Master Yi Build Guide

Jungle Master Yi

Updated 5 years ago
327,918
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Runes
  • 8
    Greater Mark of Attack Speed (+1.7% attack speed)
  • 1
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Attack Speed (+0.64% attack speed)
  • 3
    Greater Quintessence of Attack Speed (+4.5% attack speed)
Skill Order
Q W E R
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

I'm trying to make Master Yi a viable ranked jungler.Master Yi is not played very often as everyone think he is a triple digit elo champion and he is a terrible choice, he jungles quickly, and has effective ganking, everyone just takes phantom dancers and infinity edge and loses thinking they will survive, i'm trying to change that and make him viable. Any comments and questions will be answered as soon as I can. I will try to update this guide with patches and discoveries as frequently as I can. I am at 1400-1500 range elo currently and the information on this guide is through my past,current,and future experience. [center][highlight]Updated 6/26/11[/highlight][/center] I updated the item build from reading up on some different item builds. [center][highlight]Updated 6/29/11[/highlight][/center] Changed the skill order, and updated team fight section and jungle jumping section. [center][highlight]Updated 7/3/11[/highlight][/center] Updated the skill build,and some item information. [center][highlight]Updates 7/4/11[/highlight][/center] Updated the team fight section,the warding section in midgame, and the counter jungling section, and a new tip on wriggles lantern. [center][highlight]Updated 7/5/11[/highlight][/center] Added items that are not recommended into the item build. [highlight][center]Updated 7/6/11[/center][/highlight] Updated summoner spells from ghost to flash. [highlight][center]Updated 11/19/11[/center][/highlight] Updates Masteries, also the warding picture is currently down for some reason, im working on it. Updated 11/23/11 Updated skill order and mastery explanation,Have a happy thanksgiving!

[.]3 Armor pen quints, and 1 armor pen mark to achieve 12 armor pen with 6 from masteries is enough to get through half of lizard and Ancient golem armor, and all of the Wraiths, wolves, and Double golems armor. [.]8 Attack speed marks and 9 Attack speed glyphs for 19% increase to speed up auto-attacking time to help you clear your jungle faster and get to ganking/helping your team. [.]9 Armor seals to get 13 armor for reduced damage taken from jungle and for when you gank and the creeps hit you the damage taken is reduced helping you stay alive, and taking damage off melee champions physical abilities and auto attacking.

[title][img=skills/masteryi/p.png] Passive: Double Strike[/title] [number]Master Yi strikes twice every 7th attack.[/number] [title]Explanation:[/title] The attack speed runes/masteries also go with this to help you get off that double damagewhich helpes jungle faster. dish out more damage when fighting, and take out turrets.Also has a chance to proc wriggles lantern twice really giving you speed when you're killing dragon or baron. Also is a great tower killer. You can also charge this by attacking minions 6 times and on the 7th hit alpha strike a champion to do double the damage. [title][img=skills/masteryi/q.png] Q: Alpha Strike[/title] [number]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. Cooldown 18seconds Cost 80 / 90 / 100 / 110 / 120mana Range 600[/number] [title]Explanation:[/title] The bonus magic damage proc greatly speeds up your jungle and is good for chasing/ganking.Also when you use this its not just who you're targeting getting hit, its up to 4 people, so lets for example say that somebody has gotten away with...200 health in a team fight and you cant catch up, alpha strike their ally and it will jump to them, possibly netting you a kill and just helping you dish out damage to everyone because Master Yi can only focus one person at a time with auto attacks. [title][img=skills/masteryi/w.png] W: Meditate[/title] [number]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. Cooldown 45seconds Cost 70 / 85 / 100 / 115 / 130mana Range 20[/number] [title]Explanation:[/title] Good for healing up quickly before a gank or team fight. Can also be used during a fight to metigate incoming damage. Early game the 100 armor/magic resist and the 140 health heal isn't alot and might barley save you, but mid-late game when you have more ranks in this and your getting focused by somebody, pop this to mitigate incoming damage and heal back up, and then alpha strike and get back into the fight. For example, when akali pops her shroud and is focusing me, i pop this, heal back up and metigate her damage, i then pop my ultimate and auto attack her, knowing she is without escape. [title][img=skills/masteryi/e.png] E: Wuju Style[/title] [number]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. Cooldown 30seconds Cost 40mana Range 20[/number] [title]Explanation:[/title] The additional attack damage to go with early armor pen is great for jungling early on, and when you hit the active, the attack damage is doubled so even though the ranks only increase by 5 each time, hit the active and that's 10 attack damage, giving him alot of extra attack damage.This also adds nicely to your critical strike damage from Phantom dancer. [title][img=skills/masteryi/r.png] R: Highlander[/title] [number]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.) Cooldown 75seconds Cost 120mana Range 1[/number] [title]Explanation:[/title] The attack speed and movement speed lets Master Yi dish out damage fast, and chase or get away. In combination with double strike and wuju style, Master Yi can eliminate towers in a quarter of the time it takes anyone else to, and kill players with ease. The refresh on cooldowns allows you to alpha strike from person to person while having wuju style practically active the entire fight gives him amazing, consistent damage.This doesn't make you like olaf,you are still wide open to be stunned or taunted, so play cautious when team fighting.

[.][img=skills/masteryi/q.png] This is leveled first and maxed first because decreasing the cooldown on this, because initially it is very high, really does help with securing kills and jungling faster. The earlier you get the minion proc up the better.Leaving this till end game when you should already have farm is a waste of time. [img=skills/masteryi/w.png] This is maxed second because Master Yi is very squishy. After jungling if I don't have enough health to gank I would pop meditate and wait in the bush for the oppertunity to gank, and possibly wait for it to come up a second time before ganking. Also if a team fight goes wrong or you tried to gank and lost a a lot of health, go to a safe spot, meditate your health back up, and then get back into the fight. Also the 300 armor and magic resist it gives you mid game when it should be maxed out makes it very very strong for mitigating incoming damage, combined with the 700 health it returns should negate any incoming damage and possibly give you more health then you had before. I also use this in fights when the enemies cool downs are up and they can dish out tons of damage, i pop this to soakup whatever theyve got, then alpha strike to them and return the favor. [img=skills/masteryi/e.png] Taken two points early and maxed later for the initial 20 attack damage, and when doubles giving 40. Its very strong early game for both jungling and ganking, but the survivability that meditate gives and the farm, and chase ability that alpha strike gives comes first to this skill. Also Master Yi's item build is kind of expensive so this damage you receive from leveling it late game does help to keep you useful. After the first point it only gives 5 attack damage, which is around 205gold, and then when active 10, which is around 410 gold, but if you level meditate first, 50 armor/magic resist each level, one chain vest is 700gold, not to mention the increase in heal that comes with it, adding the magic resist, meditate is just too precious to leave until later.Also early game you're going to be getting a phantom dancer, giving you enough damage, but by the time you get to a frozen mallet, your going to need some damage because your getting a tanky item, this times perfectly with wuju style so that you can get damage from wujus style while getting tanky items. [.][img=skills/masteryi/r.png] Points put in whenever you can, this is Master Yi's fighting, chasing,and escaping tool. This is what makes Master Yi that champion who can pick somebody off really quick making it 4v5 right off the bat,giving your team the advantage.

[highlight]Leashing[/highlight] [.]Leashing is having an ally aggro a neutral minion by auto attacking or using an ability on your jungle minions so they chase your ally while you do damage, saving you health potions in some cases and letting you jungle faster.You should always ask if whoever is bottom lane to leash double golems for you, that will save you damage from one golem, saving you a potion.*[highlight]NOTE[/highlight]* When having double golems leashes for you, attack whichever one has been damaged because if you attack the other one, the one that has been damaged will reset and you'll waste your double strike on the golem instead of using it on wraiths. [highlight][center]Jungle route to level 4[/center][/highlight] This jungle route will give you blue buff and level 3 with a little more then half a bar until level 4.You should finish this jungle route entireley at the 4:30 mark. Clearing up until blue buff should take you up until the 3:10 mark. This route leaves you enough health to pop a potion, meditate and have enough to gank if you wish. Clearing up to the red buff should be by the 4:30 mark. 1Pop wuju style and clear Double golems, use smite on one and auto attack the other. Have someone leash for you and a potion will be saved. 2Clear Wraiths, using alpha strike on the blue one and using wuju style. 3Clear wolves using alpha on the big one, using wuju style is optional here, i usually dont use it. Use a health potion as soon as you are hit by wolves. 4Clear Golem buff camp by alpha striking the Golem and wuju style. Smite when its enough to kill him and recall.Purchase either [imgsmall=items/boots-of-speed.png] or [imgsmall=items/long-sword.png] 5Clear Double Golems.Save smite for lizard buff. 6Clear Red buff using smite. 7Clear wraiths 8Clear wolves 9Use a potion and meditate if low on health before ganking. [center][highlight]Jungle route to level 5[/highlight][/center] This jungle route involves you taking vampiric scepter instead of the cloth armor 5 health potions. You should finish clearing double golems for the first time by 2:50 mark and clearing red buff by the 5:30 mark. This jungle route leaves you with very low health, so recall first then gank. 1Clear the wolf camp using wuju style, do not use smite. 2Clear the wraith camp by smiting the blue one, which will give you an immediete level 2. once you level take alpha strike and use it. auto attack the wraiths that are left. 3Clear Double golem camp by alpha striking and killing whichever is more wounded, then attacking the other, if neither are wounded just stick to one. Don't forget to use wuju style after alpha striking then recall. 4Clear Golem buff camp using smite here. 5Clear wolves, use your health potion as soon as auto attacked. 6Clear wraiths, alpha strike and auto attack whatever is left. 7Clear Double golem camp by alpha striking one and whichever is more wounded kill first, if neither have been killed, auto attack one down and alpha strike the next one and auto attack it down aswell. 8Clear Red buff camp, wait until alpha strike is up to engage and then use wuju style. Smite it when its low enough to kill. 9Recall and gank. Here is a video both routes, all credit goes to stonewall008. [youtube]http://www.youtube.com/watch?v=gPLmmA3GM44&feature=relmfu[/youtube]

[.]After the enemy jungler has been seen be sure to call MIA on him. Just as if somebody is MIA from a lane, you're the jungler, and their jungler is MIA, and you need to call it out to keep your team aware and cautious. [.]Master Yi's [imgsmall=skills/masteryi/q.png] allows him to counter strike just like nunu can. Simply alpha strike blue wraith, kill 2 of the red ones, and leave, leaving him unable to level once more. Postponing champions such as amumu to get bandage toss, wasting the blue buff that he really needs to jungle and fight without going oom. But be careful when you are doing this as there are 2 brushes where you can be ganked while trying. I reccomend you wait until you see everyone in their lane and you dont see the jungler at wraiths, then alpha strike. *Note* taking alpha strike first enables you to jungle like my skilling order shows, if you alpha strike and double golems dont get hit by the proc, you're going to be left there taking alot of damage possibly popping 2 health potions instead of one. Still because you have alpha strike you're going to need to get a leash from one of your allies because without it and just alpha strike,without the benefit of wuju style giving double strike more damage, you'll end up losing alot more health and bieng open to ganks or having to back early in the jungler, possibly losing first blood because you couldn't gank early enough. [highlight]If you're being counter jungled[/highlight] The current meta game is counter-jungling: which means the enemy jungler will go into your jungle and take your neutrals to stop you from leveling.You should always have your team protect you at level 1 so that you don't get ganked and your buffs aren't stolen.Counter junglers will try to simply walk into your jungle, as most junglers start at a buff, and take your blue wraith or one of your double golems, to prevent this have allies guard the entry points until about 10 seconds after the nuetral they're protecting spawns to fend off any counter junglers.Counter junglers will also try to stand in the brush behind your blue buff or double golems or lizard and try to use smite to take your buffs or kill you and take your buffs, to stop this aggro the minion and walk into the brush, so that you can see if they come in or not and stop attacking the minion so they cant smite steal it, then stand gaurd and have allies come to gank him. Different champions have different methods of counter jungling here is a list on how to counter the ones that do this: [.][img=champ/shaco.png]Shacos ability deceive acts as a flash on a low cooldown, so he can hop through walls and take your buffs. You can ward your jungle entrances so you know when he is coming, or just get allies to cover the areas where he can escape and have him ganked. [.][img=champ/nunu.png] Nunu counter jungles your jungle by using his consume ability to eat your nuetrals, leaving you missing exp.The most common nunu counters are consuming your double golems and wraiths when they spawn. Have an ally stand by the entrances to your jungle to stop him from taking your exp. you should also ward the entrances to your jungle so that you know when hes trying to steal your buffs and can act quickly to stop him pinging and getting your allies to come and fight him with you. [center][highlight]This will be updated as I find out other champions methods of counter jungling[/highlight][/center]

Jungle jumping is something I have just discovered playing in a ranked game. If you place wards at the jungle camps, you can alpha strike to the minions through the wall. Lets say you're bieng chased in the enemy jungle and their double golems are up, and you have a sight ward there, alpha strike through the wall to the double golems to juke them out. Or if you're bieng chased down middle lane and you have a ward planted at wraiths and they are up, alpha strike to the big blue one to juke them out. I use this alot now because as you all know Master Yi doesn't have many escape methods. I highly reccomend you warding the enemy jungle if you are going to counter jungle, so that you can smite steal buffs, and then alpha strike to the camps to get away from their jungler or the allies that come to help me. Note this doesnt work on dragon or baron because they're too far away, still works on every other camp except for those two though.

Early game just keep jungling and ganking.When there are any MIA's and your at a buff always be careful as their jungler might be trying to get enemies to kill you, wait in the brush and ping to get your allies for protection. If their are no MIA's go into the enemy jungle and alpha strike the wraiths, double golems, or wolves, to steal their exp and cripple the enemy jungler. Under leveling him. [highlight][center]Ganking[/center][/highlight] When you see an enemy recall check their items to see if they have wards and pay attention to see where they plant them and notify your team that area is warded.To gank top or bottom lane their are two brushes you can use. If the enemy team is pushing and your tower is beign attacked, use the brush with 3 entrances to the right of the river, if both lanes are at the center use the brush to the left of the river. If you're going to tower dive use the bush that is straight ahead of their blue buff and wait for your team to be on the tower to back you up and be cautious of exhaust, and other CC. If you're ganking middle you can use one of the two brushes that are parallel to eachother from left to right or use the two ramps right next to the brushes to get a little bit more behind the enemy. When doing this they'll either flash past you back to their turret, or run to the brush opposite of the one you've entered from.If they haven't popped any summoners they will most likely and you wont get a kill.This is called ganking for summoner spells. In the result you don't get the kill but they use their summoner spells, jungle to get a level or two or back quickly, and try again before the summoner spells are back up.

Mid game is around level 10. This is where you should stop jungling and ganking and group up for team fights. Stop wandering alone and counter jungling as now by this time your planting wards, which means the enemy must be planting wards, they will catch you offgaurd and gank you, forcing your team to 4v5. You should have your team follow you and wait at a buff or in a brush and wait for their jungler or whomever is going to take the buff, gank them, and force them to 4v5.You should also ward their jungler so you know who goes in and out, stopping their jungler completley from jungling as with your ward control and counter jungling hes going to have to go into a lane and take somebody elses exp to level. [center][highlight]Split pushing[/highlight][/center] Split pushing is when your team puts pressure on an enemy turret but doesn't engage without you unless their confident they can win, and you push a separate turret trying to get that one while they're distracted. Master Yi's spells and passive scream split pushing.Before split pushing first make sure that all members of the enemy team are there so they cannot stop you. When doing this technique members of the enemy team will run down to you to try to stop this, pop your Youmuus ghostblade, wujustyle, and Highlander,your attack speed will go up so drastically you will be double striking constantly, and should get the turret to atleast half health or less or maybe even kill it depending on how far the enemy team is from getting you or if they even send somebody to defend the turret. Save ghost for your escape method. To make sure this doesn't happen to you make sure all of your minions in your lanes are pushes up beyond the cross section at the river. Constantly look at the minimap for MIA's and to see if someone is pushing a lane. Master Yi is a perfect counter to this as his alpha strike takes out minions and his attackspeed with wriggles lantern can clear the wave in a matter of seconds, pushing is eas easy as alpha striking once and then running back to your team, but that isnt reccomended, you should kill at least 2 more minions waves before leaving as the enemy splitpusher could simply kill one lane to counter you back into leaving, waisting your time. [highlight][center]WARDING[/center][/highlight] [imgext=http://a5.sphotos.ak.fbcdn.net/hphotos-ak-snc6/264110_2033570653218_1662743613_1895923_3903678_n.jpg] [.]The [highlight]White[/highlight] dots are spots to ward late/mid game if your jungle is bieng controlled [.]The [highlight]Green[/highlight] dots are spots to ward during the early game laning phase,depending on your lane. [.]The [highlight]Red[/highlight] dots are spots to ward if your team is bieng aggresive and pushing the enemy team into their base and controlling their jungle. [.]The [highlight]Purple[/highlight] dots are spots that should have vision wards to check for enemy wards there through-out the game. [.]The [highlight]Yellow[/highlight]dots are spots where enemies,depending on which base you have bottom or top,will try to interrupt/steal your buffs.These don't have to be warded just be aware of these spots. [.]The [highlight]Red arrows[/highlight] are paths you can take to gank depending on where the enemy is currently positioned, and whether or not they have the brush near top/bottom lane warded. You as a jungler should only have to ward the Yellow,Purple,and White,also dont but too many wards as 75g a pop adds up which can gimp your item build and hold you back, everyone on the team has to contribute to buying wards, so dont be afraid to say that in team chat. [highlight][center]ORACLES[/center][/highlight] Since you've begun warding so will the enemy team. Have your tank or a support grab an [imgsmall=items/oracles-elixir.png] so you can kill their wards and have map control.

Late game is around 16-18. By late game you should keep warding those key points and have complete awareness of the enemy team.Stick with your team just as mid game do not wander alone, thats how you get ganked and force your team to 4v5. Stick with your team, buy elixirs. [highlight][center]Know when to recall[/center][/highlight] After a team fight and several of your teammates are low, constantly look at the death timer of the enemy team so you know when they're coming up,because while you're low you're an easy target for them because you're now overextending into their territory and they have the upperhand because of health. Lets say you kill 2 of their team mates and theyre coming up in 30 seconds, when that timer hits 5-10 seconds you should all leave the base and find a safe place to recall such as in a brush, not out in the open so you can get picked off, also leave the sight of enemy minions as if you recall their they will try and stop you before you can get away.

You're the last one in and the first one out. Wait till some of the enemy CC has been used and then focus their AD carry, AP carry, and support.For example,[imgsmall=champ/amumu.png] hasn't used his ultimate yet, stay spread out and wait for him to use it then utlimate and attack their squishies. Also stay in the back and don't be upfront,positioning is key, just because you can run away using your ultimate or ghost doesn't mean you should pop those cool downs, because once its off and you havent got a kill, the cool down doesnt reset like katarina, you're stuck without escape methods. Alpha strike whenever you can because even though you are auto attacking one person, alpha strike hits 4 people, helping the team while you just pick off their carries.Champions such as [imgsmall=champ/malzahar.png], and [imgsmall=champ/ryze.png] are your worst nightmare. Their ability to just hold you down, which your ultimate doesnt give you out of. can get you focused down and render you useless. Wait until [imgsmall=champ/malzahar.png] pops his ultimate and while he is supressing somebody else alpha strike to him and take him out. Also wait for [imgsmall=champ/ryze.png] to use his snare ability and then attack him. Wait for the abilties to be used, but AP carries do need CDR so dont wait too long or they can use the ability sooner on you and possibly get you killed, or deny you a kill. [center][img=items/zhonyas-hourglass.png] [/center] Whenever the target you are attacking uses this,switch to somebody else, don't just wait around for them to get out of it,if you do just sit around and wait you'll be focused by the other team-mates because they'll see your tunnel vision and CC you down to try and save their ally.Same thing goes for[img=champ/zilean.png] and his ultimate, especially zilean because this bring him back with health, if you see his ultimate on any champion switch targets until it times out and then re-focus,otherwise your time and cooldowns has just been wasted. If you're exhausted, run away, there is nothing you can do while exhausted, damage is too low, just run, if you can meditate go for it, as their is no CC to get you out of it thats fine. But if you're also ignited, run away, that's going to affect your meditate so hard because it cuts your healing in half, and does true damage. it wont kill you but its such an annoying summoner against Yi. If your team is dead or wounded and need to back, stay and push, just meditate when it comes off cooldown to get health back up and watch the death timers to see when enemies are coming back to kill you. If anyone on their team has teleport, as soon as you hear the sound, run back to a tower and recall. Not pushing towers after winning teamfights is what loses games, as while you're all recalling or waiting for your deathtimer to come back up, the enemy team is back up and pushing you getting towers, as master Yi you have the ability to get away, so use that advantage and push. Pay attention to your minimap though to see if anyones MIA or if your bieng hunted.

[.][img=skills/masteryi/q.png] Alpha strike brings you to the targets current location, which means when you alpha strike an enemy, they can flash and you will still follow them, so alpha strike with caution because if an enemy flashes into their team, or a turret, you're going in with them.Also alpha strike can be used to dodge animations. For example [imgsmall=champ/annie.png] just used her single target Q to stun you, if you alpha strike right as she shoots it, no damage is taken but her cooldown is used, this also works with[imgsmall=champ/anivia.png] and her stun and many other champions. Use this to your advantage! [.][img=skills/masteryi/w.png] Don't use if enemy CC has gone unused. For example, in a fight wait until [imgsmall=champ/chogath.png] before using this as CC(Fears,knock ups,taunts,silences) will interrupt the channel wasting the heal and the damage mitigation that could have saved you. Ignite and other heal reduction abilities do effect this, so even though you still keep your armor and Magic resist, the heal for 700 allows you to heal up while taking daamge, if the heal is cut in half, you cant take as much damage, also ignite does true damage, breaking through that 300 armor and magic resist really getting to you, as you dont have that much health. [.][img=skills/masteryi/r.png] Although this refreshes cool down it doesn't mean you have to spam it, the mana cost is heavy and you will go oom if you just keep using it, wait until it ends and then refresh it. [.][img=items/wriggles-lantern.png] You can no longer place this in front/begind you to prevent [img=champ/blitzcrank.png] from grabbing you or [img=champ/rammus.png] from power-balling into you,just use the ward usefully as you would regularly. [.][img=items/sight-ward.png] I can't stress enough that wards win games. Placing a ward at dragon for exmaple, will let you know when they're going to kill it, so you and your team can setup a gank, getting the gold from killing that player and all the gold dragon distributes to your team, cirppling the enemies. Wards prevent ganks because your allies can also see hypothetically speaking, if the enemy jungler is in their brush, so they can back off and not give him a kill, making him weak lategame during teamfights giving you the advantage. [.]If you keep losing ranked games, like I was while playing Yi,you have to realise that it isn't your fault.When I kept losing ranked games it wasn't because I fed, it was due to lack of experience. After focusing one person down I didn't know who to switch off to ect. I have to gank early game, Master Yi's early game is key. If you don't gank early game, late game you'll be useless.Also if your team is feeding and you also have ganked, don't blame yourself.My ranked games played with Yi now are all wins unless somebody on our team feeds. Just jungle if you cant kill them, they've been handed items, you had to work for what you got. It's all about experience, you'll learn how to engage on whichever champion and develop an instinct on what to do in battle, just keep trying.

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