Master Yi Build Guide by Jonny Vang
Not Updated For Current Season
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 has been one of my favorite heroes since the start of closed beta, seeing how you could farm so quickly with some luck gives you an edge against your opponents. This edge is not abused enough and is greatly underrated in todays High ELO scene. Very few players play him but in this guide I will show you how Master Yi can be a huge threat to the enemy team.
I suggest Yi for solo queue and not competitive play unless you main Yi.
From what I see it, the faster you attack the more you farm, especially with the madred/wriggles procs. Though you do need a fair amount of armor penetration to get the most out of your attack damage. So far these are the runes I am the most successful with, but it can be changed depending on your play styles.
Smite for jungling/farm.
Exhaust: For that early game advantage vs the other jungler, has the same similar long cooldown as flash and ghost but much shorter. If you get shutdown, then you'll be useful because you have something that shuts them down, and will give you the edge in that 1v1 fight to continue your spree with your ult.
Teleport for the threat of being able to...
2. Save a tower
3. Farm even harder
4. Teleport to a team fight
Other optional spells would be...
Flash / Ghost/ Cleanse/ Ignite/ Heal (Yes even heal)
It is all user preference and there is no most efficient way
Master Yi strikes twice every 7th attack.
This passive allows you to not only farm faster, but when you hit someone twice, it HURTS A LOT when you have A LOT of damage. Honest mistake if anything, I'm not sure if it allows you to crit during this double strike, out of the hundreds of times that I've played him, I have not noticed this at all.
Anyways it's a useful passive so take advantage of it and when the moment allows you to, run into the fight with this ready.
Master Yi leaps across the battlefield striking up to 4 enemies, dealing 100 / 150 / 200 / 250 / 300 (+100% of ability power) magic damage to each enemy with a 20 / 30 / 40 / 50 / 60% chance to deal 400 bonus magic damage to minions.
Cost 80 / 90 / 100 / 110 / 120mana
The best farming ability you have. It is the most effective on buffs, and wraith camps. So don't hesitate to walk in and steal the enemy wraiths, you must just get lucky and proc the entire camp.
Master Yi channels, restoring 140 / 280 / 420 / 560 / 700 (+165% of ability power) health over 5 seconds. While channeling, Master Yi gains 100 / 150 / 200 / 250 / 300 armor and magic resistance.
Cost 70 / 85 / 100 / 115 / 130mana
Great for negating nukes, and surviving certain situations. Think of it as the block button or, use it when you've escaped from a fight, and want to re-enter it.
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.
Great for farming and certain items such as Phantom dancer or Youmu's ghostblade. This skill gives you all the damage you need when you are opting for attack speed items or tanky dps. It also works nicely with your passive.
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.)
Use it to...
Chase people AND RUN AWAY
Hit people faster.
Refreshed by kills to be on steroids the entire fight, which does help out a lot, seeing how nobody can slow you, sometimes speed is the key.
Try to save tikl a team fight
In the jungle you don't want to level up meditate at all since it would burn your mana to hard. It would be better to level the skills that allow you to farm faster and harder, for maximum effectiveness.
Maxing Alpha Strike first, allows your % and damage on creeps to hit harder and farm faster.
Maxing Wuju Style will allow you to hit harder, even if you have no damage items and only attack speed, this passive will be all the damage you need when you want to crit people really hard.
here are several things you can do in early game.
Mini Golems --> Gank top or bot
Wraiths --> Wolves --> Golem
Mini golems --> Interupt their golem buff (risky)
Blue Buff --> Normal jungle rotation
Lizard --> Invade their wraiths
Invade wraiths --> do your wraiths --> wolves --> Golem
Mainly you want to farm early game, use your exhaust to your advantage, and always keep your lanes covered when they need your help.
Ward Dragon or ramp/tri bush areas.
If their jungler goes to gank top you better be doing dragon. (requires teammates, and wriggles)
AFK farm 24/7
Ganking with double buff (do not feed it, EVER unless it's going to be buff transferred to a teammate)
If you're doing well and you have a early youmu's, use it to gank others.
By now you should be okay on farming, but it is still ok to farm if you still have items to build but you should focus on team fights and positioning from here out.
Warding baron area : / ramp / tri bush/ etc.
If you have to, give your lizard to your ranged carry, and blue buff to your casters.
Don't be the one to initiate a fight unless you're tanky dps, and you're chasing someone down who got caught.
Wait for your team to absorb some of the spells casted by the other team meaning, don't go in first.
If you're low, you can run away, meditate, and come back.
Use ult when you're usually about to kill someone, or when you're about to do some massive DPS going into a fight. Activate Wuju Style, and use alpha strike to catch enemies or to avoid certain spells, or to do additional damage.
Use meditate as a block button for nukes like veigar's ult.
Try to go into the team fight starting with a double strike if possible.
Pros & Cons
Supa Fast Ez to get a away
Super Easy to get Pentas but have to be played right
Fast Damage output
Stun=Good Fight unless Quicksilver Sash to get away the cc
Dies without ulti