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Recommended Items
Runes: Guardian Healing/Shielding
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Exhaust
Heal
Items
Threats & Synergies
Shen
A huge threat just because of his ult. If he wins in toplane, he's almost guaranteed to gank botlane for a double-kill. If you want to ban a toplaner, banning Shen is a good idea.
Evelynn
Evelyn is Yuumi's perfect partner. Yuumi is invisible while attached to level 6 or higher Evelyn. This means easy roaming and warding, free assists from any successful assassinations, et cetera. Control wards are a threat to Evelyn; detach and auto the wards when it is safe so that you can help her roam faster. Evelyn's weakness is that she can't fight groups of enemies all at once; she needs her team with her.
Evelynn
Evelyn is Yuumi's perfect partner. Yuumi is invisible while attached to level 6 or higher Evelyn. This means easy roaming and warding, free assists from any successful assassinations, et cetera. Control wards are a threat to Evelyn; detach and auto the wards when it is safe so that you can help her roam faster. Evelyn's weakness is that she can't fight groups of enemies all at once; she needs her team with her.
Champion Build Guide

Last season, I performed an experiment. I attempted to climb as a support, playing only Yuumi whenever possible, and without a duo. I managed to peak at Gold 1 as a one-trick Yuumi (without a duo). I succeeded in hitting Plat 4 during season 2021.
This guide is being updated on January 2022. This guide is intended to help new players and skilled players with item combinations and counter strategies against specific champions.
First off,


No other champion in League can do this. While she's attached, she can still use her other abilities. This allows her to help her allies while generally not worrying about taking damage or getting killed.
The major advantage of playing Yuumi is that she is one of the only enchanters who can help a frontline fighter perform better.
If you like playing champions who can use healing abilities, and if you like playing a champion who helps other champions perform, then Yuumi is a good champion to pick up and learn.
Yuumi is one of the few enchanters who can help frontline fighters
Yuumi scales (she gets stronger as the game goes on)
Yuumi has long range abilities with her Q and Ult
Yuumi has high mobility when jumping between allies
Yuumi boosts her partner's AP and AD with

Yuumi requires her teammates to know her ability ranges
Yuumi is extremely susceptible to CC; getting CC'd usually means instant death for her
Yuumi is extremely frail with low max health and low defenses
Yuumi is extremely reliant on mana regeneration items such as


Yuumi's item pool is very limited; maximum mana items such as


Yuumi's movement is determined by her allies while she is attached, meaning you must generally give up control of your movement to someone else
Yuumi is not the best champ to play in Iron elo. If you got placed in Iron, you're either new to the game, or you need to improve. If you're having trouble getting out of Iron elo, then you'll need to either play a different champion, in a different position (Yuumi is too teammate-reliant, and players in lower elos don't know how to play with her well)... or you need to significantly improve your other mechanics, such as micro skills (battle), macro skills (map awareness and strategies), item builds, or improving your vision score. These are basic skills that have little to nothing to do with Yuumi, but they're important to the game.
In Bronze and Silver:
It's possible to start climbing with Yuumi, but most players in these elos aren't aware of how Yuumi works as a champion, or worse, they may have a terrible attitude about the champion. (I have seen several players throw the game the moment you pick Yuumi as a champion. The problem isn't you. It's them.) Some players subconsciously set themselves up for failure because they think Yuumi is a weak champion, when she is not.
However, other times, these players may simply not know how to work with Yuumi on a more sophisticated level. They may forget to travel close to the walls so Yuumi can hop over, or they may think they're invincible as long as Yuumi is attached (they may try to 2v4 or 2v5 while you're attached)... Or it may just be that their bad sense of macro play causes them to int you into their team.
In bronze and silver, you can "play around" with your kit. You can go either AP or standard support items. You can generally take anything, from Aery to Comet to Dark Harvest. Anything works, as long as you don't try something ridiculous like AD Yuumi. (Been there, done that.)
Gold, Plat, or higher
Plat is when players start to understand how the game works on a more sophisticated level, and Gold players are starting to understand it, but don't understand it totally. Once you get to this elo, it's typically better to build actual support items since the players at these levels generally know what's going on. In the end, choose what you want and what you think is best.
--Am I choosing the right ally to attach to? Do I need to attach to the most fed person to get myself a lot of gold, or do I need to hop on one of my weaker teammates to try to help them survive or not give the enemy kills?
--For

--Am I using

--Am I using Zoomies too much when my ally's HP is close to full? Am I using it on the ally who needs it the most?
--Am I using Zoomies at the right times to boost my teammates' movement speed?
--Am I proccing

--Am I getting warding properly? Am I warding the right spots to get information about where the enemies are going? Am I warding where I think the teamfights will occur? Am I warding the Dragon/Herald/Baron pits properly?
--As a support, am I roaming and ganking at the right time? Am I performing it well?
--Am I dying too much in lane because the Mid/Jungler is killing us when we push too hard in lane against the turret?
--Am I auto-attacking the enemy in early lane enough without getting myself killed? Or do I need to stay attached most of the time and try to pressure with Q?

Yuumi always starts with one level in her W. Focusing the mouse on an ally champion and pressing the ability key will allow her to attach to the ally in question.
While Yuumi is attached to an ally champion, the three following things will happen:
1) Yuumi no longer controls her own movement; her movement is controlled by her ally, wherever her ally goes.
2) She will be untargettable by enemy champions (meaning they can no longer target her with attacks), and as a result, she generally will not take damage
3) Yuumi and her attached ally will both have "adaptive force" shared between them, meaning both of them have boosted AP/AD.
4) If she has a barrier from her

5) She can use the rest of her abilities while attached to the champion
A lot of newer players don't realize that Yuumi provides her attached ally slightly stronger attacks with the adaptive sharing. This is one of the key details to understanding Yuumi. As long as she's attached to a selected ally, that selected ally will do more damage. At first, this boost is small, but it becomes more significant as the game goes on. Sitting on top of someone in the late game (30+ minutes) can provide them almost 120 AP -- as much as a

There are a few other details to note about her W:
1) Turrets can still target Yuumi while she is attached. Attacking with Q under a turret may cause the turret to target Yuumi.
2) If Yuumi is targeted by a ranged auto attack / ability before she attaches to an ally, she will still generally receive the damage from that attack.
3) If Yuumi receives passive poison-like damage or bleed-like damage she will continue to receive damage from the effect, even after she has attached to an ally (examples:


4) Some enemy delayed ability effects that haven't activated will transfer to your ally if you attach to your ally (



5) As Yuumi levels up, her cooldowns for her W get shorter. At level 6, her cooldown on her W gets significantly shorter. At level 11, you can hop on and off of your allies at will without a cooldown, just as long as you don't get CC'd.
6) Something obvious, but easily forgotten, is that Yuumi's W allows her to jump over walls. This requires coordination from teammates, but it is an important detail.
Lastly, if Yuumi is CC'd by anything other than the silence effect (roots, stuns, knockups, et cetera), her W will be put on a 5-second cooldown and you will not be able to attach to an ally until the cooldown is gone. Each time you get hit by CC after that, the CC timer of five seconds will be reset. In other words, you DON'T want to get CC'd.

The main point of using Bop n' Block is to regain mana. The shield is nice if you manage to keep it for your ally, but the real goal for using her passive is to regain mana so Yuumi can continue to use her abilities:


In order to use


When unattached, Yuumi will fire a straight-line missile skillshot to damage an opponent.
When attached, Yuumi's missile can be guided with the mouse around minions, monsters, enemy champions, et cetera, to try to hit her target.
In either form, if the missile flies for one second, the missile becomes "empowered." In its empowered state, the missile will do more damage (some of it will be based on a percentage of the enemy's maximum health), and it will also have a small slow effect.
Generally, when using the Q, it's better to hit with the empowered state, since it will do more damage and slow. It's also more ideal to use this ability while attached to an ally, since you can control the missile's trajectory.
This ability is simple, but it does not pass over monsters or minions, so it must be aimed carefully.
When using this ability with


Zoomies is an ability that heals the target, increases the target's movement speed, and increases the target's attack speed. It is a very powerful effect, but with a high mana cost.
Zoomies costs a significant amount of her max mana (at least 15%!). Using this too often will use up all of Yuumi's mana, which will force her to wait until she can regain mana with mana regeneration or

Because of the high mana cost, this ability should be used with care, and the mana meter should always be kept in mind.

This ability can be used for engage to try to land kills against the enemy team, or it can be used to disengage from a tough opponent and if you're trying to help your ally survive. Sometimes it can even save you from the opponent if you're trying to escape.
The hard part about using Yuumi's ultimate is that, sometimes, the person you're attached to won't move the way that you think they will. Sometimes, you need to detach and move around to make sure that you can root the target on the enemy team.
When combined with












For a






For an AP










Guardian +



For newer players, Yuumi's main rune is

--An auto attack (for a minor amount of DPS)
--A

--Casting Zoomies on an ally will activate Aery's shield effect
--Attaching (or jumping) to an ally with

--Aery's shield can activate items like



In terms of defensive utility, Yuumi is one of the best (and fastest) healers employing







Aside from this minor weakness,


Taking









There are a few potential good items that will benefit greatly from Dark Harvest:








In a nutshell,






Between











Many other runes in the game based on several attacks——








With the change to

Sorcery
Because











Resolve
For the Resolve path, the two most important runes are




Domination
Domination has some really good runes to offer.
My favorite among the domination runes is
















Inspiration
For the inspiration path,






Season 11 has brought a ton of changes for item building, and support items have changed so much that there are a lot more items to consider for Yuumi.
With the introduction of mythic items, at some point, your mythic item will eventually slot you into a "role" to fill. So now more than ever, your main item could determine the rest of your build and the role you'll play in the game.
For Yuumi, there are a few rules:
1) Build mana regeneration items (almost all of the time)
2) Building maximum mana is possible, but it should generally only be a




3)

To start, generally always build



If you're winning lane or if your first back takes a long time, the best item to start with is





Starting with

The other best option is



Either one of the two will work, but note that


Here are several reasons why.
Advantages
1) Stating the obvious, it provides health, mana regeneration, ability haste, and most importantly, heal boosting, all of which Yuumi wants. It also provides a long-range AoE heal active, which is the main point of the item. And you can even use it when you're dead.
2) Yuumi can use this while attached, providing an extra heal in situations where she needs to provide it. Sometimes, trying to activate

3) Redemption is the only way to allow Yuumi to heal more than one ally at once.
4) Yuumi players do not normally build boots. Redemption compensates for her lack of movement by healing an ally from a very long range.
5) Redemption pairs well with her ultimate. Locking enemies down with an ultimate and then using Redemption on allies in a teamfight is a good way to shave health from enemies while helping protect allies.
6) Paired with


7) First-picking


8) Compared to Mikael's Crucible, as similar item, it has much longer range. Mikael's is good in certain situations as a first item where you want to clear crowd control immediately (




9) Yuumi always wants to be with a teammate. If her anchor ends up in a fight, Yuumi will need to support them. Redemption is a last ditch effort that Yuumi can use to heal both the anchor and herself.
10) There are times when Redemption and healing from a range is much better than fighting up-close with Moonstone Renewer.
11) Redemption even occasionally has the potential to secure a long-range kill or to force an opponent to

12) Lastly, not having AP on Redemption usually isn't a problem. Because her Q hits for % health each time it levels up, Q will still do respectable damage in early lane even without an AP item. Mana Regeneration is typically more preferable than AP for that reason.
Disadvantages
Like all items, there are disadvantages to Redemption as an item.
1) It is less useful when it's being used to help or save only one ally. It's more optimal to use, of course, to heal as many teammates as possible.
2) Assassins like



3) The active is a skill-based item that requires predicting ally movement. It is almost like an AoE skillshot. Succeeding the skillshot is required for Redemption to be useful.
4) Redemption has a relatively long cooldown.
5) High-movement-speed allies require more prediction, making it more difficult to support them with this item.


























Both of these items effectively do the same thing: they give you AP, mana regeneration, and healing or shielding an ally with one of the items empowers damage or abilities.


Which one do you pick first? Well, it depends on a few factors:
--Is your team a mix of 2 mages and 2 AD fighters? --> Pick the one for whoever's the most fed on your team, and support that one.
--Is the most fed person on your team an AD fighter? --> Pick

--Is the most fed person on your team an AP mage? --> Pick

--Is your entire team 3 or more AD fighters? --> Pick

--Is your entire team 3 of more AP mages? --> Pick

--Is your botlaner an AD marksman/fighter? --> Pick

--Is your botlaner an AP mage? --> Pick

One particular trick with Yuumi is that, because






Usually, even if you start with






Mikael's retains the 20% heal and shield power, but it has lost the harmony passive that restored health along with mana regen. In exchange, the cleansing command is now a single-target heal. This makes it a much more viable item as a support item for people you're attached to.





Chemtech Putrifier now allows you to provide grievous wounds after healing or shielding an ally. In other words, you can force other players to have grievous wounds applied to their items even if they don't build grievous themselves. This item is very strong in general and will help your allies stop the enemy team from healing. A very good 2nd or 3rd item, especially when paired with Moonstone or Redemption.

Yuumi doesn't want AD items; aside from the support item, it is difficult to justify one. However,





Hextech Alternator is a good AP option for Yuumi, especially when combined with




Rylai's was once not viable on Yuumi, but Yuumi now has a reason to consider the item. The only time this item should ever be considered is when Yuumi chooses







Because Yuumi has to rely on






If you're going to attack the enemy for a





For Yuumi, all of these items generally synergize with each other (except mythic items, which you cannot by more than one of):
Mythics (Only one; the item effects can trigger legendary passives)
Moonstone (note: this can repeatedly trigger single-target passives)


Legendaries Actives (these can trigger the legendary passives)


Legendary Passives (these are triggered by any of the active items above)







By throwing out a





This build is similar to the previous one, except it favors offense over defense. Mark your opponents with empowered Qs or land an Ult, and amp the damage of your teammate. All of the items still provide mana regeneration as well. This build only supports one teammate at a time, though. This will probably be the other "standard" starting build for Yuumi.


1.

2.

3.

In this circumstance, Flowing or Ardent will both proc their passive effects on any of the listed three items. Redemption and Locket can proc the effect to multiple allies at once, while Blessing will only proc it to one ally and yourself. Regardless, the AP support items all highly synergize with the other items in general.






This combination is excellent. If you take Guardian, you have the option of building















For Yuumi specifically,








1.

2.

3.

This rune set trades healing and mana regeneration for power.




The primary runes of this set are









Keep a line of minions between yourself and these champions at all times. Build mana regeneration and stay attached to your ADC as much as possible. If your ADC gets hooked, prepare to hop off for a




Magical CC Champions











Invisible Assassins





Against these champions, buy



Note:



Close-range Assassins




I'm not totally sure about this yet. You have one of two options... You can either go full AP to do long-range poke damage to zone them out, or you can build something like



Invisible Trap Users




Against these champions, buy Control Wards and bring





Lifestealers / Life Recovery Champs




With


Healers



Now that


Against Caitlyn, take


Against Zoe, choose the following items:
1)



2)

3)

4) AP items like



For Zoe, the point is to deny her any opportunities of using her W ( Spellthief, which gives her the chance to steal enemy summoner spells and use them for herself).





There are general item recommendations for most characters, but when working with specific champions, you'll want to build specific items, if possible.
Evelyn
Evelyn is one of Yuumi's best partners. In most circumstances, Evelyn is the carry, and Yuumi is the support. If she's doing well, you'll want to support her with at least







If a Singed is doing well, you can help him carry harder by building





High-mobility junglers like these three will very much like





These four are AD assassins. If they're doing well, they like having either





Most ADCs:






Most ADCs prefer a combination of either








Ezreal is an unusual case. As much as I hate Ezreal, he's the one AD champion who relies on AD through his "mage"-like poke skills. This particular champion can have either


Here is the basic rule in which I take

1) If I am playing supportive Yuumi with Aery, and if my intention is to take




2) If I am playing Yuumi with Guardian,

3) If I am playing




--Maximum mana on Yuumi has an inverse relationship between her offense and her defense. Having higher maximum mana gives her more "ammo" for


--Having more maximum mana, however, is detrimental to


--In other words, buying a maximum mana item, such as


--When Manaflow Band is fully stacked, it has a positive relationship with




--For a


--It takes a minimum of 150 seconds to fully stack the rune (which is 2 minutes and 3 seconds). Combat, in general, does not start until about 2:00 in the game. This means that the absolute soonest that Manaflow Band can be fully stacked is most likely around 4:30, but this is usually not a realistic case because of Yuumi's Q cooldown. Manaflow Band's 1% missing mana restoration doesn't kick in until the rune is fully stacked. Assuming the rune is actually fully stacked at 10:00, Yuumi's healing effectiveness in early lane phase is reduced, and it takes longer to fully regenerate a

--Yuumi's mana regeneration in early lane is going to be bad anyway. At level 1, her mana regeneration stat sits around 2 to 3. Around level 5 to 6, she's going to generally have slightly more with a Faerie charm, usually sitting around 5 mana regen. But taking

--Manaflow Band gives only 1 extra cast of Q in the laning phase, and that's probably around 6:00 or 7:00 when you return from recalling. The extra Q cast is not worth the trouble of increasing your max mana. Your mana regeneration will not be fast enough to justify one extra Q when it slows down your


--Many Yuumi players will make the argument: "Well, just proc passive in lane and you'll get mana back." Proccing passive each time it is up is not realistic. Proccing passive requires paying attention to enemy CC cooldowns. The lockout on W will get you killed if you make a mistake.
--At level 18 with 500% mana regeneration (including


--Yuumi is a lategame hypercarry healing support. When played as a healer, her most important stat is mana regeneration, which makes


--In this slot, you could take




--This entire discussion does not mean


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