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Beatnik Doctor/Master Yi Rework

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This is in response to NicknameMys blog for Master Yi.


Result of this rework:

  • Master Yi will be able to more reliably farm.
  • Master Yi is more sustainable in-lane and in-jungle.
  • Master Yi while not in Highlander state has been buffed, but Yi in Highlander state has been nerfed.
  • AP Yi now gets an AP ratio on attack from Wuju Style's active.

While I haven't played Master Yi in a PvP, I have a knack for theorycrafting this sort of stuff. I decided to make some changes based on feedback to that blog, as well as general complaints about him. I'm also taking some information from Riot into account. Even if I haven't played him, I have seen an extensive amount of gameplay, I know his weaknesses, and his skillset is rather simple, so I believe that this rework should at least be taken into consideration.

One thing I believe, though, is that he shouldn't have any sort of CC unless it's from Lizard buff or items. I also think that he should stay vulnerable to CC - we want him to have some weaknesses.

Anyway, this (fictional) rework will help his laning/early jungling phase, and make him powerful outside of his ultimate, while toning down his power slightly inside of his ultimate. I also wanted AP Yi to be a more viable build as well.

Damn, I went in-depth, huh? This sort of problem is also prevalent on my other pages.

Base Stat changes

Master Yi OriginalLoading
First off:

Increased his base Health Regen from 6.75 to 7.75 per 5 seconds. This will make a difference early-game, mind you. Increased base Mana from 199 to 230. Increased scaling mana per level from 36 to 40. This will allow Master Yi to cast more often. Increased his health scaling from 86 per level to 90. This will push him just a bit past 2000 health at level 18. Decreased his movement speed from 330 to 320 to compensate for his improved chasing ability with Alpha Strike.

Double Strike changes

Double Strike
As for his Innate - it's not argued about too often, but I wanted to see a version where it outputs the same amount of damage per second, but is reliable. Therefore, I made it happen more often, but Double-Strikes deal less damage. There wasn't anything gamebreakingly wrong with his old passive (100% additional damage every 7 attacks), but this will make his damage more reliable. It also counts as a Double Strike, so it will apply on-hit effects twice.

Alpha Strike changes

Alpha Strike
Lowered the cooldown on Alpha Strike, but lowered ratios and base damage. I have removed the chance to deal bonus damage to minions, but it now passively deals more damage. However, I have decreased the range from 600 to 500, so that it is somewhat harder for Master Yi to harass in-lane through Alpha Strike - these changes otherwise would have made it harder on opposing laners.

The reason I removed the bonus magic damage chance is for 2 reasons: 1 - Riot has made it clear that they wish to prune luck-based abilities and components. 2 - This will allow Master Yi to more reliably farm (and hopefully jungle easier).

These changes will make Alpha Strike a better part of Master Yi's abilities outside of Highlander, but nerf his Highlander state somewhat (if going AP).

Meditate changes

Meditate nerfs are present: the amount of health regenerated is lower, the AP ratio is lower, and the armor and magic resist provided is lower. However, it has been balanced accordingly - it's cooldown has been greatly decreased, and the rate of regeneration is extremely high at the beginning but slows down towards the end, allowing you to heal more health in a short amount of time.

Many Yi players like the heal amount, so I haven't horribly nerfed it. Thecost is around 15 mana lower. If I put it any lower, it'll make Yi too sustainable in-lane.

Wuju Style changes

Wuju Style
I've reduced the cooldown of Wuju Style from 25 seconds to 20 seconds. This will ensure that you'll have the active available 50% of the time if you're repeatedly using it. However, I've also made it a static cooldown, because really, a 12 second cooldown on Wuju Style is a bit much too powerful.

AP Master Yi rejoice! I've also added an AP ratio to his Active on Wuju Style - that is, while it's active, he'll deal additional physical damage per attack. However, AP Yi's won't be getting Armor Penetration, and AD Yi's won't be stacking AP, so it's not as powerful as you think. It's just a buff to AP Yi's autoattacks, though late-game they won't count as much.

Highlander changes

As for Highlander, it is fine, but making Highlander's cooldown completely refresh after a kill is a bit much. I've increased the early-game duration, but decreased the late-game duration. Your Highlander cooldown is refreshed if you get a kill anyway, so having a 12-second duration steroid refresh upon a kill is a bit much.

From a quick glance, it seems that this character will be more powerful than before outside of his Highlander state, and less powerful than before while under the effect of Highlander.

Anyway, here's the finalized version.

Finalized Master Yi Stats

1 Growth 18 1 Growth 18
Health 444 (+90) Attack damage 55.12 (+3.1)
Health regen. 7.75 (+0.65) Attack speed 0.679 (+2.98%)
Mana 230 (+40) Armor 16.3 (+3.7)
Mana regen. 7.2 (+0.45) Magic resist. 30 (+1.25)
Attack range 125 Mov. speed N/A

Master Yi, the Wuju Bladesman is a champion in League of Legends.[1]


Patch Beatnik Doctor
Double Strike.png
Double Strike
(Innate): Every three attacks, Master Yi deals 45% more damage and applies on-hit effects twice.

Ability Description Leveling up
Alpha Strike.png
Alpha Strike
(Active): Master Yi leaps across the battlefield striking up to 4 enemies, dealing magic damage to each enemy. Alpha Strike deals additional magic damage to minions.
  • Range to first target: 550

Cost: 65 / 75 / 85 / 95 / 105 mana

Cooldown: 12 / 11 / 10 / 9 / 8 seconds

Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.9 per ability power)

Bonus Magic Damage to minions: 150 / 200 / 250 / 300 / 350

(Active): Master Yi channels, restoring health over 5 seconds. Health is restored quickly at first, then dissipates over time. While channeling, Master Yi gains armor and magic resistance.
  • Cooldown: 25 seconds

Cost: 50 / 65 / 80 / 95 / 110 mana

Heal over 5 seconds: 150 / 250 / 350 / 450 / 550 (+1.3 per ability power)

Armor & Magic Resistance: 50 / 100 / 150 / 200 / 250

Wuju Style.png
Wuju Style
(Passive): Increases attack damage for as long as Wuju Style is not on cooldown.

(Active): Master Yi can activate this ability to double his passive, or gain bonus attack damage equal to 15% of his AP (whichever is larger). This lasts 10 seconds.

  • Cost: 50 mana
  • Cooldown: 18 seconds (static cooldown)

Bonus Attack Damage on passive: 15 / 20 / 25 / 30 / 35

Bonus Attack Damage on active: 30 / 40 / 50 / 60 / 70 or (+0.15 per ability power)

(Active): Increases Master Yi's movement speed by 40% and attack speed for a few seconds, as well as making him immune to any slow effects for the duration. Additionally, killing a champion during the duration will refresh all of Master Yi's ability cooldowns, while assists will refresh them by half.
  • Cost: 75 mana
  • Cooldown: 80 seconds

Attack Speed: 40 / 60 / 80 %

Duration: 8 / 9 / 10 seconds

  1. Master Yi's profile page at Leagueoflegends.com


  • Wuju Style's physical damage bonus from AP won't count towards critical strikes.
  • To give you a general idea of Meditate's heal rate, he'll regenerate 35% of the heal the first second, 25% on the second, 20% on the third, and 10% on the fourth and fifth ticks.

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