[Guide] Master Yi on the Twisted Treeline

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Alcalz

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Senior Member

04-06-2010

So. You want to play THE MASTER OF TT, and you want to know how to truly own face with him. While a fairly weak champion on SR, Master Yi excels on the TT because of his high burst damage, his excellent farming ability and his capacity for fast movement.

And letís not forget backdooring. Never forget it. Master Yi loves backdooring. You may interpret that as you will.

Skill Build

At level one, grab Alpha Strike for high early damage. After that, organize your skills in this priority: Highlander (R) - > Alpha Strike (Q) - > Wuju Style (E) - > Meditate (W). Why? Highlander is his ult, and gives him awesome burst in fights. Alpha strike, however, is his main farming ability. Alpha strike will let you destroy minion waves, eat jungle creeps for breakfast, and chase down fleeing opponents. Itís also a nice teleport; you can do it over walls if you have someone to attack to. This is great for ganking, appearing suddenly and sometimes (rarely) for escaping. Wuju Style is, well, damage. Duh. Meditate... is awful. Only get it when you can't get something else. If you need to heal, kill some minions. Or go home and be back two seconds later.

Highlander (R) - > Alpha Strike (Q) - > Wuju Style (E) - > Meditate (W).

Item Build

Item builds are highly dependent on who you are against. However, some things stay the same.

1) Vampiric Scepter. Aside from the fact that you can upgrade it easily into awesome items like the Bloodthirster, or Starks, this allows you to jungle and to have some staying power while laning. Remember, Vampires were cool once. If you block out the last few years from your head, they can still be cool.

Edit: Other Options
There is a certain amount of other discussion about whether to get the Vampiric Scepter first. After all, considering that most heroes are breaking 70 at best for early damage, 12% brings negligible rewards. So lets compare to several other early possibilities.

- Doran's Blade: Probably the best choice for Yi, but keep in mind that you will need to get the vampiric scepter as well. Having the health boost and the slight damage boost is kinda nice for level one, but it won't last long. The issue with Doran's Blade is that 4% lifesteal is incredibly crappy, and it doesn't build into anything else. If you feel that your early game is lacking, try getting this, but remember that you will, sometime soon, be forced to buy a vampiric scepter as well.

- Doran's Shield: This item gives you some armour, some health, and some health regeneration. Again, an alright item, as it will supply you with some staying power in your early laning. However, it lacks versitility, and will quickly become useless. Doran's blade is more useful.

- Longsword: Longsword is nice in that it feeds into your Bloodrazor, and gives you a nice little boost to your early damage. This bears comparison to Doran's Blade: Doran's blade gives 60% of damage, plus health, plus life-steal. Overall, a better item. However, one builds into your first powerful item, so... a toss-up. If you are grabbing the early gank, try Doran's Blade. Otherwise, try the Longsword. Remember that FOR BOTH OF THEM, you will need to get a Vampiric scepter soon, because otherwise your jungling suffers badly.

- Regeneration Pendant: The regeneration pendant is the only thing on this list designed to replace the Vampiric scepter in functionality. This means that you don't need to hurt things in order to regain life, but can just wait. However, at approximately 3 health per second, you are actually losing out in total health regained, because the vampiric scepter is most important when fighting neutral creeps. On the plus side, you can turn this into a philosophers stone, which provides you with mana regeneration.
If you find yourself mana starved, try this instead.


To summarize;

1) If you plan on laning a lot before you start your real jungling, AND want the early gank, try Doran's Blade. Supplement it with a vampiric scepter after you get boots.
2) If you plan on laning a lot instead of jungling but aren't going to try to get an early gank around the lizard, instead get a Longsword, which feeds into your Razor. Supplement it with a vampiric scepter after you get the Razor.
3) Don't get Doran's shield.
4) If you find yourself mana-starved late game, try the Regeneration pendant, and upgrade it into a philosophers stone, providing mana regen, health regen, and a gold bonus.


2) Boots. Of some kind. Some people try to play without boots. These people are what we call ďidiotsĒ. Upgrade them as soon as you can, because speed is highly useful and necessary on this map. What kind of boots you get depends on who you are against. Mercury Treads are often a must (if they have stuns, taunts or casters), but bezerkers greaves, boots of movement or even ninja tabi can suit your situation. It depends on both your other items and your opponents.

3) Madredís Bloodrazor if there is even a single tank on the opposite team. Some nameless genius once wrote that with Madredís in hand he stopped looking at tanks as impossible giants, but rather as big juicy steaks. As creepy as that metaphor is, embrace it. For less money than infinity edge, Madreds bloodrazor gives you the ability to cut through any tank, as well as armor, damage, and faster attack speed. This is a highly useful item on the TT, when so many of your opponents are tanks. If there are NO tanks on the opposing team, grab a BF sword and then upgrade it to a bloodthirster. Because blood tastes so very good.

4) Last Whisper, if there are two tanks on the opposing team, or if that one tank is causing you trouble. Why itís called Last Whisper, I will never know, but itís a bow that kills tanks. This cuts through 40% of their armour, and gives you even more attack speed. That speed, when combined with madreds 4% per hit damage, his awesome. If there is only one tank, or no tanks, try getting Phantom Dancer.

5) Phantom Dancer. No matter what. The move speed, attack speed and dodge is awesome. And be serious, it was Yiís dream, even as a child, to be a dancer. Donít crush his dreams.

Your other items will have to be game dependant. They are using tons of stuns/blinds on your? Grab bansheeís veil. They are escaping? Frozen mallet. If you arenít sure, bloodthirsters and phantom dancers are amazing, because they allow you to never die due to high lifesteal, dodge and speed.

Keep in mind that most games wonít get this far. Indeed, most games will end around the 10k mark, which means that youíll have gotten to the last whisper or to your phantom dancer. Adjust your build AS NEEDED. If no one else on your team is getting Starks, and you have the money, GET IT; itís awesome and makes your entire team very powerful.

Summoner Skills

Exhaust is a must for EVERYONE on the TT. Shutting down 1/3 of their team? Stopping someone from escaping? Reducing someoneís armour? All awesome.

Your second skill is up to you. I run with Cleanse, for getting out of stuns and snares, or Ignite, for the early gank and Dr. Mundo.
Heal is another good option which protects you from early ganks and damage. Unfortunately, Cleanse is very effective against teams with massed stuns, and you can't tell who you will be against before you choose.

Now for gameplay.

So, you started off with Alpha Strike (Q) and a Vampiric scepter. This gives you some ability to stay in your lane, farming power, and the ability to jungle well. Stick with your allies, and switch lanes often. The key to the game is LANE TOGETHER, JUNGLE TOGETHER, GANK TOGETHER. As they say, the family that stays together, slays together.

At level 6, you have an awesome escape mechanism; highlander. Find someone alone? You can kill them. Find two of them? You can escape. Do so. This means that you can run around and jungle to your hearts delight. As soon as you have your first BF sword, you can solo the dragon. If youíre getting madreds bloodrazor, wait until you have half of the ingredients before taking him of, and try to go in with an ally. Jungling is fairly easy for Master Yi, so itís great to try to clear out the jungle as often as possible, as this cuts off opponents who might be jungling as well.

Two wards will suffice in this game. The Dragon and the Lizard. It tells you where your opponents are going, and when the buffs show up. You can then go grab them or steal them. A universal damage booster is great, and a slow is AWESOME, although you will rarely need it because you are already so **** fast. Additionally, seeing some half-life warwick jungling against the wolves or the lizard is always a boon; run in there and kill him. Heíll lose his buff, and poor Warwick, his life as well. Revenge for Urf is perhaps the most important thing in this game, and donít you forget it.

Most of your kills wonít be solo kills. In general, unless you KNOW WHERE THE REST OF THEIR TEAM IS, donít engage someone by themselves. Their allies can show up far too quickly and eat you alive. Master Yi is squishy, even if you get Bansheeís veil or frozen mallet. What Yi does is hurt your opponents in team fights so badly that they cry for mercy, and then chase them down as they run crying to their motherís skirts. If you find someone alone, call in an ally, or just scare them away by popping out of a bush and then retrating.

In team fights, donít rush in by yourself. Hell, donít rush in. Wait until your tanky friends have moved in, and then press E and R and go in and kill the most irritating one. Zilean, Teemo, anyone squishy, anyone who is a DPS. Then BAM onto the next one. Hit the people with the lowest current health, and youíll save your allies while feeding your team. With madredís you should be able to take on just about anyone quickly, and with last whisper even the tankiest tanks will get destroyed by your mere presence.




Youíd best be fearing the Yi.


Overall, Yi is great because he is useful at every stage of the game. As a late game carry, Yi destroys everything in his path and can take down nexi, towers and inhibitors in seconds. At level 1, he is great for your first gank because he can use Alpha strike to do 100 damage to four opponents, and use it to chase down fleeing enemies, plus his double-strike passive gives him nice damage overall. Mid game is a breeze for him, because his maxed out alpha strike will take down four minions at a time, making it simple for him to clear out minion waves, defend towers and jungle madly, thus hastening his powerful late-game when everyone on the opposing team fears him. Watch Rammus stop taunting you because he dies too quickly as you shear through his armour and get to the tender turtle flesh. Watch everyone futilely run in fear as you chase them down and do horrible things to their organs with your sword.


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GuyGin

Senior Member

04-06-2010

I think this is a good guide, you might want to go in a little more to playstyle, and how to actually kill heroes.

Also, I think Vamp Scepter is a questionable starting item for such a low hp hero. If you're going for a gank, the extra 120 hps you would get from Doran's would be clutch. If you're not then I guess vamp works fine.

Also, what about masteries? Seems like you want 9 in defensive (for the move speed on dodge), but utility or offensive for the other 21?

Also you might note that it's probably worth it to get 1 pt in meditate early (as your priority list, while seeming accurate, would have someone skip it until level 12 or so.)


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Alcalz

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Senior Member

04-06-2010

Good points, especially about the playstyle.
I'll write in a little bit more about why I think that the Vampiric Scepter > Doran's, and explain masteries too.
As for meditate, while it is occasionally useful, I often really just don't take it until level 12. However, it is true that there are some situations where it is useful. I'll add that in soon.


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Azsra

Junior Member

04-06-2010

Great guide - just a few amendments to be made however:

1. You need to rush CATALYST - tank yi is t3h pwnz0rs
2. get ROD OF AGES NEXT - the extra AP loves alpha strike. Holy **** imagine an alpha strike that does like 400 DMG OMGZORS!
3. Rush Zhonyas - as AP yi this will ensure your alpha strike will be pwnzors

Now seeing as you want to go AP Yi instead wtv you're suggesting, you need to change the skill order in your guide:

Alpha strike -> Meditate -> other two crappy skills

Why?

Alpha and meditate get ****loads from AP! screw highlander, since you wont do attack dmg, all you need is ALPHASTRIKE!!!

Oh and you need to initiate teamfights - duh. Always be the first to jump in with alphastrike, cuz then you get to use it more than 1 time per teamfight! = pwnzors dmg!


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Sickmall

Junior Member

04-06-2010

The only thing that keeps yi from being top tier on TT (imho) is his mana dependence. You have to get him some serious regen (chalice will pretty much do the trick if you're careful) to keep him viable without running back to the fountain every few minutes. One full team fight will likely run him almost fully dry. If you intend to use his abilities for farming as well, you won't likely be available for team play early in the game.

Edit: While I was slowly writing this someone pointed out the questionable choice of getting the initial vamp scepter. Get a regrowth pendant. It will afford you a ton more early game regen both jungling and lanning. You can always sell it later (or build a warmogs!) and the additional regen will likely offset the money you lost initially by buying it and then later selling it.


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flaming duck

Member

04-06-2010

I think you'd be better off with either health regen or flat health for your first item (possible doran shield, regrowth pendant). You might even consider buying armor followed by a potion/ward since you'll be using it for bloodrazor. The only thing I think you should seriously reconsider is choosing wuju as your first skill. Doing an extra 15 (or 30) damage at your first level is a big boost but I find that you're better off doing an alpha strike for 100 damage to each of the enemy players (assuming they come together). All in all a good guide though.


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Alcalz

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Senior Member

04-06-2010

Thanks for the comments!

Changes have been added to the first item section, and to the skill order question.

More additions to come: Masteries and more Gameplay.


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TheI3east

Member

04-06-2010

Quote:
Originally Posted by Azsra View Post
Great guide - just a few amendments to be made however:

1. You need to rush CATALYST - tank yi is t3h pwnz0rs
2. get ROD OF AGES NEXT - the extra AP loves alpha strike. Holy **** imagine an alpha strike that does like 400 DMG OMGZORS!
3. Rush Zhonyas - as AP yi this will ensure your alpha strike will be pwnzors

Now seeing as you want to go AP Yi instead wtv you're suggesting, you need to change the skill order in your guide:

Alpha strike -> Meditate -> other two crappy skills

Why?

Alpha and meditate get ****loads from AP! screw highlander, since you wont do attack dmg, all you need is ALPHASTRIKE!!!

Oh and you need to initiate teamfights - duh. Always be the first to jump in with alphastrike, cuz then you get to use it more than 1 time per teamfight! = pwnzors dmg!
Listen to this man, he knows what he is doing.

Think about it! Alpha Strike hits their entire team for like 800+ dmg after RoA and Zhonya's + Sorc Boots! Then if they focus you cause you teleported in the middle of them. Meditate tank GO GO!


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futz

Member

04-07-2010

I go

Infin edge
Boots of speed / Merc treads
Black cleaver

try that.


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Alcalz

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Senior Member

04-07-2010

Quote:
Originally Posted by futz View Post
I go

Infin edge
Boots of speed / Merc treads
Black cleaver

try that.
Going for pure, straight up damage is nice, but there's a couple things to remember.

Infinity edge gives you pretty sweet damage - against non-tanks. However, 80 damage vs a tank is significantly less when they have 70% physical damage reduction. The crit-chance and crit bonus is nice, but doesn't meet up to the power that Madred's gives you, when against tanks.
Late game, Madreds > Infinity edge against everyone. Most people will have about 2000 life, which means that Madreds gives you 80 magic damage, plus 30 physical damage, plus faster attack speed and armour. Against tanks with 4k life you're doing 160 magic damage.
Infinity edge gives you 80 physical damage, and high crits. However, if you are the only DPSer on your team (and you likely will be on the TT), then they an easily stack armour against it, significantly cutting down on your ability to hurt them.

Even in comparison to the Bloodthirster, Infinity edge suffers. IE gives you more damage than the the BT, but IE lacks survivability. Getting IE is good if you already have a BT to keep your alive when you are hitting them. Remember, hitting harder is good, but hitting LONGER is better. It's better that you live and take longer to kill them (or have a chance to escape).

Black Cleaver is very nice if you are against non-tanks, especially when combined with Phantom Dancer. However, BC against tanks is almost useless. A high level tank who has been stacking armour against you (and they will) will have between 300-400 armour. after give shots you've reduced that by 60 (for both you AND your entire team, which is nice), but that doesn't translate into high gains.

At full armour (say 400), they have 80% reduction (400/[400+100]). With five hits with the BC, they have (340/440) armour, which is a 77% reduction in damage. Which still ****ing hurts.
Compare this to Last whisper. It gives 20 damage (55 less than BC), costs less, gives 40% attack speed (which more than makes up for the damage removed, especially when combined with Madred's BRZ), but the armour reduction is far greater.
400 goes to 240 armour.
240/340= 70% armour. Still unpleasantly high, but more manageable.

HOWEVER, when combined with Madred's, you benefit even more. In order to combat your last whisper, they have to stack armour like crazy. However, MBRZ does MAGIC DAMAGE, so they will have to grab some magic resistance too. Plus, they can't rely on simply having high health anymore; MBRZ doesn't care how high your health is, it will cut through you anyways.

On top of that, taking Lastwhisper and MBRZ takes care of your attack speed needs, since in combination with your ult (and a phantom dancer) you will be pushing the 2.5 cap. This means that berzerkers boots are less necessary, and you can instead get the magic resist/stun resist of MT, or dodge and armour, or simply speed, which is always nice.


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