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Master Yi Build Guide by shadowstalkernz

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author shadowstalkernz

Quick kill YI

shadowstalkernz Last updated on December 5, 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: 24

Honor Guard

Defense: 5


Utility: 1

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This spec starts of in a position where you must be very cautious, although you are unlikely to finish this build as the majority of the time the enemy surrenders.

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All would have been spent on Attack Speed except that one you are fully built you will have reached the cap for attack speed of 2.5 attacks per second. The reason standard damage is not included and crit damage is, is that almost every single hit become a critical hit, meaning it is best to just increase your increase.

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Some of the Masteries are unimportant for a full AS champion but this is the best way to have quick games where you are dominant.

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with this full combination you arrive at 2.478 attack speed the runes and masteries the buffing to 2.5 allowing an exceptionally quick killing spree, the ravenous hydra is effective in tightly grouped collisions, although you should avoid those groups early on as you would like a full build before you try 1-3v5ing. The bloodthirster is mainly for lifesteal and in the event of unavailability should be replaced with sanguine blade, although the damage bost proves helpfull.
Because all hits are most likely critical hits now the infinity edge will allow for mega damage at mega speed with only your basic attacks.

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Skill Sequence

Because this build relies mostly on basic attacks, the skill sequence is made so that all moves are available from the get go, though it is important to finish alpha strike and wuju before meditation as this allows you a move to jump to fleeing enemies and a constant/activated damage bonus, but don't ignore meditation as the cooldown reset/reduction of highlander will allow you to heal after any sucsessfull battle. Keep in mind surge and highlander are rendered near useless after full build is achieved, they are only usefull for dmg and ap boost.

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Summoner Spells

these moves are there to simulate highlander at the beginning of the game, the ourpose for this is until level 6 highlander is unavailable and until lvl 17 or 18 you will not reach attack speed cap. In big encounters when of low level it is suggested that highlander and surge are stacked. Keep in mind surge and highlander are rendered near useless after full build is achieved, they are only usefull for dmg and ap boost.

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Creeping / Jungling

with this setup you should be able to jungle at level 6 and up. Most commonly i begin to jungle at level 12 and re appear once i am fully built, scoring pentakills. but any method of play has been sucsefull in testing

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To sum up watch out for ganks at the beginning that is a very annoying thing, also try to slightly modify the build to you comfort(for example i used to build both phantom dancers one at a time but i found simultaneous allowed for big jumps in attack speed, keeping the enemy on their toes and extremely weary of you) if competing in 5v5's i suggest learning the build in top/bot and you can begin to play mid when you are extremely confident, i also recomend early jungling in 5v5 as it allows your other team mate to earn extra xp becaus of your absence, but remember to stay in a reasonable distance to save them from a gank.