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All Guides Master Yi Guides Climb Solo Queue - Wuju Style! Patch 7.7 Master Yi Guide
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Master Yi Statistics for NU UncleSam

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

Value
Average
Games Played
99
9
Win %
53
43
Kills
9.1
7.5
Assists
4.7
5.0
Deaths
6.6
7.4
KA:D Ratio
2.1
1.7
Gold Earned
13.1K
12.3K
Creep Score
72.1
90.7
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

6.png11.png Trust me when I say that 6.png is the way to go. There are simply so many uses for it - it's better than 4.png at running down people, sticking to them, and dealing damage to them, and it is on a much shorter cooldown (180s vs. 300s). It is worse defensively, but frankly Master Yi is not a defensive champion anyway. Just take 6.png and run people down from a screen away or more.

New Runes Back to Top

Masteries Back to Top

Fervor of Battle is honestly the only good keystone for Master Yi, which locks you into 18 points in the Ferocity tree off the bat. Personally I prefer 12 in Cunning to 12 in Resolve, but it is perfectly viable to go into Resolve using Recovery -> Explorer -> Veteran's Scars -> Insight if you want to go a tankier / more utility-based Master Yi. I tend to find that those builds do ok but are difficult to truly carry with in solo queue.

In terms of individual mastery choices, Bounty Hunter is best for solo queue over Double-Edged Sword or Battle Trance because Master Yi is going to be killing at least 3 of the enemy champions pretty much every single game, making it strictly the better option come teamfights. I wouldn't recommend Double-Edged Sword, though Battle Trance is a decent pick if you're going the tankier / more utility route. Most of the other choices are pretty obvious and shouldn't be deviated from.

Abilities Back to Top

Q
W
E
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
4
5
7
9
W
2
14
15
17
18
E
3
8
10
12
13
R
6
11
16
alphastrike.pngThis is your main damage spell and your only gapclosing ability. Maxing this first is obligatory - always take points in this whenever you can (outside of 6 of course).
In terms of usage, this is probably the spell that newer Master Yi players misuse the most. When ganking a lane, you want to save this ability as long as you possibly can. The reason for this is that if they flash you can use this to close the gap, but if you use this and they then flash, you'll be chasing them down and wasting valuable time while your highlander.png and 6.png run out. In the late-game, try to run up to people in a teamfight whenever possible, as this ability should be used to avoid as much possible incoming damage as you can. Remember that you only get to become invincible once in a teamfight (until you kill someone), so use that capability wisely!
wujustyle.png This is what makes you such a devastating damage-dealer, and so you should be maxing it second so as to get the most out of it that you can come midgame teamfights. The decision of whether to take this or meditate.pngat level 2 comes down to whether you started Red or Blue buff first - if Red buff, then you'll need meditate.pngto survive the jungle on your first clear. If Blue buff and a good leash, then you can take this to expedite your clear and take meditate.png at level 3. You can use this pretty freely whenever you are fighting because it lasts a fairly long period of time and is free outside of the cooldown - just be aware when it is down because you'll be a lot weaker while it is on cooldown due to the loss of 10% passive AD!
meditate.pngAs mentioned above, the only real choice you have with regards to this is when to take your first point in it. This spell is invaluable for your first clear as it provides you badly needed sustain in the jungle while you ramp up your early game damage. Be careful when using this in an engagement, because any CC will stop the channel and you'll simply be standing in place for nothing. A nice trick to using this in a fight is to learn how to lightly tap this ability as an incoming projectile is traveling towards you (such as a tower shot or Graves' graveschargeshot.png), start channeling, and then almost immediately break the cast after reducing the incoming damage.
highlander.pngAlways max this, as this is your main dueling tool. If this is down you are very, very weak, and should avoid fighting if at all possible. Try using 6.png to chase down a target then this once you catch them to give every AD Carry out there nightmares!

Items Back to Top

Starting Items

    Starting Items

Core Items

    Early-Game Goals
    Mid-Game Goals
    End-Game Fantasy~

Situational Items

    Optional Sixth Damage Items
    Optional Sixth Off-Tank Items
    Optional Sixth Defensive Items

Not for the faint of heart - but neither is solo queue! Simply put, this build synergizes amazingly, and you will be a lot more tanky than you expect at five items due to the defensive passives that 3046.png and 3812.png provide. The combination of 3508.png and 3812.png will give you maxed out CDR, which will help get you a lot more alphastrike.png in teamfights so long as you play cautiously at the onset.

This is a hard-carry build, meant to be able to split push or teamfights like a king based on how your team comp stacks up to theirs.

There are lots of useful items for Master Yi, but you should be playing with the sixth item slot only (though 3006.png and3047.png are both useful in certain circumstances). As long as you build the basic core, you will have big-time damage and good defensive capabilities so long as you posiion properly in teamfights.

Matchups Back to Top

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

  • Amumu
    Easy
  • Elise
    Medium
  • Fiddlesticks
    Easy
  • Gragas
    Easy
  • Graves
    Medium
  • Hecarim
    Easy
  • Ivern
    Hard
  • Jarvan IV
    Easy
  • Kha'Zix
    Easy
  • Kindred
    Easy
  • Lee Sin
    Medium
  • Nocturne
    Medium
  • Rammus
    Hard
  • Rek'Sai
    Medium
  • Rengar
    Medium
  • Shaco
    Medium
  • Vi
    Medium
  • Warwick
    Medium

VS

Amumu

Easy

Amumu is incredibly weak early on, allowing you to generally farm to mid-game without any significant punishment from him. Once you hit mid-game, he simply can't keep up with your damage, and if you manage to alphastrike.png his bandagetoss.png then he will be especially sadboi.

VS

Elise

Medium

You have to watch out for her elisehumane.png and be ready to avoid it with your alphastrike.png. If you do that, you'll be golden in any duel. Consider building a 3155.png if you fall behind to help ensure that you win mid- and late-game duels.

VS

Fiddlesticks

Easy

You can run right over him and even if he ults onto you in the lategame you'll still outdamage him and kill him. Be careful of his terrify.png duration in the middle of a teamfight though - if you're getting locked down for too long build a 3139.png so that he runs out of options against you.

VS

Gragas

Easy

f he body-slams into you you can simply alphastrike.png it, as he doesn't move fast enough on it to catch you off-guard unless you're not looking for it (i.e. if he surprises you out of fog of war). If he builds tank you have the damage to kill him and if he builds damage you will just kill him way faster than he can kill you. Be careful of getting blown back into his team via gragasr.png though!

VS

Graves

Medium

In the early going he can bop you if you aren't careful, but as a scaling champ he simply pales in comparison to you as the game goes on. If you're falling behind then pick up a 1031.png to be built into a 3742.png as your sixth item.

VS

Hecarim

Easy

You barely see this champ anymore but you are probably the only thing around that can conceivably keep up with him, and you badly outdamage him in a solo situation. He doesn't have any tools to peel you off of his carries either outside of his hecarimult.png, which is fairly easy to avoid using alphastrike.png.

VS

Ivern

Hard

Honestly I ban this champ, it's so broken. Ask your laners to protect your buffs early, and be very careful engaging him directly - he has many tools at his disposal to lock you down and prevent you from doing anything useful in teamfights. Due to your high damage output in the lategame you can deal with him assuming ivernr.png doesn't get on your case. Safest thing to do is to ban this out though.

VS

Jarvan IV

Easy

Ditto to the above, though his jarvanivcataclysm.png can be very annoying to deal with at times. He can't deal with you though and if he tries to combo you you can easily avoid it.

VS

Kha'Zix

Easy

So long as you're even with him he can't kill you after you 11.png him, and you simply out-DPS him by so much that he will get run over. His ability to jump over walls can make it difficult to consistently finish off kills on him, however.

VS

Kindred

Easy

Don't see this at all but you just have every conceivable trump card over a champion with no hard CC and a mediocre early game.

VS

Lee Sin

Medium

You'll be able to duel him post-6 pretty easily so long as you don't fall behind. The issue is that he is stronger than you early and can make plays on your laners while you scale up, but you don't have anything to fear from him so long as you play smart early.

VS

Nocturne

Medium

With his nocturneparanoia.png he can mess up your teamfighting pretty well, and his burst on you can be surprising. That being said, he is another scaling jungler who gets outscaled by Master Yi when it is all said and done.

VS

Rammus

Hard

Hoo boo. This guy. He's really hard to kill and his puncturingtaunt.png can shut you down pretty heavily if you don't buy a 3140.png. On top of that he can run you down and set you up perfectly for his teammates to hop on. Fortunately he isn't very popular and has a lot of other losing matchups, so you don't have to deal with him that often. Best thing to do against him is to farm it out and split push as much as you can.

VS

Rek'Sai

Medium

Rek Sai has the early edge on you, and the knock-up from her reksaiw.png can really mess with you in a teamfight because it's pretty hard to avoid given you have to stand on top of her to deal damage to her. Fortunately her scaling is really bad and yours is godlike, making you much more valuable in the lategame.

VS

Rengar

Medium

Rengar can't duel you in the lategame so long as you don't get caught out at low HP, but he can do a fair bit of burst damage to you so be careful of that. In the earlygame you'll want to avoid fighting him unless he is low because he will outdamage you.

VS

Shaco

Medium

His boxes are difficult to deal with and his early pressure can cause you to fold early, but you will gain the edge on him once you get an item or two under your belt so long as you're not too far behind. It's hard to finish off kills on him though, because he can hop walls with his deceive.png.

VS

Vi

Medium

Watch out for her vir.png if your alphastrike.png is down, because she will bop you if it is. For that reason keep your distance and only gapclose to her to avoid her abilities or if you are certain you have the advantage (i.e. if your team is closing in).

VS

Warwick

Medium

His warwickr.png is dodged fairly easily but if you don't dodge it you'll be in for a world of pain in a teamfight. Only reason this matchup is medium rather than easy is because this guy destroys so many other champions that it is hard to stop your team from dying to it constantly. Fortunately you win the 1v1 because you're a dueling god, so just be careful of his ultimate and you'll be fine.

General Comments Back to Top

Ok, so you want to play Master Yi to gain ELO and great glory. What are some things you ought to be keeping in mind?

First, a few general tips:
1. Never, ever surrender. You lose 100% of the games you surrender. You lose most of the games that you don't surrender but would like to. It's not really a difficult choice, and it's especially imperative to never surrender while playing a late-game powerhouse like 11.png
2. Play conservatively. Taking risks will backfire more often than not, and though it feels amazing when those risks pay off, it simply won't be worthwhile in the long run. Again, aim for the sure thing and for the lategame.
3. Be selfish. You're playing a carry. That means you should be taking most of the buffs through the end of the game, including every single red buff. It also means you should be taking as much lane farm as you can while laners are gone and it means you shouldn't hesitate to split push an open lane to get ahead in farm.
4. Don't type. The more you type the less you play and focus. Focus on your own game, and on your own improvement. ELO hell does not exist.

If you keep the above four things in mind, you will have great success playing carries in league of legends. If you keep 1, 2, and 4 in mind, you'll have great success playing anything.

Master Yi Specific Tips Back to Top

1. When engaging fights, use alphastrike.png as sparingly as you can - you want to save this for when your target uses an escape to get away, or to drop tower aggro when diving 2v1.
2. Be careful in the early game. You are very susceptible to early invasions, and your opponents know it. Ask your laners to ward your jungle entrances, and if they don't, don't risk anything.
3. Farm early and often. Ganking is a secondary priority for Master Yi in the early game. Sure it's great if you grab an early kill or two, but you won't be snowballing games out of control the way a 64.png can - there are much better options for that sort of thing. No, you are a hard-carry late-game scaling king, so play like it and play for your power spikes.

Best of luck with your endeavors on the Rift!
-NU UncleSam

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