MASTER YI BUILD GUIDE: How to Bruiser Yidi to Diamond (6.1) by GG Hanitz

by GG Hanitz (last updated over a year ago)

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Greater Mark of Attack Speed(15.3% attack speed)
Greater Seal of Scaling Armor(27 armor at champion level 18)
Greater Glyph of Scaling Magic Resist(27 Magic resistance at champion level 18)
Greater Quintessence of Attack Speed(13.5% attack speed)
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Summoner Spells
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Full Item Build

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0 Utility
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Double Strike
QAlpha Strike
EWuju Style
View Skill Order Details


About the Champion

Hello and welcome to my Master Yi Guide. This Guide covers Master Yi for the Jungle.

Jungling is Master Yi's specialty at the moment. Thanks to Alpha Strike(Q) he is one of the quickest junglers. The reason that anyone would want to use Master Yi is because he is a melee carry who's kit is heavily focused on jungling. Also, it can be incredibly hard to get away from a Master Yi with red buff. He is a very fast jungler and has one of the highest DPS's late game. Given his unique skill set, he has the best chance to get a pentakill out of any other jungler and melee dps. Master Yi is very fun and easy to use. He is great for beginners who want to learn the basics of jungling and the game in general. However to use him at higher level play is one of the hardest things to do. As Master Yi you really need to know when to go All-in and when not.

Master Yi is a high skill, very dificult champion to play efficiently at higher Elo's, you should focus on out-farming your jungle counter-part and focus on doing important and vital ganks for your team.

Here are the Pro's and Con's for Master Yi.

Master Yi's strengths:
- True Damage
- High mobility
- Can't be slowed down
- Gap closer that evades skill shot abilities and drops projectiles
- Can snowball out of control easily (Can carry games hard)
- One of the most efficient split pushers
- Farms easily and quickly
- Strong damage reduction with Meditate(W)
- Pretty much the best champion to start playing the game with (easy to learn, extremely powerful at low levels/elo but he still got a very high skillcap)

Master Yi's Weaknesses:
- No pressure early game because he needs to spend most of his time farming instead of ganking
- Brings no utility at all for teamfights (No CC)
- Needs to take a lot of farm to be effective late game
- Will be the number one priority target for the enemy team most of the time

About The Author


I'm a german League of Legends Player since 2 years now and my favourite champion is Master Yi. I've played multiple times to Diamond 1 on EUW / EUNE.

My overall winratings with Yi are around 80%. And my overall KDA is 11/3/6. I've scored around 100 pentakills in ranked games from Gold - Diamond Elo.


3x Greater Quintessence of Attackspeed (4,5% Attackspeed)

9x Greater Mark of Attackspeed (1,7% Attackspeed)

9x Greater Seal of Scaling Armor (3,0 Armor at Level 18)

9x Greater Glyph of Scaling Magic Resist (3,0 Magic Resist at Level 18)

Attack Speed is the most efficient Stat that you can purchase as Master Yi. It will allow you to apply your true damage from Wuju Style(E) more often.

You don't need Flat Armor cause your Clearspeed and Sustain with Meditate(W) at early level is high enough to start with Scaling Armor per Level. It will make us scale better into lategame, since there is our strength.

As Yi you're farming the Jungle most of the time while you're waiting for your Chance to countergank. So you wont need Magic Resist in the Jungle because Monsters deal physical damage only.That's why we get Scaling Magic Resist Glyphs, it lets us scale even more into lategame.

If you don't have enough Influence Points to buy all of them, you should focus on Attack Speed Runes. They will give you such a high DPS increase over the whole game. Many people are playing Master Yi with Attack Damage Runes, i would only recommend that if you're going to play in lane because it gives you better trading potential as AD scales with your Alpha Strike(Q).
However Attack Speed will increase your DPS much more, specially mid and late game. It will let you apply your Active from Wuju Style(E) and your passive from Blade of the Ruined King more often, thats where your main damage comes from.

Alternative Runes:

Greater Quintessence of Attack Damage (2,25 Attack Damage)
Greater Quintessence of Armor Penetration (2.56 Armor Penetration)

Greater Mark of Attack Damage (0,95 Attack Damage)
Greater Mark of Armor Penetration (1,28 Armor Penetration)

Greater Seal of Armor (1,0 Armor)

Greater Glyph of Magic Resist (1,34 Magic Resist)
Greater Glyph of Scaling Cooldown Reduction (1,67% Cooldown reduction at Level 18)

However if you dont have that much Attackspeed Runes you can take Attack Damage or Armor Penetration Marks as well. Attack Damage will help you with your Jungle Clear too, but its not as efficient as Attack Speed. Armor Penetration scales very nice into Late Game.

If you dont have Scaling Armor Runes and/or Scaling Magic Resist Runes, you can take Flat Armor and Magic Resist instead of it. This will make you stronger in earlier stages of the game but won't let you scale into lategame as scaling runes would.


Smite & Flash
Best choices:

Smite: is a must-have on all junglers. With Smite you will jungle faster and you will be able to secure your buffs, dragon and baron. Also you can use smite to steal the enemy buffs or smite the dragon or baron away for your team when the enemy team is doing it.

Why you should take Flash:

Flash: It will help you chase. If you already used your Alpha Strike(Q) and you need to get closer to finish the enemy, Flash is always there for you. It allows you to towerdive with ease. Simply Flash away from tower after killing an enemy under a tower. It helps to catch up enemies in general, 90% of the champions take Flash, if they Flash over the wall, you'll want too follow them too.. .Also It will let you escape very dangerous situations obviously. It will save your life very often.

''Not really'' choices:
Exhaust: Is great on Master Yi because it helps his lack of CC for ganks. It's especially good because it will also let his teammates catch the enemy. Exhaust is also very good because it can make you win almost any 1v1 fight (even those that you thought you could never win). However, Flash will save your life much more often.
Teleport: Some will consider this summoner spell as a part of Master Yi himself. It's amazing for split pushing. It will allow you to destroy towers when the enemy team isn't expecting it or to teleport into a teamfight right after you pushed a lane. It is also possible to get away from an enemy with this. It needs to be used very wisely (you need to wait until the enemy can't disrupt your Teleport with hard CC).

With proper warding, you can also Teleport on a ward in a lane bush to gank the lane with the element of surprise! This requires your allies to buy and correctly place the wards though. If you want to do this, you need to be looking at your lanes very often to see if a fight is going on. If you know you can Teleport in and make a difference, then do it.

Lastly, you can use Teleport to teleport onto a minion in a lane to countergank the enemy jungler. You need to watch your lanes carefully and when you see that the enemy jungler is ganking your team but your team isn't getting instakilled, you can Teleport in and clean up. This is especially deadly if the enemy team was towerdiving.

''Just No.'' choices:

...Pretty much every other summoner spell.

Item Builds

Starting Build(s)
Jungle Start

Standard Jungle Start. The Machete builds into Skirmisher's Sabre and it will give you an easy and fast jungle clear. The Potions will help you with the sustain while clearing the first few jungle camps.


You will build these two items every game, no matter what!

Build Order:
> > > // > > > > >

This will be your build order. Some items are situationally, thats what were talking about next.

: These will be your standard Boots. Attack Speed got buffed, really nice.
: If the enemy Team has got strong AA champs like Jinx, Draven, Tryndamere and stuff.
: If the enemy Team has got much CC which can shut you down.

: if the enemy team has a fed ap carry.
: If the enemy team has strong ad champs.
Final Build(s)
Standard Final Items

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Double Strike
QAlpha Strike
EWuju Style
Master Yi's skill order should be R>Q>E>W.
Prioritizing Alpha Strike(Q) gives you a strong initiate for ganks as well as the ability to jungle very quickly. The skill order for the first couple levels should look like this QEWQ, It is very important to get a level 1 meditate with all the changes to jungle sustain. Yi will require it in order to be able to safely gank and not suffer from incredibly low health.

After we have 5 points in Alpha Strike, we want to start maximizing our Wuju Style(E) as fast as we can. After we have 5 points set into Wuju Style, we put the remaining skill points into Meditate.

Sometimes I put a second Skill Point into Meditate(W) before i start max. Wuju Style(E).
Reason: High Sustain Increase and you get much more tanky while you channel it. Also the mana costs are still the same, which is great!


Double Strike
Every 4th consecutive autoattack, Master Yi strikes twice. The second strike deals 50% of Master Yi's AD, but fully applies on-hit effects and can critically strike.

Double Strike is an on-hit effect.
- Both attacks will trigger on-attack effects and on-hit effects.
- Both attacks are classified as a melee.
- Critical strike chance is calculated on each attack individually.
- Both attacks can miss and be dodged.
- Pantheon's Aegis Protection will only block the first hit.
- Fiora's Riposte will block both hits.
- Spell shields e.g. Banshee's Veil will not block the effect.

This is Yi's passive, it can be used to burst. It causes your next basic attack to strike twice, dealing double damage. Combine this with alpha strike to have a burst early. Late game it's important to keep track of the counter at the bottom for this skill. A fight that seems close can easily change once Yi strikes twice. It applys life steal and can also critically strike. It becomes a stronger passive as you get Carry stats. You can no longer hold this passive as you used to.

Not as strong as it once was but the double strike counts as the starting strike of the next attack so you'll find yourself using double strike more often after the first proc. An added perk is that the second strike, while diminished in physical damage, applies all on hit damage at full strength. This means the second strike will apply the full on hit effects of the items and abilities below.

- Blade of the Ruined King passive
- Wuju Style(E) active
Alpha Strike
ACTIVE: Master Yi becomes untargetable and leaps to strike up to 4 enemies, dealing physical damage to each and dealing additional damage to minions and monsters.
Each bounce will target the nearest enemy that has not yet been damaged. Master Yi re-appears at the initial target's location after the effect ends.

Alpha Strike can critically strike, dealing additional physical damage equal to 60% AD. Basic attacks reduce the cooldown of Alpha Strike by 1 second.

PHYSICAL DAMAGE: 25 / 60 / 95 / 130 / 165 (+ 100% AD)
ADDITIONAL DAMAGE TO MINIONS & MONSTERS: 75 / 100 / 125 / 150 / 175

Alpha Strike is a targeted blink that bounces to nearby enemies before arriving.
Applies spell effects as an area of effect ability.
- Spell vamp is reduced to one-third effectiveness.
- Rylai's Crystal Scepter will apply a 15% slow.
- Spell shields like from Banshee's Veil will block the ability.

Additional Information:

- If the primary target dies or becomes invulnerable as Master Yi finishes Alpha Strike, he will appear at the cast location.
- Alpha Strike counts as movement for the purpose of Statikk Shiv.
- Alpha Strike's critical damage component is effectively 0.6× the bonus damage a critical strike would grant to a basic attack.
This cuts the normal +100% down to +60%; with Infinity Edge, it would instead cut +150% down to +90%.
The total bonus damage is showed in the ability.
- Alpha Strike cooldown reduction counts up when attacking Turrets, but not when under the effect of Blind.
- The damage is calculated after Master Yi becomes targetable, meaning that bonus AD from auras will be factored. This means he can also take tower aggro from the damage dealt.
- Neutral minions will reset to their idle positions when Master Yi is untargetable, but they do not reset their health.
- Sword of the Divine does not count critical strikes sourced from abilities toward its 3-crit limit, meaning Alpha Strike will critically strike against up to 4 units and still have 100% critical strike chance for a second-or-so thereafter.
- It is possible to cast Summoner Spells while using Alpha Strike, such as Smite.
- Alpha Strike can be used to dodge and avoid skillshots and area of effect abilities. Some dodgeable spells involve the damage instance of Zilean's Time Bomb, Nunu's Absolute Zero and Karthus Requiem. Being untargetable extends to allies and will dodge e.g. Soraka's Wish. Since V3.13, Alpha Strike can be used to dodge targeted abilities.
- Alpha Strike does not hit enemies in stealth or in the Fog of War.
- If Alpha Strike is used by Master Yi, even with 0% critical strike chance, it will activate Frenzy Mastery.

This ability makes Master Yi a good jungler.

You need to max this first as it is your main ability to do... everything pretty much (close distance between you and enemy champions, kill minions, kill monsters, create distance between you and enemy champion, etc). Don't even think about maxing Wuju Style(E) or even Meditate(W) over this. This ability just gives you too much damage.

When ganking, try not to use Alpha Strike(Q) right away, make use of your element of surprise, run up to your enemy to autoattack him. If possible, try to use Alpha Strike(Q) only after your enemy has used Flash. You will catch him again and hopefully kill him!

With very careful timing it is possible to dodge spells with Alpha Strike(Q) since you become untargetable for a split of a second. This is something you should really try to make use of when you're in a close 1v1 fight.

You may also, once again with very careful timing, follow enemies through walls if you use Alpha Strike(Q) WHILE they were using a jump/dash/blink to go over the wall.

ONE LAST THING. As I mentioned, You become untargetable during Alpha Strike(Q). That means if you are under an enemy tower hitting you and there are other available targets for the tower, using Alpha Strike(Q) WILL make the tower stop targeting you and hit something else instead. You may use this to let your ally get the tower's focus to ensure you don't die to a tower during a towerdive :P.
ACTIVE: Master Yi channels for up to 4 seconds, restoring health each second. This healing is increased by 1% for every 1% of his missing health. Meditate also resets the autoattack timer.
While channeling, Master Yi reduces incoming damage. This damage reduction is halved against turrets.

BASE HEALING PER SECOND: 30 / 50 / 70 / 90 / 110 (+ 30% AP)
MAXIMUM HEALING PER SECOND: 60 / 100 / 140 / 180 / 220 (+ 60% AP)
BASE TOTAL HEAL: 120 / 200 / 280 / 360 / 440 (+ 120% AP)
DAMAGE REDUCTION: 50 / 55 / 60 / 65 / 70%

Additional Information:

- Meditate resets Master Yi's autoattack timer on-cast.
- As a channeled ability, it can be interupted by any form of hard-CC.
- Healing amount depends on the amount of health while the healing tick occurs, not at the casting point of health. As such, Master Yi heals less per second as his current health increases.
- Although the tooltip show that he heals each second while channeling, the healing tick occurs every 0.5 seconds instead, but heals for half of the amount shown in the tooltip with a total of 8 ticks.

It's a fairly good sustain ability and it can allow you to make plays early by tanking an enemy's damage. It can also sometimes save your life. You only lose 1 point in Wuju Style(E) which wouldn't have given you much anyway.

Late game this spell needs to be used carefully because while using Meditate(W), you are not attacking things and that makes you rather useless unless you're tanking stuff. This spell may save your life quite often. It can be a great counter to channeled spells if you use Meditate(W) right as the damage comes out. For example you can use Meditate(W) right before a Nunu fully channels his Absolute Zero or if a Karthus is using his Requiem.

The damage reduction is HUGE late game. With careful timing, you can render useless almost any non-CC ability thrown at you. Generally, you want to attack things instead of using this but if you have to use it to stay alive, then do so.
Wuju Style
PASSIVE: Master Yi gains 10% of his total AD as bonus attack damage.
ACTIVE: Autoattacks deal bonus true damage for 5 seconds. Afterwards, the passive bonus is lost until Wuju Style is off cooldown.

BONUS TRUE DAMAGE: 10 / 15 / 20 / 25 / 30 (+10 / 12.5 / 15 / 17.5 / 20% AD)

Wuju Style's passive is a self-targeted buff.
Wuju Style's active is an on-hit effect.

- The triggering attack will apply other on-hit effects and can critically strike as normal.
- Critical strikes will not interact with Wuju Style's bonus true damage.
- The bonus damage will not affect structures.
- The true damage will hit through Pantheon's block and Fiora's Riposte.
- The true damage will NOT hit through Jax's dodge and blind.
- True damage ignores all forms of damage reduction, except invulnerability.

Additional Information:

The passive bonus is only lost after the active bonus has expired, meaning the bonus attack damage from the passive will increase the true damage dealt by the active, effectively giving it a +11 / 13.75 / 16.5 / 19.25 / 22% AD Ratio.

This is now your main source of damage and the entire bruiser build is focused on pumping up the damage output of the active. It scales with flat damage and there is only a 5 second window in which it applies to your auto attacks. Additionally, since it is true damage it cannot crit so gold spent on crit would be wasted gold for Wuju Style(E). In order to make the most of this ability you will need the following.

- Flat AD
- Attack Speed

When do you activate Wuju Style(E)? Early game while in the jungle you will use it on every camp when taking down the large target, this could be the big wolf, the blue wraith, or the larger of the double golems, and similarly you will activate it when going for the mana golem and red buff lizard. The passive Wuju Style(E) damage is 6-12 damage in the early game. This is negligible compared to the additional true damage the active will provide in taking down the previously mentioned jungle monsters.

During team fights, use this ability along with Highlander(R) when going in for the kill on any target. Since this is true damage, you can go after other bruisers/tanks too as needed. There is also a synergy with his Double Strike(Passive) as it'll apply the full true damage on both strikes.

To get the most mileage out of Wuju Style(E), try to activate right when your next attack will Double Strike(Passive).
PASSIVE: Champion kills and assists reduce the remaining cooldown of Master Yi's basic abilities by 70%.
ACTIVE: For 10 seconds, Master Yi gains increased movement speed and attack speed, and becomes immune to all slowing effects. While active, champion kills and assists extend the duration of Highlander by 4 seconds.

MOVEMENT SPEED: 25 / 35 / 45%
ATTACK SPEED: 30 / 55 / 80%

Highlander's passive reduces the remaining cooldowns of Master Yi's basic abilities whenever he scores a kill or assist.
Highlander's active is a self-targeted buff.

Additional Information:

- Highlander is one of few abilities granting a multiplicative movement speed bonus; it stacks multiplicatively rather than additively with other movement speed bonuses.
- Highlander does not resist the slows of Lulu's Whimsy and Ahri's Charm.
- Highlander will not prevent the application of Sejuani's Frost debuff, as it does not slow prior to being detonated by Permafrost.
- As of V3.13, all attack speed reduction is treated as a slow and will also be ignored.
- Abilities with conditional effects are usually composed of multiple debuffs, and ignoring the movement speed slowing debuff will not ignore the conditional effects. To name a few:
- Master Yi will still have his attack damage reduced by Tryndamere's Mocking Shout and Trundle's Chomp.
- Master Yi will still be stunned by Cassiopeia's Petrifying Gaze.

Highlander is what makes Master Yi, Master Yi. High attack speed, high move speed and immunity to slows. Since there is already plenty of attack speed and mobility in his kit, that means you do not need a large amount of attack speed and move speed from items. This allows us to get away with only having a few attack speed items and getting the rest from runes. The attack speed and move speed are not significant at early levels which means you want to hit level 16 as soon as possible to get the most out of Master Yi.

The immunity to slows is what allows Master Yi to get on target easily. Aside from Olaf, this makes Master Yi the only melee champion in the game that cannot be kited as slows will not work on him.

When to dive in with Highlander(R) and how? The duration on Highlander(R) is 10 seconds. This is not particularly long if you consider the possibility of escapes that the opponents may have. To get the most out of Highlander(R), wait until any or all defensive, crowd control or escape abilities have been used by the target. This will give you the best odds of catching and killing them. As an example, if Zed just wasted his shadow, or Lux just missed her snare, feel free to blow Highlander(R) to go in and kill him.

Note that this is only for catching people in small skirmishes. For team fights, you will never initiate with Highlander(R). Leave that to those that can initiate on your team, or if you're less fortunate, for the enemy team to initiate on you. The only other time you'd be using Highlander(R) is if you're attempting to rush Baron or Dragon quickly and get out.

Highlander(R) and Alpha Strike(Q) gives Master Yi an incredibly large Kill Zone. This is a range within which, if you're a squishy, and you're near a bruiser Master Yi], he can kill you and get away with it - particularly if you've just wasted your escape. Naturally this varies from champion to champion.

Master Yidi's Nightmares

Favors Enemy
He's one of the best peelers in the game and the bane of any melee champion. Tenacity does not help against knockups or knockbacks. We want to dive and kill the carries in team fights and he can single handedly prevent that using basic abilities.
Favors Enemy
Elise is similar to Lee Sin, although she tends to counterjungle less.

She is a monster when she snowballs. Her early game pressure is way higher then yours. Her ganks are deadly, if she hits her combos its most likely a kill.

Elise isn't the best teamfighter, although not the worst either. She can peel for her carries or try to kill yours, but isn't too great at either. She's pretty good at cleaning up though, thanks to her spider form which lets her execute targets fairly easily.
Favors Enemy
Jax is an extremely strong duelist and his niche is countering auto attackers (you!). His base hybrid damage output (combination of physical and magic damage) will destroy you if you try to take him head on. Keep him out of team fights by keeping him busy elsewhere since Yi is incredibly strong at split pushing and Jax is likely to be the only person on the enemy team capable of stopping Yi.

If and when a team fight does happen, wait for his stun to go down, activate your true damage and go nuts on him to kill him before he kills your carries. Your best bet is to peel via botrk, and mallet if you want to save your allies. Team fights where you are forced to go onto anyone except their carries are not favorable.

Favors Enemy
Lee Sin will usually try to counterjungle your buffs and also very likely to steal your small camps.

If you can manage to dodge his (E) with your (Q) youre able to win early 1vs1 fights.
Killing him is difficult, but you do outscale him, his damage falls off lategame.

Note : Lee Sin has extremely high stealing potential when it comes to smiting dragon/baron, everyone knows it yet most people don't even try to counter that. The correct counterplay is to keep track of him (warding where he is) and blocking his (Q), giving you an even chance at smiting the objective.

Early Game

Counter Jungling

Counter jungling is going into the enemy jungle and taking their creeps. You always want to counter jungle if the enemy team has a weak jungler and weak laners that can't stop you if you invade their jungle. An example of a weak jungler that has a hard time defending themselves is Amumu.

This route is very dangerous now considering you do not hit level 3 upon completion of the enemy buff. Be very careful. Ask for a no smite leash on blue buff. Proceed to enemy red and take the buff using smite. After you gank top and continue on your normal route. If you are spotted or clairvoyanced at any time, you should back out of the enemy jungle immediately. If you successfully steal the enemy creep camps, it will leave their jungler crippled. When counter jungling, flash is a very important summoner spell to have. In the event that you get caught, you can flash over walls to try and escape. Early game the most common counter jungling is smiting enemy blue wraith.

There is no one defined path to counter jungle. Use your creativity. For this instance, there are several junglers that will have a hard time killing the lizard red buff. You can ward the red buff or get your teammate to ward it so that you can steal the enemy red more effectively and possibly kill their jungler. Heavy counter jungling allows yi to force lanes to move and abuse weak junglers. If you take a lead early and can get an early wriggles always try to ward and start controlling their buffs.

During the mid game make sure your Ultimate is up when invading. Having flash is a must when there are hard stuns or snares on enemy teams. If you know your team is stronger and you happen to be stronger than their enemy jungler, counter jungling helps force fights so you can further gain an advantage. This is how you choke an enemy jungler of all his map presence. If you can consistently bully him and force him to back you will be pulling yourself and your lanes ahead when the enemy comes to help them. Often times if you invade an enemy jungler while you have red you will almost always manage to kill them if they are weaker than you.


First, make sure your gank will be worth the time used. Master Yi is very farm reliant and cannot waste much time. Unless the enemy really has very little HP left or if your laner has tons of Crowd Control, don't gank without Red Buff. You will Alpha Strike(Q) and autoattack the enemy once or twice, then the enemy will simply run away and you will waste your time. When you gank, try to make sure you will either kill the enemy or at least make him recall so he loses experience/gold.

Second, don't gank if you are too low on HP, even if your laner is crying for a gank. It is extremely humiliating to die to an enemy that you were trying to gank and to give them double buffs. You would feel stupid. Be especially careful about this when ganking middle lane since AP champions can burst hard...

Third, try asking your teammate if they know where the enemy wards are (so you can avoid them). If you walk on an enemy ward, the enemy will just back off and you will waste your time.

When you are going to gank, PING the enemy you are going to gank (multiple times if needed!). If your ally still doesn't get that you are ganking, then simply type ''Ganking X lane'' in the chat. Make sure your laner knows you are coming. Many ganks fail everyday because they are not well planned.

If your ally is a little smart, he will bait the enemy, he will start fighting him. When the enemy has used his spells, join the fight and clean him up!

If your ally insists that you initiate the fight because of some reason, then you have no choice. Run to the enemy with your ultimate and start hitting him. He will very probably Flash away and THAT's when you are going to use Alpha Strike(Q) on him to catch up. Then try finishing him!

If you know the enemy has a ward somewhere, then try to find a way to gank the lane without being seen by the Stealth Ward.

Mid Game

You will do nearly the exact same thing that you did Early game except you jungle faster, your ganks are deadlier and you have to start controlling dragon.

Give your AP Carry the blue buff if he needs it. It's usually worth it. I personally like to get the first two blue buffs for myself and give the next ones to my mid laner unless he can't make use of it (Example: Katarina)

Look for Counterganks at Top, Mid and Bot each time you've completed your jungle route from the top to the bottom or other way round.
Go and gank every lane where your team mates got CC whenever your Highlander(R) is up.

Get a Vision Ward if you want to camp a lane/clear dragon enemy vision. It's almost necessary unless you know the enemy really can't contest dragon.

You and your team should always watch dragon to control it when it's up. Please don't underestimate Dragon's value. It gives every member 200 gold and a bunch of experience. 200x5=1000 global gold. That's a little more than 3 champion kills!

Notice how I said ''Control Dragon''? Sometimes it is best NOT to try to kill dragon because the enemy team can gank you, steal dragon and kill your team... That's not good at all... If you want dragon, make sure the enemy team is not MIA (missing in action). Ward obvious paths to dragon, make sure your team is there and most importantly, make sure Smite is up so you can finish off dragon with it without any fear of losing it.

If you can't get dragon, simply defend it and deny the enemy team dragon.

Try to get Towers, you can melt towers within seconds. Dont use your Highlander(R) to destroy towers, always keep it for an escape.
If the enemy sends only 1 Guy to defend that tower you're pushing and you've got your Randuin's Omen already. Just jump with Highlander(R) on them and get a free kill. Always ward the enemy jungle area before you do that.


Spawn Time: 2:30

(Respawn time: 6 minutes)

The Dragon is the second most powerful neutral monster on Summoner's Rift in League of Legends. Killing the dragon gives experience to killer and nearby allies. If the Dragon is slain, it will respawn after 6 minutes. When killing the dragon, check that the enemy team has not warded the area to avoid ganks. In fact, ganks at the dragon are pretty frequent, as your team will be weakened by it and with limited escape paths. A good gank at the dragon may result in a lot of deaths for your team, with the dragon kill being stolen by the enemies. Try to keep a ward in the river near the dragon to know if it has spawned or is being killed. This ward also provides vision of enemy champions switching between the middle and bottom lanes. It is not your responsibility as "Ryze" to ward drake but you may do the favor for your team and ward it if you are ahead on gold just to help out your team. Killing the dragon is one of the jobs of the jungler. He may require help from the team, especially from the bottom or the mid lane. This is one of the reasons why there are usually 2 champions in the bottom lane, with the top lane being solo, when there is a jungler on your team. Fiddlesticks, Lee Sin and Shaco are examples of junglers that are capable of killing the dragon alone at early levels. The jungler can't kill the dragon before level 5 so there is not much to worry. Try enlisting the help of your mid lane and/or bottom lane allies temporarily for an earlier and easier kill.

Slaying Dragon Reward

Slaying Dragon grants Dragon Slayer (buff). The first four stacks of Dragon Slayer are permanent, while the 5th stack only lasts 180 seconds.
DRAGON'S MIGHT: +8% attack damage and ability power
DRAGON'S DOMINANCE: +15% damage to minions and monsters
DRAGON'S FLIGHT: +5% movement speed
DRAGON'S WRATH: +15% damage to towers and buildings
ASPECT OF THE DRAGON: Doubles all previous bonuses and your attacks burn for 150 true damage over 5 seconds. This stack only lasts 180 seconds.

"Pulling dragon"

Attacking it and then backing away to lead it out of its lair can be vital! If it remains in its lair it is possible for an enemy champion to Smite from across the back wall, throw a projectile spell and generally steal the last hit if they realize that your team is attempting to defeat the dragon. This is especially important when playing on Red side.

Late Game

Master Yi is one of the strongest Champions when it comes to Lategame.

Everyone is farmed up. This is not exactly the best time to team fight as a melee champion since you're going to take a beating but there are a few things you can do to give yourself an advantage.

Always travel together. If someone on your team is going off to solo push a lane, know that someone on the enemy team is probably headed over to assassinate them. Use this knowledge to your advantage by herding your team to stay within range of one another.

Alternatively if you've reached the point where you can 1v1 anyone on the enemy team (happens often), you also have the option of split pushing to give your team an advantage. They'll have to send more than 1 champion to take you down which would give your team a numbers advantage elsewhere on the map. Note that solo queue teams are notorious for blowing split push attempts by following you so careful with this ;)

If we must facecheck some area (lack of wards), it will be you that does the face checking specifically because you've built tanky and you're not going to get burst down easily. If you're lucky enough to have a real tank on the team, let them lead. Make sure your team is right behind you to take advantage of the enemy team focusing you or your tank.


Spawn Time: 20:00

Respawn Time: 7 minutes

Killing the Baron gives the "Hand of Baron" buff to all living champions on the team, which lasts 4 minutes total (Runic Affinity (Mastery) doesn't work on this buff). This buff gives massively increased attack damage and ability power as well as an aura that promotes nearby minions and a recall time decrease. When Nashor is killed, each player on the team is also granted the following:
600 global Experience Points (given to each person on the team)
800 local Experience Points (shared between nearby allies)
300 Gold to each team member plus 25 Gold to the slayer of Baron Nashor.

Dead team members will NOT respawn with the buff. Furthermore, this buff is the only buff in Summoner's Rift that does not transfer via kills. If a champion is killed with this buff, the buff is destroyed and cannot be taken again until Baron Nashor respawns.

Due to the debuffs that the Baron can apply to you, it is highly recomended that you have full vision of the enemy team, as the stacking debuff applied (25% x 10 times = 250% Damage Increase) renders your team EXTREMELY vulnerable to AOE magic damage casters since the increase in magic damage devastates your team from any source of magic damage (including most global ultimates). Baron Nashor is immune to all forms of Crowd Control. Killing him should not be attempted until mid or late game. Due to its power you should not attempt to solo it, this feat is usually not possible unless you have a full item build with a lot of survivability. Killing Baron with a team is fairly simple. Baron primarily attacks the target closest to him so you can distribute damage by positioning characters closer or farther away from him. The enemy team likely will have a ward placed to see when yours initiates on Baron. If you do not destroy these wards with the use of a Vision Ward or Sweeping Lens, they may be able to assault your team while you are weakened by Baron and subsequently steal the "Exalted with Baron Nashor" buff/kill several players, putting you at a disadvantage. Baron Nashor's "Hand of Baron" buff is given to the team that deals the killing blow on Baron. This mechanic means that even if one team is incapable of directly fighting the enemy team, a jungler with the Smite summoner spell can possibly swoop in and steal the Baron with a well timed Smite. This is almost definitely a suicide mission and is an extremely high risk maneuver. However, successfully stealing Baron can turn the tide of a game dramatically. Being able to steal or prevent the stealing of Baron (or other key monsters) is also the main argument for junglers to always have Smite, even if they can deal with monster camps without it. In the same vein, Champions possessing abilities with a considerable range can attempt to do the same with less risk by dealing the killing blow from a distance. However, this is difficult to attempt because perfect timing and clear vision of the battle are required to pull it off. Some Champions that can do this are: Draven, Ezreal, Gragas, Janna, Jayce, Jinx, Kog'Maw, Lux, Nidalee, Varus, Xerath and Ziggs. The key moment to do Baron is when the enemy jungler is dead or you have aced the enemies.


With the build i recommend you, theres a lots of changes to Master Yi's abilities in teamfights. You can take a lots of damage while you're still able to deal a lots of damage to the enemy team.

There are 2 different ways to play Master Yi in the teamfights:

1. If the enemy team got really strong bruisers like Shyvana, Trundle, Renekton or Jax who are ahead of your Carry's. In this case I would recommend you to wait for them to engage on your Carry's. At this point you want to pop your Highlander(R) and if you cant reach them use Alpha Strike(Q). immediately after using Alpha Strike(Q) you can turn on Wuju Style(E).
If you've got your full build for example a Shyvana will die within 2-3 seconds. If your Carry's are still alive after that, what should be the case in 90% of all games, you can go for the rest of the enemy team and the teamfight should be won.
However if you end up very low with your HP after you did get the kill on the enemy bruiser/tank use your Meditate(W) immediately and wait for your Alpha Strike to come off cooldown. You can do this again and again since you get resets for every kill or assist.

2. If your Carry's are ahead to their bruisers/tanks, you can just go for the enemy's carry's. You just have to be careful that you don't split yourself up to far away from your teammates together with 3 or more enemy's. And if you want to go for the enemy carry's you should always wait aside or in a bush for the enemy's tanks/bruisers to engage on your team. After they engaged you can come from behind or the side and kill their carry's one after one.

However not every Teamfight will end up like in these 2 situations, thats why you have to practice playing Master Yi in teamfights.

A lot of people have no idea to play in teamfights as Master Yi, and they end up losing the game for their team, even if they have carried in the early game with scores like 10-0-x they still lose the game because of their really bad decisions at teamfights that make them easy targets and most of all completely useless.

Displacements and heavy stuns destroy Master Yi. But when you use your ultimate you get insane attack speed and insane movement speed, together with the build i recommend in that guide, you turn off most of Master Yi's weaknesses in teamfights. The best part is that your Highlander(R) makes you invulnerable to slows which are 80% of the game CC, yeah good news for us. Together with our build we're really tanky now and we still deal tons of damage, which most of the teams just can't handle with.

Unlike other melee bruisers you are really special, you are unique, Master Yi's playstyle is completely different and there is nothing you can do to really change that. All you can do is practice, practice and practice.

Key Points playing Master Yi Jungle

Farm as much as possible AND Safely

Ganking when enemies overextend
Anytime that you see an enemy overextending in lane, you should make your way towards that lane and try to gank. If they are passed or at the median where the creeps meet in lane, you have a good chance at ganking and getting a kill or at least burning the enemies summoner spells. Keep in mind that you should give a lane a lot of attention when the enemies don't have their summoner spells up.

Ganking when enemies are low health
Any time an enemy champion is at low health, you should make your way towards their lane. At the same time, you want to be as stealthy as possible. This means that you're not running across lanes through creep waves or places that are obviously warded. When enemies are low health, you can potentially tower dive. If they back off before you can get to them, then you can help your lane push that tower and possibly destroy it before the enemy retaliates. Running with highlander from behind towers is risky but often times can catch enemy by surprise and create ganks.

Lane Ganks
Yi's drastic movement speed allows you to often just run down the lane to rescue team mates. Unlike most junglers who have to wait in bottom brush to gank yi can simply wait by the tower. Once the enemies and your allies commit. Run in with highlander or ghostblade. Keep in mind you sacrifice a lot of time in your ulti to perform this strat. It is often successful. With the change to the duration this gank has become more reliable however highlander will not refresh ever. Mastery of this gank is needed when the enemy heavily wards. The following video will help you understand this. It is best used on bot lane but it is effective on mid and top as well.

Covering lanes
When your allies are low health, you should make way to their lane immediately to alleviate them and allow them to heal. Otherwise, they can get dove on and lose the tower along with a dragon. Try not to alpha strike the creeps while holding lanes for you end up pushing and possibly setting your allies back. You also waste mana that can prove useful. If an enemy has died, push the lane to tower to deny the enemy of experience.

Taking Turrets
Master Yi is very strong at taking towers. Your bonus AD from wuju style will help as well. If the enemy leaves you unattended mid lane you can push straight to the tower and start attacking it as much as possible. Save your ultimate until you need to make an escape. The strongest part about yi's pushing ability is he can over commit to towers and get out safely thanks to his ulti allowing him not to be slowed. Yi can farm for the most part safely passed the first outer tower. You should push anytime your lane opponent decides to roam. Even if he gets a kill by taking his tower you give your team global gold and more control of the map because there is no longer vision and no safety for your opponent. You can use meditate to tank turrets but keep in mind the damage reduction is halved.

You should be able to push where you please as you now have insane dueling potential and the ability to escape. Be careful as if you decide to all in someone with highlander it no longer refreshes so you have to be certain you are safe or they ill punish you.

Controlling dragon is a crucial part of the game. Losing too many dragons can lose you the game through gold discrepancy. It is important to note that the respawn timer on dragon is 6 minutes. Knowing when dragon respawns can give you an edge in positioning your team and securing dragon before the enemy team can even get to it. Anytime an enemy champ in mid or bot lane dies or goes back to heal, you should contest the dragon if it is up and if your team is not low on health. This gives you an advantage in numbers and can force the enemy team into a bad fight that they don't want to commit to. Make sure you have smite and are ready to secure the dragon. Be careful when tanking dragon because it lowers your attack speed which drastically harms Master Yi''s Damage per second.

Much like controlling the dragon, controlling baron is more or less the same concept. Getting baron can turn a losing game around. Baron spawns at 15 minutes and respawns every 7 minutes. Baron is much harder to kill than dragon so it should not even be attempted unless your team has enough damage to kill it at a decent rate. Doing baron at a bad time can lose you the game, especially if you are intercepted by the enemy team. Unlike dragons, barons cannot afford to be lost. The baron buff greatly increases damage and regeneration. If you have baron, then you should push together with your team. If the enemy team has baron, then you should usually turtle at the towers. You can also use meditate to tank Baron. Baron will sometimes knock back and cancel your meditate. Often if you have enough life steal tanking baron is not a problem. You can also solo baron easily with a solid item build.


Master Yi is a pretty interesting and unique champion, who can be considered a really great duelist in the mid to late game. His weak parts are ganking, the fact that he's got no CC, he needs to farm a lot and can get easily counter jungled in the early game. But if you can get over there cons and take advantage of the pros (like the fact that you can assassinate anybody really easily, bait the enemy team with your Meditate(W) and dodge abilities with your Alpha Strike(Q) he can be considered a really viable and strong pick.

Change Log

21/04/2014: Guide published.
24/04/2014: Updated "Itemization Details".
30/04/2014: Updated "Master Yidi's Nightmares".
04/05/2014: Updated "Skill Order" and "Skills".
05/05/2014: Added Chapter "Keypoints playing Master Yi Jungle".
05/05/2014: Finished the Guide.
07/05/2014: Updated "Master Yidi's Nightmares" and "Early Game".
09/05/2014: Updated "Item Builds" because of Patch 4.7 changes.
09/05/2014: Updated "Masteries" and "Runes" because of Item Build Changes.
23/06/2014: Updated "Item Builds" because of Patch 4.10 changes.
23/06/2014: Guide got Featured. Thanks!
04/08/2014: Updated "Item Builds" and "Early Game".
25/06/2015: Updated "item Builds".
04/02/2016: Updated "Item Builds".


December 29, 2015 - 06:12 PM #1

Please update the masteries, big fan.

November 26, 2015 - 08:52 AM #2

I didn't play the game for nearly a year, just started playing again with a new Account. I'm playing on EUW only now.

November 25, 2015 - 02:40 PM #3

If you aren't playing on EUNE anymore what is your main server and name now?

October 8, 2015 - 06:45 AM #4

This guide is tested, tried, and proven.
I was losing 4 games straight before I found this awesome guide.
Now I have been winning 5 games straight with 18 average kills.
I like the idea of getting more attack speed runes plus scaling armor and scaling MR thus Yi can last longer in any fights.

Thank you!!!

September 4, 2015 - 08:28 AM #5

nice guide man i used it on a game were a mordekaiser went adc on my team thinking he was trolling i though "hey why we dont tests this if we maybe are going to lose anyway" and then BOOM i carried with it xD

September 4, 2015 - 08:27 AM #6

nice guide man i used it on a game were a mordekaiser went adc on my team thinking he was trolling i though "hey why we dont tests this if we maybe are going to lose anyway" and then BOOM i carried with it xD

June 25, 2015 - 09:27 PM #7

Thanks! Ranger's Trailblazer is fine if the enemy team doesnt have a strong duelist champ in their team.

June 25, 2015 - 09:27 PM #8

Thanks! Ranger's Trailblazer is fine if the enemy team doesnt have a strong duelist champ in their team.

March 29, 2015 - 05:02 PM #9

this is cool but i used rangers trailblazer. Is that fine? This guide ROCKS though

February 11, 2015 - 10:32 PM #10

Why are you noob acting like yi required any skill whatsoever . Hes one of the easiest yet most broken champs in the game. The "high" skillcap part is a fuckin joke , every champ has to think about when to start fights ,yis mechanics are absolutely brainless and the most annoying part is that this noob champ can safely farm up in the jungle which again requires fuckin zero skill. Jungle gives way too much exp farm and gold and allows noobs to get up to diamond while their laning isn't even on par with a trash silver player.champs like udyr and Yi shouldn't exist the most skill lacking role in the entire game should not be rewarded wi the highest and easiest to pull off carry potential.junglers should have much less gold than solo laners which isn't the case unfortunately..... What's the point of playing adc ,winning your lane ,last hitting as good as you can when a fuckin noob that farms in the jungle can 3 hit you even if he isn't fed.master yi is and has always been broken and sleeper op. Cc counters him nice fuckin joke that's what noobs used to say regarding Kat who has proven to be too strong in the latest patch notes. His mechanics are beyond simple dodging abilities with alpha strike isn't hard at all and the current jungle compliments his noob kit way too hard. I have always been banning Yi in every single ranked ever since I have demolished one of them 10 0 early game only to see him 3 hit my entire team later on.Noob streamers like Cowsep don't even have to try ,everyone can do this .go pick up your freelo while it lasts it has never been easier.

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