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League of Legends Build Guide Author Ultimaetus

The True Master Yi ( Hybrid)

Ultimaetus Last updated on May 12, 2011
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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.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Mystical Vision
Presence of the Master

Utility: 21

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After getting tired of the unreliability of AD critsteal yi, I've been experimenting around with AP Yi, From there I ended up going hybrid since pure AP is wasteful since you have a good AD steroid and Highlander in your arsenal.

So after a few games, I came upon a build that is really effective and versatile.

This is my first guide so please don't badge me too much

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Pros / Cons


    - Tanky: Large hitpoint pool and decent resistances provide you with good survivability
    - Backdoor: Despite the lack of huge AD you still posess the ability to walk up to an enemy turret alone and half its health before you have to back off
    - DPS: You still retain a good dps while still buying defense
    - Laneing: The laning on this build is much easier and better than the traditional AD Yi
    - Healing: One meditate is almsot a full heal and spell vamp off of alpha strike makes you less reliant on meditate.
    - Teamfighting: Despite all your strengths it is still hard to contribute to a teamfight
    - Building: The higher focus on AP and saving AD till later leaves you with very little auto attack dmg early on.

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Greater Mark of Alacricity: 15% atk speed is greatly beneficial to pushing. Honestly u can use whatever you believe will work best.

Greater Seal of Clarity: These help a lot with maintaining mana in the laneing phase, Master Yi's mana consumption is high. Getting golem buff is always a good idea.

Greater Glyph of Force: Master Yi has great scaling on both his 2 AP abilities, every point makes a difference.

Greater Quintessence of Potency: Provides great early game advantage with the flat AP

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Most people try to go 21/0/9, The offense tree does not benefit you that much, especially in the early game, and if I have ever learned anything its that how well you farm in the early game will define how well you do the rest of the game. That is why I go utility.

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The item list above is not in any specific order this chapter will explain the order more in detail.

Start with a
This is usually what I start trying to get first then I move intoand
The Needlessy Large Rods AP gives you monster healing and hard hitting Alpha strikes, rushing this will guarantee over 100 AP and you won't suffer much in terms of sustainability due to meditate.

Finish Kindlegem intoand get
The Spirit Visage provides 15% increased healing, 10% CDR, hp, and MR. With the Merc treads your MR portion of the build is now complete.

Finish the rod into. Your now have decent armor and 2 second invulnerability whenever you need it.

Your last 3 items you build whatever you need first:
: You will primarily build this for the HP boost.
: Build this for alternate sustainability and damage. With spell vamp, you can just walk up to a minion wave and alpha strike it, Every 400 Bonus damage you get heals you for an additional 80 hp, it is very easy to get a good 200-300 hp heal from using alpha on a minion wave.
This provides so many benefits, but the biggest reason to build this is for pushing/backdoor power, 150% increased damage after using an ability will let you kill towers in 2 tries without minions.

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Skill Sequence

Alpha Strike

Master Yi leaps across the battlefield striking up to 4 enemies, dealing 100 / 150 / 200 / 250 / 300 (+100% of ability power) magic damage to each enemy with a 20 / 30 / 40 / 50 / 60% chance to deal 400 bonus magic damage to minions.

Your first ability, this has a lot of utility other than a gap closer or nuke. In the lane phase you will use this on a nearby enemy minion to try and get it to bounce into the enemy champions, You can also target them directly if they are not close to a tower or if they lack burst. Once you have spell camp this gives you some healing. When backdooring you can pop this on an enemy minion wave to prevent the tower from shooting you for a split second(also proccing Tri force if you have it.)


Master Yi channels, restoring 140 / 280 / 420 / 560 / 700 (+165% of ability power) health over 5 seconds. While channeling, Master Yi gains 100 / 150 / 200 / 250 / 300 armor and magic resistance.

Epic healing, great ratio, and huge armor and mr buff. Timing is everything with this ability, always note which of your enemies can interrupt it. In the rare occasion your fighting a team without any interrupts, its free game to jump in and just meditate while your team destroys them.

Wuju Style

Passive: Increases physical damage by 15 / 20 / 25 / 30 / 35.

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.

A fairly strong AD steroid, useful for proccing Tri force. I personally save this for last simply because it has the least utility out of all of your abilities.


Increases Master Yi's movement speed by 40% and Attack Speed by 40 / 60 / 80%, and he becomes immune to all slowing effects for 6 / 9 / 12 seconds. Additionally, killing a champion refreshes all of Master Yi's cooldowns. (Assists reduce half of the base cooldown amount.)

This is a very useful ability. The two biggest uses I have for it are

    2. Teamfighting
This ability gives you the most contribution to teamfights. You have to be able to KS your allys if needed to get the most out of this, KS'ing is not detrimental to the team, this game is not about getting kills it is about winning.

Double Strike

Master Yi strikes twice every 7th attack.

Increases your effective attack speed which means better pushing.

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Summoner Spells

Try to reserve this as an escape mechanism, refrain from using it to get kills. Especially a good ace card for backdooring, once you've hit the turret however many times you could, you run then meditate and flash away from the ensuing gank when it comes.
I don't take this for dueling reasons, I take this so I have some cc to offer for my team

a suitable substitute can be

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Lane phase:

Harass with q, meditate any damage off. Keep doing this to farm minions, kills are nice but getting those minions are more important.

Don't lane with a healer, you don't need it, let someone else who will benefit more from it lane with a healer.

Don't call solo mid PLEASE

Mid/gank phase:

Keep clearing enemy minion waves and push turrets once you see at least 4 of them far away from you.

Attacking with alpha strike is potentially suicide. Have a good initiator so your team can lock them down so you can use your abilities.

Only time you should recall is when out of mana, meditate will keep you up forever.

End game:

Your role in dps in fights is very difficult to employ, it is easier to be bait or backdoor while they try to push your allies.

Your 1v1 capabilities should be much greater now.

With all the items you can solo backdoor turrets in two tries