- Tier
- T1
- Posizione
- #19
- Tasso vittoria
- 53.58%
- Tasso scelta
- 0.44%
Kalista è attualmente classificato T1 nei dati ARAM Mayhem. Vedi guida campione

Master Yi è attualmente classificato T1 nei dati ARAM Mayhem.
Master Yi the Wuju Bladesman
Yes, but he is not a blind “run at them” champion. He shines when enemies have already used key crowd control, when your team can start fights, or when low-health targets are grouped close enough for resets. The tradeoff is that a bad first entry usually gets punished instantly because Yi has limited ways to escape once Alpha Strike and Highlander are committed.
Pick him when your team has engage, shields, speed-ups, or reliable crowd control that can create a clean opening. He is much harder to play when your team is full poke and nobody wants to walk forward. If the enemy draft has several point-and-click disables or instant burst tools, you need to play more patiently and may have fewer windows to carry.
Your job is to enter after the first wave of spells, kill the most reachable target, then use the reset tempo to keep moving through the fight. Do not waste your first engage on the healthiest frontliner unless they are already isolated or your team is burning them down. Yi wins messy fights, but he often loses clean enemy setups where every stun is saved for him.
Usually no. If you start with Alpha Strike from full distance, enemies can wait for you to appear and chain crowd control or burst on your landing spot. Use it to dodge an important spell, finish a target, follow a flash-like escape, or buy time while your team catches up.
Stand just outside the fight until the most dangerous stun, knockup, fear, suppress, or root has been used on someone else. Once those tools are down, activate your damage window and commit to a target that cannot kite you easily. The tradeoff is that waiting can feel passive, but going early into layered control usually removes you before you deal meaningful damage.
Focus the enemy you can actually kill, not always the highest-value carry. A low-health bruiser or support can be the right first target if killing them gives you space to continue. Chasing a protected backliner through shields, exhaust effects, and peel often wastes Highlander and leaves your team fighting without your damage.
Use Meditate to survive burst, stall for cooldowns, or reduce the damage you take while enemies overcommit into you. It is strongest when you press it before the lethal part of the enemy combo lands, not after you are already too low to recover. The tradeoff is that standing still can let enemies reposition, so cancel it and move once the danger spell has passed or a kill window appears.
Snowball can be strong if your team has follow-up and the mark lands on a target that is already vulnerable. Do not take the dash just because it connected; wait until crowd control is spent or the target is low enough to finish. The downside is that a careless Snowball delivers you into the enemy team before Alpha Strike can protect you.
Full damage is best when the enemy team lacks reliable lockdown and fights are decided by who dies first. Add durability when you are getting controlled, bursted, or forced to hit frontline before reaching carries. The tradeoff is simple: more damage gives faster resets, while defensive choices give you more chances to survive the first punish window.
Look for augments that help you stay on targets, survive your first entry, or convert takedowns into a longer fight. Damage-only augments are great when your team already gives engage and protection, but they can feel terrible if you are dying before attacking. If an augment offers mobility, sustain, or anti-burst value, weigh it highly against teams holding multiple answers for you.
Do not commit your full combo into the first visible carry if you know Exhaust or peel is waiting. Bait it with movement, hit the closest safe target, or let a teammate draw the defensive spell first. If you get exhausted during Highlander, back off for a moment, use Alpha Strike or Meditate to avoid the worst return damage, then re-enter when the effect is gone.
The biggest mistake is entering before your team can follow or before enemy control has been used. The second is chasing too deep after one kill while the rest of the enemy team is still healthy and grouped. If a fight starts badly, reset your position behind your frontline instead of forcing a miracle duel into five ready cooldowns.
Your team should start fights, soften targets, and force enemies to spend peel before Yi commits. Shields, heals, speed-ups, and crowd control are more valuable to him than extra poke if they create a safe first kill. The tradeoff is that Yi may wait a few seconds before entering, so teammates need to survive the opening instead of assuming he will instantly dive.
Stop trying to solo carry every fight and play for cleanup instead. Farm safe minion waves when possible, protect your health, and only enter once enemies are low or distracted by your frontline. A behind Yi can still win a fight with one good reset chain, but feeding early entries usually delays that comeback even more.