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Master Yi Build Guide by ShinyEmo

Jungle Some Master Yi Stuff

Jungle Some Master Yi Stuff

Updated on March 8, 2023
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League of Legends Build Guide Author ShinyEmo Build Guide By ShinyEmo 116 11 289,443 Views 8 Comments
116 11 289,443 Views 8 Comments League of Legends Build Guide Author ShinyEmo Master Yi Build Guide By ShinyEmo Updated on March 8, 2023
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Runes: Jungling

1 2
Precision
Lethal Tempo
Triumph
Legend: Alacrity
Coup de Grace

Domination
Eyeball Collection
Treasure Hunter
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3 4 5 6
Jungling Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

Ability Order Preferred Order

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Some Master Yi Stuff

By ShinyEmo
About Me&Guide
Note: There are some tips in threats section but they can be laning tips. Ignore them if you are the jungler.

I'm too lazy. This guide (or so-called guide, it is just the build) was made by a lazy person. I want to expand the guide with gameplay section yet I do nothing about it. Still I want to help someone though so I'll just update the build for this season.

I play League since season 5. I became a Master Yi main near the end of the same season. Except 2-3 seasons, I played League a lot to this day. I have rarely played ranked until season 13. I was only playing ranked to get to gold so I could have end-season awards. Now in season 13, I started to play flex games as I like to play League with my friends and currently I'm Platinum at flex. I have several accounts and in total, I guess I have around 700k mastery points with Master Yi.
Pros
+ Unmatched damage in late game
+ Good against skillshot based champions thanks to his high MS and Q.
+ Maximum base MS in the game (355).
+ Has a gap closer (Q).
+ Ult for both engaging and escaping
+ High outplay potential
+ Easy to master
+ Can 1v9
+ Can destroy low elo
Cons
- Vulnerable against hard CC
- Gets poked easily and can't answer it.
- Relatively weaker early game.
- Relatively squishy.
Skills
Passive: Double Strike
After your third AA, you will strike twice. The second strike deals half damage. That's all. You deal more damage and your Q resets faster. If you have Guinsoo's Rageblade, your passive will trigger frequently.



Q: Alpha Strike
Cooldown: 20/19.5/19/18.5/18 Seconds
Cost: 50/55/60/65/70 Mana
Range: 600

Master Yi becomes untargetable and teleports to rapidly strike enemies near his target, dealing 30 / 60 / 90 / 120 / 150 (+0.5 per attack damage) physical damage to all enemies hit after up to 3 hits.

This ability can strike the same enemy repeatedly if there are no other targets, dealing 7.5 / 15 / 22.5 / 30 / 37.5 (+0.125 per attack damage) damage for subsequent hits, for a maximum single target total of 52.5 / 105 / 157.5 / 210 / 262.5 (+0.875 per attack damage) physical damage.

This skill is your gap closer and it will be best to use it for dodging at least 1 skill. If you have Guinsoo's Rageblade or Navori Flickerblade, you will have frequent Qs. It can deal critical damage, though it has been nerfed. This ability applies on-hit effects like BotRK passive, Sheen passive or your E, %75 for the first hit and %18.75 to the others. Also note that if your Q hits for the same champ three times, it will proc BotRK.



W: Meditate
Cost: 40 Mana + %6 Maximum Mana per Second
Heals: 120/200/280/360/440 (+100% AP) HP over 4 seconds.
Damage Reduction: %90 for 0.5 second, 60/62.5/65/67.5/70% 3.5 seconds after that.

Master Yi channels for 4 seconds. Gains damage reduction and heals himself while channeling. It will heal more when your HP is low. In my opinion, damage reduction is more precious than healing so you can ue this skill while fighting to reduce the damage. Also keep in mind that while channeling, your passive will be stacked over time and pause your ults duration. It also resets your auto attacks, so you can have a little burst especially in early game.



E: Wuju Style
Cost: 0
Your basic attacks deal 30 / 35 / 40 / 45 / 50 (+30% bonus AD) True Damage for 5 seconds.
This skill is for dealing true damage and it is extremely useful for melting anyone. Nothing more. But it's so effective.



R: Highlander
Cost: 100 Mana
Passive: Kills and assists reduce your basic attacks' current cooldown by %70.
Active: Grants 25 / 35 / 45% attack speed and 35 / 45 / 55% MS for 7 seconds. Kills and assists increase Highlander's duration by 7 seconds.
Your engaging and escaping skill. Very powerful for fighting as it gives huge amount of attack speed. More AAs mean more Qs, so you can dodge more skills.
Runes
Precision runes are the best for Master Yi.

Except Fleet Footwork, the 3 other runes works well with Master Yi. Press the Attack gives bonus damage, Lethal Tempo gives bonus attack speed and lets you have higher attack speed than 2.50 limit and Conqueror rune goes very well with Master Yi. In my opinion, take Lethal Tempo %90 of the time.

Triumph is the best in its line. It increases your outplay chance and synergizes with your ult.

I personally prefer Legend: Alacrity. You can optionally take Legend: Tenacity. Lifesteal was great before it was nerfed to oblivion but it's just too bad right now.

Last Stand for dealing more damage when you are about to lose the trade and want to turn the tables. Coup de Grace will be the best if you will focus on assassinating enemy carries and it will be useful for jungling. Cut Down sounds like a good choice in the laning phase against tanky champions but I don't prefer it.


Domination for second runes when jungling.

For snowballing and more AD. The other runes, especially Sudden Impact can be taken though but my favourite is Eyeball Collection.

For more gold. It is important to have your items early. Master Yi relies on getting items earlier than others to be a monster. Relentless Hunter can be considered if you want another rune. Bonus MS is always nice.


Resolve for more tenacity and/or early game opportunities.

%90 of the time this is why you want to go resolve. A tankier build with this rune combined with Legend: Tenacity and/or Mercury's Treads and/or Quicksilver Sash items will help you to counter your biggest threat: CC. If there isn't much cc that bothers you, you may swap with a viable rune of your choice, like Revitalize.

This is my go-to rune when going Resolve. It is very useful in early skirmishes as you deny some damage which is valuable in early game the most. But if you are a laner and you have powerful poking enemy you can take Second Wind.


Sorcery for more scaling.

What I like most is %20 cooldown reset at level 11. 10 AH isn't too great at all. Can be swapped with any other viable rune if you don't feel having it.

Bonus AD as the game goes on. A must-have if you go Sorcery.
Spells
No need to explain; it is useful for chasing, escaping, engaging... DON'T CHANGE THIS Spell. (But you can take Ghost and Ignite vs. Singed actually.)

Good against champs with good sustain and tanks like Dr. Mundo who has huge health regeneration. Also it can secure kills and helps you to get early kills.

For chasing or escaping from champs like Singed or Udyr who are as mobile as you are.

For split pushing, map pressure and minimizing minion loss. Can be useful but in my opinion Ignite or Ghost are more useful.

Removes CC and ignite/exhaust so can be very useful.
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League of Legends Build Guide Author ShinyEmo
ShinyEmo Master Yi Guide
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Some Master Yi Stuff

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