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Recommended Items
Runes: VS AD
+10% Attack Speed
+6 Armor
+65 Base Health
Spells:
Flash
Heal
Items
Ability Order
Feline Friendship (PASSIVE)
Yuumi Passive Ability
Threats & Synergies
Tryndamere
Always ban him. Once he hits level 6, you can do nothing but watch him win lane. Even though other champions are arguably harder to lane against overall, his ultimate single-handedly makes him the greatest threat to your survival.
Champion Build Guide
The first of the issues lies in the changes to

The second issue is the change to





The third issue lies in the initial build, in which you are given 500 gold to purchase a few items. As elaborated further in this guide, you do not start with any standard items. However, with the change to

buying





The first thing that must be considered when buying a mythic item is how it synergizes with Yuumi's abilities - or, more specifically, her E.

Of the mythic items, only two provide the AP/legendary buff, being









Because of these issues, I am therefore declaring this guide defunct for an indefinite period of time. For future reference, the guide will be left as intact as possible for those interested at a later point in time. Comments and suggestions will continue to be monitored as of now, and I appreciate the interest shown in this guide. May your Yasuo never int, your jungler not diff, and most importantly, GLHF!
This guide is intended for players already accustomed

IMPORTANT NOTE: Due to the Season 11 Item Shop changes, entire portions of this build may be inaccurate. Use this guide at your own discretion. Updates will be coming with more information soon.
- You can sustain your jungler when they intervene with ganks, allowing for ganks to be successful even if they otherwise wouldn't have been.
- You gain much more experience than a traditional support, making you much more useful once you can roam due to stronger abilities
- Can turn the tide of games if used properly and if there is decent coordination within your team
- You're a long-range top laner, meaning you have a small window of time to notice an engage before it happens
Cons:
- You're Yuumi
- You're in the top lane
- You're slow
- You're squishy
- You're extremely vulnerable to hard CC
- You're susceptible to early ganks
- You're susceptible to any ganks
- You get flamed in virtually every match for something, even if it wasn't actually your fault that it happened (i.e. mid-laner feeds Akali, Yuumi's fault)
- You'll probably lose your lane
- You are extremely vulnerable to lane swaps
- Even if you're even in level with your opponent when laning phase ends, they might still be fed and are not to be trifled with
- Despite your best efforts, your opponent got 5 kills off of you in the first ten minutes, killing the game
As the evidence shows, this is not a smart thing to play. Which is exactly why you should play it. :)
1. Stack

2. Deal as much damage to the opponent's tower as possible.
3. Prevent your opponent from roaming by locking them into constant lane combat.
4. Getting out of your laning phase as early as possible to support your teammates.
5. Gain as much experience as possible so as to be more effective than a traditional Yuumi Support once mid-game hits.
6. Buy health items to tank tower hits, allowing your team to execute tower dives while you deal damage to the tower with

In essence, you are a flex tank-support with the ability to out-level your opponents sooner than a traditional support. Quite literally, your goal is to lose your lane to win the game. If no ganks come through for either side, you will eventually lose. It then becomes a matter of which team's top lane can convert their experience lead into a snowball. So long as your opponents have not been fed too much, you should hold an overall advantage in team fights.





















1. Waveclear - Seeing as how you lack a


2. Lane Priority - You will very rarely ever win your lane without jungler intervention. Therefore, getting laning priority is essential to backing early and preventing your opponent from snowballing even with a small experience lead. Since you don't have


Offensive Stat: +10% Attack Speed - This is primarily for helping you with CS-ing early on in the game, as well as allowing you to poke your opponents without being under constant pressure that animation will be interrupted before the attack comes through. Although the extra 10% CDR option is nice, your items will likely take you to 40% CDR anyways, so long-term it isn't as useful as it otherwise would be.
Flex Stat: +6 Defense -or- +8 Magic Resist - This stat should be altered on a match-by-match basis to give you the best defense against your opponent. For example, +6 Defense is more useful against Darius than it would be against something like a Heimerdinger. You should default to the physical damage debuff, but depending on the matchup, the MR is more useful.
Defensive Stat: + Health - Seeing as how your goal is to soak as many hits as possible before dying, having a little bit more health helps. Without the extra health, there are a multitude of situations that you would be unable to otherwise survive without having obtained the extra health. (If it reads +6 Armor, this is a bug. I have repeatedly attempted to amend said bug to no avail.)
You have many counter-picks yourself in a lane known for having its entire meta revolve around counter-picking champions. Therefore, blind picking Yuumi Top is an atrocious idea, especially should you have first pick. Having a lower pick priority than your opponent is actually often a good thing, as it allows you to assess whether or not to play Yuumi Top in the first place. However, should you find yourself with first pick, offer to trade champions after champion selection to secure their spot ahead of yours, thus allowing you to secure your counter-pick.
Your ADC pick doesn't really matter - so long as they do their job and don't feed, you're good. The other three members of your team, however, are much more crucial to your success overall. Your dedicated support should preferably be one with fairly high mobility and abilities with CC for engage. Thresh, Nautilus, Pyke, Alistar, and Tahm Kench are examples of good, synergistic teammates. That is not to say, however, that other supports cannot work. Paired with Sona, your team has near-indefinite sustain, and paired with Morgana you can set up engages with ease.
Your jungler should preferably be an assassin-class, as you can set up CC with your ultimate to ensure kills. Kayn, Warwick, Nunu and Willump, Hecarim, and Kha'Zix are who you should generally attach to for the duration of the game, as they will help carry your team before teamfights are essential.
Lastly, to secure your victory, your mid-laner should be a high-mobility APC or secondary ADC that can single-handedly win teamfights late into the game. Syndra, Diana, Akali, Irelia, and Yone are all examples of synergistic mid-laners. Even if your team lacks one or even two of these three synergies, the presence of even one greatly increases your odds of winning.
When the game begins, you may question which ability is best to lock in first. The correct answer is to keep from locking in this point until it is necessary to do so. If you find that you're opponent is wary of approaching you from the start of the game, you may find it more useful to begin with








Speaking of your passive,

Since utilizing this passive is so key to your survival, the utilization of





If they attempt to ward the brush where you are, back away from the edge and be ready to kite away if necessary. Where you kite to is dependent on which side you are on. If you start on blue side: kite towards the river and ask for assistance from your mid laner if possible. If you start on red side: make your way towards your tower to disengage. The variation comes from the total distance and angle at which you must travel to your tower to disengage. Blue side is much more difficult to kite to because of how pinned you are to the wall when trying to disengage, potentially trapping yourself into getting damaged more.
The control ward you purchased provides multiple benefits:
A) You save your starting ward for later usage.
B) In the event your opponent decides to ward your bush before the minion wave arrives, the control ward provides a two-fold pressure:
- 1) Immediate pressure in canceling the ward they placed. In focusing your ward, you can eliminate theirs, getting rid of their vision.
- 2) With knowledge of the control ward, them failing to address it means that either they or their jungler must clear the ward, potentially rendering a future gank completely ineffective.
C) Should they focus your control ward instead of you without placing their own ward, it acts as a disengage option. If you can, attempt to get off one or two stacks of

D) If they never attempted to ward the bush, as control wards are permanent until destroyed, you are potentially guaranteed uncontested vision in the river for multiple minutes, foiling any ganks and virtually guaranteeing your own.
E) If D) is true, then if your opponent attempts to ward the bush, their ward will be canceled. Since the prerequisite condition for this usually involves them having lane priority, it allows you to freeze and/or reverse the minion wave movement while they clear your control ward.
F) If your opponent is indecisive or lacks the ability to counter your range at level 1, you can repeatedly poke them to get your passive, potentially start stacking

When the minions finally arrive, attempt to attack the enemy minions before they attack your own to draw their aggro and clump them together. Kite them to the top central bush in the lane to reset their aggro, making them disengage and target one of your minions instead of all three. This makes it easier for your own minions to lower their inverse's health, making it easier for you to secure CS.
When picking off minions, you need to be constantly aware of your opponent. Preferably, you should keep about 400-450 units of distance between yourself and them, as this gives you room to kite away if they engage but also allows you to hit them to activate


Another thing to watch for is when your opponent refuses to disengage. If this is before about level 4, kite away but make sure to have your minions assaulting them. If they tunnel vision you and pay no heed to the minions, they may take a large amount of damage before they disengage, allowing you to pick them off before they can recover or force

The experience you gain is undoubtedly your most precious resource. Therefore, I advise you to do something that generally does not work on any other champion - refuse to return to base. There are, of course, exceptions to this rule, such as an incoming Rift Herald, an imminent towerdive, or having lane priority after a successful gank from your jungler. However, this can actually be detrimental to your survival.
If your opponent is able to get even a one level advantage over you, you may find yourself at the mercy of their every whim for the rest of the early game. If you are able to determine that they have returned to base to get an item, stay in lane and do not buy items yourself for now. Depending on how they left the lane, you may be able to gain multiple waves' worth of experience before they can return, as well as utilize


In the instance that you are under the immediate threat of death due to a CC chain, high damage, or a gank, do not hesitate to use your


Conversely, if you are getting a gank from your jungler and you cannot attach to them due to CC or being too far away from them to help, utilize

If your jungler is providing a gank that will be uncontested by your opponents' jungler after you hit level 6, rotate towards the top of the map. When your jungler reaches the brush at the river entrance, use your


Something that can single-handedly make or break your game is the first drake spawn, specifically the


Attempting to last hit minions is a difficult thing to master in and of itself, but doing it with virtually no damage output requires you to pay more attention to their health. Expect to lose a lot of CS to your own minions, as one ranged minion hit is about 1/3 of your own damage output without any modifiers. It is annoying, and it will happen. This is merely a forewarning. The following numerical values are your unmodified attack damage for levels 1 - 13: 55, 57.23, 59.57, 62.02, 64.58, 67.25, 70.02, 72.9, 75.89, 78.99, 82.2, 85.52, 88.95. I recommend memorizing these values, or at least their rounded values, so as to know the threshold for last-hitting minions.
Likewise, knowing minion health thresholds is also important. Minions "upgrade" themselves every 90 seconds, making them more powerful. The best minion for you to CS is the Melee Minion, as it provides a greater amount of gold than a Caster Minion, and more importantly, has the Gusto passive ability. Making it so that turrets deal a set proportion of their health - 45% - to them with each tower shot. Two tower shots, then, bring them to 10% of their health. This makes it easier for you to CS them, but there remains a catch.
Since you most likely are not building attack damage, their health will eventually outscale your damage output. Due to this, the following table will elaborate on what level you must reach before certain upgrades in order to be able to last-hit them after two tower shots. For redundancy purposes, any values that would have been shared between levels have been removed.
NOTE: This does not take armor into account and is only the raw health values. The table will be (eventually) updated to account for the corrected values.
Level: | Upgrade at Which Point 10% of Melee Minion HP > Your Base AD | In-game Time: |
1 | 5 | 7:30 |
3 | 6 | 9:00 |
4 | 7 | 10:30 |
7 | 9 | 13:30 |
8 | 10 | 15:00 |
9 | 11 | 16:30 |
10 | 12 | 18:00 |
11 | 13 | 19:30 |
12 | 14 | 21:00 |
14 | 16 | 24:00 |
15 | 17 | 25:30 |
16 | 18 | 27:00 |
17 | 19 | 28:30 |
18 | 20 | 30:00 |
All minion data was retrieved from:
FANDOM Wiki: Melee Minion



It should be noted, however, that 800 gold is no small sum at the start of a game and can greatly hinder your opponent long-term by delaying how fast they are able to acquire their core items. In this manner,



The champions most likely to purchase this item are ranged opponents and melee champions with strong gap closers, such as





NOTE: Due to Season 11's item changes, expect this section to be heavily revised in the coming months.
The Starting Items: You will have a full build start. While it can be viewed as - and is, to an extent - a joke start, everything you buy here has a purpose. As for the







Early Game Items: These are pretty much placeholders if you are able to survive in lane and CS effectively. Prioritize buying the



Must-Buy Items: The initially bought items, as well as the "Early Game Items," all go towards securing what should generally always be your first item -

A) Unless you have decided to make a full support build (more on that later), this may be your only item that directly increases your heals and shields. Building this now guarantees some extra sustained healing for later in the game.
B)

- Healing yourself and/or jungler while under threat of a towerdive/botched gank.
- Clearing a crashing minion wave from a great distance to prevent plates from being taken.
- In conjunction with your ultimate, pinning your opponent into


- Aiding your mid-laner if they are in trouble. This is only possible while returning to your lane or leaving lane and travelling into the river some due to

The second fundamental item is the







For 'Beginners': Instead of purchasing the other rows for now, focus on completing the first row of items first. They are your bread-and-butter items that will help teach you how to play Yuumi Top effectively with this build before you gain more confidence in your abilities. I use the term 'beginners' lightly so as to specifically refer to confidence in one's own ability. This confidence might be gained after three games or thirty - but gaining said self-confidence is wholly dependent on the individual player.
Your second item completed should be



After this, you should attempt to build a





For 'Seasoned' Players: Now that you have gained more confidence in your abilities, it is now time to explore what other options you have. You should continue to build your


AP Build: Items focused strictly on being an AP mage. Since all of your attacks scale with AP, this is a good path to at least incorporate.







Flex Build: Not quite sure what you want to build for your 5th and 6th item? Choose from an assortment of beneficial - and niche - items that complement your playstyle and match scenario.







Full Support Build: If your team needs extra healing power or your support desperately needs some backup, building a couple of extra healing items is not a bad choice. These items are largely comprised of standard Yuumi items, but will be covered here for continuity. As you are one of your team's solo-laners, focusing too much on this item tree is not recommended, as your team has a dedicated support role for a reason, and you're not it.







Example Item Build:
Opponents:
|
Allies:
|
As standard, I built





If you have built full tank items, you will be able to engage towers with minimal consequence, enabling your teammates to execute towerdives and wear down the tower's health. So long as you have an escape route should things go awry, the ability to do this can allow your team to create pressure in areas of the map where there otherwise would have been none.
With this build, you should play with a 'first in, last out' mentality for teamfights. That means being attached to the engaging ally (first in), and either fleeing with whatever remains of your team after a bad teamfight or remaining behind at the site of the teamfight, taking hits, pushing minion waves, and stalling your opponents to get your allies refreshed (last out). Even if this means that you end up sacrificing yourself, ensuring your teammates' survival is critical to ensuring a base defense should one be necessary. As Yuumi, you are not equipped to deal with large crashing waves, while pretty much any other member of your team is.
As Yuumi Top, you don't fit cleanly into any of these roles. You are a mix of frontline, support, and APC all rolled into one, which is also heavily dependent on what items you build. However, since

In general, you should attach to your jungler, a high-damage mid laner, or any assassin-class in general. When a teamfight starts, activate


This guide was the product of a solo project over the course of at least the last three months (and counting), and has not been peer-reviewed before publication. I apologize in advance if the guide contains any factual errors. If there are, I will amend them when I can. This guide will likely become more visually appealing over time, but as for now, I'm happy where it is. Enjoy this not completely worthless meme build!
11/16/2020: Guide placed in "Off-Meta" category, title changed to reflect current progress - MILESTONE: Thank you all for the 10,000 total views so far! I know it doesn't mean much to most people, but I'm deeply grateful for your interest! PLANNED: Item section rework, including item pathing viability; other planned changes are on hold due to this.
10/23/2020: Ocean Drake description clarified - MILESTONE: 150 draft games of Yuumi Top
10/21/2020: Lucian, Kalista, and Leona added to threat list, given threat ratings of "major" (4); "Laning Phase Addendum: Executioner's Calling" Chapter created; Umbral Glaive bug note removed. PLANNED: BBCode overhaul, "Pros and Cons" chapter rework
10/14/2020: Updated for 10.21 version purposes - no major changes made due to patch notes; AS Sett now listed as a separate matchup threat, with Tank Sett being classified as a "minor" (2) threat while AS Sett is classified as an "even" (3) threat; Volibear counter added in threat description; sentence about matchup validity added in the "Introduction" chapter; "Draft" chapter created; "Laning Phase Addendum: Creep Score (CS)" chapter created, removed or relocated what would have been redundant information to this chapter; Umbral Glaive bug note created
10/12/2020: Singed threat description edited for clarity; Darius counter now provided in description; minor grammar corrections
10/07/2020: Grasp of the Undying passive stack goal edited for clarity; Team Composition edit (Zilean replaced with Alistar as a preferable support); Stinger added to item list, with a corresponding description; Redemption offensive usage updated with more information while also removing redundant information; Rod of Ages item description corrected; minor grammar corrections. PLANNED: Chapter discussing draft.
10/01/2020: "Revisions, Changes, and Updates" Chapter created; Note regarding Season 11 item changes added; Fiora threat status increased
9/21/2020: Adds a few champions to the matchup list; some editing for grammar and BBCode improperly input.
9/20/2020: Guide released
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