Master Yi Build Guide

Master Yi-nvincible!

Updated 5 years ago
  • 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 Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Armor Penetration (+2.56 armor penetration)
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

Wuju pass me that potion ? Master Yi is underrated in his current state. Although he's outclassed by many other melee dps in terms of utility, and overall team composition choices; Master Yi has one of the highest single target dps alongside Tryndamere. He has no innate crowd control, so he's looked down upon by many players, but with proper positioning and play, he can be devastating. He has a fast jungle route, strong ganks with red buff and snowballs out of control. All of these qualities make him a ruthless pubstomper, and ignorant players shouldn't complain till they've tried it. Learn it, live it and breath it. Master Yi.

[imgext=] [title]My optimal Rune Rage :[/title][highlight]8x Greater Mark of Alacrity[/highlight] - Best option for a quick jungle route and all game damage. The attack speed works well to proc your passive along with the 12 armor penetration and 10% from other runes and masteries. [highlight]1x Greater Mark of Desolation[/highlight] - To be used in conjunction with 3 armor penetration quintessences and runes to optimize jungle routes and gank potential [highlight]9x Greater Seal of Resilience[/highlight] - Strong choice for jungle. The flat armor covers enough for you to tank a few hits while doing your route, so you have enough HP to gank midway, or after your rotation is complete. [highlight]9x Greater Glyph of Shielding[/highlight] - Master Yi's biggest problem as a melee dps is that he's expected to built somewhat like a glass cannon. However, that doesn't work out well with huge burster casters in the game, and these runes allow him a bit of survivability that he direly needs. [highlight]3x Greater Quintessence of Desolation[/highlight] - Speeds up the jungle rotations for faster clear times and ganking potential. Used with the marks of desolation, they scale well in the jungle and transition into later game stages with the core brutalizer. [title]Explanation:[/title] With Master Yi, I play him as a jungler so I expect to clear the jungle fast while ganking in abundance. This rune set allows me to do both, without hurting my late game potential. Offensive runes for your damage and carry role, and minute survivability to keep afloat in jungle and prevent from being instagibbed. [center]OTHER OPTIONS : [/center] [highlight]9x Greater Mark of Alacrity [/highlight] - Can be mixed and matched with Marks of Desolation and/or Quintessences of Desolation for jungle times, speed and better ganks. [highlight]9x Greater Seal of Alacrity[/highlight] - Can also be used to mix and match with other Marks, Glyphs and Quintessences of Alacrity in order to provide maximum efficiency [highlight]9x Greater Glyph of Shielding[/highlight] - AP is popular in the current META game so this will help against the burst champions such as Annie, Brand or Malzahar etc. [highlight]9x Greater Glyph of Warding[/highlight] - Again, counters the abundance of AP champions, and should only be chosen over Shielding when you're expecting to gank alot of AP heroes early but you're afraid of getting bursted down [highlight]Greater Quintessence of Desolation[/highlight] - Works well with any other setup of Alacrity and Desolation runes for jungle and gank prowess

[title][img=skills/masteryi/p.png] Passive: Double Strike[/title] [number]Master Yi strikes twice every 7th attack.[/number] [title]Explanation:[/title] One of the strongest passives in this game. It can easily turn the tide of a fight, especially with Master Yi's superior attack speed. [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 80 / 90 / 100 / 110 / 120 mana Range 600[/number] [title]Explanation:[/title] An amazing gap closer that has the ability to avoid projectiles. The free Madred's Razor bonus attached to it is what sets Yi from being a good jungler, to being a great jungler. Deals decent damage, especially when built AP. [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] Not very useful as AD Yi but as AP Yi, it is one of the most troll abilities in thsi game. It has a very good AP ratio which lets you tank towers and champions. Otherwise, it's not very effective. [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] Currently one of the best AD steroids in this game. It gives Gangplanks Raise Morale a run for his money in certain situations. Allows to to clear jungle fast, and burst champions 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 75seconds Cost 120mana Range 1[/number] [title]Explanation:[/title] Master Yi's trademark skill. Gives him a huge movement speed and attack speed steroid that allows him to get into fights and leave unscathed. Also very effective for backdooring and/or split pushing towers quickly. The low cooldown and the refresh effect make this ultimate much more of an ultimate.

[center][imgsmall=skills/masteryi/r.png] > [imgsmall=skills/masteryi/q.png] > [imgsmall=skills/masteryi/e.png] > [imgsmall=skills/masteryi/w.png][/center] [imgsmall=skills/masteryi/r.png] is chosen for obvious reasons. It's your ultimate and the best skill you have in your kit. [imgsmall=skills/masteryi/q.png] is the best skill for farming; which is what Master Yi needs. With alpha, you'll do the damage, clear the jungle and farm up with ease. [imgsmall=skills/masteryi/e.png] is leveled after Alpha Strike because, though it gives a strong steroid, it's not as evident in combat as Alpha Strike would be. It's not as necessary to rush it. [imgsmall=skills/masteryi/w.png]is not leveled unless necessary in the Jungle build because it serves next to no purpose. The healing is very minimal when built AD and it's much more effective to get either Alpha Strike or Wuju Style first. [highlight]Note: [/highlight]When laning, it's useful to get an early point in meditation because it can give you the lane sustain you need.

[title]START[/title] [imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png] [.][highlight]Cloth Armor[/highlight] is crucial when jungling because the early bonus armor gives you the edge to tank a few hits in jungle while keeping your health up. With getting this item, it also leaves you month to get potions [.][highlight]5 Health Potions[/highlight] gives Master Yi the early sustain he needs in the jungle because unlike champions such as [imgsmall=champ/fiddlesticks.png] and [imgsmall=champ/warwick.png], he has no way to keep his health up before [imgsmall=items/wriggles-lantern.png] [title]CORE[/title] [imgsmall=items/wriggles-lantern.png][imgsmall=items/boots-of-speed.png][imgsmall=items/the-brutalizer.png] [.] [highlight]Boots of Speed [/highlight]is one of the most cost effective items in the early game lane stages. It gives you the necessary movement speed to catch and kill a prey during a gank, while also letting you travel the jungle quicker to reach camps and other lanes [.][highlight]Wriggles Lantern[/highlight] is one of the best, if not already the best items for an AD jungler to have. It has all the necessary essentials required for jungling. The AD it gives makes you do more damage, and the lifesteal gives you the sustain you need. The selling point of this item, is the [imgsmall=items/madreds-razors.png] portion. The passive effect let's you clear objectives (Neutral Buffs, Dragon and Baron) at much quicker speed and hold lanes for allies. [.][highlight]Brutalizer[/highlight] is also another cost-effective item. In early game and mid game stages, for the most part, your enemies will not have much armor. Simply, for 1337 gold, you can get +15 armor penetration and +10% cdr, both of which benefits Master Yi greatly. The cooldown reduction allows you to Alpha Strike to close gaps much more often and the Armor Penetration lets you put out massive burst. [title]OFFENSIVE[/title] [imgsmall=items/youmuus-ghostblade.png][imgsmall=items/atmas-impaler.png][imgsmall=items/trinity-force.png][imgsmall=items/phantom-dancer.png][imgsmall=items/infinity-edge.png][imgsmall=items/the-bloodthirster.png] [.][highlight]Youmuu's Ghostblade[/highlight] was practically made for Master Yi. It holds everything he needs, Cooldown Reduction, Armor Penetration, Attack Speed, Movement Speed. The item most synergizes with [imgsmall=skills/masteryi/r.png] because it gives you the ability to catch and slaughter prey. Also, Master Yi is a Wuju Swordsman, so it would only be fitting that he get's a sword item. [.][highlight]Atma's Impaler[/highlight] is one of the most popular items in today's META game. The reason it would be good for Master Yi is becasue the Critical Strike, and the Bonus AD. As everyone knows, Master Yi possesses a global taunt second to [imgsmall=champ/teemo.png], which means he gets focused down if the enemy team is at any all smart. Therefore, when used in conjunction with item's such as [imgsmall=items/warmogs-armor.png] or [imgsmall=items/frozen-mallet.png], it proves as a powerful item for offensive and defensive purposes. [.][highlight]Trinity Force[/highlight] isn't an every game item, nor a popular item in my builds. However, it serves it's purposes when the enemy team has multiple Tanky DPS or Tanks because of the dual offensive, it makes it slightly harder for them to itemize against Yi's with this item. Yi can use every portion of this item effectively which makes it a good overall item for him, but shouldn't always be rushed due to cost-effectiveness. [.][highlight]Phantom Dancer[/highlight] is the bread and butter item for practically all right-click champions. It gives movement speed to catch prey, and run away when being chased, attack speed to right-click away and critical strike which only improves your auto attacks. No better choice than Phantom Dancer when going against fast champions. [.][highlight]Infinity Edge[/highlight] is the most luxurious item you could get as Master Yi. All the stats are beneficial to him and will raise his power level over9000, however, it's not a must-rush item due to the cost effeciency. If you're fed early it could be a great pickup, but during slow games, if you crawl towards this item it could severely hamper your snowball potential. [.][highlight]The Bloodthirster[/highlight] proves as one of the best items for Yi, because it gives him high amounts of AD which is always good for right-click to win champions. The Lifesteal is important when Yi faces other auto attack champions (see below) and also to counter burst champions. [title]DEFENSIVE[/title] [imgsmall=items/atmas-impaler.png][imgsmall=items/warmogs-armor.png][imgsmall=items/force-of-nature.png][imgsmall=items/banshees-veil.png][imgsmall=items/frozen-mallet.png] [.][highlight]Atma's Impaler[/highlight] as listed in the offensive section as well, is a dual purpose item that is very effective when used with [imgsmall=items/warmogs-armor.png] and [imgsmall=items/frozen-mallet.png]. [.][highlight]Warmog's Armor[/highlight] is a strong defensive item as Master Yi unlike usual champions. When talking about defensive stats, mitigation is better than raw health. However, this is nullified as Master Yi because as far as his itemization goes, he does not have room to get many defensive items. Therefore, he will most likely get bursted down either way if he get's one small MR item or one small Armor item, as opposed to this big health soak in many cases. It's intimidating to the opponent to see, and works very well with [imgsmall=items/atmas-impaler.png]. [.][highlight]Force of Nature[/highlight] should be chosen if their team is forcibly AP. Meaning, you may not necessarily die from 1 burst from champions such as [imgsmall=champ/annie.png] or [imgsmall=champ/anivia.png] but you still are getting damaged from it. The reason is, it is the highest single MR item in the game and the movespeed benefits you more than ever. [.][highlight]Banshee's Veil[/highlight] poses as a huge threat to burst casters or CC abuse. The negative spell negates much more than you would think. The bonus HP also goes well with other defensive items and makes Master Yi slightly Tankier. [.][highlight]Frozen Mallet[/highlight] may not always be the best choice because in terms of defensive statistics, it doesn't give nearly as much as the other defensive items; and as far as offense goes it doesn't give as much as the other offensive items. However, it's a good pick when you're forced to give up your Red Buff constantly or when you feel that you aren't getting focused, but would want a tad bit of HP for a little soak just for a precaution. [title]MOBILITY[/title] [imgsmall=items/berserkers-greaves.png][imgsmall=items/mercurys-treads.png][imgsmall=items/trinity-force.png][imgsmall=items/phantom-dancer.png][imgsmall=items/youmuus-ghostblade.png] [.][highlight]Berserker's Greaves[/highlight] is the most popular choice of boots as an AD Carry. Contrary to popular belief, it beats out [imgsmall=items/mercurys-treads.png] in most scenarios because Master Yi is naturally squishy. Therefore, if he even gets caught out of position by one stun, he's most going to be jumped on by the rest of the team. The attack speed is really good to Master Yi's kit, as well as early ganks. [.][highlight]Mercury Treads[/highlight] can be a good choice if their whole team nothing but CC. It can get you away from chain cc abuse if timed correctly with [imgsmall=skills/masteryi/r.png]. [.][highlight]Trinity Force[/highlight] Used more as an offensive choice, rather than bought purely for the movement speed. The MS on it acts as a bonus, therefore, it's not a wise choice to buy this purely for MS. [.][highlight]Phantom Dancer[/highlight] is a good early item to let you chase ranged champions that are hard to get to like [imgsmall=champ/ashe.png]. It IS possible to replace this item for boots if you're fully built, dependiung on the rest of your itemization. [.][highlight]Youmuu's Ghostblade[/highlight] works very well to backdoor towers as well as split push and getting away. One of the best choices to catch fast champions. [title]SITUATIONAL[/title] [imgsmall=items/madreds-bloodrazor.png][imgsmall=items/hexdrinker.png][imgsmall=items/quicksilver-sash.png][imgsmall=items/guardian-angel.png][imgsmall=items/last-whisper.png] [.][highlight]Madred's Bloodrazor[/highlight] should only ever be built to target the enemy team if they have 3-5 high HP champions. Champions like this include [imgsmall=champ/chogath.png] and [imgsmall=champ/singed.png]. [.][highlight]Hexdrinker[/highlight] never a popular choice, because of the minimalistic stats it provides. However, it's very effecitve against global champions and finishers, such as [imgsmall=champ/karthus.png]. [.][highlight]Quicksilver Sash[/highlight] proves worthy for Master Yi because he is the target of CC alot of times, which is the only way to stop him. Therefore, QSS can get you out of sticky situations, or completely mitigate a champions power against you. Champions including [imgsmall=champ/malzahar.png] and [imgsmall=champ/mordekaiser.png]. [.][highlight]Guardian's Angel[/highlight] works best when you're doing very well and carrying the team. When you're worth a 500g bounty, you don't want to give it away, nor do you want to die if you're the only damage on your team. Herego, this item works best when you're a hard focus of the enemy teams. [.][highlight]Last Whisper[/highlight] is situational because Master Yi is made to target and hit-and-run squishy carries, not to focus the tanks. However, there are the odd games where everyone is very tanky, or everyone has some kind of armor to counter you, even the squishies. Last Whisper will return them to their jello-like state. [title]ITEMIZATION TIPS[/title] [highlight]Many times, items can be built specifically to target enemy strategies, compositions and individual champions[/highlight] [.][number]1.[/number] Master Yi is obviously known as a right click to win champion which almost always forces people to think that [imgsmall=items/thornmail.png] is the number one counter to him. However, with [imgsmall=items/the-bloodthirster.png], lifesteal counteracts enough of the damage returned via Thornmail to keep you in the fight as opposed to a raw Last Whisper. Last Whisper is only proven effective if the enemy has merely a Thornmail, instead of the usual Thornmail + Armour item + HP item. Magic Resist is another counter. [.][number]2.[/number] [imgsmall=items/youmuus-ghostblade.png] is best built when the enemy carries are hard to get to. There are a few champions with good escapes and range, champions such as: [imgsmall=champ/ashe.png][imgsmall=champ/tristana.png][imgsmall=champ/kogmaw.png] and other ranged champions. The runspeed added with [imgsmall=skills/masteryi/r.png] and other items like [imgsmall=items/phantom-dancer.png] out runs their innate escapes. [.][number]3.[/number] [imgsmall=items/hexdrinker.png] was designed to make a [imgsmall=champ/karthus.png] angry. Don't forget to resell it later, as it's more of an early game item. [.][number]4.[/number] [imgsmall=items/quicksilver-sash.png] is [highlight]the[/highlight] best pick against a [imgsmall=champ/mordekaiser.png] because your lifesteal will outshine his DPS 99% of the time. The only problem is when you get bursted by his ally while giving him your ghost. Quicksilver sash removes it and let's you kill him with ease. [.][number]5.[/number] If you are fully built out, you will be in abundance of movement speed. Therefore, if you have at least two movementspeed items, you may replace [imgsmall=items/berserkers-greaves.png] with [imgsmall=items/phantom-dancer.png]. You lose a minute amount of MS while boosting your offensive potential to much greater lengths. [.][number]6.[/number] Against squishies build attack speed and movement speed. [.][number]7.[/number] Against high health build attack damage and attack speed. [.][number]8.[/number] Against high burst build attack speed and tanky. [.][number]9.[/number] Against tanky dps build tanky dps. [highlight]Note:[/highlight] The tips are blueprints for itemization, it's not a contract. If there's a karthus on the enemy team it's not ESSENTIAL to build a Hexdrinker for example. So again, [highlight]judge accordingly to your game.[/highlight]

[highlight][center][title]THE MOST IMPORTANT PART OF JUNGLING IS....[/title][/center][/highlight] [center][img=summoners/smite.png][/center] [highlight]Never, ever attempt to fulfill your Jungle role without Smite. [/highlight] [.]Your jungle route will be VERY slow [.]You cannot secure objectives dragon and baron [.]Can't secure buffs from being stolen from teammates or enemies [.]Makes it much harder to counter jungle [.]Can't steal the cannon minion from ungrateful lanemates [title]FAST JUNGLE ROUTE[/title] [highlight]Blue Buff > Wolves > Wraiths > Red Buff > Double Golems[/highlight] [.] Start off at Blue Buff and make sure your teammates are protecting you. Ask for a leash nicely if possible. Alpha Strike when the golem's is turned away from you (due to leash), but make sure no one else is in range of EXP. If you get a lucky proc on Alpha Strike, you might prematurely kill a small neutral which mean you won't reach level 2 after. Chug a pot and smite when blue has 450 health left. [.] Proceed to Wolves and Alpha Strike, followed by Wuju Style. Chug a health potion once again, and focus the big brown wolf before the two smaller blue ones. [.] Run to wraiths, Alpha Striking again, targetting the Big Blue one. Hit Wuju Style and finish the rest of the wraiths off while chugging a potion and focusing the biggest wraith first. [.] Head to Red Buff and repeat the same steps as Blue Buff, this time smiting at 495 health. As usual, focus down the buff golem before the mini's taking down your 4th health potion. [.] Finish off your route by taking down the double golems with the same steps as above, and your 5th health potion. [highlight]Start at the Green Arrow. Follow your way along the black path until you reach the end Red Arrow.[/highlight] [center][imgext=] [/center] [highlight]The video below is a quick version of the above text. There was no leash in the video due to it being a bot game for viewing purposes and also to show that a leash is not required.[/highlight] [own3d][/own3d] [title]SAFE JUNGLE ROUTE[/title] [highlight]Double Golems > Wraiths > Wolves > Blue > Recall > Golems/Wraiths > Red[/highlight] [.] Start off at Double Golems. It is always good idea to get a leash from bottom lane, but is unnecessary for golems. Alpha Strike, and look for procs first, smite the one that got proc'd. If not, smite whichever one you were attacking and finish off the camp with your first health pot. [.] Head to wraiths and clear the camp with Alpha Strike and Wuju Style. Make sure to focus down the big one first. Don't forget to pot up each camp. [.] At wolf camp, repeat the same thing as the Wraiths again. [.] The end of the first part of your route. Kill blue with Alpha Strike and Wuju style, making sure to smite the blue down at the end. [.] Recall and buy either : [imgsmall=items/boots-of-speed.png]+[imgsmall=items/health-potion2.png] if you're expecting to gank, or [imgsmall=items/long-sword.png]+[imgsmall=items/health-potion.png] if you expect to jungle or farm more. [.] Head either to Double Golems or Wraiths and clear that camp (This step is optional) [.] Finish off the final part of your route at red buff, smiting it at the end. [highlight]Start at the Green Arrow. Follow your way along the black path until you reach the end Red Arrow. Follow the Blue lines to the second part of your route, again finishing at the Red Arrow.[/highlight] [center][imgext=] [/center] [highlight]This video is a visual presentation by Stonewall008. Although he takes different masteries, runes and starts with Wuju Style, it can be disregarded. The path I've presented to you with Cloth + 5 Potions and my mastery builds and runes will work exactly the same.[/highlight] [youtube][/youtube] [title]JUNGLE MUST REMEMBERS:[/title] [.] Gank when you have an [highlight]oppurtunity[/highlight], not when your route is done. Master Yi can gank as early as level 2, especially with exhaust so be aware. [.] Always finish off buffs and objectives (Dragon and Baron) with [imgsmall=summoners/smite.png]. Minimizes chances of getting anything stolen and finishes off the end of the monster faster. [.] Gank often, gank fast. Get to a lane, and prepare to gank within 30 seconds. You don't want to be sitting in a bush idling as you leech EXP from the lane, and you're wasting your own time that could be spent ganking another lane or farming. [.] As Master Yi, you don't need blue buff forever. If there's a mana dependent champion such as [imgsmall=champ/anivia.png] or [imgsmall=champ/orianna.png], it would be a smart idea to give up your buff to them. They can win their lane with ease and it doesn't affect you much. [.] If it's possible, always grab your Red Buff before ganking. Yi has no innate CC, meaning enemy champions can walk away from him easier. With the red slow, you're almost guaranteed a kill if they don't flash. [.] Helping is more important than your route. If you're about to start a buff, and you see a lane getting pushed hard and they're totally overextended; help that lane instead of taking forever with your buff and missing oppurtunities. [highlight]Smite is the most crucial part of a Jungler. Memorize the table to help with counter jungling, snipe-stealing buffs, dragons and barons.[/highlight] [center][imgext=][/center] [title]CHAMPIONS TO WATCH OUT FOR[/title] [highlight]The easiest champions to gank are the AD carry lanes, and for very early stages the Tank lanes. Proceed with caution when ganking burst mage lanes.[/highlight] [highlight]Examples of easier ganks[/highlight] [img=champ/gangplank.png] being a Squishy Melee with weak escapes other than a CC removal, it can be quick to burst him down. [img=champ/malzahar.png] has no innate escapes, so if you can avoid his skillshots with Alpha Strike, he is very much one of the easiest mages to gank. [img=champ/udyr.png] although he has his bear stun and turtle shield, when ganked early it can be an easy kill and would shut him down very hard in lane. [highlight]Examples of harder ganks[/highlight] [img=champ/brand.png] has amazing range and high burst. It's hard to catch him overextended to a point that it would be an easy gank, due to his range. If you do, he has a high chance to burst you down if you walk into all his skillshots. [img=champ/caitlyn.png] similar to brand in the way that she has a far range. If she sees you early, she can poke you down pretty hard and attempt an ultimate to finish you off if executed poorly. [img=champ/mordekaiser.png] has a strong burst early, especially at 6 with his ultimate. Make sure you catch him when his armor is low or next to none. He is an easy kill if you can surpass his burst, but if you eat a full Q, E, R, Ignite combo it can get dangerously close.

[title]COUNTER JUNGLING[/title] [.] To counter jungle is essentially to invade the enemy jungle and steal camps, buffs and ganking the enemy jungler in their own territory with the purpose to harass, slow down or shut down. [.] Master Yi is a strong counter jungler because of his strong early game damage, and quick clearing of camps with Alpha Strike. [.] Counter jungling doesn't affect Master Yi as much because he has strong farming and isn't dependent on blue buff, which makes it easy for him to catch up. [.] Against fast and/or effective junglers, it's easier to either not risk invading, or stealing the wraith camps at most. [.] Against slower junglers the best form of counter jungling is to take the wraiths, and returning later during the route for disruption if there are no available ganks. [highlight]The image below shows two different counter jungle paths. After the counter jungle route is complet, finish the rest of your regular route. You may have to recall early depending on the amount of counter jungling. I advise against beginner junglers to counter jungle, as you can get caught easily. Do as you wish, to your own discretion.[/highlight] [center][imgext=][/center] [title]CHAMPIONS TO WATCH OUT FOR[/title] [img=champ/shaco.png] is one of the best, if not already the best early game junglers and gankers in the game. Many times a smart shaco will setup jack in th boxes in your bush en route to the wraiths with either exhaust and/or ignite. When heading to your wraiths, it's smart to advise your middle and top to be aware. [img=champ/nunu.png] is the strongst counter jungler in this game because of his Consume and ability to buy a ward at the start of the game. Because of this, make sure to check your bushes, especially at red, to make sure he's not hiding out there. Also, smite to end buffs to prevent him from running in and smite/consuming. Advise your mi dand top lane to be aware as well. [img=champ/chogath.png] post 6 can do a similar feature as Nunu by Feast / Smiting your buffs. Again, alert. [img=champ/drmundo.png] although an unorthodox jungler, he is capable of clearing wraith and golem camps quickly with his Burning Agony. Don't underestimate enemy jungling Dr Mundo's. [img=champ/evelynn.png] similar to Twitch, they can stealth in and smite/ignite your buff and/or yourself. [img=champ/twitch.png] similar to Evelynn, they can stealth in and smite/ignite your buff and/or yourself. [img=champ/amumu.png] is a rather slow jungler, so it is pretty safe to attempt to counter jungle the wraiths and/or golems of the little mummy. As an inefficient jungler, it will slow his game down and make it harder for him to make ganks. [img=champ/rammus.png] similar to Amumu, can be very inefficient and counter jungling will slow them down by far. [img=champ/gangplank.png] although he seems scary at first, if you find him in your jungle, or you invade his; don't be afraid to fight him. You will win 99% of the time in the early stages of jungling as his Parrley isn't that strong, and he isn't very tanky. [title]WARDING[/title] [.] Best way to win a game is map awareness, know where they are at all times and you won't get ganked and can take advantage of objectives [.] Let's you counter jungle and invade enemy jungle with a certain sense of security [.] Protects yourself, and/or your lane teammates from getting ganked [.] Helps you pick off enemy champions if they wander alone, which is quite often in lower elo's. [highlight]Wards and Oracles[/highlight] [.] This is taken from a blog post by one of the best supports in NA, Xpecial. It's one of the best posts I've seen released, so leaern it like a bible. Sight Ward – 75 gold; lasts 180 seconds. Places an invisible green ward that gives sight in 1100 range. Vision Ward – 125 gold; lasts 180 seconds. Places an invisible pink ward that gives true sight (sees invisible units) in 1000 range. Oracle's Elixir – 400 gold; lasts until death. Places a true sight buff on the consumer that gives true sight in 750 range. All three of these are consumables and each take up a slot in one's inventory until the consumption. Vision Ward vs Sight Wards: Sight Wards start off as being worth 100 gold (75 cost + 25 gain) and around every two seconds, the ward's value goes down by one gold to a minimum of 25 gold. In short, any time you know the enemy has a ward in a spot, it is advantageous to destroy it with a Vision Ward provided it gives vision in that spot. Oracle's Elixir vs Vision Wards: It only takes a few wards to completely recuperate the costs of an Oracle's, making it an excellent investment, provided the carrier is not killed with it. Vision Wards, on the other hand, are safer but don't give any sort of long lasting benefit and don't completely recuperate costs. “When is a good time to get Oracles?” Generally, it is advantageous to pick up an Oracles as early as possible so wards can be cleared. But wards aren't as common early on and it is much more dangerous for the carrier due to the lack of vision and the lack of tank items. In short, it is ideal to pick up an Oracle's if your team wishes to dominate map control in order to set up for important objectives. It is also important not to starve yourself of items. As important an early Oracle's is, dying with it can set you very far behind, so always keep that in mind and always communicate with teammates when you pick one up! [imgext=]

[title]EARLY GAME[/title] [.] Clear camps and farm hard, farm well [.] [highlight]Gank often, gank hard.[/highlight] If you have a 2v1 lane, revisit them lots. If you have a Mordekaiser, or Udyr (someone unstoppable in lane) revisit them lots. If you see vulnerable targets that are always overextended, revisit them lots. [.] Do everything in your power to help your lanes win, if that isn't possible (tower huggers), do everything in your power to win jungle. By winning jungle, it means that you clear camps at every respawn time, and counter jungle whenever applicable. [title]MID GAME[/title] [.] [highlight]Farm[/highlight] [.] [highlight]Farm[/highlight] [.] [highlight]Farm[/highlight] [.] Continue ganking as currnt META game procedures have people AFK farm for 30 minutes before they start being useful. Master Yi requires alot of farm to do what he needs to do, so makesure you aren't zoning yourself by camping brushes too long before ganking. [.] This is when a tower or two start to fall. [highlight]Keep pressure on the fallen lane[/highlight] because the enemy will start roaming and attempting to gank your other lanes. Force them to constantly check up on the lane you're split pushing, otherwise it's a free tower for you. [.] Prepare for your first, or second dragon. Master Yi can clear dragon very effictively once he get's his Wriggles Lantern. Get your mid and bottom to follow up so you don't get ganked and/or to clear it faster. [.] Try to gather a few kills, if you do, you'll snowball into an unstoppable doomsday device. [highlight]Avoid team fighting[/highlight] if you can because if you aren't too farmed, or the enemy team has a fed champion, it's easy to get caught and fall behind. [title]LATE GAME[/title] [.] This is where Master Yi shines the most. Hunt down their squishy carries whenever applicable, as it will only take a few chops to clean them up. Make sure to proceed with caution. [.] Split push, split push, split push. [highlight]When the game is at a stalemate stage, you want to avoid beind static.[/highlight] Have your team distract the enemy team, or push a different lane while you peel off and clear another lane. Master Yi absolutely demolishes towers, so don't be afraid to push. [.] Keep control of Dragons and Barons. Yi can solo dragon with ease, and can also do heavy DPS to baron. Keep the wards flowing and awareness of where the enemy team is. [highlight]Take advantage of poor positioning[/highlight] to take baron. [.] Still try to avoid CC like all game, but it's alot safer if you get caught by a stun during this stage, because you have far better escapes and can take down enemies with speed. [.] Don't be afraid to teamfight, your single target DPS can take down a Tryndamere with ease as long as you are careful and aware of your surroundings. [title]Teamfighting[/title] [.] Master Yi possesses a hidden passive : Global Taunt. Make sure you try to enter the fight near the end, or at least after a bunch of burst and cc is used up. [.] Go straight for their carries starting with whoever is doing the most DPS (in perfect world situations, you want to go for the AD carry first most of the time) [.] Try to stay hidden before a fight. It's easiest with your good mobility to enter the fight from behind, or using Alpha Strike to get to the back once your tank(s) have soaked up a good chunk of skills and cc. [.] If your team is strong enough, during team fights, [highlight]it's fully legitimate to be split pushing[/highlight]. If your team can handle winning a 4v5, you can push very hard once the fight is over. [.] [highlight]Don't be afraid to go in[/highlight]. Sometimes you will have to risk and possibly lose your life to win the teamfight, but it can be worth it. [.] Don't spend your time during the whole team fighting dancing around, [highlight]always be aware and pick off any stragglers or low hp targets[/highlight]. [.] Carries first, tanks last as usual with any other champion. [.] Under [highlight]special circumstances[/highlight], you may be required to focus a Tanky DPS. For example, your Annie can easily burst down the enemy Ashe and Brand. However, she can't perform her burst because the enemy Gangplank always rushes at her first. At this time, you want to kill that Gangplank to protect your Annie, so she can finish the other two targets. [highlight]The following two videos is a game played by Chaox of TSM. It highlights simple Master Yi gameplay for the most part and is a good way to start playing this champion.[/highlight] [own3d][/own3d]

[highlight]Master Yi may seem like a right click to win champion, but there are still niche tricks that make him, him.[/highlight] [.] When you use Alpha Strike, it takes you off the map for a couple of seconds, meaning you are able to avoid projectiles. Time it correctly, and you can mirror elusive tricks similar to Shaco's Hallucinate, and Vladimir's Sanguine Pool. A couple of skillshots that are avoidable that are worth nothing are: [center][imgsmall=champ/karthus.png] Requiem[/center] [center][imgsmall=champ/lux.png] Finales Funkeln[/center] [center][imgsmall=champ/annie.png] Tibbers[/center] [center][imgsmall=champ/nidalee.png] Javelin Toss[/center] [.] Alpha Strike also follows an enemy champion that is on the move. If you time this correctly, this allows you to get out of placed skill shots with walls such as: [center][imgsmall=champ/veigar.png] Event Horizon[/center] [center][imgsmall=champ/jarvaniv.png] Cataclysm[/center] [.] If you time an Alpha Strike with an enemy flash, you will follow him through the wall [.] Before performing a gank, if it's possible try to set your passive to 7 stacks beforehand so you get the Double Strike passive proc instantaneously. It will also reset and possibly be used a second time in the same gank. [.] If you have red buff, and you're ganking an enemy champion with flash, don't waste your Alpha Strike. Walk up to them, and try auto attacking them down first. Once the flash, then hit Alpha to close the gap and finish for the kill. [.] When facing invulnerable champions such as Kayle and Tryndamere, it's best to save Alpha Strike. Start fighting them, and once they use their invulnerablility, tank a few hits and then Alpha Strike to finish the chase, or to avoid the DPS. [.] Tower diving is one of the easiest things with Master Yi, if you can do it a couple times early, you will intimidate the enemy team into constantly tower hugging; zoning themselves out.

[title]CREDITS[/title] [.] Xpecial for the warding section [.] Chaox for the gameplay video [.] Stonewall008 for one of the jungling videos [.] LoL Replay and Fraps for the jungling video [.] xXBooYaXx for the title. Make sure everyone to feed because he's good enough to carry you. [.] 69SIXTYNINE is a warning sign. Everyone queue dodge if seen in champion select. [center][imgext=][/center]

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