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Master Yi Build Guide by Wildfjuss

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League of Legends Build Guide Author Wildfjuss

Master yi - *Tankinator*

Wildfjuss Last updated on February 12, 2012
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Jungle Role
Ranked #20 in
Jungle Role
Win 48%
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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: 7

Honor Guard

Defense: 15

Strength of Spirit

Utility: 8

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Master yi

Keeper of the ancient art of Wuju, Master Yi is a mystical warrior from the isle of Ionia. He descended from one of the few tribes dedicated to the preservation of Wuju, a martial art founded with the principles of absolute spiritual awareness of one's self and one's enemy. When the armies of Noxus invaded Ionia, Master Yi joined in the Ionian defense to fight the craven enemy, bringing his village honor through his unparalleled mastery of the blade. The ensuing battles ravaged the land, but no conflict inflicted as much horror as the day the armies of Noxus closed in on Yi's village. Left undefended, the village became the unfortunate test subject of the latest invention by an up-and-coming chemist, now known as Singed. The remains of the village that Master Yi returned to were so horrific that it remains a festering scar on Ionian history. To this day, no Ionian will ever publicly speak of what occurred.

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.''

Damage 55.12 (+3.1 / per level)
Health 444 (+86 / per level)
Mana 199 (+36 / per level)
Move Speed 330
Armor 16.3 (+3.7 / per level)
Spell Block 30 (+1.25 / per level)
Health Regen 1.35 (+0.13 / per level)
Mana Regen 1.3 (+0.09 / per level)

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Hey,fellow summoerners, i've seen some guides on yi, and i didn't find some1 i liked. so i decided to make my own. However this is my first time making a guide. So this is for those peoples who play on a higher level and not those who only rush infinity edge and phantom dancer etc.etc. This build aims at a high damage output level, but you're still gonna be the one initiating and tanking.

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My rune choice is kind of standard.

Not so great in team fights

You should not initiate first. Master Yi is already squishy and if you go first, you won't do anything for your team except feed enemies. Enter the battle after your main tank and try to focus squishy champions like AD carries and AP carries first. If they have more than few squishy champions, try to focus one that have huge CC availability like Malzahar. For more in deapth instructions about team fights read gameplay section.

Vulnerability to disables

Master Yi's vulnerability to CC is one of his biggest flaws. To be realistic, this flaw is very hard to be fixed via items, runes, spells and masteries. I try to counter this flaw by taking Quicksilver Sash and situational defensive items like Banshee's Veil.

Low HP Pool

Master Yi has pretty low HP base when it comes to Melee AD carries. At level 18, his basic HP is just under 2000. The best item IMO to counter this con is Frozen Mallet. Its good for you on defensive and offensive side, by granting you both massive health and AD + slow.

Mana problems

The simple way to counter this would be stop using Alpha Strike, but that will lead to disruption of early game. Since you won't get Mana regen/5 from items, I counter this con by taking MR/5/Level Seals or Greater Seal of Clarity. These grant you 10.53 mana regen/5 at level 18.

Greater Mark of Desolation for Armor penetration. Great damage addon in laning phase, you'll deplete most weak champion's armor in lane phase with these.

Greater Seal of Resilience for survivability against heavy AD champions.

Greater Seal of Clarity for countering mana problems. Allows you to use Alpha Strike more without running out of mana so fast. I wouldn't take this on my Glyphs simply cause ur not going to max alpha strike and last hitting ain't that hard.

Greater Glyph of Shielding for survivability. These work miracles against quick AP bursters. And it's a prefect choice for us.

Greater Glyph of Celerity for cooldown reduction. Already low cooldowns combined with these make your skills available in no time.

Greater Quintessence of Desolation for armor penetration. Combined with ArP marks and your lane enemies have no chance.

Greater Quintessence of Fortitude for flat health. Great in laning phase to counter their damage. Good for replacing health of doran's items if you start with boots.

These are pretty much runes I combine with Master Yi. Bellow you have some combinations of these runes. You should use whichever fits you best. I personally like balanced most, because they give a good ratio between damage and survivability, while countering mana problems. If you like to kill your enemies before they can hurt you, take offensive set. If you feel too squishy in lane and die often, take defensive combo.

i choose flat dmg on Marks just to have that extra dmg in the start.
and the other to get that tankiness we're aiming for.
The armor pen Quints are just to lower the armor of those you have to kill ;)

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With my masteries i just want the movement speed on Defense and the same on utility, so when you get your frozen mallet they ain't getting away from yaa ;) and also when you buy Boots of speed in the start u will have a Starting Movement speed which is going to be very high just cause of the masteries and this will help you to:
1* Avoid ganks
2* Creep farm easier
3* help jungler with things
4* Just be able to move faster throughout the map.

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And now to the big part, the item build. Do i've seen the builds here on Mobafire and i wasn't completely satisfied, so i'm doing this for you guys!

You start with Boots of speed as i mention earlier and those pots ofc. then u build to wriggles right away. And Wriggles is the best item early game after stacking Doran's. It'll give you a:

1* High amount of life steal, it'll realy help you early game.
2* some good armor for that resistance we want.
3* Extra damage to hurt some!
4* Constant Ward at a chosen spot on the map. to prevent from ganks and get vision on the enemy team.

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Skill Sequence

Double Strike - Master Yi strikes twice every 7th attack.
Double Strike is a very good early game ability, thats make you hit 2X more. Enabling Wuju Style in a Double Strike you can hit 4X more! That is the best way to get the First Blood.

Alpha Strike - Master Yi leaps across the battlefield striking up to 4 enemies, dealing magic damage to each enemy with a chance to deal 400 bonus magic damage to minions.
Cooldown - 18/16/14/12/10 seconds
Cost - 80/90/100/110/120 Mana
Range - 600
Alpha Strike is a very good early game ability, that teleport you to your target striking 4 enemys in battlefield. He can be used to farm, killing minions very fast. You can't hit the same person multiple times, so catching 2 heroes alone wont mean you hit both of em 2 times. If you use Alpha Strike in your target and than enable Wuju Style and Double Strike, you can take out a great amount of oponent HP pool very fast (use this sequence to kill the enemy).

Meditate - Master Yi channels, restoring health over 5 seconds. While channeling, Master Yi gains armor and magic resistance.
Cooldown - 35 seconds
Cost - 70/85/100/115/130 Mana
Range - Self
Meditate can be a very good ability at early game, if you have a magic or a range enemy that draw your health without difficulty. With Meditate you can stay at your lane more time, getting more gold and exp.

Wuju Style - Passive: Increases physical damage. 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.
Cooldown - 25 seconds
Cost - 40 Mana
Range - Self
#00ff00]Wuju Style is a very good ability at early and late game, giving you damage all the time and if used its double your effectiveness.

Highlander - Increases Master Yi's movement speed and Attack Speed, becoming immune to all slowing effects. Additionally, killing a champion refreshes all of Master Yi's cooldowns, and scoring an assist reduce the cooldowns by half.
Cooldown - 75 seconds
Cost - 120/120/120 Mana
Range - Self
Highlander is the most important skill, used in all killing and runing combos. The best on it is that after killing an champion you can use this again and get an easy multi kill.

The skill sequence is just logic, i pick only one at the Alpha strike and i don't want the damage from it, only to get close to my enemy. So i max my Wuju style to get that damage we want! And to be able to avoid certain attacks i max my meditate second. and this is also to be able to go back to the tower and Regenerate Health.

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Summoner Spells

And now to the summoners spells.

Flash: be able to get away from "scary" situtaions, or catch a kill or whatever you chose to do with it. ("-Press D to dance!")

Exhaust: Lowers the enemys movement speed and their damage output, Very good choice.

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And the sum of all this is a Tanky yi who is very hard to kill and someone who have a very huge damage output. So good luck! - Cheers /master yi