Master Yi Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Master Yi Jungle Build Guide for Wild Rift

Master Yi Jungle Guide

Updated for Patch 7.3E
B Tier

Master Yi Jungle Wild Rift overview and best build snapshot

How to play

  • Farm steadily toward your items Take nearby camps between ganks instead of chasing early fights with stronger enemies.

  • Wait for enemy stuns before entering Let your team draw out dangerous spells, then attack a target you can stay close to.

  • Save Alpha Strike (1st) for a key moment Use it to dodge a dangerous spell or follow an escape, rather than always opening with it.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Scales harder than almost any jungler, turning a quiet farming start into a carry that deletes backlines once items arrive.
  • Highlander (Ult) cuts his other cooldowns and speeds him up on every takedown, so one kill often turns into several.
  • Alpha Strike (1st) makes him untargetable mid-leap, Meditate (2nd) keeps him healthy, and his true damage ignores armor, shredding tanks and squishies alike.

Weaknesses

  • Hard crowd control before Alpha Strike (1st) or at its reappearance point can stop his attack chain; its untargetable window is not permanent protection.
  • His early ganks lack innate crowd control, so he needs allied setup, an exposed target, or a later item slow to keep attacking.
  • He needs farm to function, so an early invade or a slow start leaves him with almost no impact.
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Master Yi Jungle Wild Rift best build, items, runes, summoner spells, and skill order

Why this build

This Master Yi build puts sustained attacks first: Blade of the Ruined King adds current-health damage, Guinsoo's Rageblade rewards repeated hits, and Terminus builds penetration and resistances while you keep attacking. Lethal Tempo and Legend: Alacrity support that same pattern. These effects need time on a target, so enter after dangerous crowd control is spent rather than expecting the first Alpha Strike (1st) to win the fight. Death's Dance and Guardian Angel fill the last two slots to help you survive a commitment. Death's Dance delays part of incoming physical and magic damage; a qualifying takedown clears the stored damage. Guardian Angel only helps if your team can protect the revival location. Neither item makes an unsupported dive safe. Replace Death's Dance with Wit's End when magic damage and reducible disables are the main threat. Use Randuin's Omen instead of Guardian Angel against repeated critical strikes, or Mercurial Scimitar in that slot when an active cleanse is more valuable than a revive. Keep Coup de Grace to help finish targets, or replace it with Cut Down for more damage while enemies are above 60% Health; Cut Down does not amplify Wuju Style's (3rd) true damage.

ITEM BUILD

Best Wild Rift build for Master Yi Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Long Sword

Simple early attack damage. Three basic attacks build Double Strike (Passive) stacks, then the following attack consumes them to strike twice; the second hit deals 50% AD and applies on-hit effects.

BOOTS

Gunmetal Greaves

Attack speed helps Yi apply his on-hit effects and reduce Alpha Strike's (1st) cooldown through basic attacks. The on-hit healing and movement burst after hitting a champion help him sustain and stay in range.

CORE BUILD

Blade of the Ruined King

The first core item adds current-health physical damage to basic attacks and Lifesteal to recover while attacking. Its three-hit slow helps Yi stay on a target; this slow comes from the item, not Wuju Style (3rd).

Guinsoo's Rageblade

Stack its attack-speed passive before expecting the extra on-hit trigger. At full stacks, repeated attacks apply the build's on-hit effects more often, complementing Blade of the Ruined King and Wuju Style (3rd).

Terminus

Stacking penetration and resistances the longer he attacks, which suits a champion whose plan is to never stop attacking.

Death's Dance

Delays part of incoming physical and magic damage over three seconds, giving Yi time to respond with Meditate (2nd) or secure a takedown. The stored damage is cleared only when a champion he recently damaged dies; it is not unconditional damage reduction.

Guardian Angel

A late defensive slot when teammates can protect the revival location. Plan where Alpha Strike (1st) leaves you before committing; the revive does not stop enemies from surrounding that point.

SITUATIONAL ITEMS

Kraken Slayer

Replace Guardian Angel only when you can safely keep attacking and want more finishing damage instead of a revive. Its third-hit physical damage grows as the target loses health; do not expect every proc to line up with Double Strike (Passive).

Wit's End

Replace Death's Dance when magic damage is the main threat. Attack speed and on-hit magic damage preserve Yi's attack pattern, while Magic Resistance and Tenacity help him survive magic damage and reducible disables.

Randuin's Omen

Replace Guardian Angel when repeated critical strikes are the main threat and preventing the damage matters more than reviving. The crit reduction helps Yi stay in range, but this choice gives up Guardian Angel's Attack Damage.

Mercurial Scimitar

Replace Guardian Angel when a removable disable is consistently stopping your attacks and an active cleanse is more useful than a revive. Highlander (Ult) prevents slows, but it does not grant general crowd-control immunity.

RUNES

KEYSTONE

Lethal Tempo

Repeated attacks on champions build attack speed; at full stacks, the rune adds adaptive-damage bullets that scale with bonus attack speed. Yi gets more from it when he can stay on a target instead of being forced out after one hit.

PRIMARY

Brutal

Adds adaptive damage to basic attacks against champions. It supports Yi's repeated attacks in fights, but does not add this bonus to jungle monsters.

Coup de Grace

His plan is finishing targets so Highlander's (Ult) passive reduces current basic-ability cooldowns and its active duration extends. This helps secure the takedown that starts that chain.

Legend: Alacrity

Takedowns and farming build additional attack speed, helping Yi apply his on-hit effects and reduce Alpha Strike's (1st) cooldown through attacks.

SECONDARY

Overgrowth

Permanent health from camps suits a melee carry who gets focused the moment he commits.

SITUATIONAL RUNES

Cut Down

Replace Coup de Grace when you want stronger opening damage against enemies above 60% Health. It is based on current health percentage, not how much maximum health the enemy has built, and it does not increase true damage.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Alpha Strike (1st) makes him untargetable but does not freely cross walls, and Flash is the escape when no takedown is available to extend Highlander (Ult) and reduce his basic cooldowns.

Smite

Smite

You are playing Jungle, you always take Smite. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

SITUATIONAL SPELLS

Ghost

Ghost

Take this over Flash against a team with little hard crowd control, where a blink out matters less because nothing is locking you down. It stacks with Highlander's (Ult) movement speed so he stays on a target. Keep Flash against heavy lockdown, which can kill him before a takedown extends Highlander (Ult) and reduces his current basic cooldowns.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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Master Yi Jungle Wild Rift matchups and counters

Wild Rift matchup guide for Master Yi Jungle, covering favorable lanes and difficult counters to prepare for in ranked.

Master Yi Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Master Yi Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Your first clear is about speed, not fighting. Alpha Strike (1st) hits several monsters at once and its cooldown ticks down as he attacks, so keep the route moving, keep Wuju Style (3rd) up for the true damage, and use Meditate (2nd) between camps. Take the scuttle on the side your team can support, but pick your fights, since Yi loses a straight crab duel to most early bruisers. Check your actual experience before committing to a level-five fight; reaching Highlander (Ult) depends on the camps and experience you have collected. Even then, ganks are a favor to your lanes more than a real threat, because you have no crowd control and need a target that is already pinned or out of mobility. Look for lanes that are shoved in or enemies with their escape down, and otherwise clear, take the camps as they respawn, and bank the time. Above all, do not get caught invading: a Yi who loses his early camps to a predator never gets to play his game.

Mid / Late Game

Levels 9+
Master Yi takes an exposed objective quickly but dislikes entering a prepared control chain. With no other nearby targets, Alpha Strike (1st) can mark the same monster repeatedly, but later marks deal 25% damage. Choose between Herald's immediate tower pressure and progressing toward a Dragon Soul based on lane priority and which side can move first. Between objectives keep power-farming and gank while the camps respawn, since every camp sharpens your next spike. Commit Highlander (Ult) when a takedown is realistic so its seven-second extension and basic-cooldown reductions pay you back, and never burn it walking into a fight where their crowd control is still up. At full build, wait for a route to the backline. Wuju Style's (3rd) true damage ignores armor, and a takedown reduces current basic cooldowns while extending active Highlander (Ult). Alpha Strike (1st) is targeted at an enemy and returns Yi behind the primary target, so it is a gap closer and dodge; not a general escape unless a valid target creates a safe endpoint. Baron and Elder are where the monster damage matters most, but hard control at the reappearance point still ends the attack chain.

Teamfights

5v5 Combat
Your job in a teamfight is to kill their carry, and the trick is patience. Do not be the engage. Wait on the flank while the enemy spends their stuns and knockups on your tank, then leap in with Alpha Strike (1st), whose untargetable window can dodge a re-aimed spell, and put Wuju Style (3rd) true damage into the squishiest target you can reach. A takedown extends active Highlander (Ult) and reduces current basic-ability cooldowns, helping you move to the next target. That is how Yi chains kills in a single fight. The fights you lose are the ones where you jump first, get chain-stunned, and die before a single reset triggers, so let the fight start without you and end with you.
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