Master Yi

Computed from 233,755 ranked Solo/Duo games collected through the Riot API · patch 26.21.
| Role | Win Rate | Pick Rate |
|---|---|---|
| Top | 47.5% | 0.6% |
| Jungle | 50.4% | 8.6% |
Master Yi is banned in about 20.1% of games at this tier, one figure for the whole champion since bans happen before roles are picked. What ban rate measures.
Master Yi's Jungle win rate is 0.4 percentage points above an even 50% — Should I Dodge's win-probability model varies by about 4.8 percentage points of standard deviation from lobby to lobby across all ranks, purely from which champions get drawn, so this gap is smaller than that noise, not solid evidence the champion is unusually strong or weak right now.
Master Yi is tracked in 2 roles at this tier scope; the per-tier, threat, and counters reporting below all use its highest-pick-rate role, Jungle — its numbers in Top (0.6% pick rate) stay visible in the table above but aren't carried into the rest of this page.
Master Yi's Jungle Build
In Emerald+ games on patch 26.21 (including games from other ranks or the previous patch, as Emerald+ on this patch alone had too few), Master Yi's most common Jungle setup runs Flash and Smite with Lethal Tempo, maxes E first, and builds Kraken Slayer, Guinsoo's Rageblade, and Endless Hunger — 50.3% win rate over 42,278 games.
- Summoner spells
Flash + Smite
50.4%40,272 games - Runes
Lethal Tempo + Inspiration
52.1%1,581 games - Skill priority E > Q > W 54.6%1,143 games
- Starter
Mosstomper Seedling
51.9%8,154 games - Boots
Gluttonous Greaves
55.6%6,839 games - First three items


Kraken Slayer → Guinsoo's Rageblade → Endless Hunger
59.1%1,469 games
Master Yi's Jungle Win Rate By Tier
| Tier | Win Rate | Pick Rate | Games | Edge (noise-widths) | Clears 0.5σ? |
|---|---|---|---|---|---|
| Iron | 51.0% | 14.7% | 34,904 | 0.13σ | No |
| Bronze | 50.2% | 12.5% | 37,735 | 0.03σ | No |
| Silver | 50.7% | 10.0% | 38,057 | 0.11σ | No |
| Gold | 50.2% | 7.9% | 34,412 | 0.03σ | No |
| Platinum | 50.1% | 6.5% | 30,112 | 0.03σ | No |
| Emerald | 50.2% | 5.5% | 19,993 | 0.05σ | No |
| Diamond | 50.6% | 5.0% | 16,115 | 0.14σ | No |
| Master | 50.5% | 4.0% | 5,909 | 0.11σ | No |
| Grandmaster | 50.4% | 2.6% | 249 | 0.06σ | No |
Master Yi's Jungle win rate ranges from 50.1% at Platinum to 51.0% at Iron across the 9 of 10 ranked tiers with at least 200 games in this role — a 0.8-point spread. Measured against each tier's own noise floor, that's 0.13σ at Iron and 0.03σ at Platinum, with neither clearing the 0.5σ bar Should I Dodge itself requires before calling a reading anything but Neutral. 1 tier under 200 games not shown.
- Power curve
- Strong late game
- Threats
- Sustained auto-attack damage
Curated reads, not measured: how we judge these
Who Counters Master Yi in Jungle?
Champions That Counter Master Yi
| Champion | Win Rate vs Master Yi | Edge (noise-widths) |
|---|---|---|
| 55.4% | 1.13σ | |
| 54.0% | 0.84σ | |
| 53.9% | 0.81σ | |
| 53.8% | 0.79σ | |
| 52.8% | 0.58σ |
Champions Master Yi Counters
| Champion | Win Rate vs Master Yi | Edge (noise-widths) |
|---|---|---|
| 39.3% | 2.23σ | |
| 39.6% | 2.18σ | |
| 39.7% | 2.16σ | |
| 39.8% | 2.13σ | |
| 40.2% | 2.05σ |
At most five champions are listed in each direction for Master Yi: the 5 that counter it here lean control-heavy, with a tight, 3-point spread — none of them stand out much from the others among them, while 5 favourable matchups round out the picture — most matchups you could actually face simply aren't covered.
Our Read on Master Yi
Reading the Numbers
Master Yi is an attack-speed carry that plays in the jungle, and his page reads very differently depending on how the game goes. His passive, Double Strike, adds a second hit after enough basic attacks, and Wuju Style adds true damage to his hits, so his damage depends on a steady stream of auto-attacks and on being allowed to make them. Highlander's passive sharply cuts his basic ability cooldowns on a takedown, and the ultimate extends itself with each one, so a single fight that goes well can run into several. Expect volatile numbers: a lost early game leaves him with little to fall back on.
When a Teammate Locks Master Yi
A Master Yi lock-in tells the team to protect his early path and let him find the first big fight of the game. He is not an initiator. Alpha Strike lets him pick off targets and reappear, but the real value shows later, when Highlander gives him extra speed and attack speed and takedowns keep it running. Meditate lets him heal and reduce damage while channeling, but moving, attacking and casting interrupt it, so it is a reset button and not a frontline tool. Keep your crowd control for the enemies that would otherwise stop him, and let him choose when to enter.
When the Enemy Has Master Yi
While Highlander is active, slows do nothing, and the ability clears any slow already on him, so building your fight plan around slowing him is a mistake. Save your hard crowd control for the moment before he gets going, or for when the ultimate has just run out. Takedowns are the real risk, since each kill extends the ultimate and cuts his cooldowns, so denying him that first kill matters more than anything else. If your team stays together, his snowball is much less dangerous. Early on, a Yi who has fallen behind has few ways to catch up.
Last reviewed 14 October 2026