Master Yi is a champion in League of Legends played in the Jungle, classified as a Skirmisher (legacy: Fighter/Assassin). He uses Mana (251 – 1076.93 at max level) and is a Melee champion with 175 attack range. Released on February 21, 2009, Master Yi is one of the original League of Legends champions and is in patch V26.03. With an S-tier ranking, ~51% win rate, and 4.8% pick rate in Emerald+, Master Yi is the most polarizing champion in the game – in low ELO, he’s a god that pentakills entire teams. In high ELO, he’s a coinflip that either snowballs or becomes irrelevant. The honest truth: Master Yi punishes teams that don’t communicate, don’t layer CC, and don’t focus targets. If the enemy team is disorganized, Yi wins. If they’re coordinated, Yi suffers. That’s the deal.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 20) |
| HP | 640 | 2704.83 |
| Mana (MP) | 251 | 1076.93 |
| Attack Damage (AD) | 65 | 114.16 |
| Armor (AR) | 33 | 121.49 |
| Magic Resist (MR) | 32 | 72.31 |
| Movement Speed (MS) | 355 | 355 (fixed) |
| Attack Range | 175 (Melee) | 175 (fixed) |
| Base Attack Speed | 0.679 | 0.679 + 49.16% bonus |
💡 Key Identity: 355 base movement speed is the highest among junglers – Yi is FAST even without boots. Combined with Highlander’s 55% bonus MS, he reaches absurd chase speeds. His base attack speed of 0.679 seems average, but with Lethal Tempo, Highlander, and item AS, Yi reaches attack speed cap territory where he’s hitting 3–4 times per second. Each of those hits applies on-hit effects, True Damage from E, and generates Double Strike stacks. The math on his DPS is terrifying once you understand the scaling loops.
⚔️ Passive: Double Strike
INNATE: Master Yi’s basic attacks on-hit generate a stack of Double Strike for 4 seconds, refreshing on subsequent hits and stacking up to 3 times. At 3 stacks, his next basic attack is empowered to strike twice, with the second strike dealing 50% AD physical damage. The second strike applies on-hit effects, triggers on-attack effects, and is affected by critical strike modifiers. If the primary target dies before the second strike, it auto-targets another nearby enemy. The second strike can critically strike against structures.
| Parameter | Value |
| Stacks Required | 3 stacks (every 4th hit = double strike) |
| Second Strike Damage | 50% AD physical damage |
| On-Hit Application | Full on-hit effects on second strike |
| Effect Radius | 300 (retargets to nearby enemy if primary dies) |
💡 Pro Tip: The second strike applies ALL on-hit effects at full value. With Guinsoo’s Rageblade, BotRK, and Wuju Style (E), every Double Strike proc deals: 50% AD + Guinsoo’s phantom hit + BotRK % HP + True Damage from E. This effectively means Master Yi gets a FREE extra auto every 4th hit that carries ALL his on-hit damage. You can also pre-stack Double Strike on jungle camps to 2 stacks before ganking – first auto on the enemy champion immediately procs Double Strike for burst damage. The retargeting mechanic on kill is crucial in teamfights: if your target dies mid-Double Strike, the second hit automatically hits the nearest enemy, which can proc kills and reset chains.
⚔️ Q: Alpha Strike
Cost: 50 / 55 / 60 / 65 / 70 Mana | Cooldown: 20 / 19.5 / 19 / 18.5 / 18 seconds | Cast Time: NONE | Target Range: 600 | Effect Radius: 600
ACTIVE: Master Yi vanishes and becomes unable to act and untargetable. After 0.231 seconds he marks the target, then marks the nearest un-marked enemy within 600 units every 0.231 seconds (up to 3 additional targets, 4 total). Marks detonate dealing physical damage and applying on-hit effects at 75% effectiveness. Additional hits on the same target deal 25% damage. Alpha Strike can critically strike for (200% + 30%) damage.
CRITICAL: Basic attacks reduce Alpha Strike’s current cooldown by 1 second (affected by ability haste). Wuju Style and Highlander can be cast DURING Alpha Strike. Each Alpha Strike hit refreshes the current duration of Wuju Style and Highlander.
| Parameter | Value |
| Primary Physical Damage | 20 / 40 / 60 / 80 / 100 (+ 70% AD) |
| On-Hit Effectiveness | 75% (primary target), 18.75% (repeat hits) |
| Critical Strike Multiplier | 230% (200% + 30% bonus) |
| Bonus Monster Damage | 60 / 85 / 110 / 135 / 160 |
| CD Reduction per Auto | 1 second (affected by ability haste) |
⚠️ Why Alpha Strike is THE Ability: Alpha Strike is what makes Master Yi work. It’s a gap closer, a damage ability, an untargetability window, AND its cooldown drops by 1 second per auto. With 2+ attack speed (which Yi reaches easily), you’re reducing Q’s cooldown by 2+ seconds per actual second of combat. In prolonged fights with Highlander active, Q comes back every 4–5 seconds because you’re auto-attacking so fast. This means you’re untargetable for ~1 second every 4–5 seconds during teamfights – you literally phase in and out of existence while killing everyone. Timing Q to dodge crucial abilities (Zhonya’s-style) is the single biggest skill expression on Master Yi.
⚔️ W: Meditate
Cost: 40 Mana + 6% max mana/sec | Cooldown: 10 seconds | Cast Time: NONE
ACTIVE: Master Yi channels for up to 4 seconds, healing every 0.5 seconds, increased by 0–100% based on missing health. Gains 70% damage reduction for the first 0.5 seconds, then modified damage reduction for the remaining channel. Resets basic attack timer, pauses Wuju Style and Highlander durations, and grants 1 stack of Double Strike per second.
| Parameter | Value |
| Min Heal Per Tick | 15 / 25 / 35 / 45 / 55 (+ 12.5% AP) |
| Min Total Heal (4s) | 120 / 200 / 280 / 360 / 440 (+ 100% AP) |
| Initial Damage Reduction | 70% for first 0.5 seconds |
| Sustained Damage Reduction | 45 / 47.5 / 50 / 52.5 / 55% |
💡 Pro Tip: Meditate’s 70% damage reduction in the first 0.5 seconds is the key. You DON’T need to channel the full 4 seconds – tap W for 0.5 seconds to tank an incoming ability at 70% reduction, then immediately cancel into an auto attack (W resets your auto timer). This “auto-reset W” is a core mechanic: auto → W (0.1s) → auto gives you two autos in rapid succession while tanking damage between them. In jungle clearing, W also gives 1 Double Strike stack per second, so channeling W for 2–3 seconds before engaging gives you 2–3 free stacks (nearly guaranteeing Double Strike on first auto). The damage reduction also halves against turrets, making tower dives slightly more survivable.
⚔️ E: Wuju Style
Cooldown: 14 seconds | Cast Time: NONE
ACTIVE: Master Yi empowers his basic attacks for the next 5 seconds to deal bonus true damage on-hit.
| Parameter | Value |
| Bonus True Damage | 20 / 25 / 30 / 35 / 40 (+ 35% bonus AD) |
| Duration | 5 seconds (paused during Meditate) |
| Damage Type | TRUE DAMAGE (ignores armor and magic resist) |
⚠️ Why True Damage is Terrifying: True damage ignores ALL resistances – armor, magic resist, damage reduction effects, everything. With 200 bonus AD at full build, Wuju Style deals 40 + 70 = 110 true damage per auto. That’s PER HIT. At 2.5 attacks per second, that’s 275 TRUE DAMAGE PER SECOND that no amount of armor can reduce. Combined with Double Strike (which also procs E), you’re dealing ~330 true damage per second on average. This is why tanks can’t just stack armor against Yi – the true damage carves through them regardless. Remember that E can be activated DURING Alpha Strike, so the sequence is: Q (gap close + damage) → activate E during Q animation → land with E already active → start auto-attacking with true damage immediately.
⚔️ R: Highlander (Ultimate)
Cost: 100 Mana | Cooldown: 85 seconds | Cast Time: NONE
PASSIVE: Scoring a champion takedown reduces the current cooldowns of Master Yi’s basic abilities by 70%.
ACTIVE: Master Yi cleanses all slows and cripples. For the next 7 seconds, he gains ghosting, bonus attack speed, bonus movement speed, slow immunity, and cripple immunity. Scoring a champion takedown while Highlander is active extends its duration by 7 seconds.
| Parameter | Value |
| Bonus Attack Speed | 25 / 45 / 65% |
| Bonus Movement Speed | 35 / 45 / 55% |
| Duration | 7 seconds (+ 7 per champion takedown) |
| Passive (on takedown) | 70% current cooldown reduction on Q/W/E |
💡 Pro Tip: Highlander’s reset mechanic is what enables pentakills. Each champion kill or assist extends R by 7 seconds AND reduces Q/W/E cooldowns by 70%. If you get ONE kill during Highlander, your Q comes back nearly instantly (70% of remaining CD removed), your E resets, and you have 7 more seconds of max attack speed + movement speed. Get TWO kills and the entire fight is yours – you’re permanently at max speed with Q available every few seconds. This is the snowball effect that makes Yi terrifying: the more kills he gets, the stronger he becomes DURING the fight. A fed Yi in Highlander is a self-perpetuating killing machine that doesn’t stop until every enemy is dead or until he gets hard CC’d.
💠 The Hard Truth About Master Yi: Feast or Famine
Time for the honest take. Master Yi is simultaneously one of the strongest and weakest champions in the game, and which version you get depends entirely on two factors: your farm and the enemy team’s CC.
- When Yi Works: Enemy team has 0–1 hard CC abilities. You farmed efficiently and have Kraken + Guinsoo’s by 15 minutes. Your laners have at least one priority lane. You can flank or enter fights after CC is used. In this scenario, Yi 1v9s the game and the enemy team physically cannot stop you.
- When Yi Doesn’t Work: Enemy has Leona + Nautilus + Lissandra. You got invaded early and fell behind. Your lanes lost before you could scale. The enemy team groups and chains CC perfectly. In this scenario, you Q in, get stunned for 3 seconds, and die before Highlander does anything. Game over.
- The ELO Factor: In Iron through Gold, Yi has a massive win rate because teams don’t coordinate CC, don’t ward jungle, and don’t punish his weak early game. In Diamond+, Yi’s win rate drops because players save CC specifically for him, invade his jungle early, and group to prevent his split push. This is the reality – Yi is an ELO-dependent champion.
⚠️ Bottom Line: If you’re climbing through low-to-mid ELO, Master Yi is genuinely one of the best picks in the game. If you’re in Diamond+, he becomes a situational counter-pick into low-CC compositions. Know your bracket, pick accordingly.
🎯 Strategies and Gameplay Tips
Early Game (Levels 1-6)
- Full Clear, Every Time: Master Yi’s early ganks are among the weakest in the game – zero CC means you need the enemy to be massively overextended. Instead, full clear your jungle as fast as possible. Start Red → Krugs → Raptors → Wolves → Blue → Gromp for optimal first clear. Reach level 6 ASAP.
- Pre-Stack Double Strike: Before ganking, hit a jungle camp to build 2–3 Double Strike stacks. First auto on the enemy target procs Double Strike immediately for burst damage + on-hit effects.
- Use Q to Dodge, Not to Engage: Your Q makes you untargetable. In early skirmishes, DON’T open with Q – save it to dodge the enemy jungler’s key ability (Lee Sin Q2, Elise Cocoon, etc.). Opening with Q wastes your only defensive tool.
- Respect Invades: Yi is weak 1v1 early against aggressive junglers (Lee Sin, Elise, Nidalee). If you see the enemy jungler on your side of the map, back off and farm the other side. Dying early on Yi sets you back MASSIVELY because you’re item-dependent.
Mid Game (Levels 7-13)
- Power Spike at Kraken + Guinsoo’s: The moment you complete these two items, your DPS spikes dramatically. Guinsoo’s converts crit chance into on-hit damage and provides phantom hits – combined with Double Strike, you’re effectively getting extra autos worth of on-hit damage every few seconds. This is when you start looking for fights.
- Pick Off Isolated Targets: Don’t teamfight yet unless you’re ahead. Instead, catch isolated enemies in their jungle or side lanes. R → Q → E → auto until dead. With Highlander’s movement speed, almost no one can outrun you.
- Objective Control: Yi is one of the fastest Dragon/Rift Herald/Baron soloers in the game. Wuju Style true damage + high attack speed shreds objectives. If the enemy team is grouped on the other side of the map, take the objective for free.
Late Game (Level 14+)
- Enter Fights LAST: This is the #1 rule. Never be the first one in. Wait for the enemy team to use their hard CC on your frontline, THEN R → Q onto their backline. A Yi who enters after CC is blown is unstoppable. A Yi who enters first dies in the CC chain.
- Flanking > Front Engage: Approach teamfights from unexpected angles. Highlander’s movement speed lets you walk around the fight and come from behind. The enemy backline doesn’t expect Yi from their own jungle.
- Split Push Pressure: With Q waveclear and E true damage, Yi pushes lanes extremely fast. If the enemy sends one person, you kill them. If they send two, your team fights 4v3. Yi forces the enemy to always respect his side lane pressure.
- Chain Resets: In teamfights, focus the squishiest target first. One kill = Highlander extension + 70% CD reduction on Q/W/E. Each subsequent kill makes you stronger. The dream scenario: Q squishy → kill → Q resets → Q next target → kill → repeat until pentakill.
❌ Common Mistakes and How to Avoid Them
- Q-ing First in Teamfights: Using Q to engage means you’re visible and targetable the moment you land. Every CC ability will be aimed at you. Instead: walk in with R movement speed, auto, then Q to dodge the CC that comes your way. Q is your DEFENSIVE tool in fights.
- Ganking Before Level 6: Yi has ZERO crowd control. Pre-6 ganks only work if the enemy is extremely overextended or your laner has strong CC. Don’t waste time walking to lanes – farm your jungle and power spike at 6.
- Not Using W Auto Reset: Tapping W (for 0.1–0.5 seconds) between autos resets your attack timer and gives 70% damage reduction briefly. The sequence: auto → W (tap) → auto is faster than auto → auto and tanks a hit between them. Practice this – it’s massive for DPS and survivability.
- Building Wrong Against CC: If the enemy has 3+ hard CC abilities, you NEED Mercury’s Treads and possibly Wit’s End. Berserker’s Greaves into heavy CC is suicide. Itemize for survival first, damage second.
- Ignoring Jungle Farm Mid-Game: Yi needs gold more than almost any other jungler. Even when looking for fights, always clear camps on the way. Every camp is 80–120 gold that accelerates your item spikes. A Yi with Kraken + Guinsoo’s + BotRK is 10x stronger than a Yi with Kraken + components.
⚙️ Recommended Build and Itemization
Core Items (53% WR Build)
- Kraken Slayer: First item. Provides AD, attack speed, and an on-hit damage proc every 3rd auto. Combined with Double Strike (extra hit every 4th auto), you’re proccing Kraken absurdly fast. This is the single biggest damage spike for Yi.
- Berserker’s Greaves: Attack speed boots. More attacks = more Double Strike procs, more Q cooldown reduction, more E true damage applications. Take Mercury’s Treads instead against heavy CC teams.
- Guinsoo’s Rageblade: THE synergy item. Converts crit chance into on-hit damage and provides phantom hits at max stacks. Combined with Double Strike, Kraken Slayer, and Wuju Style, the on-hit damage stacking becomes absurd. This is Yi’s second core – never skip it.
- Blade of the Ruined King: % max HP on-hit damage that synergizes with everything above. BotRK + Guinsoo’s + Wuju Style = on-hit overload that melts tanks and squishies equally.
Situational Items
- Experimental Hexplate: After using R, grants burst of movement speed and attack speed. Perfect synergy with Highlander – activate R, Hexplate procs, you’re running at enemies at warp speed.
- Death’s Dance: Stores damage as a bleed effect. Combined with W’s damage reduction and healing, Death’s Dance makes Yi incredibly hard to burst. The bleed resets on takedown, so chain kills negate stored damage entirely.
- Wit’s End: Against heavy AP teams. Provides MR, attack speed, AND on-hit magic damage. The on-hit synergy with Guinsoo’s makes this both defensive and offensive.
- Guardian Angel: Insurance policy. If you dive into a teamfight and die, GA revives you. Combined with Highlander reset extending, you can sometimes get a kill, die, revive, and continue the chain with R still active.
Runes
Primary Tree (Precision): Lethal Tempo (keystone), Triumph, Legend: Alacrity, Coup de Grace
Secondary Tree (Inspiration): Cosmic Insight, Magical Footwear
Rune Shards: Attack Speed, Adaptive Force, Health Scaling
Summoner Spells: Flash + Smite
Skill Max Order: Q → E → W
💡 Pro Tip: Lethal Tempo is Yi’s best keystone because it provides ramping attack speed during extended fights – exactly what Yi wants. The more autos you land, the faster you attack, the more on-hit procs you get, the faster Q comes back. Triumph is essential: the 12% missing HP heal on takedown keeps you alive through chain kills. Legend: Alacrity gives permanent attack speed that never falls off. Coup de Grace provides execution damage to secure kills and trigger resets. Magical Footwear saves 300 gold (accelerates Kraken), and Cosmic Insight reduces summoner spell/item cooldowns.
⚔️ Counter Picks & Matchups
✅ Master Yi Counters (Favorable)
1. Rengar
Why: Rengar relies on burst from bushes to assassinate. Yi’s Q makes him untargetable during Rengar’s leap, and W’s 70% damage reduction tanks Rengar’s combo if timed correctly. Once Rengar’s burst is used, he has no sustained damage to match Yi’s auto-attack DPS with Highlander. Post-6, Yi outfights Rengar in every 1v1 scenario.
2. Zed
Why: Zed’s entire kit is about burst damage with R (Death Mark). Yi’s W channels 70% damage reduction that tanks Death Mark pop, and Q makes him untargetable during Zed’s combo. After Zed’s abilities are on cooldown, Yi auto-attacks him to death. Zed simply can’t kill Yi through W + Q defensive tools.
3. Qiyana
Why: Qiyana relies on burst and terrain control. Yi’s Alpha Strike dodges her combos, and Highlander makes him immune to her slows from ice element. In sustained combat, Qiyana has nothing – once her burst combo misses or gets dodged, Yi auto-attacks her down in 2–3 seconds.
❌ Master Yi is Countered By
1. Warwick
Why: Warwick is everything Yi hates in one champion. His E (Primal Howl) fears Yi mid-auto, his R (Infinite Duress) suppresses Yi through Highlander (suppression ignores slow immunity), and his passive healing + damage reduction makes him incredibly hard to burst. Warwick also dominates Yi in the early jungle, invading and killing him repeatedly.
2. Rammus
Why: Rammus’s entire kit is designed to counter auto-attackers. W (Defensive Ball Curl) reflects damage back to Yi on every auto. E (Frenzied Taunt) is a POINT-AND-CLICK taunt that forces Yi to auto Rammus (taking reflected damage). The more Yi attacks, the more he kills himself. Armor stacking makes Yi’s physical damage from autos and Q negligible – only E’s true damage gets through.
3. Jax
Why: Jax’s Counter Strike (E) dodges ALL of Yi’s auto attacks for 2 seconds and stuns afterward. Yi’s entire damage comes from autos – Jax pressing E removes 100% of Yi’s DPS for 2 seconds. Jax also scales into a dueling monster that matches Yi’s late-game power while having better CC and defensive tools.
FAQ
Q: Can Master Yi Q dodge tower shots?
A: Yes. During Alpha Strike, Yi is completely untargetable – tower shots, abilities, and auto-attacks all miss. If you Q a minion near a tower, the tower loses aggro (as long as you didn’t hit a champion). This makes tower dives significantly safer.
Q: Why is Yi considered easy but hard at the same time?
A: Yi’s kit is mechanically simple: Q, auto, E, auto. But using Q defensively to dodge CC, timing W damage reduction, knowing WHEN to enter fights, and managing resets is the actual skill. Bad Yi players press Q immediately and die. Good Yi players wait, dodge, and clean up.
Q: Is crit Yi viable?
A: Yes, there’s an off-meta crit build (Yun Tal Wildarrows + Infinity Edge) with ~52% win rate over smaller sample sizes. It’s more burst-oriented: Q crits for 230% damage and you rely on raw AD rather than on-hit stacking. The standard on-hit build (Kraken + Guinsoo’s) is more consistent and has larger sample size data backing it.
Q: How do I deal with heavy CC teams as Yi?
A: Three options: build Mercury’s Treads for tenacity, save Q to dodge the first CC ability, and ALWAYS enter fights after CC is used on your frontline. If the enemy has 3+ hard CC and they’re coordinated enough to chain it on you, consider whether Yi was the right pick. Sometimes the honest answer is: it wasn’t.
Q: Can Highlander be interrupted?A: Highlander makes you immune to slows and cripples but NOT to stuns, roots, knockups, suppressions, or other hard CC. A Leona stun will still lock you down. Highlander’s slow immunity is specifically for movement speed slows and attack speed slows (cripples).