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Master Yi Build Guide by Jonny Vang

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 Jonny Vang

The Way to Elo up

Jonny Vang Last updated on March 15, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
13
14
15
17
18
Ability Key W
2
4
8
10
12
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
 
 
 
 
 
 
Executioner
 
 

Offense: 20

 
 
 
 
 
2/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 10

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

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.


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Masteries

I like to get the extra armor because it let you have more health before you go ganking.


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Runes

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.


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Summoner Spells

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...

1. Backdoor
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


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Skills

Passive:


Master Yi strikes twice every 7th attack.

Explanation:


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.



Q:

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.

Cooldown 18seconds
Cost 80 / 90 / 100 / 110 / 120mana
Range 600

Explanation:



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.


W:

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.

Cooldown 45seconds
Cost 70 / 85 / 100 / 115 / 130mana
Range 20

Explanation:



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.


E:

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 30seconds
Cost 40mana
Range 20

Explanation:



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.


R:

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.)

Cooldown 75seconds
Cost 120mana
Range 1

Explanation:



Use it to...

Chase people

Farm harder

Run away

Chase people AND RUN AWAY

AND FARM

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


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Skill Orders

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.


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Early Game

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.


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Mid Game

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.


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Late Game

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.


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Team Fights

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.


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Pros & Cons

Pros

Once fed hard to stop
Supa Fast Ez to get a away
Super Easy to get Pentas but have to be played right
Fast Damage output

Cons Counter Jungled easy
Stun=Good Fight unless Quicksilver Sash to get away the cc
Dies without ulti