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Master Yi Build Guide by Shingetsu

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.


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League of Legends Build Guide Author Shingetsu

Master Yi, the viable bladesman

Shingetsu Last updated on February 8, 2012
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Ability Sequence

1
8
10
12
13
Ability Key Q
4
14
15
17
18
Ability Key W
2
3
5
7
9
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 22

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 8


Guide Top

Introduction

Greeting!

usually, when this guy is seen in a game, people think 3 things:

  1. Master Yi noob
  2. This guy will feed
  3. Troll that picks unviable champs
This build's goal is to demonstrate (and show how) to make Master Yi viable and a worthy asset in a team. (note, this is NOT a beginner's guide, this guide is also NOT made for ranked, it works well in any level in normal including 600+ wins games. It can work in ranked as long as you last-pick him and there are no DIRECT counters to him. Who are the direct counters I will discuss later.)

All jokes about ad carry Sona are to be considered hypothetical.


Guide Top

Pros / Cons

Pros

+Best melee ad damage output in the game
+Extremely fast takedowns
+Has a gap closer that renders him invulnerable
+Very large snowball
+Each champ taken down with ult active gives back all CDs (including ult), which makes taking down more much easier.
+One of the best (if not THE best backdoor/pusher in the game.
+Best ad steroid in the game (including Enrage, except for the passive effect)
Cons

-Let's admit it, he's squishy
-Easily demolished by more then 1 non-slow CC spell
-Slow start
-Can be countered if the enemy guess what you're doing.


Guide Top

Summoner Spells

My preference
Flash is effective on Master Yi as you already have an incredible #better-then-ghost-and-surge-together ulti Highlander =D, whereas Alpha Strike cannot be used defensively or jump over walls with no vision.

Smite is a MUST since you will be jungling (int this build anyway), and jungle w/o smite, especially on a snowball champ is NOT good!



Notable Mentions
Synergy with your Highlander, and general move speed to keep attacking a target. Useful if they have a lot of healers on their team, like Soraka, maybe also use it against duelers like Xin Zhao so they can't heal much when they fight you. Master Yi is afraid of CC. Enemy team get CC. I get cleanse. Laugh in their faces =D This is mainly viable due to your low CC, if you're planning to get a Frozen Malle you're better off without it though.



Unviable Choices
I've seen Master Yis get this, and I find it strange... It's understandable on ap Master Yi that spams Alpha Strike, but not on an ad Master Yi that mainly uses it as a gap closer/farm tool... You won't run outta mana a lot, really. Teleport would be an ok choice on laner Master Yi, since you have 2 summoner spells, no need for smite. On jungle Master Yi though, it's much more worth it to invest somewhere else.


Guide Top

Runes

Runes

Greater Mark of Critical Damage
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Lethality
3

Greater Seal of Mana Regeneration
9
Is my rune build for him. Why? This one is pretty simple, Master Yi thrives on critical strikes, getting more damage on them is an easy acquisition, and lets you pull off those incredible 2079 double crit with passive.



You WILL be mana hungry in the beginning of the game, as you will depend a lot on Alpha Strike to take down creeps. This should allow you to give blue to your ap carry, and still jungling well.



This is less obvious. Later on in the game, you will be demolishing pretty much all ad champs, your weakness will be CC. CC is mainly found on mages. Mages do magic damage. Since those that control your weakness do magic damage, you should primarily protect yourself from them.
NOTE* glyphs give more MR then seals, and seals give more MP/5 then glyphs. Not the other way around.



Greater Quintessence of Desolation
The main goal here is to leave the crit damage to marks. But you still need armor penetration to do anything to enemies like Ancient Golem or any champ, in fact. This I get in quintessences, as 10 is usually quite enough early game (+ you should have armor pen % in masteries, so you will do well with these).



Possible Alternatives
Personally I prefer getting armor penetration, but if you need early ad, this is the way to go.



Is a very viable choice. Armor on a jungler is fine. You won't be able to give away blue as often though. Take this if you have an ap carry that isn't very mana hungry.


Guide Top

Masteries

Masteries
3/5
2/1
4/1
4/1
1/1
3/5
1/5
3/1
1/
3/5
1/1
4/1
This is what I generally get.
Brute Force and Butcher are for a better early game, and easier jungle.
Alacrity , Weapon Expertise , Deadliness and Lethality are obvious choices, Attack Speed, Armor Penetration, (Attack Damage/Critical Strike Chance, AD as of patch) and Crit Damage are all core components of Master Yi.
Sunder is there for even more armor penetration.
Whereas Havoc and Executioner allow you to deal a ton of bonus damage and finish targets off easily.

Then I get Good Hands for less time spent dead (and to get next level).
Improved Recall is there because a jungler should be capable of going back quicker, and it's useful for escaping/juking. I'm also a die-hard fan of it :P
Finally Swiftness is for an additional move speed buff, as you will sell your boots later on (but have 2 Phantom Dancers, so it's ok).



Possible Alternatives
Masteries
3/5
2/1
4/1
1/5
4/1
1/1
1/5
1/5
3/1
1/
3/1
2/1
3/5
1/1
In this I get Vampirism instead of sunder, less damage taken from creeps, damage returned to creeps, bonus armor and hp regen. This is good for having a sustained jungle, use it mainly if you plan to gank, and then return to the jungle with low health.



Masteries
3/5
2/1
4/1
1/5
4/1
1/1
3/5
1/5
3/1
1/
3/1
1/1
3/5
Here I get bonus damage to turrets and bonus mana and mana regen. This will allow you to push when the enemy is away from their lane easily and spam skills more giving blue pretty much always to your ap carry. Use this if you plan to push a lot and give blue non-stop.


Guide Top

Skills Explained


Double Strike:
Hits twice every 7th attack
This gives you crazy damage output late game. Your maximal crit will be around 1700 against squishy champions. This will hit them twice in the same amount of time as one attack, thus 3400 damage in one attack. And don't forget % bonuses from Havoc and/or Executioner !


Alpha Strike:
Teleport to target, leaping between enemies dealing damage.
I couldn't find a better way to explain it. You also have a chance to deal high bonus damage to minions, so that makes it a very good jungle tool. It also makes you invulnerable to damage (dodge skillshot nukes!) and is a great gap closer.

Meditate:
Gain MR and Armor, and heal yourself over time.
This is not your best skill (ap Master Yi loves it though). This will allow you to survive hard damage you can't avoid by running or invlurn yourself with Alpha Strike (for example if Ryze used Rune Prison on you).

Wuju Style:
A very powerful Attack Damage steroid.
This skill gives you (with the active) pretty much the most damage in the game. 70 that is. This will allow you to deal tons of damage early game.

Highlander:
Epic buffs. If you kill a champion, all CDs are reset.
This makes you run extremely fast (bigger bonus then ghost), attack very quickly (epic Attack Speed steroid) and will reset ALL (including itself) cooldowns if you kill a champion. While it's active you are also immune to slows, so you can chase your heart out. What's not to love?


Guide Top

Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Basically get Highlander whenever you can,
prioritize Wuju Style first as your epic steroid,
then get Alpha Strike since you're in the jungle and
Meditate last, but getting one point early on.




a possible alternative would be:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
or
[
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Because some argue that Meditate is more useful the jungle because of the armor buff and heal, getting Alpha Strike just for the utilitary teleport. I don't mind, it's your choice, I prefer the 1st version though.


Guide Top

Items

Starting Items:
Standard Situation
Item Sequence










This is the standard starting item. It let's you stay in longer, and is actually upgraded later on, (so you won't sell it uselessly).



I didn't do runes!!!
Item Sequence











Health Potion
50
If you got neither armor penetration, nor attack damage in runes, this is better as a first item.



Early Game (1st return to base till 25 min in)
Standard situation
Item Sequence











Vampiric Scepter
900

Infinity Edge
3600

Zeal
1300
I usually get B.F. Sword and Pickaxe the first time I return to base, this objective, and even an additional Zeal is easily doable.



I'm doing fine, but team feeding -.-, especially our ad carry Sona
Item Sequence











Vampiric Scepter
900

Zeal
1300

Zeal
1300

B. F. Sword
1300
Rush move speed and get to ganking! Your team needs you! Also begin building your IE.



I'm doing awful, I can't gank properly and get our ad carry Sona killed in ganks!
Item Sequence











Boots of Swiftness
900

Vampiric Scepter
900
Concentrate on jungling, and don't come out often. Ward lots. Wait till late game for domination.



We're owning so badly it's not even funny anymore!
Item Sequence











Zeal
1300

Infinity Edge
3600

Vampiric Scepter
900
Go all out, rush your build while you can. If you do things right you'll get your core before the situation reverses, and not let it reverse/



Mid-Game (25-40 min)
I'm doing ok, but team looks like it's getting shaken down.
Item Sequence











Phantom Dancer
2550

Phantom Dancer
2550

The Bloodthirster
3700
Just push for the win. You'll probably get a few turrets and dragon, the result of which should reverse the odds. Look in unique skills on how to push.



I'm still doing badly, but Sona is carrying! (or not)
Item Sequence











Youmuu's Ghostblade
2900

Boots of Swiftness
900

Infinity Edge
3600

Vampiric Scepter
900

Zeal
1300
Play defensively, try to push, but only when you know it's safe.



I'm roflstomping, they just don't want to surrender cuz their AD carry Sona votes no.
Item Sequence











Infinity Edge
3600

The Bloodthirster
3700

The Bloodthirster
3700

Phantom Dancer
2550

Phantom Dancer
2550
Go ALL OUT. Push, dominate and either make them surrender or mop up their remains off the floor.



Late Game (past 40 min in)
Full Build
Item Sequence











Infinity Edge
3600

The Bloodthirster
3700

The Bloodthirster
3700

Phantom Dancer
2550

Phantom Dancer
2550



I'm still dying a lot and Sona is yelling at me!
Item Sequence











Warmog's Armor
2850

Warmog's Armor
2850

Warmog's Armor
2850

Atma's Impaler
2300

Ninja Tabi
1100
Write "UUUURGH I'M MAD" and build this =D. Yes I am joking.



I'm still not doing well...
Item Sequence











Phantom Dancer
2550

Phantom Dancer
2550

Last Whisper
1300

Banshee's Veil
2450

Frozen Mallet
3100
Build into this and try to juke a lot =D, the game's about to end anyway.


Guide Top

Creeping / Jungling

You are the JUNGLER =D.
Start by either taking down the Blue Buff and giving him to your ap carry (if you got mana regen runes and/or masteries), after which do the regular route.

Regular route:
Wolves -> Wraiths -> Golems till level 4.

At level 4:
Ancient Golem (given to the ap carry) -> Golems -> Lizard Elder -> gank.

Or anything similar. Make sure you have both flash and Lizard Elder buff (at least Lizard Elder buff), to have the chasing potential.

Try not to waste ult.


Guide Top

Unique Skills

Dueling
Highlander + Wuju Style make you an athlete on steroids. Pretty much the best dueler in the game including Xin Zhao. Make use of it.



Invulnerability
Your Alpha Strike protects you from all damage. (Except AA already going your way). You can use it to make yourself INVULNERABLE to epic ults like, Requiem, Chum the Waters, and others. Use it wisely, don't waste it initiating a duel if he already jumped on you.



Pushing/Backdooring
Highlander + Wuju Style makes Master Yi one of the best pushers/backdorers. He can literally take down 3 turrets in a matter of 2 minutes... alone. (Yes I have done it).


Guide Top

Summary

There you go! Good luck mastering and having fun with this fun champ.
Feel free to try him in ranked, but people there are generally too smart to let this trick pass on them (they will take Malphite, Rammus and similar). But if your team goes 4 APs, it's a very good choice, since enemy won't really build much armor... hehehe
>:D