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Master Yi Build Guide by xmotoby


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League of Legends Build Guide Author xmotoby

Solo-que Carry Yi S7

xmotoby Last updated on July 20, 2017
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current

[VS]

older builds (don't work well

Ability Sequence

1
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R

Masteries

18 Ferocity

5/

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1/

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0 Cunning

0/

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12 Resolve

5/

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1/

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5/

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1/

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Threats to Master Yi with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Nidalee
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Intro

I pretty much 1-tricked to gold with Master Yi two seasons in a row, though the build changed along with patches and meta changes. I'm here to share what worked for me and hopefully you can succeed with it too!


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Champion Info



Master Yi is a glass cannon, late game scaling, resetting pentakilling champion. He snowballs insanely hard, but is nearly useless if behind. He lacks CC and is not very tanky, but has incredible damage potential and can duel most champions in the game. He can splitpush extremely effectively and take towers and objectives quickly as well.


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Pros/Cons

Pros

+ Insanse damage
+ High outplay potential
+ Fast pushing/tower taking
+ Has true damage
+ Simple kit
Master Yi is my favorite champions because he is simple to play, but has high potential when played well. He can 1v1 almost anyone when played correctly, can get easy pentakills, and even when behind, can push side lanes quickly.

Cons

- Low health
- No CC
- Often focused
- Simple kit
As with all champions, Master Yi is not perfect. He is not tanky like Rammus or Nautilus, so he cannot engage tower dives or fights the same way; someone else will have to do that. He has no CC, which is uncommon as a jungler, so people will probably complain about that as well. He will be focused when he goes in if the enemy has a brain,
and everyone knows exactly what his abilities do.


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Masteries

Work in progress ~

Go 18/0/12 for damage and some surviveability. Pretty self explanatory. I don't like going 18/12/0 as you don't really need the extra damage from the cunning tree and staying alive earlier is more important.


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Runes

I go all flat attack speed runes with the exception of seals, which I know is not a common setup. The way I see it is that when played correctly, Master Yi will take minimal damage and kill everyone else before they can do much to him. This setup helps us reach that goal the most effectively.

Greater Quintessence of Attack Speed helps boost DPS all throughout the game. Helps pop Double Strike and Wuju Style more often and reduce the CD of Alpha Strike. Attack speed is the bread and butter stat for Yi.


read quints description


Greater Seal of Armor helps you survive the jungle early game.


read quints description.


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Spells

Flash is the best spell in the game. Use it to finish off escaping enemies, escape over walls dodge skillshots like Dark Binding. Remember kids, F is for flash!


Smite is totally necessary for jungling. You'd have to be a potato to not take smite in the jungle.



Since Yi doesn't really need flash (though I like having it) other replacements for Flash are exhuast, Ghost, and Teleport. Exhuast is good if your support is taking ignite and if the enemy has a high damage priority target, like twitch or rengar. Ghost is overkill for speed, but it's fun to have when you try to chase down udyr or shyvana. Teleport is useful when you know you will have to splitpush or backdoor against strong stalling team comps.


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Abilities

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



>>>



Double Strike makes it so every 4th AA strikes twice, doing 50% of your AD.
This strike counts toward your next rotation. It fully applies on hit effects, so items like the bloodrazor and botrk are effective on Yi. Tip: You can move before the animation of the double strike finishes and the damage will still go off.


Alpha Strike is what makes Master Yi Master Yi. It's his bread and butter ability. It hits up to 4 targets and makes you untargetable while placing you next to whoever you clicked on. It can also critically strike, and the CD goes down by 1 second every time you AA. Use it whenever you can while farming. When ganking, don't start with this ability, run up to them first. If you cast this during someone's dash animation or right before they flash, you will follow them to wherever they go. This allows you to go over walls when following people like Ezreal or J4. In teamfights, use this to dodge CC or high damage spells. This is one of your 2 survival abilities, so don't waste it. Max first.


Meditate is Master Yi's survival. It's mana cost is too high to warrant leveling it up more than once early. It resets the AA timer, so you can click, W,
and click again to quickly pull off 3 AAs. It heals more the lower HP you are, so if you must use it, wait until you are lower. Also, it reduces damage taken, so you can tank towers or burst damage well. For example, you can press W during Death Mark or Requiem to reduce the amount of damage you take by a substantial amount. It is very usefull in 1v1 situations, especially against assassins as you can negate most of their damage with one button. It can, however, be interrupted by hard CC or silences.


Wuju Style increases your bonus AD (from items/runes/masteries) by 10% as long as it is off CD. When activated, it makes your AAs do some true damage against champions. When it is on CD, the passive damage boost is lost. Never use it while farming; leaving it available makes you do the most damage fast. It doesn't work on towers, so don't waste it on that either. Use it when fighting. Pretty much just pop it as you go in and forget about it.


Highlander makes Yi run fast, not slowable (but still CCable) and AA fast for a few seconds. It passively reduces all your CDs by 70% and duration extended every time you get a kill or assist, which allows easy pentakills. Activate it when you are going into a fight, need to run away, or take an objective extremely quickly. Max whenever possible.


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Items

WIP ~


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Gameplay

Early game, start your lower side buff and get a leash. Typical path is this:

Red, Krugs (smite), Raptors, Blue (smite), Gromp, Wolves
or
Blue, Gromp (smite), Wolves, Raptors, Red (smite), Krugs

I generally just back after the first clear and buy the jungle item, but if someone is extremely pushed up and low hp, go for it. Don't force ganks as Yi, he has little in the way of successfully forcing fights. Generally farm and gank when your ult is up and laners are pushed/easy to kill. If you get invaded, just try to fight them since you probably can't outrun anyone before you have your ult.

Mid game, if you are ahead, gank a lot and push objectives whenever possible. Farm whenever you aren't doing anything else; Yi depends on gold to succeed. If you are even/behind, only gank lanes that are winning, ganking losing lanes is a waste of time. Aim to get strong off one lane, then bring that pressure to other lanes. If you are losing, just farm for late game and hope you can scale well enough.

Late game, don't engage fights. Wait until late in a fight to go in so you can get resets without being ****blocked by summoner spells or really heavy CC. At this point, you are just trying to get objectives, not kills. Kills are just a way to free up objectives for your team to take.


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Conclusion

Thanks for reading, hope you enjoyed this guide! Upvote if you liked it, if not, leave a comment and I'll see what I can do!