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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Double Strike (PASSIVE)
Master Yi Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction
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About Myself
|
Hi my name is Dezio and this is my guide on the extremely overpowered freelo ![]() ![]() ![]() |
RUNES
Runes are important to use on almost any champion. As for
Master Yi he requires a lot of Attack Speed to take advantage of his kit and build. It will give you the strongest clear speed meaning more farming and allows for him to scale. Personally, I use 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.
Marks:
Greater Mark of Lethality
Do not build lethality, as it sucks now, only 40% (got buffed to 60% but still sucks) 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,
Glyphs:
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 cooldown 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.
Seals
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.
Quintessences
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 as 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.
Runes are important to use on almost any champion. As for

If you are laning going


Marks:

Do not build lethality, as it sucks now, only 40% (got buffed to 60% but still sucks) 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.

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.

Useful for early ganks but fall of later on in the game,
Glyphs:

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.

Cooldown reduction makes up for the Highlander nerf in which its cooldown 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.

Gives a bit more dps, but cooldowns are more beneficial, 5% attack speed isn't really worth swapping 9 glyphs for.
Seals

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.

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.

I hardly use these unless I find myself playing Master Yi in lane, pretty standard when laning.
Quintessences

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.

In my opinion you do not need these as 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.

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.
Ferocity
Tier 1
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.
Tier 2
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.
Tier 3
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.
Tier 4
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
Double Edged Sword
as it actually allows you to clear the jungle slightly faster, as well as killing the early little raptors in one swing with
Wuju Style active when you
Alpha Strike.
Tier 5
Battering Blows
is obviously the winner, you deal no magic damage whatsoever so Piercing Thoughts does nothing.
Cunning
Tier 1
I use savegry for the most part as it will give you the early clear that you need as you're most vaulnerable during the early stages, so doing more damage means you'll be higher health, and thus less likely to die to jungle camps, or survive invades.
Wanderer
gives your ganks a little bit of extra power as well as mobility when moving to your camps or ganking a lane. NOTE: Only works out of combat, so approaching a lane with this isn't too bad.
Tier 2
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.
Tier 3
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.
Tier 4
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 be able to at the very 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.
Keystone I use:
Tier 1




Tier 2


Tier 3




Tier 4
This tree once again makes no real difference however the main choices to go for are





Tier 5

Cunning
Tier 1
I use savegry for the most part as it will give you the early clear that you need as you're most vaulnerable during the early stages, so doing more damage means you'll be higher health, and thus less likely to die to jungle camps, or survive invades.

Tier 2



Tier 3


Tier 4




Keystone I use:
The Combo I use is
Alpha Strike AutoAttack AutoAttack
Meditate(animation cancel) Last hit with
Wuju Style
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. Use
Alpha Strike during
Double Strike to maximise damage output as you can cancel the second strike into alpha and the damage will still count.
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



Unlock a point in








Unlocking a second point in



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

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