprizes when you dive.
Pretty much usesless since Meditate has 1.65 AP ratio.
Meh, this could be used as an extra escape tool. Flash is enough most of the time.
Highlander + Ghost = Dafuq speed. It could make Yi ungankable but dead meat when cornered. It's good but not great.
It could work as a ganking tool. Same as Ghost. It's good, not great.
I NEVER had any issues with MP. It's a spell spot wasted.
Ok there's been some conflict over Exhaust. Here's the idea : Your damage comes from Alpha Strike so the Rotation would be like -> Alpha Strike -> Exhaust -> Normal hit for like 50 damage -> Keep waiting for the CD -> Still waiting -> You have been slain -> AYE! Alpha Strike is up! Oh wait. Exhaust is usable on Champions with sustainable damage such as Ashe or Tryndamere. So it's a no.
A support spell, out of the question.
Some AP bonus to finish off your opponent. I wouldn't pick it, i believe it's kind of useless.
Runes up next!
I've tried almost every possible combination that i could imagine and came up with this :
Greater Mark of Insight x9
Greater Seal of Clarity x9
Greater Glyph of Warding x9
Greater Quintessence of Potency x9
Why it's the best :
1. Magic penetration is a must since you are an AP carry
2. Magic resistance gives you an advantage over the enemy AP carry. You'll have 51 MRES at Level 1, which is A LOT.
3. MPregen i mostly pick this over extra AP or Magic Penetration to be Blue buff independant if the jungler decides not to pass any blue to me.
Items : Different layouts to adapt in any case.
Our main build is the one you've seen before. To be more specific :
The 1st item that we buy is , Although I'm mostly against any of the Doran's it's the best starting item after trying many. Next you buy a . After that get your . Finish your and procced your . Most of the games are over by the time you finish Deathfire Grasp. If not build either , , In an order that serves you better. E.G If the enemies are packing up MRes the build Void Staff 1st, If you just keep killing like hell make the Lich Bane to improve your damage, If there are a lot of team fights then build your Zhonya's Hourglass.
Below there are some different layouts that are to be used ONLY if the main build can't work.
Build #1 (Tankish AP) (Damage output : Average) (Survivability : Godlike)
Rylai's Crystal Scepter
Rod of Ages
Build #2 (What's that? Veigar?) (Damage output : High) (Survivability : Average)
Void staff Or (Same reasons as in main build)
A question that I got was : Why is Zhonya's hourglass in every build?
The answer is quite simple, In most fights I initiate with Alpha Strike & Deathfire Grasp to pick an enemy carry off quickly. Then I activate Zhonya's so that I get rid of any focus fire and enjoy the view.
Early / Mid / Late game (WHAT DO I DO?!)
Early game (levels 1-8): All you need to do is focus on your farm and keep harrassing the enemy mid so that he'll be intimidated by your presence. As i've seen a scared mid stays just behind his Ranged minions, which makes him an easy hit for Alpha Strike after the melee are dead (Cause it has a max of 4 targets. 3 minions + 1 Champion). If you play smart and avoid any stupid dives or getting urself pushed out of the lane you can get 2 or maybe 3 kills in your lane by level 6. I finish my Rabadon's Deathcap and Sorcerer's Shoes in 12-15 minutes if the game runs smoothly. Remember one thing : Intimidate to Eliminate.
Mid game (levels 8-16) : Ok by now we are kinda fed and we can start roaming a little so that we can get the other lanes fed too. Warwick Rammus Shaco and Fiddlesticks are the best jungle buddies you can gank with. DO NOT try to always keep Alpha Strike so you can last hit champions, You are not the only one that needs to be fed. You will need at least 1 more fed partner in order to have any chance during Late game phase.
Late game (levels 16-18) : You should have done enough by now to help your team win the game because your power slowly decays after Mid game. When in teamfight always do the initiation with the Alpha Strike & Deathfire Grasp -> Zhonya's Hourglass Rotation.
TIP : Do not destroy the mid tower unless you are ready to leave your lane and your farm.
Some mid Champions to be carefull against
As an AP Master Yi you'll not be in too much danger by any other mid except Ahri and Malzahar.
Mostly pay attention not to directly Alpha Strike these guys unless you are 100% sure that you'll kill them or you'll end up dying and losing your lane.
Also keep an eye when there's a stun combination in mid + jungle.If both mid and the jungler can't stun you they have absolutely no chance of killing you, even if you get caught out of position.
In general, avoid using Alpha Strike directly on the enemy champion unless you go in for the kill. Remember all your damage comes from your alpha strike.
Thanks for reading, Enjoy your game
Ok folks that's pretty much it, I hope you enjoyed this guide as much as i did. Please send any suggestion - tips - questions - feedbacks regarding this guide.
$Regards to RedThinLine for his "Absolute mid domination strategy guide"