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Yuumi Build Guide by Krynomi

Support [10.16] Krynomi's Unranked Guide to Support Yuumi

Support [10.16] Krynomi's Unranked Guide to Support Yuumi

Updated on August 19, 2020
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League of Legends Build Guide Author Krynomi Build Guide By Krynomi 6 1 10,224 Views 2 Comments
6 1 10,224 Views 2 Comments League of Legends Build Guide Author Krynomi Yuumi Build Guide By Krynomi Updated on August 19, 2020
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Runes: Strict Laning

1 2 3 4
Sorcery
Summon Aery
Manaflow Band
Absolute Focus
Gathering Storm

Inspiration
Cosmic Insight
Biscuit Delivery
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)

Spells:

1 2 3
General
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
I'm Krynomi, I've kind of played the game non-stop since March. I mainly play support and am quite confident in playing it. I tend to prefer ranged AP characters but occasionally break the mould ( Nautilus, Thresh, etc)

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 and Cons

Pros


+Good Harass
+Strong Late-Game
+Low Death Count
+Good Mobility
+Clutch Heal
+Reliable Damage Soak
+Good at Securing Kills (post lvl6)

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 Bop 'n' Block 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.
Runes

Sorcery(Primary Path)


I'm kind of biased towards Arcane Comet, due to the damage it deals, but Summon Aery is an amazing option on Yuumi because You and Me! can proc it. You won't be able to proc Phase Rush very often, so I would almost never go with it.
Nullifying Orb won't proc often, so it will often go unused, but if it does proc it could very well save you. Manaflow Band, my default option gives you some much-needed mana and mp5. Nimbus Cloak, like Nullifying Orb will often go unused, but will help situationally.
The CDR from Transcendence will certainly help you, but isn't necessary, due to the CDR only being activated at level 10. Celerity celerity is good situationally. Absolute Focus is the go-to because you will almost always be above 70% health.
Scorch adds some damage to Prowling Projectile, it's good especially in the landing phase, very good if you intend to roam. Waterwalking is good when you intend to roam when you assist the jungler with dragon and late-game when you contest baron. Gathering Storm gives you nice exponential AP throughout the game, good safe pick.

Inspiration(Secondary path)


Even if you took Flash I don't think Hextech Flashtraption would be worth it. Magical Footwear is good if you intend to buy boots, but most times I wouldn't buy boots on Yuumi. Perfect Timing is good if you find yourself in a matchup where you buy Zhonya's Hourglass. Most of the time I don't go with any of these three, but they're all good situationally.
Future's Market: Extra money to spend, always good. If you're running Relic Shield (which I don't believe is viable) it couldbe good, but I just wouldn't take this. Biscuit Delivery, what should be taken most of the time, helps you stay in lane longer and increases your max mana, very helpful.
Cosmic Insight is such a game changer in the early game, and the extra 5% max CDR is impactful, this is the default option. Although Prowling Projectile does proc Approach Velocity I wouldn't take it due to You and Me!. Time Warp Tonic is situationally good. I would take it in hook matchups and have a health potion on me during the early game.

Inspiration (Secondary Path)


Being one of, if not the most squishiest characters in the game, having a tower attack scale from your max health isn't that impactful. Font of Life along with Prowling Projectile is a helps give support, it's not amazing as you don't have a lot of health, but for Yuumi, it's probably the best in this path besides Revitalize. Shield Bash is good when you detach and find yourself in a sticky situation, but overall is very situational.
All runes in this tree go under the same category. Good, but go unused during You and Me!
Overgrowth is good if you wanna build Yuumi as a support tank, but this guide isn't for that, so I wouldn't go with it, Revitalize gives a huge boost to Yuumi's healing, it's a great safe pick because it's always good. In a team fight, you won't really be taking a lot of damage, so Unflinching won't really help you
Champion Abilities

"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 Bop 'n' Block 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!
Ability Order
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

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.
Summoner Spells

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.
Itemization
Here's a comprehensive list of stats and how they interact (or how they don't) with Yuumi and her abilities.

AD (Attack Damage) - Yuumi doesn't scale with AD, however it will increase your auto attack damage which Bop 'n' Block 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.
Items
Support requirement due to the warding. The gold stacks with damage against champions and towers which I believe is significantly better thank Relic Shield which stacks with minion kills.

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.

I believe this or Tear of the Goddess is essential, it boosts Yuumi's mana substantially and I rarely if ever run dangerously low on mana after building it.

Due to 10.13 nerfs to Yuumi ( Zoomies costing 15% of her mana) this is no longer as impactful as before. Building Tear of the Goddess is still a viable alternative (For Prowling Projectile and Final Chapter) but I would no longer invest the 2.3k extra gold for building staff.

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 Bop 'n' Block. 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.
Item Order
Spawn
> x2 or

General
> > > > >

Luxury
> > > or > >

vs MR
> > > >

No Mejai's
> > > or >
Warding
Warding as Yuumi can be difficult, due to how squishy she is, her only CC being in Final Chapter and Zoomies, her mobility, costing quite a bit of mana. You should look to try communicating your ADC or situationally your mid laner/jungle to help you out.

Stealth Ward

What you should be starting with most of the time. The basic ward, so there isn't much to say about it. You should choose either Oracle Lens or Farsight Alteration once you obtain Frostfang this is due to the ward limit. There's more worth in having the other two then the second source of stealth wards.

Farsight Alteration

Good for its range, it's the best safe pick and keeps you far away from possible danger. Good against heavy CC compositions. Also good if you 2+ allies have taken Oracle Lens already. It's worth noting that this ward doesn't contribute to your ward limit, so you can place three stealth wards and still place Farsight Alterations

Oracle Lens

Helps you reveal stealth wards or anything else in stealth. Strong against Teemo, Evelynn, Twitch, etc. Good for checking baron and dragon pit for enemy stealth wards, pixel brush and any wards in your base if the enemy pushed. (Especially if they run a lot of teleports).

Control Ward

Take this often, good for tracking enemy jungle, incoming mid ganks and enemy wards. Try to always have one active.

Tricks for warding with

↝ Be ready to use Zoomies if you are spotted and be extra careful against a jungle with high cc
↝ If you want to ward but are questioning if it's safe ping and ask someone (Likely your ADC) to bring you there!
↝ In early game, if someone detects the jungle top or mid than you're likely safe!
↝ Utilize warding through walls as a step of caution!
Early Game

Leashing

Leashing for Yuumi is mostly the same as any support. But, there are small things that you can do to help out. If you're running Summon Aery then you can use You and Me! on the jungler to shield them from damage. Do note that you deal more damage to the monster unattached than the adaptive force gained by attaching, so you want to spend most of the leash using auto's on the buff. Do not use Prowling Projectile on the buff as you will need the mana for lane.

Invading

Similar to leashing. Attach when the battle is about to start as to proc Summon Aery (If you're running it), use Q to slow. You can use Exhaust to secure a kill. Try to activate your passive while staying safe.

Laning (Trading, Living, ETC)

Early game is all about working around three cooldowns. Bop 'n' Block, Prowling Projectile, and You and Me!. You want to be able to use Prowling Projectile and then detach, proc passive and reattach then use Q if you didn't at first. If you aren't careful you can find yourself in danger because You and Me! is on cooldown and your unattached. When your passive is active you have 600 auto attack range, that's only matched by Caitlyn and Aphelios's Calibrum, the Sniper Rifle, so in most matchups you can poke them with it while staying behind the minion wave and won't be traded back.

Ganks

This can require champion specific knowledge. But use Prowling Projectile for a slow, Zoomies for the speed and health. Bop 'n' Block if it's safe for the shield. Final Chapter can be used if you're in danger and you can use Exhaust in a troubled situation

Roaming

Staying in the lane if you're adc has died or back isn't that effective. If you don't need to back then you can roam up mid poke the enemy mid laner and heal before backing yourself. You want to go through your jungle because as a squishy character getting caught by the jungler is super dangerous.
Mid Game
Around the 15 minute mark, you want to start grouping up. If people are already grouping up join them if they don't then suggest a regroup. At this point, you should have 150-200 AP. If you're behind you want to stick with the group and get assists. Split pushing as Yuumi is an ineffective waste of your time

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!
Late Game
The late-game plays fairly similarly to mid-game for Yuumi. She sticks with the team, regularly ward and keep an eye on the jungle. The strategy for the late game is pretty much the same as well.

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.
Patch Changes
10.9 - N/A

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 - Yuumi's E got majorly nerfed, reducing the base mana cost but adding +15% of max mana cost to it. It's noticeable if you don't build mana, but let me provide an example (with math) to show the effects.

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
Change log
Changes occurring before July 14th, 2020 are not recorded

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
Conclusion
Despite not having a rank, I hope my guide and perspective on Yuumi helped your gameplay as yuumi or your understanding of the champion. I'm in no way perfect so feedback would be much appreciated. This is the end of my guide and I hope it helped!

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Teamfight Tactics Guide