Master Yi Build
On hit build item choices for final item
Threats to Master Yi with this build
|Aatrox||Useless champion, enough said. His q is so delayed you can have 200 ping and dodge it/follow it. Meditate aa reset his w 3rd proc.|
|Nasus||You can 1v1 him at almost all stages of the game, bloodrazer shred, and blade of the ruined king completely delete his health bar. His w does nothing to you if you have highlander. Remember if he is stacked, consider meditating his one of his q's.|
I have revamped the guide completely!
I am Autoswitched, I am diamond on EUW, and I main Master Yi I play casually and sometimes rank, i do stream sometimes feel free to follow on. (Somehow got gold 1 with 7/10 but still playing vs master/high elo players last season who are placed plat 1/diamond , da hell rito?)
I started playing the game at the end of season 3 in which I managed to get bronze 2 although during the pre season I hit gold. During season 4 I obtained platinum and from then on managed to hit diamond in season 5, and diamond again on an unranked account in season 6.
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Master Yi is considered a broken, and easy to play champion, however I will show you that this is a common misconception, and in fact he takes a lot of knowledge to play to his fullest potential. Master Yi can be quite overwhelming if played correctly, however you can easily distinguish a good Master Yi from a bad one. Master Yi requires timing, with his Alpha Strike, requires quick fingers, and reactions such as using Meditate to tank abilities, and using it as an attack reset to outduel, or secure a kill at a rapid speed.
Master Yi can be played in almost any lane, and can do very well. In the jungle is where he is considered to be a god due to his insane clear speed, and dangerous ganks. In lane, he is considered sub par to other laners however he can surprise a lot of unexpecting players as he is rarely played in lane, this can surprise unsuspecting people with his damage. I will discuss the differences and why each one has their respective strengths further in the guide. But for now, I will focus on jungle Master Yi
Remember, your team still needs cc so I highly advise unless you're really good with this champion not to pick him at all if you lack cc, if you're good with him, you'll be able to out rotate the enemy meaning you'll be able to capitalise on their positioning on the map, and either take a tower, take a dragon or just generally push a lane, as well as avoid confrontations which you can't win. Overall, you need to think whether your skill alone on Yi can win you the game, or whether picking another champion who will provide the needed utility your team needs.
The main strategy with Master Yi is to try and focus the squishy champions who hide in the back line such as the ADC, or AP mage via either simply using Ghost and Highlander to run straight through the front line of tanks and go right for their back line by using Alpha Strike to dodge any cc they throw at you, or try to flank them from a side you know isn't warded via the use of Oracle Alteration If the enemies are ahead, you can try split pushing to pressure lanes however you should be prepared to trade objectives such as dragon, and baron so split push smartly! Master Yi is one of the best champions in the game to tower dive with as he can use Meditate to tank the tower shots and use it as an attack reset, as well as use Alpha Strike to completely dodge the tower shot, once the kill is secured. you can use a reset to deaggro the tower shot by using Alpha Strike onto a nearby enemy minion.
tl;dr Yi is an easy to play champion on paper, but takes more thought and is hard to pressure with if in the wrong hands. Jungling is all about pressuring lanes, so being a good Master Yi and a good jungler are two completely different things, mastery yi may not be too mechanically hard, but he does require a lot more thinking than other champions such as Vi who simply press r on a squishy and cc lock them, and due to her being tanky, she can afford to get hit by cc abilities whereas Yi cannot.
Pros / Cons
+ High AOE damage with thanks to Alpha Strike
+ Very difficult to catch and chase due to having highest base movement speed in the game, tied with Pantheon, as well as mobility with Highlander
+ One of the few champions who deals true damage consistently
+ Untargetable with Alpha Strike can make difficult to focus down
+ Resets make him dangerous if a person dies in a team fight.
+ Red smite is really strong on him
+ Can be a bit harder to itemize due to his true damage
+ Deceptively tanky thanks to Meditate and can tank high damage abilities whilst taking so little damage due to it.
+ One of the best champions in the game for cleaning up
- Weak to targeted crowd control.
- If abilities used incorrectly, can be left vulnerable
- Really difficult to play at high levels.
- Has no built in cc
- Needs something to Alpha Strike if gets caught out to escape
- Naturally Squishy
- Will always be focused down.
- Everybody knows what his abilities do
- You may be flamed by enemy team for playing a "Non skill champion"
Runes are very important when trying to use Master Yi to his fullest potential. Attack speed will be your main rune setup as it will give you the strongest clear speed, and overall has the best scaling through the whole game. The rune page above will give you 29% attack speed, 27 armor at level 18 and 10% cooldown reduction at level 18 and in my opinion this is the best rune page setup.
If you are laning going Greater Mark of Attack Damage combined with Greater Quintessence of Attack Speed will give you the strongest dueling power whilst having decent attack speed as well as aiding you when you're last hitting.
Greater Quintessence of Attack Speed
Gives you stronger dueling power as you'll be doing more attacks per second thus applying on hits more, as well as Wuju Style Your clear also becomes greater. A personal favorite of mine.
Greater Quintessence of Life Steal
In my opinion you do not need these aa the life steal is very insignificant and when you're jungling you do not need sustain, you can use these in lane but they make your dueling a lot weaker. These used to be viable in lane before they got nerfed.
Greater Quintessence of Attack Damage
I don't use these that often, but they will give you more kill potential when ganking by giving you more burst, but attack speed in my opinion is more valuable as it allows you to pressure the map a bit better due to quicker clears as well as higher dps.
Greater Seal of Scaling Health
Hold on, health in the jungle? Yes, Master Yi has no need for armor in the jungle as his Meditate will sustain him, and once you get three, you can easily handle the jungle without getting wrecked due to the base stats. 216 health is like a Kindlegem for free, whereas 9 armor late game is nothing.
Greater Seal of Scaling Armor
I use these in 99% of instances when I jungle due to them being very strong even in the early stages of the game as hitting level 3 will make killing jungle creeps pretty easy. These are great as they outscale flat armor seals quite early.
Greater Seal of Armor
I hardly use these unless I find myself playing Master Yi in lane, pretty standard when laning.
Greater Glyph of Scaling Magic Resist
You're a jungler, and do not take much ap damage in the jungle as the gromp is the only jungle camp that deals magic damage as of season 7. By the time you start ganking, you'll have decent magic resist, and of course these outscale standard flats.
Greater Glyph of Scaling Cooldown Reduction
Cooldown reduction makes up for the Highlander nerf in which its coodlwon got increased from 75 seconds, to 85 seconds, this and can also make the difference between living and dying by having Alpha Strike up earlier, use 6 of these for 10% cdr.
Greater Glyph of Attack Speed
Gives a bit more dps, but cooldowns are more beneficial, 5% attack speed isn't really worth swapping 9 glyphs for.
Greater Mark of Lethality
Do not build lethality, as it sucks now, only 40% of the value will be counted towards armor pen until you reach level 18 in which it will be equal to the old armor penetration that we know, and obviously late game is where flat armor penetration falls off.
Greater Mark of Attack Speed
Use these as they're core, you can use flat AD but having more attack speed will give you more dps, and quicker clear in the jungle.
Greater Mark of Attack Damage
Useful for early ganks but fall of later on in the game,
Yi has some animation cancels such as cancelling his Double Strike animation of the second hit with Meditate allowing him to slip an additional basic attack in it allowing for three quick strikes dealing massive damage, he can cancel his basic attack animations into an Alpha Strike which will allow for overall quicker damage. Master Yi is all about using your abilities correctly, examples being using Wuju Style when you need it, and not using it randomly as it has a long cooldown, as well as losing the additional 10% bonus AD when on cooldown.
|Very strong passive as it gives you an additional basic attack which deals half damage, and Wuju Style applies to it, as well as any other on hit effect along with crits. After using it the first time, you only need to attack 3 more times as the second strike counts towards the passive. This passive is very strong when taking towers!|
|The backbone of Master Yi. Max first. Use this to carefully avoid abilities, and tower shots, you can avoid almost anything, even a Karthus ultimate if you time it correctly. You become untargetable and do insane damage, this ability can also critically strike dealing more damage. Auto attacks reduce its cooldown, and Double Strike helps reduce it too. It is also possible to avoid targeted abilities such as Lissandra ultimate however this will only be graphical side, and it will not go off cooldown however it can mind boggle them and they may not realize they can cast it again. You have two ways of dodging abilites, due to Alpha Strike having a cast time, it can dodge the cc however still taking the damage if timed correctly, this is useful for abilities that have no projectiles such as Infinite Duress and lissandra ultimate, thus you can buffer the stun duration during alpha strike.|
|Max third. Honestly makes little difference, but it can help tank a LOT! It reduces damage and increases the heal the lower health you have. This can be used as an auto attack reset, and even reduces tower damage, but not as much as regular abilities or attacks. This ability can also help tank ignite, so don't forget! Use this ability if getting focused down. A good Master Yi knows why this ability is so under rated!|
|Max second. The passive itself gives Master Yi a huge damage steroid. The active allows yi to do on hit true damage. Remember do not waste the active on towers as it does nothing at all, and while on cooldown, you lose the 10% extra attack damage.|
|Max whenever you can. Gives Master Yi insane mobility and attack speed, and allows him to become immune to ALL SLOWS! Yes, this includes attack speed reductions from champions like Malphite and Nasus. The passive is also what makes Master Yi a monster, not as broken as he used to be, but still a 70% reduction in cooldowns when he scores a kill or assist. This means score a kill, attack twice, and your Alpha Strike is off cooldown again, yes the ability that just used.|
Fury is much better than Sorcery as Master Yi only has one offensive ability which is effected by it, and having 4% attack speed is much more beneficial seeing as Master Yi is an auto attack reliant champion.
Fresh Blood is our choice however Feast can also be used if your laning, overall these masteries make little difference in choice but Fresh Blood is what I prefer to use due to giving you slightly more damage.
Vampirism gives extra healing, which also gives you small healing when you Alpha Strike, Natural Talent is a waste as it gives you very little stats, and ability power only scales with Meditate and even then its ap scaling isn't the best.
This tree once again makes no real difference however the main choices to go for are Bounty Hunter and Double Edged Sword but I go for Bounty Hunter as you will most likely get fed on different champions however in lane, Double Edged Sword comes out on top at the price of taking 2.5% more damage.
Battering Blows is obviously the winner, you deal no magic damage whatsoever so Piercing Thoughts does nothing.
I use Wanderer as it gives your ganks a little bit of extra power as well as mobility when moving to your camps or ganking a lane. Doing an additional 5 damage per hit thanks to savagery isn't really that beneficial as it only saves you around 1.8 basic attacks worth of damage per camp, this mastery is more suited to laners.
Runic Affinity is very strong as it allows you to keep your buffs for around 13 seconds longer however that may seem insignificant but having buffs for an extra 13 seconds can make the difference between winning or losing a duel. This mastery also extends BARON BUFF by 31 seconds! It also increases the buff dropped by rift herald by a whole 3 minutes! And finally giving elder dragon an additional 22 seconds, being able to have these epic objective buffs for longer is a very strong benefit compared to the other mastery points, however obviously in lane Assassin is much better and Secret Stash in my opinion only is really useful once you get your elixers.
Merciless wins as you're a damage carry, and although the mana regen is helpful from Meditation , it isn't worth losing the 5% additional damage for.
Dangerous Game is by far the best mastery as you'll be getting resets, you'll also be using a lot of mana, and being able to heal 5% of your missing health and mana is important. With Dangerous Game you'll always at the least, be able to cast Meditate to either survive Ignite, use it as an attack reset or to tank a tower shot. Bandit sucks as you're a jungler thus generally not procing this enough, and Greenfather's Gift is only really viable in lane in which you can proc it constantly.
|Master Yi is an auto attack heavy champion, so having more AD is helpful however in lane Thunderlord's Decree is the winner. This reworked mastery is overall a nerf for Yi as it takes longer to stack, deals less damage overall due to giving AD rather than increased on hit damage, however it is still better than going any other mastery due to Battering Blows being much better than Precision and Intelligence|
|Thunderlord's decree is a very burst orientated mastery as it does a lot of up front damage however falls off later on in the game when laning ends, Fervor of Battle out scales it heavily as well as Intelligence and Precision are both quite bad on Master Yi|
Sometimes people run Smite Teleport but these fall off late game as you're down an offensive/defensive summoner spell which could be used to either get a kill, or escape and prevent a death. It is good in certain situations,. Teleport also received a heavy nerf in which its cast time is now longer, and the cooldown no longer gets reduced when used on a tower.
Useful spells to take
|Use this if you want to play it safe. Being able to escape bad situations or secure kills. Also enables late game, flash Alpha Strike Wuju Style auto, instantly kill the adc if you build critical strike, Note: good supports WILL Exhaust you as you become targetable as they can still SPAM Exhaust on you|
|Due to the changes, this spell is now a staple for me as it makes up for the Highlander nerf, and overall gives Master Yi the ganking power he needs due to its extremely low cooldown, also the movement speed buff scales with level as well as allows you to move through units, so this spell is excellent for flanking, early ganks, and generally over powered as it allows you to engage like a monster|
|Useful against high burst assassin type champions such as Kha'Zix Fizz Rengar Riven and a few more. Exhaust will allow you to pressure the map easier with a targeted slow that reduces their resists, attack speed, and damage output making Master Yi impossible to duel at all portions of the game, heck he can even 1v3 if he exhausts the main carry. Combined with red smite Master Yi will be unkillable in 1v1 situations even if enemies bring their own exhaust due to Yi being able to dish out true damage, and being immune to the attack speed slow, and movement speed slow|
|Use this if you're either in lane or just dislike flash and you want to play aggresive, this gives you kill pressure and can also secure those much needed resets to ace a team.|
|Good against match ups where you'll be forced out of lane a lot, or you wish to play it safe. Adds a lot of pressure when you're laning due to the devastating power you have if laners are over extended.|
|Not really that useful, but good for baiting, or useful for tanking Ignitebut regardless you shouldn't really take Barrier|
|Same as Barrier, but the movement speed can be useful. Heal isn't as good due to a lot of laners running ignite, and if you're ignited, half the effectiveness of heal along with Barrier able to shield for more damage, and running this along smite is a poor choice.|
Completly rubbish, and never use:
All other spells.
Unlock a point in Alpha Strike first and max it first, get your Wuju Style second and max that second. Remember, always activate Wuju Style just before using Double Strike to get the most out of Wuju Style when you're either clearing your jungle, or in long skirmishes. Highlander will be always maxed before any of your skills as with most champions ultimate's.
Unlocking a second point in Alpha Strike rather than Meditate is more efficient in clearing, but remember that not dying is just as important so during the learning curves of clearing the jungle, you can get away with Meditate first.
Meditate under normal circumstances should never be used for sustain in the jungle as you're wasting a lot of time standing still, this ability should only be used if:
You ganked a lane, and are very low on health, however you need some gold to finish your item.
Didn't get a pull, so you're forced to level this third
You got invaded, but low on hp however still high enough to be able to do jungle camps if you use Meditate
Which jungle item to rush? This is mostly personal preference but if you plan on ganking a lot pre-6 I suggest using Stalker's Blade otherwise stick with Skirmisher's Sabre as it offers a strong DOT true damage effect which deals more damage, and even more if you're hitting them the whole time as the effect refreshes every auto attack and lasts 4 seconds, as well as burns them for 3 seconds. Effectively late game you can deal about 380 true damage which is only 100 less then ignite, on a 50 second cooldown which also reveals them and reduces their damage output by 20%. Remember that the upgraded smite items have no extra stats compared to the components so only buy them for the smites!
Master Yi now once again has a new build path due to Youmuu's Ghostblade being nerfed and in my opinion it's not worth getting anymore as the active made Master Yi a monster. I now prefer going The Black Cleaver as my 3rd item after finishing Blade of the Ruined King this build is very strong however not as good as the old Youmuu's Ghostblade build however really good at shredding tanks, gives you a lot of cooldown reduction making your Alpha Strike almost spammable in team fights, as well as having a low cooldown on Highlander. Edge of Night is REALLY GOOD! Lethality, 1.5 second channel on a low cooldown spellshield, and magic resist, however difficult to fit into the build. Build Mercurial Scimitar instead if they have specific cc you need to avoid like Ashe arrow, lux bindings etc. Build tank items such as Dead Man's Plate or Spirit Visage.
Switch boots for any situational boots you may need Skirmisher's Sabre - Bloodrazor Blade of the Ruined King Boots of Speed The Black Cleaver Dead Man's Plate Spirit Visage
item choices which are really good:
Randuin's Omen If they have a lot of crticial strike damage such as Yasuo
Guardian Angel is a really good late game item due to decent stats + second life.
Guinsoo's Rageblade is an overpowered item WHEN STACKED, however due to difficulty stacking, I don't recommend unless you know exactly what you're doing with the item, and how to stack it properly. This item got a nice buff in which it no longer loses the 25% attack speed when combined making it a very solid item, but once again difficulity stacking makes it weak. It is more for an objective base Master Yi game where you're split pushing a lot thus have the item stacked, or doing baron. The bug in which you'd deal damage to yourself has been fixed.
"Silence build" sort of
Runes are exactly the same, and same with the masteries.
So, what is this build? Well, I used to use an adaptation of this build before the build became known in which I used to go infinity edge, double phantom dancer in season 5, and that gave us 90% critical strike chance being able to just mow through just about anybody, this was due to devourer being a sub par item, until the tank meta rose in which it became an efficient item when I released my tank build, and more so when sated came out. Aka I built this Yi Meta :)
You will want to either rush Stalker's Blade or only buy the Hunter's Talisman to save 300 gold, and go straight for a Pickaxe or B. F. Sword whichever you can buy first, and buy a Zeal as this will give you attack speed, movement speed and critical strike chance without sacrificing stats, then proceed to finish Infinity Edge You'll now have a huge early power spike being able to crit around 500s 40% of the time in which the enemies have around 900-1200 hp bars, and snowball from there. Next get either Statikk Shiv or Phantom Dancer, after you'll want Quicksilver Sash if they have cc, or life steal, you can build a 3rd critical item Statikk Shiv or Phantom Dancer depending on item you built before. Generally you're very squishy but you'll kill anything, and everything. There's VERY few champions that can 1v1 you with this build as you'll just kill them with your insane true damage hitting over 120 per hit, as well as 1k critical strikes, along with your Alpha Strike hitting over 1k, but obviously if you make a mistake, or get cc'd, it will be costly! If you feel you'll need up front burst damage rather than dps which the Statikk Shiv offers, going Essence Reaver will remove any mana costs you have. and offer you beefy stats as well as giving you 70% critical strike with two items, finish Statikk Shiv for the final 30% for 100%!
Unlike silence, I build Ninja Tabi as the item is BROKEN! It gives you huge early tanky spike in which the ADC can do almost nothing to you due to huge damage reduction, allows you to tank towers with ease due to insane early armor, I mean, 24% damage on top of a 60% damage reduction from armor, OUCH! I rarely build treads even vs hard cc champs as Mercurial Scimitar will do the job for me, the 30% tenacity isn't going to save you as you'll die instantly if you don't qss it anyway. If the game gets very late, sell your boots and buy Lord Dominik's Regards to cut through those beefy tanks, if they get tankier early, consider not purchasing Essence Reaver and buying Lord Dominik's Regards. If vsing ap team, a Maw of Malmortius is an excellent choice. This build I would consider the hyper carry build where you can't rely on your team, aim the adc as you will kill them in usually 2 hits.
So? What champions threaten us?
Vayne with the 3 shot kill build, but if you have qss, nothing to worry about, just pop ultimate and kill her in 2 basics. Your Wuju Style will do 120-150 damage, and basics doing 1k, Vayne will only have 2k hp... And finally any champion with hard cc
Other item opinions
Trinity Force very decent but not as good on Yi as other champions such as Jax as Yi struggles to proc it often thus wasting the sheen component. It used to be a perfectly viable choice when it had critical strike chance, but now it's more of a fun item, or boot replacement item late game.
Essence Reaver surprisingly very good if you go for 100% critical strike chance but not exactly all that good on Yi by itself, the cooldowns are very strong but the item itself has very expensive components as well as only being able to build 1 "okay" component when full build. This item is more for the "I need damage, but also my cooldowns are too high!" Build this item if you need the final 20% critical strike chance.
Titanic Hydra is a fun off meta item however overall, Ravenous Hydra is still better however the auto attack reset component allows you to do a quadruiple strike if you do it correctly and be able to instantly double strike right after the first double strike, but other than that, the item is subpar.
Frozen Mallet In my opinion, this item is a waste of gold as if you need a slow, Blade of the Ruined King Randuin's Omen and Dead Man's Plate will all suffice your needs for slows as by the time the slows run out, you'd have almost killed them.
Death's Dance very good item when combined with Phantom Dancer however difficult to stick in a build unless playing top lane Master Yi
The Bloodthirster same situation as Death's Dance however it gives 5% more life steal plus an overheal shield.
6.6 So now Master Yi received a nerf in which his Wuju Style now scales with 25% bonus AD which forced us to now build a bit more damage, the base got a bit of a buff, but overall a huge nerf early game as you'll have less AD, and late game it's also a nerf unless you build more AD. Base damage increased 12/19/26/33/40 from 10/15/20/25/30. Active's AD ratio changed to 25% bonus AD from 10/12.5/15/17.5/20% TOTAL AD. This also means that Sterak's Gage no longer gives damage to Wuju Style as it gives "base AD" as Wuju Style now scales with bonus meaning it has no effect making the item less of a buy.
6.8 Highlander cooldown increased from 75 seconds ⇒ 85 seconds. This nerf allows enemies to play around the fact your ultimate is down more. Duration decreased from 10 seconds ⇒ 7 seconds meaning you have to ENSURE YOU GET A KILL within those 7 seconds. EXTENSION ON KILL OR ASSIST 4 seconds ⇒ 7 seconds this equal to around the same duration if you land one kill, and any other kill after is a buff by 3 seconds meaning killing 5 people gives you an additional 12 seconds of Highlander
6.9: Guinsoo's Rageblade being reworked in which it has a higher cost, deals less magic damage, no longer deals aoe magic damage, gives less stats, and requires 6 basics compared to 4 to fully stack, however has the sated devourer on hit when stacked but due to it taking too long to stack, it isn't worth it. Sated devourer removed and replaced with Skirmisher's Sabre - Bloodrazor which is a buff early game as the item gives better stats than Skirmisher's Sabre - Devourer and doesn't require stacks but overall is a nerf as the old sated Skirmisher's Sabre - Devourer was overpowered making Master Yi a complete monster. This nerf makes Master Yi a much weaker jungler thus playing him because he "lacks skill and is easy" is not recommended.
6.10 Wuju Style 12/19/26/33/40 ⇒ 14/23/32/41/50 buffed base damage making it just slightly weaker than the old Wuju Style but regardless still forces us to build some AD. Meditate 0.15 ability power per second ⇒ 0.25 ability power per second makes almost no difference as we build 0 AP.
6.22: Jungle pathing changed, overall almost identical experience and gold income to old jungle spawns, if anything it is a buff as you'll hit 6 quicker than before if you path effectively, and clear effectively whilst giving you a lot of time to gank.
New masteries make Yi stronger if he can stack Bounty Hunter as he gets no increased damage penalty now, but overall in a practical sense, this change makes little to no difference.
Yi still bugged :(
Blade of the Ruined King now deals 8% of current health instead of 6%, does more damage thus an indirect buff to on hit Master Yi
Guinsoo's Rageblade got buffed in which it doesn't lose 25% flat attack speed when you finish the item however it is currently bugged on Yi in which the phantom hit when fully stacked damages and applies on hit effects to yourself! Meaning items such as Frozen Mallet will slow you, Wuju Style will also damage yourself, so this item is DECENT! But until the bugs are fixed, it is unusable unless you like making the game harder for yourself.
Really? I know how to farm. Not really... Teach me senpai!
You need to be able to farm effectively early game as you do not want to take too much damage.
Before anything, whenever using Wuju Style ensure you have the Double Strike passive up so on the double attack right when it's about to hit, activate the ability, your clear will be more efficient that way as you'll deal more damage, and thus take less damage. Do not waste Wuju Style on killing a camp in which you will not get the full 5 seconds of using it as the passive is lost when it is on cooldown thus your next clear is less efficient. Ensure you use Wuju Style on the scuttle crab due to Yi having no cc to stop it's movement and lower its resists. Remember once you finish bloodrazer, you won't need to wait until double striking before activating Wuju Style, and can simply activate it right away due to increase in damage.
I have revamped my path as jungle changes are constantly happening, but just in case you have no idea what they've done -
Some of the mini raptor experience has been transferred onto little baby krugs meaning there's more incentive to kill them since people just ignored them at first.
First krug clear has 25% less experience as people used to clear red, and clear krugs for quick level 3.
Overll jungle first clear now only gives 75% of the experience it used to due to junglers gaining a lot of experience.
Most efficient path is by starting Hunter's Machete and Refillable Potion as the refillable potion only costs 150, but you sell it back for 60 thus only spend 90 gold on an unlimited reusable potion. The best path but unlikely pull path is starting raptors as if you're unaware, the jungle item gives you bonus experience if you're under leveled compared to the camp thus why you get level 2 if have the jungle item in comparison to only getting level 1 if you don't, each mini raptor gives bonus experience thus putting you more ahead in experience by starting raptors, you then ignore red, and kill your krugs, go back and get your Hunter's Talisman, proceed to killing wolves > blue > gromp > scuttle > potentially gank a lane > raptors > red > krugs > recall and buy double daggers/recurve bow > wolves > gromp > level 6 at 6:22 or so with a red buff, > proceed to gank your 6 timings will depend whether you gank and soak experience or whatnot, if you get a sucessful gank and soak experience you can get 6 as quick as 5 minutes in.
tl;dr path > raptors > krugs > recall > wolves > blue > gromp > scuttle > gank/recall > raptors > red > krugs > recall buy recurve bow > wolves > gromp hit level 6 and gank every time ultimate is up.
Standard path is the usual start buff, kill every camp, recall and repeat, but preferable start is blue side since you can kill every single camp in one path without backing due to krugs being in an awkward spot.
Red - Not much to say, Alpha Strike to dodge the basics, lure into the brush as it prevents the jungler from seeing how healthy the buff is unless they deep warded.
Blue - You can actually kite this buff and take little to if not any damage at all, lure it in the brush in case the jgler has it warded.
Gromp - You can also semi kite this, but generally simply kill it
Krugs - Basically kill the little one first whilst switching between camps to ensure the Hunter's Machete passive and red if you have it is always applied as this maximises dps, ensure you ALWAYS get full hits of the Double Strike or you'll have wasted a hit and have to do an additional basic to get the counter back up. Try and use Alpha Strike to kill at least 4 units as it will save you the most time.
Raptors - Raptors in season 7 are a bit difficult to kill, but essentially, auto 1 little creep, Alpha Strike to dodge their attack, hit the little one again, activate Wuju Style hit the big raptor until double strike, kill one of the low hp little raptors, and Alpha Strike to kill the camp, some raptors may live on around 30hp so obviously kill them. kill the little creeps first as they do a lot of damage, but regardless easy to kill.
Wolf - Can semi kite but kill both little creeps by auto attacking once if you have red buff, and twice if not, eventually you will only need to auto attack each little creep once and Alpha Strike to kill both.
You can use a ward over most camps and Alpha Strike onto it to escape. Other escapes include using it on minions but be careful when using it on low hp minions as you will not teleport to the minion you used Alpha Strike if it dies, if this happens, you will stay where you were, whereas if the Alpha Strike killed it, you will teleport to that location. Using it on the scuttle crab can also Juke the enemies, as well as escape them.
How to dive correctly
Use Highlander auto attack either once or twice depending on attack speed as well as distance (1.90 at least needed if you want to go for 2 basics) and Alpha Strike as the tower shot will vanish, and it will lose aggro on you, if target still alive, auto attack, time a perfect Meditate to absorb the tower damage whilst still dealing damage as it is an attack reset. If you're low health and score a kill, hit the tower/minions twice and Alpha Strike onto them and you will survive as this will disengage tower aggro, if there's no minions/allys to re-aggro the tower you will have to try and bait the minion to walk out of the tower and hopefully you'll be able to walk out, if not try to Meditate to tank the final shot but ensure you're out of range of the tower beforehand.
Lane Yi in my opinion is very surprising to see in lane, and thus people often under estimate and don't respect your damage as he's very hardly played in lane, nobody expects you to do so much damage thanks to the Double Strike Meditate auto attack reset. I will go over lanes and how to play them.
You need to be careful when using Alpha Strike as you can sometimes be under the enemy tower, however try to cheese them at level 1, or level 2 by getting your double strike counter up on minions, and using Alpha Strike to engage on them, careful for the jungler and as usual try not to die. Meditate is very useful for lane sustain as not a lot of mid laners have sustain like Master Yi does.
Top: Generally the same as mid however you have a lot more room to move around thus can alpha strike freely due to the lane being longer, thus no risk being put in tower range. Use Double Strike to harass the enemy laner unless you're vsing a champion who can bully you. Your only real worry is jungle ganks as if you're all the way at their tower, even flash might not save you so I advise you to simply kill whoever is the lowest health to make the trade worth. Top champions which you will wreck. Generally in top lane I take Ignite Teleport as I can follow their flash with Alpha Strike
Alpha Strike Use it to avoid their high damage abilities, and pay attention in lane i.e. Did Zed use his shadow? Did Fizz just pop his pole? Did Ryze just use his Rune Prison? You can harass with this tool if you use Alpha Strike on 3 minions and they're nearby, they can get hit. Also beware if they have dashes/blinks when you Alpha Strike the champion as if they react to your Alpha Strike they can dash into tower and force you to flash, or even kill you (Note that due to the alpha strike bug in which it doesn't correctly follow dashes, it can fail to follow them under the tower which is funny)
Whether you play mid or top, learning the auto attack reset with Meditate is essential to master the champion.
Usually I'll go Blade of the Ruined King into either Phantom Dancer or defensive items if i'm behind, all other items are situational e.g. Quicksilver Sash
How to prevent invades
Well, in this season invading early isn't as productive due to buffs spawning first, so the only strength in invading is counter jungling as camp spawns take longer to spawn, or attempt to steal the enemies opposite buff e.g. if they start red, you steal their blue and vice versa.
Get top/bot to ward your red and problem solved. You always start on blue side so regardless of what the enemy jungler does, you can always react to what he does. Generally you should just let the camp/buff go unless you're stronger than the opposing jungler as in solo queue laners won't help you so generally it's a 1v1.
Remember early to beg your team to place their trinkets down.
Generally people will want to counter jungle you to deny you, and I will list a few champions to watch out for and how strong they are against you.
High risk of dying, and impossible to out duel at lower levels without help:
Shaco Rengar Kha'Zix Udyr Lee Sin (Lee sin can be outplayed)
Lee Sin will win if he lands a q on you, if he does, meditate the damage, his Dragon's Rage will deny your Highlander so never activate it unless his kick is down, use Alpha Strike to follow him over walls when he ward jumps.
Shaco He can be annoying as he will usually have Ignite and can cheese you quite well with places boxes in a bush, you face checking it, and instantly dying.
Udyr is a nightmare as his damage is insane, he has a strong attack speed steroid as well as high damage DOT with Tiger Stance which alone can take 1/3 of your health as well as a AD self buff increasing his auto damage thanks to the passive on Tiger Stance phoenix, giving even more dueling power, as well as a stun to troll your Meditate . He is also a lot more mobile and has a more efficient clear than you. You cannot duel udyr at all until you have some items, or he's low health, or your're ahead.
Kha'Zix Is also impossible to duel due to isolation damage and him being able to spam his Taste Their Fear with a 3 second cooldown as well as his passive adding to his burst as well as slow. You cannot duel this guy until you get either some armor such as a Ninja Tabi or snowballing, but even then he can still use his ultimate to kill you, best way to counter that is to just activate your Meditate and wait out the first portion of his damage as he cannot cc you.
Rengar he has insane dueling power due to his low cooldowns and high damage,his w gives him an armor buff, and if he has full ferocity he can force your flash with his high damage,you outscale quite early unless he gets fed. If he uses his ultimate on you, chance are is you're dead if you don't have ultimate, even activating Meditate isn't enough as he can just wait it out whilst still having full stacks. If you go full damage Yi, you will 2 shot him later in the game.
How to deal with all cheeses etc. Ward your jungle with control wards, or even your yellow trinkets, remember that your jungle takes ages to spawn, so knowing if you're getting counter jungled can save you time by simply taking what the enemy has.
People rarely invade due to buffs spawning first, however generally starting blue if you're on the bottom side will give you safety, and starting red when on the top side may cause you to lose a buff (This is rare!) but you won't be too behind compared to the enemy jungler.
Bugs? Alpha strike fixed?
His alpha strike received a full revamp.
1. He now gets granted assists if his alpha strike bounce targets someone, but they die mid cast #BUFF! Now, if you alpha a target who dies mid alpha, not only do you get an assist, but you also get a reset as this could be game changing if you alpha'd a target, they'd die but you'd have no alpha to kill the next target, or no reset for meditate etc. Please note that it is still a bit buggy in which if you alpha strike a single target who's about to die, if the alpha strike doesn't complete the cast, you will not get the assist.
2. His alpha now looks to have a flat cast time, before his alpha would cast within 0.1-0.2 seconds, now it has a flat cast time of around 0.15 seconds or something from my observations. It also feels less clunky compared to the old one
3. He no longer gets locked out of casting meditate, this is a bug fix but also buff in theory since he can now cast meditate on the exact frame he leaves alpha as he couldn't do this before due to the lockout.
Now, the bugs!
Currently there's a few bugs still with his alpha strike, as of 6.21, they apparently "fixed" his alpha strike but it still appears to have some bugs with it, they are as follows:
1. Still can't dodge abilities, enough said.
2.Alpha strike sometimes bugs out and says it's off cooldown but in reality, it is on cooldown which can brainfart you since you don't know when it's up unless you auto attack something. #fixed now
3. Crit Yi even with 100% critical strike can no longer critically strike a monster if he alpha strikes, and then auto attacks, doesn't make much of a difference late game but can be annoying to deal with. #fixed now
4. sometimes gets locked out of attacking after alpha, very rare!
5. can't follow flashes, game changing as it makes Master Yi a lot easier to outplay as well as predicting peoples flashes useless. #fixed now
Hit in alpha during riven ult -
Hit whilst untargetable by blitzcrank e, usually this would be a buffer, however what happened was he clicked me from a slight distance, and due to the new alpha strike not disengaging his attack, his attack still went through anyway. The last clip is where my alpha didn't follow his flash, I've had this happen to me numerous times since 6.21. I'd much prefer old alpha to this new one if they don't fix this bug.
Unable to hit sivir despite being out of alpha -
Master Yi is a monster at taking objectives, leave him top for too long and his Double Strike will destroy the tower in no time, if he has red buff, he is even more dangerous as not only can he take the tower, but he can also potentially dive anybody who tries to stop him.
Dragons which work best on Yi?
ALL OF THEM! Every single dragon including cloud has some purpose on Yi, cloud gives Yi a lot of mobility making him hard to catch after doing a split, making his ganks harder to react to due to higher movement speed, general map rotations.
Infernal dragon is the dragon that makes Yi the best champion in the game to benefit from it due to his Wuju Style passive technically giving an infinite loop due to the multiplicative loop but obviously that would be unbalanced to have infinite attack, but regardless it stacks really well.
Mountain dragon is overpowered on Yi when taking towers, dragons or baron due to his double strike also applying half the mountain dragon true damage.
Master Yi can solo baron with ease. If he has: Skirmisher's Sabre - Bloodrazor Guinsoo's Rageblade, Blade of the Ruined King Ninja Tabi Spirit Visage he can solo baron with ease. If he has double life steal with Mercurial Scimitar and Blade of the Ruined King he can also solo it. Always have your red trinket, but remember soloing baron can be risky as if you're caught, not only do you risk dying, but you also risk giving the baron away.
Alpha Strike only makes you untargetable during the CAST animation, not on the start up hence why you can still get hit during it, so timing is key. Still buggy though XD
Wuju Style does not do extra damage to towers, and using it will just make the passive 10% damage go away.
Maximize damage by using Double Strike, and then Alpha Strike to buffer the auto attack recovery within Alpha Strike itself hence increasing your damage per second and dueling power
When you have max build, unless going glass cannon, your auto attacks will do more damage than Alpha Strike and thus using it will slow your dps down, however spam Alpha Strike in team fights for the aoe if using the critical cdr build as it will be on 8.4 second cooldown going down rapidly per auto attack, obviously try to use it to dodge abilities.
Meditate is very strong to tank towers with, use it to tank towers when diving, and then Alpha Strike to lose aggro, Master Yi is amazing at tower diving as he's one of two champions that can make tower aggo constantly reset, the other being Fizz however of course Master Yi can tank better.
Yi can also use Alpha Strike to ignore certain abilities such as Death Mark applications, note that you need to alpha JUST BEFORE HE LANDS, you need to Alpha Strike a unit to stop the application of it, and his mark will go on cooldown.
Damage dealt by Blade of the Ruined King and Skirmisher's Sabre - Bloodrazor will not be reflected back to you as damage dealt from Thornmail
ALWAYS HAVE Oracle Alteration AT ALL TIMES, it allows you to sweep wards and disable any traps such as teemo shrooms and shaco boxes. With this build you want to catch people out since you can kill them so fast that they won't be able to react if they face check, Yi can easily 1v4 if enemies face check. Flanking is your best friend as if the enemies are in a fight, they're not watching out for you thus hit them when they least expect it.
Overall, master Yi is a very high risk, high reward champion and in higher elo, he isn't an easy champion to play. You have to be very knowledgeable about the game, and have good reactions/reads to be able to time Alpha Strike correctly. He may seem easy, but he is actually very hard to use effectively. You also require a team who can hold their own until 6, and hope they don't push too hard without wards as this can lead to their jungle ganking more.
How to deal with counter jungles? Wards. Second back if possible try and get a pink ward to ward either your blue, or top bush red as it will make it impossible to invade your side, and you'll have nice warning.
How do you beat Yi?
NOTE: Out dated video so watch at your own risk! However the champion specific counters generally still apply