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Yuumi Build Guide by Hanjaro

Support Hanjaro's Yuumi: Support your way to Challenger!

Support Hanjaro's Yuumi: Support your way to Challenger!

Updated on September 30, 2021
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League of Legends Build Guide Author Hanjaro Build Guide By Hanjaro 295 31 531,204 Views 15 Comments
295 31 531,204 Views 15 Comments League of Legends Build Guide Author Hanjaro Yuumi Build Guide By Hanjaro Updated on September 30, 2021
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Summon Aery
Manaflow Band

Presence of Mind
Cut Down

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


1 2
LoL Summoner Spell: Exhaust


LoL Summoner Spell: Heal


Threats & Synergies

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

Hey guys! Hanjaro here!
A little bit about me
I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.
I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!

Why Yuumi?

Yuumi is a unique mage enchanter, she is able to attach to her allies and be able to cast all her abilities, and items, while being immune to most damage, and cc. You can play up in the frontline, healing and shielding your tanks, while slowing and rooting enemies to catch them out.

If you enjoy playing, or want to learn more about Yuumi, you can read and discuss more over at

Summoner Spells

Yuumi is primarily attached to her allies during laning period and team fights, so realistically taking Flash is just a waste of a summoner - shes so squishy, that she would be dead before you have the chance to Flash!

Heal and Ignite are good summoners to use, especially your ADC is taking Teleport - that way you have the defensive and offensive summoners. It also helps if you're against Ashe or Leona and your ADC can take Cleanse.

The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. You may want to hop off your ally to cast this, as more often than not, their auto attack range is lower than Ignites range. Only do so if it's safe!

Exhaust is used when there are high damage threats on the enemy team, such as Zed, Kayn, Draven etc - and without Flash, it's the best summoner to take alongside Ignite.
It gives you an extra chance at escaping with the damage reduction, as well as the slow it provides. The damage reduction can be used to negate all in damage, from something like a Zed's Death Mark.

Sorcery + Precision

Summon Aery procs when you use You and Me! - (only when leaving and re-attaching!) giving you extra utility and shielding. It procs with Zoomies, adding a shield anytime you heal your ally, and it's a fantastic way to proc Ardent Censer.

Manaflow Band is the only viable rune in this column, it helps with your mana regen and is invaluable to your early game poke - every time it's available, make sure to Q.

Transcendence is your best go to rune here, we're focusing on maximizing our ability haste and being a healbot for our carry, and we're finding it harder to build ability haste, so taking this rune will help reduce our basic ability cooldowns substantially, especially in teamfights.

Scorch helps our poking which is slightly lackluster after a bout of nerfs, and games don't tend to go on long enough for Gathering Storm to gain enough traction.

Presence of Mind increases our mana regeneration when we damage an enemy champion for 4 seconds, and takedowns restore 15% of our maximum mana. Yuumi's Zoomies is extremely mana hungry, so we need as much regen as we can get.

With how minimal HP Yuumi has, Cut Down will help us do that bit more damage, especially if the enemy team is tanky.

Yuumi's core item, providing us with a bit extra damage, ability haste and much needed mana regen. It also provides a smart heal to the lowest health ally when you affect champions with abilities while in combat. Each second spent in combat increases this healing effect up to 150%. This also empowers our other legendary items with 5 ability haste.

Redemption offers an aoe heal in an area, adding an aoe health sustain for her allies that Yuumi's kit lacks. It also offers HP and Mana regen, meaning you can stay in the fights longer, recall less, and you can help out even while dead. It also offers an extra 10% shielding power, which synergizes with your Summon Aery.

If you have a team comp that relies heavily on fast auto attacks such as Vayne, Kindred, Quinn etc. Ardent Censer is a great pickup to maximize your carries damage output while shielding them, it also offers you a bit more burst, much needed mana regen and heal/shield power.

The Dark Seal > DAMAGE/MANA
If played right, it's very unlikely Yuumi is going to die often while even or ahead. Dark Seal gains stacks extremely fast in mid to late game, offering you a very nice chunk of AP, increasing synergy with nearly all your abilities. Generally not necessary to build anymore, we're not using it for damage and we want to be focusing on increasing our healing as much as possible.

A good pick when facing an enemy team with hard CC that you need to Cleanse on allies, such as Impale, Dark Binding, Cocoon etc and heals the target after successfully cleansing an ability.
Increases your Mana and HP regeneration, and 20% shielding power - good synergy with Summon Aery. We want to be buying every item with forbidden idol, and this is no exception.

Chemtech Putrifier > DAMAGE/UTILITY
If the enemy team has a lot of healing such as a Soraka or Sona, you may want to rush Chemtech Putrifier for the grievous wounds passive it applies. You gain 50 AP to add onto your burst window, ability haste and our much needed mana regen. It's better to focus on your support items ahead of this, but if none of your team are building grievous wounds and you desperately need the healing reduction, consider this.

Staff of Flowing Water > UTILITY/MANA
If your team has many AP users, Staff of Flowing Water can be using for granting them up to 40 ability power, and bonus movement speed for 3 seconds after healing or shielding them. You also gain mana regen, ability power and heal and shield power.

Bop 'n' Block

Bop 'n' Block (Passive)

COST: 0 mana
COOLDOWN: 20 - 8s (level based)
INNATE: Yuumi periodically empowers her next basic attack against an enemy champion, restoring 50 - 160(based on level) mana, granting her a 60 − 400 (based on level) shield that lasts until it is broken.

While attached, the shield is transferred to her ally.

Prowling Projectile

Prowling Projectile (Q)

RANGE: 1150
COST: 85/90/95/100/105/110 mana
COOLDOWN: 13.5 / 12 / 10.5 / 9 / 7.5 / 6
ACTIVE: Yuumi fires an errant missile that deals magic damage to the first enemy hit.

While You and Me! is active, Yuumi can control the missile for up to 2 seconds before fizzling.
  • If the missile is in flight for one second, it deals increased magic damage, and applies a decaying slow to the enemies hit.
  • You can use Prowling Projectile for the slow (20% at all ranks since 9.19) to catch up to a fleeing enemy.
  • Generally you want to cast this when attached, so you can direct the missile and have it in flight for 1 second for the increased damage.

You and Me!

You and Me! (W)

RANGE: 700
COOLDOWN: 10 / 5 / 0
ADAPTIVE FORCE: 5 / 9 / 13 / 17 / 21%
PASSIVE: Yuumi increases her ally's adaptive force by 12/14/16/18/20 (+12/14/16/18/20% of her attached ally's adaptive force) ( Yuumi grants herself the same amount). Yuumi starts with 1 point in You and Me!.

ACTIVE: Dash to an allied champion and attach to them - has a channel time of 0.25 seconds when attaching from an unattached state. While Attached, Yuumi is disarmed, untargetable - except from turrets - and follows her ally's movement, while retaining the ability to cast abilities and items.

Yuumi can dash to other allies with no cooldown, and detaches automatically if her ally dies. If activated without a valid target, Yuumi will detach and dash up to 250 units and incurring the cooldown.


Zoomies (E)

COST: 100/115/130/145/160 mana
COOLDOWN: 12/11/10/9/8s
ATTACK SPEED: 25/30/35/40/45%
PASSIVE: Yuumi periodically stores a Zoomies charge, up to 2 stored at once.

ACTIVE: Yuumi heals herself, or an ally for 70/110/150/190/230 (+0.3 ability power) and grants them 15% movement speed for 3 seconds, which no longer decays over time.

If attached, the ally will receive the heal and movement speed instead.

  • Use Zoomies whenever you think your ally needs a heal, it's stronger since 9.24 but no longer has charges.
  • Take advantage of the bonus movement speed Zoomies provides, to catch a fleeing enemy, or to help escape.
  • You can turn the tides of battle in your favor with Zoomies, as well as procing Ardent Censer and Summon Aery.

Final Chapter

Final Chapter (Q)

RANGE: 1100
COST: 100 mana
COOLDOWN: 130 / 110 / 90
ACTIVE: Yuumi chooses a direction to cast, after which, Book channels to launch 7 waves, over 3.5s, each dealing magic damage. Enemy champions hit will only take 50% damage from subsequent waves, and when struck by 3 waves, they will be rooted for 1.75 seconds.


Early Game

During the laning phase, you don't want to be attached to your ally the entire time, knowing when to detach is what makes Yuumi's high learning curve. You want to bait enemy spells such as Light Binding, or Bone Skewer, and then use You and Me! to reattach before they collide with you - if you get immobilized by this, your You and Me! goes on a 5s cooldown, you'll most likely be dead! Be very careful, as Yuumi now has a short channel on her W. Detach to use Feline Friendship when off CD, and reattach to provide your ally the shield - you can do this when safe in a fight - this is harder to do now with AoE CC, be aware of your inability to reattach on immobilization for 5s.
Prowling Projectile is mostly used for proccing Manaflow Band, and stacking our Spellthief's Edge. It's damage has been significantly reduced, so we tend to max Zoomies first, due to the insane buff it received, along with the ardent-like attack speed.
Hooks, displacements, knockups all can cancel your You and Me! mid dash, so you want to be very careful not to get caught out like this.
Keep your ally topped up with Zoomies, and be aware it no longer has 2 charges, it's just like a normal ability now - but it's a lot stronger, and no longer needs your ally to be low on health to get the maximum effect out of it. Don't leave your ally 1v2 while attached, you want to have presence in lane, even if it means just taking a couple of poke hits for your ally. Do be sure not to get caught out by CC or you're just a free kill.

Mid - Late Game

Outside of laning phase, you're going to want to be setting up a lot of Stealth Ward wards around objectives, such as Baron Nashor and the drakes. If your team is ahead, and it is safe to do so, you can set up deep vision in the enemies jungle, allowing yourself and your team to get important picks, that allow you to take the previously mentioned objectives. You rarely want to go alone as Yuumi, you will not be taking Boots, and with the lowest base HP in the game, you can easily turn the game into a 4v5.

Mid/late game you nearly always want to be attached, if the enemies have backline divers, you want to be focused on peeling for your ADC with Final Chapter, and healing them to full with Zoomies.
You can use your tanks and bruisers to make them an unstoppable force, granting them insane amounts of AD and essentially making them unkillable with your Zoomies and Feline Friendship.

You want to be able to root as many enemies you can during a teamfight with Final Chapter, you can use You and Me! to reposition this if your attached ally heads the wrong direction!

Yuumi wants to focus on building as many Forbidden Idol items as possible to increase her shielding and healing power, which is the core part of her playstyle now instead of being an untargetable AP carry! With the four core items built from Forbidden Idol, you gain a crazy amount of healing and shielding boost, and can heal up anyone (even tanks!) from half HP to full with one Zoomies, and the extra CDR we gain from all of these items, means we have a lot less downtime.

Yuumi's playstyle has changed significantly since her release, going from doing an incredible amount of damage, to an insignificant amount, but increasing her heal immeasurably. She has also received an ardent-like attack speed buff to her Zoomies, which does stack with Ardent Censer. We also prefer to max You and Me! over Prowling Projectile, providing your ally with a nice extra chunk of stats. We're basically like a playable item!

The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.

Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times.
I hope you enjoyed, and learned enough from my Yuumi guide, to play her as well as the pro's.

If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as engagers ( Nautilus, Pyke etc!).

If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.
Update Log
  • 06/07/2019 - Published Guide.
  • 06/10/2019 - Added Itemization chapter.
  • 06/12/2019 - Cleaned up layout, added note on Runes about Cut Down nerf.
  • 07/17/2019 - Reflected 9.14 changes.
  • 08/14/2019 - Reflected 9.16 changes.
  • 09/25/2019 - Reflected 9.19 changes.
  • 20/11/2019 - Updated for 9.23.
  • 12/12/2019 - Reflected 9.24 changes.
  • 12/28/2019 - Changed Runes, Items & Playstyle.
  • 11/20/2020 - Updated for preseason.
  • 01/21/2021 - Updated for 11.2.
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