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Choose Champion Build:
- The new dunkmaster (just for f
Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Double Strike (PASSIVE)
Master Yi Passive Ability
Introduction
I'm not yet lvl 30 so I would not recomend to use my guide on ranked before to fire test it on normal.
And please forgive any english mistake on the guide, as it's not my mother tongue (but be so kind as to point it in the coments).
So, why am I writing this guide while there are so good ones made by players far more experienced than me? Well it's because I think after the rework Master Yi became again a viable choice for a melee ADC, and those experienced players haven't brought me an actual good build for a bot lane Master Yi. It's my own personal opinion, so please don't just downvote because you want to.
- A Carry is typically the weakest hero at the beginning of a game, and if played well, the strongest at the end of it. Because their abilities depend on specific items and a high level to be powerful, Carries require kills and farm more than any other type of hero. Typically paired with a Support, a Carry must farm creeps or kills as much as possible, ideally to a greater extent than the enemy Carry.
- Carries are the heroes that can obtain the greatest power and utility as the game progresses. (It is so derived from the act of "carrying" a team; that is, to bear the responsibility for ultimate victory.) They tend to be those who become extremely powerful later in the game as compared to other heroes once they amass enough levels and items. They are the ones expected to have the highest number of kills at the conclusion of the game and tend to be those that directly tackle the structures and the Ancient upon the team becoming powerful enough. Carries typically lack early game power, but they scale well by late game; thus, the items they carry are an essential part of their build. Most carries rely on right-clicking, using sheer attack power to overwhelm their enemies.
Although they are the major nexuses of power late game, their weakness in the early game must be made up for by other, more early-blooming heroes to ensure that they are not killed, and even survive, to gain enough gold and experience to become effective, in direct confrontation with enemy carries. (From here)
In short terms, an Attack Damage Carry or ADC is a champion that starts with an weak early game, and scales to do enormous amounts of damage on late game thanks to extensive farm and a high number of kills. Most or part of his abilities scale with attack damage. He can be autoattack based but it is not compulsory. He can be ranged but, again, this is not compulsory.
- Very hight damage output
- Hight mobility
- Great survibality
- Snowballs quite well
- Farms well
Weaknesses:
- No crowd control
- Depends heavily on farm
- Will have to face a ranged ADC on the lane (and be harassed)
On the offensive tree:
Fury As Alpha Strike gets 1 second cooldown reduction on hit, this mastery will help you to use it more often
Deadliness You want attack damage on every way possible
Weapon Expertise It will help you get trought any armor
Havoc What can I say? Again, more damage
Brute Force Idem
Lethality Combined with the Infinity Edge your crtiticals will deal amazing amounts of damage
Frenzy Will make you hit faster for 2 seconds after 1 of 2 attacks, it is amazing on duels and helps you to use your Alpha Strike more often
Sunder Same role as Weapon Expertise
Executioner You will be killing things during the hole game, and this will help you quite a lot to do it
On the defensive tree:
Durability Yi is a really squeashy champion so you want the extra health it gives you
Hardiness It will help you survive some of the harass coming your way
Resistance Because you have to put that point somewhere
Veteran's Scars It be the diference between life and death on more tha one risky play, which are Master Yi best friend
Greater Seal of Armor Will help you to stop some of the harass coming your way on early game
Greater Glyph of Magic Resist A fine choice since many support are AP (yes Nidalee i'm looking at you)
Greater Quintessence of Life Steal These are truly OP right now, and allow you to focus on getting more damage by getting the early B. F. Sword rather than a Vampiric Scepter
- Escaping a gank or any dangerous situation you may be up to
- Making that last hit you need to get the kill
- Towerdive: just start with Alpha Strike and get out using Flash
- And much more!
I have a particular preference for this little one,I just feel it's part of the experience of playing Master Yi. It allows you to be everywhere at anytime. Top lane is not doing well? Your team is losing a teamfight on mid? Just teleport to the nearest minion/ward/turret and save their ***es! It should also be used to get as fast as possible to your lane after you backed, because a good Yi is always killing something.
Quite a fine choice, it covers Master Yi's lack of crowd control and wil be really useful to get that ****** of an ADC
An okay choice, it will help you to secure some kills but Master Yi has already an enourmus chasing and towerdiving potential and there are so better choices.
If you are really that afraid of ennemi crowd control, if not use your slot on an more intelligent way
I supose it has good sinergy with Highlander but I have not already tested it on the new Master Yi (but I know it didn't stack on the old one)
Active: Master Yi can activate this ability deal 10 / 15 / 20 / 25 / 30 (+10/12.5/15/17.5/20% of attack damage) true damage per hit. Master Yi loses the passive effect of this skill while it's on cooldown.
Active: For 10 seconds, Master Yi gains 25 / 35 / 45% movement speed and 30 / 55 / 80% attack speed and becomes immune to movement speed slows. While active, kills and assists extend the duration by 4 seconds.
Starting item
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First back
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Get this as soon as possible!
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The glass canon
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The last items
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This another godly item, it gives you life steal, attack speed ( Alpha Strike again!^.^) a passive that makes damage based on enemy's damage (perfect against tanks who stack health) and an active that makes the same but better ,heals you by the amount of damage done and steals a third of the enemy's movement speed! (6000 hp Shen, you're ****ed ^.^) |
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The defensive items
Only take one of these, they are all okay so wich one do you take highly depends on the enemy team.
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Take this item if you are getting destroyed by a heavy AD team. It will give you a unch of armor, and will deal a third of the enemy's AD on magic damage each time they land an autoattack on you, this is enought to bypass most ADcarries life steal and still make some damage. A very important thing to know is that the passive takes place BEFORE your armor is taken to account, so your are doing more than 30% of the damage you receive. With this you are unharassable, and you should always win trades against most of ADcarries and autoattack based champions. |
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This item is easy to understand, it gives you tons of health so you don't die. This helps Master Yi a lot as he will get CCed as hell on teamfights and will relly on his health pool to survive. If you are going to take this, then by all means replace the Phantom Dancer by an Atma's Impaler as it will boost your already enormous attack damage. |
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My first Penta with this guide!
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The image without my clumsy paint modifications
This is the 4th episode from MFTV pentakills, the best one beeing made with a build quite similar o mine (made before I wrote my guide)
As I've already said I'm not lvl 30 and this build is yet to be tested on ranked.
I expect you will find this guide usefull and start playing [[Master Yi]) as an ADC, as I find it one of the more amusing heroes to play with.
Again, sorry for any english mistake I made on the guide.
I will update the guide as I try new stuff and there are new updates.
Good luck and see you at the fields at justice!
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