See Master Yi's counters
Patch 26.18jungle

Master Yi Jungle Build & Guide — Patch 26.18

MasterYi

Tactical Dashboard

Difficulty
Damage
PHYSICAL
Class
Fighter / Skirmisher
Patch
26.18

Core Abilities

Double Strike
Every third consecutive basic attack, Master Yi strikes twice. The second hit applies on-hit effects in full, so it scales hard with items like Wit's End and Blade of The Ruined King.
Alpha Strike
Alpha Strike
Dash to a target and become untargetable while bouncing to up to four enemies. Basic attacks reduce its cooldown — auto-attack between casts to keep it spammable.
Meditate
Meditate
Channel that heals and reduces incoming damage. Use mid-clear to top up, or mid-fight to bait long-cast skillshots — channel breaks on hard CC.
Wuju Style
Wuju Style
Toggle that adds bonus true damage to basic attacks for a few seconds. True damage ignores armor, so this is your main shred against tanks.
Highlander
Highlander
Big move speed and attack speed buff plus slow immunity. Each champion takedown extends it by 7 seconds and cuts 70% off your basic ability cooldowns — your snowball window.

Skill Order

1
Q
2
E
3
W
4
Q
5
Q
6
R
7
Q
8
E
9
Q
10
E
11
R
12
E
13
E
14
W
15
W
16
R
17
W
18
W

Primary Combo

EQAAR

Core Items

Gustwalker Hatchling
Blade of The Ruined King
Berserker's Greaves
Wit's End
Rapid Firecannon

Situational Items

Mercurial Scimitar
Mercurial Scimitar
vs heavy single-target CC (Malzahar R, Skarner R, Warwick R) — active cleanses the lock so Highlander is not wasted
Maw of Malmortius
Maw of Malmortius
vs heavy AP burst comps (Syndra, Veigar, Annie) — magic shield + lifeline saves you when their burst lands
Guardian Angel
Guardian Angel
when you are the team's win condition and need a second life to clean up the fight after your first dive
Mortal Reminder
Mortal Reminder
vs heavy healing comps (Soraka, Vladimir, Aatrox, Yuumi) — Grievous Wounds cuts their heals by 40%

Runes

Primary · Precision
Lethal Tempo
KeystoneLethal Tempo
Triumph
Triumph
Legend: Alacrity
Legend: Alacrity
Coup de Grace
Coup de Grace
Secondary · Resolve
Bone Plating
Bone Plating
Revitalize
Revitalize
Stat shards
Attack SpeedAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Precision: Lethal Tempo stacks 6% attack speed per hit, up to 6 stacks, 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.

Why secondary

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.

When to switch secondary

Vs heavy poke comps (Caitlyn, Varus, Ezreal in mid skirmishes) swap Resolve for Inspiration with Magical Footwear (free boots minute 12) and Cosmic Insight (+18 summoner spell haste and +10 item haste, 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 — every kill cuts 70% off your Q cooldown 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 runs 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 extends R by 7 seconds and cuts 70% off the current cooldown of your basic abilities. If you fall behind, you do not scale out of it: Master Yi has weak mid-game stats unless you are ahead of the curve on items.

Recommended Build

Starting items: Gustwalker Hatchling Gustwalker Hatchling (450g) + 1 Health Potion Health Potion (50g). That is the full 500 gold you start with; the Refillable Potion is a first-back purchase, not a start. 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):

  1. Gustwalker Hatchling 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.
  2. Blade of The Ruined King Blade of The Ruined King — your first full item. Mist's Edge turns every attack into a slice of the target's current health, which is what shreds the tanks that are otherwise your worst matchup, and the 10% life steal keeps you healthy through a clear. There is no active to press on this item. The slow comes from the second passive, Clawing Shadows: your third attack on the same champion slows them by 30% for one second. You have to already be on the target to earn it, so it holds a fleeing enemy in range rather than closing the gap for you.
  3. Berserker's Greaves Berserker's Greaves — flat attack speed boots, raised from 25% to 30% attack speed in Patch 26.16. Buy them on the same trip to base that finishes Blade of The Ruined King, or on the next one: never leave them until after Wit's End: every point of attack speed is another Double Strike (P) stack and another auto shaving the Alpha Strike (Q) cooldown. Movement speed is fine on Master Yi because R already gives you a huge speed buff.
  4. Wit's End Wit's End — magic damage on-hit + magic resistance. Every third basic attack Double Strike (P) hits twice and the second strike applies on-hit effects in full, so Wit's End's magic damage lands twice inside that one attack. The magic resist closes Master Yi's biggest hole (he is already squishy, so AP burst hits him hard).
  5. Rapid Firecannon 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 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 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 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 Mortal Reminder — vs healing-stacking compositions (Soraka, Vladimir, Aatrox, Yuumi). Applies Grievous Wounds, which cuts incoming healing by 40% on every basic attack.

Boots: Berserker's Greaves Berserker's Greaves is the default, and after the buff, delaying them costs more than it used to. Mercurial Scimitar Mercurial Scimitar still jumps the queue when one specific CC threat decides games (see situational notes), but take the boots on the following back rather than pushing them to fourth item.

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.

    Soraka
  • Attach-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.

    Yuumi
  • Immobile 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.

    Karthus
  • Cage-stun stacking mage

    Event Horizon is Veigar's only way to hold a diver, and Alpha Strike goes untargetable through the edge of the cage. Once the cage is spent he has nothing left — Highlander closes the distance and Coup de Grace finishes him before Primordial Burst comes back.

    Veigar
  • AOE bomb artillery mage

    Ziggs fights by covering ground he does not stand on, and none of it stops a dash that turns untargetable. Satchel Charge is his one escape, and it goes off too late once Highlander is already on top of him.

    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.

    Malzahar
  • Single-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.

    Skarner
  • Early-game invade duelist jungler

    Between Sonic Wave / Resonating Strike (Q) and the Flurry (P) attack speed, Lee Sin reaches level 3 at 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 Sin
  • Early-game form-swap invader jungler

    Between Neurotoxin / Venomous Bite (Q) and the Spider Form (R) attack speed, Elise reaches level 3 at 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).

    Elise
  • Armor-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 stops his autos mid-Highlander (R).

    Rammus

Key matchups

  • Malzahar / Skarner: Nether Grasp (R) and Impale (R) suppress you for the whole duration, and neither is answered by Highlander (R) slow immunity or by Meditate (W), whose channel the suppress breaks outright. Buy Mercurial Scimitar Mercurial Scimitar right after Blade of The Ruined King, then Berserker's Greaves on the next back: the buffed boots keep Double Strike (P) cycling and shorten the Alpha Strike (Q) reset you need the moment the suppress ends. 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 attaches to an ally, becomes 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. Clear the buff camp you can Smite, take scuttle (the river crab that grants vision when killed), then gank a lane that has a champion who can hold the target still (Leona, Nautilus, Lux). Without R you need an ally to land their crowd control first.
  • Level 6: Highlander unlocks. Each champion takedown extends it by 7 seconds and cuts 70% off the current cooldown of your basic abilities — a big shortcut, not a full reset: Alpha Strike (Q) still needs about six seconds to come back at rank 1. 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 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 and Rapid Firecannon together give you your full damage profile, now on top of 30% boot attack speed instead of 25%. Once you reach this, you out-duel every non-tank champion in the game in a 1v1.

Common mistakes

  • Spamming Alpha Strike on cooldown. Cast it with nothing else lined up and you pay the full cooldown, because only your basic attacks bring it back sooner. 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 cooldown refund a takedown gives back, 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 (back away while still 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.

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