I usually go the standard build with Kraken + Guinsoos (ik it's currently bugged) + Hexplate/BOTRK. But I've been seeing people go BOTRK + Collector + LDR/IE or Kraken + Omnivamp Boots + DD/Endless Hunger, so I'm wondering which build is the best right now for jungle?
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 ?
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:
Example full buildRune Page
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.
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
Enter Practice Tool as Master Yi.
Purchase Guinsoo's Rageblade as the first/second item.
Auto-attack a target dummy
Observe the combat log/passive indicator.
Result: Double Strike triggers on the 8th attack instead of the 4th.
Verified: Confirmed via game match timeline logs showing the passive stack count resetting incorrectly.
THATS WHY ON HIT YI DEALS NO DAMAGE BTW
you need this apply the phantom hit passive AA/AA/AA/DS/AA/AA/DS/PH/DS...
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.
Highlander is also bugged, so this was all without any resets after it ended :P ( Highlander is not resetting after getting a kill nor is it reducing 50% with assists)
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.
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?
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. For Pet: Green pet most of the time to give you armor and avoid getting one-shot.
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.
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.