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Yuumi Build Guide by AwesomeguytheMan

Support AwesomeguytheMan's Yuumi Guide for People who don't play Nas

By AwesomeguytheMan | Updated on July 13, 2020
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Runes: Aery (Pre)

1 2 3 4 5 6 7 8 9
Sorcery
Summon Aery
Nullifying Orb
Transcendence
Scorch

Precision
Overheal
Cut Down
Bonus:

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

Spells:

1 2 3
Summoner Spells
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Ignite

Ignite

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Support Role
Ranked #39 in
Support Role
Win 50%
Get More Stats

Items

Ability Order Recommended Order

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

AwesomeguytheMan's Yuumi Guide for People who don't play Nas

By AwesomeguytheMan
Next Planned Update
Make a few changes here and there
Become better at Yuumi.
Add Video Content
Try to actually put something here
Pros and Cons Back to Top
PROS
+Has good heals
+Has an impactful game-changing ult
+Can make a teammate unkillable
+Has decent poke
CONS
-Is very Squishy
-You and Me! has ridiculous cooldown times
-Bad Early Game
-Consumes a lot of Mana
-Can't hold anything by themselves
The Fall of Manaflow Band Back to Top
It is a sad thing to note but Manaflow Band provides mana, which means it makes your heal cost more, at the current moment after level 5 manaflow band even with the 1% mana gain after it's complete can be a huge increase to Yuumi's mana cost, it's also the reason that Tear can't be used since even with a good refund effect you still pay way too much mana
Yuumi's Most Important Skill Back to Top
BOP N' BLOCK

Bop n' Block is a tremendous part of Yuumi's kit and is honestly so good that most Yuumi main's would recommend playing around it, it is a good shielding ability and it's mana gain which is increasingly important now that her heal costs 2 cars and is one of the few things that encourages unattaching .

Yuumi's Q Ability Back to Top
PROWLING PROJECTILE

Yuumi fires a missile that deals, Lv.1 40 / Lv.2 65 / Lv.3 90 / Lv.3 115 / Lv.4 140 / Lv.5 165 (+30% of ability power) magic damage plus Lv.1 +3%/ Lv.2 +4%/ Lv.3 +5%/ Lv.4 +6%/ Lv.5 +7%/ Lv.6 +8% of target's current health as damage


If the missile is in flight/has been moving for 1 second, iLv.1 45/ Lv.2 80/ Lv.3 115/ Lv.4 150/ Lv.5 185/ Lv.6 220 (+40% of ability power) magic damage and applies a 20% slow to enemies for 1 second.


If Yuumi is Attached, she fires from her Ally and can control the missile for up to 2 seconds.


Mana Cost-Lv.1 90/ Lv.2 88/ Lv.3 86/ Lv.4 84/ Lv.5 82/ Lv.6 80


This is Yuumi's main damage it's a bit slow at first with it's damage output and depending on the build; just helps you trigger Manaflow Band at first, but in mid and late game it can be used as a slowing engine or something that chips a small bit of their health.
Yuumi's W Ability Back to Top
YOU AND ME!

Passive: While Attached, Yuumi and her ally share


Lv1 12 / Lv2 14 / Lv3 16 / Lv4 18 / Lv5 20 ( Lv1 +12% / Lv2 +14% / Lv3 +16% / Lv4 +18% /Lv5 +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 Lv.1 You and Me!, while Prowling Projectile has 6 Levels.



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 effects (besides silences) on Yuumi places this ability on a 5-second cooldown


This is one of Yuumi's unique features that make her a bit diffrent from other supports; with this she can make one of her teammates 2x the threat and with her ultimate Final Chapter she can make it general easier to team fight with her arround.
Yuumi's E Ability Back to Top
ZOOMIES

Yuumi heals herself for Lv1 70/ Lv2 100/ Lv3 130/ Lv4 160/ Lv5 190 (+40% AP) and gains 15% movement speed and


Lv1 25% / Lv2 30% / Lv3 35% / Lv4 40% / Lv5 45% attack speed for 3 seconds.


While attached, Yuumi's Ally is targeted by the ability instead.



This is both a heal engine and her buff to her select teammate, this paired with it's attack speed gain and it's movement speed buff can easily help you teammate quickly kill someone before they escape, also it's on a pretty decent heal (Probably second best to Soraka) even with it's high mana cost that makes it somewhat limited during the late game.
Yuumi's Ult/R Back to Top
FINAL CHAPTER

Yuumi recoils and opens Book, launching 7 waves of Lv1 60 / Lv2 100 / Lv3 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.


Also will say that I underlined the words in this section because these are really important to know.


This is her cc/stun which enables her to basically single-handly stop the whole team from moving for a good 3 seconds and expositional slow them down to a point that allows your teammates to kill them easily, can also be used as an escape tool for a ambush
When Drafting Back to Top

Look I've seen a concern that maybe people don't seem to understand, I don't and will not change my support after I have locked in my support as it is literally impossible and even if I could I wouldn't, The only person you probably couldn't support would be Kalista unless she is your Adc pick that happens before you get to pick; just suck it up as Yuumi is a decent support, also on a side note supports shouldn't let their adc pick their support pick, that's your judgement =3


When to be Aggressive Back to Top

Look we all want to shoot a giant fireball at someones face utterly obliterating them for the face of the earth in several grams of sullen ashes, however, there is a time and place to do this. As Yuumi try to be aggressive when unattached but NEVER CHASE, chasing often leaves to inevitable death and failure or a stupid Master Yi to stab your cute kitten face with a sword. Use yourself as a scare tactic and if that doesn't work try to bait them under tower; several people underestimate how much damage Yuumi can do which means you can catch them off-guard and laugh on their corpse when they get killed by a Yuumi.

Under Tower Back to Top

Be aggressive, but there is a time farm a bit to wait for you adc. Try to hit them as soon as they think they are good to farm the tower, ignite them and watch them as they cry for their mama because they just died to a Yuumi, Lol.

Mid Game Back to Top

During the Mid Game/ when you defeat bots tower/ when they defeat yours, you will want to figure out who you can help, trust me any legend with a Yuumi attached is suddenly a lot stronger than usual so you are a really good legend to have around(trust me unless they are stupid they will accept your help), this sadly means your also the biggest target so be careful, your the number 1 priority not to die.

Attach Targets Back to Top

I would attach to your adc but sometimes you will have other legends that are more reliable, for example jungle is often a reliable target for an attach, I wouldn't trust mid unless they're fed, and top is a good attach but not great.Really just think about these aspects when attaching, am I keeping them alive, are they doing a lot of damage and getting kills, are you the reason they're winning team fights if all are yes then you picked a good target.

Late Game/Team Fights Back to Top

Yuumi is a literal savior late game and is very impactful in team fights, she can easily use her ult to slow down or completely immobilize the whole enemy team for a good second, Also try not to die or let your carry die, you usually lose stuff at that point.

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