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Yuumi Build Guide by NikkeKatski

Support [13.4] The First Strike Experience. AP Yuumi at its best.

Support [13.4] The First Strike Experience. AP Yuumi at its best.

Updated on February 23, 2023
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League of Legends Build Guide Author NikkeKatski Build Guide By NikkeKatski 7 2 12,284 Views 5 Comments
7 2 12,284 Views 5 Comments League of Legends Build Guide Author NikkeKatski Yuumi Build Guide By NikkeKatski Updated on February 23, 2023
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Runes: THE FIRST STRIKE EXPERIENCE

Inspiration
First Strike
Magical Footwear
Future's Market
Cosmic Insight

Precision
Presence of Mind
Coup de Grace
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3 4
Defensive
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Heal

Heal

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

Champion Build Guide

[13.4] The First Strike Experience. AP Yuumi at its best.

By NikkeKatski
Let's Talk
I am actually making this guide after discovering the build myself, a handful of good players have been sometimes running it and I'm releasing this guide in hopes of bringing it to the public eye so that it may be perfected. The Hybrid build showcased is a slightly modified build that I've worked on in the past that is just meant to show that AP and Heal doesn't have to be so separate, and that there is a valid middle-ground between them, but that's not the focus.
Anyways if anyone is already familiar with AP Yuumi tries First Strike Yuumi I ask that you give it many tries with a friend in the bot lane and give feedback or share your thoughts on it.
Intro
STATUS UPDATE: I am not changing the guide yet despite the heavy nerfs because AP Yuumi is mostly unchanged. Unfortunately I am taking a break from all things Yuumi still because she is literally in shambles as a blind pick. If you are playing AP Yuumi still everything will apply just the same. I'll have to remake this guide when the rework is out.

If you're trying to learn Yuumi, this guide is not for you. There is a great guide by Kluckadell which effectively teaches Yuumi's best builds and playstyle. You'll want to get accustomed to playing full-heal properly before you delve into AP Yuumi in general otherwise you'll find yourself performing poorly. In case you do not care whatsoever I'll explain her abilities regardless.
Anyways, Yuumi takes a deceptive amount of thought and understanding than some will have you believe. Her strength is her powerful abilities. Together they allow Yuumi to supplement almost any carry or brawler/fighter very neatly which makes her a pretty good blind pick, even into many cc heavy matchups once you've gotten a good handle on her.
First Strike?
I know, it sounds crazy, but on paper it actually makes a lot of sense. Yuumi doesn't do damage very often due to Q cooldown so because of how spaced out her Qs are you can activate First Strike every few Qs and generate gold. Later in the game AP Yuumi will start nuking people with Q and the gold you'll be making is nothing to scoff at, this combos very well with Future's Market which allows you to get your power spikes earlier and in turn generate even more gold even faster.
Standard Yuumi Material
You and Me! (W): This is the ability that brings the rest of Yuumi's kit together. Targetting an ally with it will cause you to dash towards them if you're in range, and upon reaching them you will be attached to them and become untargetable but incapable of moving or attacking. While attached your Prowling Projectile and Zoomies will have altered effects but most importantly you and your anchor will receive AP/AD that scales with the anchor's pre-existing AP/AD. This is Yuumi's most intimidating feature as it can enhance a hypercarry's output greatly.
Flaws: This ability has a long cooldown after initial attach in early/mid game which is indicated by a bar above the ability icon. If you quickly detach to apply Feline Friendship be sure that it's fully recharged so that you can rapidly re-attach and avoid being open to CC. Note that while attached to an anchor however you can still dash to another ally without needing W's cooldown refreshed.
Zoomies (E): Yuumi's E is her trademark heal which also comes with an often overlooked movement and attack speed increase. If attached to an ally using You and Me! Yuumi will apply the effects of Zoomies to her ally instead. Most of the time you will only be using E while attached since Yuumi does a great job of avoiding damage by just staying attached to someone.
Flaws: Zoomies heals much but at a large cooldown and huge cost to Mana. For burst healing I reccomend you take Heal to supplement Zoomies in key moments.
The biggest flaw of Zoomies is that it costs a percentage amount of your maximum Mana, meaning you cannot effectively build mana granting items. You can however build mana regeneration, but in the end the best way to regain Mana for Zoomies is to effectively use your Feline Friendship.
Prowling Projectile (Q): Yuumi's Q fires a projectile towards the cursor. Its damage is not much at base but it's enough to validate AP Yuumi. What makes this projectile unique is not just the fact that it deals a percentage of the target's current health as damage but the fact that if Yuumi is attached when cast, then the projectile will home towards her cursor for the full duration granted she stays attached. This allows her to proc the empowered version of Q much more easily since it needs to travel for a full second before hitting a target to trigger the slow, bonus damage, as well as current health damage.
Flaws: Unless you count the cooldown for the third time the only flaw I can think of is that minions can easily block this projectile from hitting your intended target, and that many times you will be screwed over by U.I. or enemies being out of screen if you're on the top side of the map. This is where you'd try to practice using unlocked camera to hit more difficult shots. Do try not to waste your mana on trying to hit with this ability repeatedly because each attempt costs Mana, reducing the amount of healing you can do.
Bop 'n' Block (Passive): This passive single handedly gives Yuumi most of her combat-based skill expression. Without it she'd literally be unplayable so you best not forget about it as it will win many fights for you and your team. This ability, when refreshed, will generate a shield after successfully damaging an enemy with your auto attack as well as generate a percentage of your maximum Mana. You cannot be attached to proc this ability which can leave you vulnerable to damage and CC, so minimize the amount of time that you are unattached and make sure to go for bops when you're not in danger of being CC'd.
Final Chapter (R): Final Chapter is a very simple ultimate that launches many waves in a straight,unmovable line. If an enemy is hit by 3 of these waves they will become Rooted which leaves them open to attack. The cooldown for this ultimate may start pretty long but you'll find it to be very short in the mid-late phase of the game. The potential to root a full team of enemies is what makes this ultimate very powerful, especially when paired with the fact that you can perform the entire ult without once becoming targetable meaning you cannot be killed or interrupted for the full duration of the ultimate. When building First Strike your best damage output will come from activating it with Empowered Q and then Ulting on your target. First Strike will not only boost most of the damage you deal in that situation but it will generate a generous amount of Gold if you've managed to build a good amount of AP.
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NikkeKatski Yuumi Guide
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[13.4] The First Strike Experience. AP Yuumi at its best.

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