This build guide for Master Yi is for jungle and is by Crumbzz, a 2600 rated player on League of Legends, and also by Refpsi who mains Master Yi. Yi does the most damage of any other jungler in the game, but extremely vunerable to CC.
+0.15 magic resist per level (+2.7 at champion level 18)
Greater Glyph of Scaling Magic Resistx9
Masteries
Points Available:30 / 30
Summoner Spells
Smite
Deals 460 + (lvl x 30) true damage to target enemy minion or pet.
Smite
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
OR
Smite
Deals 460 + (lvl x 30) true damage to target enemy minion or pet.
Smite
Exhaust
Exhausts target enemy champion, reducing their movement speed and damage dealt by 30% for 2.5 seconds and reducing their attack speed by 50% for the duration.
Exhaust
Skill Order
Alpha Strike
Alpha Strike
Master Yi leaps across the battlefield striking up to 4 enemies, dealing 100/150/200/250/300 (+1*AP) magic damage to each enemy with a 50% chance to deal 260/320/380/440/500 bonus magic damage to minions and monsters.
Cost
60/70/80/90/100 Mana
Range
0
Cooldown
18/16/14/12/10 Seconds
Alpha Strike
Master Yi leaps across the battlefield striking up to 4 enemies, dealing 100 (+1*AP) magic damage to each enemy with a 50% chance to deal 260 bonus magic damage to minions and monsters.
Alpha Strike
Master Yi leaps across the battlefield striking up to 4 enemies, dealing 150 (+1*AP) magic damage to each enemy with a 50% chance to deal 320 bonus magic damage to minions and monsters.
Alpha Strike
Master Yi leaps across the battlefield striking up to 4 enemies, dealing 200 (+1*AP) magic damage to each enemy with a 50% chance to deal 380 bonus magic damage to minions and monsters.
Alpha Strike
Master Yi leaps across the battlefield striking up to 4 enemies, dealing 250 (+1*AP) magic damage to each enemy with a 50% chance to deal 440 bonus magic damage to minions and monsters.
Alpha Strike
Master Yi leaps across the battlefield striking up to 4 enemies, dealing 300 (+1*AP) magic damage to each enemy with a 50% chance to deal 500 bonus magic damage to minions and monsters.
Meditate
Meditate
Master Yi channels, restoring 200/350/500/650/800 (+2*AP) Health over 5 seconds. While channeling, Master Yi gains 100/150/200/250/300 Armor and Magic Resist.
Cost
50/65/80/95/110 Mana
Range
20
Cooldown
35/35/35/35/35 Seconds
Meditate
Master Yi channels, restoring 200 (+2*AP) Health over 5 seconds. While channeling, Master Yi gains 100 Armor and Magic Resist.
Meditate
Master Yi channels, restoring 350 (+2*AP) Health over 5 seconds. While channeling, Master Yi gains 150 Armor and Magic Resist.
Meditate
Master Yi channels, restoring 500 (+2*AP) Health over 5 seconds. While channeling, Master Yi gains 200 Armor and Magic Resist.
Meditate
Master Yi channels, restoring 650 (+2*AP) Health over 5 seconds. While channeling, Master Yi gains 250 Armor and Magic Resist.
Meditate
Master Yi channels, restoring 800 (+2*AP) Health over 5 seconds. While channeling, Master Yi gains 300 Armor and Magic Resist.
Wuju Style
Wuju Style
Passive: Increases Attack Damage by 15/20/25/30/35.
Active: Master Yi doubles the passive bonus for 10 seconds. The passive bonus is then lost while Wuju Style is on cooldown.
Cost
40 Mana
Range
20
Cooldown
25/23/21/19/17 Seconds
Wuju Style
Passive: Increases Attack Damage by 15.
Active: Master Yi doubles the passive bonus for 10 seconds. The passive bonus is then lost while Wuju Style is on cooldown.
Wuju Style
Passive: Increases Attack Damage by 20.
Active: Master Yi doubles the passive bonus for 10 seconds. The passive bonus is then lost while Wuju Style is on cooldown.
Wuju Style
Passive: Increases Attack Damage by 25.
Active: Master Yi doubles the passive bonus for 10 seconds. The passive bonus is then lost while Wuju Style is on cooldown.
Wuju Style
Passive: Increases Attack Damage by 30.
Active: Master Yi doubles the passive bonus for 10 seconds. The passive bonus is then lost while Wuju Style is on cooldown.
Wuju Style
Passive: Increases Attack Damage by 35.
Active: Master Yi doubles the passive bonus for 10 seconds. The passive bonus is then lost while Wuju Style is on cooldown.
Highlander
Highlander
Increases Master Yi's Movement Speed by 40% and Attack Speed by 40/60/80%, and he becomes immune to all slowing effects for 8/10/12 seconds.
While active, killing a champion refreshes all of Master Yi's cooldowns (assists reduce half of the base cooldown amount).
Cost
100/100/100 Mana
Range
1
Cooldown
75/75/75 Seconds
Highlander
Increases Master Yi's Movement Speed by 40% and Attack Speed by 40%, and he becomes immune to all slowing effects for 8 seconds.
While active, killing a champion refreshes all of Master Yi's cooldowns (assists reduce half of the base cooldown amount).
Highlander
Increases Master Yi's Movement Speed by 40% and Attack Speed by 60%, and he becomes immune to all slowing effects for 10 seconds.
While active, killing a champion refreshes all of Master Yi's cooldowns (assists reduce half of the base cooldown amount).
Highlander
Increases Master Yi's Movement Speed by 40% and Attack Speed by 80%, and he becomes immune to all slowing effects for 12 seconds.
While active, killing a champion refreshes all of Master Yi's cooldowns (assists reduce half of the base cooldown amount).
Q
Alpha Strike
Master Yi leaps across the battlefield striking up to 4 enemies, dealing 100 (+1*AP) magic damage to each enemy with a 50% chance to deal 260 bonus magic damage to minions and monsters.
E
Wuju Style
Passive: Increases Attack Damage by 15.
Active: Master Yi doubles the passive bonus for 10 seconds. The passive bonus is then lost while Wuju Style is on cooldown.
Q
Alpha Strike
Master Yi leaps across the battlefield striking up to 4 enemies, dealing 150 (+1*AP) magic damage to each enemy with a 50% chance to deal 320 bonus magic damage to minions and monsters.
W
Meditate
Master Yi channels, restoring 200 (+2*AP) Health over 5 seconds. While channeling, Master Yi gains 100 Armor and Magic Resist.
Q
Alpha Strike
Master Yi leaps across the battlefield striking up to 4 enemies, dealing 200 (+1*AP) magic damage to each enemy with a 50% chance to deal 380 bonus magic damage to minions and monsters.
R
Highlander
Increases Master Yi's Movement Speed by 40% and Attack Speed by 40%, and he becomes immune to all slowing effects for 8 seconds.
While active, killing a champion refreshes all of Master Yi's cooldowns (assists reduce half of the base cooldown amount).
Q
Alpha Strike
Master Yi leaps across the battlefield striking up to 4 enemies, dealing 250 (+1*AP) magic damage to each enemy with a 50% chance to deal 440 bonus magic damage to minions and monsters.
E
Wuju Style
Passive: Increases Attack Damage by 20.
Active: Master Yi doubles the passive bonus for 10 seconds. The passive bonus is then lost while Wuju Style is on cooldown.
Q
Alpha Strike
Master Yi leaps across the battlefield striking up to 4 enemies, dealing 300 (+1*AP) magic damage to each enemy with a 50% chance to deal 500 bonus magic damage to minions and monsters.
E
Wuju Style
Passive: Increases Attack Damage by 25.
Active: Master Yi doubles the passive bonus for 10 seconds. The passive bonus is then lost while Wuju Style is on cooldown.
R
Highlander
Increases Master Yi's Movement Speed by 40% and Attack Speed by 60%, and he becomes immune to all slowing effects for 10 seconds.
While active, killing a champion refreshes all of Master Yi's cooldowns (assists reduce half of the base cooldown amount).
E
Wuju Style
Passive: Increases Attack Damage by 30.
Active: Master Yi doubles the passive bonus for 10 seconds. The passive bonus is then lost while Wuju Style is on cooldown.
E
Wuju Style
Passive: Increases Attack Damage by 35.
Active: Master Yi doubles the passive bonus for 10 seconds. The passive bonus is then lost while Wuju Style is on cooldown.
W
Meditate
Master Yi channels, restoring 350 (+2*AP) Health over 5 seconds. While channeling, Master Yi gains 150 Armor and Magic Resist.
W
Meditate
Master Yi channels, restoring 500 (+2*AP) Health over 5 seconds. While channeling, Master Yi gains 200 Armor and Magic Resist.
R
Highlander
Increases Master Yi's Movement Speed by 40% and Attack Speed by 80%, and he becomes immune to all slowing effects for 12 seconds.
While active, killing a champion refreshes all of Master Yi's cooldowns (assists reduce half of the base cooldown amount).
W
Meditate
Master Yi channels, restoring 650 (+2*AP) Health over 5 seconds. While channeling, Master Yi gains 250 Armor and Magic Resist.
W
Meditate
Master Yi channels, restoring 800 (+2*AP) Health over 5 seconds. While channeling, Master Yi gains 300 Armor and Magic Resist.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Items
Hunter's Machete
Health Potion
x5
Boots of Speed
Wriggle's Lantern
Berserker's Greaves
Youmuu's Ghostblade
Infinity Edge
Phantom Dancer
Last Whisper
Enchantment: Furor
Defensive Items Options
Against Heavy CC (such as Fiddles fear) Replace Phantom Dancer for
Thanks alot for the awesome guide i really appreciate it and i have to say this is one of the best guides i have seen on lol pro yet so keep it up and again thanks!
Also i have a question about why you chose Blood Thirsters as core build and Ravenous Hydra as situational i would like to know your opinion on it because i like to always build it into my build as a replacement for Wrigglers Lantern but i would like to know why you chose this incase i don't see the improvements of Blood Thirsters. Thanks for the guide and hope i hear back from you.
Hydra is alright but generally unless you are team fighting and really deep into the fight, having the extra damage and lifesteal from blood thrister is better than cleave.
He is alright he just relies on having a solid team to put out the damage to ensure a refresh. Therefore hes slightly gimmicky. With lichbane he becomes a little bit less team focused. The meditate nerf hit him pretty hard.
Hey Refpsi, I'm a huge fan of your Master Yi guides, and I agree very much with the item builds and setups, but have a somewhat controversial question for you. I myself have played Master Yi pretty extensively over the course of the 3 seasons, both as an AP mid, and moreso as an AD jungler.
I was hoping you could answer a question or help provide insight into something that many high elo players look off as noobish: crit runes. Now I myself am a Gold 2 player and I understand the logistics of attack speed vs ad, arpen, and their value, however I've been running crit chance marks and quints on my jungle Yi as of late, and as you may surmise, my clears are slightly slower, though still faster or to par with other junglers, which is why I bring this up to begin with, even if gimp your early clearing, Yi STILL clears like a boss. ( *based on normal distribution of crits, it can go pretty quick if you get lucky, and honestly even if you get very unlucky he still keeps up with other junglers because of his Q and powerful AD steroid combined with his high base AS) I can run some timers on it to see exactly the difference in clear speed, but really I've never had a problem keeping up or falling behind with Yi. I figured since so much about AD Yi is focused on raw power and dps, why not crit chance, I mean in mid/late game nothing will really do more damage than Yi's astonishingly high, fast coming crits. In my opinion, crit quints and marks seem highly viable given Master Yi's kit, the fact that it barely impairs his jungle, and should mathematically give more dps than arpen, ad, or as.
You know I actually did a lot of research into crit runes a couple months back and I came to 2 simple conclusions that I will explain deeper. There are 2 crit related stats, %Damage and Crit chance %. But before we get to that, lets see what actually stats these runes provide.
So here I have listed the runes on the side and its total. I look a big interested in the critical damage stat because 45.51% is massive. We can get 40% if we choose to use armor seals. This is still pretty amazing. However keep in mind it is useless until we get critical strike so the early zeal pick up is a must and building a phantom dancer becomes a much more viable solution with this rune set up. We will have more late game damage than other rune set up can provided. with an infinity edge this amount goes off the charts. However if we wanted to build damage our runes are useless so we are forced into a critical strike early type build. Yet this may not actually be a bad thing.
Looking at the crit chance we can get 20% which is super high but if we take armor seals we are at about 18%. This is pretty solid with a zeal we will be at 28% which is pretty darn good. I can see how this may actually be better than any other runes to take because late game with my current build we can sit at 88% critical strike meaning we will NOT get a crit about every 10th attack which is meaningless considering we have double strike. Unlike with the critical damage runes if we do not crit we still have our critical chance even though it may not be showing it's self.
My studies concluded that these runes are actually Pretty damn solid. However I constantly tried my best and I could not seem to find the perfect balance of both damage and critical strike none of the switching out appealed to me.
I have come to the conclusion that overall Critical chance is the more solid choice because it will happen from the start and will always be with you. Where as crit damage will just turn you into a monster late game with almost 300% critical damage.
And btw thanks for supporting my work, it means a lot to me!
+1 Refspi! I appreciate the swift and informative response, I've run similar calculations and come up with similar results, and I've pretty much ruled crit damage out for the most part (for same reason as you), because their use and effectiveness is largely limited to the late game. Crit chance however has felt great every time I've run it on Yi, and most notibly makes him into a monster during mid game and in my experience helps speed his transition from mid to late game, the extra 20% you get from runes bumps Yi up to around 35% with his Wriggle's/Yuumu's core, which allows you to crit slightly more than once out of every 3 autos which is exponentially better than the roughly 1 in 7 you'd have without runes. (takes less than half as many attacks to score a crit!)
Combine that with Yi's ultimate and the Yuumu's active and you can tear most champs to pieces at this point in the game, its especially hilarious to gankLux imo since she's so flavor of the month lately, dodge her bind with alpha, and just rip her apart in seconds, its pretty great, I'll generally max E tho if I'm going to be running this sort of setup, because when you all in someone such as Lux in this manner it's just that much better, and makes Yi such a powerful duelist midgame.
There's also something to be said for the lifesteal increases that go along with the maxed E and extra crits. As powerful as it is to max Q and land that 300 dmg resetting aoe death on their entire team, maxing E in this situation is what makes crit runes pay off (my opinion), so it's what I max first in most cases on this setup, also I dont remember if you noted it, but once you kill someone on Highlander, you get the passive AND the active Wuju Style AD bonus, which combined with that 35% crit chance and blazing attack speed.. it feels amazingly strong to me, assuming Yi goes in at the right time; he'll completely tear up!
Ok so I digressed alot, but Yi's the best, and you've written by far the most comprehensive guides I've seen, and just in general seem to understand his mechanic better than any player I've spoken with to date.
This bothers me... Jungle Yi is a classic but it is only normal for players to replace old tactics with new ones. Old champions and their respective roles should not be forgotten however.
Hello now that the proc rate is a set 50% is there any situations where maxing E before Q is more beneficial? Or is the cd, burst and bonus damage from maxing Q just much better anyway?
Ah I kinda wanted to see this question. It gets a little complex.
So basically Alpha you max alpha strike to increase your burst and be capable for massive aoe when fighting in the mid game. However if you max E you have a 70 damage steroid, on about a 7 second cooldown.
Once you get enough attack speed and ad using alpha strike in duels can hurt you. However maxing alpha strike lowers the cooldown. In order for the 70 ad bonus to be better, you must be able to attack your opponent multiple times before alpha strike comes back.
Overall alpha strike maxing is way better. BUT if you are playing Master Yi in a lane vs MELEE Bruisers, OR Ranged ADCs you might want to MAX E so that when you hit level 6, you can all in them for massive damage.
Unless you are extremely experienced with master yi, Never Max E before Q.
On top of that Q is generally always going to be better to max because the lvl 1 Cooldown is so high.
To post a comment, please login or register a new account.
-
View User Profile
-
Send Message
Posted 5/24/2013 3:14:54 PMNew VOD Section Check it out if you want to learn more. I speak a lot about the gameplay in each of them.
-
View User Profile
-
Send Message
Posted 4/16/2013 9:03:28 AMThanks alot for the awesome guide i really appreciate it and i have to say this is one of the best guides i have seen on lol pro yet so keep it up and again thanks!
Also i have a question about why you chose Blood Thirsters as core build and Ravenous Hydra as situational i would like to know your opinion on it because i like to always build it into my build as a replacement for Wrigglers Lantern but i would like to know why you chose this incase i don't see the improvements of Blood Thirsters. Thanks for the guide and hope i hear back from you.
-
View User Profile
-
Send Message
Posted 5/13/2013 8:02:16 AMLate reply.
Hydra is alright but generally unless you are team fighting and really deep into the fight, having the extra damage and lifesteal from blood thrister is better than cleave.
-
View User Profile
-
Send Message
Posted 5/17/2013 8:59:16 AMalright thanks allot for the reply. one more thing what is your opinion on AP yi?
-
View User Profile
-
Send Message
Posted 5/18/2013 1:17:24 PMHe is alright he just relies on having a solid team to put out the damage to ensure a refresh. Therefore hes slightly gimmicky. With lichbane he becomes a little bit less team focused. The meditate nerf hit him pretty hard.
-
View User Profile
-
Send Message
Posted 5/20/2013 8:16:31 AMAlright thank for the quick response and best of luck to you in the fields of justice.
-
View User Profile
-
Send Message
Posted 4/6/2013 6:07:26 PMHey Refpsi, I'm a huge fan of your Master Yi guides, and I agree very much with the item builds and setups, but have a somewhat controversial question for you. I myself have played Master Yi pretty extensively over the course of the 3 seasons, both as an AP mid, and moreso as an AD jungler.
I was hoping you could answer a question or help provide insight into something that many high elo players look off as noobish: crit runes. Now I myself am a Gold 2 player and I understand the logistics of attack speed vs ad, arpen, and their value, however I've been running crit chance marks and quints on my jungle Yi as of late, and as you may surmise, my clears are slightly slower, though still faster or to par with other junglers, which is why I bring this up to begin with, even if gimp your early clearing, Yi STILL clears like a boss. ( *based on normal distribution of crits, it can go pretty quick if you get lucky, and honestly even if you get very unlucky he still keeps up with other junglers because of his Q and powerful AD steroid combined with his high base AS) I can run some timers on it to see exactly the difference in clear speed, but really I've never had a problem keeping up or falling behind with Yi. I figured since so much about AD Yi is focused on raw power and dps, why not crit chance, I mean in mid/late game nothing will really do more damage than Yi's astonishingly high, fast coming crits. In my opinion, crit quints and marks seem highly viable given Master Yi's kit, the fact that it barely impairs his jungle, and should mathematically give more dps than arpen, ad, or as.
-
View User Profile
-
Send Message
Posted 4/7/2013 11:16:30 AMYou know I actually did a lot of research into crit runes a couple months back and I came to 2 simple conclusions that I will explain deeper. There are 2 crit related stats, %Damage and Crit chance %. But before we get to that, lets see what actually stats these runes provide.
So here I have listed the runes on the side and its total. I look a big interested in the critical damage stat because 45.51% is massive. We can get 40% if we choose to use armor seals. This is still pretty amazing. However keep in mind it is useless until we get critical strike so the early zeal pick up is a must and building a phantom dancer becomes a much more viable solution with this rune set up. We will have more late game damage than other rune set up can provided. with an infinity edge this amount goes off the charts. However if we wanted to build damage our runes are useless so we are forced into a critical strike early type build. Yet this may not actually be a bad thing.
Looking at the crit chance we can get 20% which is super high but if we take armor seals we are at about 18%. This is pretty solid with a zeal we will be at 28% which is pretty darn good. I can see how this may actually be better than any other runes to take because late game with my current build we can sit at 88% critical strike meaning we will NOT get a crit about every 10th attack which is meaningless considering we have double strike. Unlike with the critical damage runes if we do not crit we still have our critical chance even though it may not be showing it's self.
My studies concluded that these runes are actually Pretty damn solid. However I constantly tried my best and I could not seem to find the perfect balance of both damage and critical strike none of the switching out appealed to me.
I have come to the conclusion that overall Critical chance is the more solid choice because it will happen from the start and will always be with you. Where as crit damage will just turn you into a monster late game with almost 300% critical damage.
And btw thanks for supporting my work, it means a lot to me!
-
View User Profile
-
Send Message
Posted 4/8/2013 6:08:41 PM+1 Refspi! I appreciate the swift and informative response, I've run similar calculations and come up with similar results, and I've pretty much ruled crit damage out for the most part (for same reason as you), because their use and effectiveness is largely limited to the late game. Crit chance however has felt great every time I've run it on Yi, and most notibly makes him into a monster during mid game and in my experience helps speed his transition from mid to late game, the extra 20% you get from runes bumps Yi up to around 35% with his Wriggle's/Yuumu's core, which allows you to crit slightly more than once out of every 3 autos which is exponentially better than the roughly 1 in 7 you'd have without runes. (takes less than half as many attacks to score a crit!)
Combine that with Yi's ultimate and the Yuumu's active and you can tear most champs to pieces at this point in the game, its especially hilarious to gank Lux imo since she's so flavor of the month lately, dodge her bind with alpha, and just rip her apart in seconds, its pretty great, I'll generally max E tho if I'm going to be running this sort of setup, because when you all in someone such as Lux in this manner it's just that much better, and makes Yi such a powerful duelist midgame.
There's also something to be said for the lifesteal increases that go along with the maxed E and extra crits. As powerful as it is to max Q and land that 300 dmg resetting aoe death on their entire team, maxing E in this situation is what makes crit runes pay off (my opinion), so it's what I max first in most cases on this setup, also I dont remember if you noted it, but once you kill someone on Highlander, you get the passive AND the active Wuju Style AD bonus, which combined with that 35% crit chance and blazing attack speed.. it feels amazingly strong to me, assuming Yi goes in at the right time; he'll completely tear up!
Ok so I digressed alot, but Yi's the best, and you've written by far the most comprehensive guides I've seen, and just in general seem to understand his mechanic better than any player I've spoken with to date.
-
View User Profile
-
Send Message
Posted 4/9/2013 2:17:20 AMHaha, I'll definitively try to pick up those runes to actually use them in game. It'll take quite a bit of IP saving.
And thanks man, I play Yi a load, I would feel pretty bad if I didn't understand his mechanics :P
-
View User Profile
-
Send Message
Posted 4/5/2013 12:28:00 PMMaster Yi jungle??? First tim i have seen this...
-
View User Profile
-
Send Message
Posted 4/5/2013 8:43:13 PMThis bothers me... Jungle Yi is a classic but it is only normal for players to replace old tactics with new ones. Old champions and their respective roles should not be forgotten however.
-
View User Profile
-
Send Message
Posted 3/18/2013 9:44:24 PMHello now that the proc rate is a set 50% is there any situations where maxing E before Q is more beneficial? Or is the cd, burst and bonus damage from maxing Q just much better anyway?
-
View User Profile
-
Send Message
Posted 3/19/2013 7:50:43 AMQ>E :jungle clear speed, pushing speed, and dmg is also much better. I dont even have to mention the cd.
-
View User Profile
-
Send Message
Posted 3/19/2013 9:13:49 AMAh I kinda wanted to see this question. It gets a little complex.
So basically Alpha you max alpha strike to increase your burst and be capable for massive aoe when fighting in the mid game. However if you max E you have a 70 damage steroid, on about a 7 second cooldown.
Once you get enough attack speed and ad using alpha strike in duels can hurt you. However maxing alpha strike lowers the cooldown. In order for the 70 ad bonus to be better, you must be able to attack your opponent multiple times before alpha strike comes back.
Overall alpha strike maxing is way better. BUT if you are playing Master Yi in a lane vs MELEE Bruisers, OR Ranged ADCs you might want to MAX E so that when you hit level 6, you can all in them for massive damage.
Unless you are extremely experienced with master yi, Never Max E before Q.
On top of that Q is generally always going to be better to max because the lvl 1 Cooldown is so high.