Meta, tier list & top-player builds from the China server · live
易 · 无极剑圣 Assassin S
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 22 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Master Yi: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Master Yi players, captured in-game.
📖 How to play Master YiCounted on 23 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
22 of the top 30 players have a public match history; the others keep theirs private.
























































































The toughest lane matchups for Master Yi on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Jax counters Master Yi: His Counter Strike exists for you: it dodges your post-Alpha attacks and the stun holds you while his team collapses. He even out-scales you 1v1.
How to play Master Yi into Jax: NEVER duel him at even strength. Play your game on the others and enter fights after his Counter Strike is spent. Your Q dodges his stun if timed right.
→ JaxWhy Rammus counters Master Yi: You are made of basic attacks and he is a spiked hedgehog with a taunt: every hit you land comes back with interest.
How to play Master Yi into Rammus: Ignore him, seriously: in fights hunt the carries behind him and use Q to hop over him. If taunted, instant W to cut the reflected damage.
→ RammusWhy Teemo counters Master Yi: The blind shuts off your main damage channel and mushrooms reveal your every rotation: pure nuisance, everywhere.
How to play Master Yi into Teemo: Alpha Strike DURING the blind: you are untargetable while the debuff ticks away. Buy Oracle Lens the moment he starts shrooming objectives.
→ TeemoWhy Malphite counters Master Yi: Pure armor against a physical kit: your attacks scratch, and his R opens fights on the forced positioning of a melee.
How to play Master Yi into Malphite: Lean on E's true damage and Bloodrazor: percent damage ignores armor. Enter fights in the second wave, always after his R.
→ MalphiteWhy Lee Sin counters Master Yi: He owns the early invades with short trades, you erase him from 2 items on. His R can save carries from yours.
How to play Master Yi into Lee Sin: Do not contest the first scuttles without help. Farm to Bloodrazor. In fights wait until he spends R on someone, THEN enter: without the kick he is just a target.
→ Lee SinThe champions Master Yi works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
You have no crowd control at all, and your own card says it: a stun that lands after Alpha Strike (Q) kills you. Unstoppable Force (R) knocks the group up from outside engage range and Ground Slam (E) shreds their attack speed, so you walk in after their answers are gone.
You dive their backline alone with nothing on you: Stand United (R) reaches you from across the map with a shield in the exact second they focus you, and Shadow Dash (E) taunts whoever locked you down once the Alpha Strike (Q) window has closed.
Brittle from Bellows Breath (W) stretches every crowd control by 30%, and half a second more on a motionless target means more hits toward Double Strike (P) for you. Living Forge (P) also lets you shop from the jungle instead of losing camps to a recall.
Divine Judgment (R) makes you invulnerable for a few seconds: it is the only real answer to the taunt waiting for you the moment Alpha Strike (Q) ends, and it keeps you on the target instead of dying on it. Kayle is under a 50% win rate, though, and only matters late.
As Mega, Wallop (W) stuns the group and GNAR! (R) slams it into a wall: a second and a half of motionless targets is worth more to you than to anyone else. But Rage Gene (P) picks the moment for him, so you cannot build a gank around it.
Highlander (R) makes you slow-immune, not stun-immune, and that is how you die. Hero's Entrance (R) lands on you from anywhere on the map with a shield and an area knock-up, exactly as they answer your dive onto their carry.
She sticks the ball on you with Command: Protect (E) before you go in: a shield plus armor and magic resist right at the dive. And Command: Shockwave (R) then fires from where you are, pulling their team around the target you are already hitting.
Your damage needs whole seconds on one target: Ring of Frost (W) roots and Frozen Tomb (R) stuns on top of the root, close to three seconds in which a carry cannot walk and cannot answer. That is enough to finish her without spending Meditate (W).
Before level 5 your ganks hold nobody in place. With Pyromania (P) charged any of her spells turns into a one-second stun, and Summon: Tibbers (R) does it to a whole area: you arrive with Alpha Strike (Q) onto a target already pinned.
Wither (W) strips both movement and attack speed from the carry that would hold you at range, and kiting is the one thing that really beats you. It only covers a single target, so it counts when their threat sits in one place.
Enchanted Crystal Arrow (R) stuns for up to 3.5 seconds from off-screen: you arrive with Highlander (R) onto a carry that is already frozen. And Frost Shot (P) slows on every single hit, so nobody walks away from you once the fight starts.
Chain of Corruption (R) roots the first target and spreads to whoever stands next to them: a rooted, bunched group is where Double Strike (P) and Wuju Style (E) out-earn any burst combo. Hail of Arrows (E) cuts the healing on whoever you are finishing.
Deadly Flourish (W) roots anyone who has just taken damage from an ally, and you land more hits per second than anybody else: that root is permanently switched on. Curtain Call (R) then closes out from range whoever runs on low health.
Once Alpha Strike (Q) is spent you have nothing left to leave with, and Highlander (R) will not save you from focus fire. Fate's Call (R) can, when you are her Oathsworn, yank you back out the moment the dive collapses. It runs on her timing, though, not yours.
There is exactly one way you die: somebody jumps on you while you are swinging. Whimsy (W) polymorphs them for a second, Help, Pix! (E) shields you and Rampant Growth (R) hands you bonus health while knocking up everyone around you. Lulu is still under a 48.5% win rate.
Your own card spells it out: a taunt or a stun landing after Alpha Strike (Q) is death. Black Shield (E) eats it before it reaches you, and Dark Binding (Q) roots for two full seconds the target you only have to keep hitting.
Concussive Blows (P) stacks off allied hits too, and nobody lands more of them than you: the four marks arrive almost instantly and the target is stunned for over a second. Unbreakable (E) meanwhile intercepts the projectiles that punish you.
Tidecaller's Blessing (E) puts bonus damage and a slow on an ally's next hits: on your attack speed it is the most profitable thing she can cast. And Aqua Prison (Q) chained into Tidal Wave (R) is what makes your ganks actually land.
Chronoshift (R) rewinds your death: for an assassin with no way out, one bad dive stops costing you the game. And Time In A Bottle (P) hands free experience to the jungler, so you reach Highlander (R) before the man across from you.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | S | 49.85% | 11.27% | 63.73% | #4 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | S | 49.53% | 10.5% | 65.07% | #5 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | A | 48.44% | 9.38% | 61.09% | #10 / 42 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | B | 47.74% | 7.85% | 50.32% | #19 / 41 |
Master Yi is Wild Rift's signature basic-attack assassin, the Wuju Bladesman who turns raw attack speed into a wall of physical and true damage. Every auto chips toward a Double Strike proc and every Wuju Style swing adds flat true damage that no armor stat fully answers, so an unchecked Master Yi simply out-damages almost anything standing next to him. He carries through pure single-target execution rather than survivability or team support, using Alpha Strike's untargetable dash to dodge burst and jump between targets rather than to tank a fight.
Skill order: Q > E > W — max Alpha Strike first for damage, mobility and cooldown refund, then Wuju Style for the true damage that keeps scaling his DPS, leaving Meditate at rank one since even a single point sustains fine through early trades; take Highlander at every chance.
Lane as a farmer first — Master Yi has no reliable engage before items, so prioritize safe CS and let Meditate heal off poke rather than force early trades. Look for a sharp all-in only when the opponent oversteps or burns a key cooldown: Alpha Strike in, stack autos for the Double Strike hit and Wuju Style's true damage, then Alpha Strike or Meditate back out if the read is wrong. Avoid extended skirmishes before level 5, since his real power spike starts once Highlander comes online and keeps climbing as attack speed items shorten every cooldown in the kit.
Master Yi is not a frontline fighter — he waits for the enemy front line to commit, then uses Highlander's slow immunity to flank around and dive whichever backline carry is most isolated. Once he's on a target, hold nothing back: chain autos non-stop with Wuju Style active so Double Strike keeps proccing, since a clean entry usually kills a squishy target in under two seconds. Save Alpha Strike as an escape or repositioning tool for after the takedown rather than burning it on the way in, and only channel Meditate if he's about to die mid-fight, since stopping to heal costs DPS uptime he can rarely spare.