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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.
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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
Prowling Projectile offers a good poke when attached to someone with You and Me!. Just be conscious of its range (Your anchor can see the range only when it's active!)and be careful not to hit the minions!
Strong Late-Game
During late game, Prowling Projectile does 290-320+ damage and Zoomies heals for 200-300+
Low Death Count
You and Me! offers high survivability, and Zoomies offers a good escape in a pinch.
Good Mobility
Zoomies offers reliable MP for you or your anchor!
Clutch Heal
Quickly attaching and using Zoomies on an ally can be a reliable clutch heal
Reliable Damage Soak
If Zoomies is on cooldown, Yuumi can detach with You and Me! to block projectiles such as Caitlyn's Ace in the Hole or Jhin's Curtain Call that would kill a teammate before quickly reattaching
Good at Securing Kills (post lvl6)
When communicating properly, Final Chapter and Zoomies MP boost can easily secure kills
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 Zoomies Yuumi can find herself out of mana quickly. If you can help it, do not head back until you have at least 350 or 700 gold ( Dark Seal and/or Sapphire Crystal)
High Skill Ceiling
To play Yuumi optimally, you need to look for opportunities to use Feline Friendship as soon as it comes off cooldown. Finding good opportunities to basic attack an enemy champion can be difficult especially in a real-time game like League.
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 You and Me! on a 5-second cooldown, making Yuumi vulnerable to burst damage
Long CDs in Early Game
At the beginning, the CD for Prowling Projectile is 13.5 seconds and 12 seconds for Zoomies. You and Me! runs on a 10 second cooldown at the beginning, which is probably the hardest cooldown to work around.
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. Prowling Projectile is hard to hit/easy to dodge when used while not attached to an ally. You almost always want to empower it by waiting a second between casting it and hitting an enemy.
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 You and Me! animation. Be wary of its long cooldown early game, as being unattached with it on cooldown can put Yuumi at risk. One more thing, do not be attached all game. It might work some games, but this makes Feline Friendship useless. Detach to activate the shield and when your anchor is about to die and there's nothing you can do. Also You and Me! procs Summon Aery which I didn't know but is worth mentioning
"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 Zoomies can render Yuumi without mana quick so use them wisely. It's good for chasing and getting out. If you need to regroup from the base towards the team and/or lane you can activate Zoomies and the mana will be back by the time you make it towards your destination.
"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 You and Me! and Zoomies."
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 Zoomies while casting. You can't change the direction once you've cast it so be careful and be creative!
Prowling Projectile is your poke ability, so always take this at level one. At level two, take Zoomies so that you can heal. Take Final Chapter whenever you can (6,11,16). Max Prowling Projectile in most situations, I would max Zoomies when you plan to roam a lot. Always max You and Me! last as the benefit for leveling up doesn't increase that much per level.
Ignite is good for finishing enemies off if your ally needs to escape.
Exhaust is good for chasing and escapes, as well as assisting in tower dives.
The ADC should be taking heal, but in the event that they don't, take heal.
Use Cleanse against high CC. Good in clutch escapes and early game. Will probably go unused for the most part though.
Yuumi doesn't need Flash because of her attaching mechanic. She doesn't need it to escape as she has Zoomies. It may work in situationally in the early game to avoid skillshots or to save your life in bad situations but will mostly go unused.
Teleport can be viable for roaming but It wouldn't be very effective overall
This build doesn't make Yuumi a jungler, so I wouldn't ever take it
Who needs Ghost when you have Zoomies?
You can use it to attack an enemy with Prowling Projectile within tower range but I think You and Me! makes it an unnecessary spell.
AD (Attack Damage) - Yuumi doesn't scale with AD, however it will increase your auto attack damage which Feline Friendship has you do semi-frequently. Overall, not a priority stat, but useful nonetheless.
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 Prowling Projectile. A Void Staff or Morellonomicon ( Oblivion Orb for lower income games) Should suffice.
AS (Attack Speed) - Considering you'll mostly be peaking out of You and Me! to use your passive, it isn't that helpful nor impact making. Avoid in almost all situations.
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) Zoomies and You and Me! make it very unnessesary, but you could build Sorcerer's Shoes or Ionian Boots of Lucidity for the magic penetration or CDR respectively.
Yuumi's high survivability allows you to build stacks without dying and losing them all, it's good to build as you transition into the mid-game and you can rush it if you can predict an easy lane matchup.
Backing it up with testing this time, Archangel's Staff ( Tear of the Goddess minimum) is required due to the 10% mana refund. It gives you way more necessary utility to the team.
Despite the hefty price tag, it does help your poke and the stats scream synergy with yuumi (and most ap mages).
Perfect for MR+AP. Would build as a second or third item in most games. When I build it I almost always build Redemption right after as the 150% MP5 synergizes with Athene's Unholy Grail's passive (AP scaling with MP5)
Causes such a spike in performance, unfortunately, it is pricy so it can't always be built. Better as the last item but can be viable to build early in a breezy bot lane.
The passive synergizes well with Feline Friendship. Despite the passive scaling with 75% AD, the 80 AP addition makes up for it.
The health and HP5 isn't huge for Yuumi, although helpful. What is impactful is everything else really. The passive is such a boost to Zoomies, the active is amazing in team fights and, the CDR + MP5 is a noticeable difference.
I like building Ardent because of the attack speed. Good with most adcs and champions like Nocturne and Olaf There's a slight synergy with Athene's Unholy Grail's dissonance
It's good if you get immobilized and are at risk of being targeted. Id build it against tough matchups like Lux, Blitzcrank, or Jhin.
Ultimate magic penetration item. Take if enemy builds MR.
I generally wouldn't build boots on Yuumi, but it's good for extra magic penetration besides Void Staff
Extra CDR if needed. It helps in the early game but its impact fades into the late game.
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 Prowling Projectile on enemies when it comes off cooldown. Use your heal and prioritize critical allies > frontline > backline > Yuumi. Remember to use your wards in the jungle and keep an eye on the jungle!
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 Zoomies cooldown was reduced at the cost of the amount of healing. Although I miss healing a chunk of health peruse I do think this makes her better at group healing and although it's an overall nerf I don't think it affects her viability
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 Zoomies is 100/115/130/145/160 mana and will become 40/45/50/55/60 mana + 15% max mana.
before, if you get rank 5 Zoomies at level 15, it costs 160 mana. For the sake of the example, let's say we have a Seraph's Embrace. That plus base mana is equal to 2397 max mana. This is 6.7% of Yuumi's max mana, making you able to cast it 14, almost 15 times before running out of mana.
In 10.13, using the same example, level 15, Seraph's Embrace, rank 5 Zoomies. You have 2397 max mana. Zoomies will cost you 420 mana to cast. This is 17.5% of Yuumi's mana, making it usable 4 times before you run out of mana.
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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