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Master Yi Build Guide by gig442

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League of Legends Build Guide Author gig442

Master Yi: Rampant AD carry (unfinished)

gig442 Last updated on July 12, 2013
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Top Lane
Ranked #40 in
Top Lane
Win 45%
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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.



Offense: 21

Honor Guard

Defense: 9


Utility: 0

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Hey guys, and welcome to my guide in which I will show you how to play AD Yi.

This guide will focus on kicking *** in the first part (the laning phase) of the game. It is here that AD Yi really shines, able to kill champions a far quicker than many other champions can, able to gank lanes ridiculously easily and net a few kills for your team, and push and lane like a boss. AD Yi will turn into a mad carry, outdoing both your and the enemies ADC's in damage output and kills.

However, that does not mean he is useless later on. This guide focusing on the laning phase of the game will allow you to build the damage and speed required for you to eliminate the enemy ADC in just a few seconds flat. This gives your team a huge advantage, and makes Master Yi a great team player (and a great source of rage for the enemy team).

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Pros / Cons

Amazing laning phase, capable of outdoing even 1v2's
The meaning of lane pushing and roaming
If played correctly, snowballs like mad and carries the team
Your ultimate lets you run in, kill some enemies and run out again without them even having time to react

Requires a lot of farm/kills to build the damage he needs to be effective
His ultimate does not stop stuns or taunts
You can quite easily end up in the middle of the whole enemy team

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I will be using a few acronyms throughout this guide. I will list the meanings of the basic ones here, as I remember that I myself got confused with a few of them.

CC = Crowd Control - Any ability that stuns/slows/taunts/fears
AA = Auto Attack - Basic attacking, what AD Master Yi uses to deal his damage

ADC = Attack Damage Carry - The person on the team who deals the most attack damage, mostly a bottom lane champion

APC = Ability Power Carry - The person on the team who deals the most magic damage, mostly a mid champion

Top, bot, mid = Refer to the three lanes on the map

Gank = Ambushing a lane from the side to hopefully gain kills on the enemy

Jungle/Jungling = The jungle is everywhere the lanes aren't, jungling means to kill the creep camps in the jungle

Creeps = The neutral minions that spawn in the jungle, that you can kill to gain gold and buffs

Jungler = The person who spends all his time in the jungle, with the intention to gank lanes

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These masteries will max out your attack damage, and also give you some useful extra health early game. This is a very good thing, as melee champions will take a lot of damage from both minion aggro and ranged champions. Sometimes an extra 30 health is all you need. Other than that, it is quite basic: the offensive masteries are there to let you own your lane, and the defensive masteries are there for you to unlock that extra 30 health.

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Greater Mark of Attack Damage

Greater Seal of Attack Speed

Greater Glyph of Armor

Greater Quintessence of Attack Damage

These runes basically increase your attack damage output by quite a lot early game, making it easier for you to pick up those early kills. And as early kills will be essential to our playstyle, these runes are a must.

The armour runes are added in as many top champions deal attack damage, so this will help us stay in lane just a little longer.

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Double Strike: Passive
Master Yi strikes twice every 7th attack.

Spoiler: Click to view

Alpha Strike: Q
Master Yi leaps across the battlefield striking up to 4 enemies, dealing 100 / 150 / 200 / 250 / 300 (+100% of ability power) magic damage to each enemy with a 50% chance to deal 260 / 320 / 380 / 440 / 500 bonus magic damage to minions.

Spoiler: Click to view

Meditate: W
Master Yi channels, restoring 28 / 56 / 84 / 112 / 140 (+40% of ability power) health every second for 5 seconds for a total of 200 / 350 / 500 / 650 / 800 (+200% of ability power) health. While channeling, Master Yi gains 100 / 150 / 200 / 250 / 300 armor and magic resistance.

Spoiler: Click to view

Wuju Style: E/Passive
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.

Spoiler: Click to view

Highlander: R
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.)

Spoiler: Click to view

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Skill Order

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This is a fairly simple ability order. As with every champion, you need to put a point in Highlander at every opportunity you get. Other than that, you will need to max out your Wuju Style first in order to gain all of the attack damage that an AD Master Yi needs to carry his team. The second ability you need to max is Alpha Strike, as this does quite a bit of damage when maxes and can be used to finish off champions, for which the lowered cooldown is nice. The last we need to max out is Meditate, as you will not need all of the sustain that this brings. It can be more beneficial to simply run away and recall, than to sit in a bush healing and suffer from less damage output.

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Early game

Early game laning:

Early game is where Master Yi really shines. His damage output right off the bat is huge, and you can whittle down your enemies to the point where they have to recall or risk dying. If they do recall, then great, you can push and deal damage to that turret! If they choose to stay and die, then even better! Now you can push to the turret and benefit from some extra gold. However, unless you are certain that you are safe, then you should not over extend. This will lead to you being ganked, hard. It will also mean that your jungler cannot gank you effectively, putting you at a disadvantage. So, limit the use of Alpha Strike, and only use it to put some massive poke damage on the enemy champion. Try to secure early kills, and take down the turret as fast as possible.

Early lane ganking:

Should you get some early kills and take down the turret, then now you are free to roam. Push your lane as far as you can and head to another lane where your allies are not doing so well. Tell them when you are going to gank their lane, and still check to make sure the champion who was against you is still in lane, otherwise call him MIA.

During this period, you want to gank every lane, as much as possible. Put the pressure on wherever the enemy team isn't, and run away to push another lane as they arrive at the one you were just pushing. You want them to be where you want, not the other way around. Because you are such a deadly ganker, you will often secure kills for both yourself and your team mates during this period, and if you feel like it, help your lane push to the turret and take it down.

However, do not forget about your lane. Don't let it be destroyed, I have seen a few games go downhill from thereon out.

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Mid game

Laning mid game:

During this period, most lanes should still be there fighting away. Apart from you, if you secured an early turret and some kills. However, if you are still fighting in your lane, what you have to do is simple: carry on. If mid lane needs some quick help, push your lane and leave it to gank. Should a teamfight start near baron, leave your lane to add some damage to the mix. Otherwise, stay where you are. Don't start roaming without the first turret being destroyed, or you risk your own being taken down while you aren't there.

Ganking mid game:

Around about now, other lanes should be getting used to your ganks. They will be staying defensive, and possibly will be building items to help survive your onslaught. In this case, you can choose to either remain in your lane, or just go and tri-lane somewhere, pushing it like crazy and hopefully getting a turret taken down. The last option is quite risky, but this will take the pressure off of your team mates a lot, and will free up all members of your team to help out the last lane with a turret remaining.

However, you can still roam during this time. Spend some time in the enemy jungle: taking their creeps, buffs, try to kill their jungler if you meet him, and intercept any champions that may be moving between lanes through the jungle. Taking the creeps and buffs will put the enemy team (but mostly their jungler) at a huge disadvantage.

Mid game team fighting:

Teamfights during this phase will be both rare, and small. Generally mid lane will meet up with another lane for a 3v3 battle in the river, although more members of the team could drift over if the fight is prolonged. Be warned now: you are not much use in team fights.

All you can do, is after the fight is initiated, Alpha Strike the enemy ADC, activate Wuju Style and Highlander, auto attack the ADC and run away from there when he is dead. This should give your team an advantage, you might just survive, and you won't get shouted at for hanging back. Just remember that you are an assassin. Not a crazy teamfighting ninja of doom.

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Late game

Late game laning:

Laning should not be a big component of the late game. You may be required to backdoor lanes, which amounts to laning, but every time you attempt to push, the lane will evolve into a teamfight. If you choose to try and lane/backdoor, push the lane like crazy and back out of there after a couple of minion waves. Run off to another lane and push that a bit. Keep the pressure on. If you get the chance, take down a tower.

Late game ganking/roaming:

In the case of ganking: as the laning phase has finished, there is nothing to gank.

However, you can roam. Spend time in the enemy jungle: do the same as mid game, but now with more attack damage, you can do it faster. And you should be able to 1v1 any person on the enemy team safely. Doing this will put the enemy at a disadvantage, and you may be able to pick up a few kills on the enemy ADC while you're at it.

Late game team fighting:

As during the mid game: you are not a teamfighter. Do not try to initiate one, and stay away from them, coming in towards the end of it to deal killing blows and tip the fight in your favour. During late game you really want to be roaming, not taking part in the teamfights if you can help it. However, if you find yourself in the middle of one, do as before: pop Alpha Strike, Wuju Style, Highlander, and target the enemy ADC. Run the hell away after you take him out, heal up, and go in for another round.

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Master Yi is heavily reliant on farm. Unless you manage to match up against an enemy who doesn't know how to attack you, you will not get enough money to buy your items from champion kills alone. Therefore, farm is very important.

First of all: Make sure you last hit minions. I cannot stress how important this is. You do not get the gold or extra experience from helping your minions get the last hit, so wait around until the enemy minion is on very low health and AA it. This also means you will not push your lanes, so you can escape enemy ganks a lot easier.

However, when the enemy champion is dead: push. Push for all you are worth. Deal as much damage as you can to the turret, and as soon as you see another enemy champion, run away as fast as you can. If the enemy champion has recalled, chances are he has told his jungler, who is now waiting to gank you and cover the lane. Same rules apply here: last hit, don't push, don't die.

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Laning matchups