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League of Legends Build Guide Author MrSomeBacon

Master Yi - Complete Game Domination

MrSomeBacon Last updated on February 17, 2011
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Jungle Role
Ranked #19 in
Jungle Role
Win 48%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 21

Strength of Spirit
Veteran's Scars

Defense: 9

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 0

Master Yi - Dominating Early, Mid, and Late game

Master Yi-

This is my preferred build when playing Master Yi. I would highly recommend the Youmuu's Ghostblade Youmuu's Ghostblade but only if you remember to use the active, and when I forget to use the active I find this build is better suited to me.

First Off -

I have more than six items, which is the max. Yes I know, I am listing the items that I think fit with Yi. Which of the items you get is up to you; it depends on the enemy team composition and your own judgement of how aggressive to build Yi.

I did not upgrade my boots. I don't think that one pair of boots is best on Yi. Again, depending on the enemy team composition, decide what boots to get. If they have a lot of CC, obviously get Merc Treads. If not, well I reccomend Berserker's Greaves Berserker's Greaves, Merc Treads Mercury's Treads, and Boots of Swiftness.

Good Pusher
Good farmer later on
Good chaser
Good escape
Great carry
Tons of damage
Cheap ip cost
Cool Voice (My blade... is yours...*Asian Accent*)

Goes down fast when focused
Can get harassed early game
Vulnerable to disables

Quick Note on Masteries and Runes****
Greater Mark of Desolation If you're playing according to this guide (i.e., AD Carry), these runes are completely necessary. For those who don't know how Armor and Magic Resist works, I will explain at the end of the guide and show how awesome Armor Penetration is. For the other runes, these are what I like, because again, this build offers a very high critical strike chance and critical strike damage just boosts the times when you do crit. For masteries, I build him offensively and I think 21 in Offense is required. 9 in utility or defense is up to you.

Yi's passive. Good in combo with Attack speed items, like a natural crit in itself.
Target an enemy champion or minion, and Yi dashes to it and several nearby targets, dealing damage and have a chance to do extra damage to minions. Afterwards, Yi ends up at the targeted enemy, even if the target has moved during the spell. Scales with AP.
Heals Yi for an amount that scales with AP. Channeled spell. During this, Yi gains a ton of Armor and Magic Resist.
Passively increases Yi's attack damage. On cast, doubles that increase, but the passive is removed until it is off cooldown. Free AD!!
Yi's Ultimate. For a short time, Yi becomes immune to slowing effects (this includes stuns), and gains Attack speed and movement speed. If Yi kills an enemy champion, ALL of his cooldowns are completely refreshed (He can cast his Ulti again). Do note that this won't stop you from being blinded or exhausted, though for exhaust you just won't be slowed.

Summoner Spells
Good spell to carry with Yi that can give you the upper hand in a close 1v1, especially now that it affects casters as well. Good for chasing down and for escaping, ultimately good in a teamfight to shut down one member of the enemy team. After the change, I think this spell is one of the best in the game and any champion can utilize it to help their team.
Good escape mechanism if your ulti is down, or good for chasing. Get out of jail free card if you make a mistake in positioning, and that is crucial if you are the carry.
Since you are an auto-attack DPS carry, a blind (say from or ) could potentially take out all of your damage. Cleanse helps with this, and in conjunction with your ultimate you really are un-CC-able.

Pretty much anything else I wouldn't recommend for Yi, considering the role he plays in a team. Teleport might be alright, as Yi is known for backdooring and teleport could help with getting that done successfully.


I normally start out with a Dagger, but in some cases if you need to be tankier (e.g. soloing or against a very early game enemy team composition) either of the three Dorans items would work for Yi. You might ask why is Doran's Ring useful for Yi?! And this is because even though this isn't an AP Yi build the mana regeneration boost and the health boost will help you greatly in case you need to pick up a minion hit with your Alpha Strike or heal up. Back to the dagger... I pick up the attack speed because I have a ton of attack damage with Wuju Sty;e. During the laning phase, with the attack speed and damage from [Wuju Style you can last hit minions close to you very well, and this is really what you should be focusing on early game.

Because I prioritize Wuju Style and this at Level 5 and activated will give an extra 75 attack damage, equivalent to a free Infinity Edge, I prioritize attack speed items, getting the Zeal first which has a nice movement speed bonus also. However, if you have 1850 gold, by all means buy a B.F. Sword.

Core: Infinity Edge Phantom Dancer and either The Bloodthirster or The Black Cleaver.

I haven't seen many people use The Black Cleaver ever since its small change. However, I have tried it on several champions, and the passive is incredibly under estimated. Usually depending on the level of your enemies smart enemies will stack some armor and in this case The Black Cleaver IMO > The Bloodthirster.

Note*: Always try to get lifesteal in your build even if its just a Vampiric Scepter early game.

Gameplay tips.....

-Don't be afraid to use your ultimate. Sometimes players will only use their ultimate if they are 100% sure they will get the kill, just because they are in a way "addicted" to the way in which it refreshes.

-If you are a new player, I'm sure you've heard "Stay behind the tank", but I cannot stress this enough. Keep behind, but close to, the tanks whenever a teamfight might happen, and by late mid game always be wary when you are alone.

-When backdooring, use your own judgement to decide whether or not to use your ultimate in order to kill the turret. Take note that if you do use your ultimate, and enemies come chasing after you with CC, you'll have no escape mechanism. You'll be in a way wasting your ultimate by using it to run, but it's better than giving up the kill-gold.

-Keep watch for initiating moves. Some obvious initiates are Malphite's ulti, Rammus's Powerball, and Ashe's crystal arrow. In some cases, you might want to stay closer or farther to the rest of your teammates. When the fight starts, Alpha Strike into their nukers and carries and take them down. Ignore the tanks unless they are the source of trouble in the game. If anyone has snowball items be sure to target them so they cannot get any stacks.

Leave comments and please rate! I appreciate constructive criticism.