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.
COST: 70 / 80 / 90 / 100 / 110 mana
COOLDOWN: 18 / 17 / 16 / 15 / 14
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.
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.
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, 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.
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, Absolute Zero and Requiem. Being untargetable extends to allies and will dodge e.g. Wish. Since V3.13, Alpha Strike can be used to dodge targeted abilities, with some exceptions such as Fizz's Urchin Strike.
Alpha Strike does not hit enemies in stealth or in the Fog of War.
COST: 50 mana
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).
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.
COST: 100 mana
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%
Highlander'spassive reduces the remaining cooldowns of Master Yi's basic abilities whenever he scores a kill or assist.
Highlander'sactive is a self-targeted buff.
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.