Master Yi Build Guide
Noraa's AD Yi Stylewritten by Noraa
Master Yi Build
Table of Contents
|Roles and Responsibilities||2|
|Skill Combo, Tips & Tricks||4|
|Noraa's Master Yi Overview||5|
|Updates and Notes||13|
|Draft / Reviewing||14|
|DO NOT's of Master Yi||15|
|FYI: AP Yi||16|
|How to deal with Champions||18|
I wrote this guide because I felt that there is a lot of low quality Master Yi guide floating around the League of Legend Community. Most of these guides are based on pub stomps and low-elo matches, where there is a clear lack of proper itemization, versatility, practicality and understanding how exactly the hero worked.
This guide is intended as an advanced guide, where I do expect you to have a deep understanding of game mechanics. Timing and positioning is everything with Yi. It is too complicating to explain the timing situations with Yi since there are so many variables involved in the risk assessment.
I believe that Master Yi is a A-Tier Melee DPS that is just very hard to play, so with this guide, I hope people will start playing him more effectively. I can also tell you that I am not the top Yi on this server nor am I ranked cause I mostly solo queue and don't have the time to play 20 games a day anymore.
AD Style is the natural style for Master Yi. Obviously, Master Yi is a Melee Assault Champion. The core builds in this guide are generally designed to go offense, maximizing the use of Master Yi's scaling effect. AP Style is the alternative style for Master Yi, but less practical one.
If there is one thing you will take away from this guide is please let understand that the following are ways Master Yi can be competitively played. Filter the information and figure out what works for you and what does not.
Roles and Responsibilities
Who is Master Yi?
At the first look, we can see that Master Yi is a Melee fighter.
It is important to note the fact that Master Yi has a TON of burst damage.
He has a few combo to accomplish this.
He is viable both as AP and as AD
What is Master Yi?
- Yi is an Assassin, meaning that he can not start a team fight.
- Yi is a jungler, means he can kill monster mobs at level 1.
- Yi is a pusher, meaning he can destroy minions and building really fast.
- Yi is a Escape Artist, meaning he can run, flee and chase.
Role in a lane phrase:
Early Game Responsibility:
Survival and Farm is Master Yi's Main responsibility early game. If given the opportunity, knock down a tower.
Late game Responsibility:
- Clean up OR Carry
- Deal burst damage
- Destroy Buildings [with team]
- Split Push
Master Yi's deals a Double Strike on every 7th attack.
As of the current patch, double strike can score a critical attack on the first hit. This skill works on towers!
If you kill your target on the first hit of double strike, your next double strike will come on the 8th hit. Since the counter of double strike increases on every attack (did not check for dodges), the second attack will not occur if the target is dead, thus you will have a zero count on double strike. This has interesting implication with the mechanics of SotD & rageblade.
So technically, Yi will perform a double strike every 8th successful attack. Double strike counts as two attacks.
Alpha StrikeMaster Yi leaps across the battlefield striking up to 4 enemies, dealing 100 / 150 / 200 / 250 / 300 (+1 per ability power) magic damage to each enemy with a 20 / 30 / 40 / 50 / 60% chance to deal 400 bonus magic damage to minions.
Cooldown 18/16/14/12/10 seconds
Cost 80/90/100/110/120 Mana
Sustainable MP5 22.2/28.13/35.71/45.83/60.00
Great for opening a SMALL fight and close in on a target as the same time. Also helps with de-agro, most often the turret. At higher Alpha Strike level, this lets you farm minions.
MeditateMaster Yi channels, restoring 140/280/420/560/700 (+1.65 per ability power) health over 5 seconds. While channeling, Master Yi gains 100/150/200/250/300 armor and magic resistance.
Cooldown 35 seconds
Cost 70/85/100/115/130 Mana
Sustainable MP5 10.00/12.14/14.29/16.43/18.57
A damage migration skill with linearly increasing efficiency. Useful for parrying spells or general healing. Usually, you will not be able to use this in team fights without AP. But if you do, you better hope someone is coming to your aid.
This spell at higher level is a good way to deal with Akali, Ezreal, Gankplank, Karthus, Katarina, Kayle, Kog'Maw, Miss Fortune, Nasus, Nidalee, Nunu, Ryze, Sivir, Teemo, Tryndamere,Vlad and Zilean in a certain situation. As long as they don't have a Stun/Silence/Suppression, you can become nearly invulnerable to their damage for 5 seconds, but healing reduction does hinders the effect of Meditate greatly.
The following is the required MP Regeneration / 5 Sec required to support this spell at continuous use.
Wuju StylePassive: 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.
Cooldown 25 seconds
Cost 40 Mana
Our bread and butter physical damage ability. If you haven't noticed, the damage provided by Wuju Style is HUGE! This is effectively a FREE B.F.SWORD! If you do decide to max this skill out first, remember to take advantage of it with proper itemization!
The active stacks with the passive when reset by Highlander. I will refer this as [Double Wuju Style]. Don't think of [Double Wuju Style] as a bonus. It is more of a 'snowball' effect built in with Highlander when you make some quick kills. This is the reason why I would intentionally Kill steal at the start of a team fight.
HighlanderIncreases Master Yi's movement speed by 30% 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 and gaining an assist reduces all of Master Yi's cooldowns by half of the base cooldown amount.
Cooldown 75 seconds
Cost 120 Mana
Steroid spell that makes Yi faster and can refresh his abilities. Use to trigger [Double Wuju Style]
Note: Yi's damage output without this spell is not all that stellar. So, he tends to be very easily kited without it. This also implies that you will tend to be very committed to a fight once this skill is used since it is on such a long cooldown.
Highlander should only be used if you can commit to a fight/escape. This tends to be why Master Yi is seen as a Cleanup, because he can usually enters a fight after it has been committed.
Skill Combo, Tips & Tricks
Tips & Tricks
- Might want to feint the opponent to make sure their CC spells are down before using Highlander/Ghostblade.
- Ranged creeps can be last hit after being hit by tower ONCE, maybe required activating Wuju Style at lower level.
- Melee creeps can be last hitting after behind hit by tower TWICE
- To gank at early / mid game you will need a teammate to pin/stun/damage an enemy. Unless they are sticking around with like 10% hp or you have lizard buff.
- Try to time your Double strike for a surprise
- Save it for when you need it.
- It is possible to dodge skill shots with Alpha strike, however any homing attack will still damage you. If Master Yi dies during a Alpha strike, he will not deal damage.
- When using Alpha Strike to harass, launch the spell when there is 2~3 minions left so that you will be grantee to hit the enemy champion.
- When target cast a a Dash / Jump type spell, you will follow with Alpha strike and your position will be compromised.
- It takes about 0.5 sec to finish the cast animation on Meditate.
- Expect projectiles so that you can 'block' projectiles with meditate.
- Stun/Silence should be applied AFTER the damage (please correct me if I am wrong)
Skill Combo & Evil Stuff:
- Our all purpose mobility combo. Time will teach you how to use this burst of movement speed to your advantage.
- When hitting the tower, Activate Wuju Style prior to a double strike. During this 10 seconds, you will be able to land another double strike.
- Before level 6, if you are in a fight, you could initiate with about 5 counts on Double Strike and pop this combo on them. Usually they will be surprised and die since most players do not account for this.
- This combo works well as a harassment tool. Yi generally does not have any zoning power. However, if possible to land this combo on a squishy target, you can easily take out 30~40% of their HP. Utterly deadly if you landing a critical strike with this combo.
- Most people underestimate the damage from this combo at lane phase. Even with 1 level on Alpha strike, this combo will make people stay away from you.
- Try to open this combo as your lane partner is harassing. So you don't get CC as a result of this combo.
Exercise caution when using Alpha Strike to harass!
- Takes a bit longer to stop if you are in the brush. Works best as AP Yi.
+ + + + ( + Lizard + [item_icon=Oracle's Elixir])
- Surprise! This is mostly for Twitch. But sitting in the brush is great for finding some 1v1 action
- [item_text=Oracle's Elixir]: Invisible roamer shall die a horrible death
+ + + ( + )
*MAIN AD COMBO*
- R,E,1 and watch. React with Q and E.
*VERY VERY VERY IMPORTANT*
- This may seem weird, but having multiple Vampiric Scepter is actually pretty awesome on Yi. Since AD Yi has so much physical burst DPS, Life steal can provide him some sort of "defense". Vampiric scepter is one of the most efficient source of 'survival', provided his attacks are successful. Usually I have two Vampiric Scepter, but sometimes having 3 just makes you out burst sustained Magic dealers
Noraa's Master Yi Overview
Attack Damage Master Yi
Squishy Melee BURST Fighter
This guide has a focus on one specific style of Master Yi. The runepage, item order and skill order is designed to work TOGETHER!. Of course, there are many variations to the skill order and runepages, but they all have a very specific goal- high DPS and mobility.
The basis of this build is ATTACK DAMAGE. Wuju Style provides a whooping 70 to 105 attack damage. While attack damage allows for a more surprising double strike. In addition, critical strike doubles the benefit of our attack damage, further magnifying our benefits. Further more, increase critical strike damage bonuses from Infinity Edge and [mastery_text=Lethality] takes our attack damage another step further.
+ + + ... + ...+
Top Instantaneous Physical DPS
Strong burst potential
Primarily single damage type
Ghost - Ghost will be essential as players will always attempt to kite and run away at the first sight of a charging madman wielding a giant sword.
Smite - REQUIRED - You need this to jungle. Chances are you will be jungling.
Cleanse - Master Yi is very vulnerable to CC, so cleanse is almost godsend to Master Yi. In a team fight, there is nothing worst than unleashing Highlander and proceed to getting stun and obliterated to bits. However, since you die so fast anyways, Cleanse will not useful unless you have invested in survivability, or is often in a 1v1 situation where that 1 CC makes a difference.
Exhaust - Exhaust can help us migrate some damage which would otherwise kill us instantly. This shuts down an opponent carry for the duration while you wail away at them. Could always be used as a 3 second slow on escaping targets, however they tend to flash away and waste your exhaust. Meanwhile, opening on caster carries with this will save you a lot of pain. Probably prevent the instant death and allow you to burst and life-steal away on the opponent during a 1v1.
Teleport - Teleport can be useful when the need quickly buy and heal is desired. With good map awareness, you can always teleport to an undefended tower and quickly knock it down. Also, with similar effect as Destiny you can always drop into a committed battle to turn the tides around.
Mastery can be whatever you like and they are fairly forgiving. However, these little benefits will affect your jungling and laning greatly. Just make sure you pick up the GOOD masteries that benefits Master Yi the most. The following is a partial list. I tend to go 21/0/9 or 19/0/11. Both these Masteries can be used to jungle with Smite.
[mastery_icon=Deadliness] - With 3 points, you increase your critical chance by 2%.
[mastery_icon=Sunder] - This is why you would spend 11 points in offensive mastery. With 3 points, 6 armor penetration.
[mastery_icon=Lethality] - With 3 points, we get 10% increased critical strike damage.
[mastery_icon=Havoc] - +5% damage is nice.
[mastery_icon=Hardiness] - With 3 points, you get +6 armor
[mastery_icon=Haste] - We get ghost, so we get this.
[mastery_icon=Awareness] - With 4 points, you get +5% EXP. This is better than +% max mana on Master yi.
[mastery_icon=Greed] - The extra potion for jungling will surely help!
[mastery_icon=Utility Mastery] - Increase monster buff duration by 15%/30%.
[mastery_icon=Quickness] - Each point increases your movement speed by 1%! More movement speed!
AD Master Yi scales with many different stats. I truly believe that Yi should be played as AD, as oppose to AP. Yi's DPS scales very powerfully and diversely. He benefits from all kind of stats and these stats provide a multiplicative bonus to his overall DPS. They are:
Attack Damage * Critical Chance * Critical Damage Bonus * Armor Pen * Attack Speed
Since Master Yi's skills provide Attack Damage and Attack Speed. We want to min-max our damage by looking at Critical Chance, Critical Damage and Armor Pen. Since Critical Damage is related to Attack Damage, it is not ideal to focus on this stat at all. Attack damage also scales well with Double Strike and Highlander. In our core item choice, we already have Ghostblade, a source of great attack speed. When Ghostblade is combined with Highlander, this combination provides a great deal of attack speed, thus we can forget about attack speed runes. This leaves us with two stats to balance between in our runepage, which are also hard to come by: Critical Chance and Armor Pen. I've personally found just focusing on only Armor Penetration will result in over penetration, wasting Armor Pen. So I can just lower the amount of Armor Penetration in the rune page and ensure we will always under penetration, and get a bit of critical chance, your average damage will actually increase!
Rune pages greatly affects the first few minutes of the game, however, a well designed runepage- for a specific set of items- will provide a lasting impact throughout a game.
General Rune set:
x3 Greater Quintessence of Vigor[/color]
x9 Greater Mark of Desolation
x9 Greater Seal of Resilience
x9 Greater Glyph of Alacrity/ Greater Glyph of Warding
This is the rune set for the strongest jungle possible. ASPD runes provides a solid early game bonus for Master Yi. (Where as critical chance provides strong bonus at mid game.) The same item build works as below, we only need to make a slight variation in items choices after Ghostblade. Ghostblade is better suited for a critical chance based runepage.
Critical APen set - Designed for this build & Midgame:
x3 Greater Quintessence of Malice ***
x9 Greater Mark of Desolation
x9 Greater Seal of Malice ***
x9 Greater Glyph of Shielding/ Greater Glyph of Warding
With Ghostblade (15%), 3 points in Deadiness (2%) and runepage (9.3%), you'll have 26.3% to Crit. Thats Pretty Much 1 in 4 attacks will be Critical Strike. In addition, with an infinity Edge (+20%) and a Elixir of Agility (8%) that's 54.3% to deal double damage!
With Ghostblade(20), 3 points in Sunder (6) and runepage (+15), you'll have 41 Armor Pen at around level 9. This way, Last Whisper is an avaiable option for dealing with armor stacking individuals. Assuming your teammate has bought a Stark's Fevor, squishy individual will have very little armor against you, after Armor Reduction and Penetration.
The values between Armor pen and Critical Chance on that runepage is approximate. You can probably drop a 1~3% of Critical Chance for more Armor Pen on the runepage, but you'll only notice the difference early on. I prefer a few critical chance over a few armor pen, so that is what I use. The difference in armor penetration can easily be compensated with good item choices, see below.
Now that we have gone through how to set up Master Yi for pre-game and in-game. We know how runes, masteries and summoner spells affect Master Yi. As soon as the game starts, we formulate a strategy for our item build as we analyze the enemy team composition during the game loading screen. Now let us try and combine this together and figure out how to best terminate the other team. The following, like the rest of the guide is another huge wall of text (probably filled with typos, grammatical and spelling error from late night writing) but there are simply so much little gritty details to cover.
Firstly, Yi's ability to smash faces is present throughout the game. From level one, and with the right runes and item choices, he is king with auto attack damage output. However, coupled with his frail nature and short attack range makes him a very weak laning hero. Lacking an escape ability early on, Master Yi is only capable joining a small skirmish with the use of Ghost. Thus, you will want to play very passively and defensively. You need to be more concerned with farming and survival than smashing faces until you are much more lethal.
While being a very weak laning hero, Master Yi is a surprisingly strong Jungler. He can has the potential to get to level 3 before dual lane hits level 2. He also has one of the more unpredictable and flexible jungle path.
Yi is very satisfying to play. The act of dealing well over 500 damage with one combo at early game is just sheer amusement. Not to mention, every single one of your auto attack feels like a nuke. The ability to move at neck breaking speed is quite entertaining as well.
Master Yi is one of the best champions in the game for dealing massive amount of physical Damage in a very short amount of time. He can make short work of anything, however he just needs a team to back him up. This is why Yi is one of those heroes that can pubstomp at lower-ELO, but rarely the mid-teir Elo. He is very hard to play and that is usually why people are so bad with him.
To be honest, I am at a point where I don't have a set skill order. As of now, I don't think there really is a "required" build on Yi. Each skill offers specialization in certain area. However, skill order is not a huge determinate of this build. The KEY with skill order is to max Wuju Style RIGHT when you get Ghostblade. The most important is the first 5 level, so you can get through jingling.
The following is some sample level 1-9 build order. There are a lot of variations to your skill order. But playing properly is the main requirement to doing well.
The most important decision in your skill opening is which skill to max first, Alpha Strike or Wuju Style? This pretty much depends on your midgame plan. Do you want to kick buff early (5~8), or play it safe for post lvl 9~10. This is how I generalize it: Alpha Strike provides a higher damage output until you get Ghostblade.
The general rule is to get Highlander whenever available. Wuju style maxed out as soon as possible. Alpha Strike as required to Jungle, usually it means level 1. Meditate for migrating damages and to account for unlucky jungle.
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Afterwards level 9, the skill order is based on your personal preference. I like Mediate > Alpha Strike.
Okay guys, this is where I will make things complicated. A huge part of being Yi is about dealing damage. If you do not properly calibrate your item build for each specific target and comprises between them, you are not going to have a easy time killing the important threats. Stacking attack damage causes Yi output to be very bursty. In this build, we focus on making Yi a significant threat at around level 10. However, with proper rune choices and the right items, he is still very powerful at level 1.
- Hitting hard and moving fast is a must when facing multiple ranged champions, specially heroes like Kog'Maw and Ashe. This build lacks the ability to have a constantly high attack speed, which is specially important when trying to push. As a said effect, this causes you to be a very committed fighter.
+ + + ... + ...+
The core item is mainly Youmuu's Ghostblade. Ghostblade is a critical item. Hopefully, the Boots of Speed and Vampiric Scepter are self explanatory.
Picture of Item Path
We take a look at what our team is trying to do and what we need. Then we pick the items that best suit these purpose.
Infinity Edge Anti-Squishy - When you have a lot of damage, you want to multiple that with an Infinity Edge Approved Critical Strike.
[item_text=Tiamat] Push / Farm / AOE - With Wuju Style maxed, we can take advantage of that +70 AD, critical strikes and double strike with this item. This is why Tiamat is a after-core item. Some may argue this item is not cost efficient, but what is the price of the ability to push insanely quickly.
Last Whisper Anti-Off Tank - Sometimes, by passing armor is much more effective than getting more damage.
Hexdrinker Magic survival - Combine this with Meditate and you can survive ANY no CC related Nuke-fest.
Phantom Dancer& Zeal Anti-Kite - Great when you want speed in general. We have a lot of it already. So, get more damage instead!
[item_text=Stark's Fervor] All rounded - Great team item as well as provide everything Yi needs at early game. Your teammate should be getting this, best if you tank can. Your money is better spent on dealing more damage! Life steal can be stacked with vampric staff.
Sword of the Divine Anti-Dodge - I think it is very important to counter any dodger with this IF you are pure AD. Just get this if there is a Jax on the other team.
Guardian Angel Anti-Focus
Sword of the Occult Snowball - Just to make sure they stay dead, personally playing safe and saving for a BF/pickaxe is a much better choice.
Banshee's Veil Single Strong Nuke / CC protection
Quicksilver Sash Protection against CC & Suppression
Executioner's Calling Anti Mass Healing / Anti Stealth - This can be used against Twitch or Eve, but I think skipping this and just getting a Pickaxe and killing them faster is a more practical option. Against Mass Healing, this can be useful, however, since you tend to kill fast, this tends to lose its effectiveness.
[item_text=Madred's Bloodrazor] Anti-Carrying Tanks - You shouldn't be the one getting this, but sometimes there will be a need for it and you are the only one that can provide the solution.
As I stated, Master Yi's Laning ability is below average. However, his jungling ability is one of the best - in terms of flexibility and speed. With the standard Master Yi Jungle runes (see below), he can potentially hit lvl 3 and arrive at a dual lane before they hit level 2.
Updates and Notes
* updating to match current style
* let the Spoiler begin!
* Super update on Items
* Super update on details
* Removed Ap
* Added some images
* Added some video
* nts: add Jungle Path
* I am still alive
* This will now be a AD focused guide, will leave AP as-is
* Spot updates and introduction of ideas
* MAJOR UPDATE: Thinning out the guide, rewording content and reducing some levels of detail.
* Adding in AP Yi, might look into Hybrid later.
* Leaguecraft deleted part of my guide...
* Deleted Hybrid, it is usually not well received and rarely would you need it
* Slight update
* Fix spelling and typo
* Removed black cleaver from 'do not get' list
* Cleanse buff
* No change to build
* Major update
* Added somewhat completed Hybrid/AP section. More on this later
* I don't trust leaguecraft anymore for keeping my guide, it keeps rolling back for some reason. I backed it up on google docs.
*More content update and editing being done.
* Major content update and overhaul!
* For some reason, my updates keeps rolling back...
* I changed my mind about phantom dancer
* Researching Attack Speed Yi
* Removed AP Yi
* Removed Hybrid Yi
* No change / Update needed for the new patch
* Had a light bulb moment
* Will start to update with Hybrd Yi and Ap Yi
* Will include "why it works" section
Previous change logs Removed
Authors Note: I feel that I should be obligated to provide a basic amount of information about myself so that you, the read, may understand just who they are taking advice from. Most obviously, I am not a top player nor have I played in any competitions. I am probably not the top Master Yi player, but I do feel that I am one of the better ones that I've came across. I mostly solo queue most of my game and rarely play with a premade. Master Yi is the second hero I played in League of Legends about nine months ago. Ever since level 2, I've been painstakingly trying to learn and master Master Yi. After hundreds of games testing different runes setup, itemization and summoner spells, I can ensure you that this is the fruit of my research. I believe that Master Yi is a A-Tier Melee DPS that is just very hard to play, so with this guide, I hope people will start playing him more effectively.
Draft / Reviewing
The below sections are under review or being drafted.
DO NOT's of Master Yi
This is where I rant to advocates of bad builds and tell you of situations where I would faceplam if my ally Yi did any of the following.
Things are only good in MODERATION. If you want to be tank Yi, please just go play Mundo or Olaf, or someone that better fills the role, like Garen. Tank Yi is a bad decision in many ways. In terms of in game resources, this is a waste because Warmog costs 3000 gold. With the cost of boots, that is essentially my core item set -Ghostblade, Boots, VS. In terms of champion synergy, there is no synergy because Yi scales only with offensive stats. Yi can not convert HP into damage, or an effect that will benefit from additional HP. Please don't argue about this one.
As a Yi, you only need to invest very very lightly in defensive stats. He has one of the strongest scaling factor in his AD (DUH), so you should be taking advantage of that all game long.
In terms of common sense, I don't see any. Yi is best at doing damage, but he is really fragile. So You have to be careful when you play him. Since Tank Yi are so reckless and still charge head on and die in 3 hits, and the player still does this when he can easily contain the other team and backdoor their base?
No. PD doesn't give you anything except MS. attack speed and critical chance. You probably have enough MS with ghostblade + highlander. You rarely will need one PD, what really makes you think you would need more than one? PD cost so much, and MS has a very high rate of diminishing return. Also, it is more effectentto get attack damage instead of more ASDP & CC when you already have a very strong ASPD & CC from one PD.
Late game Wriggle's
Like... after ghostblade can be accepted... anything after that is usually a waste of money. Wriggle is designed as a Jungle item. If it is part of a build, it should be one of the core first item. Thus, it makes perfectly no sense to get Wiggles as your third 'BIG' item.
Manamune - rushed
Oh gosh, don't expect him to do any damage until level 18 if you see a yi get this. If you need Mana, stop spamming your alpha strike, to farm, so much and learn to last hit. If you need Mana and you arn't spamming Alpha Strike, consider getting a $40 Mana potion.
FYI: AP Yi
This is by no means part of the guide. I just wanted to include some information for you so that you don't get misinformed.
This is a "Mini" description of how AP Yi works. (The theory in my understanding anyways)
The role of AP Yi and playstyle is very different from that of its AD counter part. AP Yi is a nuker, the timing of his spells are very critical and must wait till the optimal moment before use, as Alpha Strike's flaw must be accounted for.
The core items for AP Yi is essentially a bunch of AP items with some CDR. All your items are focused on making the most use of your Alpha Strike and Meditate. Hourglass is essential as it buys more time for cooldown on Alpha Strike, as to tank a chunk of damage your main carry would otherwise have suffered. Void Staff is fairly handy when dealing with tanky DPS's.
The trouble with AP Yi is mainly the randomness of Alpha Strike. Alpha strike only guarantee one single target, all other 3 are chosen based on the your initial target. This implies that only 25% of Yi's Single Nuke is guarantee.
To offset this, you NEED your team to have one of the following before engaging a fight:
1) AOE Damange Ult - Fiddle, MF - to wipe out nearby minion wave
2) Fight at baron / dragon - out of lane
3) Fight when only heroes are around
In a fight, your primary concern is keep triggering Highlander. Your spell sequence will more lightly be along the lines of:
Highlander -> Alpha Strike -> Wuju Style if ignored, Alpha Strike when Ready, Meditate when focused / Low Hp, repeat if Highlander triggers on single kill or 2 assist.
Note: I haven't had time to reread/rewrite this section. Most overall concept here applies. minor details might be out of date since the game patches so often. Usually people Jungle with Master Yi, laning section is probably out of date.
Jungling - Recommended
Solo Middle - Not recommended
Master Yi is a melee DPS, usually melee are not suited for the solo lane. The midlane should go to your AP carry or Ranged AD carry. Yi is better off as a Jungler. However, you should decided to solo mid, play smart and take advantage of your early levels. Master Yi is most potent at around level 9~12, around this stage of the game he is at his prime. If you can get to that level range before anyone else and take advantage of it, you can easily secure a win for your team.
Start off by grabbing Boots of Speed and 3 health potion and a point in Wuju Style. Hang back behind your creep wave and only run up for last hits. If the enemy tries to harass you, don't worry since you do have three healing potion and only one enemy harassing you. This enemy should always be deathly scared of you if you play your cards right.
The goal here is to avoid harassment and last hit minion. However, controlled aggression is needed to retain some form of lane pressure. Make sure the enemy understands that if he makes a mistake, he WILL take MASSIVE damage as a result.
If you are doing well, start maxing out Wuju Style. If you are not, consider getting a few points in Meditate or call for ganks. The best way to have some lane pressure on the opponent is for your ganker/jungler to walk in and harass the said opponent and leave. This will leave a mental note for him, that if he pressures the lane too hard, he would get ganked.
Enemy's lane pressure determines when you use alpha strike. Always try to target Alpha strike on multiple weaken minions. You should be getting at least 3 to 4 minion kills per wave. Learning to lane against various heroes will simply take time and experience.
When you feel decently farmed and is low on mana, head back to base and grab vampric scepter and another components of your core build. Now you have one of two options, keep farming and dominating your lane or go ganking.
If you decide to keep farming, head to the golem and use whatever means possible to take the buff. This could includes using your ultimate. Afterward, head to your lane and enjoy your new shinny blue buff by harassing and farming with Alpha Strike.
If you decide to gank, grab lizard buff but do not use your ultimate trying to get it. Head to the closest gankable lane. Always allow your teammate to force the enemies to commit to a fight. Try to use Ghost to enter the fight and save Alpha Strike for chasing/tower diving. Target the weaken victim, pop Highlander and Wuju Style just slighly before reaching him and chop him up. You should be opening or killing with a Double Wuju Strike. Kill the first target and proceed to the second one. Tower dive at your own risk.
While all these are happening, try to knock down as much towers as possible.
2 Man Side Lane
This is not my favorite lane setup in solo queue, but it is what most players have to deal with. What you want to make sure is that your lanemate is not a gold dependent, auto attacking, creep slaughtering whore. You don't want to be laned with hard pusher like Heimer or Sivir. Find someone that will let you last hit away and baby you at the same time. Most ideally, you would want someone who has a ranged stun and can support you in small skirmishes, like Taric, Sion or Janna. However, if you are stuck with a bad partner, it is not the end of the world, we can go into the jungle as soon we we have 450 gold and level 3. Just hope he is slightly competent and does not feed the other team.
Usually you want to play passively with controlled aggression. Instill the fear of pain to your opponent with a Double Wuju Style Strike. They'll know who's boss after taking a hit from that. Keep the minion wave just in front of your tower's protection. This way you have the protection of the tower and is free to last hit.
Once you hit level 3 and has farmed 450 gold, you have a choice of going into the jungle or staying in the lane. If you and your team mate is dominating and killing the other team, stay there and farm up. If you are having trouble with laning. Head into the jungle and work your way through all of the minor creep camps, then head back to base for some items. Make sure to grab a vampric scepter, then jungle some more. Depending on how well your team is doing and what your strategy is, you should help gank enemies or farm lanes. The first 15 minute of the game usually make or break Master Yi's performance. Once again, red buff for ganking and blue buff for farming - Alpha Spamming.
1v2 Sidelane - Not recommended
If I am given a 1v2 Lane, I would rather have the 1v1 lane instead. In a premade against competent opponents, you should never be put into a lane like this. This is not exactly one of my favorite either, but it surely is more enjoyable than being stuck with a bad lanemate. In this case, it is a very defensive solo lane. The key here is to learn to last hit minions when they are under turret's fire. There is not much else you can do if the enemy are decent and zoning you out properly.
Stupidly aggressive lane enemies will do you the favor of pushing into your turret. When that happens, freely enjoy last hitting under turret fire. Inevitably, they will attract tower fire. When possible, punish them with a [Alpha Double Wuju Strike] Combo.
If the opponent are decent and is zoning you out properly, you can only watch as they deny you of last hit and some minion experience. But stay strong and know that you will soon have your revenge. Make sure to call for hard ganks on your lane, since the opponent will surely get too comfortable with their lane dominance.
When the laning phrase is over and we move into midgame. In most games, this is when the control of the map is fought for. Having control of the map implies control of the dragon, the destruction of enemy towers and terrain advantage with ganks. In this phase of the game, wards tends to be used at key locations and team fights tends to occur and key chock points on the map.
First things first, the rule of thumb with Master Yi is to select the proper target. Your target should be a threat to your team, or a very squishy individual. This target should not be within range of immediate assistance, unless their death is immediate upon contact. The second rule is to NEVER, attempt to break the line by charging through enemy team member. Frontal assault is a cry for attention and we do not like too much attention.
Two types of fight tends to happen in this phrase of the game - Big huge team fights and small group skirmishes. Rarely will there be a 1 vs 1 encounter (assuming the opponents are not stupid). Generally, Master Yi favors fighting as least amount of enemies at once as possible. He is best suited to 1v1 or 2v2 fights. When the proper setup, Master Yi can potentially fight five 1vs1 fight consecutively and win them all and this stage. However, this requires an extremely coordinated team or strategically retarded enemies.
In a big huge team battle, there tends to be two things that happens after the initial contact. First is that the opposing team remains in a tightly bound group, highly vulnerable to AOE attacks but very effective at shutting down Non-tank melee heroes. Second is that the opposing team scatters and becomes slightly distanced attempting to kite and prevent death by AOE. Since Yi favors the latter situation, Yi is great as a 'clean up' crew and loves a good initiation.
In the first type of situation, it is very hard for Yi to jump into the fight simply because how stupidly dangerous it is. The whole opposing team has the ability to instantly switch target to you, making it almost impossible for you to do anything. The only thing you can do in this team fight situation is either do a suicidal charge that would make your country proud or attempt to pick off fleeing targets. If your team composition lacks any form of AOE and the other team consistently insist on staying as a 5 man group, your team can start playing 'tag' with them. This does require map control with wards, but is very effective at forcing opposing team to fragment into smaller and more manageable pieces if they wish to have their towers intact.
In the second type of situation is where Master Yi really shines. By splitting a team fight into multiple small group skirmishes, Master Yi can effectively and quickly drop targets after targets. Your largest problem with team fights is making the opposing team split up ever so slightly, the distance and timing is long enough for you to kill a target and move on before aid can arrive. However, in order to do this, you must NEVER be the one initiating, unless you have a very good reason to attempt to fight for a few seconds. For example, buying time for fiddlesticks to crow storm in quickly under a quick counter-gank. You should also attempt to flank the enemy whenever possible, frontal assault signifies you as a target and clearly that is the last thing you want.
It is late game, as long as you are not overly under-leveled, there should be no reason why you would be doing horribly. If for whatever reason your team managed to ace the other team, go straight for their nexus and win the game. Highlander at the two main towers if given the opportunity. Ask the tank to tank the tower and drop it with your team. Again, use the strategies mentioned in mid game section and push it through. There are other little things you can do to as well, but they are generally variations of what was mentioned.
How to deal with Champions
Squishy - easy to kill if you can catch them. Usually a free kill.
Problematic - They can easily kill you as fast as you kill them, you will have to be proactive at the fight.
Tanky - They are too time consuming to kill. You'll need teammates to pin them if you want to be able to kill these bad boys.
Impossible - These tends to be bruiser type characters. They are so hard to kill, simply because of their durability and damage output. I don't recommend you trying to 1v1 them.
Akali Problematic - has a lot of burst potential, she can buy cooldown time with her smokescreen. Generally, hard to kill.
Alistar Tanky - Too tanky
Amumu Tanky - Too tanky
Anivia Problematic - has a lot of burst and CC, you have to be very careful when you fight with her
Annie Problematic - has a lot of burst and CC, you have to be very careful when you fight with her
Ashe Squishy - Try to catch her when she is out of position, hopefully with her arrow on cooldown. She's very squishy and will probably die fast.
Blitzcrank Tanky - is too tanky. Don't try to 1v1 him, he will take too long to kill and his team will arrive.
Caityln Squishy - is squishy. If you get caught by her net or trap, then you will not be able to kill her.
Cassiopeia Squishy - is easy to kill.
Cho'Gath Tanky -
Corki Problematic -
Dr. Mundo Problematic/Tanky -
Evelynn Problematic -
Ezreal Squishy - Squishy if you can catch him.
Fiddlesticks Problematic - he has too much CC! Else he dies easily in a 1v1. CC reduction is highly advised against him.
Galio Problematic/Tanky -
Gankplank Squishy/Problematic - if you can catch him and he is not stupidly farmed.
Garen IMPOSSIBLE -
Gragas Tanky -
Heimerdinger Squishy -
Irelia Problematic -
Janna Squishy - Hard to kill, specially when she has flash.
Jarvan Tanky - I am still not too sure about him, but most players with him seems more tanky than painful.
Jax Problematic - In an isolated 1v1 fight, if you have a SOTD you'll win. Else, good luck.
Karma Squishy - She can't slow you, as long as you outburst her, you are fine.
Karthus Squishy -
Kassadin Squishy/Problematic -
Katarina Problematic -
Kayle Squishy/Problematic -
Kennen Problematic -
Kog'Maw Squishy -
LeBlanc Problematic - She is easy to kill, just hard to catch.
Lux Problematic -
Malphite Tanky -
Malzahar Problematic -
Maokai Tanky -
Master Yi Squishy - well, how hard is it you kill yourself? It's just like suicide!
Miss Fortune Squishy - Very easy to kill in a midgame 1v1 situation. Assuming you can get to her.
Mordekaiser Tanky/Impossible -
Morgana Problematic - Without cleanse, it is hard to catch her.
Nasus Tanky/Problematic -
Nidalee Squishy/Problematic -
Nunu Tanky -
Olaf Problematic/Tanky -
Pantheon Problematic -
Poppy Problematic -
Rammus Tanky -
Renekton Problematic -
Ryze Squishy/Problematic - When against him, make sure to level Meditate and have Only 1 level of Alpha Strike. Since He has no CC, you can Meditate through his whole combo.
Shaco Problematic -
Shen Tanky -
Signed Tanky -
Sion Tanky/Impossible - Too much burst and defense potential in a very short period of time. Plus hard to kill quickly.
Sivir Squishy - Just catch and chase.
Sona Squishy - As long as you can catch her, it is hard for her to kill you later on.
Soraka Squishy - Well...
Swain Squishy - As long as you are not rooted, he will be a easy catch.
Taric Tanky - Who cares about him. =\
Teemo Squishy - Blind is annoying. Else easy to kill.
Tristana Problematic - She can jump away or just blow you away. Just a pain to catch. Try to surpise when her spells are on cooldown.
Trundle Problematic -
Tryndamere Problematic - You have to force him to ult, then run around in circles still within Alpha Strike range of him. The moment his Undying range wears off, you Alpha Strike Combo him. The same thing is that this takes a lot of time and enemies will come to his aid.
Twisted Fate Squishy/Problematic - His Goldcard is the problem, else, you are his problem.
Twitch Squishy - Just grab an oracle and sit in a brush for him. This is probably easiest way to kill him, unless he only trails his teammates.
Udyr Tanky/Problematic -
Urgot Tanky -
Veigar Problematic - Stun Nuke Nuke Nuke, you dead.
Vladimir Problematic - Pool is annoying
Warwick Problematic - If he has his ult, he could buy enough time for allies to assist
Xin Zhao IMPOSSIBLE - Experience just says, Don't even try to 1v1 him.
Zilean Squishy -
Submitted by Noraa
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