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Recommended Items
Spells:
Teleport
Smite
Items
Ability Order
Double Strike (PASSIVE)
Master Yi Passive Ability
Threats & Synergies
Fiddlesticks
Very oppressive to you early and mid game. you have no hard cc to stop his drain and he has two abilities to stop your meditate and stop you from alpha striking. you do out scale him at 6 item but not by much so play this match up carefully.
Intro
My goal with this guide was to not just give a cookie cutter "This is what I do for runes and masteries etc. guide" but to instead make a guide for someone who may not even know how to jungle or hasn't done it alot to be able to read this and not only get a great handle on how to play Yi, but at the same also teach in depth jungle play style tips that can carry over to any other jungler you may decide to play as well.
First off Yi's main stat for the Devourer playstyle is of course attack speed. Essentially you want to have close to the 2.5 attack speed threshold with your ult up late game while only having your two attack speed items; Bork and Devourer. (I don't include attack speed boots because you won't be building them every game like you will Bork and Dev)so that being said you need to cram all of your primary attack runes (Reds,Quints) with attack spend netting a solid ~29% attack speed steroid right off the bat. This helps immensely early on with clearing camps making your q CD lower and allowing you to apply the krugs buff more frequently.
The Yellows are there specifically to help keep you alive in the jungle early and survive early skirmishes should you get in one with the mix of armor and hp. (Even ap champs do more physical damage than magic damage with their auto attacks pre level 4)
And now on to blues. This is the only spot on your rune page where you can be semi flexible. Typically i choose to forgo MR and just go with the 5% cdr early and scaling 5% cdr late game so i always end up with at least 10% cdr no matter what i decide to build. Though if the team is extremely ap heavy you can opt to add MR here instead of the cdr but youll have to be aware of your longer cds because of it. Again personally I just prefer to take the cdr and try to outplay my opponent instead of just eating the damage but that decision is completely up to you.
Since you only need 2 damage items to be a relevant threat to EVERYONE on their team you can (and in most cases should) make the rest of your items from that point on defensive and here is why. No whats scarier coming at you in your mind: 1. A Yi coming at you with full damage that can probably more or less two shot you but can be out played with cc or high burst damage or 2. A Yi coming at you with 3k plus hp good armor and mr and can still kill you with virtually no window of being out played? (generally if you cant solo a carry its because you made a mistake) I could go on in this section of the guide for hours so ill try to wrap this up.
Tldr; stacking defensive items on yi after his core damage items makes him a massive threat to the enemy team. Examples would be randuins, thornmail, tabi etc. vs ad and spirit visage, banshees, maw of malmortius etc vs ap. Also worth noting frozen mallet is almost always a good pick up in most games unless you need to stack resistances (like playing matches vs 4 ad champs or 4 ap). Ultimately the way you decide to build Yi heavily impacts how you will perform in the game.
Teleport: The reason why this is your go to spell instead of flash or ghost or something else is basically for the map pressure. As you know yi isn't exactly known for his early game presence or cross map mobility. And thats where this nifty spell comes in. Early game you can use this spell to tp in and help turn around a gank on your teammates or even flip a 1v1 or 2v2 in their favor by tping to the enemys escape path or just far enough be hind them to where you can catch up to them even if there are multiple ways for them to run. mid to late game you can do the same as you were doing early game but also now gain more opportunities to use the spell. Now you can split push freely without worring about the enemy team swinging objectives on you, though you still need to watch for them running to get YOU of course. Also you now have the option to do the very fun TP backdoor strategy if your team gets caught out or if you just see an opportunity where you can get a tower/inhib or even the nexus faster than they can move to stop you.
Very important to note that dragon and baron both give 5 stacks which is absolutely insane seeing as you only need 30 total. Very important to secure one of those objectives early if at all possible to get your devourer sated as fast as possible. This all being said though you are still a jungler and do need to help your team even if it cuts into your stacking a little bit. You're a jungler first and a late game hyper carry second :P
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