Terminus
Hi guys what do we think of terminus now that it has a massive buff (AD and AP scaling ratio). On hit yi will benefit greatly for it, even the AP ratio since we build guinsoos. Thoughts ?
Hi guys what do we think of terminus now that it has a massive buff (AD and AP scaling ratio). On hit yi will benefit greatly for it, even the AP ratio since we build guinsoos. Thoughts ?
Hello everybody, its me Tuni.
We discovered in the past few days that there has been a bug with Yi and the interaction between his passive double strike and Guinsoo's. It most likely has something to do with how his passive is coded, and how it interacts with the change they made with how and where item passives do their counting.
Since patch 16.14 I was feeling like i can't carry like i used to with HOB playstyle, which made sense after we discovered the bug, but before that i just chucked it up to a losing steak, happens sometimes.
After the discovery i checked coachless, and apparently guinsoos 2nd is trash on Yi now until fixed.
Coachless showing Guinsoo's is trash on Yi now.
But I still wanted to play some ranked. so i crafted a build. i play LT page with JOAT, and buy:
Kraken, Omniboots, BORK, DD/EH, DD/EH, and last item defensive flex, usually wits end.
I'm only low emerald, but this build feels completely 1v9 after 2 items.
My match history in low emerald since discovering this alternative build.
Good luck on the rift fellow Yi mains!!!!
Hey guys, I’ve been playing Master Yi for the past two weeks. I’ve always loved hyper-scaling champions—back when I started, Kayle’s evolving passive hooked me for months and months and i still wouldve olayed only kayle if she was viable in jgl.
My main issue with Yi (and Kayle) isn't the champion; it's team mental. I know I can carry if given a little time to scale. However, the worst losses happen when laners get ganked once or twice by a jarvan, tilt, and lose first tower by 10 minutes because they dont care to try anymore.
Even then, many of these games are still winnable, but my team gives up, either spamming FF or completely checking out mentally. When playing Viego or Shyvana, I always blame myself for not counter-gankingor preventing enemy top from stompint the map, but on Yi I just need time and for my team to playbthe damn game out.
I know it's Gold and these games aren't every match, but I swear losing ONE totally winnable game because the team lost patience feels worse than a 10-game loss streak where we just got outplayed.
Should i add an early game champ to my pool? Is this the meta now? Tilt laners with perma ganking until they start inting. Or do i need to be active more even before 6 or first item?
It turns out Master Yi’s passive hard caps at 3 stacks Because Guinsoo Phantom Hit triggers on a 3 attack timer and Double Strike operates on a 3 stack cap, their timers eventually crash into each other,When you are sitting at 2 stacks, a normal auto brings you to 3 stacks ,If that same auto triggers Guinsoo's Phantom Hit it tries to award an extra stack ,Because the passive caps at 3 that extra stack gets completely swallowed/deleted into the void ,So while the code is strictly following its cap at 3 rule, it creates massive anti synergy , Guinsoo's Rageblade is literally built to empower on-hit passives IT SHOULD NEVER BE DELETING Yi's Double Strike stacks or forcing a delay in his auto attack rhythm ,What Riot needs to do
Either allow Double Strike to store an overflow 4th stack in the background or adjust Phantom Hit's interaction with Double Strike so the extra stack isn't lost
Master Yi Passive (Double Strike) interaction with Guinsoo's Rageblade is bugged in Patch 16.14. The passive currently procs every 8 auto-attacks instead of the intended 4, effectively ignoring the Rageblade interaction
The On-Hit dmg from Terminus is getting an AD scaling Buff - which is CRAZY with 10% bonus AD. And besides that, Yuntal is gettin cheaper with 5% more AS - which would make an Interesting On-Crit Build -> HoB and LT compatible.
Kraken -> Terminus -> Yun Tal -> Collector - IE -> Shieldbow
Yes of course no boots, the real Yi mains know why
What u think about this build idea?
Just found out Yi got a gotcha mythic variant skin. Will this thing ever come back?
Found a neat easter egg when trying out a build from my favorite guide on youtube "Pro As Heck Guide To Master Yi" on the pbe.
If you take smite with revive and kill the golem camp, the text "Get Dunked!" pops up in reference to the video.
Ya also get a short lasting status effect "Pro As Heck" reading:
"Really Fast."
"Prepare to bathe in the glory."
I think it's pretty cool Riot added this in, lovely piece of nostalgia.
Idk but been playing crit for a while but now and back to on hit with lethal tempo and man I feel like I do no damage. I almost lost to Ashe wtf (both full build) but she did hit me with her ult to start. Build was Kraken, Gunzo, DD, Terminus, Wit end and Gluttonous boot. I manage to kill her but with like 100hp left.
Been playing Yi top after watching Monster SSS, in NA Plat elo, obviously very fun, but just recently ran into like 10 games in a row where they seemingly have seen it / know how to play against it in plat elo, super weird. as in like a darius, illaoi, taking bone plating and exhaust. knowing how to play around my short trades. a gragas same thing. Felt super frustrating lol seems like hella people have seen the content it's harder to cheese now especially if they have bone plating. Even Qing minions to take it off but thats risky into a good Darius they will engage right after.
I've been having a higher game impact and more fun with this build compared to the typical on-hit Master Yi especially in early game. With this build, you can still go on-hit if needed but if you get a lead early, you can instantly path to crit.
The build goes like: Kraken > Collector > Fiendhunter Bolts > I.E/LDR > I.E/LDR
For Boots: You can either go attack speed, armor, or omnivamp.
If the enemy comp is tanky, I can always path to on-hit after getting Kraken but this build can shred tanks too, the only downside is you're like a glass cannon, so you need someone to front or engage for you in order to activate your damage.
Personally with this build, I play cheesy especially in late game where I wait in bushes to pick off someone which allows my team to get more map pressure. Also you can certainly 1v1 anyone unless they're also playing crit champions like Graves, etc. and if that's the case, you need to be the first one to get a hit (aka. playing cheesy) to instantly burst them.
The runes goes like: Hail Of Blades > Sudden Impact > Sixth Sense > Treasure Hunter
For the secondary: Inspiration > Cash Back (Allows you to get more items) > Triple Tonic
For the last part: Attack Speed > Adaptive Force > Tenacity
What do you guys think about this build and what can I change to make it better/effective?
What do you think of this build? I just love the flicker blade with the ability cooldown, so many e,q and w reset. Endless hunger is awesome. I was debating whether I should have got the gluttoneous boot and IE instead of Merc and Endless hunger though.
I've been playing League Classic on the PBE, and there are a few interesting points I'd like to share and hear your thoughts on.
For the past 10 years, Master Yi has been designed as a duelist jungler. For many of us, that's the only version of the champion we've ever known. Even though crit and lethality builds have occasionally appeared, they've always been niche, and Riot has made it pretty clear over the years that they want Yi to be an on-hit duelist who excels at shredding tanks. That's interesting because, originally, Yi was primarily an assassin (AP or crit) who could also function as a duelist when needed.
That said, Riot has also given him a lot of quality-of-life improvements over the years: removing Alpha Strike's cast time, preventing you from dying to projectiles while inside Alpha Strike, moving the reset mechanic to Highlander's passive, allowing Meditate to be used not just for healing but also as an auto-attack reset, and so on. Ironically, while Riot pushed players toward a single intended playstyle, modern Yi is actually much more versatile than he used to be. You can still play crit if you want, but now you also have on-hit, bruiser, and several other viable options.
Because of that, our playstyle has been shaped around this version of Yi for the last decade. While a few of us have continued trying to make assassin Yi work simply because we enjoy the playstyle more, we all know the comparison isn't even close. On-hit Yi is far more consistent and flexible.
Classic Yi can be a huge reality check for a lot of players. No auto-attack reset with Meditate, no cooldown reduction on Alpha Strike through basic attacks, resets only while Highlander is active, the possibility of dying to a projectile during Alpha Strike, and many other differences. I think this could make a lot of people give up on Yi or never experiment with anything beyond the obvious.
I see a lot of people talking about AP Yi, but back then AD crit with lifesteal was also incredibly strong. Personally, I'd even argue it was stronger than AP Yi because it gave him more tools and more answers while still benefiting from resets. Sure, Meditate didn't heal nearly as much and Alpha Strike wasn't your primary source of damage, but Yi's real damage and sustain came from his auto-attacks. In that sense, the playstyle feels much closer to modern Yi, especially for jungle players.
I've always been a mid laner. I started playing League in 2013, but I didn't discover Master Yi until 2014. I never really stopped playing him. Since I never enjoyed jungling, I adapted him to the mid lane (long before Faker picked him on stage), and I've kept playing him there for the past 10 years. I even managed to reach Diamond III playing Yi mid.
A few months ago I completely lost interest in League. I didn't like the direction the game was taking, I was getting stressed far more often than I was having fun, and playing started to feel like a second job. Now, with League Classic, I get to relive everything that made me fall in love with this game in the first place.
For me personally, going back to AP Yi mid hasn't been nearly as shocking as it seems to be for many others. Of course it requires adapting your playstyle, but I think it's much easier if you spent years playing Yi as an assassin instead of spending the last decade learning what Riot considers the "correct" way to play him.
Anyway, I just wanted to share my experience. Even with high ping, League Classic has been incredibly refreshing, and I'm having a great time.
I'd love to hear what other Yi mains think about the differences between old Yi and modern Yi. Are you planning to play Classic? Will you stick to jungle, move to mid, or try something else? What builds are you having success with?
Hi all, so I start playing yi top this year because auto w auto monster made it so fun to watch. And while I really like yi, the top lane is quite volatile and Im struggling to climb. I have a 55% win rate at gold 3, but the feast famine side of it is a little draining. Im wondering if its worth learning jf yi to have more agency and consistency., or if I should try to perfect top yi. Is jg yi play style much different than top? Is hob with crit or monsters build viable? How different are they?
Does anyone else feel like Yi is weaker in this and the previous patch?
I really get the impression that he's weaker and just isn't that strong of a carry anymore. Plus, I went to op.gg yesterday to check his WR, and sure enough, it has dropped. Under 'all ranks' it used to be 50.6%, but when I looked yesterday, it was down to 50.05%.
Does anyone have an explanation for what happened, and is anyone else getting this same vibe?
Wuju Style passive: basic attacks reduce basic abilities cooldowns by 0.5 seconds (Moved from alpha strike 1s cd reduction)
Highlander Passive: 50% total cooldown reduction to basic abilities on champion takedown
People often complain that Master Yi is permanently. I complain that Wuju Style duration is too short. Irelia and Volibear passives last as long as they are fighting. For Yi that's only 5 seconds which for me is not enough for sustain damage fighter like Yi especially on top lane where enemies have more durability. The idea was that Master Yi should land couple of hit before go untargetable again. I already hit enemies at many times to reduce alpha strike cooldown from 18 to 5 seconds, scored a takedown, so why do I still need to continue hitting enemies even more to make the ability fully refreshed?
So with those changes - 0.5 seconds on all cooldowns and 50% total cooldown reduction on takedown will make Yi less untargetable, will make all basic abilities available more often and when master yi scores a takedown assuming your abilities are already low enough they get fully refreshed. Also that might remove the negative AH from alpha strike. Abilities cooldowns can be readjusted to fit this concept better.
Been getting clapped by rammus recently. Invading doesn’t help, he kill me, bro he even invade me wth.
Build: Kraken -> Collector/Fiendhunter -> Collector/Fiendhunter -> IE/LDR -> IE/LDR.
Since Classic was out on PBE, I've played a bunch of games of AP Yi and AD on jungle.
I have one main complaint: HIS DOUBLE STRIKE.
I get that Classic league had a lot of RNG, but this is just too much, and VERY frustrating.
There are times you gonna Double Strike a minion 3 times in a row, and others that you gonna hit 15 times in a fight and not Double Strike a single time. Your damage rellies significantly on it and so many fights are decided by that RNG.
Please, just put the 7 auto attack version on it.
Yi already has enoughs RNGs in this kit:
- Q has 50% chance to deal bonus damage on minions/camps
- Q bounces on random targets
- R only resets fully on kills, not assists.
This will make AD way more enjoyable.