Master Yi Build Guide by FalleN3
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[8.12] Master Yi Jungle | Fall
Master Yi Build
+9% attack speed and +10 ability power or +6 attack damage, adaptive
Full Build #1
Full Build #2 (Defensive)
Threats to Master Yi with this build
|Nunu||This is just a pain in the ass. After a few levels you should have no problems 1v1 with him, but don't underestimate him either as he can still pack a punch and stick to you with his (E). He will likely try hard to control the map objectives so be sure to ward early and try to keep control of them yourself.|
|Quinn||Not much to say here, she is not much threat to you as a Master Yi. She is very mobile though so you will need to be on your toes after level 6 and be sure to counter-gank whenever possible.|
|Olaf||Although he is tanky and has decent sustain, Olaf has no hard CC and doesn't scale into late game anywhere near as good as Master Yi. He shouldn't be an issue for you, just make sure you don't feed him needlessly.|
Hey guys, my in-game name is FalleN3. I'm from Ireland and have been playing League of Legends for some years now. I enjoy to play champions such as Master Yi, Twitch, Fizz, Akali, Annie & Orianna among others too.
I stream Monday to Thursdays at 6pm GMT+1 until 9pm GMT+1. It's not likelyy that you will learn anything by watching me on Twitch but I do offer a chilled and relaxed stream to hang out at.
Master Yi is a melee AD (Hyper Carry) Assassin that can be played in the Jungle. He is quite often frowned upon by the league community as a no skill, no brain champion but this couldn't be further from the truth. True, he doesn't have any skill shots and has no complicated mechanics but that doesn't take from the fact that you still need great decision making, positioning, focus and patience among other skills to excel with him as a champion.
Due to the fact that he can be a hypercarry it's possible that he can single-handedly carry a game if the person playing him is skilfull enough. He has excellent jungle camp clear and can take down turrets and objectives exceptionally quickly.
He scales well into late game and his damage output is very high once he gets a few items.
In my opinion Master Yi is easy to learn but difficult to master and relies heavily on excellent positioning from the mid-game onwards.
He is a great split-pusher and a very effective duelist.
Damaging an enemy champion begins a 1.5 second timer. Upon completion, you gain 40-110% (based on level) attack speed for 3 seconds. Attacking a champion while the effect is active will extend the duration to 6 seconds. Attack speed works really well with Master Yi
Takedowns restore 12% of your missing health and grant an additional 25 gold. Master Yi is an assassin, so we certainly want to takedown enemies, he is also very squishy which means that the 12% restored health per takedown will really help you with survivability.
Takedowns on enemies grant permanent Attack Speed. Again, more delicious Attack Speed. It works really well with your Kit as Master Yi.
Coup de Grace:
Coup de Grace which will enable you to deal 7% extra damage to champions with less than 40% health. However, considering Master Yi is very squishy throughout a full game Cut Down is another option here which will deal more damage to champions with more maximum health than you.
After exiting stealth or using a dash, blink or teleport, dealing any damage to a champion grants you 10 Lethality and 8 Magic Penetration for 5 seconds. This is a solid choice on Master Yi
Heal for 2.5% (+ 2.5% per Bounty Hunter stack) of the damage dealt by your abilities. Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion. Any bit of extra healing is welcome. Ravenous Hunter is a solid choice here but Zombie Ward is another good option.
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|Flash is a core summoner spell on almost every champion in League of Legends and Master Yi is no exception to this. It will enable you to dodge skillshots, blink over walls and escape from certain death. To be honest, it's a no-brainer without any exceptions.|
|Smite is mandatory in the Jungle. It will unlock the Jungle only items that are required and it's essential for securing buffs, monsters and neutral objectives, baron / dragon etc.. You must take it as a summoner spell and there is not much else to write here about it. If you build Skirmisher's Sabre you can also cast Smite on an enemy champion.|
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|Hunter's Machete is your starting item. It is a much better start for Master Yi than taking Hunter's Talisman. It gives you some Lifesteal agasint monsters and some extra AS and damage against them too. Always start with this item.|
|Refillable Potion Consume a charge to restore 125 Health over 12 seconds. Holds up to 2 charges and refills upon visiting the shop. A solid option and I take it to start every game.|
|Warding Totem Early wards are crucial so take this to begin your game with. If you want, you can swap to Sweeping Lens for clearing enemy wards a bit later in the game.|
|Ninja Tabi: Standard boots pick, I take them almost every game. You can considor them your go-to boots.|
|Mercury's Treads: If they have multiple AP Champions, especially if they have lots of hard CC (Stuns, Roots, etc..).|
|Berserker's Greaves: Can be taken if you are ahead & fed and don't think you require defensive stats (from boots). Generally though, your Highlander will give you all the AS steroid needed.|
|Boots of Mobility: Can be taken if you are looking for ultimate map presence and want to constantly gank lanes. I DO NOT recommend you take these though as the defensive stats from Ninja Tabi or Mercury's Treads are much more useful on Master Yi. ** Use with caution!!|
|Skirmisher's Sabre - Bloodrazor grants lifesteal versus monsters and also regenerates your mana while you are in the jungle. I pick this over any other jungle item as it synergizes with Master Yi kit fantastically. The attack speed stats and the fact that it will deal 4% of a targets maximum health per basic attack makes this a must have item. Don't forget to use challenging smite! Skirmisher's Sabre - Warrior is another option if you prefer some extra Attack Damage/CDR instead of Attack Speed.|
|Blade of the Ruined King is a solid item on Master Yi and I consider it a core item. It will help you to chase down a champion (from its active) and can also offer you the ability to self peel. It will give you Lifesteal and some Attack Speed which can help you to sustain in fights. It's also really useful if the enemy team has multiple tanks as it deals a percentage of the enemies health in damage per hit.|
|Phantom Dancer is an alternative to Statikk Shiv and it grants slightly more attack speed. It will allow you to move through minions without collision if you are within 500 units of a target and it will give you some damage reduction from the last person you hit with an auto attack, this can help you to survive longer. Statikk Shiv will give your more burst potential.|
|Guinsoo's Rageblade If you're definitely ahead buy the Rageblade after you finish your Blade of the Ruined King. It offers great stats that work well with Master Yi kit and will also trigger your on-hit effects an additional time. If you are behind though, you should pick up a Phantom Dancer instead.|
|Infinity Edge gives Master Yi a massive power spike. It gives you +70 Attack Damage, +20% Crit Chance and your Crits will now deal 250% Damage. If you are snowballing hard and want extra damage, this is the item for you! It doesn't help you at all defensively so choose it wisely.|
|Mortal Reminder will give you some all important armor penetration. I generally take this over Lord Dominik's Regards because I really like the fact that it applies Grievous Wounds from Executioner's Calling. This helps to take down champions with healing ability Darius, Swain, Vladimir etc.. and considering we are seeing so much lifesteal and Redemption / Ardent Censer in games, Mortal Reminder is a solid choice.|
|Lord Dominik's Regards will help you to cut through high health tanks. It will do extra damage depending on how much more maximum health an enemy that you are attacking has over you. Considering you are squishy by nature, every tank is going to have much more health than you. This is a good item to purchase if the enemy team is composed of multiple tanks, but remember that Mortal Reminder will aply grievous wounds, so choose wisely.|
|Mercurial Scimitar is a very good item to purchase when playing Master Yi. It will give you some lifesteal, attack damage and some magic resist. It's also composed of the Quicksilver Sash which when activated will remove all crowed control from you. Useful to have in your kit if you're up against a team with multiple hard CC or simply just an Annie, Rammus, Skarner or Malzahar etc... that likes to focus you hard.|
|Frozen Mallet is a useful item if you need some extra health while increasing your Attack Damage. It also applies a slow to enemy champions from your auto attacks which can help you to stick to them while chasing someone down.|
|Statikk Shiv will give you quite a bit of extra burst and will help you to take down champions quicker. It will help enormously with lane waveclear and also clearing your jungle camps. It gives you more burst and damage over Phantom Dancer.|
|Maw of Malmortius is a very situational item for Twitch. It will basically help you to survive burst from a mage such as Annie, Orianna, Lux, Syndra etc.. You can build the Hexdrinker component of it early and not finish the item until later in the game if need be. Generally though, I would try to take Mercurial Scimitar instead if possible, especially if it's CC that's killing you.|
|Guardian Angel is basically a free life. It's a solid 'defensive item' to pickup late game though, especially if you are solo carrying and your death would mean the team loses. Realistically, it should be a final item for you - if at all.|
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Double Strike: After landing 3 basic attacks, Master Yi's next attack within 4 seconds strikes twice, dealing 50% AD bonus physical damage which applies on-hit effects and can critically strike.
If Double Strike’s first hit kills a unit, the second strike now searches for a new target within 300 range (prioritizes killing blows).
Double Strike is a very strong passive when taking towers and other objectives!
Alpha Strike: Master Yi teleports to strike up to 4 enemies, dealing 25/60/95/130/165 (+100% Attack Damage) physical damage, with an additional 75/100/125/150/175 damage to minions and monsters. During Alpha Strike Master Yi is untargetable. Alpha Strike can critically strike, dealing an additional 60% Attack Damage physical damage. Basic attacks lower the cooldown of Alpha Strike by 1 second.
You will reappear at Alpha Strike cast location if his primary target dies or becomes invulnerable as he completes the blink (you cannot hit stealthed enemies or those hiding in fog of war)
Alpha Strike is your bread and butter ability and will apply spell effects as an AOE ability. Spell shields such as Banshee's Veil will block the ability.
Meditate: Master Yi channels, restoring 30/50/70/90/110 (+25% Ability Power) Health per second for 4 seconds. This healing is increased by 1% for every 1% of Master Yi's missing Health. While channeling, Master Yi reduces incoming damage by 50/55/60/65/70%. This damage reduction is halved against turrets. In addition, Master Yi will gain stacks of Double Strike and pause the remaining duration on Wuju Style and Highlander for each second he channels.
Although it doesn't give you a massive increase in defensive stats / health regeneration Meditate is still a very nice piece of Master Yi kit. It is worth noting that Meditate will reset your Auto Attack timer, so pressing it quickly after an AA and then AA again will have no delay. Remember that this ability can be interrupted by Crowd Control.
Passive: Increases Master Yi's bonus attack damage by 10%.
Active: Master Yi basic attacks deal 18/26/34/42/50 (+0.35 per bonus attack damage) bonus true damage for 5 seconds. Master Yi loses the passive effect of this skill while it's on cooldown.
Highlander: Passive: Champion kills and assists reduce the cooldowns of Master Yi other abilities by 70%.
Active: For 7 seconds, Master Yi gains 25/35/45% movement speed and 30/55/80% attack speed and becomes immune to any slows. While active, kills and assists extend the duration by 7 seconds.
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Pros / Cons
+ Relatively easy to play
+ Easy to farm
+ High Amount of Damage
+ Can heal quite a bit and surprisingly tanky with Meditate
+ Strong 1v1 Potential
+ Quick to take towers and other objectives
+ Great jungle clear
+ Possibility to Hypercarry
- Has no CC and is vulnerable to others CC
- No 'real' escape but can ult to run away
- The higher rank you become, the more difficult he is to play
- Easy to learn but difficult to master
- Often relies on riskier plays (high risk, high reward)
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It is useful but not necessary to know the spawn timers so that you can remember from muscle memory roughly when the camps are about to respawn.
Dragon (Elementals & Elder)
Spawns At: 2:20
Respawn Time: 6:00
Elder Dragon Spawns: After 35:00
Elder Dragon Respawn: 10:00
Spawns At: 20:00
Respawn Time: 7:00
|Could Drake: Grants 2% bonus movement speed per stack, tripled while out of combat.|
|Infernal Drake:Grants 8%/16%/24% (based on stacks) increased attack damage and ability power versus champions.|
|Mountain Drake:Grants 10%/20%/30% additional damage (based on stacks) as true damage to epic monsters and turrets.|
|Ocean Drake:Restores 4%/8%/12% of missing health and missing mana over 5 seconds if not damaged by champions or turrets within 8 seconds.|
|Elder Dragon:Grants 'Aspect of the Dragon' buff for 150 seconds (or until death). This buff grants 45 × (total number of dragons killed) bonus true damage dealt over 3 seconds to all spells and basic attacks against non-turrets. Apart from this, the strength of all the elemental dragon buffs is increased by 50% for the duration|
Baron Nashor is the most powerful neutral monster on Summoner's Rift. Killing Baron Nashor grants Hand of Baron to all living teammates for 210 seconds. The buff gives each champion on your team up to 40 attack damage and ability power (scales with game time). Empowered Recall (Recall channel time is reduced to 4 seconds (down from 8), and an aura that greatly increases the power of nearby minions. Respawn Time: 7:00
Rift Herald is a melee attacker that that is resilient to ranged attacks (She takes 35% reduced damage from ranged attacks), but is vulnerable to attacks to the eye on it's back from behind, dealing 12% of it's Maximum Health as bonus true damage. Killing this monster drops the Eye of the Herald, which can be picked up by a champion and will replace their Trinket Slot. The Eye lasts for 4 Minutes after which time, if not used it will be lost. It also grants Empowered Recall and the ability to summon this monster to push a lane.
It has a unique active Herald's Call which will Channel for 3.5 seconds to crush the Eye of the Herald, summoning the Rift Herald to siege enemy turrets. The Herald will make it's way to the nearest lane and head towards the enemies tower. It will charge up outside of tower range and then slam into it causing decent damage. Each time the Herald attacks a tower it will lose some Health, it can also be attacked by enemy champions and attacks to the eye on it's back will deal 20% of it's maximum health as bonus true damage.
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How to Play
REMEMBER: Games are won by destroying enemy Towers/ Inhibitors and eventually the Nexus, they are not won by your KDA.
Master Yi is a great champion for cleanup and you will thrive in situations and skirmishes where the enemies are split and can't focus you. For the early levels 1-6 farm as much as possible but be sure to keep an eye on the map for potential ganks and counter-ganks. A safe start is to clear your own 2 buffs right away. Try not to focus on ganking too much before level 6, unless you see an enemy pushed up and they look like a free kill. After level 6, go for ganks that you think will be successful.
Try to save your Alpha Strike during skirmishes and fights as quite often it's simply better for you to run up to an enemy and get some AA's off on them. If they blow a flash you can Alpha Strike to close the gap again or perhaps you can use it to dodge some abilities such as Ahri charm or Twisted Fate gold card etc...
Teamfighting can be very difficult as a Master Yi. You need to resist the temptation to rush up to the front line and engage. You should 'never' be the one to start a teamfight as this is without doubt going to end you you eating up all the CC and engage the enemy team has to offer before you manage to get so much as x2 or x3 auto attacks off. Once the enemies have used up their main forms of CC it is your time to shine.
It's absolutely 'crucial' when you are playing Master Yi that you get your positioning and timing absolutely perfect. You need to find a position where your team can protect you from the enemies, which is usually going to be somewhere at the back and then go in after the bulk of the CC has been used. It's important to keep in mind what cooldowns have been used by both your team and the enemy team. EG: If the enemy Annie has Flash and Summon: Tibbers up for a fight, you will need to use extra caution when positioning yourself.
In an ideal world you would focus the enemy Mid Laner or AD Carry, but quite often in order to do this you might have to over-extend quite a bit. Generally, risky play for high rewards.
ADC / Mid Laner -> Support -> Jungle -> Tank
After a Teamfight:
If your team has won - Assuming you are not dead, now you need to look for objectives to take. How low health are you, do you have life steal? Is it possible to take an enemy tower, inhibitor, dragon, baron, rift herald etc.. ? Are your teammates healthy enough to help on objectives. Perhaps there is nothing to take and you simply need to return to base and reset/buy.
If your team has lost - Assuming you are not dead, back off to safety as quickly as possible and begin to assess what the enemies next move will be. What objectives are they going to look to take, your tower, inhibitor, baron, dragon etc... ? Now you need to either plan a way to try to stop them from taking the objective or recall and reset back to the game at hand.
Taxing a lane:
After a successful gank, generally when your wave is pushing into the enemy tower you can take a minion tax. Generally your teammates will not like when you tax their lane but it's acceptable to tax a little. If you spend the time ganking a lane, this means that you are not farming - therefore you need to tax the lane a little to make up for what you lost. Some people, no matter what ELO they are in will simply not understand your reasoning for taxing their lane, so be careful of the rage kids and be mindful of an allied champion that is looking to freeze their lane. If they are trying to freeze their lane and you tax 2-3 minions ... you can put them in an awkward position.
I'm not talking about taking an entire wave here, just a couple of minions.
If you gank a lane and you get the kill: 1 - 2 Minions (Not the Cannon Minion)
If you gank a lane and your teammate gets the kill: 2 - 3 Minions (Not the Cannon Minion)
Try not to tax a losing lane at all and try not to tax bot lane heavily, especially if you get the kill!
Master Yi is very good at taking objectives quickly so you should take opportunities to split push if they present themselves. Just be sure to ward and keep a very keen eye on the mini map and pings from your team-mates. Split pushing is usually useless if you die when doing it. Sometimes just drawing some presure to another lane can be enough to allow the rest of your team to make some progress. Don't split push if you do not know where the enemy team is.
Tower dive, no problem:
The ability to easily tower dive is a great part of Master Yi mechanics. To do so, pop your ultimate Highlander and begin to attack your chosen enemy. After a couple of attacks you then use your Alpha Strike in order to drop the tower agro (assuming there is someone else or a minion to pick up the agro). If you need to attack the champion again, auto attack them and this time before the tower hits you use your Meditate to absorb some damage. By this point the champion will have hopefully been killed and you should start attacking either the tower or minions in order to get the reset on your Alpha Strike to once again drop the tower agro and make your escape. If you have no allies or minions around to take the tower agro from you, you are going to be in a tight spot and will be lucky to escape!
Master Yi has no real escape but this does not mean that we cannot be creative. Apart from the obvious using your Highlander to make a run for it, you can also use your Alpha Strike on minions. If the minion dies from your Alpha Strike, you will come back to where you cast your ability. If the minions stays alive after you Alpha Strike then you will be teleported to the minions location.
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Master Yi Skins
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Well, that's the end of the guide and I hope you have found it an interesting read and that it might help you to improve. If not that, at least some food for thought, so to speak.
Master Yi is a fun champion to play and I hope you enjoy playing him as much as I do.
It's not all about winning/losing guys, at least we get to play the game!
Thanks for stopping by,
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