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All Guides Master Yi Guides Master Yi: The Ultimate AD Carry
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47
Updated
2 years ago
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109K
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7

Master Yi Statistics for Shiroi Kitsune

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

Value
Average
Games Played
6
Win %
43
Kills
7.9
Assists
5.7
Deaths
8.1
KA:D Ratio
1.7
Gold Earned
13.1K
Creep Score
98.6
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

14.png Grab Ignite to help ensure some early kills.

4.png Flash is your general utility spell to grab on everyone you play; it gets you out of Aoe spells, let's you juke enemy champs, gets you close or far from the enemy, allows you to get over walls and everything thing else this wonderful spell is capable of. 

Optional:

1.png Cleanse is very useful on Master Yi since he is very susceptible to CC throughout the game as he will start squishy and stay that way unless you get fed early on.  The only problem with this summoner spell is you need to remember to use it.

7.png This spell is awesome for two reasons: A.) If you are a beginner it will give you that edge over the other Adc since the current meta is to have a ranged Adc down bot and they will be able to harass you much easier than you can harass them.  B.) For more experienced players you can use this spell to be deceptive about how much health you really have and use this to bait the other Adc into a spot which he doesn't want to be, like under your turret.

21.png Haven't yet tried this on Master Yi yet but I've seen it's versatility for dueling, grab it in the place of ignite if you feel like getting in the nitty gritty of things.

Less Optimal Spells:

6.png While this can be a good spell early on to help you close the distance between yourself and the opposing Adc its usefulness quickly tapers off as your ultimate gives you a large enough movement speed buff to effectively make this spell useless.

3.png This is an amazing spell to keep the Adc down when trying to get a kill but really the support you're laning with should be carrying this not you.  If your support is not carrying exhaust this is more viable than ignite for securing kills.

16.png I've never used this before but if you're going to run summoner spells to help you secure kills it will usually be more useful to debuff the enemy champ rather than buff yourself especially as Master Yi has the highest base DPS in game currently.

12.png If you have good map awareness and your jungle and support are placing wards effectively you could use this when you go back to get in an unexpected gank on top or mid or later in the game to give you mobility to split push and get into team fights you might otherwise have missed.

13.png This is a spell you should only get as a beginner since you will quickly learn that spamming spells on Master Yi takes  A LOT of  mana so conservation is key, use alpha strike sparingly and make sure to last hit.

10.png When you are first starting out on Master Yi you might take this along, since until you learn the mechanics you will get outzoned and harassed a lot and will be very susceptible to ganks.  Helps get you back into the lane and farming if you are having a rough time.

Runes Back to Top

  • 9x
    +0.95 attack damage Greater Mark of Attack Damage
  • 3x
    +2.25 attack damage Greater Quintessence of Attack Damage
  • 1x
    +0.28 attack damage Greater Glyph of Attack Damage
  • 9x
    +1 armor Greater Seal of Armor
  • 8x
    +1.34 magic resist Greater Glyph of Magic Resist

Master Yi is an amazing late game champion but suffers from a very weak early game, so as such these runes are meant to boost his early game damage output.  I've seen arguments for ArP Quints and Marks instead of flat AD runes but after crunching some numbers I figured out that you need to be doing over 900 damage before armor is accounted for in order for them to become more effective, so they would be a very late game oriented investment.  Anyways onto the runes:

9x Greater Marks of Attack Damage + 3x Greater Quinteseences of Attack Damage + 1x Greater Glyph of Attack Damage come out to 16 bonus attack damage.  The reason there's that extra glyph of attack damage is to get you that last little bit over to 16 damage rather than sitting at 15.3. The difference is really marginal so if you want to just go with 9x Greater Glyphs of Magic Resistance instead of the eight you'll be getting one more magic resistance(Wooh!).

The 9x Greater Seals of Armor are to help sustain you against the opposing adc since early on getting into an unfavorable position will allow the enemy side to melt you quickly.  This helps stop that and lets you farm and harass more effectively.

There are two reason for the 8x Greater Glyph of Magic Resist: first they help with mid-late game teamfights and secondly there's nothing better to get for your early game since both ad and armor have really weak scaling glyphs.

As an aside, I've also seen a full Crit damage rune page run, which gives you an extra 46% crit damage and as such is very late game oriented.  Feel free to run this if you're confident that you'll win the early game even with the disadvantage.

Masteries Back to Top

0/1
0/4
0/4
0/1
0/1
0/3
0/3
0/1
0/1
0/1
0/1
0/3
0/1
0/3
0/3
0/1
0/1
0/3
0/1
0/1

Offense: 0

0/2
0/2
0/2
0/2
0/1
0/3
0/1
0/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1

Defense: 0

0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1

Utility: 0

Relatively new to the Season 3 Masteries but these are the ones I would choose.  The objective of this build is to be a late game powerhouse and a crit machine.  The 7 points in defense will help you survive early game which is when you are at your weakest.

Abilities Back to Top

Passive
q
2
14
15
17
18
w
4
8
10
12
13
e
1
3
5
7
9
r
6
11
16

Prioritize Wuju Style first as it gives great passive attack damage (15/20/25/30/35) and doubles this passive damage when activated.  While it may seem advantageous to get alpha strike first for harassing and last hitting, I've found that it causes you to push too fast and is only good for one hit in a fight.  With that being said I grab one point early to still give me the mobility it grants which is very helpful for tower diving and such.  Prioritize meditate second but use it sparingly as it has a long cooldown (35 seconds) and is rather mana intensive.  However despite it's drawbacks, meditate is the ability that let's you disengage and then come back kicking.  Also keep in mind that meditate gives TONS of extra Armor and Magic Resist while it's active(100/150/200/250/300) meaning if you're careful you can jump into a team then start meditating and take lots of damage, allowing the rest of your team to rush in.  As a final note keep in mind that Highland fully refreshes your cool downs if you get a kill with it active, allowing you to have both the passive and active effects of wuju style, tripling it's effectiveness.

Items Back to Top

Starting Items

    Usually grab this since it will give you enough survivability to stay in lane and farm
    Grab this if you want to play aggressively
    Also feasible start

Core Items

    Wards win games, try to buy one every time you go back

Situational Items

    As the Main AD Carry try to max out your damage output with these
    If you're getting shut down hard feel free to grab one of these items
    Other items to consider

Start:

Almost always the best start is to grab 1054_32.png Doran's shield since you will get out ranged and any sort of poke or most things you do in lane will lead to you taking some damage unless you have a really nice support who can keep the opposing Adc off your back.  1055_32.png Doran's Blade can be taken if you are laning with a good harass support such as 26_icon_64.png Zilean or 44_icon_64.png Taric  allowing you to be aggressive in lane.  Starting with boots and health pots will give you the edge of mobility over the enemy champions and help you avoid abilities that could be death sentences such as 53_icon_64.png Blitzcrank's Rocket Grab.

Core:

Start your core by grabbing 1001_32.png Boots.  The next depends on how you are doing in your lane: if you're doing well wait for 1038_32.png BF Sword and try to build it quickly into an 3031_32.png Infinity Edge which will give you massive damage and lead to some unexpected kills.  If you are getting pushed pretty hard or ganked at all grab a 1028_32.png Ruby Crystal first to give you some in lane survivability, this will later build into a 3022_32.png Frozen Mallet.  After completing the Infinity Edge work on finishing your Frozen Mallet either by grabbing a 1011_32.png Giant's Belt or if you don't have enough money for that 3044_32.png Phage.  Giant's Belt should be prioritized first as it will give a ton of survivability which can allow you to grab some kills or just farm more effectively in your lane.  Once Frozen Mallet is finished complete 3142_32.png You'muu's Ghost Blade but remember this is only worth the money if you can remember to activate it.  Coupled with Master Yi's ultimate this will give you insane killing power.

Wards:

BUY THEM, THEY WIN GAMES! 2044_32.png2043_32.png But seriously, as the AD Carry you should strive to buy at least one every time you go back without letting them get in the way of your build.  If you're 100 gold away from getting your next item but have to get back to your lane buy 2 or 3 since you'll farm more than enough to cover the cost of the wards and that next item in your build(only about 2 creep waves).  I'll include a section later as to where to place them.

Situational:

Phantom Dancers: 3046_32.png Phantom Dancers is a staple item for Master Yi: it gives a bonus 50% attack speed, 30% crit chance(bringing it up to 55% with IE) and 5% movement speed and passively ignores unit collision.  Getting this item will massively increase your damage output.

The Bloodthirster: 3072_32.png Another amazing item on Yi: it provides 70 AD and 12% life steal with a passive that allows it to give you up to 100 AD and 18% life steal based upon the number of cs and kills you have acquired since you last died.  This will make you an amazing duelist capable of taking some serious damage and just life stealing it all back.

Ravenous Hydra: 3074_32.png This is a new item that came out with season 3 and looks to bring the power of melee AD champions up enough to possibly fit them back into the meta as this will make your late game insane.  It gives you 75 AD, 15 health per 5, 10% life steal and causes your basic attacks to cause passive Aoe damage and activating to deal increased Aoe Damage.  Would seriously consider getting this.

You're getting shut down:

Warmog's Armor: 3083_32.png If you're getting shut down by both AD and AP or are just looking for some survivability in team fights investing in this might be a good idea.

Quicksilver Sash: 3140_32.png The most likely candidate for why you are getting shut down is getting CCed to death before you can properly get into the fight.  Just remember to activate this and it will save your life plus the 45 Magic Resist will greatly help against burst damage mages. This is also nice because you can later upgrade it into a 3139_32.png Mercurial Scimitar for an additional 60 AD.

Banshee's Veil: 3102_32.png Also another option for if you're getting CCed a lot.  Every 25 seconds it will block 1 harmful spell be that Karthus's ultimate or Ryze's Rune Prison or Blitzcrank's Rocket Grab.  Whilst it does cost 840 more gold than Quicksilver Sash it does give an additional 300 health and mana along with the 45 magic resistance to give you some more survivability in lane plus you don't have to remember to activate it.

Thornmail: 3075_32.png A relatively rare build but a very effective item if the enemy Adc is either fed or is taking you down quickly.  Gives 100 Armor and returns 30% of damage dealt by basic attacks before armor as magic damage to the enemy champion.  This can lead to Adc's "blowing themselves up" securing an easy kill for your team.

Guardian Angel: 3026_32.png If you're just in need of some general survivability build this or Warmog's Armor is going to be what you'll want to build.  It provides 50 Armor and 30 Magic Resist and upon dying you get resurrected with 30% of your life(on a 5 minute cooldown).  This is a late game item and should really only be built if they have a slight advantage; if the gap between your team and theirs is larger build one of the items listed above.

Other Items to Consider:

Atma's Impaler: 3005_32.png Grab this only if you decided to go ahead and grab a warmog's since otherwise you won't have enough health to make this useful.  It gives 45 Armor, 15% Crit chance and AD equivalent to 1.5% of your maximum life (Which if you grabbed the warmog's is about 45 AD and without about 28)

Last Whisper: 3035_32.png This is your "Oh you invested in some armor, let me fix that for you" item.  This gives you 40 AD and 35% armor penetration which will massively increase the damage you deal with your basic attacks.  This is an item to always consider.

The Black Cleaver: 3071_32.png Again this is a armor killing item but with a bit of survivability put in.  It gives 250 health, 50 AD, 10% cooldown reduction, 15 flat armor penetration and a passive 7.5% armor penetration per hit up to 30% armor penetration against a target.  As one of the fastest hitters with both You'muus Ghost Blade and Highlander there should be no problem getting all 4 stacks .  It is also important to note that Black Cleaver costs 865 gold more than Last Whisper but will turn into a better long term investment.

Trinity Force: 3078_32.png This item is an interesting item as it gives you practically every basic stat in the game excluding armor or magic resistance.  It is an item to grab to generally buff Master Yi since it gives health, AD, AS and some nice passives but generally it is not recommended to grab this as it is incredibly expensive at 4200 gold final cost(It's the most expensive item in the League).

Sword of the Divine: 3131_32.png Attack Speed Attack Speed Attack speed, that's what Sword of the Divine is all about.  Passively it gives 45% Attack Speed and has an active that gives you a 100% increase to attack speed and 3 automatic critical strikes.  This can be useful when backdooring or taking down turrets or quickly ripping someone apart.  Just remember that while this is on cooldown (60 seconds) you will not gain the passive movement speed from this item and that you can't critically hit structures.

Statikk Shiv: 3087_32.png This is another item added with the season 3 patch.  It grants 40% attack speed, 20% critical chance, 6% movement speed and a passive which deals 100 magic damage (which can crit) to four targets after it's proced(proced by movement and basic attacks).  Since it has really nice AS and crit chance I would recommend trying this item out.

Matchups Back to Top

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

  • Alistar
    Easy
  • Ashe
    Easy
  • Blitzcrank
    Medium
  • Caitlyn
    Hard
  • Corki
    Easy
  • Draven
    Hard
  • Ezreal
    Medium
  • Fiora
    Medium
  • Graves
    Hard
  • Janna
    Easy
  • Karma
    Medium
  • Kayle
    Hard
  • Kog'Maw
    Hard
  • Leona
    Medium
  • Lulu
    Hard
  • Master Yi
    Easy
  • Miss Fortune
    Medium
  • Nami
    Medium
  • Nidalee
    Medium
  • Sivir
    Easy
  • Sona
    Medium
  • Soraka
    Easy

VS

Alistar

Easy

Start build based off Adc

(Support) Alistar will try to keep you away from his carry with his Pulverise and Headbutt, not only getting you away from the carry but allowing the carry to get some free hits in on you as well. He also has a weak Aoe heal. Other than that he doesn't have much cc so coordinate with your support and poke away at the opposing carry and alistar if he gets too close,if you poke him hard enough he'll probably back off before he can get to you.

VS

Ashe

Easy

Grab a Doran's Blade


(Adc) Ashe is one of the easier ranged carrys to duel against and was a rather common match up in Season 1. Keep behind your minions to try to avoid her volley and if she trys to harass get in close as you can dish out more damage than her. Try to get your support to help harassing her while you farm minions.

VS

Blitzcrank

Medium

Grab a Doran's Shield or Boots


(Support) Make sure to dodge his rocket grab and you should be fine. Stay behind your minions and be constantly moving to make life as difficult for him as possible. If he's hiding in the brush to try to sneak a grab have your support to place a ward and harass him out of your area.

VS

Caitlyn

Hard

Grab a Doran's Shield or Boots


(Adc) Caitlyn is a hard Adc to fight against as she has a long ranged harass, is ranged herself, has a trap which applies a temporary stun and can kite very effectively with her net. Call for ganks as this isn't an opponent you want to take on alone. Avoid her Piltover Peacemaker whenever possible and be wary of her traps. Don't try to chase her down unless you've got your ultimate because otherwise you're not going to be able to catch her. Be wary of her ultimate if you're low on health and try to have someone else get in the way if you would go down if you were hit by it.

VS

Corki

Easy

Grab a Doran's Blade or Doran's Shield(depending on supports)


(Adc) Corki starts with lower basic stats than you and also scales much slower than you when he levels. Put the pressure on early since he is extremely ability dependent. If he just used Gatling Gun run up to him and start hitting him a bit and if you want to try to get the kill wait to alpha strike until after he has used his Valkyrie(that thing which jumps him to a location and leaves a trail of fire behind him) to quickly catch up and not take the Aoe damage.

VS

Draven

Hard

Grab a Doran's Shield


(Adc) Practically impossible to beat in laning with his range and axes. Ask for ganks and lots of them. His damage output is equivalent to yours (just slightly lower) and he has no escapes;if he's low feel free to dive him. Just keep in mind he does have a slow and a movement speed buff so unless you have your ultimate don't bother chasing him, you're likely just to get baited.

VS

Ezreal

Medium

Grab any of the three depending on whether you want to play offensively, get some survivability, or try to dodge his skill shots.


(Adc) With an additional 100 health and 10 more attack damage than him you should try to close the distance and get in some solid harass on him early. He is a skill dependent champion so the earlier you can zone him or force him out of lane the better and the quicker your lane will snowball. Try to avoid his skill shots and constantly be moving and putting minions between yourself and him in order to avoid his harass.

VS

Fiora

Medium

Grab a Doran's Shield


(Adc) With practically identical starting stats and scaling the lane will generally go to the more skilled player or the side with the better support. If she lunges for you get a quick hit in on her before she backs out to keep the exchange roughly even. Once you get your ultimate you should be able to win in a duel and since she is a melee champion you won't have to worry about her out ranging you.

VS

Graves

Hard

Grab a Doran's Shield


(Adc) Call for some early ganks on this guy. He can out range and out damage you so just hug your turret and farm. With his only form of cc coming from his Smokescreen, being a little brave when he is low is not a terrible idea just keep in mind that his support might be compensating for his lack of cc.

VS

Janna

Easy

Grab based off of Adc or grab Boots to help avoid skill skot


(Support) Without any serious sustain or poke she is an easy support to lane against. Ask your support to ward the brush to help you avoid her Whirlwind and just in general make sure to dodge that. She's got a pretty decent shield she can put on the Adc which will soak up 2-3 hits so be wary of that when you try to dive into a fight.

VS

Karma

Medium

Grab Doran's Shield


(Support) Even though Karma is only spoken about in legends you might occasionally find someone who actually plays her. Despite being classified as a support she is built like a carry with some nice support spells slapped onto her so she'll be able to dish out some nice damage while keeping the Adc healthy. As such they'll likely be an aggressive lane, especially since you're a melee character, so stick close to your turret and call ganks if possible. Keep in mind she has a shield and some nice pokes.

VS

Kayle

Hard

Grab Doran's Shield


(Support) Strong support yet potent enough to be carry herself. She carries around a slow and a heal plus her e allows her attacks to become ranged and deal splash damage. While her ultimate can be good if properly used, most players aren't skilled enough with kayle to know when to use it so feign an attack (possibly an alpha strike under their turret then get the heck out of dodge) and make her waste it. When considering whether to be aggressive or not keep in mind that both her and the carry will be dealing considerable damage so expect to get poked hard.

VS

Kog'Maw

Hard

Grab Doran's Shield or Boots to avoid skill shots and passive


(Adc) Easily one of the most annoying Adc's in game. Be careful about trying to grab some early kills by diving under turret since his passive might end up with both of you dead which won't help either of you. Stick close to your turret and avoid his skill shots and ultimate to the best of your ability. He has the advantage of range over you and is able to slow you and get some skill shots in quickly if you try to press him hard so be very careful when harassing him.

VS

Leona

Medium

Grab Boots to help keep away from her, her early level stun is melee range


(Support) Leona packs 2 stuns, a shield with a DoT effect, and an ability that launches her at opposing characters(skill shot). She works extremely well with an aggressive laning partner such as Caitlyn 51_icon_64.png or Graves 104_icon_64.png. If she's working with a more passive Adc such as Vayne 67_icon_64.png or Twitch 29_icon_64.png try to keep control of your lane but in either case feel free to move back to your turret and farm from there, she has to get in close to get off her abilities.

VS

Lulu

Hard

Grab Doran's Shield or Doran's Blade


(Support) Lulu was released as a "true support" and definitely lives up to the name. She comes with two pokes, a slow, a shield and a movement/AP buff. Either get aggressive with this lane(since she's super squishy with only 9 armor at start) or back off to your turret.

VS

Master Yi

Easy

Grab Doran's Shield


(Adc) You better beat this guy XD

VS

Miss Fortune

Medium

Grab Doran's Shield


(Adc) Keep in mind that you deal more damage at start than she does. Try to get an early lead by being somewhat aggressive in lane, her double up can be scary but it's also on a 9 sec cooldown at start so jump on her after she uses it. If you have a sustain support such as Sona 37_icon_64.png or Soraka 16_icon_64.png Alpha strike in whenever your double strike is up and hit her then get out quickly(try to move oblongly or into the bush to avoid her Make It Rain). If you are with a cc/poke support such as Taric 44_icon_64.png or Zilean 26_icon_64.png ask your support to do the harassing and if Miss Fortune trys to get the jump on them(or you) just let your sword fly. Remember forcing her to go back will give you a bigger advantage then if both of you die in an all out attack so disengage if you can't safely secure the kill.

VS

Nami

Medium

Grab Doran's Shield or Boots


(Support) She comes with a short range Aoe skill shot stun which is her major form of cc until she gets her ulti, Tidal Wave which is another skill shot that knocks you up and slows you. All of her abilities have relatively long cooldowns so if you are going to press an offensive wait until she has used Aqua Prison already. She comes with a decent dual purpose harass/heal but it is mana intensive enough that if she didn't bring mana potions she won't be able to spam it. Avoid her skill shots and get some nice pokes in while she's on cooldown and you should be able to assert control on the lane.

VS

Nidalee

Medium

Grab Doran's Blade or Doran's Shield


(Support or Adc) Nidalee comes with some nice pokes and a trap which deals magic damage, reduces armor and magic resistance and reveals you for 12 seconds if you get caught in it. Make sure to ward the bush to watch out for her spear skill shot, it can be pretty devastating, especially against someone as squishy as Master Yi. Play smart and also keep in mind that while you may run her out of mana, her abilities in cougar form cost no mana and provide her with some decent chase so be careful at higher levels. Overall she'll be one of the less annoying champions you'll have to lane against.

VS

Sivir

Easy

Grab a Doran's Blade

(Adc) Sivir is extremely easy to counter as she has low health and relies heavily on her damage to compensate. She has lower health, armor, attack damage and attack speed then you so get in her face and be very aggressive. Keep in mind that her passive gives her a 2 second 50 movement speed buff (about equivalent to upgraded boots) every time she hits an enemy champion with a basic attack so alpha strike in, get some quick hits in and get out before she starts kiting you. She comes with a large boomerang skill shot (you'll know she's using it when she throws a considerably larger boomerang), avoid it and remember that it comes back as well. She is also equipped with a single attack buff that ricochet's between enemies and a spell shield which temporarily blocks one harmful spell(kind of useless against yi but you might consider bringing it down so that your support can get some cc on her). Her ultimate called "On the Hunt" is identical to your except the scalings per level are considerably lower. All in all an easy fight.

VS

Sona

Medium

Grab starting item based off of adc

(Support) Sona is a serious sustain support with a good bit of harass. Her passive called "power cord" causes her basic attack to deal a special effect(depending on which aura she is currently generating) and extra damage after every third spell cast. These effects include double bonus damage, a 20% damage debuff and a 2 second 40% slow. As a sustain support she doesn't come with an hard cc until level 6 when she gets an Aoe stun. Her only other choice for cc comes from her power chord. You won't have to worry about getting shut down by this lane so just play safe and don't get too aggressive because that's when sona gets good, when your on her home turf. Her poke is very short range so if she comes up to use it on you just smack her real quick to keep her away from you. This will burn her mana from the spell use and subsequent healing.

VS

Soraka

Easy

Grab starting item based off of Adc

(Support) The definition of a sustain support. She comes with two heals, one mana and one for health. Also she has an auto targeting light poke and she can silence an enemy champion for approximately 2 seconds (depending on rank). Her ultimate is a universal heal. All in all I would say back off this lane since you won't be able to get any good poke in without Soraka just healing the adc back up, leaving you with less mana and possibly less health. If you want to get the edge in the lane ask for a gank and the lane should quickly snowball in your favor since Soraka can't do much to stop you once you get some serious damage behind you. Wait to engage until you get your ultimate.

Harassing Back to Top

Harassing is rather simple with Master Yi, there are three main ways to do it:

1.  Wait until Double Strike is up then Alpha Strike to a champion a whack them with it.  This will deal about 200 damage at level one which is about half of most champions starting health, making it an extremely powerful and intimidating form of harassment.

2.  If you don't have enough health to rush in wait until there are three minions left and then alpha strike one of them.  Alpha Strike hits 4 targets randomly so the objective is to reduce the amount of possibilities to the point where the enemy champion will definitely be one of the targets hits.  This is commonly refered to as "catapulting" and can deal some nice damage but is very mana intensive if used repetitively.  Use this if it is not safe to use option one.

3.  Just walk up and hit them.  While this tactic is liable to get you seriously hurt or killed if you don't do it correctly it is not out of the question.  Wander around in the bush and get as close as possible(as long as they don't have the brush warded) then activate wuju style and run in to get a couple of hits in then run (or alpha stike) out to take as little damage as possible.

Laning Partners Back to Top

This is a small section dedicated to who's good to lane with and tactics to employ when you are laning with them.

53_icon_64.png Blitzcrank - Blitzcrank can be an awesome laning partner when you are planning on playing agressively.  His Rocket Grab, Powerfist combo coupled with your own basic attacks will be able to bring down most anyone early game or at the very least let them escape with only 50 health left, leaving you to farm to your hearts content for a short period of time. 


44_icon_64.png Taric - Taric is a nice laning partner as he comes with a guided stun which will allow you to gain and keep control of your lane by keeping some serious harass up.  He also comes with a heal and a passive armor aura which can help keep you in the lane for the longest time possible.


267_icon_64.png Nami - Nami packs a skill cast Aoe stun, a heal/poke and a buff to your basic attacks, all of which can be extremely useful when fighting in lane.  Having her capture an enemy in her bubble then casting her buff on you while you alpha strike in and get some basic attacks in will deal some major damage and help you take the advantage in lane.


26_icon_64.png Zilean - With his bomb-rewind-bomb combo he can dish out massive damage to keep the opposing team off your back.  His passive gives the whole team an 8% boost to experience which is an all around plus and in addition his ultimate brings you back to life if he can throw it on you before you die, keeping you in those late game team fights and early game skirmishes.

Warding Back to Top

Warding is one of the few areas in the game where if you go from not doing it to doing it properly you will see a significant increase in both your elo(if you're ranked) and your win percentage, so for those of you that are new to the concept or those that just want to brush up here's a short guide to proper warding.  This is put in here as it will not only improve your skill with Master Yi and the role of Adc but also your skill as a team player.

Sight Ward: 2044_32.png An invisible ward with 1100 range. Lasts 3 minutes. ( 75 gold, can't see invisible units)

Vision Ward: 2043_32.png An invisible ward with 1000 range Magical Sight. Lasts 3 minutes. ( 125 gold, can see invisible units and other wards)

Early Game:

Early Game Wards.bmp

(Green = Sight ward,  Pink = Vision Ward) (Assumes starting on the blue side)

Support:  As the support you have one goal early game: keeping the Adc alive.  To promote this you should leave all minion kills to him to push his build forward as swiftly as possible and only generate money for yourself through gp/10 items.  To start off I would recommend I would recommend getting a faerie charm, 2 pots and 3 Sight wards.  Place a ward in the opposing sides brush if you are planning on staying in the middle of the lane or are planning on playing an aggressive lane.  Put the ward in your own bush if you are going to stay close to your turret.  This ward will give you visibility of the bush to keep people like Blitzcrank 53_icon_64.png or Janna 40_icon_64.png from catching you by surprise with their skill shots.  Place one of your other wards in either the spot indicated by a pink dot or the tribush depending on whether you'll be playing defensively or not.  If you are placing it in the spot indicated by the pick dot, place it as high in the bush as possible to gain maximum visibility and warning time.  Alternatively you can grab 1 sight ward and 1 vision ward to start off with in order to eliminate the enemies ward in the river to allow for much easier and more successful ganks by your jungle.

Adc:  As a general rule of thumb you should try to buy one ward every time you go back but never deprive your build for the sake of a ward.  Your purchase of wards is solely to supplement the wards that are placed by the support and jungle.  The three spots indicated in bottom lane are all appropriate placings of wards.

AP Mid: With the help of the jungle you should together attempt to keep the two sides of the river warded to completely cut off any attempted ganks by the opposing team's jungle.  Usually this constitutes you grabbing a sight ward on your first back and placing a ward in either of the two small bushes indicated by green dots while your jungle wards the other side, meaning that the AP carry still isn't being too deprived of gold.

Top: In top lane you've only really got to worry about getting ganked, most of the action will be happening in the lane since the other top won't want to fall behind you in cs.  On your first back grab a sight or vision ward and place it in the river brush to give you some advance warning on any ganks made towards your lane.

Jungle: Warding for the jungle is incredibly important but also one of the most difficult to judge.  As the jungle you should be trying to keep up your gold while acting as a support for your whole team.  Buy some wards to supplement those being placed by mid and help out the other lanes if they are short on wards.  Also as you gain skill in jungling you will learn to counter jungle which involves taking the enemies camps without getting caught.  Wards are essential for this to work, as you'll have to keep constant tabs on where the enemy jungle is to know whether you can get in and out cleanly.  To accomplish this the most important early game ward is in the bush right next to mid that has to be traveled to in order to get from one side of the jungle to another without going through the lane or taking the long way around back.  This will generally let you know which half of the jungle they are on so you can keep a basic idea of what they are doing.  Beyond that you might wish to ward their red and blue buffs so that you can ambush them while they are trying take it and get away with both a kill and a free buff.  If you are finding that you are being counter jungled against, invest in some wards for your own jungle.  Ward both your buffs as these are the most common targets for counter jungling.


Mid Game: 


minimapj.jpg


(Green = Sight Ward, Pink = Vision Ward) (Assumes starting on blue side)

As the early game develops into the mid game ganks will come more often and control of buffs and dragon will become more prevalent.  The team should work to keep the river and opposing team's jungle well warded to keep constant tabs on the opposing team's movements.  Mid might be heading up top to grab a quick kill but since you warded river you were able to watch him the whole time and set up your jungle and top to counter-gank him.  All the positions indicated are good places to have warded and the more of them you have wards on the better.  Buy a vision ward for dragon(and Nashor when he pops up) to clear out any wards that the enemy team might have placed.


Late Game:

 

Late Game Wards.JPG


(Green = Sight Wards, Dark Green = Defensive Sight Wards, Pink = Vision Wards, Orange = When taking Baron)(Assumes starting on blue side)

Late game is when the full team mobility starts and keeping tabs on the whole map becomes important.  Isolating enemy champs forcing them into 1v5's can ruin a team if they are immediatly pushed into a team fight with one person missing.  Maintain the wards that were placed mid game and depending on whether you are winning or not start placing some wards within your own jungle.  If your team is winning place some wards in the jungle as you push down mid so that if you are forced to back off you will be able to watch them and hopefully catch some of them where they don't want to be.  When taking Baron Nashor the enemy team will most likely try to steal or initiate a team fight if they find out what you are doing.  Keep a ward in the bushes to the south and the jungle entrance to north-east to spot any attempts to initiate a maneuver early.  If you think they are going to try to steal, place a ward on the other side of the wall behind Nashor to catch any attempts from that side.

Common Acronyms and Terms Back to Top

(Alphabetized)


AD - Attack Damage


Adc(Attack Damage Carry) - The highest physical damage dealer on the team.  Typically ranged and goes bot lane with a support champion.


Aoe (Area of Effect) - Area of effect is anything such as an ability or item that causes it effect to an area rather than to a singular target.  An example of this are Sona's 37_icon_64.png ultimate, Crescendo, which shoots out in an area in front of her rather than at one singular person.  Another example would be the passive effect on Ravenous Hydra 3074_32.png which causes your basic attacks to deal damage in a small area around the target hit.


CC (Crowd Control) - Crowd control is anything that decreases the effectiveness of the enemy champion.  Typical cc is things such as Exhaust 3.png or the slow effect on Mundo's 36_icon_64.png Diseased Cleaver.  Cc is refered to as hard cc when it is a form of cc that is capable of completely taking a champion out of a fight such as the stun effect on Taric's 44_icon_64.png Dazzle or the suppress effect on on Warwick's 19_icon_64.png Infinite Duress.


ArP (Armor Penetration) - The amount of armor that your basic attack damage bypasses.  Armor Penetration comes in both % and flat where % is calculated first and flat is taken into account second.  This leads to the highest possible penetration by the two penetration values.


AS - Attack Speed


Baiting - You are hungry and looking for food in the woods.  You see a crippled bunny running into a nearby bush and chase after it only to find a nice surprise waiting for you: the entire enemy team.  Baiting is a technique where you have what appears to be an easy target (such as a low hp Master Yi11_icon_64.png) act as the "bait" for some kill hungry opposing team member, to lead them into at least 1 more member of your team.  This catches them off guard and usually results in a kill be the bait's team.


Cs (Creep Score) - Creep Score or Cs is the total amount of creeps (minions and jungle monsters) you have killed.  Sorry, no matter how creepy the enemy champs are they don't count in this score.  It is also quite common place to hear it used in such a manner as, "stop stealing my cs noob >.< " in which it is simply referring to the actual killing of the creep and subsequent monetary gain.


DPS (Damage per second) - This is a measure of the damage output an attack deals per second.  This is usually used to compare basic attacks and is the result of taking your attack speed and multiplying it by your attack damage(plus crit chance and minus armor and blah blah blah, you get  the picture).


Farm - Killing minions or jungle monsters in order to gain experience and gold.


Feed - Feeding is when an enemy champion accumulates several more kills then the opposing side, usually by focusing down one opponent and killing them every time they come back.  The champion receiving the kills is considered "fed" and the champion getting killed is referred to as "feeding" that other champion.


Gank - A gank is when the jungle or member from a different lane comes to your lane to try to secure a kill or push the lane.  This usually leads to a kill against the team getting ganked unless they have the river bush warded properly.


Harass - Damage deal to a champion that is meant only to damage, not to try to secure a kill.  Typically used to keep enemies where you want them and to keep them low enough on health to ensure an easy kill later on.

Juke - When you "fake out" someone into thinking your going one way then suddenly switching directions to confuse them.  And example of this would be running into a bush in jungle then suddenly flashing in the direction the enemy is coming from and running that way, it will take them a moment to react to the sudden switch.


Ks (Kill Steal) - A kill steal is when you kill a champion that another player was about to kill.  If you are the Ad carry or Ap Carry feel free to Ks to your hearts content but just be wary, people tend to get hurt feelings if it happens too often.


Meta - The meta is the currently accepted lane assignments based upon the type of champion.  Currently the meta is as follows- Adc and support in bottom lane, Ap Carry in mid lane, Bruiser or tank in top lane and a jungler jungling.


Peeling - Peeling is when a tank or other generator of cc attempts to keep the enemy team off the carries.  This is carried out either by applying enough cc to allow the carries to move as they need to or to otherwise distract or inhibit the enemy team.


Poke - See Harass


Proc - To proc an item or ability is to fulfill the requirements in order to get it active such as Master Yi's 11_icon_64.png Passive, Double Strike, which causes him to hit twice every seventh basic attack.  The ability is considered procced when it is sitting at the point where it can be activated, such as the point where Master Yi's Double Strike is ready to be used.


Zoning - Zoning is when you force a champion into a certain spot an keep them from moving as they want.  An example of this is pushing a lane hard and harassing constantly to force someone to sit under there turret in order to keep themselves alive.

Final Notes Back to Top

Master Yi bot lane is a challenging experience and takes an incredible amount of practice to master.  Keep in mind that Master Yi is a late game champion and as such your early game will suffer.  Feel free to stay next to your turret and ask for plenty of ganks on your lane, the payoffs will be worth it.  He is currently the highest base damage dealer (all abilities included) in game and can perform many tasks such as split pushing, soloing baron nashor and backdooring extremely effectively.  Don't feel discouraged if you don't succeed at first, if you keep at it you will learn little tricks and counters and soon will be a force to be reckoned with.  Learn to ward and last hit minions.  The current meta works against Master Yi but he still is extremely viable.  Also try to ensure that your support is someone you can trust when you play with Master Yi otherwise you might be left out to dry and get blamed for the loss of the lane.  Good luck and have fun with my all-time favorite champion. 


If you like my guide feel free to rate it and comment what you liked, and if you don't like it still feel free to rate and comment about what you didn't like.  I'm open to suggestions and please feel free to point out any grammatical or technical errors I have made.

Update Log Back to Top

12/08/2012 Version 1.0.0 - Released guide, everything complete except for match ups section(About half way done)

12/09/2012 Version 1.0.1 - Fixed a minor formatting issue

12/09/2012 Version 1.0.2 - Did some minor edits

12/12/2012 Version 1.1.0 - Added a couple more champions to the match ups section

1/14/2013 Version 1.2.0 - New Year! Crunched some numbers and redid the runes section.

1/17/2013 Version 1.2.1 - Some more minor editing

3/14/2013 Version 1.3.0 - Reworked skill ordering and provided more explanation

4/14/2013 Version 1.3.1 - Fleshed out several of the sections

5/23/2013 Version 1.3.2 - Switched around the masteries to reflect a better understanding on this season's masteries.

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