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Yuumi Build Guide by i_like_anime_thighs

Support 10.22 // A Guide to Tear of the Goddess Yuumi!

Support 10.22 // A Guide to Tear of the Goddess Yuumi!

Updated on October 28, 2020
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League of Legends Build Guide Author i_like_anime_thighs Build Guide By i_like_anime_thighs 16 8 26,175 Views 2 Comments
16 8 26,175 Views 2 Comments League of Legends Build Guide Author i_like_anime_thighs Yuumi Build Guide By i_like_anime_thighs Updated on October 28, 2020
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Runes: Safe

1 2
Summon Aery
Manaflow Band
Gathering Storm


+8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)


1 2
Defensive and Offensive
LoL Summoner Spell: Exhaust


LoL Summoner Spell: Heal


Threats & Synergies

Threats Synergies
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
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Champion Build Guide

10.22 // A Guide to Tear of the Goddess Yuumi!

By i_like_anime_thighs

RIP Tear's Mana refund in Season 11. IDK what to do with the guide when the item changes hit, I'll probably archive it unless I get some dumb idea that could work or Tear gets some sort of Mana-affecting effect again. Well, it was fun while it lasted.



Your passive now has a 2 second lower cooldown across the board (now 18s - 6s based on level) and the mana restore now scales with the amount of maximum mana that you have. This is a direct buff to Tear of the Goddess Yuumi and, somewhat unrelated, makes Luden's Yuumi viable again. This should make Yuumi fun to play again, as it was stressful to manage your mana after the nerfs.


A quick explanation:

Yes, this still works after 10.13. No, I did not chug 2 gallons of lead paint. There are multiple reasons for this. First, all Yuumi builds get hit by this nerf, regardless of how much mana you build. The cost will always scale relative to your mana, so taking the higher cost that more mana gives you out of context isn't correct. A valid point of criticism would be that more mana makes the mana regen less effective for your E, but you also get more mana for Q with Tear, something that people tend to overlook. Second, Tear Yuumi has an excellent late game and even a serviceable early game, with an early Tear increasing the amount of heals you can cast while on the other end of the spectrum a fully stacked Seraph's Embrace also gives you 180 AP in only one item slot (with Transcendence) and even more mana refund for more heals. Third, and arguably the most important reason, Tear items reduce the cost of your abilities, including your E, by a fixed amount. This means that you will always have more chain heals than a build without Tear or Seraph's. Refer to this spreadsheet, courtesy of a very helpful person from the Yuumi Mains Discord Server, for more information.

After the changes in patch 9.24 I didn't feel like the AP build I was using at the time was optimal anymore (nuking people under tower with Prowling Projectile was so fun), so I started changing the items I was using by modifying more healing-centric builds and ended up here, having had no knowledge of PoM beforehand (apparently the secondary rune people used the most) and instead building Tear to manage my Mana. There are two main benefits to this: better Mana sustain compared to other builds, especially if you use the newly buffed passive and a 2350G (on top of the 850G you spent at the beginning) 180 AP spike (and even more Mana and a very situational shield) late-game.

I only made this guide because I haven't quite seen anything like it being played on Yuumi and it's what works best for me, so I wanted to see what other players think of it.
Pros / Cons


  • You can stay on other people and avoid damage;
  • Pretty powerful healing that also boosts Movement Speed and Attack Speed;
  • Can recover Mana and give allies a shield with Bop 'n' Block, her passive;
  • Final Chapter can heavily impact teamfights;
  • You and Me! increases both your and your attached ally's Adaptive Force.


  • Runs out of Mana quickly if spamming abilities, especially if not using Bop 'n' Block often enough;
  • Being aggressive in order to use Bop 'n' Block puts you in a very dangerous position, as anything that stops your movement or changes your direction will put your primary escape, You and Me!, on a 5 second cooldown;
  • Squishy unlike any other champion, although your heals and your shield can help you hold out for a bit;
  • No hard CC except for Final Chapter (which also needs to hit 3 shots in order to apply), with her Prowling Projectile only applying a 20% slow IF it is empowered (>1 second of travel);
  • Long heal cooldown, especially compared to a champion like Soraka. Not like you'll care anymore because Yuumi's heal cost is astronomical now, but whatever. Tear's passive only helps so much.
Team Synergy
Not much has to be said here, except for the fact that the tankier the champion you are attached to, the easier it will be for you to play. You do need to attach to an ally with at least a semblance of damage, though. Yuumi definitely synergizes well with bruisers.
Runes and Summoner Spells
Why Summon Aery?
After the maybe-a-mini-rework at the end of Season 9 I felt Arcane Comet was nowhere near as useful as it used to be, so I turned to Summon Aery instead. As for the rest of the runes, I tend to avoid the options that heavily focus on only the early game (see Absolute Focus and Scorch).

As for the secondary tree, Demolish and Revitalize boost your early income, healing and shielding by quite a substantial amount. Ingenious Hunter is a perfectly viable option, however.

Trash player can't use Ignite. More at 11
Yuumi doesn't need Flash, so the obvious choices are either Heal/ Exhaust or Heal/ Ignite. I've already explained why I use the former combination, though.

I don't really deviate from this final build ever as I have little to no reason to do so, but the build order can change depending on what champ you start with on botlane.

Early Game / First Back

I don't buy potions on Yuumi at the start of the game anymore, as I never have the chance to use them. I either don't receive enough damage or I (very) quickly die. IMPORTANT: If you want to buy Athene's first, and you have very good reasons to do so, buy Tear after finishing Athene's. You WILL need the Faerie Charms if you want any Mana. Charms are very helpful as they allow you to become a lot more aggressive with your E during the laning phase.

Core Item Build Order

You have three core healing (four without Mejai's) items you need to build here, and their order is variable: Mikael's Blessing, Athene's Unholy Grail and Ardent Censer. I used to end up building Athene's second out of the three before 10.13, but now I recommend you build it first, and buy the Tear of the Goddess afterwards. The Mikael's cleanse is nice, but having a lot of heals on a very expensive ability is arguably nicer. However, if you play with a bruiser bot / face an incredible amount of CC / are disgustingly ahead, you can start with Mikael's. If you play with a traditional ADC and you want to remain with him, build Ardent Censer second. Starting Athene's is a very safe start that gives you lots of healing and a decent bit of AP too, its only problem being the reliance on casting Q (and hitting it) before healing. If you don't need attack speed or are running Ingenious Hunter, you can replace Ardent with Redemption.

Finishing the Build

Buy Archangel's Staff at the end for a massive 180 AP increase (upon upgrading to Seraph's, a bit less before) and a 25% ability cost reduction, something very important now, in 10.13, and arguably the only thing keeping Tear Yuumi alive. It even gives you an emergency 600+ HP shield! Now for something that's never happened to me, if you somehow get 15k gold during the match, sell Shard of True Ice and buy Rabadon's Deathcap for the 1000 AP experience, or maybe buy the support item you didn't buy before out of those core 4 items from earlier. You might need to buy the yellow trinket again, but I have no idea since I've never experienced a game like this anyway.
Lane Phase

Don't overuse your abilities or you will very quickly learn what it feels like be out of Mana. If you know you can't be easily punished for going for autoattacks you can play more aggressively and proc your passive as soon as it comes off cooldown, ensuring you don't run out of Mana. Just be sure to not get caught out while trying to land an AA, you know, so you don't die. Try to land Prowling Projectile as often as you can in order to get more money from your support item and to proc Manaflow Band. Make sure to ward properly (dragon, too) so that you don't get surprised by the enemy jungler or lose a dragon that could ultimately decide the fate of the game.

Also, don't forget that your You and Me! has a 10 second CD after you attach to someone, which doesn't allow you to attach, hop off and then attach again in very quick succession. This is something to watch out for when you want to proc your passive or try to hop away to safety, as it can lead to you dying for no reason. However, you do not receive a cooldown when jumping directly from ally to ally.

At level 6 you get the ability to engage with Final Chapter, which opens up the opportunity to get some picks and finally get ahead so you can easily stack Mejai's.
Mid Game

You and your laner can probably start roaming now, which will help you massively in obtaining Mejai's Soulstealer stacks. Try to do your best to swing teamfights in your favor with Final Chapter and by using Mikael's Blessing on the right person at the right moment (and by doing the obvious, healing people). Wait for the enemies to use their CC before hopping off in the middle of a fight to get a shield (every little helps).

Also, by now, if you haven't died excessively, you might notice your AP is in the 200-300 range. This is very useful not only for your abilities, but also for attacking structures, to which you will deal a significant amount of damage, which you can further boost with Zoomies to help take a tower/inhib down (provided no other ally has a higher tower DPS potential, in which case use Zoomies on them and then hop off and continue hitting the oversized scratching post of a tower).
Late Game

Much of the same as during mid game, but you should be more careful not to die as you'll take a way longer time to respawn. Also of note is that every death will cost you 50 AP by means of losing 10 Mejai's stacks. It is somewhat easier to escape alone now, given that you'll receive a lot of Movement Speed and health from your Zoomies and huge shields from both Bop 'n' Block and Seraph's Embrace, but I still don't recommend being caught out unattached.

Attacking structures is even more important as your AP will be at least 600-700 if you're done with your build, turning your AAs into anti-tower mini-nukes.
Well, there you go. Tear of the Goddess Yuumi in patch 10.13 (and beyond). Betcha a lot of people didn't see that one coming. You might notice the build is nearly unchanged compared to 10.12. The only changes I've made are firmly recommending Athene's as a first item instead of leaving it up to choice, since with less heals you might at least want to get more value out of them as early as possible. Of course, if you duo, the higher coordination can make Mikael's work just as well as a first item, it just takes a bit more effort and aggression.
League of Legends Build Guide Author i_like_anime_thighs
i_like_anime_thighs Yuumi Guide
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10.22 // A Guide to Tear of the Goddess Yuumi!

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