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Get Outta My Way - AD Yi
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Spells:
Smite
Heal
Ability Order
Double Strike (PASSIVE)
Master Yi Passive Ability
Introduction
I start out with a cloth armor, 3 health pods, and a mana pod. This allows you to stay in the jungle longer than you would normally, and the mana pod gives you that one needed meditate or alpha strike.
I try to swiftly get madreds for the jungle, and then follow with the boots of speed. This makes it easier to jungle, while also moving faster for ganks. I turn the madreds into wrigglers, which gives me much needed lifesteal and wards for map awareness.
Trinity force is critical in this build. The phage gives you extra bulk, while slowing the opponent. The sheen allows for your attack after the alpha strike to hit hard, and the attack speed and movement speed is also nice.
After this you can branch out. I tend to go for phantoms dancer and starks fervor, for increased movement speed and the lifesteal. However, I've found that if you have a surplus of gold at this point you can take the hextech gunblade instead of starks, which still gives you lifesteal but also gets you AP, AD, and spell vamp.
To finish this build, i go for infinity edge for obvious reasons. Then i sell the wrigglers lantern for a bloodthirster, because at this point the bonus damage for minions is trivial.
I try to swiftly get madreds for the jungle, and then follow with the boots of speed. This makes it easier to jungle, while also moving faster for ganks. I turn the madreds into wrigglers, which gives me much needed lifesteal and wards for map awareness.
Trinity force is critical in this build. The phage gives you extra bulk, while slowing the opponent. The sheen allows for your attack after the alpha strike to hit hard, and the attack speed and movement speed is also nice.
After this you can branch out. I tend to go for phantoms dancer and starks fervor, for increased movement speed and the lifesteal. However, I've found that if you have a surplus of gold at this point you can take the hextech gunblade instead of starks, which still gives you lifesteal but also gets you AP, AD, and spell vamp.
To finish this build, i go for infinity edge for obvious reasons. Then i sell the wrigglers lantern for a bloodthirster, because at this point the bonus damage for minions is trivial.
I tend to take smite and heal, smite for the jungling and heal for the turret dives. However, exhaust, ignite, and flash could probably be useful.
I don't recommend taking clarity because you have wrigglers, and don't take revive either because you should be smart enough to stay alive.
I don't recommend taking clarity because you have wrigglers, and don't take revive either because you should be smart enough to stay alive.
I recommend starting with the mini golems. Alpha strike them and hope for a crit. If not, pop a health pot and start attacking one of them. If your health gets dangerously low, pop your heal, but save the smite until the first golem is dead. Alpha strike whenever you can.
From here, I go to wolves and then to banshees when I have smite again for the blue banshee. Depending on the opposing team, I can sneak into their jungle for wolves and banshees, too.
I tend to avoid golem until i have wrigglers or at least madreds. I avoid red until I have taken red and know that I'm too high level to fail. The same rule applies to dragon.
From here, I go to wolves and then to banshees when I have smite again for the blue banshee. Depending on the opposing team, I can sneak into their jungle for wolves and banshees, too.
I tend to avoid golem until i have wrigglers or at least madreds. I avoid red until I have taken red and know that I'm too high level to fail. The same rule applies to dragon.
One thing that tends to aggravate people about this build is that it's very single player oriented. Yi can participate in team fights, but his beauty is in his ability to jump into the battle to dish out damage, and run away when he needs to. People tend to not complain when you have more than the entire team in kills, though.
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