Master Yi Damage Analysis With Different Item Builds (Including Sword of the Divine)

With the new rework of Master Yi, many are curious about the optimal items to get. Different items have different benefit, and fits different playstyle and everyone has their own preferences, and it is not my intention to point my finger at just 1 build. However, I thought it would be fun to compare the damage between few different builds so here it is.

Few supplemental information about the data presented

  • is the source I used for specific things such as how crit damage modifier affect the crit damage of Alpha Strike
  • This is assuming your ultimate is on
  • Damage on Alpha Strike that has Crit chance is averaged. Basically if you hit for 1 and crit for 1.6 damage and have 50% chance to crit the damamge that I will show is 1.3
  • For builds that does not have 6 items, remaining item is supposed to be defensive item of your choice such as Guardian angel, which is not included because it adds 0 offensive stat and different games call for different ones
  • Damage Calculation is done using standard offensive mastery (4% attack speed, 0.67 damage per level, 3 damage, 10% crit damage) and runes (11 damage, 4 % life steal rune)
  • You are assumed to be level 18 (if you check the excel file you can see damage from level 1~18 but for length sake I did not include it here)
  • Average auto attack damage per second assumes that you proc the passive. So I am multiplying the attack damage by 7/6 (your passive procs every 3 hit, after first time which require 4 hit because the double attack counts as 2 auto for your passive. Also 7/6 because second hit does 50% damage) and on hit effect damage by 4/3.
  • For Builds with Blade of the Ruined King  I am going to assume 2.5% of 2500 hp for on hit damage, which is 62.5 physical damage on hit. 2500 hp is assumed because it is in between squish and tank. 2.5% is used because that is the average damage you do if you do 5% current hp on hit (of course it is little lower because people usually get bursted before you auto attack)
  • Actives damage that add burst damage is not included but mentioned in side. (BotRK, Ravenous Hydra)
  • If you were wondering how Flat armour pen and percent armour pen affect your damage here is a graph to help you
  • flat armour pen  This is how much more damage you would do in percent with 20 flat armor penetration (Youmu’s Ghost Blade) against enemy with various armor value. (I should have added axis title , but independent variable is the armor, and dependent variable is how much more damage you do in %) basically if enemy had 20 armor you would do 20% more damage with 20 armor penetration.
  • percent armour pen  This is the one for 35% armor pen (Last Whisper)
  • Special thanks to Siosilvar for pointing out mistake (letting me know that the passive damage portion of wuju style is active while active portion is active)
  • Special thanks to deathdevilize for making me add damage for while SotD is on cooldown

Excel file for people who wants to use their own items for damage calculation or wants to see the damage at various champion level.

—>yi damage calculation excel<—-

  • Skill order used in Excel is: Q,E,Q,E,Q,R,Q,E,Q,E,R,E,W,W,W,R,W,W

So without further delay let us get this started.

Hall of Troll Fame (2 Highest Alpha Strike damage build)


(Active On) Alpha Strike Damage:1168    Auto Damage per sec: Phys:3735, True:441

(Active off) Alpha Strike Damage:800    Auto Damage per sec: Phys:1699, True:359

(While on Cooldown) Alpha Strike Damage:800   Auto Damage per sec:1443,  True:305

Utility: 35% armour pen, 36% life steal                      Total Cost: 15550

The whole reasoning behind this troll build is that Sword_of_the_Divine_item grants 100% crit chance while it’s active is on for 3 sec, meaning your alpha strike will always crit for 3 sec if you do not use the active up with auto. This means this build will net you around 5500 damage on your first target in about 2 second (alpha including alpha strike casting time).  Thus I have included legit Sword of the Divine build later on in the post 🙂 ALPHA STRIKE RESET FTW!



Alpha Strike Damage:1191    Auto Damage per sec: Phys:2741, True:310

Untility: 35% armour pen          Total Cost:18400

100% crit Gangplank’s wet dream build. Alpha strike will do as much damage as old AP Yi alpha strike damage if not more (in physical damage of course with no added benefit of all the utility stats ap items give and lot worse meditate heal rate), and your auto will also wreck people. Good luck farming this build though, and 0 utility.


Now that I got those out of the way here are the common builds for boring games

Critical Builds


(Active On) Alpha Strike Damage:643    Auto Damage per sec: Phys:1688, True:300

(Active off) Alpha Strike Damage:643    Auto Damage per sec: Phys:1486, True:264

Utility: 35% armour pen, 10% cdr, 20 flat armour pen, 15% life steal, BotRK active, Youmu active                  Total Cost: 12900


(Active On) Alpha Strike Damage:722    Auto Damage per sec: Phys:1539, True:294

(Active off) Alpha Strike Damage:722    Auto Damage per sec: Phys:1329, True:254

Utility: 35% armour pen, 10% cdr, 20 flat armour pen, 12% life steal, Cleave, Hydra active, Youmu active                  Total Cost: 13000



Alpha Strike Damage:640    Auto Damage per sec: Phys:1787, True:287

Utility: 35% armour pen, 15% life steal, 5% movement speed, ignore unit collision, BotRK active                 Total Cost: 13000


Alpha Strike Damage:728    Auto Damage per sec: Phys:1688, True:285

Utility: 35% armour pen, 12% life steal, Cleave, 5% move speed, Ignore unit collision, Hydra active                  Total Cost: 13100



Alpha Strike Damage:610    Auto Damage per sec: Phys:1604, True:279

Utility: 35% armour pen, 15% life steal, 6% movement speed, Static Shiv proc damage (160 magic), BotRK active                 Total Cost: 12700


Alpha Strike Damage:692    Auto Damage per sec: Phys:1476, True:276

Utility: 35% armour pen, 12% life steal, 6% movement speed, Static Shiv proc damage (160 magic), Cleave, Hydra active                  Total Cost: 12800


Life Steal Build


Alpha Strike Damage:596    Auto Damage per sec: Phys:1172, True:310

Utility: 35% armour pen, 45% life steal, Cleave, Botrk active, Hydra active

Total Cost: 12900



Alpha Strike Damage:657    Auto Damage per sec: Phys:1467, True:291

Utility: 35% armour pen, 27% life steal, Cleave, BotRK active, Hydra active

Total Cost: 13500


Sword of the Divine build


(Active On) Alpha Strike Damage:774    Auto Damage per sec: Phys:2564, True:307

(Active off) Alpha Strike Damage:550    Auto Damage per sec: Phys:1361, True:283

(While on Cooldown) Alpha Strike Damage:550   Auto Damage per sec:1180,  True:245

Utility: 35% armour pen, 15% life steal, BotRK active, SotD active

Total Cost: 12350



(Active On) Alpha Strike Damage:887    Auto Damage per sec: Phys:2686, True:332

(Active off) Alpha Strike Damage:622    Auto Damage per sec: Phys:1222, True:281

(While on Cooldown) Alpha Strike Damage:622   Auto Damage per sec:1038,  True:239

Utility: 35% armour pen, 12% life steal, Cleave, Hydra active, SotD active

Total Cost: 12450


Tank Builds

I am including few builds with minimal amount of damage items for people who wants to know how much damage they would do going tanky items with minimal number of damage items or for people who fell behind and do not have many items. (personally I would just play Jax if I was gonna go minimal number of damage items, and yes I know they are different champ :))


Alpha Strike Damage:349    Auto Damage per sec: Phys:596 True:178



Alpha Strike Damage:493    Auto Damage per sec: Phys:1030 True:221



Alpha Strike Damage:395    Auto Damage per sec: Phys:703 True:203



Alpha Strike Damage:435    Auto Damage per sec: Phys:797 True:224



(Active On) Alpha Strike Damage:405   Auto Damage per sec: Phys:864 True:223

(Active Off) Alpha Strike Damage:405    Auto Damage per sec: Phys:760 True:196


Few Conclusions I drew from doing this.

On full builds BotRK does more auto damage per sec than Ravenous Hydra or Bloodthirster on max charge. This holds true for builds that includes critical strike, unless you go for high crit build such as 55% (Phantom Dancer, Infinity Edge). There are active differences, as well as the fact that your Alpha strike will deal slightly less damage. On this note however, Bloodthirster is highly unfavorable, because not only is the damage difference minor, but you have to charge it up and it does not have great active or Cleave, while being same price as BotRK and only 100 cheaper than Hydra.

If you Disregard the utility aspect and price, then IE get you the most damage on auto attack and Alpha Strike.

Sword of the Divine is not a bad choice at all, because It will make your first Alpha Strike 100% crit, and make killing your first target extremely fast for your skill reset. With the kill hogging nature of Master Yi it also lowers Sword of the Divine cooldown by a lot in proper fight. Sword of the Divine is made for Master Yi, and if it does not work on Master Yi then this item needs some serious buff lol.

With the ultimate active you do more damage on single target in a second with your auto attack than with Alpha Strike. You should still Alpha Strike when you can because you are invulnerable during Alpha Strike.

On personal note I am definitely going to try Sword of the Divine on Yi next time I play 🙂

Hopefully I did not miss too many common item builds that people use.

I will still respond to reddit comments btw for anyone who wanna discuss.

3.9 Thresh compared to 3.10 Thresh using soul numbers

Thresh as of patch 3.10 will gain flat 0.75 armor and ability power instead of starting at 1 then having diminishing return for every subsequent souls. It is definitely a nerf during his early game, but when exactly does he surpass the old Thresh (not accounting for his hp nerf :P)? So here is Soul Number comparison between the Pre 3.10 patch Thresh and Post 3.10 patch Thresh.

Magic Soul Numbers:

  • Number of Souls of required to have the same amount of armor as the old Thresh (past this number you will have higher armor than old thresh): 125 souls (105.75 armor at this point)
  • Number of Souls of required to have the same amount of ability power as the old Thresh (past this number you will have higher ability power than old thresh): 101 souls (75.75 ability power at this point)
  • Number of Souls at which New Thresh will gain more armor and ability power per soul than Old thresh: 52 souls
  • Number of Souls where there is highest difference between the total armor of new Thresh and Old Thresh: at 50 and 51 souls with the difference of 12.375 armor (61.875 armor on Old Thresh and 49.5 armor on New Thresh)
  • Number of Souls where there is highest difference between the total ability power of new Thresh and Old Thresh: at 50 and 51 souls with the difference of 6.375 ability power (43.875 ability power on Old Thresh and 37.5 ability power on New Thresh)

Although Thresh does have potential to be stronger now than before, looking at the number of souls required to reach that point (125 souls) it is a definite nerf. Most support Thresh do not even reach that amount of souls in average game. Thresh however, did require a slight nerf since he is one of the most sought after support in both competitive and non-competitive games. Combined with the base health nerf Thresh will die in 1 less auto attack from ADC and 1~2 less auto attack from support, leaving more room for counter play against over aggressive Thresh during early game. Personally I think the nerf is just about right, what is your opinion on it?

Mind Blowing tip for Sona players and Nautilus players!

sona Naut

PS: From my experience of playing Sona I do not think you should use the attack reset most of the times when you harass, because the split second it takes more for Sona is fatal for her, because of how squish she is. On that note in the middle of fight it is more relevant, and I have used it with good result.
Hey long time no post. This is a quick post because while prowling through League of Legends Wikia I found a mind blowing information, which I never knew about. I am sure some players knew about this, but many do not. In-fact, it is not even talked about in guides.

So here it is.

  • Power Chord (her passive) resets Sona`s attack timer!!!!
  • Titan`s Wrath (his shield skill) resets Nautilus`s attack timer!!!!

Wowzaaaaaa! I was a fool all these times when I believed I was a decent enough Sona player… v_v

I definitely did not associate these skills with attack timing resetting skills. Anyways, lets talk about what this actually mean.

  • To get the optimal damage on your power chord you auto attack when your power chord is at 2 charge then quickly use Q, W, or E then auto again instead of just auto attacking once with power chord when your power chord is charged.
  • To get the optimal damage on Nautilus you auto then activate shield and auto again instead of activating shield first then auto attacking.

Attack timer reset allows you to get one more auto attack in at the cost of fraction of a second, which is a lots of damage especially during early game. Hopefully this tip helps many players (including myself) who are not dealing 50 to 80 potential damage during early game pokes and ganks with Sona and Nautlius.

PS: do not get your self killed with Sona trying to force it, because Sona is that squish and with Sona. It is sometimes better to not use Power chord, because Q is at 700 range and Power chord is at 550 range 😛

Nautilus though should 100% be able to get this off with his passive during ganks though.

Gold Value Calculation on Old Draven’s Passive

So for the first analysis of Draven’s nerf let’s look at how much Draven’s old passive was worth by calculating how much extra damage, and in turn gold, the new Draven need to equal the damage old Draven did .

Draven’s pre 3.9 patch passive Bleed did 30+4*level as dot, (stacking the passive did not refresh the duration, but the damage stacked so each bleed did full 30+4*level damage even if it was stacked).

This is calculated by basically solving for Y. It is lot more complicated, but this is the concept behind it, and attack speed does not come into calculation thankfully.

Draven damage with x damage item + passive= Draven damage with x+y damage from item

putting the gold/damage ratio into the calculation as well as critical this results in this monstrosity!

Gold=(passive damage+passive damage*(crit chance*(number of auto required to pull off spinning axe-1)/number of auto required to pull off spinning axe))/(number of auto required to pull of spinning axe*(1+crit chance)*crit damage/2+skill damage ratio)*gold/damage

Assuming 40 gold is worth 1 damage (from long sword 400/10) here is how much gold the old Passive was worth here are the datas.

“Number of Auto” means How many auto you need to per 1 activation of Spinning Axe. So Number of Auto=2 would be you using spinning axe every 2 hit and so on.


  • What the graphs show is how much gold the new Draven would need to have from his passive or other sources to buy items to deal same damage as the old Draven
  • To clarify, what the auto attack number represents is how many auto attacks you have per 1 spinning axe. let’s say that passive does 1 damage. auto attack does 3 damage, and spinning axe does 2 damage. If you proc spinning axe every hit then passive is 1/6 of your total damage, but if you proc spinning axe every 2 hit then passive is only 1/9 of your damage since you did 1 more auto. So less auto attack you require to proc spinning axe higher proportion of your total damage your passive take up, which is why Gold value of the passive goes down if you have more number of autos.
  • Baalhrezem brought up a good criticism, and yes the calculation does not account for damage from E and R as well as damage to turret, but I feel that because most of Draven’s damage come from his auto damage and spinning axe this calculation is still relevent, but it is worth slightly less in reality

0 crit chance

No crit spinning axe every 1 hitNo crit spinning axe every 2 hit

20% crit chance (static shyv)

20% crit spinning axe every 1 hit20% crit spinning axe every 2 hit

25% crit chance and 250% crit damage (Infinity Edge)

25% crit and 250 crit damage spinning axe every 1 hit25% crit and 250 crit damage spinning axe every2 hit

30% crit (Phantom Dancer)

30% crit spinning axe every 1 hit30% crit spinning axe every 2 hit

45% crit chance and 250% crit damage (static shyv, Infinity Edge)

45% crit and 250 crit damage spinning axe every 1 hit45% crit and 250 crit damage spinning axe every 2 hit

55% crit chance and 250% crit damage (Phantom Dancer, Infinity Edge)

55% crit and 250 crit damage spinning axe every 1 hit55% crit and 250 crit damage spinning axe every 2 hit

for people interested in trying out different variable here is the excel file I used for calculation:

How much was Old Draven Passive Worth

Variables you can change are: Number of autos, Crit change, Crit damage, Gold value of 1 damage

For comparison Old Draven basically started the game with a 2 kill and assist amount of gold on New Draven. It is 34 damage per hit or 2 hit after all.

pretty much a pick axe…

People can snowball a lane hard if they start with 2 to 3 kill at level 1 (not counting exp of course), and that is what the old Draven had on new Draven.

The gold value of Draven’s old passive gets bigger further the game progress and it is definitely more than the gold value Draven’s new passive gets him in most of his game, which is no surprise since the entire point of Draven change was to nerf him.

Only time will tell if it was too much or not. (Cliche finish for the win!)

Planning to analyze how this affect Draven’s early game strength by compairing the damage trade potential of new and old Draven with other three popular ADC.

Map Awareness and How You Can Get Better at It

Many people struggle with having a decent Map Awareness, so here is a tip on how you can improve yours.

Look at the minimap after every creep kill

The goal is for you to look at the minimap frequently subconsciously as a habit, and quickly enough that it does not interfere with your other actions. First step to achieving this is to look at the minimap frequently consciously, and doing it after every creep kill gives you a general guideline till your brain can start doing it subconsciously.

Apparently this is the tip given to Starcraft player and it applies to League of Legends as well.

(I heard it from some stream too, but cannot remember who it was from. If someone knows the source I will edit it in later)

Well, looking at minimap is fine and dandy but you should also process that information. Thus here are three things to look for during lanening phase and what to do in each situation:

  • Enemy jungler’s position: If you are a top laner and you see an enemy jungler ganking bot then you know he cannot be top lane for a while, which gives you around a minute of opportunity when you can over extend, or not get counter ganked if your jungler ganks. On the other hand if you see enemy jungler mid and he leaves the mid lane through top bush, then there is a high chance that the enemy jungler is going to gank you and you should play carefully. 
  • Your jungler’s position: Your jungler will not always communicate with you what they are doing except for ganks, but other information is important too. If your jungler is counter jungling the enemy’s jungle on your side of the map then you should push your lane (for example if you are on blue side then if your jungler invade enemy red then top and mid should push their lane). This is so that if the need for help arise in the enemy jungle then you are closer to the enemy jungle, and at the same time if you and the enemy leave the lane to help the jungle then the enemy will lose cs to the turret forcing the enemy to chose between cs and helping his jungler.
  • Adjacent Lane’s position: If your lane is pushing and enemy on adjacent lane is pushing then you have opportunity to gank that lane to either score some kill or relieve some pressure for your teammates. Conversely if you are pushed up toward enemy turret and your adjacent lane’s enemy champion is missing then there is a high chance that you are getting ganked.

and no I am not gonna be stereotypical ward preacher and bring up ward coverage when talking about map awareness, but you really should buy some.

I will cover mid to late game map awareness in the possible future as I feel that it is a lot more complicated, and i cannot confidently give advice on the topic.

Champion Tips(Riven): Broken Wing combo

You can execute Riven’s Q(Broken Wing), auto, Q, auto, Q, auto combo faster if you give attack command on the ground immediately after Q right beside the enemy instead of right clicking on the enemy.

You might have noticed while playing as or playing against some Riven that some Riven has way faster Q, auto combo. This is called animation canceling and Riven’s Q animation has lots of animation that can be canceled to shorten her combo time dramatically (depends on user but you can chip off more than a second).

To properly execute this combo effectively each keyboard or mouse input has to come immediately after the previous action. Faster you can do it the better.

Q=>attack command on the ground=>Q=>attack command on the ground=>Q=>attack command on the ground.

Default attack command on the ground is press A then left click on the ground.

One down side to this is that since you are giving attack command instead of targeting you will auto your closest enemy instead, which makes it harder  to use on a clumped up enemy.

You need very fast hand to execute this properly. However if you do have a pair of fast hands or is willing to practice for it, this method will dramatically shorten the time it takes to perform Riven’s combo and increase your damage per second dramatically.

I personally do not play Riven (probably one of my worst champions), but luckily this information comes from more valid source, aka former korean pro looking for team :p .


the video is all in Korean however.

PS: I do  not know if the animation can be canceled with attack command on the enemy  and I will update if I can get solid info on this.

Brief Intro

hey yall I am LoL player currently in diamond league in NA server (Dprov, Yes that rager!), and I will be posting helpful tips that I learn through my experience as well as tips from other sources, along with my opinion on League related topics.

I personally need practice in writing more than anything else. Thus feel free to critic even writing errors as I am sure there will be plenty.