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
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Smite
Exhaust
Ability Order
Double Strike (PASSIVE)
Master Yi Passive Ability
Introduction

Keeper of the ancient art of Wuju,
Master Yi is a mystical warrior from the isle of Ionia. He descended from one of the few tribes dedicated to the preservation of Wuju, a martial art founded with the principles of absolute spiritual awareness of one's self and one's enemy. When the armies of Noxus invaded Ionia, Master Yi joined in the Ionian defense to fight the craven enemy, bringing his village honor through his unparalleled mastery of the blade. The ensuing battles ravaged the land, but no conflict inflicted as much horror as the day the armies of Noxus closed in on Yi's village. Left undefended, the village became the unfortunate test subject of the latest invention by an up-and-coming chemist, now known as
Singed. The remains of the village that Master Yi returned to were so horrific that it remains a festering scar on Ionian history. To this day, no Ionian will ever publicly speak of what occurred.
After the Noxian invasion was contained, Master Yi fell into a deep isolation. For years, he trained morning to night, speaking to no one and refusing offers of consolation by fellow Ionians. The only thing stopping him from madly charging into Noxus battle lines headfirst was his pledge to keep the Wuju style alive. Even though he seethed with impatience, his rage became a tool for sharpening his practice of Wuju, developing stronger and deadlier skills for his eventual vengeance. The only thing that roused him was news of the League's formation, and Noxus's subsequent enrollment in the League. Master Yi now brings his mastery of the blade to the League of Legends with unflinching purpose: to avenge his kinfolk and end the predations of the Noxus once and for all.
"The art of Wuju lives on in Master Yi, and is plunged through the hearts of his foes."


After the Noxian invasion was contained, Master Yi fell into a deep isolation. For years, he trained morning to night, speaking to no one and refusing offers of consolation by fellow Ionians. The only thing stopping him from madly charging into Noxus battle lines headfirst was his pledge to keep the Wuju style alive. Even though he seethed with impatience, his rage became a tool for sharpening his practice of Wuju, developing stronger and deadlier skills for his eventual vengeance. The only thing that roused him was news of the League's formation, and Noxus's subsequent enrollment in the League. Master Yi now brings his mastery of the blade to the League of Legends with unflinching purpose: to avenge his kinfolk and end the predations of the Noxus once and for all.
"The art of Wuju lives on in Master Yi, and is plunged through the hearts of his foes."
Release Date: October 27, 2009
Attributes: Carry, Melee
Cost: 450 IP Points or 260 RP Points
Health Average
Attack Strong
Spells Weak
Difficulty Easy
Health 444 (+ 86 per Level)
Health Regen 6.75 (+ 0.65 per Level)
Mana 199 (+ 36 per Level)
Mana Regen 6.5 (+ 0.5 per Level)
Attack Damage 55.12 (+ 3.1 per Level)
Armor 16.3 (+ 3.7 per Level)
Magic Resistance 30 (+ 1.25 per Level)
Attack Speed 0.679 (+ 2.8% per Level)
Range 125
Movement speed 330
![]() Pros
|
SPACE |
![]() Cons
|
You should not initiate first. Master Yi is already squishy and if you go first, you won't do anything for your team except feed enemies. Enter the battle after your main tank and try to focus squishy champions like AD carries and AP carries first. If they have more than few squishy champions, try to focus one that have huge CC availability like




Master Yi has pretty low HP base when it comes to Melee AD carries. At level 18, his basic HP is just under 2000. The best item IMO to counter this con is







____________________________________________________________________________
Master Yi strikes twice every 7th attack.
This passive is a beast when it comes to Melee DPS champions. Because this build is critical damage based, your critical is doubled every seven attacks. Also with your ultimate and items you have a lot of Attack Speed, so these 7 attacks are happen in matter of seconds.
Tips and tricks:
____________________________________________________________________________- Try to stack your double strike before you gank so you hit double damage with first attack.
Master Yi leaps across the battlefield with blinding speed, dealing magic damage to multiple units in his path with a chance to deal bonus magic damage to minions.
An amazing tool for jungling, farming, escaping and catching up. This skill allows you to pass by wolfs and wraiths in matter of 1 or 2 seconds. When maxed deals 300 damage, which is respectable, since you're not building on AP.
Tips and tricks:
____________________________________________________________________________- There is a picture explanation on how to use Alpha Strike in Gameplay section
Master Yi rejuvinates his body by focus of mind, restoring health and increasing his armor and magic resistance for a short time.
Even thou I leave Meditate for last, its an incredible tool on Master Yi because of his squishiness and vulnerability. This skill is mostly underrated on most players.When at level 5 it heals you for 700 over 5 seconds, and in that time grants 300 Magic Resistance and Armor.
Tips and tricks:
____________________________________________________________________________- This skill grants you 300 Magic Resistance and Armor. Use it wisely against champions like
Karthus when they use requirem.
- This tool is amazing when it comes to survivability with low HP. You can trick your enemies into towerdiving you, granting yourself an easy kill.
Master Yi becomes skilled in the art of Wuju, passively increasing the power of his physical attacks. Activating Wuju Style doubles the passive bonus damage for a short time, but the passive bonus is temporarily removed after the effect wears off.
This is pure ownage skill on Master Yi. Because of massive amounts of AD that this skill provides, I first take

Tips and tricks:
____________________________________________________________________________- Since last patch, this skill can be actived when in Alpha Strike form. Activate it while you're in Alpha Strike so your first hit will be affected by bonus.
Master Yi moves with unparalleled agility, temporarily increasing Master Yi's movement and attack speeds as well as making him immune to all slowing effects. Additionally, killing a Champion refreshes all of Master Yi's cooldowns.
This skill is epic. This is your chase, escape and kill resource. You have a problem with enemies chasing you? Press R. Your enemies too fast for you? Press R. Not dealing damage fast enough? Press R. For what it offers, it has low cooldown. When maxed it gives 40% Movement Speed and 80% Attack Speed for 12 seconds. If thats not enough, this skill makes you slow immune when active.
Tips and tricks:
- If you kill an enemy during Highlander is active, all your cooldowns drop to 0 and you're skills are available again.
- Combined with Wuju Style this skill is pure beast dealing damage in fast time frame. Use this in your advantage and backdoor when possible..
One of best spells IMO. Its useful both in offensive and defensive tactics. You have been hopelessly ganked? Flash away. Enemies chasing you? Flash over the wall. Enemies got away with 50Hp? Flash to them and deal 1 more attack. I love this spell, even after the nerf in November 2011.
This is obviously a must pick for junglers. Not only it helps you jungle faster than you could with any other spell, it also grants you amazing buff controls. I can't stress how important smite is, I personally have stolen Baron more than 10 times with Smite.

Ignite
Ignites target enemy unit, dealing 70-410 true damage (depending on champion level) over 5 seconds and reduces healing effects on the target for the duration.
This is another great spell for Master Yi. It deals a lot of damage and is great to finish off champions with this extra damage. Ignite is also useful because of 50% Healing reduction. With Ignite you can shut down enemies like


Exhausth
Exhausts target champion, reducing their Movement Speed by 40%, attack damage dealt by 70%, and ability and item damage dealt by 35% for 2.5 seconds.
This is great spell and like Flash and Ignite, works miracles both in offensive and defensive tactics. When chasing, this spell reduces enemies Movement Speed by 40% for 2.5 seconds, which makes it a great offensive tool. When using it defensively, this tool protects you by nerfing attacker's basic attack damage by 70% and item/ability damage by 35% for 2.5 seconds.

Cleanse
Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds.
While I rarely use it, it can be still viable on Master Yi. This champion is extremely vulnerable to CC disables and if you do not intend on buying



Teleport
After casting for 4 seconds, teleports your champion to target allied minion, turret, or ward.
This spell is viable if your team has no pushers and they rely on you for pushing. When enemies are attacking your tower in group, just teleport to pushed lane and destroy towers quick. Hidden pushing is something Yi excels at.
In masteries I take 21/9/0. Master Yi benefits from 21 points in offense so much, that going any other way is just absurd. You get all that extra damage and survivability, you can't deny that. I use 21 in Offense both for laning and jungling.
21 OFFENSE(JUNGLE AND LANE)
Tier 1(
Butcher
//
Brute Force
//
Summoner's Wrath
)
First tier gives doesn't provide you much, so you should take such masteries from which you benefit most. I take
Summoner's Wrath
for improved
Exhaust,
Butcher
for easier jungling and
Brute Force
so I can progress to second tier.
Tier 2(
Alacrity
)
While you could benefit from other two masteries(CDR and Tower bonus damage), you must take
Alacrity
so you can progress to
Weapon Expertise
in third tier.



First tier gives doesn't provide you much, so you should take such masteries from which you benefit most. I take




Tier 2(

While you could benefit from other two masteries(CDR and Tower bonus damage), you must take


![]() |
SPACE |
|
Tier 6(
Executioner
)
This is the mastery you were waiting for. THE BEST MASTERY FOR AD CHAMPIONS. 6% extra damage to champions under 40% health. You can't refuse.

This is the mastery you were waiting for. THE BEST MASTERY FOR AD CHAMPIONS. 6% extra damage to champions under 40% health. You can't refuse.
9 DEFENSE - JUNGLE
![]() |
SPACE |
|
9 DEFENSE - LANE
![]() |
SPACE |
|
JUNGLING RUNES
Greater Mark of Desolation
Greater Quintessence of Desolation
18 Armor Penetration || 13 Armor || 24 Magic Resistance at level 18 || 52 Health



18 Armor Penetration || 13 Armor || 24 Magic Resistance at level 18 || 52 Health
Greater Mark of Desolation
9x Greater Mark of Desolation
9x Greater Mark of Desolation
When it comes to marks penetration runes are pretty much first tier. Armor penetration is extremely useful early game. It helps you take down jungle faster and makes your ganks easier. Combined with Armor Penetration Quints, your attacks ignore almost 20 armor, while basic AD carries start with about 15.
These are for early game survivability, both in jungle and lane. You start with very low amount of armor and if you go gank against ad carry which can crit you, you'll die before you even touch them. 13 Armor and start will greatly benefit your ganks and your jungling, since monsters do physical damage.
These are also your defense resource. Many people prefer flat magic resistance Glyphs, which are also viable, but I take these because early game bursts aren't your threat. MR/level scales better in late game and helps you survive strong bursts from AP carries.
Greater Quintessence of Desolation
1x Greater Quintessence of Desolation
1x Greater Quintessence of Desolation
Like Armor Penetration Marks these are extremely useful early game. They stack nice with Marks and combined provide you 20 ArP, which means you deal almost true damage to squishies in early game when you gank.
Many people prefer 3x ArP Quints but I take a pair of these two because that extra 50 health early game is priceless. When you complete your jungle route you have more health which means you could go gank, while you would usually go back. I simply need to take flat health stats at start, otherwise it doesn't feel right.
____________________________________________________________________________
LANING RUNES
My basic runes setup is very similar to jungle ones. The only change here is that I take 3x Flat Health Quints instead of Armor Pen Quints. I decided to build that way for extra survivability early game.
Greater Mark of Desolation
15 Armor Penetration || 13 Armor || 24 Magic Resistance at level 18 || 78 Health



15 Armor Penetration || 13 Armor || 24 Magic Resistance at level 18 || 78 Health
Greater Mark of Desolation
9x Greater Mark of Desolation
9x Greater Mark of Desolation
When it comes to marks penetration runes are pretty much first tier. Armor penetration is extremely useful early game. It helps you take down jungle faster and makes your ganks easier. Combined with Armor Penetration Quints, your attacks ignore almost 20 armor, while basic AD carries start with about 15.
These are for early game survivability, both in jungle and lane. You start with very low amount of armor and if you go gank against ad carry which can crit you, you'll die before you even touch them. 13 Armor and start will greatly benefit your ganks and your jungling, since monsters do physical damage.
These are also your defense resource. Many people prefer flat magic resistance Glyphs, which are also viable, but I take these because early game bursts aren't your threat. MR/level scales better in late game and helps you survive strong bursts from AP carries.
Unlike jungle, when I'm playing lane I take three flat health quints. That makes me more early game tough and helps me be more offensive by dealing damage, yet surviving. I think that 26 health is way more advantage early game that 3 Armor Pen if you're laning.
- Many take
Cloth Armor and 5
Health Potion instead of this, but you can read jungling section to learn why I take this over that combo.
Wriggle's Lantern is your core jungling item. This item provides you with everything that you need for jungling. 30 Armor for extra survivability, 23 AD for more damage, 15% lifesteal for lesser need of potions and ofcourse, 20% chance to deal 500 extra damage to monsters/minions which allows you to take buffs and dragons down in matter of seconds.
Mercury's Treads are your boots. I take these because Master Yi is very vulnerable to Crowd Control effects like Stun, Snare, Suppress,..These give you 35% enemy CC effect duration reduction and 25 magic resist to counter early game AP champions. Like all boots except 2, these give you Enchanted Movement 2, which is priority for ganking.
Ninja Tabi are also viable boots for
Master Yi. Take these boots if enemies have no real AP threat or if enemy AD dealers are getting fed.
- You should take sight ward so you can predict enemy jungler movement and protect yourself from counter-jungling and ganks. Plant it near strategic points like Dragon, Blue and Red buff.
Vision Ward is also a viable choice. If you think that enemies have warded your jungle, you can take this item to detect enemy wards. It's a little more expensive, but it may pay off with protecting yourself in jungle.
Boots and Potions is my #1 start. You can escape ganks and you can catch enemies. Because of these you are more vulnerable early game and because of that, I take pretty defensive runes and put points in defense mastery, so you still have same health as you would have started with Doran's item.
Doran's Blade and
Doran's Shield are viable aswell. Take
Doran's Blade if you want more health and damage early game, and you don't need moving speed. Take
Doran's Shield if you are zoned and you need Health regen, health and Armor.
Phantom Dancer provides massive attack speed for your attacks. Also provides critical strike chance which is a good combo with Infinity Edge and 15% movement speed for more mobility.
Infinity Edge provides most AD Damage boost in game. Also has 25% critical strike chance, but what makes this item special, is its passive, which makes your critical strike deal more damage.
Bloodthirster is your lifesteal item if you are laning. Gives amazing Attack Damage and Lifesteal, but then you need to be careful not to die, because then stacks reset.
Atma's Impaler is a viable item if you intend to build on HP. Gives 2% worth of HP in damage, which about 55 if you have 2700 HP. Also gives critical strike chance, which is good if you're taking
Infinity Edge.
- Take
Zeke's Harbinger if you have many team buddies that also need Attack Speed, Lifesteal and Health Regen. Pointless to take if you have no other AD dealer.
Last Whisper is kind of desperate item. Not effective if enemy is based on squishies, but its a must if there are champions like
Rammus in the battle that have 200 armor.
Defensive items





Frozen Mallet is your chase/defend item. While it grants you small AD boost, its great for chasing with passive slow combined with your ultimate. On top of that, this item grants you 700 health, which is great, since Yi has low HP pool.
Quicksilver Sash is your MR and Anti-CC resource. You get 50 MR which is nice again magic damage dealers and you get a low cooldown active, that is similar to
Cleanse.
- Combine
Banshee's Veil in your build if enemy team is AP based and are mostly casters, yet you don't think there's a need for
Quicksilver Sash. You gain passive spell block and good amount of Health, Mana and Magic Resist.
Warmog's Armor is the best item, if you intend to build offtank Master Yi. I personaly prefer
Frozen Mallet over this item, but it's still viable due to its huge HP gain.
Guardian Angel should be taken if you find yourself dieing to often and if enemy team is composed both of AP and AD. Its great in some scenarios like: You towerdive, kill your enemy and yet you die. This item revives you with 750Hp, which is enough to get away from tower and survive.
There has been an epic debate about
Youmuu's Ghostblade on
Master Yi for a long time. In my build I choose
Phantom Dancer over this item. And now lets look at Pros / Cons of taking PD over YG.
So what do we gain and what do we lose if we buy
Phantom Dancer over
Youmuu's Ghostblade:
So why is
Phantom Dancer better than
Youmuu's Ghostblade in this build:



SPACE |
So what do we gain and what do we lose if we buy


- +15% Movement Speed
- +15% Critical Strike Chance
- +55% Attack Speed
- -20 Armor Penetration
- -15% Cooldown Reduction
- -30 Attack Damage
So why is


- Phantom Dancer is source of Attack Speed in this build, which Youmuu's Ghostblade doesn't provide
- This build is Critical Strike based, so Phantom Dancer is better since it gives double the amount of critical chance than Youmuu's Ghostblade.
- You already get enough AD with this build, you have low cooldowns combined with your ultimate and runes(possible choice) and you already have some Armor Penetration with runes
- If you go with Youmuu's Ghostblade you are depend on Active part of this item, while all gains of Phantom Dancer are for good
JUNGLING ROUTE






When at gollems, activate


Go straight to biggest Wraiths(the one that grants you health) and kill him with auto attacks. Just before you start hitting, activate




Use



Use







Destroy them using



Start with alpha striking on red buff Golem. Activate






The timer is now 4:30(with up to 10s difference, depending on your luck with critical strikes and





What does this route offer?
- Full jungle clear at 4:30 with some camps cleaned multiple times
- End at 4:30 with both buffs and full health, ready to gank
- Accurate gold income to buy
Boots,
Long Sword and sight ward for better ganks and faster jungling.
- Because of
Vampiric Scepter start, no money wasted on
Health Potions.
____________________________________________________________________________
WHY VAMPIRIC SCEPTER
Many




- You don't waste your money on potions. Because of that you have 175 gold more. That is a decent amount in early game and you'll get your
Wriggle's Lantern way faster by buying
Vampiric Scepter.
- You don't need to time your potions. You don't have potions and don't have to rely on them to jungle. You just auto-attack and you have health income, especially with
Wuju Style active.
- Higher health at end of clearing. On this route with
Vampiric Scepter you end with 3/4 health, ready to gank. If you choose Armor+Potions combo, you have to go back after completing, which means later ganks and buff waiste.
____________________________________________________________________________
COUNTER-JUNGLING
Counter-jungling is an important part of jungle gameplay.
If you are successful at counter-jungling.
You can hurt both enemy jungler and his team by successfully counter-jungling, while boosting your team's morale and making their early game easier. For example: You steal Blue buff from


What do you need to counter-jungle?
- Wards, wards and wards. If you want to counter-jungle, you need to buy wards, so you can predict enemy moves. You will fail at counter-jungling if you don't know where their players are.
- Respawn timing. You need to clear his camps as soon as they respawn. That's the most likely for your to succed. For example: Enemy
Warwick is jungling and his blue respawns. He is at Gollems and instead of directly going to blue buff, he will first clear Wraiths and Wolves. In that time, you can steal his blue buff, purely by good timing.
If you are failing at counter-jungling.
You can hurt yourself and your team a lot by failing at counter-jungling, so this strategy is two way road. By failing you give your enemies cash and while your death timet is active, he has free chance to counter-jungle.
Until level 6,



____________________________________________________________________________
UNDERSTANDING THE ROLE OF JUNGLER
While some might think that jungling is basicly about killing neutral monsters and gaining exp and gold, it's much more than that. That is only the basic thing, but there are a lot of other things you must do:
- Cover your ally's lane
If there's a need, so he can go back, restore health & mana and buy few items. You have to be careful when doing that, because you can unintentonaly push his lane and screw his early game farming.
- Time your ganks
You need to time your ganks. There is no point in ganking, when your bot/top/mid lane has pushed enemies to their tower. Ganks when enemies are overextending. That is the time they are most vulnerable and with good laning buddies they might be even tricked into towerdiving right before you gank.
- Ward your jungle
In early game, your support won't be warding your jungle, so it's up to you. Ward in strategic points in your jungle which cover most of your camps. Counter-jungling is nothing rare in higher level games and you mind find yourself without red buff because of that. If you ward, you can see your enemy counter-junling. Gank him, and instead of gone buff you have extra kill. After gettingWriggle's Lantern that shouldn't even be a problem.
- Tell your team to protect you and your jungle at start
Many strategies involve something like stealing wraiths at start so you can screw enemy jungler. Well there is a simple solution for that. For example in you're staring at gollems, tell your top to protect you from bush, mid to watch over wraiths, while bot covers your blue. After enemy lanes have shown up, they don't have to protect anymore.
- Share buffs
You need to share your buffs. Your mid carry that has huge mana requirement and needs lower cooldowns will benefit much more from it than you. Sharing buffs can contribute to your team wining the game. Red buff needs to be shared in some occasions too. If you haveFrozen Mallet and you're AD carry doesn't have slow, leave it for him, he'll benefit more.
- Dragon and Baron
These two are most important neutral monsters in game. You have to fight to gain control of them. If somebody has to die for it, it may be worth it. For example let's say you're doing dragon. Your ally goes and defends you. He is killed. You should take that in advantage and finish dragon quick. With that kill they got 300g, while you got 5x190G with dragon, which equals 950G. That is tree kills worth. Baron is important because of buff, which can decide who wins.

This is a picture of proper use of

Red lines represent ticks of your Alpha Strike. You start on outer minion, hit Nasus and then hit 2 more minions.
Green lines represent return point. In scenario A the minion doesn't die and you return on your starting point aka. next to minion. In scenario B you return to your casting start, because the minion received enough damage to be killed and therefore you can't be spawned next to him. In both cases you dealt an amount on damage to Nasus, successfully farmed and returned to safe location, avoiding enemy tower hits.

This is an example of bad use of

Master Yi is very weak on department of teamfights. Due to his vulnerability to CC he can be crushed in matter of seconds if you don't initiate at right moment or don't position good. With Master Yi you should wait behind while your tank/tanks initiate and take the damage. When major CCs and damage have been used, you should engage. Focus high end damage dealers, AD or AP like
Vayne,
Caitlyn,... or
Annie,
Malzahar,..
This video is a perfect example of Master Yi teamfight. In this case, Master Yi player waits for Sion to initiate, receiving major damage. Then Twisted Fate stuns Amumu and denies him the upportunity to use his ultimate. After that, Shen jumps in and taunts major damage dealers. When those 2 things were done, its time for Master Yi. Master Yi jumps in with
Alpha Strike and with help of
Highlander and
Wuju Style first takes down Fiddlesticks, which is in this case major damage dealer due to his ultimate. Since he got a kill, his CDs resets and he can use all skills in next moment. While killing Fiddlesticks, Master Yi receives a good chunk of damage. The best move in this situation is
Meditate. In that moment Yi gained 300 Mr & Armor and healing 700 health over 5 seconds, which made him untouchable. When Meditation cast is over, he focuses next major damage dealer(also lowest hp champion around), Vladimir. When Vladimir hits about 150 HP, he flashes away, leaving enemy Twisted Fate alone. TF died instantly and with help of reset CDs, Yi casts
Alpha Strike again, making him impossible to target. After that they finish the last enemy champion in teamfight, while Master Yi leaves with 60Hp like a boss.




This video is a perfect example of Master Yi teamfight. In this case, Master Yi player waits for Sion to initiate, receiving major damage. Then Twisted Fate stuns Amumu and denies him the upportunity to use his ultimate. After that, Shen jumps in and taunts major damage dealers. When those 2 things were done, its time for Master Yi. Master Yi jumps in with





Updates
I have updated this guide for more than 100 times for sure. So I stopped posting updates. These are the only 2 important dates of this build:
I have updated this guide for more than 100 times for sure. So I stopped posting updates. These are the only 2 important dates of this build:
- 23.4.2011 Build created
- 27.11.2011 Changed guide from laning Master yi to jungle Master Yi
- 20.12.2011 Due to angry feedback, added back Lane Yi, so it now has 2 guides.
Patch v1.0.0.129 (15th November 2011)
Master Yi- Alpha Strike mana cost reduced to 60/70/80/90/100 from 80/90/100/110/120.
- Highlander mana cost reduced to 100 from 120
This has actually huge impact on Master Yi, because it allows you to spam Alpha Strike more often and with reduced Highlander cost you're more viable in team fights considering there will be less mana lacks.Mana regeneration runes are now less viable on him and it pays of more if you take flat armor.
I want to express my gratitude to everyone that reviewed my guide and gave constructive feedback. Here is the list of all the people, that helped me evolve my guide by giving good feedback.
jhoijhoi
Other players
Also in conclusion I hope this build helped you on your path of becoming a good Master Yi player. Judging on comments I think I inspired both starters and veterans for Master Yi and helped them to a point at which they know how to play Master Yi. I saw a few pictures from players that used this build, and in some cases my build really helped them. Let me tell you that there is nothing better than hearing that your build worked for most of those people that used it. I had a feedback section with comments/pictures, but eventually there was too many thanks or pictures to post so I deleted that chapter.If anybody is waiting for Domition section, I doubt I'll be taking that subject. I dislike Dominiom gamemode and so, I don't play it.
jhoijhoi
- For suggestions on Runes and Masteries section
- For tips on how to make my build prettier
- For pointing out flaws in my build
Other players
- Nightrazer
- Thedap24
- KuShBoqu
- Nicirn
- SirSpankAlot
- Kusoku
Also in conclusion I hope this build helped you on your path of becoming a good Master Yi player. Judging on comments I think I inspired both starters and veterans for Master Yi and helped them to a point at which they know how to play Master Yi. I saw a few pictures from players that used this build, and in some cases my build really helped them. Let me tell you that there is nothing better than hearing that your build worked for most of those people that used it. I had a feedback section with comments/pictures, but eventually there was too many thanks or pictures to post so I deleted that chapter.If anybody is waiting for Domition section, I doubt I'll be taking that subject. I dislike Dominiom gamemode and so, I don't play it.
You must be logged in to comment. Please login or register.