Master Yi Jungle Build & Guide — Patch 16.12

Tactical Dashboard
Core Abilities
Skill Order
Primary Combo
Core Items
Situational Items
Runes

Precision: Lethal Tempo breaks the attack-speed cap so Double Strike procs faster. Triumph gives HP on takedown to chain dives, Legend: Alacrity stacks attack speed, Coup de Grace adds 8% damage under 40% HP — the range where Highlander resets land.
Resolve secondary: Bone Plating tanks the first 3 instances of damage during a gank attempt, Revitalize amplifies your Meditate (W) heal so the channel mid-clear gives more sustain.
Vs heavy poke comps (Caitlyn, Varus, Ezreal in mid skirmishes) swap Resolve for Inspiration with Magical Footwear (free boots minute 12) and Cosmic Insight (-5% summoner cooldowns for more Smite and Flash).
Win Condition
Snowball through level 6: gank twice before minute 8, finish Blade of The Ruined King, then dive squishy targets in skirmishes — Highlander resets your Q on every kill so you chain executions.
Weakness
No mobility before level 6 and no built-in CC. Hard CC chains (stuns, roots, suppresses) shut you down completely; strong early-clear junglers can invade you out of your camps.
Overview
Master Yi is an AD skirmisher jungler whose entire game plan is "auto-attack until the enemy team is dead." His passive Double Strike, his Alpha Strike (Q) dash, and his Wuju Style (E) true-damage toggle stack into one of the highest single-target DPS profiles in the game once items come online. The price is brutal: he has no built-in crowd control (CC), no real escape before level 6, and any stun chain locks him out of the fight.
Your game plan is brain-on-rails: clear three camps, look for a level-3 gank with the Smite-pet active, hit level 6 for Highlander (R), then snowball — meaning turn your early advantage into a bigger one, kill after kill, because each champion takedown refreshes your R and resets ability cooldowns. If you fall behind, you do not scale out of it: Master Yi has weak mid-game stats unless you are ahead of curve on items.
Recommended Build
Starting items:
Gustwalker Hatchling +
Refillable Potion. Gustwalker Hatchling is the melee jungle pet companion that powers up as you clear camps and gives Master Yi out-of-combat sprint to roam between ganks.
Core items (in order):
Gustwalker Hatchling — jungle pet companion that grows as you clear camps (powers up around minute 3-4). Adds out-of-combat sprint, useful for chasing ganks across the map and reaching skirmishes before they end.
Blade of The Ruined King — your first full item. The on-hit current-HP damage shreds tanks (your weakest matchup) and the active slow gives you the kiting tool you do not have in your kit.
Berserker's Greaves — flat attack speed boots. Take them as soon as you finish Blade of The Ruined King; movement speed is fine on Master Yi because R already gives you a huge speed buff.
Wit's End — magic damage on-hit + magic resistance. Triggers Double Strike's bonus magic damage twice per cycle, and the magic resist closes Master Yi's biggest hole (he is already squishy, so AP burst hits him hard).
Rapid Firecannon — attack speed + crit + extra range on the empowered first auto. Lets you start a fight from outside their CC range, then dash in with Alpha Strike.
Situational items:
Mercurial Scimitar — vs heavy single-target CC like Malzahar's ult, Skarner's ult, or a Warwick suppress. The active cleanses the lock, so a single CC ability does not waste your R window.
Maw of Malmortius — vs heavy AP burst (Syndra, Veigar, Annie). Adds magic resistance plus a lifeline shield that triggers when you drop low; gives you the second to react that your kit normally lacks.
Guardian Angel — when you are the team's main damage dealer and dive deep into the back line. The revive lets you finish the fight after your first all-in (full commit) instead of dying mid-clean-up.
Mortal Reminder — vs healing-stacking compositions (Soraka, Vladimir, Aatrox, Yuumi). Applies Grievous Wounds, which cuts incoming healing roughly in half on every basic attack.
Boots:
Berserker's Greaves is default.
Mercurial Scimitar replaces the boots slot in priority only when one specific CC threat decides games (see situational notes).
Skill order: Max Q first (lower cooldown and more damage on Alpha Strike), E second (true damage scales with rank), W last. Take a point in R at levels 6, 11, and 16.
Runes: Primary Precision with Lethal Tempo, Triumph, Legend: Alacrity, Coup de Grace. Secondary Resolve with Bone Plating and Revitalize, or Inspiration with Magical Footwear and Cosmic Insight vs heavy poke comps.
Pick into / Counterpicks
Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.
Champions MasterYi beats
Global-heal enchanter without hard CC
Wuju Style (E) true damage cuts through Salvation (P) sustain and Highlander (R) speed catches Soraka before Wish (R) channel completes. Starcall (Q) silence is short and Equinox (E) root zone is dodgeable on Alpha Strike (Q) untargetable frames.
SorakaAttach-dependent ranged enchanter
Wuju Style (E) true damage cuts through Yuumi's ADC shielding and Highlander (R) catches her before You and Me! (W) attach swap completes. Final Chapter (R) channel breaks under Alpha Strike (Q) bounce and Zoomies (E) shield only mitigates one auto.
YuumiImmobile post-death scaling mage
Alpha Strike (Q) crosses 600 units and goes untargetable mid-dash, ignoring Wall of Pain (W) slow setup. Karthus has no escape once Highlander (R) commits, and Coup de Grace cleans him up under 40% HP before Requiem (R) can channel.
KarthusCage-stun stacking mage
Alpha Strike (Q) crosses 600 units and goes untargetable mid-dash, dodging Event Horizon (E) cage edge stun. Veigar has no escape once Highlander (R) commits, and Coup de Grace cleans him up under 40% HP before Primordial Burst (R) finisher.
VeigarAOE bomb artillery mage
Alpha Strike (Q) crosses 600 units and goes untargetable mid-dash, dodging Bouncing Bomb (Q) and Hexplosive Minefield (E) detonations. Ziggs has no escape once Highlander (R) commits, and Satchel Charge (W) knock-back is dodgeable on Yi's dash frames.
Ziggs
Champions that beat MasterYi
Single-target suppress control mage
Nether Grasp (R) locks Master Yi in place for 2.5s and ignores Highlander (R) slow immunity because suppression is a separate CC type. Call of the Void (Q) silence cancels Wuju Style (E) toggle and Malefic Visions (E) DOT spreads while Yi is locked.
MalzaharSingle-target suppress engage tank
Impale (R) locks Master Yi in place and drags him out of position, ignoring Highlander (R) slow immunity because suppression is a separate CC type. Shattered Earth / Upheaval (Q) terrain pillars block Alpha Strike (Q) bounce paths and Ixtal's Impact (E) stuns Yi mid-dash.
SkarnerEarly-game invade duelist jungler
Sonic Wave / Resonating Strike (Q) plus Flurry (P) attack speed reaches level 3 with full HP before Master Yi does and out-duels him in his own jungle. Master Yi has no escape pre-6 and Dragon's Rage (R) kick interrupts Meditate (W) channel.
Lee SinEarly-game form-swap invader jungler
Neurotoxin / Venomous Bite (Q) plus Spider Form (R) attack speed reaches level 3 with full HP before Master Yi does and out-duels him in his own jungle. Cocoon (E) stun cancels Wuju Style (E) toggle and Rappel (E) repositions out of Alpha Strike (Q).
EliseArmor-reflect tank jungler
Defensive Ball Curl (W) reflects a chunk of Master Yi's auto-attack damage back at him and Spiked Shell (P) on-hit return scales with his armor. Frenzying Taunt (E) forces Yi to attack into Defensive Ball Curl (W) and Soaring Slam (R) knock-up interrupts Highlander (R) reset.
Rammus
Key matchups
- Malzahar / Skarner: Their R suppresses you for the whole duration and ignores Highlander's slow immunity. Buy
Mercurial Scimitar as second item, and never engage a fight where they have ult up unless your front line peels (protects) you first. - Lee Sin (enemy jungler): He clears faster than you and hits level 3 with full HP. Track his first camp via vision on his red/blue buff; if he invades you, give up the camp and full-clear your safer side instead of fighting him 1v1 pre-6.
- Rammus (enemy jungler or top): His W Defensive Ball Curl reflects a chunk of your auto-attack damage back at you. Switch targets in fights — never tunnel on Rammus, hit the carry instead.
- Caitlyn / enemy ADC with poke: They poke your jungle from lane bushes and you cannot trade back. Path to the opposite side of the map after first clear and ask your team for a vision sweep before you commit a gank into their lane.
- Yuumi (enemy support): She hard-counters your dive: she gets attached, untargetable, and her R slows you. Burst the carry she is on as fast as possible — Yuumi only protects one ally at a time, so if you kill them quickly she has nothing to do.
Power spikes & win conditions
- Level 3: First gank window. Path through Smite-monster, scuttle (the river crab that grants vision), then a lane with a setup champion (Leona, Nautilus, Lux). Without R you need an ally CC chain to land.
- Level 6: Highlander unlocks. Takedowns refresh duration and reset basic ability cooldowns, so chaining 2-3 kills in one fight is the realistic ceiling. This is your biggest snowball window — the gap between you and the enemy carries is largest at minute 8-10.
Blade of The Ruined King completion (~ minute 10-12): First full item. Your damage spikes to "instant kill on a squishy with R" levels. Force a skirmish around scuttle or grubs the moment it finishes.- 3 items + Berserker's Greaves online (~ minute 22-26): Blade + Wit's End + Rapid Firecannon stack to your true DPS profile. Once you reach this, you out-duel every non-tank champion in the game in a 1v1.
Common mistakes
- Spamming Alpha Strike on cooldown. Q goes on cooldown if you cast it without auto-attacks queued. Auto-attack between casts (the basic attacks reduce Q cooldown), and you will get a second Q in the same fight.
- Using R before there is a kill in front of you. Highlander's value is the takedown reset, not the raw stats. Pop it the moment a kill is realistic — not at the start of an engage where the enemy can still kite (move away while attacking) you.
- Tunneling on the front-line tank. Even with Wuju Style true damage, killing a tank takes 5-6 seconds during which their carry deletes your team. Skip the tank, dash past with Q, kill the carry, then Highlander-reset back to clean up.
- Meditating mid-fight without setup. Channel breaks on hard CC. Use W outside fights for mid-clear sustain or to bait long-cast skillshots (Lux Q, Veigar E) — never as your "panic button" once you are already in melee range of the enemy team.
- Invading a stronger early jungler. Lee Sin, Elise, Graves all reach level 3 ahead of you with more HP. If you see them last-clear into a gank, do not face-check; full-clear your safer side and play for level 6.
Advanced tip
Use Alpha Strike as a defensive tool, not just an offensive dash. The untargetability frame at the start of the cast dodges projectile abilities like Caitlyn's Ace in the Hole, Ashe's Enchanted Crystal Arrow, or Lux's Final Spark mid-cast. Practice timing the Q the moment you see the cast animation: if you Q on reaction to the enemy ability, you both dodge the damage and dash to a safer angle for your next auto-attack rotation.
Past patches
No previous versions available.