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Spells:
Flash
Ignite
Ability Order
Double Strike (PASSIVE)
Master Yi Passive Ability
Introduction
After the Noxian invasion was contained, Master Yi fell into a deep isolation. For years, he trained morning to night, speaking to no one and refusing offers of consolation by fellow Ionians. The only thing stopping him from madly charging into Noxus battle lines headfirst was his pledge to keep the Wuju style alive. Even though he seethed with impatience, his rage became a tool for sharpening his practice of Wuju, developing stronger and deadlier skills for his eventual vengeance. The only thing that roused him was news of the League's formation, and Noxus' subsequent enrollment in the League. Master Yi now brings his mastery of the blade to the League of Legends with unflinching purpose: to avenge his kinfolk and end the predations of the Noxus once and for all.
''The art of Wuju lives on in Master Yi, and is plunged through the hearts of his foes.'' -- Soraka, the Starchild
This guide will show you how to dominate mid lane first and the overall game afterwards as Master Yi
AP Yi's Pros
+Easy and safe farm in mid
+Easy lane domination through high damage and massive regen
+Amazing Ganks
+Decent initiation
AP Yi's Cons
-Gets weaker as time passes by (Useless in 50+min late game)
-High CD dependable
AD Yi's Pros
+High & Sustainable damage
+Really nice Ganks
+Reliable Enemy Carry killer
+Very fast farming (Jungle Yi)
AD Yi's Cons
-Absolutely depends on the Initiator/Tank on a team fight since he is squishy
-He's only capable of jungling (Ranked game team Rotation where there's : Solotop, Jungle, Mid, Ranged & Support)
Both AP & AD Yi are great, each with their own ways of being usefull. I mostly like AP more because he suits my playstyle.
+Easy and safe farm in mid
+Easy lane domination through high damage and massive regen
+Amazing Ganks
+Decent initiation
AP Yi's Cons
-Gets weaker as time passes by (Useless in 50+min late game)
-High CD dependable
AD Yi's Pros
+High & Sustainable damage
+Really nice Ganks
+Reliable Enemy Carry killer
+Very fast farming (Jungle Yi)
AD Yi's Cons
-Absolutely depends on the Initiator/Tank on a team fight since he is squishy
-He's only capable of jungling (Ranked game team Rotation where there's : Solotop, Jungle, Mid, Ranged & Support)
Both AP & AD Yi are great, each with their own ways of being usefull. I mostly like AP more because he suits my playstyle.

That's your passive. Pretty much useless when you play as an AP


Master Yi leaps across the battlefield striking up to 4 enemies, dealing 100/150/200/250/300 (+1) magic damage to each enemy with a 20/30/40/50/60% chance to deal 400 bonus magic damage to minions.
Cost
60/70/80/90/100 Mana
Range
600
That's your main (if not the only source of damage you have during early game [before you get





Master Yi channels, restoring 140/280/420/560/700 (+4) health over 5 seconds. While channeling, Master Yi gains 100/150/200/250/300 armor and magic resistance.
Cost
70/85/100/115/130 Mana
Range
20
That's the skill that makes you one of the most dominant mids so far, As it reaches level 2 it heals more than 40% of your health. Though be careful not to spam it too often as the CD is pretty long, the ideal is to











RedThinLine's TIP : Always allow the enemy champion to hit you once before you



Passive: Increases physical damage by 15/20/25/30/35.
Active: Master Yi can activate this ability to double its effectiveness for 10 seconds, but this removes the passive bonus until Wuju Style becomes available again.
Cost
40 Mana
Range
20
Although this skill seems pretty useless on AP







Increases Master Yi's movement speed by 40% and Attack Speed by 40/60/80%, and he becomes immune to all slowing effects for 6/9/12 seconds. Additionally, killing a champion refreshes all of Master Yi's cooldowns. (Assists reduce half of the base cooldown amount.)
Cost
100 Mana
Range
1
A truly amazing skill. It helps you chase down the enemies or escape when the situation is dire. Always level it when possible (Levels 6-11-16). It also refreshes ALL your cooldowns. Not bad eh?




























I've tried almost every possible combination that i could imagine and came up with this :
Greater Mark of Insight x9
Greater Seal of Clarity x9
Greater Glyph of Warding x9
Greater Quintessence of Potency x9
Why it's the best :
1. Magic penetration is a must since you are an AP carry
2. Magic resistance gives you an advantage over the enemy AP carry. You'll have 51 MRES at Level 1, which is A LOT.
3. MPregen i mostly pick this over extra AP or Magic Penetration to be Blue buff independant if the jungler decides not to pass any blue to me.




Why it's the best :
1. Magic penetration is a must since you are an AP carry
2. Magic resistance gives you an advantage over the enemy AP carry. You'll have 51 MRES at Level 1, which is A LOT.
3. MPregen i mostly pick this over extra AP or Magic Penetration to be Blue buff independant if the jungler decides not to pass any blue to me.
Our main build is the one you've seen before. To be more specific :
The 1st item that we buy is
, Although I'm mostly against any of the Doran's it's the best starting item after trying many. Next you buy a
. After that get your
. Finish your
and procced your
. Most of the games are over by the time you finish
Deathfire Grasp. If not build either
,
,
In an order that serves you better. E.G If the enemies are packing up MRes the build
Void Staff 1st, If you just keep killing like hell make the
Lich Bane to improve your damage, If there are a lot of team fights then build your
Zhonya's Hourglass.
Below there are some different layouts that are to be used ONLY if the main build can't work.
Build #1 (Tankish AP) (Damage output : Average) (Survivability : Godlike)
Mercury's Treads
Rylai's Crystal Scepter
Abyssal Scepter
Zhonya's Hourglass
Banshee's Veil
Rod of Ages
Build #2 (What's that? Veigar?) (Damage output : High) (Survivability : Average)
Sorcerer's Shoes
Abyssal Scepter
Rabadon's deathcap
Banshee's Veil
Void staff Or
(Same reasons as in main build)
Zhonya's hourglass
A question that I got was : Why is Zhonya's hourglass in every build?
The answer is quite simple, In most fights I initiate with
Alpha Strike &
Deathfire Grasp to pick an enemy carry off quickly. Then I activate Zhonya's so that I get rid of any focus fire and enjoy the view.
The 1st item that we buy is












Below there are some different layouts that are to be used ONLY if the main build can't work.
Build #1 (Tankish AP) (Damage output : Average) (Survivability : Godlike)






Build #2 (What's that? Veigar?) (Damage output : High) (Survivability : Average)







A question that I got was : Why is Zhonya's hourglass in every build?
The answer is quite simple, In most fights I initiate with


Early game (levels 1-8): All you need to do is focus on your farm and keep harrassing the enemy mid so that he'll be intimidated by your presence. As i've seen a scared mid stays just behind his Ranged minions, which makes him an easy hit for
Alpha Strike after the melee are dead (Cause it has a max of 4 targets. 3 minions + 1 Champion). If you play smart and avoid any stupid dives or getting urself pushed out of the lane you can get 2 or maybe 3 kills in your lane by level 6. I finish my
Rabadon's Deathcap and
Sorcerer's Shoes in 12-15 minutes if the game runs smoothly. Remember one thing : Intimidate to Eliminate.
Mid game (levels 8-16) : Ok by now we are kinda fed and we can start roaming a little so that we can get the other lanes fed too.
Warwick
Rammus
Shaco and
Fiddlesticks are the best jungle buddies you can gank with. DO NOT try to always keep
Alpha Strike so you can last hit champions, You are not the only one that needs to be fed. You will need at least 1 more fed partner in order to have any chance during Late game phase.
Late game (levels 16-18) : You should have done enough by now to help your team win the game because your power slowly decays after Mid game. When in teamfight always do the initiation with the
Alpha Strike &
Deathfire Grasp ->
Zhonya's Hourglass Rotation.
TIP : Do not destroy the mid tower unless you are ready to leave your lane and your farm.



Mid game (levels 8-16) : Ok by now we are kinda fed and we can start roaming a little so that we can get the other lanes fed too.





Late game (levels 16-18) : You should have done enough by now to help your team win the game because your power slowly decays after Mid game. When in teamfight always do the initiation with the



TIP : Do not destroy the mid tower unless you are ready to leave your lane and your farm.
As an AP
Master Yi you'll not be in too much danger by any other mid except
Ahri and
Malzahar.
Mostly pay attention not to directly
Alpha Strike these guys unless you are 100% sure that you'll kill them or you'll end up dying and losing your lane.
Also keep an eye when there's a stun combination in mid + jungle.If both mid and the jungler can't stun you they have absolutely no chance of killing you, even if you get caught out of position.
In general, avoid using
Alpha Strike directly on the enemy champion unless you go in for the kill. Remember all your damage comes from your alpha strike.



Mostly pay attention not to directly

Also keep an eye when there's a stun combination in mid + jungle.If both mid and the jungler can't stun you they have absolutely no chance of killing you, even if you get caught out of position.
In general, avoid using

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