Master Yi Build Guide by CryMeARiven
Champion Build: Master Yi
| Health | 2052 |
| Health Regen | 18.45 |
| Mana | 1097 |
| Mana Regen | 28.13 |
| Armor | 132.9 |
| Magic Resist | 64.56 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 423 |
| Gold Bonus | 0 |
| Attack Damage | 110.92 |
| Attack Speed | 1.023 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 619.85 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 10% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
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
+Amazing Ganks
+Decent initiation
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.
Cost
60/70/80/90/100 Mana
Range
600
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.
Cost
70/85/100/115/130 Mana
Range
20
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.
Cost
40 Mana
Range
20
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.)
Cost
100 Mana
Range
1
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)
Mercury's Treads
Rylai's Crystal Scepter
Abyssal Scepter
Zhonya's Hourglass
Banshee's Veil
Rod of Ages
Build #2 (What's that? Veigar?) (Damage output : High) (Survivability : Average)
Sorcerer's Shoes
Abyssal Scepter
Rabadon's deathcap
Banshee's Veil
Void staff Or
(Same reasons as in main build)
Zhonya's hourglass
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"
$$~CryMeARiven
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