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Recommended Items
Runes: Safe
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Exhaust
Heal
Items
Ability Order Q = E, W last
Feline Friendship (PASSIVE)
Yuumi Passive Ability
Threats & Synergies
Blitzcrank
This doesn't only apply to Blitz. Hard CC counters Yuumi, but combine that with being pulled close to the enemies and you WILL die. Either wait for those champs to use their hooks/stuns/roots before hopping off your laner or bait them yourself, being ready to W away.
Renekton
Personal favorite as this is what my friend plays when we duo, but I'd imagine most bruisers with some degree of mobility could go here if you have a friend who can play them well. Yes, bruisers on bot lane, that is something that Yuumi makes possible.
Renekton
Personal favorite as this is what my friend plays when we duo, but I'd imagine most bruisers with some degree of mobility could go here if you have a friend who can play them well. Yes, bruisers on bot lane, that is something that Yuumi makes possible.
Champion Build Guide
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.
RECENT, NOTEWORTHY YUUMI CHANGES
PATCH 10.15 CHANGES
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.
END OF PATCH 10.15 CHANGES
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:
- 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 Feline Friendship, her passive;
- Final Chapter can heavily impact teamfights;
- You and Me! increases both your and your attached ally's Adaptive Force.
Cons:
- Runs out of Mana quickly if spamming abilities, especially if not using Feline Friendship often enough;
- Being aggressive in order to use Feline Friendship 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.
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
Core Item Build Order
Finishing the Build
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.
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).
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.
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