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All Guides Master Yi Guides Patch 8.11 - Carry like a real oppa
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2 months ago
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Master Yi Statistics for Seo Juhyun

Author's performance with Master Yi compared to the ranked average.

Value
Average
Games Played
351
4
Win %
52
44
Kills
9.9
7.6
Assists
4.4
4.6
Deaths
6.3
7.1
KA:D Ratio
2.2
1.7
Gold Earned
13.1K
12.1K
Creep Score
57.0
175.3
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png - Versatile since it can be used in two main ways, offensive or defensive. In greater detail:

1) Offensive
  • Using Flash to gap close for an extra auto
  • Using Flash to to get into range to use Q (Alpha Strike) stay on-top of the target
  • Using Flash to dodge a Linear skillshot such as 99.png R (Final Spark).
2) Defensive - Using Flash to escape AA range of the enemy, flashing over the wall to create distance between the enemy jungler and you or to escape tower range for if you used your Q just too early and need an escape from the tower shot which could possibly get you killed.


11.png - Essential because it is guaranteed damage ignoring all defences, the base Armour/Magic Resist of for example Dragon may make you deal less damage than your abilities are showing giving you this false sense of security in controlling objectives. With this you have much greater chance of securing the objective.

Since Patch 7.2  4.png  is stronger than 6.png even for on-hit builds due to the nerf. Here is what was in Patch 7.2 Notes:

Patch 7.2 Ghost nerf.png


14.png - Situational but viable and useful and in the right circumstances. Take Ignite when:

  1. You are going the on-hit build and they got champions who either stack Life Steal, get Omni-vamp through 3146.png or Ravenous%20Hunter.png?width=32 or when facing an enchanter support like 40.png267.png16.png - The true damage of Ignite pops  shields with ease and applies Grievious Wounds which reduces healing by 40%.
  • With on-hit 3033.png itemising for % Bonus Armour Penetration is sub-optimal as it synergises better with crit, since with this type of build you deal sustained damage through the % maximum HP of 1419.png, the magic damage on-hit of both 3124.png & 3091.png plus Guinsoo's Rage passive and your wujustyle.png itemising for psuedo tankiness and sustain is better (Phantom Dancer is okay only as a last item as a replacement of boots if the sgmae goes on for 30 mins+). None of the bruiser items offer Grievious Wounds which is where Ignite comes in. It is also good if you are going to invade.

New Runes Back to Top

Conqueror is the latest rune, this rune will converts 20% of damage dealt into true damage. In this playstyle you need to have raw AD to maximise how much AD is being converted into true damage. This rune has excellent synergy with items raw AD & AP items and Attack Speed items. This is the strongest rune to take on Yi right now.

In the primary tree for my keystone I took Conqueror because unlike Dark Harvest there is 100% uptime after 3 seconds in combat which is very easy to trigger - you can attack scuttle crab in the river, minion in lane or mid way contesting Dragon or Baron and switch focus to an enemy who is about to focus you and the true damage is applied. Unlike if I took Lethal Tempo I don't have to itemise for Armour Penetration as I'm dealing more true damage and there is no downtime when in combat. Press the Attack will make you very strong 15 minutes into the game but it won't amplify true damage which clearly is inferior. Predator relies on making good roaming and is more for a Lethality build which isn't strong compared to crit or on-hit making this a redundant choice. 

Triumph is the new equivalent of Dangerous Game, it restores 12% missing health and gives 20g during a teamfight which helps not only keeping you alive but also gets you closer to your powerspike from the additional gold if you get a 'Takedown' (kill or assist).

Legend: Alacrity maximises the DPS dealt and has perfect synergy with the passive of Alpha Strike whereby each autoattack reduces the cooldown, this helps make clutch dodges. Also more Attack Speed results in more procs of Bloodrazor % max HP damage, Wit's End magic damage, Wuju Style true damage and more healing from Hextech Gunblade as well as faster clear, this makes it the ultimate choice of the three.

Coup de Grace is the strongest of the three as it is effective against all enemies regardless of squishy or tanky as long as they are lower HP, this is also the only of the three choices that gives bonus AD on takedowns and 20% of this is ALSO converted into true damage which means more true damage.

For secondary runes I chose Zombie Ward and Ravenous Hunter. 

Whilst Sudden Impact may add some damage the Lethality portion is pretty useless when you are dealing 40% true damage and aren't going to be 1 shotting, this is more suitable for a crit or lethality build. The only other alternative for Zombie Ward would be Eyeball Collection as it does boost damage slightly and therefore the healing too slightly, however having the utility of extra vision control is far better as it will allow you and your team to make smarter and safer plays. It also doesn't count toward warding limit and the more vision the better.

Ravenous Hunter is a staple for this build as the healing applies to damage dealt by abilities, on-hit effects and items. Simply put it heals from all your sources (sometimes called omni vamp), with this rune, Hextech Gunblade and Elixir of Wrath you will outsustain practically almost anything. Your only form of counterplay with this is the enemy grouping as 5 (not one by one after you), Ignite, Exhaust and Executioner's Calling/Mortal Reminder. Items like Zhonya's and untargetability doesn't affect you so badly unlike crit build as you have sustained damage and will be more mobile as you will have tier 2 boots.

Abilities Back to Top

Q
E
Q
W
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
3
5
7
9
W
4
14
15
17
18
E
2
8
10
12
13
R
6
11
16

Ability point level order:


Starting with alphastrike.png is important because being able to dodge the attack of monsters allows you to clear healthier. We take E level 2 because gives 10% free bonus AD when not on cooldown speeding up the clear with the true damage on-hit - don't use this at every camp if you don't need the extra damage since activating wujustyle.png and moving onto another camp will slow down your clear significantly at earlier levels (2 - 4) but won't matter so much later on how and when you use it vs monsters. Putting 2 points into alphastrike.png allows you to 1 shot the small raptors making your clear quicker, take meditate.png at level 4 since you can't go without it any longer as you need the early game sustain and damage reduction for if the enemy jungler counterjungles. Meditate is a 1 point wonder ability and it is very conditional that taking a second ability point into meditate.png at level 13 would have saved you over the final ability point into wujustyle.png.


Whilst an on-hit build is focused on sustained damage you won't have enough AD to back up maxing E in early in which is why you should always max Q as it has higher base damage and there will be some opportunities where the enemy will back out fast, in short trades Q will deal more damage. In early game your focus will be on farming and the bonus damage to minions and monsters on Q scales with rank making it the most obvious choice to max. The only change in the ability levelling sequence will be at level 3, if you are safe from the enemy jungler or successfully won your 1v1 invade and got enough health to continue jungling put a second point into Q to maximise clear speed. Otherwise if it goes wrong or you end up too low health despite winning 1v1 take W level 3.

Ability skill order: Q -> E -> Q -> W (ideally) else Q -> E -> W -> Q and then prioritise R -> Q  E-> -> W


Advanced tip:


  • In order to maximise the damage output from E save it for after the third AA so that the first AA on activating E strikes twice, even though the AA damage of the second attack is halved the full on-hit damage is applied and since the true damage is on-hit you deal the full amount of true damage applying twice in one attack which makes Yi deceivngly bursty.
  • Use W sparingly because the heal is more effective the lower health you have, stopping to Meditate during a clear when unnecessary will slow down the clear speed by up to 4 seconds if fully channelling it. W is best used as a tool for mitigating burst and for reducing tower shot damage to buy time for Q to become off cooldown ready to use for the "too close to call" tower diving plays such as this.
For an example of how to dive as Yi properly (video is old but the older videos of Cowsep shows his better plays

Items Back to Top

Starting Items

Core Items

    On-hit Conqueror playstyle

Situational Items

On-hit (Standard) build path

1041.png + 2031.png-> 1038.png -> 1001.png -> 3133.png -> 3508.png ->  1043.png -> 1037.png -> 1052.png ->3124.png -> 3047.png or 3111.png or 3006.png -> 3715.png -> (Sell 2031.png for 1043.png) -> 1419.png -> 3140.png -> 3026.png -> 3139.png -> (Sell 3047.png or 3111.png or 3006.png for 3046.png) ->  2140.png


On-hit (Alternative) build path

1041.png + 2031.png-> 1038.png -> 1001.png ->  3133.png -> 3508.png ->  1043.png -> 1037.png -> 1052.png ->3124.png -> 3047.png or 3111.png or 3006.png -> 3715.png -> (Sell 2031.png for 3133.png) -> 1412.png -> 3140.png -> 3026.png -> 3139.png -> (Sell 3047.png or 3111.png or 3006.png for 3046.png) -> 3031.png -> 2140.png


Due to the changes to Essence Reaver in Patch 8.11 it is a very strong item to rush as has been suggested by Cowsep. Next item will obviously be Guinsoo's Rageblade since it has strong synergy with Double Strike (Master Yi's Passive).

After you got your core items you need to decide which type of upgraded boots is best to buy you need to assess if they got a fed ADC or AD heavy comp then you should take Ninja Tabi as the Armour will reduce crit damage you receive from the enemy ADC (unless they have an 81.png who typically goes blue build on-hit) and/or counteract any Lethality they may have (if they got an assassin). In the circumstance where their team has equal number or less AD than AP and they have a lot of hard CC that aren't knockups (Tenacity doesn't affect knockups) then take Mercury's Treads as the Magic Resist will counteract any Magic Penetration they may have but more importantly it will reduce the duration of CC. In the rare case scenario where the game isn't a close match, your in no danger of getting instagibbed and you are absolutely stomping them then you can propel your lead even further with Berserker's Greaves for maximum DPS but this is very situational.

Since the Jungle items are very gold efficient and you already have the Hunter's Machete building into one of the two enchantments is highly recommended, as a whole you generally should follow the "Standard" version of the on-hit build as most teams (should) have at least one if not two tanks, in they case they do not follow the "Alternative" version of the on-hit build and take Skirmisher's Sabre (Warrior) instead as it fairs far better vs a full squishy team. Whether you decide to take Bloodrazor or Warrior you will have a one item power spike that you wouldn't get it you tried to skip jungle item. Both enchantments have their own trade-offs - Skirmisher's Sabre (Bloodrazor) will make you farm faster dealing more sustained damage but you won't have early game burst when you gank.

Both of these items are not only super gold efficient but they also synergise very well with Guinsoo's Rageblade - Warrior's AD ratio supplements to the bonus physical damage dealt which then gets true damage whereas Bloodrazor % max HP gets procced twice with Guinsoo's Rage whilst attacking quicker. When you consider the fact that Conqueror will be converts not only the damage dealt from Warrior/Bloodrazor and other items built but also the damage Guinsoo's Rageblade you will be able to shred through almost anything.

At this point you will have enough damage and need to itemise for utility and defense. The CC removal from Quicksilver Sash starts becoming important in middle ELO (Platinum) as people start to figure how to time their CC after your Alpha Strike but then becomes practically mandatory in high ELO (Diamond+) where almost all the time the enemy composition.

Since the build lacks in HP and we are only left with one item slot, the most effective option is for this final slot is 
is Guardian Angel, not only do you get effective HP but also it buys time for your Alpha Strike to turn around a teamfight

For the "Standard" version of the on-hit build I keep Bloodrazor because it scales off max HP and no other item would be suitable to replace it for anti-tanking. However for the "Alternative" version of the on-hit build I sell Warrior in late game because it falls off and Death's Dance gives damage mitigation whereas Skirmisher's Sabre (Warrior) only reduces damage when Challenging Smite is up and when on cooldown is near dead weight - it is more useful in early and mid because of it's gold efficiency but less useful late as it isn't slot efficient compared to other 'finished items'.

In both the "Standard" and "Alternative" version of the on-hit build late in the far end of late game I sell tier 2 boots for 3046.png as it will give you similar level of damage reduction that a Ninja Tabi would but to ALL sources of damage and will be more useful in most cases in that time of a match than even Mercury's Treads. The focus on buying this isn't much on the crit but it is mostly on the damage reduction and unit collision removal as pathing can prove as an issue during teamfights when there are minions nearby (especially when the minions are Baron empowered and the unit size is increased making it more likely to cause pathing issues).

To round the build off get a  2140.png to help counteract Thornmail reflect damage if they build it, even if they don't the bonus AD will help contribute to more true damage from wujustyle.png and 13003d6fa9393a112.png?width=32.


506.png

    

Items to avoid!


  • Any support item (obvious)
  • Any pure AP item
  • 3075.png - as this is designed for pure tanks and grants no HP.
  • 3083.png - as this is designed for pure tanks and grants no Armour or MR.
  • 3078.png - The Rage passive grants nice sticking power but we can get this same passive from and the 20% CDR from  3071.png whilst getting Armour shredding. The Spellblade passive goes to waste as you should be using alphastrike.png and meditate.png sparingly you won't make enough use of the Spellblade passive.
  • 3110.png and 3025.png - no AD and no HP, Armour may be nice but 11.png isn't too mana hungry. See the reason above as to why any Sheen item on Yi is sub-optimal.
  • 3193.png - The fact it grants Armour and MR in one item makes it very slot efficient, even though the active will double your health pool on the downside it reduces 40% of the damage you deal (this includes your autoattacks, alphastrike.png and any damage item such as 1419.png3153.png extremely weak (it is almost like applying the  3.png damage reduction to your ownself). Only your wujustyle.png damage is unaffected as it is true damage but even if you buy 3124.png to double the damage it won't be enough to make you a threat.
  • 3001.png- Whilst the HP, MR and CDR are all nice you don't get any AD and if you want a HP + MR item then 3065.png outclasses it, it has excellent which synergises with not only any Life Steal item you purchase but also your meditate.pngamplifying the healing from it too.
  • 3194.png - The idea of an anti-burst is nice but this item does not scale well with Yi's abilities.
  • Any Jungle item with Runic Echoes enchant - Only AP scaling is on W and the Spellblade passive rarely comes into use
  • Any Jungle item with Cinderhulk enchant, 1419.png is far superior for a one item power spike which allows you to build tanky without being absolutely useless late game.



506.png

Important Note


Just because you are Yi doesn't mean you should think "forget buying wards" as it will decrease your map pressure, only sell or skip buying a 2055.png if you can afford a core item or your slots are full.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Medium

VS

Aatrox

Medium
  • Just when you see  266.png coming to hit the ground use your alphastrike.png to to dodge the knockup from his aatroxq.png if he is engaging on you or if he is fleeing save it to follow his leap.
  • Aatrox aatroxw.png deals bonus on-hit physical damage, try to meditate.png towards the end of the fight to get an edge.
  • Activate wujustyle.png when he is below 50% health where Blood Thirst heals for far more.
  • Build 3033.png to cut his healing and penetrate through any defense he may have built.
  • Early on when you may be trying to cover the lane do not engage unless it is clear you got an item and level lead since his kit is stronger in early game.

Jungle clear route Back to Top

My usual jungling paths:


Purple team side


Since patch 8.11 the standard Jungle route has changed, the increase from 20 XP to 190 XP on the Rift Scuttler makes it an essential monster to secure. It grants half the XP requirement to reach Level 3. By following the route of red -> raptors -> scuttle you can be Level 3 when the enemy is stuck clearing another camp just to keep up with you. Make sure to ask your mid laner for help as the enemy will try to contest for it too. After this you can either invade, gank or farm the rest of the camps depending on the situation.
506.png

Blue team side


Follow the route of red -> blue -> scuttle and do the same as above.

Why play Master Yi? Back to Top

Master Yi is at least in my opinion a fun champion, he deals high damage, runs very fast and gets a lot of kills which is very fun. He isn't the "noob champ" everyone makes him out to be, he has outplay potential in his Q and W which I described in the "Abilities" section of this guide. Sometimes there are games where your team picks many tanks, have multiple forms of hard CC but lacks a damage dealer and that is where Master Yi comes in. Whilst you could play 121.png 107.png131.png240.png56.png or even the new 164.png none of them will scale as hard into late game as Master Yi, he also is a better tank shredder than most of these.


When you become good enough at Master Yi such as Cowsep, Vdude, Silencee or me you can safely pick him vs most team comps as you have the experience on how to use the abilities correctly and make appropriate decisions on when and where to gank or be in teamfights.

About Me Back to Top

I am a 11.png player who plays on the EUW server, for those who are intrigued my summoner name no I am not Korean myself I am English, I am just an avid K-pop fan. The summoner name is named after my bias (favourite member) of the the K-pop girl group Girls' Generation. If I streamed expect me to mostly play K-pop ^_^


As for why I main Master Yi I have always found him to be a fascinating character due to the way he can work with quite a few items leaving plenty of build ideas. I don't like jumping on the meta bandwagon generally because it makes me feel bad about myself and this is why I took Yi as he is strong and not a high pick rate in this season and I am maining him to prove to people he ain't exclusively just a "right-click to win, press Q and R" champion. There are certain mechanics as I explained earlier in the guide and the fun of maybe getting a pentakill!


I have got 2 million mastery points and so I know how most of the matchup go too as I have played around 2000 games with as him throughout all the seasons combined.

As of 13th March 2018 I was #218 best Master Yi in the world according to LoLSkill. Sadly the image won't upload to LoLKing but you can always check on my LoLSkill to see for yourself (my ranking more than likely would have changed since then).


My LoLKing profile: http://www.lolking.net/summoner/euw/27536676
My op.gg profile: http://euw.op.gg/summoner/userName=Seo+Juhyun
My LoLSkill profile: http://www.lolskill.net/summoner/EUW/Seo%20Juhyun/champions

Guide Updates Back to Top

26/07/17

  • Added 'Line Spacer' to each major parts under certain sections on the guide to drastically improve readability.
  • Updated Jungle clear route description.

14/03/18
  • Updated runes to reflect what the options are for when playing Master Yi since the 'Runes Reforged' changes.

27/03/18

  • New rune introduced in Patch 8.6 known as Conqueror, this happens to have great synergy with on-hit Yi which is why I made it an addition to the 'Runes' section in the guide.
31/03/18

  • Conqueror replaced Lethal Tempo as Keystone for the on-hit runes.

09/04/18

  • I heavily underestimated the potential of Ravenous hunter for on-hit
  • I have theorycrafted for a while Hextech Gunblade's synergy with Guinsoo's Rageblade combined with Conqueror but people would accuse me of being a troll including it in the on-hit build which is why I was hesitant until then I saw a post on YIMO about LAN Challenger Yi OTP who builds it which confirms it is perfectly viable for all ELOs.
10/04/18

  • Updated Summoner Spells section, Ignite is now considered to be a situationaly useful spell for on-hit but Flash will be useful more often.

26/04/18
  • Removed crit and lethality builds as right now I exclusively play on-hit as it is stronger.

30/04/18

  • Included an alternative version of my on-hit build for when vs a full damage team comp.
  • I forgot to update the ability levelling sequence in the "Abilities" section since I switched over partially using crit to purely using on-hit and so have made the changes.
05/06/18

  • Essence Reaver got major changes, it is no longer dependent on other crit items for the mana restoration on basic attacks which means it is now strong on on-hit builds. Therefore I have adjusted the builds due to the changes proving to have strong synergy with Guinsoo's Rageblade.

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