Master Yi Build Guide

7 Eyed Wonder - A Comprehensive Guide to Jungle Yi

Updated 4 years ago
  • 6
    Greater Mark of Attack Speed (+1.7% attack speed)
  • 3
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Life Steal (+1.5% Life Steal.)
Skill Order
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

[highlight]Player Introduction[/highlight] Hello, I am MegaVortex50 and I play on the NA server. Master Yi is my favorite champion in League of Legends and is currently my most played in ranked. I probably have played hundreds of games as Master Yi in normal games and ranked combined, so I have a lot of experience playing him and have experimented with many builds and match ups. As of writing this guide I am currently in the 1500 elo range. Note: This guide is written from my experiences playing Master Yi mostly in the 1300-1500 elo range, 1400+ elo ranked 5s, as well as in normal games. I do not claim to be a top tier LoL player, however, I hope this guide is able to help you play Master Yi better. SEASON 3: So far in S3 solo q I have been doing pretty well individually as Yi, but I haven't been able to translate that into wins for the team all the time, but there's still plenty of time to get some more wins. I have been playing in Yi in online league/tourney play with great success, so fear not, I still play Yi often and he is still my favorite champion. As always, thanks for reading my guide, I hope it helps and please leave any feedback or ask any questions you have! [highlight]Champion Overview[/highlight] Master Yi is a fast jungler, becomes very strong with items, and is able to output incredible damage. Many consider him to be underpowered or very vulnerable to crowd control effects. However, if played properly, Master Yi can shine and his strengths, such as high damage capability, strong split-pushing, and strong baron and dragon potential will be evident.

[imgext=] The runes I chose are used to balance between fast jungle clears and gaining some durability throughout the game. Attack speed reds help Yi clear the jungle quickly and do more damage later in the game. Armor yellows are for standard jungle durability. Magic resist per level blues are for later game defense against burst from AP champions. Armor penetration quints are for jungle speed and general damage against minions or champions. [highlight]Alternate Runes:[/highlight] Recently I have been testing life steal quints and I feel that they work well and keep Yi sustained early on. Also, they allow you to start boots, which gives you stronger mobility for ganking or counter jungling. In addition, I feel that mid to late game, 6% life steal is more useful than 10 flat armor penetration. I am starting to like using life steal quints a lot and feel like they provide more than armor penetration quints for jungle sustain early game and overall usefulness mid to late game. The only thing you lose out on is a little early game damage. I have started using some flat magic resist blues mixed with my scaling magic resist blues in order to get some early game resistance to magic burst so I take less damage when I gank early game. I feel that any combination of flat and scaling MR works, but having more scaling is more beneficial.

[title][img=skills/masteryi/p.png] Passive: Double Strike[/title] [number]Master Yi strikes twice every 7th attack. [/number] [title]Explanation:[/title] Double strike is a solid passive. It makes Master Yi's damage scale very well with attack speed and allows him to do very strong burst early game if you gank with double strike ready to use. [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 18 / 16 / 14 / 12 / 10 seconds Cost 60 / 70 / 80 / 90 / 100 mana Range 600[/number] [title]Explanation:[/title] Alpha Strike allows Master Yi to clear the jungle very quickly since it can insta-clear camps and does solid damage even without the random minion procs. Alpha Strike is a very strong skill that allows Master Yi chase. It is a strong gap closer, but it should not be use to initiate a gank. It should be used to follow someone after they have burned flash. Save Alpha Strike for after you have auto attacked them and forced them to flash/ghost or use some other escape skill. Alpha strike can also be used to dodge certain particles, such as Sion's stun or some types of ranged auto attacks. This is because Yi disappears from the game during Alpha Strike. If you learn to time your Alpha Strike you can dodge many CCs and other abilities. I will explain this more later in the guide. I max Alpha Strike first because it give Yi good burst in his ganks, but its damage falls off late game and becomes used for gap closing and skill dodging. [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 35 seconds Cost 70 / 85 / 100 / 115 / 130 mana[/number] [title]Explanation:[/title] Meditate is useful for negating burst damage if timed well due to the armor and magic resist it gives. However since it is a channeled spell, it is easy to interrupt with stuns, knock ups/backs, silence, etc. I max this last because it isn't very useful while jungling and I prioritize alpha strike and wuju style to maximize my damage. [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 30 seconds Cost 40 mana Range 20[/number] [title]Explanation:[/title] Wuju style give Master Yi very high innate damage. I max this second because I need alpha strike's early game burst. I have tried maxing Wuju Style first but it decreased my ganking potential since I did not do as much damage without alpha strike being leveled. I do not recommend activating Wuju Style while jungling because it uses to much mana and has a long cool down. [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 75 seconds Cost 100 mana[/number] [title]Explanation:[/title] Highlander is what makes Master Yi the champion he is. It allows him to snowball and get many kills during team fights. The attack speed and move speed allow Yi to do a lot of damage while being hihgly mobile. The fact that he cannot be slowed makes Yi nearly unkitable. It also drastically increases the potency of his ganks. Don't activate Highlander or Wuju Style immediately after they refresh, instead wait until the currently active Highlander/Wuju Style runs out in order to maximize the time you have these skills active.

I max Alpha Strike first in order to gain early burst damage. I max Wuju Style second because it provides a lot of AD. I max Meditate last because it does not benefit Master Yi very much early and mid game. However, if I am Ignite or have some other DoT effect on me and I have just gained a level, I will skill up Meditate in an attempt to save myself if it his necessary. I max Highlander whenever it is possible (levels 6, 11, and 16) because it is Master Yi's most important skill. Note: You can start with either Alpha Strike or Wuju Style at level 1, they are both effective. However, if I am using life steal quints, I tend to start Wuju Style since that allows me to heal more until I hit level 2 since I will do more auto attack damage. Whether I start Alpha Strike or Wuju Style at level 1, I always max Alpha Strike first.

I believe that Master Yi is strongest is build in a "glass cannon" fashion. This is because Yi's strength comes from mobility and damage. Tanky Yi builds do low damage and are not able to capitalize on Highlander's refresh capabilities, which severely limits Yi's usefulness in team fights since he does not provide any utility other than damage in fights. He does not peel well or tank particularly well if using the tank alternative builds. [highlight]Explanation of Starting Items:[/highlight] [imgsmall=items/hunters-machete.png][img=items/health-potion5.png] This is pretty much the only viable jungle start now in S3. This gives you the fastest and safest clear times. It also builds into you Wriggle's Lantern. [highlight]Explanation of Core Build:[/highlight] [img=items/wriggles-lantern.png][img=items/berserkers-greaves.png] Wriggle's lantern is necessary for fast and healthy jungling as Yi. It also allows him to take buffs and objectives quickly while having some tankiness from the armor Wriggle's gives. This the best source of early lifesteal for jungle Yi since Bloodthirster is a late game goal. Berserker's greaves are the best boots for Yi because they give him cheap early game move speed and greater late game damage potential through attack speed. I do not think mercury's treads are very strong on Yi since if you get chain CC'ed, mercury's treads won't help you. Quick silver sash is the best option for Yi to remove CC, not mercury's treads, which are expensive and do not help Yi avoid CC as much as QSS or dodging skills/entering team fights at the proper time. I will further explain team fighting as Yi later in the guide. [highlight]Item Selection Explanations:[/highlight] [img=items/phantom-dancer.png] - this is much weaker for Yi in S3 and just isn't as cost effective as Ghostblade now. [img=items/infinity-edge.png] - this item allows you to do maximum damage, but is very expensive, so if the enemy team is rushing armor early, I recommend getting Last Whisper first so you have armor penetration so your damage doesn't fall off mid game. [img=items/last-whisper.png] - great item at a great price, gives a lot of armor penetration which is necessary so your damage doesn't fall off mid/late game when the other team builds armor. [img=items/quicksilver-sash.png] - this item is essential for Master Yi to cancel CC effects and the magic resist it gives allows Yi to survive burst from AP champions. Even though the QSS has had its price slightly increased recently, it is still worth the buy. [img=items/warmogs-armor.png]/[img=items/frozen-mallet.png] - build these if you want to go tankier, but I don't recommend rushing tanky Yi since he does not benefit much from tankiness at the cost of damage or mobility. These items are good if built as alternate defensive items for the 5th or 6th items slot rather than building these early for an atmogs/fratmas core. If you do plan on using Warmogs/Mallet as your final defensive item, I recommend Warmogs over Mallet because you want to get as much defense out of this final item as possible. The potential 570hp Warmogs gives you over Mallet is far more valuable to Yi than a minor 20 AD and a slow. The slow is not particularly essential on Yi since you don't need it to catch people because of Highlander,your zeal/PD, and Alpha Strike. In addition, hopefully you team has enough CC that you have an on hit slow isn't critical, however, if the slow is really necessary due to poor team composition, feel free to buy Mallet. Recently, I have started building a later Warmogs and selling my mid game QSS if I am building versus strong burst if the enemy team has manageable CC late game. [img=items/atmas-impaler.png] - only build this if you have a Warmog's or Frozen Mallet. I do not particularly recommend this item, since usually the only time I build Warmogs/Mallet is as a final item. Also, Atma's Impaler is not very strong on Yi since it doesn't give him nearly as much damage potential as any other damage item he could be buying, especially after the damage nerf making it only give 75% as much AD. [img=items/trinity-force.png] - this item is strong mid game for the burst it provides you with the sheen proc. The effect from the zeal and phage are nice too, however, I recommend Phantom Dancer because the stats you get for comparable gold are better if you have a Phantom Dancer and another item, such as a B.F. Sword. [img=items/the-black-cleaver.png] - a very solid alternative to Last Whisper if you have a lot of AD on your team or if the enemy team doesn't have so much armor that Last Whisper is necessary, since in lower enemy armor scenarios Black Cleaver can be better than LAst Whisper, especially since it helps your team's AD carry as well due to armor shred. [img=items/the-bloodthirster.png] - if you need damage quickly you can get this over Infinity's Edge, however you damage output won't be as strong later due to the lack of extra crit damage. I usually get this to replace my Wriggle's Lantern, but games rarely go this long. After some build testing, I have found that I like building an early Bloodthirster over an IE if I am ahead since it is a more snowball type item and because it is significantly cheaper than an IE. It also lets you do more damage to towers and gives you incredible sustain in fights. It still has the downside of not being the maximum damage item, but it is very good. I would still prioritize a Last Whisper over an IE if I built Bloodthirster first since the armor penetration is essential. [img=items/youmuus-ghostblade.png] - Ghostblade is a great item on Yi now, especially since phantom dancer has gotten so expensive just to ignore unit collision, whihc Yi rarely has problems with. [img=items/guardian-angel.png] - good alternative to QSS, sometimes I sell my QSS late game to buy this if I feel reviving becomes more useful than breaking some CC effects. I am beginning to prefer GA over QSS in most cases. I almost always go GA over QSS if I do an early Bloodthirster build since having Wriggle's and BT makes it really easy to heal back your health after reviving. QSS is still better if they have supresses or a ton of stuns. [img=items/maw-of-malmortius.png] - The shield and MR are useful, but the amount of AD it gives isn't amazing for Yi since you have to be low HP to get the full benefit. For a similar price I would much rather get an Infinity Edge or Bloodthirster plus Negatron Cloak. This item is better utilized by bruisers rather than "glass cannon" builds. However, I will occasionally get just the Hexdrinker for cheap early MR and AD in the same item. [img=items/blade-of-the-ruined-king.png] - A really powerful item for Yi. Give hybridized damage and allows you to build tankier if that's what fits better for your team.

Master Yi is easily one of the fastest junglers in the game right now, if not the fastest. Use this to your advantage by clearing your camps quickly and seeking to use your down time to either pressure your lanes our counter jungle. No other jungler in the game can match your jungling pace. However, often other fast junglers (Mundo, Shyv, etc.) will still try to invade you. If they do, punish them for this since it is very rare for them to be able to steal a camp from you without you running into them since you clear so fast. You can duel them quite well and have strong damage as long as you aren't behind on items. Make sure to ping/let your team know there's someone in the jungle so they can come too, which almost ensures death for the enemy jungler. Always work with your laners when it comes to jungle invasion, if you laner doesn't come but the enemy laner does, you will lose. This is a team game so work together. There are many viable jungle routes for Master Yi to take. There are two main routes that I use. The first is a red start and the other is a blue start leading to red invade. [highlight]Red Start:[/highlight] Start at your own wraiths and have your team help damage them, but not leash them. After wraiths get a leash on your red. After you have red buff, you can either: 1. level 2 gank - this is esepcially good if you are on purple team, since top lane is easy to gank from red if you are on this side, after this continue jungling 2. continue farming - go to wolves then back to wraiths, then take your blue with smite for optimal jungling, however be constantly aware of gank opportunities 3. counter jungle - Yi is a strong counter jungler since he clears jungle camps so quickly and is a strong duelist. Trying to steal the enemy's wraiths is a simple way to put the other jungler behind. I will further explain counter jungling later in the guide. [highlight]Blue Start:[/highlight] Start at your wolves and get help from your team then get a strong leash at blue so you can take it without smite. Make sure you let your team know you do not intend on smiting so they damage blue more. After this go to the enemy red buff and take it. Saving smite is necessary so you take the buff quickly and so you can secure it if the enemy jungler comes to their buff. Master Yi can do this blue then red invade start because he is such a fast jungler and takes buffs quickly due to Alpha Strike, Wuju Stylem, and Double Strike. However, I do not recommend this start against fast junglers, such as Mundo, Shyvana, or Udyr. This start is very effective against blue dependent junglers like Rammus, Amumu, or Fiddlesticks. It is also effective against slow to average speed junglers, such as Nautilus, Skarner, Sejuani, or Malphite. It is also a strong start against junglers that you know will level 2 gank after blue buff, such as Alistar or Blitzcrank. This is usually the only way I do a blue start, since blue is not good for early ganking. I prefer the red start because it allows for early ganking and faster clears due to red buff damage. Yi is not entirely dependent on getting blue right away especially after the jungle minion change where camps give back some mana, so starting blue is not necessary and not as optimal in my opinion unless you are going for a red steal. [highlight]General Jungling Advice:[/highlight] While jungling Yi must optimize time spent farming and ganking. Yi needs gold so you much be efficient in how you jungle. Be constantly looking for ganking opportunities. However, due to Yi's lack of CC, you must rely on your team's CC in lane and the position of the opponent's in lane. While stronger ganking junglers like Alistar, Nautilius, Shaco, or Pantheon can try and force ganks and usually succeed, Master Yi cannot since he lacks CC. Only gank if the enemy if out of position and you know you can get a kill. This is easier to do with red buff and with exhaust, as well as if the lane you are ganking has good CC, such as Shen taunt or Pantheon stun. This is especially important when ganking mid. If your mid laner has no CC, like a Mordekaiser, I usually don't bother ganking since it will almost never result in a kill or solid harass unless it is a counter gank. [highlight]Buff/Objective Control:[/highlight] The best way to keep your buffs and objectives safe is by keeping them warded and having timers for each of them after you take them. Blue and Red Buff respawn 5 minutes after you clear the camp. Dragon respawns 6 minutes after you take it. Baron respawns 7 minutes after you take it. Warding your own buffs is not entirely necessary unless you are being counter jungled. However, always keep dragon and baron warded when they are up. Master Yi can take dragon easily once he was Wriggle's Lantern especially with help from his team. A good time to take baron is if you have killed someone from bot or mid lane or the enemy jungler, since you will have an advantage if they contest your dragon. Baron is a much more of a team objective than dragon, so only attempt it with your team. Try to take baron if you have picked someone off from the other team or if someone from the other team is farming bot, which means they will reach baron late. Do not attempt baron if you do not have good vision around it though. Try to pink ward or oracle in order to get rid of enemy wards so they will be contesting your baron without vision so you can bait them into a bad fight. [highlight]Ganking[/highlight] Ganking as Master Yi is about taking advantage of opportunities when they arise. Due to master Yi's lack of innate CC abilities, he is reliant on poor opponent position and good positioning of his own. Red buff, exhaust, and your lane mate's CC are key to getting successful ganks. Try ganking overextended lanes without wards. Top lane is very susceptible early game before they have bought wards. Mid is also good for ganking as long as you laner has good CC. The best way to gank for bot lane is ganking through lane. To do this you wait for your lane to push. Then you go into the brush in the lane. Then when the lane pushes back to the middle, you can initiate on them. The works very well if your team has Ashe, Blitz, Alistar, Leona, Nautilus, or Taric. When ganking always ask your team where the other team has warded, since if you are going through a ward, you are not gaining much since they will just back up and avoid your gank while you lose out on farm. Remember to save alpha strike for a chase after the enemy burns their escape. Don't use alpha strike as your initial gap closer unless it is the only way for you to get in range in time. [highlight]Counter Ganking[/highlight] Counter ganking is when you predict an enemy gank and position yourself to be able to catch them out of position during their gank. If you are able to predict the movement of the enemy ganker or see them on a ward, you can position yourself somewhere the enemy does not have vision so you can bait their gank and then counter gank in order to gain positioning and suprsie advantages against them. Master Yi is very strong at counter ganking because if the enemy is being baited into attacking one of your teammates, they will be going towards you and your team, so Yi's lack of CC will not be as noticeable as if you are trying to gank and they enemy is moving away from you.

Master Yi is a strong counter jungler due to Alpha Strike, which allows him to steal enemy jungle camps quickly. Try to counter jungle when you know then opposing jungler is not where you are going. You can do this by warding their jungle and by seeing where they appear on the map if they are ganking or covering lanes. If you see them in areas you are not, it is a good time to counter jungle. However, if you are ahead of the other jungler in either items, levels, or both, you can be a bit riskier in your counter jungling since you will be able to out duel every other jungler, except Mundo and Udyr, as long as you have some sort of advantage over them. However, you still have to be careful of the enemy having warded their own jungle and whether or not their lanes are stronger than yours. If the enemy team has stronger lanes, then if they come to aid their jungler during an invasion, your chances of surviving are low if your laner is either losing, and thus weaker, or low health/mana, which means it is hard for them to help you invade. [highlight]Counter Jungling Enemy Buffs[/highlight] When trying to steal the enemy blue/red buffs, it is crucial to remember the timers of these buffs. They are both 5 minutes from when you clear the entire camp. If you know where the enemy jungler started, then you will be able to at least keep track of the timer of their initial buff. For example if you know the opposing jungler started at blue, then you know their blue buff will be back up at around the 7:00-7:15 min mark, so you can coordinate with you team's lanes to try and steal their buff when it's up. Warding their buff allows you to gain vision advantage and also makes your team more likely to aid you in your buff stealing efforts. Try to keep track of buff timers in chat so you can keep trying to pressure their buffs. Also keep track of your own buff timers so the other team doesn't steal them. Having your team aid you when counter jungling is crucial to success because if the other team helps their jungler and your team doesn't come, you will probably die, so communicate with your team and let them know what you are doing. Another note on counter jungling enemy buffs is that if you see the enemy jungler go for a level 2 gank, you should try to steal the buff of the other side of the map that they are ganking. For example, in this scenario you are blue team and the other team is purple team. The enemy jungler level 2 ganks top lane with red buff. This tells you they must have started red, so if you are starting red, you are in a good position to steal their blue since you will be on the same side of the map as their blue buff, while the enemy jungler is on the opposite side of the map. If you steal their buff and the enemy jungler doesn't gain much from the level 2 gank, then you will have put the enemy jungler behind and given yourself a rather large xp and buff advantage over them. This same principle can be applied to stealing red buff if they started at blue buff and if the level 2 gank was at bot lane instead of top. The main idea is the gank gives you a relatively long window of time to steal their buff early game, usually without them being able to contest it.

In this section I will go over how to play many of the most common jungle matchups (meaning how to play against the enemy jungler) you will see. [img=champ/alistar.png] - he ganks much better than Yi, but is relegated to a support role mid to late game, just try to counter jungle him, counter gank, and find anyway possible to get gold so you will be much stronger late game [img=champ/amumu.png] - very easy to counter jungle, do everything you can to keep him weak early game so late game he will literally just use his ult then die, since Amumu is not tanky at all unless he has lots of items. His ganks are average until level 6, so he is easy to counter gank. [img=champ/darius.png] - Darius is a pretty strong ganker and is able to jungle at a decent speed. Try to counter jungle him when possible, but be careful of getting hit by his hook. After level 6, you should be able to easily fight him as long as you haven't fallen behind in gold. [img=champ/diana.png] - she appears to be a pretty good jungler. From what I can tell her jungle speed is pretty good and her ganks are above average. She is eventually able to become pretty tanky while doing solid damage (or build full AP, which does quite a bit of damage) while having high offensive mobility. I will update this further as I see more of Diana. [img=champ/drmundo.png] - Mundo is so strong right now. Do not counter jungle him unless you see him somewhere else on the map. If he catches you, you will die unless you dodge all his cleavers. However, since Yi is a strong duelist, don't be afraid to fight him in your own jungle if he invades as long as you know your team will come to help you. Play this safe, farm and gank when it is opportune. If you play things right you can also counter gank him easily. [img=champ/evelynn.png] - After her recent remake, I would say jungle Eve is fairly strong if she can get fed, however she appears to have low sustain and isn't very strong 1v1 early on, so you can dominate Eve early game, which should carry on to late game since Yi is great at taking advantage of early success. Jungle Eve is not very strong early game, which is what you should take advantage of since Eve has to have a strong start to take over the game. [img=champ/hecarim.png] - Hecarim is a weaker jungler early game, but he does have strong ganks, especially once he gets his ultimate. Late game Hecarm can become very tanky while still doing solid damage. Try to take advantage of his weak early game by out ganking or counter jungling him. [img=champ/jarvaniv.png] - J4 is a very durable jungler, but he is not very fast. You can counter jungle him, but be sure not to get caught, his knock up and slow spell doom is you get hit by both pre-6. [img=champ/jax.png] - you are a much faster jungler than Jax. Jax is fairly weak early game so you can counter jungle him and counter gank him. [img=champ/jayce.png] - Jayce is not a particularly fast or strong jungler. His dueling is mediocre and he usually does not become a late game threat since he cant get the gold he needs to be powerful if he jungles. You should play aggressively either by out ganking him or counter jungling since he really can't stop you. [img=champ/kayle.png] - Kayle is a fairly fast jungler, but a weak duelist until later in the game. She is a solid, but not amazing ganker. If you counter jungle, you are stronger, and if you counter gank her, she is very vulnerable. [img=champ/leesin.png] - Lee Sin is not as fast of a jungler as Yi. You can counter jungle him if you are careful. After level 6 Yi can 1v1 Lee Sin fairly easily, especially if you dodge his Q. Before level 6, be wary of Lee Sin, but after level 4 you are fairly equal in strength as him. Yi takes dragon faster than Lee Sin. [img=champ/malphite.png] - Malphite is a fairly fast jungler, but his ganking potential is mediocre before he get his ultimate. You can steal his jungle easily, but once he has his ultimate, be careful not to get caught. [img=champ/maokai.png] - Maokai is a very dominant jungler with strong early ganking and burst damage. He can easily win lanes for his team with his ganks, so your goal is to either counter jungle him as he ganks or to counter gank. His dueling is mediocre so if you can catch him at a buff early, you can gain an advantage there, but make sure the fight doesn't drag out or the opposing laners can come to kill you. Maokai become extremely tanky late game. [img=champ/nautilus.png] - Nautilus is like Alistar but much stronger against Yi in my opinion. If you get hooked you will probably die. This is because unlike Alistar's heabutt, the hook will always put you in danger if there are other enemies around, while Alistar's headbutt is often used to peel you from the other team, which leaves you without a kill, but still safe from death. Nautilus has so many ways to CC Yi, which makes him a great threat when counter jungling and if you are getting counter ganked. [img=champ/nocturne.png] - Nocturne is a strong and fast jungler with strong ganking and counter ganking potential. Be wary of him especially after 6. However, if you are able to 1v1, you can win if you have more items. Late game becomes tankier but still does solid damage. Just try to get more gold than Nocturne by counter jungling or out ganking him. [img=champ/nunu.png] - Nunu is a very strong counter jungler and ganker, but like Alistar he is relegated to a support role late game. Don't let him steal your jungle creeps and you will scale much harder to late game. [img=champ/olaf.png] - Olaf is a fast jungler who is a very strong duelist, but his ganks are average at best. He scales very well into late game, so your goal is either to out farm him or out gank him in order to get more gold for yourself or your team than he does. Counter jungling him can be dangerous before you get Highlander because he can permaslow you. [img=champ/rammus.png] - you can counter jungle Rammus easily, but his ganks are very annoying early game, and his tankiness is annoying mostly during mid game, but late game you can ignore him. [img=champ/rengar.png] - Rengar has some really cool abilities like his bush jump and stealth ult. I think is jungling speed to be acceptable and his ganking is solid with the bola toss and his jumping, especially if he has ult and ferocity. You should be able to counter jungle him since you jungle faster. Dueling him early game is risky since his q give him a ton of attack speed that you can' match without highlander and he can slow or root you. Starting from mid game, you are stronger as long as you didn't fall behind in gold early. After his recent buffs, Rengar has a lot more burst, so you should be more wary of him early, his late game still won't be as strong as yours as long as you avoid being bursted. [img=champ/riven.png] - Riven is a fairly fast jungler with strong ganking potential. She is very dangerous to you early since you won't have many items but Riven has a lot of CC and insane early damage since her AD scaling is so strong. [img=champ/shaco.png] - be very careful, he can easily invade and kill you since he is such a crafty champion. Try and avoid him unless you are counter ganking. He won't be as useful late game unless he destroyed you/your team early. [img=champ/shyvana.png] - very fast jungler, be careful when counter jungling. You gank better than Shyvana in my opinion. She can outduel you until you are level 6. [img=champ/skarner.png] - his ult is the most threatening threatening thing in his kit, so buy a QSS. His ability to perma-slow is also very scary before you have Highlander. [img=champ/trundle.png] - not very threatening, becomes tanky later in the game [img=champ/twitch.png] - you are stronger than Twitch as long as he doesn't get the jump on you. Not as scary as Shaco, easy to hunt down in his jungle if you find him not ganking. After his remake, I would say jungle Twitch is not quite as strong early game, which really stops him from snowballing like he used to. [img=champ/udyr.png] - Udyr is the hardest jungling matchup for Yi in my opinion. He jungles fast, has an on demand stun, and is tanky with turtle while still doing damage. Try to avoid him since if he counter ganks you it is hard to escape. Counter jungling Udyr is risky as Yi due to his bear stun. [img=champ/volibear.png] - jungle Volibear can be deadly if played well. His ganks are above average and late game he can become a tanky beast. Try to counter jungle him since you jungle faster. Counter ganking should also turn in your favor. [img=champ/warwick.png] - slow jungler, easy to counter jungle, but be careful once he is level 6. Buying QSS helps [img=champ/xinzhao.png] - After his remake Xin Zhao is quite strong. He has powerful ganks, is a strong duelist, and can snow ball easily. After further analysis, I have noticed Xin is still a fairly slow jungler like he was before the rework, so if he doesn't get off many good ganks, he will fall off a lot due to a lack of gold.

Alpha strike is a very strong gap closer/chase ability. However, other than its uses for positioning, it is an amazing defensive ability that can be used to dodge many abilties, included particles or skill shots. I will try to compile an on going list of non-skill shot abilities you can dodge with Alpha Strike. Any ability that is a skill shot can be easily dodged with Alpha Strike, such as Sona ult, Morgana snare, Lux snare, etc. If you practice enough, you will be able to anticipate enemy abilities and dodge them, which is essential to being able to survive during team fights and even during 1v1 situations. [highlight]Current List of Particles/Non skill shot abilities that Alpha Strike can Dodge:[/highlight] To dodge particles you must Alpha Strike once the particle is launched to cancel the particle effet. - Sion Stun - Nocturne Fear (Alpha strike when the leash is on you) - Karthus Ultimate (time it properly so you are still in "flight" when the ult does its damage) - Most ranged auto-attacks - Taric Stun - Nautilus Ultimate (Alpha strike before the underground missile hits you) [highlight]Particles You Cannot Dodge:[/highlight] The effects will still hit you after to re-appear in the game. - Gangplank Parrleey - Annie Q ability - Morgana ultimate - upon recent testing, Morgana's ult will still stun you after you leave alpha strike. I will continue to double check this in the future, especially since Morgana is a pretty popular champion. These lists are ongoing and I will continue to add to them as I confirm which abilities I can and cannot dodge. I do not want to add to this list too quickly because I do not want to misinform anyone, so I will only add once I am certain. If anyone as experience with dodging with Alpha Strike and has something to add, I am open to suggestions.

In this section I will go over my analysis of champions that work well with Master Yi on the same team and champions that make it harder to play Master Yi if they are on the opposing team. These are all from my personal experience playing Yi. [highlight]Synergies:[/highlight] [img=champ/alistar.png] - provides great CC and tankiness, which allows you to go glass cannon but still have a team that is relatively tanky and full of CC to peel for you as well as keeping you targets in place [img=champ/anivia.png] - AoE CC, a stun and a wall is great for Yi to have on his team [img=champ/ashe.png] - once Ashe is level 6, you can get so many free kills in ganks for bottom lane due to her arrow. Ashe arrow is easily one of the strongest abilities in the game. [img=champ/blitzcrank.png] - strong CC works well with Master Yi, makes bot lane gankable [img=champ/galio.png] - his ult is so strong for ganking as well as team fights [img=champ/kennen.png] - he has so many ways to stun the other team and does strong AoE, allowing Yi to do damage without being focused as much [img=champ/leona.png] - another CC machine with so many ways to disabel to enemy team so you can kill them and so they can't kill you [img=champ/lulu.png] - Lulu's ult combined with Highlander makes you an un-slowwable tank with an AoE slow debuff. This combination is so strong. [img=champ/malzahar.png] - very easy to gank his lane once he gets level 6 [img=champ/morgana.png] - her ult, shield, and snare bring great utility for Yi to take advantage of [img=champ/nautilus.png] - similar to Leona, an amazing champion with so much CC [img=champ/urgot.png] - very easy to gank his lane once he gets level 6, especially combined with the support's CC if bot lane [img=champ/veigar.png] - AoE stun is great [img=champ/viktor.png] - AoE stun is great [img=champ/warwick.png] - very easy to gank his lane once he gets level 6, is very tanky late game, but not a great peeler [img=champ/zyra.png] - has a pretty easy to hit snare and a large AoE knock up [highlight]Counters:[/highlight] [img=champ/akali.png] - can kill you much faster than you can kill her, winning against a fed Akali in team fights depends on who is better at entering fights at the opportune time. Also, her invisibility cloud makes her difficult to gank. Meditate can help mitigate her initial burst in a 1v1 scenario, but your Meditate is very likely to be canceled by someone in a team fight. [img=champ/amumu.png] - his ult really hurts Yi, his stun is mostly inconsequential since it is so easy to avoid [img=champ/annie.png] - so many ways to get stunned and bursted down [img=champ/blitzcrank.png] - if you get pulled you will probably die, just dodge his pull and he is no threat however [img=champ/fiddlesticks.png] - can kill you very quickly and come out of no where with his ult [img=champ/galio.png] - his ult is very strong against Yi [img=champ/jax.png] - a fed Jax can 1v1 Yi [img=champ/kassadin.png] - can burst you down easily while avoiding you with Riftwalk [img=champ/leona.png] - many stuns hurts Yi, especially on just 1 champion [img=champ/morgana.png] - her ult hurts Yi so much, although you can easily get out of stun range [img=champ/nautilus.png] - so many CC effects, however, you can dodge his ultimate fairly easily with Alpha Strike since the ult has a fairly long travel time [img=champ/rammus.png] - he isn't too much of a counter since you beat him in counter ganks and late game if he taunts you then he is letting your AD carry to tons of damage, but if he taunts the ranged AD, then you will tear their team apart. Build Last Whisper before Infinity's Edge for sure in this matchup [img=champ/ryze.png] - his snare can't be dodged and he does insane damage [img=champ/shaco.png] - a good Shaco will probably be able to kill you in your jungle often, however if you gain an early advantage over Shaco through ganking, he is no threat, especially 1v1 [img=champ/teemo.png] - his blind negates pretty much all your damage [img=champ/veigar.png] - if you don't get caught by his stun he is no threat [img=champ/viktor.png] - even if you don't get caught in his stun, his ult does so much damage and is very difficult to avoid.

I prefer starting at red buff in order to level 2 gank top or bot depending on which side of the map you are on. Otherwise I start at blue and then steal their red. After either level 2 ganking or stealing red, just farm your jungle and gank if an opportunity arises and you are near. You should try and analyze when the lanes will push in your team's favor so you can gank properly. Play the early game safe. Invade if you see the enemy jungler is somewhere else on the map so you can steal their jungle freely.

I consider Mid-Game after you have Highlander and Wriggle's Lantern. This is when your ganks become very deadly especially with red buff and exhaust. Try and coordinate CC with your lanes. Try and control dragon, gank and counter jungle when possible. The goal as Yi is to get as much gold as you can, whether its by covering lanes, getting kills, getting dragon, or farming the jungle. Mid game is when Yi starts becoming mroe dominant and can 1v1 most champions. Continue to gank, farm, and counter jungle while making sure dragon is safe.

Late game is when Yi becomes somewhat of a hypercarry if you have been able to get sufficient items. Start either split pushing if your team can stall 4v5 or start grouping and fighting 5v5 if you think you can win team fights. Prioritize towers and baron since those are key to winning the game. It is essential to keep baron warded at this time since either team should be able to take it very quickly at this point of the game.

The key to playing a good Master Yi is understanding how to team fight as him. Team fighting as Master Yi is almost entirely dependent on how you time your entrance to the fight, using fog of war to your advantage, knowing who to attack, and knowing when to disengage. Before team fights start, you should try to be outside of the other team's vision so they will try to engage in what they think is a 4v5 scenario that is in their favor. After they have used up their CCs and other abilities on the rest of your team, you can swoop in with Highlander and start doing damage while avoiding CC when they come off cooldown using Alpha Strike and QSS. However, since your damage output is so high you should be able to take out many of the enemy champions before their cooldowns are back up. Always try to focus the enemy ranged AD carry or AP carry. If someone is low in the teamfight try and kill them in order to secure a Highlander ability refresh. In general always try to enter the fight as late as possible while letting your initiators/tanks absorb as much CC/damage as you can in order to avoid getting hit as much as possible. Timing is everything as Yi. Going in too early gets you killed nearly instantly, going in too late leaves your team dead and you unable to clean up the fight completely.

Master Yi is a very strong split pusher due to his high move speed and attack steroids. He takes towers at amazing speeds. In order to split push properly, you have to ward the enemy jungle and river around where you are pushing so you don't get caught. Push the minions waves as hard as you can and try to push down the tower. If you see the enemy team come for you, that is when you back off and either base, hide, or regroup with your team to start a 4v5 fight in you favor while someone is pushing you minions back. Split pushing works especially well the stronger you are since they will start having to send more than one champion to stop your split pushing efforts if you can kill the person they send to stop you 1v1. This allows your team to fight 4v3. While split pushing be sure that your team does not engage 4v5 unless you are trying to regroup with them when someone is sent to stop you from split pushing.

[highlight]My Current Master Yi Ranked Stats:[/highlight] I will try to update this occasionally [imgext=] UPDATED (Over 100 ranked games as Yi season 2! :D): [imgext=] [highlight]Some Screen Shots from Post-Game Screen:[/highlight] I will try to add to these when I feel like I had a game worth noting or to show build viability, match ups, etc. [imgext=] In this game I went against a jungle Nunu. He managed to steal my blue buff just before I got there since I went for a level 2 gank top. However, I was able to out farm and gank him, thus becoming far stronger by the end of early game. In this game I built Black Cleaver because I wanted a fast damage item and since the enemy team wasn't stacking significant armor. I built Hexdrinker because I wanted cheap magic resist and AD in the same item since the enemy magic damage was doing well early. Another note is that I used life steal quints this game and started with boots. [imgext=] This demonstrates how Master Yi can take advantage of his superior jungling speed to outpace Lee Sin. [imgext=] This demonstrates how Master Yi can out duel Shyvana if she counter jungles, especially with help from your laners. [imgext=] A solid game played in the 1300 elo range.

I am currently working on getting some gameplay footage of me playing Master Yi, I will post these as soon as I can. NOTE: I have been experiencing technical difficulties in making some videos of my gameplay, but I am still working on posting these.

Master Yi is strong champion if played properly, which allows him to overcome many of his perceived weaknesses, such as being squishy, getting CC'ed, or lacking CC in his kit. Master Yi is very strong if played as a "melee carry"/assassin type champion who focuses down the enemy damage dealers. I hope you enjoyed this guide and it makes you want to try playing Master Yi. I am open to any feedback about this guide. Thanks for reading and I hope you enjoyed it/learned something new! Over 30k views! Thanks so much for reading! Feel free to ask me questions or give suggestions for the guide. Over 100k views!! Thanks so much for reading and commenting on my guide. I hope it has been helpful! Free free to ask me any questions or give suggestions.

Comments coming soon!
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