All Guides Master Yi Guides Master Yi Jungle In Depth Guide
1 year ago

Master Yi Statistics for The Dai

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

Games Played
Win %
KA:D Ratio
Gold Earned
Creep Score
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

New Runes Back to Top

Masteries Back to Top

In Ferocity:
Fury, Fresh Blood, Vampirism, Battle Trance, Battering Blows, Fervor of Battle,
or Warlord's Bloodlust
In Cunning:
Savagery, Runic Affinity, Merciless, Dangerous Game

When to Choose Warlord's Bloodlust;
The only time you take Warlord's Bloodlust is when the enemy team has 2-3+
tanks or champions that can easily pull you away from your initial targets
having this lets you sustain a little bit better so you can live long enough
to get your damage dealt and kills in.

Abilities Back to Top

Passive: Double Strike
After landing 3 basic attacks, Master Yi's next attack with in 4 seconds strikes twice, dealing 50% of your bonus AD as physical damage as the second strike. The second strike can crit and applies all on-hit effects, if the primary target is killed before the second strike goes off, Yi will automatically attack another enemy within 300 range (That is more than double his normal attack range.).
Q: Alpha Strike
Mana Cost: 70/80/90/100/110
Cooldown: 18/17/16/15/14 seconds
Physical Damage: 25/60/95/130/165 (+100% AD at all ranks)
Passive: Auto Attacks reduce Alpha Strike's cooldown by 1 second.
Upon activation Master Yi will "blink" to targeted enemy, dealing physical damage to it and 3 more nearby
enemies he then reappears next to the initial target. While the Alpha Strike animation is in progress Master Yi is untargetable, this ability can crit, dealing 60% AD*(1+Bonus Critical Strike Damage) increased damage to all units hit.
W: Meditate
Mana Cost: 50 at all ranks
Cooldown: 35 seconds at all ranks
Min. Healing per second: 30/50/70/90/110 HP (+25% AP)
Min. Total Healing: 120/200/280/360/440 HP (+100% AP)
Damage Reduction: 50/55/60/65/70%
Upon activation Master Yi starts channeling Meditate for  up to 4 seconds (you may cancel this channel by moving),
healing himself each second for an amount increased by 1% for every 1% missing health. While channeling Master Yi reduces incoming damage (Halved against towers), pauses Wuju Style's and Highlander's duration and grants one stack of your passive per second channeling. (Meditate can reset your auto attack.)
E: Wuju Style
Mana Cost: No Cost
Cooldown: 18/17/16/15/14
True Damage: 14/23/32/41/50 (+25% of your Bonus AD)
Passive: Master Yi gains 10% AD as Bonus Attack Damage while 
Wuju Style is NOT on cooldown.
Upon activation Master Yi's basic attacks deal Bonus True 
Damage for 5 seconds.
R: Highlander
Mana Cost: 100 at all ranks
Cooldown: 85 seconds at all ranks
Bonus Attack Speed: 30/55/80%
Multiplied Movement Speed: 25/35/45%
Passive: Champion kills/assists reduce the CURRENT cooldown of Master Yi's
abilities by 70%.
Upon activation for 7 seconds Master Yi gains Bonus Attack Speed, multiplies his movement speed and becomes immune to all slows. While Highlander is active  champion kills/assists extend the duration of highlander by another 7 seconds.

There are a 3 paths you can choose for what spell to max first/second.
Always start with Q: Alpha Strike, this is so you can dodge damage from your first camp and force a auto reset on the monster. (There will be a graph of starting items/runes/Ability starts at the bottom as well)
Option 1: Q Alpha Strike into E Wuju Style
There is only one reason to max Alpha Strike, and that is if the enemy
team has 4-5 squishy champions or no dedicated tanks. Maxing Alpha Strike
will give you a decent amount of "instant" burst damage giving you a
upper hand when you do use it Alpha Strike. After maxing Q, max E.
Option 2: E Wuju Style into Q Alpha Strike
This is will probably be the most commonly used, as your passive works 
extremely well with your core items and Wuju Style. By this I mean
because your 4th attack from your passive applies all your on-hit
effects 2 times but, after E the Q max is just to increase your damage output
Example: You have red Enchantment: Bloodrazor and Blade of the Ruin King. 
Bloodrazor's passive is Basic attacks deal 4% of the targets MAX HP in bonus 
physical, combined with BotRK passive basic attacks deal 8% of the targets 
CURRENT HP as bonus physical damge. So lets say your target has a max 1000hp
and 50 armor. Meaning your target has the effective health of 1500 (I'll
have an explaination of how Armor/MR etc... works at the bottom)so by the 
time your passive procs you will have done;
1st Hit: At 1500EHP|1000HP, ((1000 * 0.04) + (1000 * 0.08))= 120 Bonus Damage
1500 - 120= 1380EHP, 1000 - (1000(1380 / 1500))= 920HP so 80hp in damage is done
2nd Hit: At 1380EHP|920HP, ((1000 * 0.04) + (920 * 0.08))= 113.6 Bonus Damage
1380 - 113.6= 1266.4EHP, 920 - ((920(1266.4 / 1380))= 844.56HP so 75.44hp in damage
3rd Hit: At 1266.4EHP|844.56HP, ((1000 * 0.04) + (844.56 * 0.08))= 107.56 Bonus Damage
1266.4 - 107.56= 1158.84EHP, 844.56 - ((844.56(1158.84 / 1266.4))= 772.77 so 71.79hp in damage
4th Hit: At 1158.84EHP|772.77HP, ((1000 * 0.04) + (772.77 * 0.08))= 101.82 Bonus Damage
1158.84 - 101.82= 1057.02EHP, 772.77 - ((772.77(1057.02 / 1158.84))= 704.77 so 68hp in damage
At 1057.02EHP|704.77HP, ((1000 * 0.04) + (704.77 * 0.08))= 96.38 Bonus Damage
1057.02 - 96.38= 960.64EHP, 704.77 - ((704.77(960.64 / 1057.02))= 640.64 so 64.13 in damage
So after just 4 attacks your target ends at 640.64 HP meaning you dealt 359.36 just in
BONUS DAMAGE not including the True damage if you activate your Wuju Style or your base
Option 3: E Wuju Style into W Meditate
For the same reason in option 2 on why you want Wuju Style first but if you find yourself getting
focused by damage max Meditate second so after you go in get a kill/damage done you can start to
channel Meditate to become a super tank and then you can alpha strike after the channel to avoid
even more damage.

Items Back to Top

Starting Items

Core Items

Situational Items

Item Builds:
Buy Mercury Treads if the enemy has a lot or undodgeable crowd control.
Buy Ninja Tabi's if the enemy has little to no crowd control or dodgeable crowd 
Path 1: No AP Threat
Start with Machete, Refillable Potion, and the Warding Trinket -> Red
Enchantment: Bloodrazor -> Boots -> Vampiric Scepter -> (This first part
is the same for all Paths) 
Path 1a (If you are ahead and not getting bursted out): Guinsoo's Rageblade
-> Blade of the Ruined King or Frozen Mallet or Black Cleaver (if you aren't 
dying or getting low HP in fights BOTRK and people are getting away, Frozen Mallet 
if you're getting low or dying and/or people are getting away, Black Cleaver if 
you're getting low or dying, the enemy has bought some armor or people are barely 
getting away. You will get 2 of these items one of which WILL be BOTRK just 
depends on when you get it). -> Thornmail or Deadmans Plate or Randiuns Omen or
Guardian Angel. (Thornmail if No Crit AD, Deadmans Plate if you aren't being
focused and are getting into the back line with ease, Randiuns Omen if they have
a Crit AD, Guardian Angel if you are getting one kill and then dying in fights.)
Path 1b (If you are behind or even): Blade of the Ruined King ->
Frozen Mallet or Black Cleaver (Frozen Mallet if you're getting low or dying 
and/or people are getting away, Black Cleaver if you're getting low or dying, 
the enemy has bought some armor or people are barely getting away.) ->
Thornmail or Deadmans Plate or Randiuns Omen or Guardian Angel. (Thornmail if No 
Crit AD, Deadmans Plate if you aren't being focused and are getting into the 
back line with ease, Randiuns Omen if they have a Crit AD, Guardian Angel if you 
are getting one kill and then dying in fights.) -> Sterak's Gage or Guardian
Angel (Your choice unless you're dying in fights every time get GA otherwise
Sterak's Gage)
Path 2: Mixed Threat
Start with Machete, Refillable Potion, and the Warding Trinket -> Red
Enchantment: Bloodrazor -> Boots -> Vampiric Scepter -> (This first part
is the same for all Paths) Blade of the Ruined King -> 
Path 2a (If enemy has AD burst assassins): Sterak's Gage
 -> Thornmail or Deadmans Plate or Randiuns Omen (Thornmail if No Crit AD, 
Deadmans Plate if you aren't being focused and are getting into the back line 
with ease, Randiuns Omen if they have a Crit AD) -> Spirit Visage or Phantom
Dancer (Spirit Visage if the enemy have a lot of magic damage as well, Phantom
Dancer if the enemy has only a decent amount of Magic Damage and you bought
Merc Treads not Tabis)
Path 2b (If enemy has AP burst assassins): Maw of Malmortius -> 
Wit's End -> Spirit Visage or Adaptive Helm (Spirit Visage is recommended
in almost every way only time you would buy Adaptive Helm is if the enemy's
Magic damage is HEAVY on the burst side example their AP mid got fed.)
Path 3: Almost Full Damage
Start with Machete, Refillable Potion, and the Warding Trinket -> Red
Enchantment: Bloodrazor -> Boots -> Vampiric Scepter -> Blade of the Ruined King
-> Black Cleaver -> Sterak's Gage or Maw of Malmortius (Choose which ever the 
enemy deals more of) -> (Last Item can be your choice of the following, I would
take Phantom Dancer or Guinsoo's Rageblade) Phantom Dancer or Guinsoo's Rageblade 
or Guardian Angel or Mercurial Scimitar.

Matchups Back to Top

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

Ability tips and tricks Back to Top

Alpha Strike:
First little tip is do NOT use Alpha Strike to engage when ganking or starting
a fight, if you can stop yourself from using Alpha Strike as an engage you can 
use it to dodge many forms of Crowd Control (example: Twisted Fate Yellow card,
Annie Q or Tibbers),follow escape abilities (Like Flash or Ezreal's Arcane shift),
or dodge massive damage. This is probably one of the hardest things to learn how 
to do as it requires you to predict and or react in under a second, but 
if you activate Alpha Strike at right time you'll dodge everything that would
stop you from securing the kill. This is will take some practice to get use to but
is really a nifty trick.
Secondly, while jungling you can use Alpha Strike to dodge monsters attacks. As
you see the monster wind up an attack activate Alpha Strike on that monster and
you will force the monsters Auto Attack Animation to reset. Meaning you will
take less damage and this is helpful in the early game so you can stay in the
jungle longer with out recalling.
Meditate when activated and cancelled instantly resets your auto attack
animation, meaning if you attack activate and cancel meditate instantly
you can get another attack off faster than normal
Also you can just full on channel Meditate to become a super tank in the middle
of a team fight.
Wuju Style:
Activate this as much as possible in the jungle on average it will let you clear
jungle camps 3-7 seconds faster depending on your attack speed and attack Damage.
Secondly, when fighting other champions only activate when you are certain you
can get 4-5 seconds of constant attacking to get the most of the True Damage procs.
Thanks to the bonus movement speed this gives you should use this ability over using
Alpha Strike to close the distance between you and your target but, use at the right time
you don't want Highlander to expire before you get to your target and kill them.

Gameplay Back to Top

First 5 minutes of the game:
Blue Side:
Start Red Buff, move to wolves, Gromp, Blue Buff, North side Scuttle, Look for gank, Raptors,
South side Scuttle, Look for gank, Krugs, clear more camps if spawned, Buy.
Red Side:
Start Blue Buff, move to Gromp, Wolves, Red Buff, North side Scuttle, Look for gank, Krugs,
Raptors, Look for Gank, South side scuttle, clear more camps if spawned, Buy.
After 5 minutes:
Look for ganks/counter ganks more often, if you have your blood razor buy a control ward and
take dragon if safe to do so you should be able to take it is anything but Cloud drake. Cloud
drake attacks faster than all the other dragons so you can't sustain threw it. And then once
the Rift Herald spawns you can easily take it if you have your bloodrazor and Vampiric Scepter
you will also need both of your Refillable Potions.  When team fights start happening always try
to find a way to get to the enemy Damage dealers wether it be from flashing over a wall but if you 
have 3 core items you can shred tanks pretty well as well. If you get ahead you can split push and 
require the enemy to send multiple people to stop you letting your team do things other places while
having a numbers advantage.

Difference between starting Alpha Strike and Wuju Style against Gromp! Back to Top

Gromp Base Stats:
Health 1800-3150 (192.857 on avg/LvL)
Attack Damage 70-259 (+13.5 on avg/LvL)
Attack Speed 1.004 (No Change)
Magic Resist LvL1 -15/ LvL3 -22/ LvL5 -26/ LvL7 -28/ LvL8 -30

LvL 1 Q Alpha Strike start (This is from using Alpha Strike 2 times and dodging damage 2 times)
ItemHP RemainingTime Elasped
No Item218HP22s
Long Sword281HP18s

LvL 1 E Wuju Style start (This includes activating Wuju Style)
ItemHP RemainingTime Elasped
No Item153HP23s
Long Sword219HP22s

ItemHP RemainingTime
No ItemQ start +65HPQ 1s Faster
MacheteQ start +32HPQ 1s Faster
TalismanQ start +71HPQ 13s Faster
DaggerQ start +75HPQ 2s Faster
Long SwordQ start +62HPQ 4s Faster

Armor/Magic Resist/Lethality etc... Explainations Back to Top

Armor/Magic Resist.
Every point of armor/magic resist requires a unit to take 1% more of its
maximum health in damage to be killed. I will call this "effective health."
Example: Lets say you have 135 armor meaning you have 135% effective
health, meaning if you had 950 HP it would take 1282.5 Physical Damage to
kill you. (950 × 1.35=1282.5) Magic resist is calculated in the same way.
BUT, when you armor/magic resist is negative it does have negative effects
like lowering the effectiveness of your max HP.

Lethality (aka. Flat Armor Pen.)
Lethality × (0.6 + 0.4 × your level ÷ 18)
Lethality stacks additively and can not reduce a targets armor value 
below 0.
Example: You have 20 Lethality and are level 6, your target has 30 armor.
21 Base armor and 9 Bonus Armor, (Champion base stats, Bonus from item or
Runes what have you) so 20 × (0.6 + 0.4 × 6 ÷ 18)->20 × (0.733)= 14.667 
making that you deal damage to the target as if they had 15.333 Armor

Flat Magic Pen.
Flat Magic penetration stacks additively. Flat magic penetration can
reduce a target's magic resistance belwo 0.
Example: Your target has 18 Magic Resist and you have 20 Flat Magic
Penetration. Making your target have -2 Magic Resist.
Armor Pen./Magic Pen. (%)
The target's armor/magic resist is treated as a percentage scaling from
100%, percentage penetration stacks multiplicatively and is ignored if
the target's armor/magic resistis 0 or less.
Example: You have 25% Penetration this causes the target to take damage
if your target's armor/magic resist was multipled by 75%. So if your
target had 80 armor/magic resist your damage would be dealt as if they had
60 armor/magic resist. (80 × 0.75=60)
Percentage penetration makes a bigger difference on targets with 
higher armor/magic resist.

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