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Spells:
Surge
Smite
Ability Order
Double Strike (PASSIVE)
Master Yi Passive Ability
Updates
*Added a Q&A video to the Build Section


The fact of the matter is that he's not. All that offensive power is balanced out by having really weak defense and literally no CC. Thats a big deal. Because of that, Yi isn't considered a viable champion by many.
He has a weak early game as well. Thats a problem when your only lane option in a proper team comp is top. Common solo top champions like




Top lane is a junglers last priority. Bot and mid are infinitely more important. Getting kills in those lanes lead to getting Dragon. Top lane can and will get ganked, but its really important that top can take care of itself or objectives will be lost.
But there are things that Yi does very well early on. He farms extremely well and has great chasing ability, because he can counter


So what do you do with a champion that can farm really fast and has good offensive mobility, but lacks the early game strength to 1v1 most solo top champions? You put him in the jungle, where he only has one weakness.
Not having any CC means that he cant gank as well as some champions. But he is the fastest jungler in the game when you max

I wont make the argument that Yi is the best jungler in the game, but I will say that its the best place for him to be. And thats what this guide is all about. Jungling and how to build Yi based on his strengths and weaknesses.
Pros:
- Supreme farming ability
- High movement speed with Ult
- Ult is potentially spammable
- Great chasing ability
- Built in bonus AD and ATS
Cons:
- Weak early game
- No CC
- Poor escapability pre level 6
- Extremely squishy

Look familiar? Same runes I use on



But what most people don't realize is that


Tip: Dont initiate a gank with



Tip: There's some cases where you can use this to help you escape. Target an enemy minion if it will lead you towards the safety of a turret, or to create distance between you and your opponent.




When to use: Champion fights, destroying turrets, early blue buff/red buff, Dragon, and Baron. Don't waste this on regular minions or jungle creeps.
Tip: Don't activate this until you're in melee range. I know that sounds obvious, but I often see players waste some of Wuju's duration by activating it too soon.

When to use: Save this for champion fights. If necessary you can also use

Tip: Don't activate this until you're in melee range, unless you need the speed boost to close enough distance for an


Preferred Spells




Optional Spells



Not Recommended










Dont Ever Use






Ive been playing Yi for over a year now. Ive tried everything from glass cannon to AP. All the popular methods definitely worked, but I never felt consistent enough. And thats exactly what lead me to making this guide. After I sat down and really made an effort to create my own build based on his strengths and weaknesses, I started looking around to try and find something similar. What did I find? Countless glasscannon builds. I dont understand it. Especially when every single one of those guides pointed out the fact that Yi is really squishy. So why in the name of Brolaf would you make the problem worse by not building any defense? Yi already has 80% bonus attack speed and 70 bonus AD built into him. Give the man some defense!
This is the main problem with most builds for any champion. Instead of building to counter a weakness, players will just accept it. They focus a build entirely on what a champ already excels at, as opposed to building based on strengths and weaknesses. This build was designed to do the latter, by giving Yi exactly what he needs, when he needs it.
Build





There's going to be times when you cant gank for whatever reason, but its your job to be ready as often as possible. Always start cloth 5. Always.









By the time you can afford this, you'll have









Final Item Choices
Attack Damage



If someone else already has


Magic Resistance




Armor


Build Summary
The first thing you should notice about the build in the cheat sheet is that every item is offensive, but none of them are glasscannon, as they all have defensive properties aside from

The next thing I would notice is the price. In this case there's 4 item slots that are under 2500 gold and 5 that are under 3000. This build is super affordable, so you don't need to get fed to be effective.
Most importantly, you need to look at what a build does for a champion. My build counters Yi's weak defense by giving him all offensive/defensive hybrid items. I also counter his lack of CC with Frozen Mallet. And by correctly countering his weaknesses, he becomes a better killer.
This Isn't the only way to build Yi. But if you want to be consistent, this is the best way that I've seen.
Warmog's Armor vs Frozen Mallet


Health at level 18: 2692
Attack Damage: 53.84 (


Passive Effect: On hit slow


Health at level 18: 3262 with max stacks
Attack Damage: 65.24 (

Passive Effect: Health regen
When I build a DPS champion its important to me that I can kill effectively on my own. That's why I don't get




Get



Route 1

Pros:
-Both buffs will be fresh when you're ready to gank
Cons:
-Not the fastest clear time
Route 2

Pros:
-Most efficient clear time
Cons:
-Yi doesnt need blue buff to clear jungle and its duration will be nearly done when you get to ganking
-Requires help from teammates to be fully effective

Lane Priorities
Bot lane: This is your main priority. Shutting down this lane affects the entire enemy team. How? Because getting a double kill in this lane leads to getting a free Dragon in many cases.
Mid lane: Generally, theres only one champion per team that will deal a significant amount of AP damage. So obviously, shutting that champion down will give your team a major advantage. This lane is next on the list, but its also the hardest lane to gank because of its small size.
Top lane: This is the furthest lane from Dragon, which is a very important early game objective. By choosing to play top lane, you're basically telling your teammates that you can take care of yourself. So dont ***** and complain if you get your *** kicked and your jungler only ganked once or twice. The jungler cant babysit top unless mid and bot are doing well on their own.
Ganking
Tip: ALWAYS ping the enemy you're about to gank. This will alert your teammate that a gank is about to happen. If you don't do this, you run the risk of your teammate not knowing that you're coming to help and they wont react properly. Even players with good map awareness can make the mistake of not seeing their jungler coming for a gank.
Tip: I've said it once already, but don't initiate a gank with




Tip: If an enemy is over extended, you can forget about lane priorities for a second and gank that player. As a jungler its important to take advantage of stupidity. And its definitely not wise for most champions to push far from the safety of their turret. Its a free kill in many cases.
Counter Jungling
This is something that I dont bother with very much anymore. After the jungle changes, its not worth the risk in most cases. The only time that I do counter jungle, is when its obvious that I can. If Im near top and I see that the enemy jungler is ganking bot lane, that would tell me its safe to see if his blue buff is there.
Regular jungle camps arent worth any risk now that the respawn times are so short.
Sharing Buffs
Red buff is going to be better off in your hands then anyone else. You need it early game to boost your gank potential, but you should be getting every red buff for the entire game. Yi can proc it more then anyone else.
Blue buff is a different story. You want to take the first one, but you should be giving the rest to your mage in most cases. Yi's mana costs went down, so he can definitely jungle without blue buff. But there are some cases where I do take Blue. If someone like Vlad or Kennen is mid, I'll take blue buff because they don't use mana. Its going to be more beneficial to me. I'll also take it if I have a bad mid. There's no point in giving a buff to someone that's already died twice by the time 2nd blue buff spawns. That's a good sign that your mid is just gonna die again and give away the buff while hes at it.
Dragon
Initial Spawn Time: 2:30
Respawn Time: 6 minutes
Reward: 150 global gold + 25 bonus gold to whoever deals the killing blow
Controlling dragon goes a long way to winning a game and the first can be the most important. Early game gold advantages set the tone for the rest of the game. If you can get dragon without the other team knowing, you'll have a major advantage. Why? Because they wont know the respawn time. Lets say you get dragon at 10:47, type "dragon 16:47" into team chat. This way your whole team knows when to get into position for the dragon respawn. Repeat this process and get in the habit of doing it. Do the same thing for Baron.
When to Dragon
Getting dragon is huge for your team, but going for it at the wrong time can be devastating. You can end up getting dragon stolen and giving kills to the enemy team at the same time.
The first dragon can be the hardest to get. You want to wait until you have





The best time to go for Dragon is after at least 2 enemies die. If your bot lane scores a double kill this is the perfect opportunity, if they're in good health. Ping dragon immediately if it can be done. If you have a support to heal, getting dragon will be no problem if you're equipped for it. The enemy jungler wont be able to stop you, because he would be walking into a 3v1. You just need to keep him out of


Focus
Focus is the most important aspect of team fighting and it should be discussed with your team every game. One mistake people make is calling out one enemy champ as the focus. You cant always focus the same champ due to different circumstances, so you need to prioritize.
Here are some factors that should be considered when choosing a focus:
-Durability
-Damage
-Ability to escape
Obviously you dont want to focus the tank. At all. If the enemy tank gets hit by anything other then aoe attacks, your not playing correctly. Dont put any effort into killing a tank until all other champs are dead.
Someone you dont want to put too much effort into killing first would be someone like


A perfect focus would be someone like


But like I said, you cant always focus the same person every time so here is an example of prioritizing an enemy team, by taking the above factors into consideration:
#1

#2

#3

#4

#5

Simply prioritizing your targets goes a long way to winning a game.
Your Role In Team Fights...
... isn't very complicated. You have no CC, so all you need to worry about is directing your strength to the right target. The above section will help you with that.
Just try to not get caught out of position. You're not a tank and you have no CC. There's no benefit to you initiating a fight. There have been games where I was forced to initiate because I was the tankiest person on the team and we won, but that's not a situation where Yi can excel. Having a dedicated tank in top lane would be ideal, but even just a support tank like



Tip: Farm jungle or lanes whenever possible with

Tip: Dragon is still an important objective at this point, so you need to be aware of any opportunity to get it. That's your job as a jungler. Getting Dragon is a team effort 95% of the time, but its pretty easy for you to get it by yourself at this point as long as your team has ward control. You just have to look for the right time. If you went bot to push the lane back and a team fight breaks out top, your team will probably lose and there's nothing you can do about it at that point. But this is a good opportunity to grab Dragon if its up, or destroy a turret, because you know the enemy is no where near you. Be on the look out for chances to salvage a bad situation. You'll learn to read opportunities like that on your own as you gain experience in this role.
In most cases you'll end up killing dragon after a successful team fight, because that's the safest time to do it.
Tip: Buy some damn wards. If you can afford one when you go back to shop there's no reason not to. Dragon and Baron are always good places to keep wards up. Just one ward can change the flow of an entire game.
Here's a map of some proper ward locations:


Baron
Baron
Initial Spawn Time - 15:00
Respawn Time - 7 minutes
Reward: 300 global gold + global buff
Baron can be a game changer, but its important to realize that it doesn't ensure a win. Ive seen many players get really cocky with Baron buff and make stupid mistakes. Baron buff is an advantage that you want to have. Its going to make you more powerful, but its not going to make you invincible. Getting cocky is just going to lead to you wasting your buff.
When to Baron
Mid game Barons are possible, but highly unlikely. 95% of the time, the first Baron kill will come after everyone has hit lvl 18. Its really hard to get Baron otherwise, because you need to be geared up to get it quickly. Getting Baron unnoticed is near impossible in lvl 30 games. Players understand the importance of it and will keep wards over there.
The best time to Baron is right after a team fight. If you get at least 3 kills and the other two retreated to base, that's your chance to get Baron. But you have to do it quickly. 2 members of the enemy team cant win a 2v5, but its entirely possible for them to steal Baron from you at the last second. Especially if one of them has


v1.0.0.129 - 2011-11-15
Alpha Strike mana cost reduced to 60/70/80/90/100 from 80/90/100/110/120
Highlander mana cost reduced to 100 from 120
v1.0.0.123 - 2011-08-09
Alpha Strike
Master Yi can now use Wuju Style and Highlander while Alpha Strike is active
Master Yi will now attempt to attack the target after using Alpha Strike to teleport to a champion
v1.0.0.118 - 2011-05-10
Alpha Strike teleporting behavior improved to be more consistent when near walls
v1.0.0.100 - 2010-09-08
Wuju Style tooltip simplified
Alpha Strike can no longer be cast while rooted
v1.0.0.86 - 2010-06-01
Fixed a bug where Double Strike was represented incorrectly on death recaps
Reduced the animation delay before performing Alpha Strike
Reduced the animation delay before performing Meditate
v1.0.0.85 - 2010-05-11
Attack Range increased to 125 from 100.
Double Strike now deals Double Strike on every 7th attack instead of by percent chance
Alpha Strike:
Cooldown reduced to 18/16/14/12/10 from 18.
Mana cost reduced to 80/90/100/110/120 from 90/105/120/135/150.
Reduced the total spell cast windup time.
Missile speed increased
Meditate:
Cooldown reduced to 35 from 45
Meditate now ticks every .5 seconds instead of every 1 second
Heal amount reduced to 140/280/420/560/700 from 150/300/500/750/1100
Mana cost reduced to 70/85/100/115/130 from 80/100/120/140/160
Armor and magic resist gained while channeling increased to 100/150/200/250/300 from 30/30/30/30/30
Wuju Style cooldown reduced to 25 from 30.
Highlander Assists now reduce all of Master Yi's cooldowns by half of the base cooldown amount.
v1.0.0.70 - 2010-01-13
Highlander now applies an additive attack speed boost, rather than multiplicative. This change means Master Yi won't be as strong with Highlander and a second attack speed increase (such as items).
Highlander now applies a multiplicative movement speed boost, rather than additive.
Highlander attack speed boost increased to 40/60/80%, from 30/50/70%
Closed Beta : v0.9.22.7
Stats
Increased Movement Speed from 320 to 325
Meditate
Now increases Armor and Magic Resist by 30
Closed Beta : 26, June. 2009
Double Strike:
Reduced proc chance from 15% to 12%
Closed Beta : 06, June. 2009
Alpha Strike:
Increased cooldown from 16 to 18
Closed Beta : 15, May. 2009
Meditate
Reduced channeling time from 6 to 5 (and made the end of the channel proc a heal)
Rewrote the tooltip to make more sense
Highlander
Reduced duration from 4/5/6/7/8 to 3/4/5/6/7
Closed Beta : 18, April. 2009
Increased cooldown on Meditate from 50 to 60
Increased Bonus damage on Alpha Strike from 50/125/200 to 150/250/350
Closed Beta : Week 7
Alpha strike Attack Damage reduced to +50/125/200 from 200/300/400 and now slows all targets by 60% for 4/5/6
Closed Beta : Week 6
Highlander cooldown changed from 30/26/22/18/14 to 20 at all levels, and no longer breaks net effects such as Ryzes Rune Prison

Final Thoughts on Yi
Don't hate the champion, hate the player. Those are my exact thoughts on the popular view of

Links
My Youtube: http://www.youtube.com/user/Palthios
This channel contains all of my current video guides and will be the home of my future guides as well. You might find some music that suits you in my favorites as well :)
My Pandora Stations: http://www.pandora.com/#!/stations/play/696416964612193687
I have an indie and an electronic station if you're interested.
Scores




Master Yi
Keeper of the ancient art of Wuju,




After the Noxian invasion was contained,


"The art of Wuju lives on in


Allies
Wukong
In the Plague Jungles, Kong ruled as king. He could wield a unique, natural form of magic and he was driven by zealous ambition. The Plague Jungles were the ideal setting for fostering his growth - he thrived on challenges and flourished in adversity. However, when he had surmounted every obstacle and defeated every opponent, he grew restless. Worried that there was nothing left to overcome, he sought counsel with the monkey sage who lived behind the Grand Waterfall. The sage told him a tale of hairless monkeys to the north who, with wits and strength, bent the world to their will. Kong was overjoyed at the prospect of such worthy competition, and he immediately set out to the north, hoping that the sage's story was true.
Traveling north, he crossed the Southern Wastes and then the Great Barrier. Unaware of the League, he arrived outside the Institute of War where he found


''The first step to wisdom and greatness is realizing how little you know.''
- The first lesson of

Enemies
Singed






When the uneasy peace created by the League of Legends settled on the world,


"My deadliest dose shall bear my patron's name!" -

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