- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Skill order and Passive: Double Strike
|Q Alpha Strike|
|E Wuju Style|
Master Yi's skill order should be R>Q>E>W. Prioritizing Alpha Strike (Q) gives you a strong initiate for ganks as well as the ability to jungle very quickly. The skill order for the first couple levels should look like this QEWQ, It is very important to get a level 1 meditate with all the changes to jungle sustain. Yi will require it in order to be able to safely gank and not suffer from incredibly low health.
Passive: Double Strike
- Double Strike
- Every few strikes, Master Yi strikes twice.
This is Yi's passive, it can be used to burst. It causes your next basic attack to strike twice, dealing double damage. Combine this with alpha strike to have a burst early. Late game it's important to keep track of the counter at the bottom for this skill. A fight that seems close can easily change once Yi strikes twice. It applys life steal and can also critically strike. It becomes a stronger passive as you get Carry stats. You can no longer hold this passive as you used to.
Q: Alpha Strike
- Alpha Strike
- Master Yi teleports to strike up to 4 enemies, dealing 25/60/95/130/165 (+1*AD) physical damage to each and an additional 75/100/125/150/175 damage to minions and monsters.
Alpha Strike can critically strike, dealing an additional 1*AD physical damage. Basic attacks lower the cooldown of Alpha Strike by 1 second.
- 70/80/90/100/110 Mana
- 18/17/16/15/14 Seconds
Alpha Strike places Yi untargetable and deals magic damage to up to 4 targets. It is your gap closer. Unlike before you can now freely use this ability to deal damage. You should use it whenever it is up as the cooldown resets off of auto attacking as long as you know the enemy has no escapes. It can critically strike as well. It's unique effect allows master yi to clear the jungle at a massive speed. You can use this spell to dodge many skill shots/certain aoe effects like Nunu's Ultimate and Karthus Ultimate. Keep in mind that alpha strike will NEVER dodge target abilities like Taric or Sion's stun.
- Master Yi channels, restoring 30/50/70/90/110 (+0.3*AP) Health per second for 4 seconds. This healing is increased by 1% for every 1% of Master Yi's missing Health.
While channeling, Master Yi reduces incoming damage by 50/55/60/65/70%. This damage reduction is halved against turrets.
- 50 Mana
- 35/35/35/35/35 Seconds
This skill is your heal and defense steroid. The heal is not that great. However it can save you in a pinch when you are about to die. You want to pay attention to the cc on the other team. Once they have wasted the CC then this skill becomes extremely effective. You can just use this skill without worry of someone cancelling it. It only provides a small amount of health. It is important you use this ability as a Defensive Tank steroid to take an incoming strong burst spell, such as Caitlyn's ultimate, or Brand's Ultimate. Taking a point early provides jungle sustain. The heal is increased based on how low health you are. Generally you should use this ability around 30% or 40% health. That is enough for it to heal but not low enough for you to be bursted. It is still stopped by hard cc so pay attentoion for enemy cooldowns.
Patch Changes - It no longer grants armor and magic resist.
E: Wuju Style
- Wuju Style
- Passive: Grants 10% (1*AD) Attack Damage.
Active: Basic attacks deal bonus 10/15/20/25/30 true damage for 5 seconds. Afterwards the passive bonus is lost while Wuju Style is on cooldown.
- No Cost
- 18/17/16/15/14 Seconds
This is fairly self explanatory. You will want to activate this skill when you are auto attacking the enemy. If you receive a kill while using Highlander, you will gain your passive AD Back, you can gain up to 105 AD through this method. If you activate you E again you will return to the bonus 70 AD
- Passive: Champion kills and assists reduce the remaining cooldown of Master Yi's basic abilities by 70%.
Active: Increases Movement Speed by 25/35/45%, Attack Speed by 30/55/80%, and grants immunity to all slowing effects for 10 seconds. While active, champion kills and assists extend the duration of Highlander by 4 seconds.
- 100 Mana
- 75/75/75 Seconds
It’s the best bait, escape and chase skill in the game. When you use this you can move very quickly and it makes you immune to all slows – this means you can chase or escape so easily. This also makes it very useful for yi to backdoor because he can split push and then just use R to escape to safety. Meanwhile the team that chased you there to kill you wasted time, making it easier for them to push another tower. Increases Master Yi's movement speed by a % and attack speed for a few seconds, as well as making him immune to any slow effects for the duration. Additionally, killing a champion during the duration will refresh all of Master Yi's basic ability cooldowns, while assists will refresh them by half. Use it as your escape when pushing. Try not to activate it when taking towers until you are ready to escape. Keep in mind that highlander itself no longer refreshes so you have to be extra careful when using it. Using it to all in someone can result in you unable to escape from a sticky situation.
To fully use this ability try to go in when enemys are low, a well timed engage ensures a refresh and duration increase. Refreshing alpha strike during small battles can dish out massive AOE damage. You no loner need highlander to be active to refresh.
Patch Changes -
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