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Recommended Items
Runes: Strict Laning
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Exhaust
Ignite
Items
Threats & Synergies
Nautilus
Probably one of your biggest threats and a good autopilot ban. Nautilus isn't a huge threat if you can keep the distance between you two, but that's pretty difficult. Try to bait his E out and stay at your max range when unattached.
Ezreal
A really popular pair in the bot lane. Both really safe and really poke heavy. Both scale really well into late game.
Ezreal
A really popular pair in the bot lane. Both really safe and really poke heavy. Both scale really well into late game.


I enjoy playing Yuumi because of her playstyle. As stated by Riot, Yuumi challenges things no other champion does. She has high survivability but to play her optimally you most temporally give up said-survivability.
|
Pros+Good Harass +Strong Late-Game +Low Death Count +Good Mobility +Clutch Heal +Reliable Damage Soak +Good at Securing Kills (post lvl6) |
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Cons-Squishy -Mana Hungry -High Skill Ceiling -Cannot Split Push -Weak against CC -Long CDs in Early Game -Low MS/Long Resets |

Good Harass



Strong Late-Game
During late game,



Low Death Count



Good Mobility


Clutch Heal
Quickly attaching and using


Reliable Damage Soak
If







Good at Securing Kills (post lvl6)
When communicating properly,



Squishy
Without the use of items, Yuumi's health is 480 at level 1 and 1,670 at level 18.

Mana Hungry During Early/Mid Game
Due to poke and trades requiring




High Skill Ceiling
To play Yuumi optimally, you need to look for opportunities to use


Cannot Split Push
Yuumi is incredibly team dependant, so you can't really pull off effective split pushing

Weak against CC
Any immobilizing CC puts


Long CDs in Early Game
At the beginning, the CD for




Low MS/Long Resets
Like most heroes, Yuumi's MS starts at 330 but never goes up past that unless an ally increases it. Consequentially, Yuumi takes a long time to get back into the lane or to regroup.
Sorcery(Primary Path)















Inspiration(Secondary path)













Inspiration (Secondary Path)









"Periodically, Yuumi's next basic attack against an enemy champion becomes unstoppable, gains 50 bonus range and becomes a non-projectile. This attack restores mana equal to 25−100 (+8% of maximum mana) (depending on level) and grants her a 60−400 (+30% of ability power) shield that lasts until it is broken (depending on level). This effect has a 18-6 second cooldown (depending on level).
If Yuumi is Attached, the shield protects her ally instead."
You want to use this the first opportunity you get when it comes off cooldown. The mana is important to your kit. This requires you to track cooldowns so you can detach safely

"Yuumi fires a missile that deals 40/70/100/130/160/190 (+30% of ability power) (+2%-8% of the target's current health) in magic damage to the first enemy hit. If the missile is in flight for 1 second, it instead deals 45/85/125/165/205/245 (+40% of ability power) magic damage and applies a 20% slow to enemies for 1 second.
If Yuumi is Attached, she fires the missile from her ally's position and can direct the flight of the missile for up to 2 seconds".
Effective poke, CC and useful during chases.

Also, note that you can detach while it's active. This will make it follow the remaining distance in a straight line. It's good if your ally runs away from your target. It takes some practice to do efficiently.

"Passive: While Attached, Yuumi and her ally share 12/14/16/18/20 (+12/14/16/18/20%) adaptive force, granting each other bonus attack damage or ability power (depending on which their ally has more of) equal to a percentage of their own attack damage or ability power (depending on which of the two is higher).
Yuumi starts the game with one point in You and Me!, while Prowling Projectile has 6 ranks.
Active: After a 0.25 second delay, Yuumi dashes to an ally champion and attaches to them. While Attached, she follows her ally's movement and is untargetable by everything except tower damage. Yuumi's abilities fire from her ally's location, and she can't attack enemies.
Yuumi can switch among her teammates without a cooldown. If Yuumi re-activates the ability without a valid target, she will detach from her ally and dash up to 250 units in the target direction. Yuumi also detaches automatically if the ally she is attached to dies. Immobilizing Yuumi places this ability on a 5 second cooldown. Silence doesn't count as an immobilizing effect that places You and Me! on a 5 second cooldown."
Yuumi can switch among her teammates without a cooldown. If Yuumi re-activates the ability without a valid target, she will detach from her ally and dash up to 250 units in the target direction. Yuumi also detaches automatically if the ally she is attached to dies. Immobilizing Yuumi places this ability on a 5-second cooldown. Silence doesn't count as an immobilizing effect that places You and Me! on a 5 second cooldown."
Remember that Yuumi can switch anchors without resetting the spell cooldown. Yuumi can be affected by CC and AOEs during the





"Yuumi heals herself for 70/94/118/142/166/190 (+40% of ability power) and gains 15% movement speed and 25/30/35/40/45% attack speed for 3 seconds.
While attached, the Anchor is targeted by the ability instead.
Mana Cost: 40/45/50/55/60 mana (+15% max mana)"
Early game, using too many



"Yuumi recoils and opens Book, launching 7 waves of 60 / 100 / 140 (+20% of ability power) magic damage over 3.5 seconds. Enemy champions who are hit by multiple waves take only 50% damage from any wave beyond the first, and they are rooted for 1.75 seconds when struck by three waves.
During Final Chapter, Yuumi can move and cast


With proper communication and good execution, this should secure you a kill during or right after every single use. It's also good for escaping. Keep in mind you can attach, switch anchor, detach and use












The ADC should be taking heal, but in the event that they don't, take heal.

Use


Yuumi doesn't need







This build doesn't make Yuumi a jungler, so I wouldn't ever take it

Who needs



You can use it to attack an enemy with


AD (Attack Damage) - Yuumi doesn't scale with AD, however it will increase your auto attack damage which

AP (Ability Power) - Most valuable stat. All ablities scale with it. Most if not all items should have AP
Armor Penetration - Wouldn't build or prioritize. Getting low damage on your autos as Yuumi ain't that big of a deal.
Magic Penetration - Can be helpful for using




AS (Attack Speed) - Considering you'll mostly be peaking out of

Critical Strike - Similar to attack speed. Won't find much use with the lack of consistent auto attacks. Items don't really synergize with Yuumi.
Life Steal - Won't find use or impact, Items don't synergize, wouldn't build.
Armor/MR (Magic Resist) - It helps with Yuumi's survivability when she goes for her auto attacks which is certainly helpful. Beneficial stat but wouldn't prioritize it.
Health - Helps her survivability but I wouldn't prioritize. You could build tanky for laughs and it might work, wouldn't bring it to competitive though.
Mana - Important to build early game. Very mana hungry early game so it helps her transition into mid and late game.
CDR (Cooldown Reduction) - Not required or necessary but helpful and impactful.
MS (Movement Speed)













Backing it up with testing this time,

























Stealth Ward



Farsight Alteration


Oracle Lens



Control Ward
Tricks for warding with

Leashing



Invading


Laning (Trading, Living, ETC)








Ganks





Roaming
This is around the time where you stop waiting on your mana, but instead, your cooldowns. This means you're not holding back abilities because of your mana. You're managing your cooldowns and healing when people need it.
During a team fight you want to be basic attack towers and using

If you're securing Baron with the team and a teammate goes off to distract the enemy team, join them (do keep in mind that baron should be done when 3-5 of the enemies are dead). A baron steal can turn the flow of the game completely, so don't let the enemies steal it! If your jungle decides to go dragon, join them, and use a similar strategy with Baron.
If you're the last person alive on the team then play it safe. Stay close to the base, ward jungle that's immediately close, fight minions that are pushed close to towers.
10.10 - Yuumi suffered a significant nerf to her damage. Her

10.11 - N/A
10.12 - N/A
10.13 -
First, let's list the base stats. At level 15, Yuumi has 997 max mana, without items. The mana expenditure for

before, if you get rank 5


In 10.13, using the same example, level 15,



15 times to 4 times. Big change. For this reason, the itemization build has received minor changes.
Bad math skills and lack of testing. Zoomies' now costs 40/45/50/55/60 + 15% of max mana. Huge nerf so you'll probably have to back after a team fight but overall it didn't gut her like I initially thought
10.14 N/A
10.15 A well needed buff! This raises her effectiveness and skill floor and makes attaching during team fights absolutely essential. The mana on her passive makes it really important but doesn't make her healing incredibly limited anymore.
10.16 N/A
July 14th, 2020 - Reviewed 10.14 changes but related changes were deemed unnecessary. Added a brief warding chapter
July 23rd, 2020 - Reviewed 10.15, made changes/fixes/additions to ability section, patch changes. Removed "low skill floor" from the pros. (Riot are steadily raising it, it may be added again depending on where they leave her)
August 7th 2020 - Changed the early game section

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