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Master Yi Build Guide by Pezzimi

Jungle [12.5] Wait, Yi doesn't just press Q?

Jungle [12.5] Wait, Yi doesn't just press Q?

Updated on March 19, 2022
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League of Legends Build Guide Author Pezzimi Build Guide By Pezzimi 53 9 122,225 Views 3 Comments
53 9 122,225 Views 3 Comments League of Legends Build Guide Author Pezzimi Master Yi Build Guide By Pezzimi Updated on March 19, 2022
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Runes: Lethal tempo

1 2
Precision
Lethal Tempo
Triumph
Legend: Alacrity
Last Stand

Domination
Ravenous Hunter
Eyeball Collection
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
Standard
LoL Summoner Spell: Challenging Smite

Challenging Smite

LoL Summoner Spell: Flash

Flash

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[12.5] Wait, Yi doesn't just press Q?

By Pezzimi
INTRODUCTION

Hi! My name's Pez, I main Master Yi and this is my guide on The Wuju bladesman.
I have about 600k points on Master Yi combined. I've tried every single build there is on him (Even AP) For several seasons. Have fun reading my guide!

Total progress: ~50%
Currently working on: Threats

Take this guide with a grain of salt, as I'm hardstuck between plat and gold. I will post screenshots once i'm not as **** at the game.
PROS & CONS
PROS

+ Low skill floor
+ Can easily 1v9
+ Item spikes feel really good
+ Baron at 20
+ Makes good use of mythics
CONS

- High skill ceiling
- Hard to catch up when behind
- Very difficult counters
- Can't gank well before Highlander
- Has to farm to be able to to anything
RUNES
Lethal Tempo: Is now the best rune for master yi. Lethal Tempo grants up to 90% attack speed and a negligible 50 bonus range.

Triumph: Is basically the only good one of the primary runes ( Overheal, Triumph and Presence of Mind), the other ones are either really niche or useless on yi. I could see myself using Overheal if i'm going a troll build like full lifesteal .

Legend: Alacrity and Legend: Tenacity: These tertiary runes are basically your choice, but i would personally recommend Legend: Alacrity if there's less than 3 crowd control abilities on their team. Legend: Bloodline could be viable but i feel the attack speed from Legend: Alacrity is too worth.

Hail of Blades: is currently the 2nd best rune, as Lethal Tempo is more consistent. One of the reasons Hail of Blades is viable is because of the burst damage it has in conjunction with crit/lethality items. Hail of Blades Grants 110% attackspeed for 3 attacks or 3 seconds, and can be reset with Meditate as Meditate is an autoattack reset.

Eyeball Collection: Is up to 12 AD over time from champion takedowns (kills AND assists). Grants an additional 6 AD when you hit the max of 10.

Ghost Poro: Is up to 12 AD over time based on the amount of Ghost Poros spawned. Ghost Poro Grants and additional 6 AD when you hit the max of 10. Is also a free ward that last forever for your team to scout out those pesky roaming supports, you also get pinged when someone gets in range of the bush that the poro is in.

Ravenous Hunter: With recent buffs (or nerfs depending on how you look at it) Ravenous Hunter's effect changed from 14% spell vamp to 11% omnivamp at it's cap of 5 stacks that you get from takedowns. The change is that instead of healing from ONLY your abilities/items, you now heal from ALL DAMAGE YOU DEAL, including auto attacks. Possibly getting removed for some glorified collector. Basically, you lose all your healing on the lethality build, making it way less sustainable.
SKILL ORDER
LEVEL UP
SEQUENCE
1

Q
2

E
3

Q
4

W
5

Q
6

R
7

Q
8

E
9

Q
10

E
11

R
12

E
13

E
14

W
15

W
16

R
17

w
18

W

You can also get W at level 3 in case you want to invade/are getting
invaded
CHAMPION ABILITIES

PASSIVE
ABILITY
Double strike (Passive): INNATE: With every fourth basic attack (within 4 seconds of each other), Master Yi strikes twice, the second strike dealing 50% AD physical damage.

The second strike applies on-hit effects and can critically strike dealing 50% AD bonus physical damage.

If Master Yi's primary target is killed before the second strike, he automatically attacks another enemy within 300 range.

Q
Alpha strike (Q): ACTIVE: After a small delay Master Yi vanishes, and bounces to up to 4 visible enemies that are within 600 units away from each other, starting from the targeted enemy and prioritizing the closest ones.

He then blinks in front of his primary target and deals physical damage, applying on hit for 75% effectiveness to all enemies that he touched, the physical damage is increased against monsters.

If there are no other nearby enemies that have not been marked, Master Yi may strike the same enemies again with each one dealing 25% damage and applying on-hit effects at 18.75% effectiveness.

PHYSICAL DAMAGE:
25 / 60 / 95 / 130 / 165 (+ 100% AD)
Alpha Strike's primary and lesser damage can critically strike for (17.5% + 6.125 (with Infinity Edge) AD bonus physical damage and (4.375% + 1.53125% (with Infinity Edge) AD bonus physical damage respectively.
Basic attacks reduce Alpha Strike's cooldown by 1 second.

W
Meditate (W): ACTIVE: Master Yi channels for up to 4 seconds, healing himself every 0.5 seconds, increased by 0% − 100% (based on missing health).

MINIMUM HEALING PER HALF SECOND:
15 / 25 / 35 / 45 / 55 (+ 12.5% AP)
MINIMUM TOTAL HEALING:
120 / 200 / 280 / 360 / 440 (+ 100% AP)
While channeling, Master Yi reduces incoming damage, halved against turrets, pauses Wuju Style and Highlander's duration, and grants one stack of Double Strike per second.

DAMAGE REDUCTION:
60 / 62.5 / 65 / 67.5 / 70%
Meditate resets Master Yi's autoattack timer.

E
Wuju Style(E): (USED TO BE) PASSIVE: Master Yi gains 10% AD as bonus attack damage while Wuju Style is not on cooldown.

ACTIVE: Master Yi's basic attacks deal bonus true damage for 5 seconds.

TRUE DAMAGE:
30 / 38 / 46 / 54 / 62 (+ 30% bonus AD).

R
Highlander (R): PASSIVE: Champion Damage rating takedowns reduce the current Cooldown reduction icon cooldown of Master Yi's basic abilities by 70%.

Highlander
ACTIVE: For 7 seconds, Master Yi gains bonus attack speed, multiplies his total movement speed and becomes immune to slows and cripples.

BONUS ATTACK SPEED:
30 / 55 / 80%
MULTIPLIED MOVEMENT SPEED:
25 / 35 / 45%
While active, champion takedowns extend the duration of Highlander by 7 seconds.
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Pezzimi Master Yi Guide
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[12.5] Wait, Yi doesn't just press Q?

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