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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Double Strike (PASSIVE)
Master Yi Passive Ability
Welcome & Introduction
Welcome to my third Mobafire build, The Legendary Master Yi! My name is Busdriver, summoner name Augustice, and I have been goofing around with Master Yi for about two years. Hes one of my favorite underrated champs and happens to have a very high skill curve. The problem is that the community has placed Yi into a strange spot. People tend to build far to squishy and ignore the built in damage Yi has. Focusing on survivability and playing as a unstoppable bruiser is where Yi's true strength lies.
Disclaimer!!!!!!!: I am not a high elo player. I play normals with my friends and solo que when I have time. I don't count myself some guru, but I do have knowledge you might find interesting. I write guides to refine my skills and refining Yi has been one of my favorite challenges.
Master Yi is honestly a champion I play for the fun of it. His playstyle suites me and rewards the player greatly. Clutch moments are everywhere while playing Master Yi. His power out of the jungle is madness. Insanely fast clear time, amazing counter jungle presence, and massive midgame power are what this build is about.
Pros
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Cons
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- Greater Mark of Attack Speed
Early jungling AS syncs nicely with your Wriggle's Lantern. - Greater Seal of Armor
Standard jungle seals. Great for staying bulky. - Greater Glyph of Scaling Magic Resist
Scaling MR on top of your base makes you difficult to burst down midgame. - Greater Quintessence of Attack Speed
This last chunk of AS is so we don't have to buy anymore after Phantom Dancer.
Optional Replacements
- Greater Glyph of Magic Resist
Great early advantage against AP. - Greater Quintessence of Attack Damage
Great for making your early damage really HURT. Works well with crit builds. - Greater Quintessence of Life Steal
Provides strong sustain all game. - Greater Quintessence of Movement Speed
Helps stick to your enemies and overall combat.
Most of these 9 points are aimed towards helping Yi's early squishyness. A bit of flat reduction for jungle ease and a little health to help combat. | SPACE |
Strong Picks
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Viable Picks
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Just Don't
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For the Rift I find these two to be the best combination. Flash is your "get out of jail free" card. Smite is standard on any jungle for speed and buff control.
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SPACE | If you want stronger ganks these are the best alternatives. Exhaust makes ganks easier and ghost allows you to catch any champion. | SPACE | SPACE |
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SPACE | SPACE | All of these spells have their moments, but are too situational. Yi needs to enter/exit the fight quickly. These have one time uses, but the advantage Flash gives you is too important. | SPACE | SPACE |
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For these last few, just don't waste your time. Getting dependent on Clarity is a terrible habit. Revive is NOT worth it. Getting Clairvoyance? Who are you the support?
When choosing summoners on Yi its very important to understand how you usually kill someone and what your aims are while fulfilling that role. We always take Smite for jungle speed and buff control. Flash is very smart when playing safe while Ghost changes engagements and how you enter combat. Exhaust makes your ganks really strong, but sacrifices safety.
Your choice will effect teamfights though and your playstyle with ghost is more "clean up" focused. Flash allows our Yi to better coordinate with his team and become the bruiser they need him to be.
This is my safest way to level Yi. I grab an early rank 2 in Alpha Strike because it increases the spead at which i kill smaller monsters. Prioritize Wuju Style for early damage potential, the synergy with Highlander is amazing. Doing this allows us to build Frozen Mallet straight up and become very annoying.
"Master Yi strikes twice every 7th attack." |
A fairly straight forward passive, but one that is often forgotten. This plays a big role in your burst damage and should be built up in the jungle prior to ganking. While in combat try to activate E around the time this will proc.
- Gap Closer
- AP Nuke
- Focus breaker
- Finisher
It acts as all of the above, at the same time. Pretty crazy ability huh? Its uses are endless and knowing how to save this for clutch moments is key. In a teamfight you might use this to get to your target, or finish them off while gap closing to the next enemy in focus order.
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Meditate is an interesting ability. With the correct planning your melee bruiser can become a stationary tank. CC shuts this down hard, but like any risk/reward skill its all about timing.
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A massive AD steroid. This is what keeps your AD presence strong all game. It helps early with jungle DPS, but using this at the right time during combat can make or break your dps. You must remember that while this is on cooldown your DPS will be lower than normal.
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The mastery over this ultimate separates the decent Yis from the amazing ones. Timing is especially important when using this ultimate. Your chase is insanely strong while active, but the most important aspect of this ultimate is that when you or an ally kills someone during a fight your CDs are effected.
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The only way to play Yi, the true Yi, is to be an Avenger. Murder is what you do, and you do it best. Knowing this you need to play Yi AGGRESSIVE. Murder your jungle, Murder lanes, Murder dragon if you can! KILL PEOPLE! Killing people with Master Yi is rather simple since he has a gap closer and massive speed boost.
See the broken OP yet? You don't? No worries, I can help. The real strength of Yi is that his kit can act as so many different niches at the same time.
Your personal Yi playstyle will benefit from personally chosen summoner spells. They will give you advantages where you need it and allow for your crazy kit to shine bright. Above I have listed what I know to be useful when doing certain tricks. I usually jungle and end up running Flash. Yi is strong early game and he stays strong all the way through lategame, but he is weak in teamfight. Ganking at level 4 - 6 is when you can snowball the game. Win early, end it quickly.
Timing is what separates a good LoL player from a bad one. I have seen players time after time get owned using great builds/champs. Knowing when to use your abilities, where to be, when to farm are all second to none. While playing Yi it can be easy to just spam your Q and Ult, but once you have blown your cards the enemy has a slight advantage over you.
SPACE | When using alpha strike always judge the distance you will be chasing. Using it first to get to your target can leave you behind when he/she flashes. Always use Highlander to its fullest potential before blowing this CD. Force them to use flash and then close the gap. |
SPACE | Use this when your enemy has blown his/her 'ace in the hole'. It will give you massive AD, plus the sustain that comes along with that. Never use this before you plan to Meditate because it will leave you with weak DPS, but meditating while this is down counters the CD quite effectively. |
This route is pretty straight forward. Green points are defensive ward placements while pink points are aggressive. Warding is very important and while playing the role of jungler you will have the best opportunity to be placing wards. If your not buying wards your doing it wrong. Sight Ward = winning.
- Start wolves with Q and pot if needed. Auto attack until dead.
- Start blue buff with a bit of help. Q and pop a health potion when you start taking damage. When blue has around 490 health use Smite.
- Wraiths are very easy, Q the big wraith and E to clean up.
- At this point head back to Wolves, they will be up when you arrive. Q, E, and pot if needed.
- After your second Wolf camp you should make your way over to red. Q, E, pot and Smite around 500 HP.
- At this point you can either go down to double golems or clear a second wraith camp. Your choice.
This route is my aggressive counter jungle route. I suggest you have a teammate or two with you while starting this route. Your plan is to cripple the enemy jungler by having a timer on HIS red buff at all times. You'll need vision to continue invading his jungle, so remember to ward aggressively. Wards win games and more importantly keep you safe.
- Start wraiths with a Q and focus on the large wraith. Leave 1 small wraith.
- Red buff with your team, Q and pot when you take damage. Smite at 490hp.
- Leave the enemy jungle and head to your wolves. Q/E and pot if you need.
- Swing past mid and start your wraiths. Q/E combo. Pot when done.
- Check on red and move down to double golems. Q/E Combo. Pot when done.
- Cross the river and check enemy wolves. Pot + Q/E Combo. Smite here.
- This last step is optional, base or clear one last buff.
The above route can crush enemy junglers, but doesn't need to be followed perfectly. Sometimes I will gank after red, sometimes I won't gank at all. Counter jungling is all about guessing your enemies path and prepping before time. Sight Wards are crucial because they reveal where your enemy is and will be, thus opening a window of opportunity for counter jungling to occur. They also guard you against failed invasions, providing foresight to jungle engagements.
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This is my go to build for jungle Yi. Its damage output is strong all game and you'll find yourself very bulky. Its very straight forward and focuses on just auto attacking everything to death. You'll be an offtank of sorts, but your damage output will be seriously lethal. This build leans on your ability to know when to use CDs. There is no CDR in this build, so spamming abilities can really leave you useless. Focus on getting ahead early and becoming the most dangerous thing on your team.
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Possible Options
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I will be updating this guide eventually to include jungle matchups and special counter routes, but until then good luck! Happy hunting~
-Augustice
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