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Recommended Items
Runes:
Precision
Resolve
Spells:
Flash
Teleport
Items
Ability Order
Double Strike (PASSIVE)
Master Yi Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Kennen
Kennen is a very hard lane due to his burst, quick move speed and long lasting stun. He can run you down and stun you, once you're stunned there's slim to no chance of you surviving.
Ideal
Strong
Ok
Low
None
Updates
_________________________________________________________________________________________
Guide reworked for 8.6
Click the image for my account information.

I'm not that impressive but I know my champion pretty well. I've messed around with support
Nautilus along with some
Illaoi and
Nasus but those aren't my preferred picks.
My roles are in Top->Mid->Support->ADC->Jungle that order.
Missing a pentakill as Yi.
To contact me add Kulu Mektar on League or head over to my Twitch.

I'm not that impressive but I know my champion pretty well. I've messed around with support



My roles are in Top->Mid->Support->ADC->Jungle that order.
Missing a pentakill as Yi.
To contact me add Kulu Mektar on League or head over to my Twitch.
"Doubt is the greatest enemy." - Master Yi
These words are important to this build, play aggressive, do not doubt yourself.
Master Yi is a Champion traditionally played in the jungle, however he has plenty of potential outside that realm. This build relies on you being competent at the champion enough to know how to
Alpha Strike follow abilities like flash, AA reset, stun disjoint, and dodge things like
Distortion. The heavy focus of
Master Yi is chain kills, which rely on the player quickly moving from target to target and focusing on the easiest to kill players available. This build relies on this feature of Yi, combined with
Guinsoo's Rageblade
Later in the guide I'm going to discuss exactly what the build does for you.
Again if you don't know
Master Yi well enough to do these things, or don't know what they are, I highly suggest you watch some of Cowseps videos and try Yi out in the jungle.
These words are important to this build, play aggressive, do not doubt yourself.





Later in the guide I'm going to discuss exactly what the build does for you.
Again if you don't know

To start things off I'd like to be perfectly clear about the advantages and disadvantages of playing this champion in these unorthodox roles.
Con's:
- Incredibly squishy early
- Susceptible to CC early
- Requires split second timing
- Hard to get used to playstyle
- If you engage you're all in
- You HAVE to keep auto attacking in fights
- You'll feel dirty winning games
Pro's:
+ Can't be targeted during large portions of fights
+ Incredible DPS
+ Hard to catch due to Highlander
+ No need to build boots
+ Hard to kill due to Meditate
+ Amazing against tanks due to versatile damage
+ Very rarely out fought level 1
+ Good tower clearing
+ Easiest farm of my life
+ Can 1v1 baron
+ Life steal makes you a tank (As long as you're hitting something)
+ Outscales almost any other top laner
+ Pentakill
Con's:
- Incredibly squishy early
- Susceptible to CC early
- Requires split second timing
- Hard to get used to playstyle
- If you engage you're all in
- You HAVE to keep auto attacking in fights
- You'll feel dirty winning games
Pro's:
+ Can't be targeted during large portions of fights
+ Incredible DPS
+ Hard to catch due to Highlander
+ No need to build boots
+ Hard to kill due to Meditate
+ Amazing against tanks due to versatile damage
+ Very rarely out fought level 1
+ Good tower clearing
+ Easiest farm of my life
+ Can 1v1 baron
+ Life steal makes you a tank (As long as you're hitting something)
+ Outscales almost any other top laner
+ Pentakill
What about boots?
No we do not need boots. Those items are irrelevant,
Master Yi when using
Highlander and having
Blade of the Ruined King to add move speed can outrun anyone you should need to catch.
What about tank?
IF you find that you are unable to dodge hard CC as
Master Yi then I suggest trying him in the jungle. Building offtank is essential for being alive long enough to build
Guinsoo's Rageblade stacks during fights.
What's the goal of this playstyle?
The entire point of this build is to use
Alpha Strike to dodge major damage while using Master Yi's raw auto attack speed to stack
Guinsoo's Rageblade. At 6 stacks on guinsoo's
Wuju Style and
Blade of the Ruined King apply a second time for every second auto. This damage allows for easy chain kills. These chain kills are essential due to
Highlander passive which allows
Master Yi to nearly reset his basic cooldowns upon an assist or kill as well as extend the duration of Highlander's active.
This is not a conventional playstyle for a lot of mid and top laners so it will feel uncomfortable at first, but once you adjust to being able to see low HP enemies as potential resets you will start to prosper.
No we do not need boots. Those items are irrelevant,



What about tank?
IF you find that you are unable to dodge hard CC as


What's the goal of this playstyle?
The entire point of this build is to use






This is not a conventional playstyle for a lot of mid and top laners so it will feel uncomfortable at first, but once you adjust to being able to see low HP enemies as potential resets you will start to prosper.
Everyone loves math class as much as I do right? Statistics are super fun right guys? Anyone? No?
Well regardless I'll try and captivate your attention with some big numbers.
On the "AGAINST HEAVY AD" build example we have
Blade of the Ruined King,
Guinsoo's Rageblade,
Death's Dance,
Dead Man's Plate,
Randuin's Omen, and
Black Cleaver.
Auto attacks before on hit, and abilities:
AD: BORK + Guinsoo's + Death's Dance + Cleaver + base = AD 1
40 + 25 + 80 + 40 + 119 = 304 (334 after passive)
ATK speed: Base * Bonus + BORK + Gunsoo's +
Highlander = ATK speed 1
0.679 + (0.679 * (0.34 + 0.25 + 0.25 + 0.80)) = 1.79256 (2.39008 after double strike is factored in)
Auto attacks after guinsoo's bonuses:
AD: AD 1 + guinsoo's AD = AD 2
334 + 51.6 = 385.6
ATK speed: ATK speed 1 + guinsoo's = ATK speed 2
1.79256 + .53540 = 2.32706 (3.49059 after double strike is factored in)
DPS from autos: 1200.76 AD
Wuju Style DPS: 655.79 True DMG
BORK DPS: 41.89% current HP AD
Guinsoo's DPS: 138.75 AD and 39.27 AP
Total: 2034.57 DPS plus 41.89% Current HP
Well regardless I'll try and captivate your attention with some big numbers.
On the "AGAINST HEAVY AD" build example we have






Auto attacks before on hit, and abilities:
AD: BORK + Guinsoo's + Death's Dance + Cleaver + base = AD 1
40 + 25 + 80 + 40 + 119 = 304 (334 after passive)
ATK speed: Base * Bonus + BORK + Gunsoo's +

0.679 + (0.679 * (0.34 + 0.25 + 0.25 + 0.80)) = 1.79256 (2.39008 after double strike is factored in)
Auto attacks after guinsoo's bonuses:
AD: AD 1 + guinsoo's AD = AD 2
334 + 51.6 = 385.6
ATK speed: ATK speed 1 + guinsoo's = ATK speed 2
1.79256 + .53540 = 2.32706 (3.49059 after double strike is factored in)
DPS from autos: 1200.76 AD

BORK DPS: 41.89% current HP AD
Guinsoo's DPS: 138.75 AD and 39.27 AP
Total: 2034.57 DPS plus 41.89% Current HP
Our masteries, like the rest of the build, are based on chain kills and 1v1 potential.
Keystone
Conqueror is best when facing tankier top laners (most of them) due to its more long term damage as opposed to burst.
Press the Attack is a more viable choice whenever your opponent is a squishier top laner because of the burst damage it deals.
Precision minor runes
I choose
Triumph over
Presence of Mind because we aren't very reliant on regaining mana, and
Triumph gives an additional bonus from chain killing enemies.
Overheal is useless on
Master Yi
Legend: Bloodline works better for me than
Legend: Alacrity because the sustain allows you to be able to stall getting items like
Bloodthirster or
Death's Dance until later in the game. Occasionally when facing an incredibly CC heavy enemy comp you'll want to take
Legend: Tenacity
I take
Last Stand over coupe de grace because my playstyle leads me into situations in which my health is very often dangerously low.
Cut Down isn't a good choice because building health is important for this build.
Resolve minor runes
I take
Unflinching because
Master Yi doesn't deal well in situations where he is unable to auto attack his enemies and tenacity helps resolve that problem.
Bone Plating helps reduce pain from trades early game and allows Yi to get a lead in some lanes which he couldn't normally.
Keystone


Precision minor runes
I choose










I take


Resolve minor runes
I take



Top
When going top pretty much the only acceptable combination is
Flash and
Teleport. However sometimes ignite can be taken if facing a heal heavy enemy team.
Mid
Mid lane however has multiple combinations of Summoner Spells. Mostly I use
Flash and
Ignite.
Ignite can be replaced by
Teleport (if you feel as though you don't need the damage and resets it can provide),
Ignite can also be replaced with
Ghost because it completely negates any argument for building boots on
Master Yi. Ghost vastly increases your lifesteal and DPS because it enables you to auto attack consistently.
When going top pretty much the only acceptable combination is


Mid
Mid lane however has multiple combinations of Summoner Spells. Mostly I use







When it comes to early game farm
Master Yi is the way to go. He gets an extra basic attack to kill higher HP minions with
Double Strike and his
Alpha Strike is a great way to farm and harass at the same time.
Later into the game
Master Yi can clear a minion wave with one
Alpha Strike and a few basics to mop the wave up. He should be able to kill caster minions with one
Alpha Strike or a single basic attack during most points of the game past 15 min.



Later into the game



There are several tricks which are essential to
Master Yi if you want to be good using this build, and
Master Yi in general.
Yi can poke in lane?
In lane a great way to harass is to
Alpha Strike a creep which is positioned so that the enemy laner will be poked, but you will remain a safe distance away from them.
Wuju like some damage?
When farming creeps if you find that your
Double Strike passive is ready to be popped, a common way of getting your opponent very low in health is to
Alpha Strike to them, use
Wuju Style and then basic attack them for the
Double Strike while quickly withdrawing to safety or pursuing the kill.
How do I basic attack reset?
One common method of squeezing a little extra damage out of
Master Yi is to
Meditate directly after using
Double Strike and then instantly toggling it off. If you do this your basic attack timer will be reset and you can squeeze in one extra hit, which can turn around a low level fight. In this video the red team
Master Yi employs this tactic, and this one combines this tactic and the previous one.
How do you quickly avoid damage?
Master Yi is naturally not a very tanky champion. Some players choose to build items like
Dead Man's Plate,
Frozen Mallet,
Iceborn Gauntlet as well as others. Personally I prefer to rely on my reaction times to avoid taking damage in fights, while it's already known to most if not all league players I felt it was important to mention
Master Yi has his
Alpha Strike to avoid skill shots as well as
Meditate to tank incoming damage. These aren't skills but they should be on your mind at all times.
What do I do when my opponent flashes over a wall?
A fairly well known trick to
Master Yi players is commonly referred to as "Q Following" To accomplish this simple task all you have to do is activate your
Alpha Strike on a target the instant before they
Flash,
Distortion,
Assassin's Path, or some other quick dash. You will soon find yourself on the same side of that wall as your opponent, neat huh? Unless of course you followed without vision and their whole team was there, but you would never do that, right?
I thought I was supposed to teleport to my Q?
Actually
Master Yi
Alpha Strike teleports him to wherever his first target is whenever the animation is over. However if your target is dead before your
Alpha Strike damage triggers (at the end of the animation) you teleport to wherever you were standing when you activated it.
I heard Cowsep can disjoint stuns, what does that even mean?
Disjointing a stun is actually a simple process on paper, you use your
Alpha Strike at the very right time so that the game believes you've been stunned, but also allows you to finish your
Alpha Strike animation. This effectively reduces, and sometimes even negates, the duration stun and other immobilizing affects. Here is an example of disjointing a
Xin Zhao knockup, and here is an in depth guide.
How come that Yi just lost tower aggro without leaving the range?
Master Yi has a lot of room to outplay opponents under towers, while this can help you and your team get kills it can also, more importantly, tilt the Hell out of the enemy team. Whenever being targeted by a tower if
Master Yi has friendly creeps or an allied champion under the tower too, he can
Alpha Strike to reset the tower's aggression. However beware of accidentally hitting enemy champions with
Alpha Strike as this will turn the aggro back onto you. Here is a clip me using this trick against an enemy
Kled.
How do I know when to dodge?
While this may seem like a silly question much of the time
Master Yi has the capability to dodge abilities which are cast without an animation, or with one that lasts less than a second. These abilities can be dodged using
Alpha Strike, which is harder than it looks when you can't actually visually see the ability until it's affected you. The only way to dodge things like this is really just a gut feeling, think about when you would press buttons as the enemy character, it doesn't come easily but once you adjust to it you'll dodge things and everyone around you will call it luck. Let them believe that if they want.
If I have a question or generally want to complain about this build, what do I do?
To contact me add Kulu Mektar on League or head over to my Twitch.


Yi can poke in lane?
In lane a great way to harass is to

Wuju like some damage?
When farming creeps if you find that your




How do I basic attack reset?
One common method of squeezing a little extra damage out of




How do you quickly avoid damage?







What do I do when my opponent flashes over a wall?
A fairly well known trick to





I thought I was supposed to teleport to my Q?
Actually



I heard Cowsep can disjoint stuns, what does that even mean?
Disjointing a stun is actually a simple process on paper, you use your



How come that Yi just lost tower aggro without leaving the range?





How do I know when to dodge?
While this may seem like a silly question much of the time


If I have a question or generally want to complain about this build, what do I do?
To contact me add Kulu Mektar on League or head over to my Twitch.
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