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Master Yi

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Champion Background Strategy Skins & Trivia
Statistics Edit
Health 598.56 (+92) Attack damage 60.04 (+3)
Health regen. 7.59 (+0.65) Attack speed [*] 0.679 (+2%)
Mana 250.56 (+42) Armor 24.04 (+3)
Mana regen. 7.255 (+0.45) Magic res. 32.1 (+1.25)
Melee 125 Mov. speed 355

Abilities

Double Strike
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's counter resets if Master Yi has not autoattacked in the last 4 seconds.

Ability Details
Double Strike is an on-hit effect.

Additional Information:

  • The first attack functions as the trigger of Double Strike's on-hit effect and resets Double Strike's counter. The second attack will generate a stack of Double Strike if completed. As such, continuous attacking will net an activation of Double Strike on every 3rd attack.
  • If the target dies to the first hit, Double Strike's counter is still reset.
Alpha Strike
RANGE: 600
COST: 70 / 80 / 90 / 100 / 110 mana
COOLDOWN: 18 / 17 / 16 / 15 / 14
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.

  • Physical Damage: 25 / 60 / 95 / 130 / 165 (+ 100% AD)
  • Additional damage to minions & monsters: 75 / 100 / 125 / 150 / 175

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

Ability Details
Alpha Strike is a targeted blink that bounces to nearby enemies before arriving.

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 item.png 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 item.png 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 item.png 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.png Smite.
  • Alpha Strike can be used to dodge and avoid skillshots and area of effect abilities. Some dodgeable spells involve the damage instance of Time Bomb.png Time Bomb, Absolute Zero.png Absolute Zero and Requiem.png Requiem. Being untargetable extends to allies and will dodge e.g. Wish.png Wish. Since V3.13, Alpha Strike.png Alpha Strike can be used to dodge targeted abilities, with some exceptions such as FizzSquare.png Fizz's Urchin Strike.png Urchin Strike.
  • Alpha Strike does not hit enemies in stealth or in the Fog of War.
Meditate
COST: 50 mana
COOLDOWN: 35
Meditate

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.

  • Base healing per second: 30 / 50 / 70 / 90 / 110 (+ 30% AP)
  • Max healing per second: 60 / 100 / 140 / 180 / 220 (+ 60% AP)
  • Base total heal: 120 / 200 / 280 / 360 / 440 (+ 120% AP)

While channeling, Master Yi reduces incoming damage (halved against turrets).

  • Damage Reduction: 50 / 55 / 60 / 65 / 70%
Ability Details
Meditate is a self-targeted buff.

Additional Information:

  • As a channeled ability, it can be interrupted 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.
  • Damage reduction doesn't affect true damage.
  • Activating Meditate resets Master Yi's autoattack timer.
Wuju Style
COST: No cost
COOLDOWN: 18 / 17 / 16 / 15 / 14
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)
Ability Details
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 Aegis Protection.png block and Riposte.png Riposte.
  • The true damage will NOT hit through Counter Strike.png dodge and blind.
  • True damage ignores all forms of damage reduction, except invulnerability.

Additional Information:

  • Wuju Style has no cast time and does not interrupt Master Yi's previous orders.
  • 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.
Highlander
COST: 100 mana
COOLDOWN: 75
Highlander

Passive: Champion kills and assists reduce the current 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%
Ability Details
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 has no cast time and does not interrupt Master Yi's previous orders.
  • Highlander is one of the few abilities granting a multiplicative movement speed bonus; it stacks multiplicatively rather than additively with other movement speed bonuses.
  • The slow immunity of Highlander also includes those applied by Flee, Charm and Polymorph, as well as all forms of attack speed reduction.
  • Highlander will not prevent the application of the SejuaniSquare.png Sejuani's "Frost" debuff, as it does not slow prior to being detonated by Permafrost.png Permafrost.
  • 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:

References

Start a Discussion Discussions about Master Yi

  • Fear on Master Yi during his ulti..

    13 messages
    • This also works with Hecarim. If you guys remember back a couple of weeks Hec was really popular and I would counter with Fiddlesticks support ...
    • Also Blade of the Ruined king does the same thing as well as any move speed STEAL. Such as Malphite's Q. If you use this correctly you can j...
  • your Master Yi scaling is off

    3 messages
    • After a little work I have found a solution that works. if you change the set attack speed to .673 instead of .679 you can have the scaling...
    • The scaling is not wrong! For every champion the starting values are the base stats ("level 0") - to get the value for level 1 you add the scal...

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