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Yuumi Build Guide by Doody_tco

Support Yuumi - This is My Favorite Chapter!! [ALL CHAMPIONS]

Support Yuumi - This is My Favorite Chapter!! [ALL CHAMPIONS]

Updated on April 3, 2023
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League of Legends Build Guide Author Doody_tco Build Guide By Doody_tco 25 7 29,376 Views 8 Comments
25 7 29,376 Views 8 Comments League of Legends Build Guide Author Doody_tco Yuumi Build Guide By Doody_tco Updated on April 3, 2023
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Runes: Sorcery (Typical)

1 2 3 4 5
Sorcery
Summon Aery
Manaflow Band
Transcendence
Gathering Storm

Precision
Presence of Mind
Cut Down
Bonus:

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
Basic
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

✦ INTRODUCTION ✦
About me
Pros and Cons
✦ PLANNING ✦
Runes
Summoner Spells
✦ WALKTHROUGH ✦
Abilities
Itemization
✦ GAMEPLAY ✦
Matchups
Game Stages
✦ MACRO ✦
Warding
Objectives
✦ FINALE ✦
Professional Tips
Summary



GOODBYE YUUMI!



About me


Hello! I'm Doody_tco!
I'm the creator of the winner guide Miss Fortune Miss Fortune - Road to Mastery 7. I am a main AD Carry and I use the the essence of carrying games in my playstyle as a support. Yuumi is my main support. I have almost 180k experience points on Yuumi and I have supported and played against almost all champions this includes supporting trolling ADC picks such as Katarina, LeBlanc, Karthus and even Nasus and I have the confidence to write this guide and share my experience to help everyone increase their knowledge about Yuumi and help with hard carrying the game to victory! :)

Why play Yuumi?

Yuumi is an interesting hard carry support that fun to play. Although she depends on a carry, she gets stronger in late game and help a hyper-carry champion to carry the game to victory. Yuumi cannot be targeted thanks to her You and Me! ability, thus prohibiting her abilities to be interrupted by enemy's' skill shots. Yuumi sustains her carry through healing and shielding as well as helping them escaping or reaching the enemy. Yuumi is an easy to play champion. Through reading this guide, you will understand why Yuumi get banned.

✿ ✿ ✿ ✿ ✿


Please read the following notes before you proceed to the guide:

Note 1: Please do not misjudge my personal thoughts and experience for picking Flash for Yuumi. Thinking that Yuumi is a champion attached to an ally most of the game and she needs to support them with only with Ignite and Exhaust does not make Flash less valuable spell nor make it a troll summoner spell. Moreover, Flash for Yuumi does not need to be a new OP Korean meta so you can have an instant change of heart in your beliefs. Flash for Yuumi grants two key winning elements; the first is surprising the enemy as they would not expect the Flash; and the second is tilting the enemy as they do not always see Flash for Yuumi which I saw in most of my games and lead the enemy team to not preform well which is what your team needs to win.

If you want, skip to the section where the guide explains why Flash is an essential spell to pick for Yuumi

Note 2: If you checked the section where I argued that Flash WORKS for Yuumi and you still believe that it is not a wise choice for Yuumi even after arguing about it with me in discussion section, then PLEASE DO NOT MAKE IT AN EXCUSE TO DOWNVOTE THIS GUIDE. IT IS NOT A TROLL GUIDE AND I PUT SO MUCH EFFORT BUILDING IT and making it useful in planning, itemizations, macro and especially studying all champions in the game and provided a thorough information. So, again, if you do not like this little detail in this detailed guide that literally exceeded PhD. in length, then please do not make it a reason to downvote this guide. ✿

Note 3: this guide talks in-depth about how to play Yuumi in most scenarios and against ALL CHAMPIONS. I will create a shorter version of this guide that is quick to finish and easy to digest for those who are new to Yuumi and want a "take-away" build, runes and tips. A link will be provided here soon.





P R O S

Easy to play
Cannot be targeted
Hard carry

Yuumi's main task is healing her carry with her Zoomies and prevent them from dying. Zoomies also increase the attack speed and movement speed which increases the chance of her carry to secure a kill or escape the enemy while kiting (if the carry is a marksman). Yuumi also scales greatly in late game which make her useful with whichever champion she attaches to.

C O N S

Craves mana
Easy to die
Late game support

Zoomies costs a lot of mana. This means, Yuumi should either wait for her mana to fill up or detach from her carry to fill mana with her passive Feline Friendship which make her prone to crowd control (CC) that will prevent Yuumi to attach to her carry and be easily killed. Moreover, Yuumi is weak early game because her mana regeneration level is low and the cooldown of her abilities are long.

Yuumi is everyone's support. That is why the match-ups section will cover how to play with/against ALL CHAMPIONS. You read that right, all champions you can play on League of Legends. During the game, you should focus on who is the threat in the enemy team, and who has the potential to carry the game and build items based on these two premises which is thoroughly covered in Match-ups section.
Generally as a support and specifically as Yuumi, keep in mind two key points; the first is, one of your teammates may not be doing good in lanning phase but they can have the potential to carry the game, be ready to support them. The second is, Yuumi should dedicate 97% of her spells for saving and boosting her teammates, the rest 3% should be for Yuumi.

Remember: your AD Carry may complain about having a Yuumi as a support instead of having a Leona or Nautilus as a support, but whoever wins in laning phase and carry the game, will almost beg Yuumi to attaches to them to give them extra boost..



Sorcery




The essential rune for Yuumi, it boosts shielding her carry when she heals them with Zoomies, and it is also pokes the enemy when Yuumi attacks them. When Yuumi's carry is inflicted by grievous wounds or ignited, healing them won't be sufficient, but the shield from Summon Aery can save them.

A second option to pick for Yuumi. This rune is a good option in lane phase when you know that Yuumi's marksman will have a rough time farming. For instance, with Sivir with her short range attacks against Brand and Caitlyn who have wider range of auto attacks. A great poke when using Prowling Projectile.

Since Yuumi will be attached to her ally 95% of the game, this rune will definitely be useless, and even if Yuumi detached and managed to hit the enemy with 3 attacks, the bonus movement speed she'll get will not be useful for her nor for her carry. One of the least recommended runes for Yuumi.



Grants a magic shield that absorbs magical damage. In most cases, the threat in bot lane is usually ad, and in team fights, Yuumi can hardly escape from 3 people. Moreover, this shield will not benefit her carry. Therefore, picking another rune is recommended for Yuumi.

Since Yuumi loses mana with Zoomies, she can gain mana through poking the enemy with Prowling Projectile or from auto attacks with Manaflow Band. This is the best option to pick for Yuumi compared to Nullifying Orb and Nimbus Cloak.

Yuumi will not benefit from using Nimbus Cloak; she will most likely use her abilities attached to her carry, and the ghosting effect will not affect her carry. This option is the less favorable and should not be used by Yuumi (unless it is a top lane Yuumi and this guide is not for that.


The first option to think about when playing Yuumi. This helps in reducing cooldown of Zoomies which can be a game changer during all game stages. It also reduces the cooldown of Feline Friendship and help in early-mid game, and reduce the cooldown of Final Chapter.
Celerity

Similar to Nimbus Cloak, Celerity is not need for Yuumi because most of the game she attaches to a teammate who will carry her around. The bonus movement speed that Yuumi gains from Celerity will not affect her carry.

Absolute Focus is a good pick for Yuumi since her health is over 70% most of the time. It is a nice poking rune especially when paired with Arcane Comet. Pick Absolute Focus when you know that your marksman in lanning phase will have a hard time farming.

Scorch

A great rune to consider when you want to poke the enemy. Thus, pick Scorch along with Absolute Focus and Arcane Comet when playing aggressively with Yuumi. It will make the enemy prone to death when your jungler ganks, and helps kill the enemy faster.

You can take a hint from Yuumi that this rune is not useful for Yuumi. Statements include "A River?! Uh-uh! Book hates water!!" and "Do not drop me, Do NOT drop me!!" as well. Yuumi should attach to her carry most of the time and should not roam in the river alone,

My most recommended rune for Yuumi. It scales in late game as Yuumi does in late game, increasing thus the ability power of Yuumi. This gives two advantages, the first is increasing the healing powers of Zoomies, the second is increasing the adaptive force of Yuumi's carry.


✦ Secondary path: Precision

Overheal

Yuumi does not build life-steal items because that will not be useful for her carry and it won't be useful for her because she will be attached to her carry most of the game and not attacking the enemy. Do NOT pick this rune for the support Yuumi no matter what.
Triumph

As a support, you should not be stealing kills from your carry, and even if it happened by any chance, Yuumi will most likely be attached to a teammate with a full health bar, so it will not benefit her. Triumph is not useful and not recommended for the non-targetable Yuumi.

The ideal choice for Yuumi, along with Manaflow Band, Presence of Mind will help sustaining mana. Use Prowling Projectile when Zoomies is not used occasionally. This increases Yuumi mana span and preserves a fair amount of mana in case her carry needed healing.


This rune is more useful for marksman and AD carries who depend on attack speed to takedown enemies and destroy turrets faster. Yuumi should not roam alone attacking turrets. Moreover, she should not steal kills from her carry. Not recommended rune.

Similar to Legend: Alacrity, Yuumi is attached to a teammate and should not takedown the enemy, and even if she did and she detached for her passive Feline Friendship and she get stunned, it will not help with the cooldown of You and Me!. Definitely not recommended.

Increase the life steal upon enemy takedowns. Thus, similar to Legend: Alacrity and Legend: Tenacity, this rune is the worse pick for Yuumi, unless it is a new meta but it most likely will not be dedicated to Yuumi as a support, not in this guide at least.


Yuumi gains extra adaptive force from her carry, thanks to You and Me!, this makes poking with Prowling Projectile stronger and makes the enemy vulnerable to death which forces them to recall and deny them gold and experience in laning phase.
Cut Down

The ideal choice for Yuumi especially against tanky supports. That is because Yuumi has the lowest health compared to other champions. This means she will deal extra damage to enemies during all game and not exclusive to certain case as in Coup de Grace.
Last Stand

Basically, Yuumi focuses on boosting with her Zoomies. Prowling Projectile and Final Chapter will not be enough to kill an enemy. Yuumi will be demolished before dealing enough damage to take down her enemy. Not recommended for Yuumi.


✦ Secondary path: Inspiration


Hextech Flashtraption is used mainly with engage supports to use a CC ability such as Sett or Leona. Yuumi cannot do something useful with her Flash except for her ultimate Final Chapter which rarely needs a Flash for it. Not recommended.

Boots are not needed for Yuumi. Yuumi should not roam because it is dangerous, she attaches to an alley who roams and she helps keeping him safe. In case you picked Magical Footwear for Yuumi by mistake, fear not, you can sell it and make use of the gold.

This rune grants a Stopwatch, it is a counter-intuitive item for Yuumi to have. It is mostly useful when the enemy tries to Yuumi under turret, activate it and wonders will happen. Sell the Broken Stopwatch for some gold or sell it before use.


A good option to consider, this gives Yuumi the opportunity to build her item through a loan and thus boosting her ally faster. The amount of borrowed gold ranges from 50-150 gold, it is not great but it still can be useful. Always consider Future's Market when going for Inspiration.

Even if you pick Relic Shield for Yuumi, Minion Dematerializer is not going to be useful to Yuumi or her marksman through the whole game. Plus, when picking Relic Shield, Yuumi should depend on other runes and not Minion Dematerializer.

This biscuit can be useful to Yuumi in two ways; the first is filling her missing mana she loses from using Zoomies or Prowling Projectile, the second is selling them for gold and increased mana capacity. Biscuit Delivery can be a good option for Yuumi..


If you are going for Inspiration for Yuumi then Cosmic Insight should always be picked. It increases the ability haste and item haste, which means boosting items like Shurelya's Battlesong and abilities which increases the survivability of Yuumi's carry.

Yuumi may detach from her ally to ensure hitting Final Chapter perfectly, but that is most likely the only useful way to make use of Approach Velocity and it is not going to work 100% of times. Thus, it is not as useful for Yuumi as Cosmic Insight.

A rule of thumb when playing: Yuumi does not use potions because she is mostly attached to her ally most of the time, and if she get injured, she can heal herself with Zoomies. Therefore, Time Warp Tonic will not be useful to her nor to her carry. Not an ideal for Yuumi.


✦ Secondary path: Resolve

Demolish

Destroy turrets through lanning phase or when split pushing is a game-changer strategy. However, Yuumi cannot do it on her own, moreover, Yuumi's max health will not allow her to do much damage to the turret, thus, Demolish is not a priority for Yuumi.

Font of Life synergy with the slow from Prowling Projectile and the stun from Final Chapter. It may not heal your marksman greatly early game, but in late game, Yuumi's max health increase with the passive of Moonstone Renewer making Font of Life useful.
Shield Bash

Increases armor and magic penetration when shielded. Yuumi will mostly shield her ally, and even if she is alone, the bonus penetration will not benefit Yuumi much. Shield Bash may be useful for tanky supports, but it is not recommended for Yuumi.


Increases armor and magic resistance after minute 12. Another trait that Yuumi -who is attached to an ally most of the time- does not need. Do not pick Conditioning for the support Yuumi. As Shield Bash, this is more useful for tanks.
Second Wind

In most cases, Yuumi will not take damage from the enemy, and even if she did while detached and she attaches again to an ally, the health regeneration will not be sufficient for Yuumi. Do not pick Second Wind when choosing Resolve.

Basically, if Yuumi get hit by the enemy, she should instantly attaches to her ally, or escape the enemy to prevent getting more damage. Staying detached will make Yuumi vulnerable and the trait from Bone Plating will most likely not save her.
Overgrowth

The extra health Yuumi gets from the death of nearby minions, synergies with Font of Life. If Font of Life is not picked, then Yuumi will make no use of max health gained from Overgrowth and it is more useful for tanky champions.
Revitalize

Perfect choice for Yuumi, it strengthen the healing from Zoomies and Heal as well as increasing the shield from Summon Aery and Feline Friendship passive. Always pick Revitalize when choosing Resolve.
Unflinching

Yuumi will not make use of the tenacity and slow resist she gets from Unflinching, in most cases Yuumi's health will be 100%, and the passive cannot be transferred to her carry. Pick Revitalize for Yuumi instead of Unflinching.


✦ Secondary path: Domination

Cheap Shot

This rune synergies with Final Chapter, after the enemy is stunned by the ultimate, the next beams will deal true damage to the enemy. However, it does not synergy with Prowling Projectile. It is an aggressive option, but it is not recommended for Yuumi.

Yuumi in most cases stays safe with full health, thus, Yuumi will not make use of the healing from Taste of Blood. Also, it is dangerous for Yuumi to detach from her ally, the health she is going to lose is more than the one she will gain. Do not pick this rune.

Yuumi does not blink, dash, nor exit stealth, and even is she did, she will not make use of the bonus lethality, armor penetration or magic penetration. Do not pick this rune for Yuumi when she has better options to use to support her carry or support herself.

Zombie Ward

With Zombie Ward, Yuumi grants her marksman and her team vision for extra two minutes, it can be most useful when Yuumi uses Control Wards or Oracle Lens. Also, it grants Yuumi additional adaptive force that increases the power of her abilities.
Ghost Poro

The adaptive force provided from the passive of Ghost Poro is similar to Zombie Ward, yet it spawns a ghost Poro from Stealth Wards and grants extra 90 seconds of vision if not detected by the enemy. It is most ideal when placed in dragon pit.

Shares the same adaptive force passive of Zombie Ward and Ghost Poro yet it works differently. Eyeball Collection grants adaptive force through taking down enemies. Thus it won't contribute to overall vision which is an essential part of being a support.


Grants omnivamp upon takedowns. Yuumi in most cases will be healing her carry while having 100% health bar. Do not pick Ravenous Hunter for Yuumi. Not useful for her, nor her carry.

Grants item haste including to wards with different types. It is useful when the enemy teams consists CC champions and you want to increase the haste of items as Mikael's Blessing.

Similar to Magical Footwear and Celerity, Relentless Hunter increases the movement speed upon taking enemies down. Again, this is not needed for Yuumi.

The greatest pick for Yuumi. Ultimate Hunter reduces the cooldown on Yuumi's ultimate Final Chapter thus increases the aggressiveness of Yuumi and the survivability of her carry.

Note: Check warding section for more details

✦ Rune Shards


The first rune shard to consider is either adaptive force, or ability haste. The standard pick recommended in this guide is ability haste because it reduces the cooldown of Zoomies which is terribly needed in early game. On the other hand, adaptive force increases the healing power of Zoomies, synergies with Gathering Storm and can also be used when playing aggressively instead of ability haste. attack speed is not a good choice for Yuumi as she does not depend on auto attacks in her gameplay.
The second rune shard should always be adaptive force. Even if the composition of enemy team is heavy AD or heavy AP, it is not recommended to build pick magic resistance or armor.
The final rune shard is optional and situational. For instance, when planning on using Font of Life and building Moonstone Renewer, Flat Health would be a good choice. Other than that, the basic choice for armor, it helps reducing the AD taken from the enemy marksman. If Yuumi is facing an AP carry instead of AD carry, pick magic resist instead.

✦ Rune Sets




Typical:
This is your basic runes set if you are new to Yuumi, playing against a balanced team composition, or simply do not know which runes to choose. Manaflow Band and Presence of Mind help make up the mana Yuumi uses for healing; Transcendence and +8 ability haste hasten abilities which especially needed for Zoomies; Cut Down increases poke damage along with +9 adaptive (9 AP) and Gathering Storm that may be a late game rune but not only it deals increased damage, but it also boosts Zoomies healing powers and Feline Friendship shield.




Typical - Inspiration:
Inspiration will be your choice when you need against a strong early game matchups who pokes heavily. It is where you need to haste Zoomies to heal and build your items faster to support your AD carry. Cosmic Insight will reduce mentioned ability along with Transcendence, and Future's Market helps build items faster and save your AD carry. Future's Market is also useful when you know you are going to buy Control Wards more than usual, this way, Future's Market will balance between purchasing Control Wards and building your items.




Typical - Resolve:
Inspiration runes on Yuumi helps boosting her ally in trading. Resolve on the other hand, may not help in mana regeneration or ability haste, but it increases healing powers and durability and sustaining their ally. Font of Life synergies with Prowling Projectile before level 6, and Final Chapter after level 6. Revitalize increases shielding and healing power that as mentioned, synergies with Feline Friendship, Zoomies, Summon Aery and Heal which is useful against heavy poking lane.




Aggressive:
A good choice against enchanters and healers, and/or when your AD carry plans on playing aggressively against any champion role and you need to support them with extra damage. Since Yuumi sticks to her ally most of the time, her health will be above 70%, therefore, the damage she deals with Prowling Projectile increases. Scorch add up to that damage by burning the enemy. As for Domination runes, Ultimate Hunter helps Yuumi uses Final Chapter more occasionally if Yuumi kills or assist in killing. Eyeball Collection connected to Yuumi contribution to kills, so if unsure about contribution to kills, pick Ghost Poro or Zombie Ward instead, the bonus damage from them is less than Eyeball Collection though. Switch with for bonus damage.




Aggressive - Arcane Comet:
Similar to previous set. Switching Summon Aery to Arcane Comet will increase damage, but it will leave your carry vulnerable, that is because, when Yuumi uses Zoomies, Summon Aery shields her ally, making it useful especially when the enemy Ignite your ally. Moreover, when auto attacking the enemy for Feline Friendship, using Prowling Projectile, aery attacks the enemy too. Arcane Comet deals more damage than Summon Aery but it does not shield Summon Aery. Picking Arcane Comet is not highly recommended.


Q- Are there other runes to recommend?

It is always possible to try runes other than Sorcery's Summon Aery. For instance, you can go for Resolve's Guardian which will grant a shield to your carry. Resolve helps sustain your carry more, pick Font of Life to give your carry the chance to heal by slowing the enemy with Prowling Projectile or rooting them with Final Chapter, and Revitalize to increase Zoomies healing. Pair it wih Sorcery or Precision to help with mana regeneration.

You can also try Inspiration's Glacial Augment which grants your team many benefits, pick Biscuit Delivery to increase mana span and Cosmic Insight to reduce ability haste. Pair it with Resolve's Font of Life and Revitalize to increase healing your teammates. However, you will depend on mana regeneration items a lot since both these runes do not grant mana regeneration ability.

You can try these two rune trees in game and see the wonders it works, you can also try other rune paths for fun since they will probably support Yuumi and not her teammates, such as building AD items with Precision or mage items with Domination. If your aim to have fun, try everything, if you want to win the game, then it is best to stick with the runes recommended in this guide.







Flash
Earlier in this guide, it was mentioned that Yuumi should have 3% to support herself. Flash represents the 3%. While most will argue without a clear reason with: " Yuumi should not take a flash" and it is probably because she attaches to an ally most of the game, it does not mean that picking Flash for Yuumi is a wrong or weak move. Flash is useful for Yuumi for multiple reasons; first of all: who put the rule that if Yuumi's carry die she should die with him too?! It is pretty similar to "a captain will be the last person to leave a ship alive before its sinking or utter destruction" but in a different way. If Yuumi's carry dies, she has every right to escape and not granting the enemy extra 300 gold and feeding him, and thus, creating less trouble for your team, especially if Yuumi has a bounty from killing enemies, enemy team should not be strengthen with the extra gold. If you think that Yuumi chances for escaping with Flash is low, then you need to rethink it again and know that her chances of escaping is as good as any other champion in the game. Also, with Flash, Yuumi has almost a 100% chance to win against turret dives and killing the enemy or at least survive the dive. If Yuumi grants gold to the enemy, then she is not doing her complete job as a support, she is an independent champion who shouldn't rely on having a nearby ally champion to attach to not feed the enemy. The only case I would recommend using another summoner spell as a substitute to Flash is when you are a premade with your carry and you fully trust their gameplay and their decisions during the game; in other words, it is when you know that they will do 99% perfect trades and they will do their best to keep both themselves and Yuumi safe no matter how risky their play style can be, and you would admit that if they die, then you were pretty much are going to die with them with or without the Flash.
Here is a proof from my previous games. If it is still not convincing, I can upload more videos to convince you that Flash works for Yuumi too until you are satisfied.

10 Reasons Why It Works!




Heal
Heal should be picked for Yuumi most of the times, even if your AD carry wants a different summoner spell, ask them to change their summoner spell if they do not plan on going for a double Heal. The reason behind that is because the items Yuumi builds synergy with Heal as much as they do with Zoomies. Also, if the enemy uses Ignite on your marksman, the healing effect from Heal will not be as effective, and if your ally's health is low and they use Heal it will not save them. However, if Yuumi does use it in the same situation, she will shield them with Summon Aery and increase the survivability chance for your carry.
Always check if the enemy marksman and support has ignite as a summoner spell, if they do have Ignite, make sure to use Heal before they ignite your marksman, or when the effect of Ignite ends. This will guarantees the optimum effect from Heal. If the enemy support and marksman do not carry Ignite, then the use of Heal will be situational.
Also, you can use Heal when the enemy is not engaging your marksman, do it when your marksman is standing under the turret using Health Potion or waiting for your Zoomies when the enemy minions are not around, this will increases the health of your marksman faster without the enemy realizing if you used Heal so they won't ping it to their team.

But, does Yuumi even benefit from Heal?




Exhaust
Picking Exhaust against engaging champions and burst damage champions such as Samira, Tristana, Kai'Sa, Vayne or even from the jungler gank is useful to prevent them from killing the marksman because it slows the enemy and reduce the dealt damage to your marksman or carry. It can also be useful in preventing the enemy from escaping. During champion select, if your marksman is not planning on picking Exhaust, and you find it necessary to have it as a summoner spell, pick Exhaust along with Heal.




Ignite
An aggressive option to pick, it is most useful when playing against a healer such as Sona or Soraka because Ignite deals grievous wounds and can prevent the healer support from saving their marksman or any of their teammates when they are on low health. Also, Ignite will deal damage for 5 seconds, which means, if the enemy health is low, the possibility of them to die from Ignite increases, thus, granting Yuumi, a gold she can use.




Teleport
A pro option that I wouldn't recommend those who are new to Yuumi or still have not mastered playing her to use it. Teleport for Yuumi literally change the course of the game, it can grant your team a shutdown or prevent the enemy team from getting a shutdown, it can flip the tables on the enemy team, and most importantly, during a fight, when Yuumi teleports, the enemy team will confuse and scatter, thinking a fighter or a mage is joining the fight, this grants your team a chance to get them while scattered until Yuumi teleports in and heal whoever in need with Zoomies.
Teleport also be useful to join your teammates when they are far in the map and you need to catch up with them, or for instance, when the team carry uses Teleport, Yuumi can catch up with them with her Teleport instantly without the need of walking all the way through. After all, Yuumi is a team support, but more importantly, she has to stick with the carry of the team because that is the main strategy to win the game.

Want to see how it works?

The downsides of Teleport though, it is going to take a place of another summoner spell that can be useful to your marksman during laning phase, leaving your marksman alone should not be a problem to them because all marksman are used to having their support dead and respawning, and they must manage to play safely until their support is back to lane next to them. The other downside is that you need to keep an eye on all of your allies on the map to know when to Teleport in. For example, you do not want to Teleport to a lost fight, i.e, 1vs3, and you should not teleport to champions who are low on mana and cannot fight, you should also know where the enemy jungler is before deciding to joining a fight, after all, if the fight is going to be lost, it is better for the enemy to have one kill than to have two kills.

✦ Summoner Spells Choices


✦ Basic ✦

Your typical choice. Flash helps with saving your carry, saving Yuumi and the rest of the mentioned reasons. Heal saves your carry when Yuumi is out of mana to heal with Zoomies, synergies with Summon Aery and boost their movement speed. If unsure which summoner spells to pick, then Flash and Heal is your choice.
✦ Professional ✦

Flash may help Yuumi and her nearby ally, Teleport on the other hand is more of a late game summoner spells as it leaves your AD carry in lane phase vulnerable and gives the enemy in bot lane the advantage over Yuumi's AD carry. If your AD carry is not your premade and if you do not know what you are doing. Do not pick these summoner spells.
✦ Perfect Carry (PC) ✦

When your AD carry is a professional player, someone who will never die and let Yuumi die, and if they die, they adapt to the enemy motives. Exhaust help them win 2 vs 2 fight when the enemy have the advantage, and if they cannot win, they can escape with Flash, Heal helps them for previously mentioned reasons.
✦ PC (vs. Healers) ✦

The most aggressive choice for Yuumi. Exhaust helps your carry for the mentioned reason, Ignite reduce healing the enemy receive from their enchanter or from Heal. Ignite will be useful for the mentioned purpose until you get Chemtech Putrifier, after that, it burns enemy and deals damage your carry can already do, making it thus less useful.

Q- What about the other summoner spells?

The mentioned summoner spells are the ideal to be used for Yuumi and her carry during the game. As mentioned earlier in this guide, Yuumi has the right to keep herself safe by using Flash as an essential summoner spell because it can also be useful to keep your allies safe or granting them kills, but Barrier on the other hand is utterly useless for Yuumi because she will be attached to her carry most of the game and it can only benefit her. Similar thing can be said about Cleanse. Ghost on the other hand is not useful to Yuumi, compared to Flash, she cannot escape the enemy or reach allies through nearby walls.

As for ARAM summoner spells, then know that you should always take Clarity for Yuumi in place of Flash because Yuumi craves mana and it will be hard to detach from a carry to get extra mana from Feline Friendship and attach again without getting hit, stunned or dying from the enemy during the process. Mark/Dash should never be picked by Yuumi, it does not synergy with any of the abilities, it does not synergy with Final Chapter, and since Yuumi has low max health, she will most likely die in the den of the enemy.


Bop 'n' Block

A crucial passive for Yuumi and her carry. Feline Friendship grants Yuumi a shield and restores some mana (depending on level) when she auto attacks an enemy. Feline Friendship is especially necessary during lane phase when Yuumi's mana regeneration is low and she craves it to sustain her marksman. Its cooldown scales greatly from 18 seconds to 6 seconds in late game.


| Restored mana: 25−100 (based on level) (+ 8% maximum mana) | Shield: 60 − 400 (based on level) (+ 30% AP) |

Tips and tricks


Prowling Projectile

The main poking skill for Yuumi majorly during laning phase. It increases the span of mana with Presence of Mind and Manaflow Band. And the damage increase with Summon Aery or Arcane Comet and Scorch. Poke the enemy with Prowling Projectile and auto attacks until the enemy health is low enough to be killed by your marksman.


| Target Range: 1150 | Speed: 1000 | Cast time: None | Cost: 90 Mana | Cooldown: 13.5 / 12 / 10.5 / 9 / 7.5 / 6 |

Tips and tricks


You and Me!

The ability that makes Yuumi attach and detach from her carry. Yuumi should be attached to her ally most of the game. You and Me! used occasionally in laning phase to detach from ally to auto attack an enemy to gain the shield and mana for her passive Feline Friendship, and attach back to her ally. You and Me! grants her ally adaptive force making them stronger.


| Target Range: 700 | Cast time: None | Static Cooldown: 10 / 5 / 0 (Based on Level) |

Tips and tricks



Zoomies

The most used ability by Yuumi and the reason why everyone thinks that playing Yuumi is all about healing. Basically, Zoomies increases the movement speed and attack speed of her carry. Building support items grants extra traits to Yuumi's carry such as increased adaptive damage, increased movement speed, increased attack speed, etc.


| Cast Time: None | Cost: 40 / 45 / 50 / 55 / 60 (+ 15% Maximum Mana) | Cooldown: 12 / 11 / 10 / 9 / 8 |

Tips and tricks


Final Chapter

Yuumi lunches 7 waves in a certain direction, if the enemy gets hit by 3 waves they get rooted. Final Chapter is the reason for your marksman -in laning phase- or your team -after laning phase- to win a fight or lose it. Use it to engage the enemy when you know the enemy will die or use their summoner spells, or to prevent the enemy from reaching and killing your allies.


| Target Range: 1100 | Cast time: None | Cost: 100 | Cooldown: 130 / 110 / 90 |

Tips and tricks

Note: For additional information, check: https://leagueoflegends.fandom.com/wiki/Yuumi/LoL

✦ Abilities Sequence


The first ability to level up is Zoomies and the second to max is Prowling Projectile. Keep in mind that the enemy marksman and support sees your marksman as a weak prey because they can focus their attacks and abilities on them, and if they are good enough, they know that they need to play aggressively to deny the experience and gold for your carry. Zoomies may not be strong at level 1, yet it can at least keep your carry in lane playing safely under turret along with the help of the shield from Feline Friendship. As for Prowling Projectile, it is to poke the enemy and start scaling your Presence of Mind and Manaflow Band.

As for the sequence of maxing the abilities, it should be as the following: Final Chapter, Zoomies, You and Me! and finally Prowling Projectile as shown in the following figure. The reason behind that is that your teammates will find Zoomies and You and Me! much more useful in mid and late game than Prowling Projectile. Yuumi does not always reach level 18 even in long games, especially if her carry sticks in the jungle. That is why you should prioritize maxing scale the other abilities before Prowling Projectile.

The only thing that scales with Prowling Projectile is the damage it deals, the slow duration does not increase. Thus, a level 1 Prowling Projectile can be helpful in slowing the enemy when your team needs the slow, on the other hand your teammates will build items that will deal damage. Your allies will find the passive from You and Me! and the power of Zoomies much more useful than Prowling Projectile. Even if you think that you need to scale Prowling Projectile in aggressive lane, know that your marksman needs healing from Zoomies more. Even if you think that Feline Friendship will do the job for protecting your carry, it will be hard for Yuumi to detach against Draven and Leona and attach to her marksman thanks to their high immobilizing that prevents Yuumi from attaching back. Thus, for poking, depend more on Domination runes, Arcane Comet or Summon Aery and Scorch.


✦ Combos



> >

If you accidently -or intentionally- leveld up Prowling Projectile first, fear not, this combo will keep your AD carry safe (thanks to Feline Friendship) until Yuumi reaches level 2 and can use Zoomies. Also, this combo can be used in two different ways, the first is to provide a shield to your AD Carry with Feline Friendship when Zoomies is on cooldown and your enemy is damaging the AD carry; the second is simply to gain mana and/or shield with Yuumi's passive Feline Friendship.


> > >

A common combo to use during phase when Yuumi is not consuming mana with Zoomies. Use Prowling Projectile to poke the enemy and give your AD carry the advantage in lane, then, restore mana with Feline Friendship -and gain shield- through detaching from your carry, auto attacking the enemy, and attaching back to your ally. This combo is mainly useful in duels, do not use this combo during teamfights, in this case, Prowling Projectile will mostly be useful to slow the enemy to slow them for offenseive or defensive purposes when the fight is about to end. Instead, preserve mana for Zoomies and stay safely attached to your ally.



The basic Yuumi combo that will be used most of the game. When your carry is attacked, use Zoomies to restore health, while Zoomies is on cooldown, detach with You and Me! and auto attack the enemy to gain Feline Friendship shield and restore mana used for Zoomies, and attach back to your carry with You and Me! to grant him the gained shield and/or the Summon Aery shield. Make sure to detach after the enemy used their immobilizing abilities. Avoid this combo during teamfights, or wait until everyone in the enemy team uses their immobilizing abilities so Yuumi stay safe.
You can also use this combo if you build Shurelya's Battlesong to help your ally escape. Simply activate Shurelya's Battlesong after finishing the combo to increase the movement speed of your ally and help them escape.


> > >

A typical combo when Yuumi does not have enough mana to use Zoomies. Usually this happens when you rarely detach because the enemy is playing extra safe and prevent Yuumi from making use of Feline Friendship, or wait for Yuumi to detach and immobilize her with stun, root, etc.; or when the enemy is very aggressive towards your ally and Zoomies is used most of the time. Detach on the right time with You and Me! AND when Feline Friendship is ready, then attach back with You and Me! and heal your ally! If Yuumi has blue buff, this combo will be skipped until the buff is gone.


> >

This combo typically used when the ally mid laner or jungler ganks your lane or during teamfights. Heal your ally with Zoomies then attach with Change of Plan! ( You and Me!) to another ally to heal them. Avoid getting immoblizied by the enemy during You and Me!, also, do not switch and attach to the other ally until Zoomies is ready to use, otherwise, they may will probably die and leave Yuumi vulnerable if her team falls back and leaves her alone. In case you trust your other ally because they have shielding abilities or healing abilities such as Sylas's Kingslayer or Diana's Pale Cascade; or they built an item that increases their shielding and healing such as Spirit Visage, then make sure Summon Aery is ready, then attach to them with You and Me! to provide them with Summon Aery shield that will protect them while Zoomies is on cooldown.


> > > >


OR


> > > > >

A mix of previous combos and an upgrade to the previous combo. Start first with healing your ally with Zoomies, next, detach with You and Me! when Feline Friendship is ready to gain shield and/or to gain mana, then attach to the other ally and shield them with the granted shield. This way, Yuumi can buy sometime for her ally until Zoomies is ready to use.
The alternative combo serves the same purpose, the difference between the first and the second is the readiness of Feline Friendship; use the first combo if Feline Friendship is ready to use, if not, use the second combo; attach to the other ally to heal them, when Feline Friendship is available, detach to gain the shield and mana and attach back again to heal your ally. Remember: never detach from an ally unless Feline Friendship is ready.



Offensive combo, starting with Zoomies to increase the movment speed of your ally so they reach the enemy faster and ensure rooting the enemy with Final Chapter. Zoomies also boosts your marksman as it increases their attack speed, and after building few items, it can boost assassins, mages, etc. If you build Shurelya's Battlesong, activate it to help your carry reach the enemy faster, in this case, Zoomies used to boost ally rather than reaching enemy faster. If you build Everfrost, then use it after Yuumi roots the enemy with Final Chapter, or before to increase the chances of hitting the ability.

This combo also useful when playing defensive yet there is a little change of plan. DO NOT use Zoomies until you ensure rooting the enemy with Final Chapter. If you use Zoomies as in offensive combo, you will simply end up increasing movement speed of your ally and most likely, Final Chapter will go to waste. If you build Shurelya's Battlesong, you may skip using this combo for defense, if it is still necessary to use the combo, then make sure to activate Shurelya's Battlesong after rooting the enemy and make sure that your ally is not slowed since Shurelya's Battlesong does not negate slow effect.


> >

Use this combo when you find it hard to land Final Chapter when Yuumi is attached on ally. Use Final Chapter when you're on ally, the enemy will try to fall back and that is when Yuumi is most safe, detach and move freely to ensure hitting the enemy with Final Chapter rays, when they're rooted, use You and Me! to attach back to your ally.

You can also integrate Flash in this combo when the enemy uses Flash to escape and you want your ally to preserve their Flash or their Flash is on cooldown. Use Final Chapter, detach with You and Me! and then use Flash if they flash away. Or you can use Final Chapter when the enemy is not in range, detach with You and Me! and then use Flash to take them by surprise (the element of winning fights), your ally can catch up fast to this and take down the enemy.



✦ Starter Items




Shard of True Ice

The basic and the first support item for Yuumi to purchase when she spawns on the rift. This item starts as Spellthief's Edge, it grants 8 ability power and 50% base mana regeneration. The first increases her poking and healing powers, while the second helps with regenerating her mana when Yuumi is not active. To upgrade it to Frostfang and further to Shard of True Ice, Yuumi needs to be aggressive. This means, Yuumi should occasionally poke the enemy with Prowling Projectile or auto attacks to complete the mission quickly. Notice the number of stacks above the abilities bar, keep Yuumi safe when no stacks are available. If enemies are not nearby, auto attack the turret and gain the 20 gold. Do not stay detached for a long while since it is risky. Also, do not play extra safe and just depend on using your Zoomies, otherwise Yuumi will upgrade it after laning phase and will not be able to grant and deny vision earlier.


Bulwark of the Mountain

Relic Shield is not an item recommended even against aggressive lanes. That is because Relic Shield grants 5 ability power (less than Spellthief's Edge), and 25% base health regeneration which is something Yuumi does not need in any way. That is why, purchasing Relic Shield is situational. Pick this item for melee ranged champions such as Katarina or Talon, or against aggressive marksman and support that you know will deny your marksman farm. You need to preserve mana with this item as much as possible because the mana regeneration of Yuumi will be weak. Execute minions with auto attacks to upgrade Relic Shield to Targon's Buckler and further to Bulwark of the Mountain. The minions you should execute are Siege Minions (Melee Minions) and (Melee Minions) as they grant more gold for Yuumi. Note: do not pick this item for champions who needs to stack their minions such as Nasus.

Note: Check warding section for more details

✦ Consumables



Control Ward

Elixir of Sorcery

Health Potion is not useful for Yuumi because she attaches to an ally most of the game and if she gets damaged, she can depend on Zoomies. That is why you should purchase a Control Ward along with Spellthief's Edge when the game spawns. Buy Control Wards occasionally during the game. Check warding section for more details.
Use Elixir of Sorcery to increase Yuumi ability power in late game and deal true damage when using Final Chapter which helps your team take down the enemy faster, especially against tanks. Not recommended to purchase this elixir unless Yuumi is one item short to full-build.


✦ Mythic Item Alternatives


✧ Support Items (Typical)



Shurelya's Battlesong
Increased movement speed
The most recommended mythic item to consider building for Yuumi. First, it grants movement speed which helps your ally to chase or escape the enemy. Also, its passive grants 5 ability haste for each legendary item Yuumi builds. Moreover, whenever Yuumi heals her ally with Zoomies or Heal, she grants her carry 25% movement speed for 1.5 seconds which helps Yuumi getting her carry to their destination faster. It also synergies with Summon Aery. For instance, if Yuumi attaches to her ally, Summon Aery will shield Yuumi's carry, and shielding grants the same effect as healing. Shurelya's Battlesong is a good choice for mages or marksman and when playing against Assassin s to outrun them.


Pros
+ Its passive reduces cooldown, i.e., ability to use Zoomies more and sustain your team.
+ Useful in both offensive and defensive situations through activatitng it or through using Zoomies
Cons
- Countered by slow which requires building Mikael's Blessing if the enemy team have a lot of slowing abilities. Also, it does not negate immobilizing effect with its increased speed as Ghost does.

Note: If you build Shurelya's Battlesong and your ally is slowed, depend on Feline Friendship to protect your ally and Zoomies to sustain them until the slow effect wears off, then, you can activate Shurelya's Battlesong and escape safely.


Moonstone Renewer
Increased healing
When playing against aggressive enemies, pick Moonstone Renewer. While it does not grant movement, it grants a very unique passive. The first is, damaging an enemy with an ability will heal the most damaged ally, its cooldown is 2 seconds which means that your ally gets healed a lot. The second is, during combat, healing power increases stacking from 7% up to 35%, which means, stronger Zoomies. Finally, the mythic passive increases healing to 10 for each legendary item. Which means, this item scales in late game. It is best to pick Moonstone Renewer with fighter engaging champions such as Jax because the fight duration will be long and the power of Moonstone Renewer will increase.


Pros
+ Powerful sustain
+ Scales in late game
Cons
- Requires poking (consumes mana)
- Useless against one-shot champions


Imperial mandate
Increased damage
A recommended support item that empowers your team if your carry plays aggressively and trades perfectly. It also empower Yuumi as it grants 15 ability power per legendary item, which means empowered Zoomies healing. This item is not recommended as Shurelya's Battlesong and Moonstone Renewer because Yuumi cannot root the enemy occasionally with Final Chapter as Lux does with her Light Binding. Moreover, it is not always guaranteed for Yuumi to hit her ultimate or slow the enemy with Prowling Projectile. The enemy could Flash away, escape as Talon with Assassin's Path, or activate Zhonya's Hourglass when Yuumi tries to root or slow. This means, no extra damage dealt to the enemy, and no extra movement speed for trading.


Pros
+ Grants movemment speed when slowing or rooting an enemy
+ An aggressive item that boosts your team and help them deal more damage
Cons
- Increased movment speed duration less than Shurelya's Battlesong
- Does not work if Prowling Projectile is not in flight for more than 1 second.

Note: to guarantee that Prowling Projectile works, you can build Rylai's Crystal Scepter -Check other legendary items options below for more information-. Make sure that building this mage legendary item does not stand in the way of supporting your carry or team.


Shurelya's Battlesong, Moonstone Renewer and Imperial Mandate built from the same items. Which means you have enough time to decide which mythic item to build. In case you are still hesitating, in this guide it is recommended to aim for Shurelya's Battlesong until the match proves to build otherwise. Selling a mythic item to get another one is always an available option and can be quite fruitful. When Yuumi recalls with a few gold to spend, always build Faerie Charm and Amplifying Tome first, or Bandleglass Mirror if you have enough gold. Do not start building Ruby Crystal or Kindlegem; Bandleglass Mirror grants ability haste, ability power and mana regeneration; three traits to support Yuumi's marksman in laning phase. Ruby Crystal on the other hand, provides health, a trait that is not needed for Yuumi who is attached most of the time, also, Kindlegem may grant ability haste but the health it grants is not something to trade with the ability power and mana regeneration compared to Bandleglass Mirror.

✧ Mage Items (Aggressive)



Everfrost
Extra root
An aggressive mythic item. Similar to Imperial Mandate, it grants 15 ability power per legendary item, which means stronger poke and healing. But more importantly, it unleash a fan of icy shards in a cone in the target direction dealing damage to all enemies and slowing them, or rooting them if they were struck in the center of the cone. Everfrost grants Yuumi 600 mana and extra ability power compared to support mythic items; it also helps Yuumi in landing Final Chapter through activating it first, or through activating it after casting Final Chapter and the rooting effect wears off which increases the kill rate chances for Yuumi's team. Moreover, it helps your ally escape in case rooting with Final Chapter fails or it's on cooldown, furthermore, it has a short cooldown, so Yuumi can root an enemy while waiting for Final Chapter to cooldown; and finally, it breaks any magical shield that protects from abilities such as Morgana's Black Shield as well as countering items built with Quicksilver Sash or Mikael's Blessing useless and the enemy gets rooted with Final Chapter. Thus, if Everfrost failed first, Final Chapter will not. A strong option to consider for Yuumi.


Pros
+ An aggressive option that helps securing kills
+ Its passive boosts Zoomies healing power
Cons
- Everfrost helps generally in teamfights, but it does not really boost your allies unique abilities


Liandry's Anguish
Shred heavy tank
Another mythic item for aggressive gameplays. Liandry's Torment burns the enemy with increased ability power. It is especially needed against tank champions, it helps Yuumi's carry killing tanks faster such as Tahm Kench or Alistar and it grants ability haste per legendary item. The good sides about Liandry's Torment is that grants Yuumi increased span of mana and more ability power compared to support mythic items, which means, more poking damage and healing from Yuumi. The down sides though are they do not grant extra movement speed when healing compared to Shurelya's Battlesong, so it may help your ally takedown the enemy faster, but it does not guarantees keeping them safe if the enemy tries to catch up with Yuumi's carry.


Pros
+ Increased damage especially against tanks
+ Its passive increases ability haste
Cons
- Requires constant poking which consums mana.
- Does not boost your allies unique abilities


Everfrost or Liandry's Torment are powerful items to build. However, you need to be 100% sure that building any of them will make you win the game. That is due to two essential reasons; the first reason is that both items does not support your carry unique powers and they do not support the whole team such as Shurelya's Battlesong with its unique active of granting the whole team increased movement spped; and the second reason is that they are more costly -especially Liandry's Torment- compared to the mentioned mythic support items, which means it will take a longer time to build and may give the advantage to the enemy support who can build their mythic item first if you do not deny them in lanning phase. Once you are sure about building a mage mythic item, start by building Lost Chapter since it increases Yuumi max mana to 300 mana, and it helps with mana regeneration. It also helps deciding which mage mythic item to build. If the enemy team does not consist of heavy tank champions and you want to play aggressive but you're still unsure, build Everfrost.


Q- Are there other mythic item options?

Locket of the Iron Solari and Evenshroud are two support mythic items that boosts your team, however, they are least recommended to build for Yuumi. On one hand, Locket of the Iron Solari grants a shield to nearby allies and it benefits Yuumi with the 20 ability haste it grants as the rest of support mythic items. Evenshroud also grants 20 ability haste It also increases damage the enemy take after immobilizing an enemy or being immobilized which may be good against heavy CC team.

On the other hand, both mythic items do not increase ability power or mana regeneration, their passive target resistance to damage, which sadly, do not increase the resistance of Yuumi's carry. Even if it is built for Yuumi, it will be necessary to build 1 or 2 support items to make up for the consumed mana. Moreover, Evenshroud's coruscation is similar to Imperial Mandate's coordinated fire but does not grant the other mentioned benefits Yuumi needs. You may try these items if you are going off-meta and change from Yuumi the healer to Yuumi the tank.

Note: You should always aim to build your mythic item first, especially if you plan on building an item that has a unique active such as Shurelya's Battlesong or Everfrost. But in some games, it is recommended to build a legendary item first such as Mikael's Blessing when playing against AP carry Cassiopeia who have the potential to kill your carry with her Petrifying Gaze when he does not have Cleanse in his summoner spells. In this case, build your mythic item right after building the legendary item.

✦ Legendary Items: Core Items



Essential item for aiding your marksman because it increases the attack speed. Even if Yuumi is playing with AP carry instead of AD carry, think of your top laner that might be an AD carry such as Quinn or Tryndamere, or your mid laner such as Corki or Akshan. Even if your team composition does not include a marksman, Ardent Censer can increase their attack speed when taking down turret. Ardent Censer is activated with Zoomies in most times -and Heal in rare cases-, or through attaching between different allies with You and Me! when Yuumi has Summon Aery.

Core item for mages. It increases the ability power of AP users and increase the ability haste 25-45 which helps them to cast their abilities during fights faster. That does not mean that Staff of Flowing Water is not useful for marksman or other type of champions. Most champions -if not all of them- have abilities that scale with ability power, also, all champions depend on using their abilities occasionally. Staff of Flowing Water is essential against tanks as it helps in taking them down faster. And just as Ardent Censer, Staff of Flowing Water effect works through healing or shielding with Summon Aery.

Note 1: when building both Ardent Censer and Staff of Flowing Water, start with Forbidden Idol as it increases healing and shielding powers from Zoomies or healing along with increasing mana regeneration. If you don't have 435 gold or more, do not buy Amplifying Tome. Buy Faerie Charm as it helps Yuumi with mana regeneration.

Note 2: notice from the course of the game who has the potential to carry the game. If it is a marksman, build Ardent Censer before Staff of Flowing Water, if it is the other way around, build Staff of Flowing Water first.

✦ Legendary Items: Situational Items


Redemption

Not only it increases the healing and shielding power to 20% which synergies with Zoomies and Feline Friendship, it also heals allies and grants temporary vision. Use it during a fight to heal your allies and to damage enemies. Redemption is not so ideal with squishy champions such as marksman and mages because they will probably get one shot by the enemy before the effect of Redemption take effect.

Good against heavy CC champions such as Leona or Thresh, or even against a heavy CC comp such as Nasus with his slow in top lane. However, Mikael's Blessing does not remove the effect of airborne and suppression. Thus, if the threat in the enemy team is for example Malzahar or Malphite, do not build Mikael's Blessing and try to support your carry with another situational item for better trading.

Upgrades from Watchful Wardstone after completing a support quest (1000 generated gold) and reaching level 13. Vigilant Wardstone carries and increases the capacity of Control Wards up to 3. And increases warding caps by 1 which means more wards can be placed on the map. Vigilant Wardstone is an essential item in late game. Check warding section for more details.

Chemtech Putrifier is almost an essential item for Yuumi to get each game. In all games, you find champions who build life-steal items, or have healing abilities, have omnivamp runes, or all of the mentioned cases. It is also essential to build it early game when playing against champions with healing abilities especially against healer supports as Soraka. You need to attack a champion to proc the item. When building this item, start by Oblivion Orb if you have 800 gold, or by Amplifying Tome if you have less. Zoomies, Feline Friendship and Summon Aery will not grant Yuumi's carry the ability to deal grievous wounds, however, Yuumi can with auto attacks for Feline Friendship, Prowling Projectile and Final Chapter.

A very situational item. You should watch how the course of the game goes, if you have a carry, Yuumi is dying less and you have the potential to win the game, build Dark Seal right after building your mythic item. The more stacks Yuumi gain from Dark Seal, the more ability power she gains, and thus, the more healing and adaptive damage she can grant her carry when Yuumi assists or kill the enemy. If the pace of the game stays the same, complete building the item to Mejai's Soulstealer. This has two benefits; first, the number of stacks increases from 10 to 25, which means increased ability power. And the second is that Mejai's Soulstealer is cheap compared to other legendary items, so it is built quickly and the passive of your mythic item takes effect. If you are losing the match, do not build this item.

If you plan on building Cosmic Drive, then do it after building the first 5 items. Cosmic Drive does not add much to Yuumi's carry compared to the mentioned support legendary items, however it does make a change especially with Final Chapter. When fullbuild, and in the case of building Moonstone Renewer, Imperial Mandate and Everfrost, Zoomies cooldown reduced from 5 to 4, and Final Chapter cooldown reduced from 48 to 42. In case of Shurelya's Battlesong and Liandry's Torment where the passive of these items increases the ability haste of these items by 5 per legendary item, the cooldown of Zoomies will not change, but the cooldown of Final Chapter will reduce further from 43 to 38. If your game requires using Final Chapter occasionally, consider building Cosmic Drive.

Q1- Are there other useful items?


There are many other legendary items that can support Yuumi's carry in various ways, legendary items include:

Morellonomicon
An alternative to Chemtech Putrifier yet not as recommended as the latter. Morellonomicon indeed grants more ability power which means stronger healing, yet it grants 250 health not needed for Yuumi, and it only takes effect when Yuumi damages a champion and not from healing allies. Chemtech Putrifier on the other hand, empowers allies to deal 60% grievous wounds through healing and shielding which is the basic kit of Yuumi, as well as increased the ability haste and mana regeneration for Yuumi. Thus, it is not recommended to build Morellonomicon for Yuumi.

Rabadon's Deathcap
The similar and safe option to Mejai's Soulstealer. Mejai's Soulstealer is cheap, Yuumi can start stacking with Dark Seal, however, building it will always be a gamble, if Yuumi loses, it is useless and will be sold with little price. Rabadon's Deathcap grants excessive ability power that will not be worn off with deaths, however, it is pricy and Yuumi needs to have at least 1250 gold to build a single Needlessly Large Rod which will take some time to built.

Seraph's Embrace
Upgrades from Archangel's Staff. By starting building Tear of the Goddess, Yuumi will have no more struggles with mana and her major use for Feline Friendship would be to get the shield for her ally. It increases the span of mana, and ability power which means more healing and stronger damage from Final Chapter. If you plan on playing aggressively, aim to build this item.

Rylai's Crystal Scepter
This item only works with Prowling Projectile and Final Chapter which are basically the slow and root abilities for Yuumi. Yuumi will not be needing extra slow from Rylai's Crystal Scepter nor the 350 health it grants.

knight's vow
a useful item to tank for your carry if they are squishy and dies fast. It is also useful when playing with fighters and tanks to make them more useful. However, since Yuumi has a little max health so it will not last long before the effect wears off, also, since Yuumi will be attached to her carry or any nearby allies, she will not find the extra movement speed useful.

Frozen Heart
Yuumi can make a use of the increased mana and ability haste, but more importantly, Frozen Heart is a powerful legendary item to reduce the attack speed by 20% which is useful against carrying marksman such as Vayne, especially if she built Guinsoo's Rageblade with its unique passive and increased attack speed. However, the passive of mitigating the damage will mostly go to waste.

These legendary items are not as recommended as the ones mentioned before. However, if you find that the match requires a game changer item, do not hesitate to rely on this list!

Q2- What About Boots?

Boots are a selfish item that are is not necessary for Yuumi. To get the most out of Yuumi, you need to build one mythic item and 5 legendary item to increase the benefit from the passive of the mythic item. Boots do not add to the passive of the mythic item, not to mention that Yuumi attached to an ally most of the game. The benefits from increasing Yuumi movement speed are little. The ability haste granted from Ionian Boots of Lucidity are granted from legendary items especially when paired with Liandry's Torment. The movement speed granted from Mobility Boots for roaming can be substituted with Shurelya's Battlesong and increased movement speed from Zoomies.
If you plan on building boots for Yuumi, don't.

✦ Item Build


Typical Build

Item Sequence

Shard of True Ice 400
Shurelya's Battlesong 2200
Ardent Censer 2300
Mejai's Soulstealer 1600
Chemtech Putrifier 2100
Staff of Flowing Water 2300


If you are new to the game, don't know what to build, or your team results are even to the enemy team, then this is your basic build. Shurelya's Battlesong balances between playing safe and aggressive through engaging and chasing the enemy or escaping the enemy. By building Shurelya's Battlesong, you had enough time to know which one of your teammates have the potential to carry the game. If it is a marksman, build Ardent Censer first, if it is a mage, build Staff of Flowing Water, if your game is going really good, build Mejai's Soulstealer right after your mythic item, or at least build Dark Seal and finish building Ardent Censer. Finally, build Chemtech Putrifier before or after Mejai's Soulstealer since the enemy team always have a way to heal with items, runes, passive and/or abilities.

Boost Ally Build

Item Sequence

Shard of True Ice 400
Imperial Mandate 2300
Staff of Flowing Water 2300
Mejai's Soulstealer 1600
Ardent Censer 2300
Chemtech Putrifier 2100


Aim for this build when you see your team winning since early game. Building Imperial Mandate boosts your AD carry in lanning phase and boost your team later in teamfights. It is especially important in lanning phase when you are playing against an aggressive marksman such as Draven to damage them fast, and for late game champions that requires extra damage support early game such as Aphelios and grant them movement speed for 2 seconds to engage or escape. Next, build Staff of Flowing Water to increase the damage of your carry, especially the ones that scale with ability power such as Kai'Sa's Void Seeker, and reduce the abilities cooldown which is needed by most AD carries such as Jinx's Zap! to slow an enemy. If your AD carry is Vayne, build Ardent Censer first to boost Silver Bolts. Next, build Mejai's Soulstealer to boost healing and increase adaptive force, this item will support all champions especially mages, if you aim to build another item first, then build Dark Seal to collect stacks. The last item to build is situational, you may build Chemtech Putrifier if you need anti-healing item, or you build Rabadon's Deathcap for further damage and healing. If the game goes as planned (when you built Imperial Mandate), then you will probably end the game before complete building the last two items.

Aggressive Build

Item Sequence

Shard of True Ice 400
Everfrost 2800
Chemtech Putrifier 2100
Mejai's Soulstealer 1600
Staff of Flowing Water 2300
Ardent Censer 2300


If you are playing against a healer and/or a late game champion, then this is going to be your basic build. You need to poke heavily with Prowling Projectile in early game to gain gold from Spellthief's Edge and force the enemy to use their Health Potions and force them to recall or denying them gold and experience. Use Final Chapter whenever you find the opportunity for the same mentioned purpose until you get enough gold to build Everfrost where you ensure that your enemy do not escape you. Build Chemtech Putrifier so Yuumi grant her carry to inflict grievous wounds while your carry focuses on building necessary items to deal damage. If you are winning, build Mejai's Soulstealer, if you are even with the enemy team, build Staff of Flowing Water or Ardent Censer depending on whether your carry is a marksman or a mage.

Vs. Heavy Tank Build

Item Sequence

Shard of True Ice 400
Liandry's Torment 3000
Mikael's Blessing 2300
Chemtech Putrifier 2100
Staff of Flowing Water 2300
Ardent Censer 2300


This is a suggest build when the enemy threat is a tank. Taking a tank down such as Tahm Kench or Dr. Mundo requires lethality or a marksman such as Vayne who deals true damage. Therefore, building Liandry's Torment may contribute to taking him down, but it will not do much. That is why picking Liandry's Torment on Yuumi is tricky. Liandry's Torment is an aggressive choice against squishy champions as well, but it does not support your carry as Shurelya's Battlesong or Moonstone Renewer does. Moreover, most tank champions can slow or CC, that is why you should always have to it to save your carry when Nasus slows them for example. If you do not know what you are doing, build another mythic item instead of Liandry's Torment. Also, since most tank champions heal, build Chemtech Putrifier for your carry, and lastly, build Ardent Censer or Staff of Flowing Water. If you are winning the game, switch Staff of Flowing Water with Mejai's Soulstealer.

Defensive Build

Item Sequence

Relic Shield 400
Moonstone Renewer 2200
Vigilant Wardstone 2300
Redemption 2300
Chemtech Putrifier 2100
Mikael's Blessing 2300


This is when you know that you are playing against a hard matchup. The purpose of this build is to increase healing and shielding powers to your ally. Do not buy Relic Shield unless you know that your AD carry is new to lane or champion or they have a short range of attacks and they're gonna be build. If that is not the case, build Spellthief's Edge to help with regenerating mana. Build Moonstone Renewer and damage the enemy with Prowling Projectile or Final Chapter to help your carry heal. Build Redemption and Mikael's Blessing because they grant 20% heal and shield power, not to mention the save your ally with extra healing from Redemption and removing CC with Mikael's Blessing. Build Chemtech Putrifier for your carry, and build Vigilant Wardstone to increase grant more vision and keep you carry safe, and also build it to increase Yuumi ability power and haste.

The best defense is offence, therefore, it is best to pick one of the previous builds instead of this one. If you are sure that your game is going to be rough, pick this build.


Note 1: If the enemy support is a healer, do your marksman a favour and build Chemtech Putrifier before building your mythic item. This way your marksman deal damage, get healed by Zoomies and take the enemy down easier instead of relying on solely on Ignite.

Note 2: If you are playing against a heavy CC bot lane, build Mikael's Blessing before building your mythic item. Not only it removes CC and help your marksman trade, but it also empowers Zoomies and Feline Friendship powers by 20%. Advice your marksman to build Quicksilver Sash.

Note 3: The course of the game can change anytime making Yuumi's build in some cases less efficient for her carry. Do not hesitate to sell your mythic item and switch it for another win. For example, if Jax is your carry, and you have Everfrost, sell it and get Moonstone Renewer, he will benefit more from it.



Matchups: Brief


Note: this section generally reviews how Yuumi synergies and get threatened by champions based on all roles in the game. The next section will cover in-depth how to play with ALL CHAMPIONS, starting with Bottom and Support since this is where the game starts. Items, runes and spells recommended for ally AD carry who has the potential the game, and/or against the enemy AD carry is the potential to make you lose the game. Since Yuumi is everyone's support and plays a great role especially in late game, champions that have the potential to carry the game in top lane, mid lane and junglers simillary reviewed and set of recommended items and spells presented covering thus, ALL CHAMPIONS in the game.



✧ Assassin ✧
Against: Playing against Assassin champions is a tough match for Yuumi. Do not detach for your carry unless the assassin is busy killing them, then detach once for Feline Friendship and keep the health of your carry full with Zoomies whenever possible.
With: supporting an Assassin is very tricky due to their high mobility. Do not detach from them because they will probably disappear from your sight in an instant, leaving Yuumi and them vulnerable. Coordinate using Final Chapter with their movements.

Recommendations

Against:
- Mythic Items:
Everfrost: you cannot outrun Assassin s with Shurelya's Battlesong since they can engage and escape in the blink of an eye. Also, since Assassin s one shot, Moonstone Renewer, Liandry's Torment and Imperial Mandate would not be so useful. Your best bet is to wait for them as they reach you, then activate Everfrost. Now your carry has a chance to take them down since they are squishy and the extra root of Final Chapter will give your carry enough time to damage them and prevent them from escaping. Also, the mythic passive will increase Yuumi's healing, making it hard for an Assassin to do their job.

- Legendary Items:
Redemption: Boosts healing and shielding your ally. Whether you have the chance to activate Redemption or not, Redemption can counter Assassin s.
Mikael's Blessing: most Assassin s do not immobilize. Therefore, the purpose of building this item is to increase healing of your ally.

- Summoner Spells:
Exhaust: basically ruin the damage of an Assassin , keeping your carry (especially squishy) ones safe and help them escape or kill the Assassin .
Heal: Assassin s calculate their fight through engage in an instant, do their combo, and disappear in an instant. Healing literally ruin their plan, whether Zoomies, or any other method. It is highly recommeded to pick Heal against Assassin s.


With:
- Mythic Items:
Shurelya's Battlesong: empowers the ability of Assassin s to engage and escape faster.
Moonstone Renewer: in many cases, fights takes a long time for an Assassin . Keep using Prowling Projectile and maybe detach for Feline Friendship to increase healing amount of your carry Assassin .
Imperial Mandate: boosts damage done by your "one shot" Assassin , helping them to end the fight faster.
Everfrost: using this item to support an Assassin can be tricky. Coordinate activating Everfrost with the movement and plans of the Assassin .

- Legendary Items:
Mejai's Soulstealer: increases Yuumi ability power, therefore, it increases her healing and the shared adaptive force. This item is ideal with Assassin s with AP build such as Akali.
Mikael's Blessing: almost an essential item for Assassin s since they are squishy and their weakness is CC. Build Mikael's Blessing to boost healing and shielding and to negate immobilizing effect.
Staff of Flowing Water: healing reduces abilities cooldown which boosts Assassin s who are mostly abilities dependent. It also empowers Assassin s who build AP items.

- Summoner Spells:
Ignite: not only it reduces the healing of an enemy and deals true damage, Ignite grants vision of an enemy, making it easier for the Assassin to target them with their abilities.
Heal: can save them some time for the Assassin to secure a kill and/or escape battle.



✧ Fighter ✧
Against: fighters are strong engagers, usually they have CC abilities and have the ability to increase their health whether with items or with one of their abilities. Use Final Chapter to prevent them from reaching your carry or to stop them from dealing more damage.
With: Since your fighter carry would be in the enter of team fight and Yuumi would stick with them, make sure to sustain them with Zoomies all the time, if you see their health lower don't detach and leave them, trust them and protect them.

Recommendations

Against:
- Mythic Items:
Shurelya's Battlesong: helps escaping the melee ranged champions and avoid getting hit by their CC abilities.
Imperial Mandate: boosts damage dealt by your carry, so if the fighter is a tank such as Dr. Mundo, your team deals increased damage, and if they are less tanky and deal more damage such as Yone, your team take them down faster.
Everfrost: an offensive option, this will ensure a fighter to stay in place, take more damage from your ranged carry, leaving them in vulnarable condition and will be forced to die.

- Legendary Items:
Chemtech Putrifier: essential to build against fighters since most of them use healing items such as Goredrinker for Riven, or have healing ability such as Darius's Decimate.
Mikael's Blessing: important to build since most fighters have immobilizing abilities such as Irelia's Flawless Duet, or having a silence ability such as Garen's Decisive Strike.
Staff of Flowing Water: healing with Zoomies increases ability power which means dealing more damage to them. It also hastens abilities cooldown which help in immobilizing them or so.

- Summoner Spells:
Exhaust: against aggressive fighters such as Yasuo, Yone or Irelia.
Ignite: do not take on a fighter without Ignite until you build Chemtech Putrifier or your ally build an anti-heal item.


With:
- Mythic Items:
Shurelya's Battlesong: helps them escape a busy fight or engage an enemy, especially a marksman.
Moonstone Renewer: since fighters will be in the center of a teamfight, they need to be durable. Build Moonstone Renewer to increase sustaining them.

- Legendary Items:
Ardent Censer: boosts their attack speed. Even if the fighter is a mage too (such as Amumu), you can still increase the damage they deal to turret through increased attack speed.
Mikael's Blessing: good against heavy CC team. It is also essential to save less tanky fighters such as Master Yi.

- Summoner Spells:
Exhaust: if they face a marksman, assassin or a ranged mage, this spell can help your carry fighter to catch them and take less damage from them.
Heal: can save your less tanky champion from death. It also boosts healing on tank champions, especially those who build Spirit Visage.



✧ Mage ✧
Against: They deal a burst of damage and most of them -if not all- can CC your carry. Always build Mikael's Blessing to protect your carry from them. If the enemy carry is a mage, play defensively with Shurelya's Battlesong.
With: Most mages are squishy and require healing with Zoomies. Empower their abilities and reduce their cooldown with Staff of Flowing Water. Build Mejai's Soulstealer and they can almost one shot any champion.

Recommendations

Against:
- Mythic Items:
Shurelya's Battlesong: helps your carry to avoid their deadly CC that follows with other abilities combo. If they miss their CC ability, then Shurelya's Battlesong helps your carry to catch up.
Imperial Mandate: increases damage dealt by ally, thus, dealing burst damage that helps your team to take them down fast and end their threat.

- Legendary Items:
Mikael's Blessing: negate their immobilizing ability, giving your carry a chance to avoid the rest of the mage abilities and escape, or engage the mage to take them down.

- Summoner Spells:
Exhaust: reduces their burst damage and helps your team to reach them and take them down.


With:
- Mythic Items:
Shurelya's Battlesong: helps them engage and escape in duels or in fights.
Imperial Mandate: boosts the mage damage, increases their chances to kill the enemy with their combo. Also, the mythic passive increases the passive of You and Me! and Zoomies.
Everfrost: activate it to root the enemy, this will help the mage with their combo. The root timing increases if the mage built Everfrost and Yuumi uses Final Chapter. Moreover, the mythic passive increases the passive of You and Me! and Zoomies.

- Legendary Items:
Mejai's Soulstealer: empowers mages to a supreme level. If your carry is a mage, then with this item, you will 2vs8.
Mikael's Blessing: build this item to negate immobilizing effect if the mage is squsihy such as Syndra or Malzahar.
Staff of Flowing Water: since mages are abilities dependant, this item will reduce the cooldown of their abilities and increase their ability power.

- Summoner Spells:
Ignite: help your ally mage to cast their cc ability through granting vision of the enemy especially if there is a wall between them and the area where the enemy is, is not warded.
Heal: saves mage through increasing their missing health when Zoomies is on cooldown and through increasing their movement speed.



✧ Marksman ✧
Against: Their damage level is supreme whether they build AD with Precision or lethality with Domination. Their weak point is their squishiness, therefore, reach them fast with Zoomies and root them with Final Chapter, your carry will kill them.
With: Keep them safe by increasing their movement speed with Zoomies when the enemy approaches, build Ardent Censer to increase their attack speed. Use Final Chapter to help them secure kills or to keep them safe.

Recommendations

Against:
- Mythic Items:
Everfrost: prevent them from escaping or engaging your ally, especially if used before or after Final Chapter.
Imperial Mandate: similar to mages, since marksman represents a threat, consider building Imperial Mandate to boost your team damage and take them down faster.
Shurelya's Battlesong: helpful for all champions to engage and escape a marksman.

- Legendary Items:
Chemtech Putrifier: almost essential item since most marksman build healing items such as Immortal Shieldbow or Bloodthirster, supporting by an enchanter, and/or healing runes such as Legend: Bloodline in Precision tree.
Mejai's Soulstealer: boosts damage dealt by your carry, helping taking the marksman down fast.

- Summoner Spells:
Exhaust: reduces the damage they deal, making them less threatening and easier to catch by fighters and tanks.
Ignite: reduces the heal they receive, and also helps revealing them when they kite and hide in a bush.


With:
- Mythic Items:
Everfrost: aggressive option that increases the enemy rooting time along with Final Chapter. Do not build Everfrost if your marksman is not the carry of the game and does not have the upper hand.
Imperial Mandate: boosts the damage dealt by the marksman. Build it if the marksman plays aggressively.
Shurelya's Battlesong: helps the marksman to easily engage or escape a fight.

- Legendary Items:
Mikael's Blessing: helps negating immobilizing effects from your squishy marksman.
Ardent Censer: increases their attack speed which they rely on. Essential to build if your team carry is a marksman.

- Summoner Spells:
Ignite: an aggresive spell, use it during a fight to help a marksman take down the enemy fast.
Exhaust: due to their squishness, pick Exhaust to reduce the incoming damage from the enemy and increase the chances for the marksman to win.
Heal: can save a marksman especially if your main rune is Summon Aery.



✧ Enchanter ✧
Against: Not dangerous themselves, but they can be dangerous when they grant their powers to their carry. Get them out of a fight first to win it. Do your carry a favor and build Chemtech Putrifier first so they can deal damage and Yuumi provides them with anti-healing effect.
With: Depends on what kind of build they choose, pick your items. For example, Soraka who plays top may build support items, AP items, or AD items. Keep track of their build and build supporting items accordingly.

Recommendations

Against:
- Mythic Items:
Shurelya's Battlesong: easily helps your teammates reaching the enchanter, or avoiding their ability such as Nami's Tidal Wave.
Imperial Mandate: always target enchanter because they boost their team greatly. Ping the enemy enchanter after you use Final Chapter so your team deals bonus damage and get rid of them first.

- Legendary Items:
Chemtech Putrifier: enchanters heal. Thus, it is essential to build anti-heal item if none of your teammates does.
Mikael's Blessing: essential to build this item since most enchanters have a disabling ability that can be negated, such as Lulu's Whimsy or Sona's Crescendo.

- Summoner Spells:
Ignite: essential against enchanters. Always pick Ignite since you will need it since lanning phase.


With:
- Mythic Items:
Imperial Mandate: marks the enemy, granting the opportunity for an enchanter to deal damage.
Liandry's Torment: now Yuumi deals damage too and helps an enchanter takes down the enemy faster.
Shurelya's Battlesong: helps protecting an enchanter from enemy's engage.

- Legendary Items:
Staff of Flowing Water: build it if the enchanter builds AP items or support items.
Mikael's Blessing: saves the squishy enchanter if they are caught by a CC ability.
Ardent Censer: build it if the enchanter builds AD items.

- Summoner Spells:
Ignite: aggressive option that helps the enchanter take down the enemy quickly.
Exhaust: reduce incoming damage from the enemy, thus, helps the ally enchanter stay alive.



✧ Tank ✧
Against: Nothing much for Yuumi to do, it is more of AD carry job. The best you can do to support them, build Chemtech Putrifier, Staff of Flowing Water, Mikael's Blessing since they can slow or cc your carry, and Mejai's Soulstealer.
With: Similar to fighters except they deal less damage and they tank more damage. Heal them with Zoomies, and when they engage an enemy, use Final Chapter to prevent the from escaping and granting your tank a kill.

Recommendations

Against:
- Mythic Items:
Imperial Mandate: increases damage taken by tanks, thus, helping them taking them down faster.
Liandry's Torment: an aggressive option that helps peelling the tank.

- Legendary Items:
Mikael's Blessing: essential to build almost all tanks have an immobilizing ability. Also, it boosts healing and shielding powers of Zoomies and [[bop 'n' block] which helps sustaining your carry.
Staff of Flowing Water: aggressive option as it increases the ability power and reduces abilities cooldown which helps in dealing more damage to the tank and use abilities quicker than normal on them.
Mejai's Soulstealer: your team will need increased adaptive force to help them take down the enemy tank faster.

- Summoner Spells:
Ignite: reduces their healig intake, reveals them and deals true damage which helps taking them down faster.


With:
- Mythic Items:
Moonstone Renewer: since tanks are quite durable during teamfights, this items will help increase their durability for a longer time. Make sure to use Prowling Projectile and auto attack for Feline Friendship casually to increase the income healing.
Shurelya's Battlesong: helps tanks reaching enemies (especially ranged ones) faster, thus, prevent them from damaging the ally tank while kiting.

- Legendary Items:
Mejai's Soulstealer: increases Yuumi's ability power, which helps in granting the tank carry to be durable, get healed more with the empowered Zoomies and gain adaptive force from You and Me! and deals more damage.
Mikael's Blessing: increases Zoomies healing and shielding power.
Redemption: boosts Zoomies healing and shielding power. Also, you can activate Redemption during a teamfight to lengthen the durability time of the tank.

- Summoner Spells:
Exhaust: reduces damage income from the enemy carry and help the tank reach the enemy faster.


Note 1: Things may differ between champions in the same role. For instance, most fighters has CC abilities such as Poppy's Heroic Charge or Jax's Counter Strike and that is why it is recommended to build Mikael's Blessing to negate the stun. Master Yi on the other hand, does not have an ability that immobilizes a champion, thus, building Mikael's Blessing against Master Yi is not recommended. Also, since Mikael's Blessing does not negate airbone, then the same case applies with abilities with fighter champions as Yasuo's Steel Tempest. The same applies for other roles. Therefore, check the following seciton for recommendations in-detail for each champion.

Note 2: keep track of the build of your team especially your potential carry to know which items suits them best. Also, always check who the enemy carry is and what is their build to know which items Yuumi should build to counter them that goes accordingly with your carry. For instance, you should build Chemtech Putrifier against enchanters, however, if your carry built anti-heal item such as Mortal Reminder or Thornmail, then build another item to support sustaining them or increase the damage they deal.

Matchups: In-Depth


This section covers common match-ups in bot lane. Common AD carries you support or play against as well as supports you face. It explores how Yuumi can counter them, how they counter Yuumi, and recommends set of items and runes in both cases.

Note 1: You will notice that "standard" is the recommended Sorcery runes when playing with or against certain champions. Standard means the typically recommended runes for Yuumi mentiond abovee. In other words, Summon Aery + Manaflow Band + Transcendence + Gathering Storm.

Note 2: Sometimes it is easy pre level 6 to decide which mythic item to build, for example, playing aggressively with Everfrost, or playing defensivly with Shurelya's Battlesong. If it is still early to decide which mythic item to build, build a legendary item first such as Mikael's Blessing, Chemtech Putrifier, etc., by then, it will become clear which of the recommended mythic items you should build to support your AD carry.

✦ BOTTOM


APHELIOS
ASHE
CAITLYN
DRAVEN
EZREAL
JHIN
JINX
KAI'SA
KALISTA
KOG'MAW
LUCIAN
MISS FORTUNE
SAMIRA
SIVIR
TRISTANA
TWITCH
VARUS
VAYNE
XAYAH
ZERI
ZIGGS


✦ Support


ALISTAR
BARD
BLITZCRANK
BRAND
BRAUM
JANNA
KARMA
LEONA
LULU
LUX
MAOKAI
MORGANA
NAMI
NAUTILUS
PANTHEON
PYKE
RAKAN
RELL
SENNA
SERAPHINE
SONA
SORAKA
SWAIN
TARIC
THRESH
VEL'KOZ
XERATH
ZILEAN
ZYRA

Matchups: Other Synergies


Since Yuumi can be anyone's "cuddly" buddy, here is a section that covers how Yuumi can support the rest of the champions that usually play in top lane, jungle and mid lane. You need to check this section when you realize that your AD carry is not going to be the one to carry the game, regardless the effort you did as Yuumi. Champions arranged according to their most popular position.

Note 1: this matchups section provides focus on when to use You and Me! so Yuumi does not get vulnerable and not being to attach back; and when to use Final Chapter when playing with or against a certain champion (when to be aggressive, when to be passive and what cancels Final Chapter when Yuumi is detached). It also recommends certain summoner spells and support items that helps you push your carry. I.e., this section do not cover which runes to choose since you will decide the runes based on your matchup during championn select.

Note 2: keep in mind that in all matchups, you need to use Zoomies to heal your carry and increase their movement speed to escape or catch an enemy, and attack speed to deal more damage to enemy champion or enemy turret or help, and use Prowling Projectile to help your carry catch or escape an enemy.

Note 3: you will notice that sometimes, more than a mythic item recommended, based on the game flow, choose your mythic item. If you think that certain mythic item will help your teammates and carry more, DO NOT sell your current mythic item until you have the price of your next mythic item and you can purchase it.

Note 4: I have not played all champions, also, I did not have the honor of supporting certain champions -such as taliyah, kled, or ornn- occasionally. Therefore, if you main any of the following champions and you have information to add, please do in the comments section, I will be more than please to provide a better guide! <3

Note: to easily find a champion, press CTRL+F and type the name of the champion you want to navigate to, click on their name on the box to view the informration you need!


✦ Top


AATROX
CAMILLE
CHO'GATH
DARIUS
DR.MUNDO
FIORA
GANGPLANK
GAREN
GNAR
GWEN
ILLAOI
IRELIA
JAX
JAYCE
KAYLE
KENNEN
KLED
MALPHITE
MORDEKAISER
NASUS
ORNN
QUINN
RENEKTON
RIVEN
RUMBLE
SETT
SHEN
SINGED
SION
SYLAS
TAHM KENCH
TEEMO
TRYNDAMERE
URGOT
VOLIBEAR
WUKONG
YORICK


✦ Jungle


AMUMU
DIANA
EKKO
ELISE
EVELYNN
FIDDLESTICKS
GRAGAS
GRAVES
HECARIM
IVERN
JARVAN IV
KARTHUS
KAYN
KHA'ZIX
KINDRED
LEE SIN
LILLIA
MASTER YI
NIDALEE
NOCTURNE
NUNU & WILLUMP
OLAF
POPPY
QIYANA
RAMMUS
REK'SAI
RENGAR
SEJUANI
SHACO
SHYVANA
SKARNAR
TALIYAH
TRUNDLE
UDYR
VI
VIEGO
WARWICK
XIN ZHAO
ZAC


✦ Mid


AHRI
AKALI
AKSHAN
ANIVIA
ANNIE
AURELION SOL
AZIR
CASSIOPEIA
CORKI
FIZZ
GALIO
HEIMERDINGER
KASSADIN
KATARINA
LEBLANC
LISSANDRA
MALZAHAR
NEEKO
ORIANNA
RYZE
SYNDRA
TALON
TWISTED FATE
VEIGAR
VEX
VIKTOR
VLADIMIR
YASUO
YONE
ZED
ZOE


Now, you know how Yuumi works with ALL champions in the game, now, you can even know how to support or play against these champions in the case of troll picks in botlane. Again, I have supported a lot of troll picks as a Yuumi in botlane, including supporting Lee Sin and Poppy. You do not need to feel anxious with troll picks in bot lane. Remember to follow the common rules when playing Yuumi. For example, when Zoe tries to put your AD carry to sleep, detach and take the hit from them so Zoe does not deal great damage for them; let Shen taunts your AD carry before detaching for Feline Friendship; use Final Chapter after Malphite uses his ultimate to save your AD carry and help him engage; buy Chemtech Putrifier to prevent Maokai from healing; get Mikael's Blessing to clear stun done by Leona, detach for Feline Friendship with You and Me! after the enemy uses their CC ability, and so on.

Remember, always keep track of the enemy KDA before engaging. For instance, if your team carry is a marksman, there is nothing they can do against a fed, smart Akali, nor Yuumi can something about her. The best to do in this case is to deep ward to avoid the disaster. Also, do not forget that Yuumi, essentially is a healer, keeping her safe is an essential task to fulfill to hard carry the game, because if she dies, her allies will probably die too. Do your best to support your carry so they stay safe, thus, Yuumi stays safe too.

What is important for all Yuumi players is to know who is your AD carry ( marksman), and who is the enemy marksman and support. Accordingly, you will decide which play style is going to suit Yuumi and her marksman. Is your marksman have a strong early game and both Yuumi and her marksman are going to be aggressive early game? Is the marksman a late game champion and Yuumi will do the poking job? Are you facing a heavy CC champions and you will need to play safely and calculating when to detach for Feline Friendship? What kind of runes and summoner spells do you need to win lane and help your marksman get fed?
Making decisions as these are important and are part of macro playing. Know how to play Yuumi in all cases as shown in previous sections and the chances to win the game increases.

✦ Pre Laning Phase: Defend / Leash

When Yuumi spawns and before getting to lane, go to bot side jungle and help your jungler by protecting him from any possible invade and help him with pull or leash. If your jungler is going to the top side of jungle, then keep watch before his buff spawns and watch out of enemy invade. At minute 1:20, place a Stealth Ward and go to lane. This may seem optional but its crucial, if the enemy invades bot side jungle, your jungler will rework his path in jungle and invade the enemy jungle and make up for the lost buff and/or farm. Since Yuumi already placed Stealth Ward, your marksman will have one to place it where it fits their needs.

If you plan on helping the jungler leash, know that Yuumi would have two abilities available, You and Me! and Zoomies. Attach to your marksman as they attack the blue/red buff, when you see the jungler take damage from the buff, attach to them to protect them from the damage with the help of Summon Aery shield. Do not use Zoomies to heal them, your jungler Smite will heal them, preserve the mana of Zoomies to laning phase.

Where to position for leash?

✦ Early Game: Laning Phase

Pre-level 6: Yuumi focuses on poking the enemy for her marksman and sustaining him. This is the most important stage for Yuumi and her marksman and will decide the course of the game. Read your enemy movements and actions and act upon it.
The first ability to unlock is Zoomies, so in case the enemy take your marksman by surprise and stuns them, your marksman may Flash away and use Health Potion, but with Zoomies, they won't need to play defensive under turret and losing experience and gold, they can farm as soon as Yuumi heals them.

As for reading the enemy means you should see their play style. For instance, when playing against Leona, know that the first ability she is going to unlock is Shield of Daybreak and the second is Zenith Blade where she can reach Yuumi. This means, Yuumi is safe to detach for Feline Friendship before Leona gets to level 2. But in rare cases, players unlock Zenith Blade first taking Yuumi by surprise and preventing her from attaching back to her marksman. Zoomies will help keeping Yuumi safe until she can attach to her ally again and grant you the knowledge to play safe from level 1.

Another example of reading the enemy moves is how they make use of the lane brushes. Does the enemy support stay in brushes all the time and hit their ability by surprise such as Lux with Light Binding or Lucent Singularity? Or do they tend to stay near minions next to their marksman where they farm? In the second case, Yuumi can see the enemy and she can poke them, the marksman can also see them and move accordingly. If the enemy stays in brushes, then you need to uses Stealth Wards to know where they stand and poke them or even to force them to leave the brushes. If Yuumi or her marksman do not have Stealth Ward, then stay away from brushes and the enemy will leave them eventually.

At level 2 is where the real game for Yuumi begins. Prowling Projectile unlocked and poking starts. If your marksman stays at full health, then consume mana for Prowling Projectile and detach occasionally for Feline Friendship, lower the health of the enemy while your marksman enjoys farming until your marksman find a perfect opportunity to engage. If the enemy pokes your marksman heavily, preserve the mana of Prowling Projectile and use it for Zoomies. Do not use Prowling Projectile unless the ally jungler ganks and you need to slow the enemy with Prowling Projectile. If you are facing a tough enemy matchup, go back to base whenever you take down the enemy with or without your jungler's help to have the advantage of the enemy.

That is pretty much how the game play will be for Yuumi before level 6. Based on the situation of the lane, you will decide which mythic item to get for Yuumi. If you are winning lane, tend to play aggressively and pick Everfrost, if you are even and your carry gets stronger in late game and can easily escape the enemy, pick Everfrost, if it is hard for your marksman to escape, aim to build Shurelya's Battlesong, if you are even but the enemy scales better, aim to build Shurelya's Battlesong, if you are losing lane, build Moonstone Renewer.

After level 6, Yuumi increases the chances for her marksman take kills more than before. If it is with Jinx, she will use Flame Chompers! for extra root, use Zoomies to increase her DPS, and when she takes down the enemy she can take the other enemy faster. If it is Miss Fortune, Bullet Time will take care of the enemy, if it is Ashe, Enchanted Crystal Arrow will immobilize the enemy for a longer duration, and so on. If the enemy is aggressive, Final Chapter will save her carry and prevent the enemy from getting gold.

As for wave management, you need to follow some rules before and after level 6. Yuumi is not allowed to touch any of the minions when her marksman is farming, hitting a minion with an auto attack will probably interrupt the flow of your marksman plan on farming. So do not get in the way of his minions except in two cases. The first is when your marksman recalled to base and they did not push minions wave for any reason. If Yuumi has enough health, stay and defend turret, DO NOT auto attack minions until they die, just last hit them when they are about to die, this way you will grant your marksman the opportunity to farm and gain gold instead of losing it.

The second scenario is when the enemy team recalled or died in a fight and your marksman needs to push the wave so they can recall. Use Zoomies to increase their attack speed and detach to help your marksman in pushing the wave. DO NOT hit melee minions. Focus on ranged minions (caster minions) one by one if your marksman cannot hit all three minions such as Jhin with Dancing Grenade. Once done with caster minions, hit a siege minion (cannon) until their health gets to 20% and stop hitting it so your marksman does not miss it. Finally, a pro tip: if you see your marksman is getting close to the turret, and the enemy minions are pushing, freeze the wave and let the minions hit you, Yuumi can heal herself with Zoomies, this way, your marksman have more chances to get gold.

Keep track of how the course of the game is going in every lane. Does your marksman have the potential to carry the game? Do other champions in other positions have the potential to carry the game? Who is the champion that your team is going to rely on? Which champion can Yuumi help to get them back to the game? Keep checking the KDA window and decide which items to build. Ardent Censer for your marksman after your mythic item? or Staff of Flowing Water for your mage? Will Yuumi be safe enough to build Mejai's Soulstealer? Or will she need Rabadon's Deathcap?

✦ Mid Game: Team Fight

This is the stage where it is a changing point for Yuumi and her marksman. If you won your lane, you should go to mid lane and help the other lanes (starting with mid) to pressure the lane and take down the turrets and maybe get some kills. You have to keep track of how is the condition of top and bot lane. Let is say that you won lane by pressuring the enemy, but your marksman is not really fed while in mid lane, the enemy mid laner is very fed, taking him down will require your marksman to farm more and gain more items to take him down. If your marksman is even with the enemy mid laner or fed, they can take contribute in mid lane.

If Yuumi and her marksman are even with the enemy bot laners, then do not leave the lane until you take down the first turret in bot lane. Unless the top laner or mid laner ask you to switch lanes and they will push bot lane for you, keep pushing the lane. Stick with your marksman, they are squishy and they need you. If you lost lane, stay with your marksman and keep pushing the lane, your marksman may be useless but you do not want to grant the enemy team any unnecessary kills. Or, you can leave your marksman alone in bot lane and distract the enemy and pressure them so they do not go to bot lane and try to kill your marksman and Yuumi.

After the turret in bot lane is destroyed, it is time for Yuumi to change her plans. You need to stick with champion who have the potential to carry the game by attaching to them to support them. If your carry is your marksman, then you need to know what they are capable of doing and support them by start building Ardent Censer as fast as possible. If it is a mage, then give priority to Staff of Flowing Water, refer to the previous matchups section. You also need to watch out of who is carrying the enemy team, for example, is it a champions that heals themselves with abilities such as Dr. Mundo? Build Chemtech Putrifier to inflict him. grievous wounds whenever your carry attacks, and build Staff of Flowing Water for your carry, this way they will focus on building items that deal other kind of damage.

✦ Late Game: Where a Little Mistake Costs the Game

This is the stage where Yuumi shines. Her healing powers and the power of her carry should make the game go their way. Winning or losing the game does not change the play style of Yuumi, Yuumi should still be sticking with her carry and keep him safe. There are two things that should be done in late game. The first is that you should grant your team a good vision so they know where the enemy is. Check warding section for more details. Thus, you are going to buy and use Elixir of Sorcery first, and get Vigilant Wardstone so you can place extra Shard of True Ice ward and 2 Control Wards on the map. The second is, if you are even or winning the game, ask your carry gently to help you get the blue buff so your cooldown of Zoomies lowers and heal them almost infinitely as long as Yuumi has the buff.

The cooldown of Final Chapter would be less than 50 seconds, therefore, use it whenever you find a chance of killing even a single enemy, this will help your team to take them down and increase their chances of winning since it will be a 4 vs 5 fight. If you see the enemy carry and you have Shurelya's Battlesong and it is just Yuumi and her carry, activate it to escape, especially if the area is not warded, you will never know who will target your carry. If you built any other mythic item, then use Zoomies to increase the movement speed of your carry and depend on it to escape threat. Do not detach for Feline Friendship, especially in this case unless 1, 2 or 3 of your team are facing a single enemy, this ensures Yuumi's You and Me! to stay on cooldown, which keeps Yuumi safe and thus, keeping her allies alive.

✦ Wards Types
Stealth
Ward
Vision Radius = 900 unit | Life Span = 150 sec | Visibility: invisible | Bounty: 30 gold
Complete your support item quest to gain Stealth Ward. Get Oracle Lens after Yuumi gets Stealth Ward. Whether a totem ward or another Stealth Ward type, the number on the map is limited to 3. So, get Oracle Lens instead.


Control Ward Vision Radius = 900 unit | Life Span = 150 sec | Visibility: visible | Bounty: 30 gold
Denies the vision of Stealth Wards and grants vision of any traps such as Yordle Snap Trap and Captive Audience. Since it also grants vision of camouflaged champions, getting them is a must against champions such as Twitch, Shaco, Evelynn, Akshan, etc. Essential to have. Limited to 1 Control Ward on the map.


Oracle
Lens
Vision Radius = 750 unit | Active Duration = 10 sec | Cooldown: 90-60 seconds
Denies Stealth Ward vision for 10 seconds, reveals trap and detecting surrounding enemies. Useful against camouflage champions or champions who places traps just like Control Wards.


Farsight Alteration Vision radius = 500 unit - Life Span = indefinite | Visibility: visible | Bounty: 15 gold
Alerts from enemies from far sight. Yuumi's carry or another champion -especially squishy ones- should use it. DO NOT get Farsight Alteration for Yuumi. Yuumi should stick with Oracle Lens to deny vision.



Q1- Which is better, Ghost Poro or Zombie Ward?

Depend on the situation, Ghost Poro can be more useful than Zombie Ward and vice versa. Pick Ghost Poro when you know your marksman will keep the lane pushed and thus, the enemy will place less wards. Zombie Ward on the other hand, is picked when you know that the enemy will keep your lane pushed. Purchase Stealth Ward when you pick Ghost Poro so the poro spawns. Purchase Oracle Lens when the game starts instead of Stealth Ward when you choose Zombie Ward so you can destroy wards occasionally and spawn the ward.

Q2- When to use Vigilant Wardstone?

An essential item to have when the game is taking too long, especially when you are even with the enemy team. This item grants Yuumi extra vision on map, allowing her to place 4 Stealth Wards and 2 Control Wards and 1 stored in Vigilant Wardstone for a situation use. This will help revealing camouflaged enemies, grant vision for your team so they know where they go, Know where the enemy carry is and if they are alone, and keep the enemy busy destroying the wards which may give your team the opportunity to take them down or take another member in the enemy team.

Q3- Are there other vision aspects?

There are two vision aspects:
Rift Scuttler: A scuttle that appear in the river. One in the river in the top side of the map that if killed, grant a vision on rift herald / baron nashor, and the other in the river in the bot side that grants vision on dragon. It is the jungler job to take down the scuttle in early game, in mid and late game other champions can take it down to grant vision in river for their team. The vision it grants is temporary and cannot be taken down by the enemy. If you are pushing your lane, and you see your jungler nearby to take it down, join him to help him and scare the enemy jungler off to not take it.
Scryer's Bloom: A planet that when hit by basic attack that provides vision temporary based on the direction you hit it from. 8 plants placed in map, on the top and bot of each quarter of the jungle. In early and mid game, use it to grant a vision on dragon to check if the enemy is trying to take dragon down, or use it towards the dragon pit or nearby brush to deny any existing vision. It can also be used when taking down dragon or baron nashor before starting to prevent the enemy from revealing your teammates when killing drake.

✦ Warding

Note: this section covers how to ward for all champions and not just for Yuumi. It includes where to ward exclusively bot lane, and for objectives. For in-depth reading, check this link: https://mobalytics.gg/blog/lol-warding-guide/

Leash:
If you are defending the bot side buff, and your jungler aims to the top side buff, place a Stealth Ward in the buff brush to inform your jungler and your team from enemy invade, so either your AD carry and mid laner and/or jungler get to the enemy jungler and kill them, or, your jungler think of a plan like invading the enemy jungle. Place the Stealth Ward at 1:20.

Early Game:
Since the number of wards you have early game are limited to both you and your AD carry. Then you need to place wards based on your position in lane. If you're being pushed all the time, you would not need to ward the river. If the enemy jungler ganked you once or twice from your jungle, ward the bush close to turret. If you are in the mid of your lane, ward lane bushes of the enemy support tends to stay in bush, and ward the river bushes. If you are pushing or in even position as your enemy, make sure to ward the drake pit and the brush close to mid lane, especially if the enemy mid laner roams a lot and camps your lane. Finally, place a deep ward so when your top laner (or mid laner in some cases) sees an opportunity they will Teleport to your lane and help you out.



Special Case:
This is a special placement for wards when playing against champions that do not ome to your lane through the river even after you destroy blast cone such as Shaco, Kayn, Kha'Zix, Zac, etc. Champions that camouflage and would not be detected by Stealth Ward, or they can jump over walls making the typical ward placement useless. Placing wards everywhere else including brushes is a must, i.e., in corridors, near walls and in the middile of river. Read the strategy of the enemy to place wards smartly; this way you can crerate a special typical warding that game. Build Vigilant Wardstone if necessary and remember, special warding rules applies to enemy champions in other lanes too especially mid-lane.




which champions included in the special case?

Mid Game:
Since most champions tend to roam in mid game, it is essential to deep ward when sieging (taking down turrets) since warding in closer brushes will not prevent the crisis. Knowing where the enemy is will help your AD carry choose the best root to escape when they spot the enemy coming from a specific -or multiple- directions.





Late Game:
If your team is even with the enemy team -a rare case-. You should follow the previous warding tips.If your team managed to push to the enemy inhibitor successfully, or even destroyed a turret, place a ward in the enemy base so your ally with Teleport can use it to backdoor. If you are losing, ward the areas where you think the enemy be in and clear the wards they place to avoid having any of your teammates dying for a skill shot.





Major Objectives:
Ward the pit of baron nashor or dragon when your team is not planning to take them down to defend them. If they are aiming to take them down, place a Control Ward in the pit if the enemy jungler did not to deny the enemy Stealth Ward vision or further placement of vision and prevent the enemy jungler from stealing the objective. Check next section for more details about major objectives.

Baron Nashor
Elemental Dragons and Elder Drake
Hextech Dragon and Chemtech Dragon special warding

Objectives are 5: dragons and elder dragon, baron nashor and rift herald, Nexus, inhibitors, and turrets. As for turrets, inhibitors and nexus, Yuumi cannot do much on her own nor she can split-push. She can contribute though by using Zoomies to increase the attack speed of her carry and take down turrets or inhibitors faster, or through having a good map awareness and ping what to target next. Elemental dragons and other major objectives covered briefly.

The same applies for the rest of objectives with a little differences. In the case of dragons and baron nashor, Yuumi should ward -as shown before- to avoid possible danger or steal so Yuumi and her team granted buff. If it is dragon then a permanent buff until they get a powerful soul buff, and if it is baron nashor or elder dragon then it is a powerful temporary buff. Yuumi alone cannot take down drake, but the least she can do is informing her teammates through vision if the enemy is taking down objective and heal them with Zoomies to increase their ability power and attack speed, and having their health full if the enemy joins.

Remember, the main goal of the game is destroying the enemy Nexus. Sometimes the nexus is exposed but your team cannot destroy it. Even if that is not the case, you need to think of other objectives to care for. The first objective to give priority to is elder dragon, then dragon soul or dragon, next the enemy inhibitor to keep them busy defending while doing other objective such as baron nashor (if possible switch into two groups, one for inhibitor and the other starting baron nashor), finally, turret.

✦ Elemental Dragons
Cloud Drake:
Buff: Gain 12 / 24 / 36 / 48 ultimate haste.
Soul: Gain 10% passive movement speed which is increased to +50% movement speed for 6 seconds after casting your ultimate.
The soul buff is not useful for Yuumi. The regular buff on the other hand is powerful buff to Yuumi. It shortens Final Chapter cooldown duration making it easier for Yuumi to spam Final Chapter whenever needed instead of preserving it for special situations.

Infernal Drake:
Buff: Gain 4 / 8 / 12 / 16% attack damage and ability power.
Soul: Basic Attacks and Abilities deal 80 (+ 22.5% bonus AD) (+13.5%AP) (+2.5% bonus HP) adaptive damage to the target and nearby enemies (3 second cooldown).
A powerful buff for Yuumi. 4% in early game is not strong, but after building few items, it becomes powerful, especially if your team slain more than an Infernal Drake. The soul buff is more powerful, allowing Yuumi to heal more with Zoomies, grant more adaptive force with You and Me! and damage more with Prowling Projectile and Final Chapter.

Mountain Drake:
Buff: Gain 6 / 12 / 18 / 24% armor and magic resistance.
Soul: Gain a 200 (+18% bonus AD) (+13.5% AP) (+13.5% HP) shield after not taking damage for 5 seconds.
Yuumi will not make use of the resistance from the regular buff or the soul buff since she attaches to an ally most of the time.

Ocean Drake:
Buff: Regenerate 2.5 / 5 / 7.5 / 10% of missing health every 5 seconds
Soul: Heal for 160 (+ 36% bonus AD) (+22.5% AP) (+9% bonus HP ) and restore 80 (+3.5% maximum mana) mana over 4 seconds whenever you deal damage to enemies. Dealing damage to minions and monsters regenerates with 30% effectiveness.
Similar to Mountain Drake, Yuumi does not benefit from the buff and soul buff of Ocean Drake for the same reason.

Hextech Drake:
Buff: Gain 5 / 10 / 15 / 20% attack speed + 5 / 10 / 15 / 20 ability haste
Soul: Gain a chain lightning slow on their next basic attack or ability that deals 25-75 true damage (bassed on champion level), bounces to 3 additonal target, and slows units hit by 45/35% (melee/ranged)(5+% per 1000 bouns health, +1% per 100 bonus AD) for 2 seconds
Attack speed from buff may not be useful for Yuumi, but the ability haste and soul makes Yuumi deal more damage during a fight and more helpful. As for the gates, if Yuumi gets immobilized right when she used the gate, she can still escape, if she's immobilized while channeling then it is canceled, so be careful.

Chemtech Drake:
Buff: Gain 5 / 10 / 15 /20% bonus damage against enemies with 340-1020 (based on your level) more current health than you.
Soul: Revive after death with 80% of your base health +50% of their bonus health and gain 75/30% (melee/ranged) decaying move speed. Revived champions take 40% less damage, deal 33% less daamge, and take damage equal to an ever-increasing percent of their starting health every 0.25 seconds.
The buff can be useful for Yuumi since almost all champions will have more health than her, also the soul grants Yuumi one more chance to save her allies with Zoomies, Shurelya's Battlesong, etc.
✦ Major Objectives

Rift Herald:
SPAWN: At 8:00. Respawns 6 minutes after it has been killed. Disappears permanently at 19:30 (19:50 if in combat). Grants Eye of Herald when killed.
BUFF: Grants the Eye of Herald that can be placed to destroy turrets, inhibitors and nexus. Grants its holder a powerful recalling buff.
Since rift herald is placed in the top side of the map, it is not Yuumi job to ward it. But, if you find yourself next to herald after a team fight especially if you destroyed bot lane turret, it means you are winning the game. You can help your team taking it down by attaching to one of your allies to grant them adaptive force, and use Zoomies to the ally who deals highest damage to increase their attack speed.
Baron Nashor:
hand of baron
SPAWN: Every 6 minutes from 20:00 onward. If not killed, the buff lasts 3 minutes.
BUFF: Obtain hand of baron while alive shown by swirling violet runes. It grants:
- Empowered Recall and nearby allied minions are greatly empowered.
- Gives (12−48 bonus AD) and (20−80 ability power) -determined by the time the Baron
Here is where it is crucial for Yuumi to stay alive. Not because it empowers Zoomies, Final Chapter and other abilities. But it grants nearby minions powerful buff. So, if your teammates die and lose the buff, Yuumi can still grant the buff to nearby minions, which they deal more damage and resist more damage.
Elder Dragon:
SPAWN: 6 minutes after dragon soul. If not killed, the buff lasts for 2 minutes & 30 seconds.
BUFF: Obtain aspect of the dragon:
- Damaging enemies causes them to burn for 75−225 true damage as default damage over 2.25 seconds (depending on minutes).
- Damaging an enemy champion below 20% of their maximum health blasts them with Elder Immolation after 0.5 seconds, executing them.
The most important objective of the game. Yuumi has to stay alive by all means. Even if her team dies, she can still help in taking enemies down with aspect of the dragon. This can be done with Prowling Projectile when the enemy is escaping or if your teammates does not have aspect of the dragon buff. If the enemy is out of range of Prowling Projectile or if both Prowling Projectile and Final Chapter are on cooldown, use Redemption on the enemy and Yuumi will take the kill, and thus, one less enemy for your team to be concerned about.

Elder Buff on Yuumi


Q1- Which dragon should be prioritized?

All dragons are important for your team. If not for Yuumi then it is for one or more of her allies, and if it is not for your team then it is to deny the buff on an enemy champion who needs that buff. Moreover, when the game starts, you cannot know which dragons will spawn, not to mention that the type of dragons that spawn will be random. So, four Mountain Drakes can spawn. If your teammates does not take down the four Mountain Drakes, the enemy team will, and they will have a dragon soul. And, thus, they will be much more powerful than your team.

Q2- How can Yuumi be useful when taking objective?

The basic way to help your ally with objective is to attach to them, granting them bonus adaptive force with You and Me!, and healing them and increasing their attack speed with Zoomies. If you are low on mana, do not use Prowling Projectile to damage the objective, preserve your mana until you can use Zoomies to heal your ally again.

How to help with objectives?

Q What about roaming?

Roaming is part of map awareness or macro, however, Yuumi should not roam alone and the time she does that she knows the location of other enemy champions so they do not appear out of the blue and kill her. After all, Yuumi may increase her movement speed with Zoomies, but her movement speed is slow especially she does not build boots.

Roaming will make Yuumi lose experience and leave her marksman vulnerable. Therefore, when your marksman recalls, Yuumi should recall with him to make use of the gold she gained from poking. The only cases she should not recall and stay in lane or roam, are:

1. Yuumi missed experience so she needs to stay in lane to match her marksman in level.

how this helps?

2. When your marksman did not push the wave to the enemy turret and they recalled, and the enemy got back to lane. Yuumi should stay in lane to defend. As said, Yuumi should not push the wave, just last hit minion. The last video shows how Yuumi last hit minions.

3. When the quest of Spellthief's Edge is almost complete and you need to finish the quest before going back to lane and changing from Stealth Ward to Oracle Lens.

4. When your marksman forced to recall due to low health and/or mana, and your jungler needs help in dragon. Stick to your jungler, help them with dragon. If you have enough mana and your jungler plans to gank mid, stick with them, keep them alive and/or get the assist.


1- Tank Turret:
While the seems a failed plan, it is absolutely the opposite. Since Yuumi should always be in full health, this can be a useful plan for your carry. You can tank attached or detached. In both cases, know that turrets deal more damage after each hit and you should leave before getting executed. DO NOT do it if you do not know what you are doing.

When to use it?

2- Bait the Enemy:
Baiting the enemy is pretty easy to do with Yuumi. The enemy knows that Yuumi needs an ally to survive. The easiest way to bait is to recall in the mid of the lane and when you see the enemy act as you are running away. Yet, this is so risky. Therefore, if you do not know what you are doing, DO NOT BAIT!!

Does it work?

3- Ask Your Jungler to gift you Blue Buff:
You shouldn't ask that from your jungler early game or when leashing, because you still want the poor jungler to strengthen themselves, gain experience and find their way in helping your team to win, won't you? Asking for blue buff in mid game is situational, but in late game, ask them frankly to have blue buff even if they have to invade the enemy jungle. That is because in late game, teamfights happen occasionally and Yuumi player will spam Zoomies, regardless her scaling, she will still end up consuming all mana. Blue Buff will sustain mana and reduce cooldown of Zoomies, she will probably need it more than her ally mage. Moreover, she can spam using Zoomies freely now to help her carry move faster accross the map.

4- Fight until the End:
Yuumi attach to her carry and help them win. But what if the carry dies? Yuumi should never just run away, especially if you have no chance to survive. Always fight until the end, if the enemy is turret diving Yuumi, fight so in case the enemy dies they do not execute and Yuumi get gold, or even a bounty. Or, in laning phase, they will be busy trying to kill Yuumi forgetting that they do not have the minion advantage and they die instead. Or even survive until one of your allies joins to kill them or save you.

Is it really possible to survive?

What if there is no turret around?

5- Guardian Angel trick:
Learn to attach to a champion when guaridan angel activates. This may seem impossible since Yuumi detaches after they die, but in fact, it is still possbile for Yuumi to do it. Learning the technique will prevent Yuumi's death and possibly help your ally survive as well and win a teamfight.[/b]

Want to see it for yourself?

6- Learn to Play All Champions:
Or at least, be aware of how they work. It is not to find a way to know how to deal with them, then it is to help your a team mate survive. It also lets you know the limits of all champions and enable you to encourage them when necessary.

How can learning other champions help?

How can learning other champions help? (Advanced)

What about knowing their limits?


You have reached the end of this guide. I thank you so much for taking your time to read it and special thanks to Making A Guide guide by jhoijhoi for the super unique codes that made this guide look neat and more attractive. Do not hesitate to ask me anything about Yuumi, I will be glad to help you out. Please comment if you think there is a way to improve the guide. Also, if you do not like something about this guide please comment and tell me to make so I can better and more useful for those who are interested in learning to play Yuumi, The Magical Cat. If you are new to Yuumi and made it this far then you definitely learned a lot about Yuumi.

Keep in mind that the best bet for Yuumi to hard carry the game is to stick to the champion who has the potential to carry the game. Also, the best way to master Yuumi is not just playing her over and over again, but also learning to play different champions and different positions. Yuumi is an easy to learn, through following this guide and practicing for few games, you will become a professional Yuumi player in no time. Do not get frustrated from having bad team and AD carries, bad games happen to everyone. Have a good map awareness to help your team do better. Follow the rules recommended in this guide and practice with different builds if necessary, you will never know what works for Yuumi and you can ignore everyone else's pings. Keep practicing, play safe, empower your carry, and Yuumi will hard carry the game for reals. Once you become a professional Yuumi player, it will be as she says:

✦ You and Me, We Got This!! ✦
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League of Legends Champions:

Teamfight Tactics Guide