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Master Yi Build Guide by Dark Lancelot

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Not Updated For Current Season

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League of Legends Build Guide Author Dark Lancelot

Yi adc, it's legit

Dark Lancelot Last updated on August 10, 2013
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Team 1

[VS]

Team 2

Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


Guide Top

Introduction

Well welcome to mi Master Yi guide! It's my first one so please leave some feedback.
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.


Guide Top

What is an ADC?

As I have faced quite some resistance to me playing Master Yi as the ADC on the bot lane, I figured I should start by remembering to all those players who forgot what an ADC really was. But as I was trying to get a decent definition, I didn't find any, as the LoL wikia page on ADC just listed 18 champs they considered as ADC. I then went for LoL's big brother, and looked at the DotA 2's (as DotA has no wikia) and found this:

  • 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.


Guide Top

Pros / Cons

Strenghts:

  • 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)


Guide Top

Masteries

For the masteries I suggest you to take 21/9/0 because you want to do as much damage you can, while surviving long enought to get close.

Masteries
4/5
4/1
3/1
1/1
2/5
2/5
1/1
3/
1/
4/1
3/1
1/5
1/1

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


Guide Top

Runes

Greater Mark of Attack Damage they will boost your early damage, and are a must have if you go for the same quints I go for

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


Guide Top

Summoner spells

It is without dout the most picked (and some would say useful) summoner spell in the game. It has so much uses! like:

  • 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)


Guide Top

Abilities

Double strike
Master Yi strikes twice every 4th consecutive attack. The second attack deals 50% of your attack damage, applies all on hit effects and can critically strike.
As DarkPercy puts it, this skill is one of the 3 "stereoids" you have. It makes you hit twice every 4 attacks, dealing only 50% of your damage and the counter restarts if you stay out of combat for some seconds. But it is not that innocent, that second hit can criticaly strike and applies any slow or other passive given by an item or buff. It also counts as a hit for itself, so you need 4 hits to use it the first time, but only 3 to proc it a second one.




Alpha strike
Master Yi becomes untargetable and jumps to up to 4 nearby enemies dealing 25 / 60 / 95 / 130 / 165(+100% of attack damage) physical damage to each unit hit as well as 75 / 100 / 125 / 150 / 175 bonus damage to minions and monsters. This skill can critically strike dealing (+60% of attack damage) bonus physical damage. Basic attacks lower alpha strike's cooldown by 1 second.
Master Yi's bread and butter skill. It's an all-in-one gap closer, farm tool, escape mecanism, spell dodge (if well timed) and harass. It has a short cooldown and you get 1 second cooldown reduction for each auto-attack. But it is also the skill that makes Master Yi mana hungry. Be sure not to spam it to early game, when you can't do blue to recover your mana. Also it is generally suitable not to start a fight with this skill unless you are 100% sure you can get a kill as your prey could get away with Flash, escaping from a kill or making you spend yours as well.




Meditate
Master Yi channels, restoring 30 / 50 / 70 / 90 / 110(+30% of ability power) health per second. This amount is increased by 1% per 1% of health that Master Yi is missing. While channeling, Master Yi gains 40 / 45 / 50 / 55 / 60% damage reduction. This amount is halved against turrets.
Francly, after the rework the only really good thing I can say about this skill is it's effect is beatiful. There is no real reason to use it unless you find yourself harassed a lot, in a situation in which you cannot move (in the middle of Veigar's Event Horizon or CCed by Lux's Light Binding) or against a channeled spell ( Katarina's Death Lotus or Karthus's Requiem)




Wuju style
Passive: Increases Master Yi's bonus attack damage by 7 / 9 / 11 / 13 / 15%.
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.
This is Master Yi's second steroid pill, and is what makes him do so much damage on late game. The passive is quite self explanatory, you get AD, it gives ou even more AD (some kinda Rabadon's Deathcap for AD). The actives gives you true damage, wich ignores armour and is applied separately from normal damage (eat that tanks!). But the active effect is quite short and the passive is not applied while the ability is on cooldown, so if you use it to quickly you may end up losing DPS.




Highlander
Passive: Champion kills reduce the cooldowns of Master Yi's other abilities by 18 seconds, and assists by half this amount.
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.
This is Master Yi's ulti, and third steroid pill. It basically makes you move fast and hit fast. But what makes it a gamechanging of an ulti are the 2 passives. The cooldown reduction on a kill is bigger than your Alpha Strike and Wuju Style cooldowns and now does not need the ulti to be active as it did before the rework. The other little surprise is you win 4 additional seconds of ulti's duration on a kill or assist. When geting on a teamfight be sure to have this skill ready, as it will allow you to enter, get a kill an then just triple, quadra or penta.


Yhis is a video explaining the maths behind Master Yi. I also highly recomend you to watch his other videos as they may reveal quite important data that you didn't knew about. He also has somo exelent videos comparing builds or items as the The Bloodthirster vs Blade of the Ruined King one (click here for it) or the 100% critical chance build one.


Guide Top

Items

THis section will be updated as I try new combinations and/or discover items I didn't new about (like I did with the Thornmail not so long ago)

Starting item

Hello!

Always start by this, there is no excuse. This item offers the best combination of stats an ADC could need, AD+health+health on hit.
Alterntative?
Re-hello!



First back

Hello!

This item is easy to understand, it gives you damage, once you have buyed this you will start to notice how you farm much faster and how your ennemies life magically disapears. + It allows you to go for the first big item of this build.
Re-hello!



Get this as soon as possible!

Hello!

It's the first big item of this build. At this point of the game your damage really takes of + you get some real life steal. You should roam a little, try to get kills and the ennemy blue buff as your's is to far away (If you're blue) and your mid champ will probably need it.
Re-hello!



The glass canon

Hello!

This is without doubt one of the most powerfull combination of items for ADcarries in the game, it gives you greats amounts of damage, super-crits every 2 hits, attack speed and movement speed. Bewary of it thought, because buying it whole higly compromises your capacity to stay alive.
In detail
Re-hello!



The last items

Hello!

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 ^.^)
reHello!



The defensive items


Only take one of these, they are all okay so wich one do you take highly depends on the enemy team.

An extremely good defensive item. It gives you armor, magic resis, and the passive is just awesome (as you are super squishy but super deadly coming back for a second round will just make you unstopable). Take it if the nemy team is quite balanced or if you are getting focused and/or killed a lot.
Hello!

Cooldown reduction for your ulti, life to keep you alive, health regen to recover quicker (but I think it's quite wasted as you already have so much life steal) and by the way it gives you even MORE LIFE STEAL.



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.
Hello!

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.


Guide Top

Incoming

Gameplay+Support matchups+enemy matchups


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Scores

Just wanted to show you guys a little thingy I just did:


Uploaded with ImageShack.us

My first Penta with this guide!





Uploaded with ImageShack.us
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)


Guide Top

Summary

Well, this was my ADC bot lane Master Yi guide. If you liked please upvoted it and if you didn't feel free to downvote it, but in that case please leave some feedback so I can learn from my mistakes (wich I am sure will be many) and make this guide a little better.
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!