Master Yi Jungle In Depth Guide
Updated9 months ago
Summoner Spells Back to Top
New Runes Back to Top
Masteries Back to Top
Abilities Back to Top
Items Back to Top
Matchups Back to Top
Ability tips and tricks Back to Top
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.
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:
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.
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
LvL 1 E Wuju Style start (This includes activating Wuju Style)
ItemHP RemainingTime Elasped
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
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
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.