Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page

x
Yuumi Build Guide by Magical Rock

Magic Missile Yuumi - Leave No Lane Behind

Magic Missile Yuumi - Leave No Lane Behind

Updated on July 15, 2020
7.7
9
Votes
2
Vote Vote
League of Legends Build Guide Author Magical Rock Build Guide By Magical Rock 9 2 12,949 Views 4 Comments
9 2 12,949 Views 4 Comments League of Legends Build Guide Author Magical Rock Yuumi Build Guide By Magical Rock Updated on July 15, 2020
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!
Would you like to add a comment to your vote?

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Runes: Regular Poke

1 2 3 4
Sorcery
Summon Aery
Manaflow Band
Absolute Focus
Scorch

Precision
Overheal
Cut Down
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

1 2 3 4 5
Support
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Ignite

Ignite

Champion Build Guide

Magic Missile Yuumi - Leave No Lane Behind

By Magical Rock
Introduction
Hello there, my name is Magical Rock, and my LOL username is Thoneunknown. Before I get into this guide, I would first like to make a couple things clear. I would not recommend anyone to use this guide if they are playing alone, without anybody. The reason being, is that people WILL start flaming you for playing Yuumi in a role other than support. Also, It helps to play with somebody just for coordination when you are attached (especially if bot or support).
Yuumi Overview
Yuumi, The Magical Cat
Yuumi is only known as a support right now, due to her being ultra squishy and one ability relying on having an allied champion nearby. That is something that this guide, Magic Missile Yuumi plans to fix. By reading this, you will learn that Yuumi is an independent cat and can play any lane. Whether it be ADC, jungle, or top lane, this cat can do it! (No guarantees on how well though.)
Pros / Cons
PROS
+Can go untargetable
+Has guided missile
+Heals
+Great in teamfights
+Easy to play
+Doesn't have to build boots

As you can see, Yuumi has many things that make her a good champion. First of all, she can go untargetable using You and Me!, and then give her partner a speed boost and heal with Zoomies. Also when she is attached she can drive her Prowling Projectile around, making her overall an easy champion to play. Also in teamfights, using her ultimate, Final Chapter, she can effectively root the enemy team, or force them to back off.
CONS
-Ultra-squishy
-Bad scalings
-Almost no lane presence
- You and Me! only usable in bot lane
-Bad ganks
-Gets caught out easily

You can now see, that with as many pros as she has, her cons are just as bad. First of all, she is super vulnerable when she is not attached, because any CC, and she is usually dead due to her extreme squishiness. Also, her ganks and roams are bad because she does not have anything to go in with and does not do that much damage. Another fault about this champion is that she can only use You and Me! in the bottom lane as ADC or support.
Abilities
Bop 'N' Block
Periodically, when Yuumi attacks a champion, she restores mana and gains a shield that follows her, protecting her and the ally she's attached to.
Basically auto attack sometimes for free mana.

Prowling Projectile
Yuumi fires a missile, dealing damage to the first target hit. It deals bonus damage and slows if it takes at least 1 second to get to its target. While Attached, the missile can be controlled with your cursor.
A guided missile, bascially your only poke. This is your core damage ability.

You And Me!
Passively, Yuumi increases her ally's Adaptive Force and her own. Actively, Yuumi dashes to a target ally, becoming untargetable from everything except turrets.
Have your ADC tank turrets if you want to survive, otherwise just hand on for the ride and drive around Prowling Projectile.

Zoomies
Heals Yuumi and boosts Movement Speed and Attack Speed. If she's attached, she passes it to her ally instead.
Good heal, and good speed, and good engage and disengage ability. Especially useful in the jungle.

Final Chapter
Yuumi channels seven waves of damage, rooting anyone hit by three or more. Yuumi can move, attach, and cast Zoomies while channeling.
Attach and unattach to people to move around and therefore get maximum rooting capability.
Summoner Spells

SUMMONER SPELLS
-
HEAL:This is a good summoner spell all around, and especially good in bottom lane where you can heal multiple people with it. A good substitute for it in solo lanes is Barrier. It is also good in teamfights where it will automatically heal the lowest health person.
EXHAUST:This is a good summoner spell to take in bot lane where you can slow somebody down for an easy kill. It also combos well with Final Chapter to get the root off. Also good for a getaway.
FLASH:This is an important summoner spell on most champions, and you should always take this on Yuumi unless you are in bot lane where you can just attach. Also pairs well with Final Chapter to make sure nobody gets away.
TELEPORT:A good spell for going top lane, though you do not have to use it since you probably will not be split pushing a lot or having trouble getting to lane. The reason I list it is because if you are in a hard poke lane, you will be recalling a lot.
CLEANSE:A spell worth taking because usually when you get hit by strong CC such as Morgana's Dark Binding, or Malzahar's Nether Grasp.
IGNITE:Good to finish off kills, or against heavy healers, to start them because they inflict Grievous Wounds. Good in mid lane and bot lane where there are squishy champions, though it is countered by Barrier.
SMITE:A necessary spell for all junglers to take. Not only will it do damage to the monster, but it will also restore health of your own. In this guide we will be using Chilling Smite as with our jungle item.
Runes

Summon Aery

Summon Aery
This is good on Yuumi because she has an easy poke and can proc this enough so it is better than Arcane Comet when not playing very defensively. The shield can also be good.

MANAFLOW BAND

Manaflow Band
Because you are poking a lot, (usually as soon as Arcane Comet will allow), you will need mana to support this. Manaflow Band will help you control your mana, because hitting it grants permanent mana.

ABSOLUTE FOCUS

Absolute Focus
This rune is good on Yuumi because she has a heal, and therefore can make good use of this rune. Not only does having a heal make this rune good on her, but usually if she looses more than 30% of her health, she usually dies.

SCORCH

Scorch
This is another poke rune, and because of its low cooldown (compared to Arcane Comet, you can proc it whenever you poke with Arcane Comet. Overall just poke for more damage.

OVERHEAL

Overheal
Shields are basically just max health, something Yuumi needs, for the cost of just one secondary rune slot! So now you can heal at full health and feel good about it!

CUT DOWN

Cut Down
Yuumi is the squishiest champion in the game, and if you do not build a lot of health, you can make use of this rune on every single champion from the enemy team.
Yuumi needs as much damage as possible
-
Just more damage
-
Yuumi is quite squishy.
Items
SUPPORT
Spellthief's Edge
A regular item that most supports take if they can consistently poke a lot. At 500 gold it upgrades into Frostfang that you can ward with, and eventually Shard of True Ice. If you are good, you can upgrade this item faster than Steel Shoulderguards and Relic Shield, because those have longer cooldowns. A good way to make gold.

Control Ward
Because you are always attached, there really is no reason to have a health potion, the only other thing that is useful to you under 100 gold is a Control Ward. These are good, because it ensures that no other wards are in the vicinity, and if they are, you can kill them.

Athene's Unholy Grail
This is a great item all around for Yuumi, and I would almost always take when going support. Not only does it give A decent AP boost, (with its passive), but it also gives insane healing when you land Prowling Projectile. If you build Redemption, that will give you another 30 AP.

Twin Shadows
This is a good item on Yuumi, because it gives AP, CDR, and a great passive for tracking enemies down, or checking objectives. The speed on it is not really useful, but can help if you unattach when casting Final Chapter.

Mejai's Soulstealer
This is a good item if you are doing well, because you can easily get stacks and as Yuumi you almost never die. You may want to buy Dark Seal earlier, if you are wiping the floor, but upgrade it as a third item.

Redemption
This item does not directly give AP, but when combined with Athene's Unholy Grail, it will give you another 30. This item is extremely useful, because it has mana-regeneration, a stat that is important to Yuumi do too her tendency to spend a lot. It also gives more shielding and healing power, and an active that is good in teamfights.

Rylai's Crystal Scepter
This is more of a defensive item, as it gives health, but it gives relatively cheap AP, and a nice slow to go along with it.

Void Staff
If the enemy team starts to build a lot of MR, this item could be for you. Not only does it have some more AP for your Prowling Projectile, but it also helps it penetrate better.

Morellonomicon
If the team has heavy healers, such as Soraka or Sylas, then this item can help stop it because of its Grievous Wounds. It can be a bit expensive though, so try not to build it too early.

Control Ward
Apart from your starting items, this is good to buy throughout the game, mostly because it doesn't despawn. Some good places to use it are the Dragon Pit, the bush to see where ganks would be in bot lane, or even in the jungle.

Elixir of Sorcery
Only get this item after you are full build, as it can be kind of expensive on your slave wages as a support. Overall, it is pretty good, giving some decent AP and mana-rengeneration. Its passive is good for getting turrets too, something you want to be doing at this time in the game. Overall, if you are getting this, the game has lasted way too long.




BOTTOM
Doran's Blade
A starting item for most ADC's as it gives attack damage, life steal, and some health. You may want to consider building two of these if you are getting poached in lane.

Cull
If you are in a REALLY hard lane, consider taking Cull. Though the item does not give that many stats, it gives you a bit of health, and more gold per minion. After killing 100 minions, you can sell Cull to make a profit.

Health Potion
When you are an ADC, you are generally not attached as often, and therefore have more time to take damage. A health potion will help regenerate some of that, and consider even buying some for your first back.

Stormrazor
Building this item early will give you a bit of damage when auto-attacking with an energized attacks. It will also give you some wave clear with the attack speed and damage.

Berserker's Greaves
A good boot option for most ADCs, because of the really cheap attack speed it gives. Overall great for Yuumi because she has a low attack speed to start with.

Essence Reaver
This item gives you more damage than the onhit item would give, so it makes a good core item. Your attacks also restore mana, which can help in extended fights.

Statikk Shiv
Another on-hit item like Rapid Firecannon, and gives a good amount of attack speed as well as an effect that can eliminate low health players standing next to minions. Overall a good item for an ADC.

Rapid Firecannon
This item is useful on Yuumi because it gives extra range, and attack speed. The range is useful because Yuumi doesn't really have a lot of it, and the critical strike chance helps out as well.

Infinity Edge


Another critical strike item, and it also gives a boatload of AD. Its passive combined with all your other critical strike items will add up to a considerable amount of damage!

Runaan's Hurricane
This item is good for waveclear from its passive, and also because it gives a lot of attack speed. The critical strike chance will also bring you to 40% so you will be doing a lot more damage.

Control Ward
Control wards are also good to take on ADC's, because they are good and relatively cheap. Some good spots to place them are in objectives, nearby bushes, or in the jungle next to the main buff.

Elixir of Wrath
Being an ADC, it will be a bit easier to get to full build, and once you do, you will need an elixir. Elixir of Wrath is for ADC's because it does attack gives you more attack damage.




MID
Doran's Ring
A good item for mages, or just most AP people in general. The passive allows you to cs better, and the AP is good for Prowling Projectile and Zoomies.

Health Potion x2
Saving your extra 100 gold is pretty useless, so instead the only other thing to buy that you can benefit from is Health Potions.

Corrupting Potion
A good alternative from Doran's Ring, this potion will not only restore some good health, but also some mana! It costs 500 gold, so you will be able to buy it as a starting item.

Luden's Echo
This item is good on Yuumi because it gives a lot of AP, and also a lot of CDR. This is good, that way you can be healing yourself as much as possible. Luden's Tempest also gives mana to sustain heavy poking.

Sorcerer's Shoes
This item is taken on almost all mages, because it helps penetrate MR. This allows you to essentially do more damage with everything, and therefore get more kills.

Void Staff
You will need this item for the magic penetration, because with your low scalings, everything counts. This also gives some decent AP and is relatively cheap.

Void Staff
Because you will nto be pumping out THAT much damage, it is good for you to make youself a second support. Simply attachto whoever is the most fed on your team and carry them to victory..

Rylai's Crystal Scepter
This item gives another good load of AP, and also some nice health. Its passive is quite good, because it allows you to slow even more with Prowling Projectile.

Zhonya's Hourglass
This item is good if you are being caught out a lot in fights or if they have a heavy AD team. The active is extremely useful for thwarting assassinations, because it gives you time to react.

Rabadon's Deathcap
This item is good if you are being caught out a lot in fights or if they have a heavy AD team. The active is extremely useful for thwarting assassinations, because it gives you time to react.

Control Ward
As a mid laner, control wards are usually put in river bushes, right next to your wall making it hardest for the enemy laner to kill. Another place is in the bush in the middle of the river or the Baron Pit.

Elixir of Sorcery
As a mage, this is what you will want to take when you are full build, and not before that time too. This gives you a boost of AP and mana-regeneration, something you don't really need because of Seraph's Embrace.




Jungle
Hunter's Machete
Out of the two jungler starting items, I would take this one because you are so low health and damage. This item gives you some nice life steal against monsters, but even then don't expect this to be easy.

Refillable Potion
This item is good in the jungle because you will be losing a lot of health and will need to heal it back. This item helps that because you get to refill it upon entering the shop so you can use it again! It also combined with Hunter's Machete will take up the 500 starting gold.

Stalker's Blade - Runic Echoes
This is your fully upgraded jungle item, which gives you some more damage against jungle monsters making camps easier to take. It also gives some AP which will gives you even more damage, but its passives are where things get good. The first one, echo, is the Luden's Tempest passive, making you do more damage and have the echoes bounce around. Chilling Smite is the second one, which allows you to slow down enemies so they don't run away.

Boots of Swiftness
These boots will give you general speed, and when you go into combat you will not lose that speed as with Mobility Boots. Speed from this will help you gank better because they will have less time to react. Speed is also necessary when ganking if you do not have a dash.

Hextech Protobelt-01
This item helps you all around on Yuumi for many reasons. First of all, it gives you health which is useful in the jungle and everywhere else. Next off, the AP will help you do more do more damage as always, and the active lets you get a little head start on people you are chasing/ganking.

Liandry's Torment
As with everything else in this build, you get more AP and also some health to make you a little bit harder to kill. Its passive is a burn, dealing some of their maximum health over 3 seconds.

Morellonomicon
As a jungler, you need to do some burst damage to enemies. This helps you do that because with the magic penetration it speeds up the kill by bypassing magic resist and its grievous wounds will negate a lot of healing.

Rabadon's Deathcap
Because you have low AP scalings, that just means that you have to have as much AP as possible. This item not only gives a boatload of AP normally, but its passive brings on a whole new level. Now that's a lot of damage.

Void Staff
This item allows you to bypass even more magic resistance, at 40%. That means that to try and stop your damage, the enemy will have to divert more item space to defensive than to offensive items.

Control Ward
As a jungler, warding is an important job for yourself and your team. It is a good idea to ward your buffs with this, or better yet the objectives. Consider switching to Oracle Lens later in the game to destroy some of the other teams' wards.

Elixir of Sorcery
You are still AP, and therefore you will have the AP elixir. This (as said above) gives you AP, mana-regeneration, and bonus damage.




TOP
Doran's Shield
This is a good starting item for tanks because it gives some good health and health regeneration. Its passive is good for you because you have bad wave clear, and this will help that a bit.

Health Potion
As always, if you have extra money from your starting item, take a health potion. This is really good in top lane, where poke will do a lot of damage to your miniscule health bar.

Refillable Potion
Consider taking this item on your first back, because top laners do more damage than in other lanes, and it is a farther trip back to lane.

Frozen Mallet
Because you are such as squishy champion, this will give you some health. The damage will also help you a bit with your wave clear. Overall, a good item for Yuumi top.

Ninja Tabi
These boots are good in top lane because they are armor so the enemy laner will do a lot less damage to you. If you are going against an AP laner such as Vladimir take Mercury's Treads for the MR and tenacity.

Sunfire Cape
Some more tankiness like before, and now gives armor. Though it does not give any direct damage, standing in minions will do damage. Consider buying Bami's Cinder earlier for wave clear.

Frozen Heart
This item is good on all tanks, because it gives so much armor. This in addition to Frozen Mallet will make you extremely difficult to kill. And as will all frozen items, it will slow enemies, this time their attack speed though. Against AP laners, you might want to build Gargoyle Stoneplate instead of this.

Gargoyle Stoneplate


This is one of the best tank items in the game, and makes you vitually impossible to kill because you also have Zoomies. Not only does it give a great amount of armor and MR, but in teamfights it gives twice that amount.

Sunfire Cape
A good tank item because it gives a massive increase in health, and if you have enough health you will have massive health regeneration. Only build if you can get Warmog's Heart. Combined with Frozen Mallet and Sunfire Aegis you can get Warmog's Heart with this at level 13.

Iceborn Gauntlet
This item gives you even more armor, as well as some more mana. Its passive allows your next auto-attack after using an ability slow in the surrounding area. This can be used with Zoomies for an easy proc.

Control Ward
Everybody takes control wards (or at least should), and top lane is no exception. The best places to put them are in the objects, bushes next to the river, and bushes to see ganks coming in advance.

Elixir of Iron
As a tank, this will be the elixir you want to take. This will give you a bigger size to soak up damage, more health, more tenacity, and you will leave a trail that speeds up allies.
Gameplay

Early Game


Support: In the early game as support, make sure that you poke a lot, that way you do not fall behind in your quest from Spellthief's Edge. The best way to poke is with Prowling Projectile, though auto-attacking is good if you have Feline Friendship. If your ADC signals that they are going in, make sure that you give Zoomies, and if you have it, Final Chapter. Other than that, heal your ADC when necessary, and that's all there is to support Yuumi.

ADC: The early game as ADC is a lot different than as support. Make sure that your support and yourself keep poking a lot, which will prevent them from going all-in on you. Your main priority is farming though, so make sure to heal back any damage you take with Zoomies. A support like Rakan is good for you, because he also has heal, and can go in to garuntee your hit from Zoomies. Back at 850 gold for Tear of the Goddess to start stacking ASAP.

Mid: Mid is slightly different, because you cannot attach, therefore making it harder to poke with Prowling Projectile. You still want to max it though, and poke every chance you get. If you are lucky you will be able to use it to get the slow off, which also does some good damage. Don't be that afraid of trades, because of Feline Friendship and Zoomies. If you get ganked, you want to use Final Chapter, and if you do not have it, then get as far away as possible.

Jungle: If you get invaded (which you most likely will), then it does not matter that much because you will be recalling a lot anyway. But if the enemy jungler continues to gank, advertise free kills to the closest lane to get help. This will hopefully scare them off. It is hard to have a good gank until level 6, because of your lack of damage and CC. Once you get Final Chapter, your gank is attaching, using it, unattaching, and having the lane finish up the kill.

Top: Top is the hardest lane, because of all the bruisers that have engage, health, and damage. If you come out from under tower, you are probably going to get killed, and maybe anyway. Your job is to just farm under turret and build tank items. After your first item, it will be harder to kill you under turret, so farming will be easier. In the early game, just try to feed as little as possible. Do not ask for ganks either, because you don't want the jg to feed.



Mid Game


Support As support in the middle part of the game, you basically just want to stay attached to your ADC and heal them when necessary. In skirmishes, make sure to attach to the lowest health person to keep them alive. If all goes well, you should be able to get some nice stacks on Dark Seal, and therefore more AP. If you have an early game team, try to win by forcing fights with Final Chapter. From this point on, you never want to be unattached.

ADC: At this point in the game, you probably want to win, before the enemy team gets even more items making it easier to kill you. You also always want to be attached if you are not in a fight, that way you don't get caught out. Your support is basically a chauffeur or a bodygaurd, for you to die, the support also has to. When rotating though lanes, make sure to ward a lot, and tell your support to do the same. This is because if you get ganked you will die easily.

Mid: As a mid laner once you hit early game you will want to rotate lanes with bot lane. If the other bot lane does not rotate, then your own botlane will be able to push. Pushing in bottom lane as a solo laner is a lot harder because you will have less space between turrets. This mean that it is easier for enemies to jump on you, or for enemy junglers to gank you. To avoid this, make sure you have good warding, and use Final Chapter on short notice.

Jungle: At this point, you just want to keep farming the jungle, and stay in any laner that needs help if the laner left. This is because the penalty on your jungle item is gone and you can take minions again. Also, gank bot lane some because they will be rotated. This is good, because now a relatively squishy solo laner is on a side lane, with more space between turrets allowing you to catch them easier. Always allow the mid laner dibs on your blue buff.

Top: Being a top laner, you want to stay top and just keep pushing for the most part, but if there are any fights make sure to Teleport down. You are less squishy now, so ganks are less of a problem, but make sure to still ward up. Listen to pings and have good map awareness to know when something is happening, and that will help your team. Keep the enemy top laner busy, because if they come down to the fight, then your team will probably lose it.



Late Game


Support: As Yuumi support, mostly do what you did in mid game. Since at this time it will be more split-push and teamfight oriented, it is important to stay with you ADC. The reason being for this is it will help them not get caught out, allowing time to get out with Zoomies. In teamfights make sure to stay on the carry, whether it be the ADC or top laner. Since Final Chapter is on a short cooldown, do not be afraid to use it.

ADC: As the bottom lane carry, it is your job to deliver high amounts of damage. That means you should spend less time attach, and more time auto-attacking. Only attach if you are low health, and for the most part save your Zoomies for yourself. If you are split-pushing, be absolutely sure that your support is with you, and that you can attach at a moments notice. Overall, get towers and try to end the game. Split-pushing is good for you to get gold.

Mid: As a mid laner, it is your job to split push and be a carry in teamfights. If you do not, then your team will suffer. In fights, spam Prowling Projectile, and if it is on cooldown, give your team Zoomies. Your auto-attacks don't do much damage, so do not even bother using them. If you are not doing any damage, then you might want to start support your teams carry, which also allows you to drive your Prowling Projectile.

Jungle: Though most junglers tend to be assasins, you are more of a mage with mobility. Your job is to push and stop enemy split-pushing, which can be hard sometimes. In fights the best thing you can do is flank with Final Chapter, even do it attached if you want so you do not die. After you use that, it is in yours and your team's best interest for you to attach. This will allow you to drive around Prowling Projectile, and gives Zoomies.

Top: As a top laner, it is your job to be the tank in the fights. Since you do not do much damage, just spam Prowling Projectile and auto-attack for something to do. The joy of being a tank as Yuumi is that you can simply heal yourself and therefore be more effective. I would not recommend attaching, because if you do then the fight will be tilted in the enemy team's favor. It is also important for you to split push, for gold and towers.



Teamfights


Support: Always start out the fight on the tank and make sure to take notice on everyone who is in the fight. Save your heal for after they have lost some health to get the most out of it, but and then attach to somebody else to share your Feline Friendship shield. If the jungler is missing, be ready to jump onto the ADC or mid laner at a moments notice to save them from assasination. It is important to stay on the tank for the most part because it the front lines you will get the most out of Final Chapter. I would not try not to use Prowling Projectile much, as your main purpose in the fight is to heal whoever needs healing, and prevent assasinations. Overall, as a support, your main goal is to keep the rest of your team alive at all costs. If you have it, use Redemption.

ADC: In a teamfight as an ADC, there is no time for you to attach or use Zoomies on anyone but yourself. Make sure your support is looking out for any assasins, because you get popped easily. Your job is to simply pump out as much damage as possible in the form of auto-attacks and heal yourself from AOE abilities with Zoomies. At the end of the fight, you can attach to the front liner and then unattach to gain distance on people who may be running. I would reccomend starting the fight with Final Chapter, probably attached to the front liner because in the middle of the fight you will need to be using your auto-attacks. Make sure to move around in fights that way you can charge up your energized attack from Fleet Footwork, Statikk Shiv, Stormrazor, and Rapid Firecannon.

Mid: Being a mage, all you do in teamfights is spam Prowling Projectile. Because you probably want to aim it, attach to the tank that way you can also use Final Chapter and heal them with Zoomies. Make sure to use Final Chapter whenever their melee carry goes in, because then he will be in the front giving your team time to kill him. The great thing about attaching to a font liner as the mid laner is that you can drive your Prowling Projectile around to the back line to take out the enemy ADC. You may want to consider reattaching to the flank for Final Chapter, and time it with another team member's skillshot to garuntee that something hits. If you do get the root off, then they will be unable to dodge. It helps to make a CC chain if you can.

Jungle: Playing Yuumi jungle in teamfights requires a bit more skill. Your most important action is to flank with Final Chapter, which can be hard if they start to target you. If they do, remember to use Zoomies on yourself, and even better is to kite people out of the fight with Final Chapter. If the enemy team tries to avoid your ultimate, have somebody else on your team catch them out on their mistake. Once you have used Final Chapter, the best thing you can do is act like a mid laner. Hop onto your front liner from the other side of the battle and try to get their back line with Prowling Projectile. A good idea when flanking is being close enough to use You and Me! if anything goes wrong, because your W has an insane range.

Top: This lane being the hardest for you in the laning phase pays you back making teamfights relatively easy. Since you do 0 damage, your job is to stand on the front line and soak up CC. If the enemy team targets you that is good, do not attach. That will give time for the rest of your team to punish them for their mistake. Make sure to use Final Chapter wisely, because there is less of a rush than there is in other positions. If you have already used your ultimate, then the best thing you can do is auto-attack if just to make yourself useful. You can also just move farther into their lines and try to get off damage with Sunfire Aegis. If you are in an extended fight, consider attaching for some time to heal from Warmog's Armor. But do not do that in the middle of a major skirmish.
Matchups
Alistar can be a bit annoying in the early game, as his QE combo can do a lot of damage, but once you hit level 6, the second you see him go in, just use Final Chapter. Before you hit level 6, you need to play very defensively, and if you see him try to go in, simply attach and give Zoomies. Always ward the bushes in the lane, because if the Alistar takes Hexflash, then that will closh the gap fast. Playing against Alistar is hard, but as long as he doesn't Headbutt you backwards, then you will be fine. Also remember that he is useless after his combo for an 10 seconds.


Bard is an interesting matchup. On one hand, he can do a lot of damage with his meeps and Cosmic Binding. But other than that, the does not do much. Tempered Fate can catch you out, but it is relatively easy to dodge, but if you don't Final Chapter will make sure that they do not get too close. And he will leave his ADC behind and unprotected whenever he goes out to get chimes. Overall, als long as you can dodge his Q and R, he cannot catch you out very easily. Beware of taking objectives though, because he can ult them giving time for the jungler to go in and steel.


Blitzcrank is a popular support, and for a good reason. Getting hit by Rocket Grab is literally a death sentence. Some think that he is useless for 100 seconds if he misses his Rocket Grab, but thatis not entirely true. All that means is that he cannot engage anymore, but he can still defend. If you get too close, he can Power Fist you and then continue to go in or run away. Because of Blitzcrank's popularity, I would always ban him. the only plus side about this chamion is that you are good against him because when attached you are one less target he has.


Brand is one of the most mind-numbing matchups to go against. The good thing against him is that he cannot reach his full potential because he does not cs. When he wants to poke you, he will use Pillar of Flame. When he wants to kill you, he will use his WQE combo. The only defense you have against this champion, is the fact that he cannot ult you in lane if you attach. To help you ADC against this mad man, the best thing to do is take the Sear if your ADC is burning. You can then reattach only having took a bit of damage and saving your carry against a stun (and probably death).


Braum is a relatively easy champion to go against, especially for you. First of all, Unbreakable cannot really block your Prowling Projectile if you drive it around the shield. The only thing that he counters is Final Chapter, which isn't that bad because it might already be on cooldown. Winter's Bite is not that great, especially since if you get hit by it all you have to do is attach. In teamfights you can usually outplay him, by either flanking with Final Chapter, or healing everybody else.


Fiddlesticks Is another medium rated matchup, mostly because he doesn't do that much damage, but can still catch you out. Beware of Reap, because that will prevent you from using You and Me! to attach. If he lands a Reap on you, Fiddlesticks will most likely follow up and use Terrify. After Terrify, he can then get some Bountiful Harvest off of you before you can reattach. Combined with the ADC dealing damage to you all the while, this can take a good chunk out of your health bar. Other than that, you mostly counter him, just Final Chapter in response to Crowstorm, and poke him down.


Janna is very similar to Yuumi in some ways. This makes the two champions pretty evenly matched. They both have good poke, but at the same time sustain. They both gives shields and they both have heals. To play against her, just keep poking her ADC, and if she shields them, poke her instead. If you see a tornado coming, make sure to either dodge it or attach to your ADC. Make sure to stay unattached with a shield ready in case your ADC is in the path of a tornado. Beware when using Final Chapter, because in response Janna might use Monsoon.


Without a doubt, Karma is THE most annoying support to go against. Unlike Brand or Blitzcrank where you can kill them by poking them down, Karma just gets a big shield and can run away. Oh yeah, and that goes for her ADC as well. Not to mention her poke is extremely hard to dodge because if she uses Mantra her Inner Flame will turn into a circle at the end that does damage. Late game she will basically one shot you, so it is important to stay attached. Late game she is also almost impossible to kill as well, unless you have a fed jungler who can one shot.


If you do not ban Blitzcrank, then you without a doubt need to ban Leona. She has some of the best engage in the game as a support. Leona's Zenith Blade can go through minions, so it can be hard to dodge. And her WEQR can lock you down with CC for a long time while the enemy ADC finishes you off. Not to mention that with Eclipse she just takes no damage. If you get caught unattached by Leona you will be sentenced to the death penalty. The good thing is, most Leona's are kill hungry and will chase you for a long time. Overall Leona is one of the hardest supports to lane against.


Lulu is a support that is really similar to you. She has decent poke with Glitterlance, can speeds allies with Whimsy, and aids attacks and gives shields with Help, Pix!. Overall, these similarities make a pretty even matchup. Against Lulu, when poking with Prowling Projectile, drive it towards the ADC, and if the ADC gets a shield, redirect it towards Lulu. This is the great thing about having a guided missile. Post level 6, Final Chapter can be used offensively or defensively. If anyone gets Wild Growth, you can use it to lock them down, or offensively on the person who is still small.


Lux is a relatively easy champion to play against, because for all the poking she can do, you just heal it back. If you get caught by Light Binding, then you might die, but as long as you see it coming you can attach or dodge it. Lucent Singularity can be an annoyance, though as long as you keep Lux on her feet with Prowling Projectile, it is possible to keep her preocupied. Lux can be a late game carry, but that can take a long time. If you try to use Final Chapter, remember to dodge, because Lux will try to root you with Light Binding.


Morgana is a relatively easy champion to lane against, especially as Yuumi, but she is orange for two reasons. The first one being that she can Black Shield to block basically anything that you do, from Final Chapter to Prowling Projectile. This can be annoying when poking, but overall no that bad. The second reason is for Dark Binding. If you get caught in this trap, you can say goodbye to your life, just as you might with Blitzcrank. Overall though, that is a slow ability and can be easily dodged. Against Soul Shackles use Final Chapter, to prevent her from getting anywhere.


Nami is countered by Yuumi in many ways. First of all, Any damage that Nami does, Yuumi can heal back using Zoomies. Next off, she can only hit one enemy laner with Ebb and Flow if you are attached, so if you see her coming closer for poke use You and Me!. Also, you tend to scale better in the late game than Nami so outlasting her is important. And lastly, your ultimate is bettter than Nami's. Tidal Wave will just knock you up for a brief second and slow you, getting three stacks of Final Chapter will root which is easy to do in a team fight with You and Me!.


Nautilus is very similar to Leona. Like her, Nautilus can go to enemies with a shield on and then go even more CC with the root from Staggering Blow. After that, he can slow using Riptide giving enought time for the ADC to finish them off. Not only are you dead if you get hit by Dredge Line, but even if you are attached you ADC might be dead too. Depth Charge is good in team fights because he can knock everybody up, which is better than Final Chapter. If you play against this champion, you have to only target the ADC, because he does not buff allies. Do that, or just dodge.


Pyke is an easier champion to lane against than you might think. First off, his poke and combos are countered by your healing, and you can just attach if she tries to use Phantom Undertow. Bone Skewer isn't that bad, because slows don't mean anything when you are attached. His ultimate, Death from Below, can be bad, because if he gets a few of those off early than he can hard snowball. Post level 6 use Zoomies sparingly that way you can use it if he ults you or your ADC. Overall, Pyke needs to snowball early to be good for the rest of the game.


You play pretty easy with Rakan, because you both can heal. His heal is without a doubt harder to pull off, but to make up for that he has some good poke with Grand Entrance. If Rakan gets his shield from Fey Feathers then you can either poke that off or target the ADC. Playing against Rakan, I usually rarely attach, mostly because he doesn't have that much hard crowd control, but if he uses The Quickness, then attach and use Zoomies. Overall, you just need to poke him down, using Prowling Projectile, and heal. When using Final Chapter, don't target Rakan because he will use Battle Dance.



Senna is another even matchup for you, because you relatively equal poke, CC, and healing. Beware, because she will try to harass you in lane, but as long as you don't feed by getting your ADC caught in Last Embrace, then you should be fine. If you are in a teamfight attach to the lowest health person and beware of her using Dawning Shadow to pick up some people. Overall this is another matchup where you just want to poke with Prowling Projectile. Late game is a trip against her, and if she gets too many stacks, then you are in for a real beating.


Sona can sometimes be an annoyance, because of he healing and poking, but it isn't as bad as some might think. The bad thing about her is that she is better at everything that you do. First off, you can't dodge her poke and it comes too fast to attach for. Second, her heals is on a lower cooldown than you making her able to respond to poke better. Really, the best way to kill a Sona is to just go all in on her, but then all she has to do is use Crescendo. Your only redeeming factor is that you can dodge Crescendo in teamfights with You and Me! and respond with Final Chapter.


Soraka can be another matchup similar matchup to Sona though not quite as annoying. For one reason, for her to get off her CC, you will to stay in her Equinox for some time. Of course, if you do ge rooted, this is not good because you will get punished, but it is pretty easy to move or attach. Her Q Starcall is her main poke, and it is pretty small and not much damage so you do not have to worry. The annoying part about her is that shse can heal a lot with Astral Infusion. When a member on the enemy team gets fed, Soraka will start supporting them, so focus her first that way she cannot heal.


Swain can be a difficult matchup if you don't know how to play against him. First of all, if he places a Vision of Empire, never stand where it is directly between you an him, because he will use Death's Hand on you. You are unlucky if you play against an ADC with hard CC that such as roots or stuns. This will make Swain able to heal and a lot and restore mana. If you get caught by Death's Hand, then you are in a slight pickle, because it won't be hard for that to set up a CC chain, or use a skillshot ultimate. But if you can dodge his Q then this is an easy matchup.


Tahm Kench is not very good right now, and some might even call him "benched". First of all, he doesn't do that much damage, and his only poke is Tongue Lash. This ablility does not do that much damage, and is more for the slow/stun. This ability is pretty easy to dodge, and if you do get hit by it, then it doesn't really matter much. Also, if you get 2 stacks by him you can just attach. Whenever you see an Devour coming in, you can either prepare a Prowling Projectile or Final Chapter. The only annoying thing about Tahm Kench is that he can eat his ADC if they need to get out of a sticky situation.


Taric is a hard laner because of his combintion of poke and heal. He has great engage from Dazzle which can be hard to dodge if he linked to his ADC with Bastion. Even with Zoomies, you may be in some trouble, so it is a good idea to stay mostly attached. Another problem, after level 6, whenever they fight, Taric can just use Cosmic Radiance to take no damage. Of course, you can still root him with Final Chapter, but it will be on the defensive. In teamfights Cosmic Radiance is extremely good, even better than Final Chapter. This is a hard laner to play against but luckily he is not played much.


Thresh is another hard laner to go against for many reasons. He is like Morgana, except for the fact that it is harder to dodge his Q. And when you get hit by Death Sentence, let's just say the name says it all. The Box, is very hard to get out of, because of the slow, and it gives enough time for the ADC to finish you off. This is another one of those matchups where you probably want to stay attached. If your ADC DOES get hooked, then all you can really do is gives Zoomies, and if you have it, Final Chapter.


This is the battle of the better Yuumi. It is a battle of who can hit the most Prowling Projectiles, and who can get off the better Zoomies. If the enemy Yuumi uses Final Chapter the best response is to use Final Chapter right back at them. There really isn't much to say about how to play against a Yuumi, because all you have to do is recognize what other supports do against you. Poke is really not THAT good against a Yuumi because you will just heal it back up, but if your ADC goes in use it. Other than that, save your mana for when you go in.


Zilean is a pretty easy matchup, mostly because if you get hit by one bomb, then just attach before you get hit by the second Time Bomb. Time in a Bottle really helps the other ADC out, because it can finish off their level, but do not be afraid of a level difference. If your ADC gets a Time Bomb on him, then simply attach and gives Zoomies to get away, or to heal back the damage. Make sure to keep track of where Zilean has Time Warp, because you can be in for a nasty surprise. Other than that, this just beware of his Chronoshift.


Zyra, being a high agro support can be hard to play against. This is a matchup that, as support you will want to stay attached most of the time that way you can heal as much as you can. If you see any Rampant Growth around, make sure to either step on it, or get away from it. You want to stay attached a lot in this matchup because if you get rooted by Grasping Roots, then all her seeds will start to shoot you. And if you see Stranglethorns, do anything possible to get out. Not only will you take damage and get knocked up, her seeds will do more damage to you.


If Aphelios is dangerous for one reason, it is that nobody understands him or what he does. Basically a good Aphelios can stomp on any and every laner. Against Ranged people he whips out a sniper rifle, and close range people he has a boomerang. As ADC, this is a good ban, even though not that many people play him. Remember, Aphelios is almost impossible to kill because he takes Conqueror and the healing he gets is insane. If you do want to take on the challenge, then be prepared for Zoomies spamming, poking, and high ammounts of damage from him.


As an ADC against Ashe, make sure that if the enemy team looks to be going in, attach and gives Zoomies to get out. or, if your support is tanky enough, give yourself Zoomies and then get out. The bad thing about ADC is that you don't have AP, so the slow is just a bit more than your heal. That is why it helps to have a tankier support like Taric, Make sure to dodge Enchanted Crystal Arrow at all costs, even if your support has to take the hit. Remeber, Ashe doesn't have a heal and you do, so just keep on poking her down.


Caitlyn is my usual ban whenever I go bot lane, mostly because of her super long range. If you do happen to play against one, make sure to not get hit by Yordle Snap Traps or 90 Caliber Nets at all costs. If you do, her auto attack will do half (or more) of your health bar. When you are low health, always make sure to be attached when you get out in case she Ace in the Hole, or Piltover Peacemaker. These abilities will kil you, and if you do not attach, stay away from bushes that could have wards, and dodge her Q. Never underestimate Caitlyn's damage.


This champion would have been listed as Low Threat Level, but because of your low health she is medium. It can be quite annoying when she uses Miasma, because it will prevent you from attaching, but it is pretty easy to get out of, as long as you don't get a Petrifying Gaze. Make sure you do not get hit by Noxious Blast, becaues then she will spam you with Twin Fang which can do some damage. To play against her, just poke her down, and remember she cannot buy boots. When going all in, appoach her from different sides that way she cannot ult both of you.


Draven is one of the most - if not the most dangerous early game champions. Early Game he does so much damage and has a good amount of speed, so if you play against one, I would recomend dodging. You are so low health that he can kill you under tower, so consider changing roles with your support. If you wait him out until late game, which is almost impossible for you, than you may be able to outscale him especially if you have somebody fed on your team. Not to mention that he will build Bloodthirster first item, making all poke on him obsolete. In this matchup, your main goal is to feed as little as possible.


Ezreal is an easy laner to play aginst, mostly because he has absolutely no crowd control. If he tries anything, or is going to use Trueshot Barrage, all you have to do is attach. This can be an annoying matchup, so when you do go all in on him, make sure you start out by making sure he has used Arcane Shift. After you have confirmed that, go in with Final Chapter, and when he is rooted that is when you must kill him. This is why it helps to have a support who took ignite, in case he has a healing support.


Jhin is better than you in almost every way. First of all, he will oneshot you, so don't even think about attaching. If he has his 4th shot up, then make sure that you didstance yourself as far as possible away from him. If he builds speed with Fleet Footwork, then this is very bad. Fleet Footwork will heal him making it hard to poke, and will also give him speed. If Jhin builds on-hit, then he can and WILL, chase you down. This is a very unfortunate matchup, and request to switch if you see him. When he uses Curtain Call, the only thing you can do is attach and give Zoomies.


[Jinx]] is ultra-hard to play against in most every situation. First of all, it is easy for her to poke you down, not just from Zap! but from rocket launcher auto attacks from Switcheroo!. In teamfights, it is important that you stay alive, because if Jinx gets a kill, she will start running all over the play with Get Excited!, and kill more people. Keep in mind, if you hit a Flame Chompers!, you are probably dead, but those are pretty easy to avoid. The main problem is getting away without her using Super Mega Death Rocket!.


Kai'Sa is a relatively easy champion to lane against because of her short range. Like other champions, she has a passive that stacks attacks, in this case plasma. If you get hit by 5 stacks of plasma, it will do some true damage, and most likely kill you, but other than that you are basically fine. Whenever you get 3 or 4 stacks, just attach, and if you get hit by a Void Seeker, then you are generally fine if she doesn't follow up. Because of your short range, some Icathian Rain might get you but that is fine. If she uses Killer Instinct on you, just attach and scram because she gets a shield.


Kalista can be a difficult laner to go against if they know what they are doing. She is hard to hit with abilities do to her high mobility from Martial Poise, but at they same time, you can punish her for bad auto-attacks. A good Kalista will also send out Sentinels to see if anybody is roaming or ganking. That said, it is hard to get a good opportunity to go in on her, and it is pretty easy for her to dodge Final Chapter. It can also be hard to kill her support post level 6 because she will use Fate's Call.


Kog'Maw is listed as a Medium Threat Level because of his low range and mad early game, but insane late game. In the early game he is pretty easy to lane against because he is easy to poke, and Caustic Spittle is easy to dodge. Bio-Arcane Barrage does some more damage and gives him more range, but overall, still not that bad. If you do get caught by Void Ooze, there might be a gank coming so it is a good idea to attach. Overall, if you do well early game, then that is good. Doding Living Artillery is pretty easy as well. Remember Kog'Maw is a mana hungery champion.


Lucian can be a hard matchup and deal lots of damage, but the good thing is, that as Yuumi you have You and Me!. Whenever he gets his stacks of Press the Attack, attach and wait for it to finish out. If you do not, then he will punish you between his abilities, and Lightslinger. Once that is done, just unattach and keep farming. If you see Lucian use The Culling, that is another time to attach, or just get behind minions. Also, Final Chapter is a good response to The Culling, because if he hits you (or your anchor) then he will get hit.


Miss Fortune is good on poke, mostly from Double Up, and Make it Rain. When running, you need to make sure that you are attached, because if she uses Make it Rain for the slow, and then activates Strut, then she will catch up to you faster. If she uses Bullet Time, just attach and gives Zoomies if necessary. Make sure you don't stand too close behind your minions, or else you will take a boatload of damage from Double Up. Overall, a pretty easy matchup, except for the fact that she has high base damage.


Sivir is an easy matchup, because when she starts to go in, all you have to do is get out of the way using You and Me!. You do not even have to attach if she uses Boomerang Blade, because it is pretty easy to dodge. Instruct your support to run if Sivir uses On The Hunt. It can be annoying when trying to poke if she uses Spell Shield, but then just target her support with Prowling Projectile. Other than that, just keep farming, and stand away from the minions to avoid poke from Ricochet if needed.


Tristana is a pretty easy matchup, but you have to remember to never let your gaurd down. If she uses Explosive Charge then just spam Zoomies on yourself when it procs, and if she gets a Rapid Fire, then back off, and even consider attaching. Keep in mind, she will try to jump you with Rocket Jump, so beware of that, and recall before your support so you don't get popped, or on your support. If you have good reflexes, then attach when going in, and as she uses Buster Shot, unattach, that way you do not get pushed back all the way.


Twitch is an easy champion to go against because his Deadly Venom does not inflict Grievous Wounds. This allows you keep healing with Zoomies, which will prevent you from death by poison. When you push in a lot, remember that Twitch can try to Ambush you, so always be ready to attach. Spray and Pray is not that good, so make it look like your running, bun then reengage with Final Chapter. If you do see Twitch go invisible, you can try to find him with Prowling Projectile, and check the bushes with it as well.


*WARNING* If you feed this champion, then you automatically lose the game, because Vayne can 1v5. That said, you are particulary unlucky to go against a Vayne with a healing support. The only good thing is that you are Yuumi so the enemy support cannot go Yuumi. My recommendation against Vayne is to play passively and avoid walls. If she can use Condemn on you, then you will be stunned and nothing can save you then. Really the best way to get away from Vayne is attaching, and giving Zoomies if necessary because Night Hunter gives her speed.


Xayah is another dangerous matchup, due to her CC and high mobility. When she drops any feathers, make sure that you do not put yourself between her an them. Even though they have small highboxes, the roots is a long time, which gives her time to do more damage to you. In this matchup, just poke her down with Prowling Projectile. Whenever you go in, use Final Chapter but keep attached. When she uses Featherstorm, stay attached until Bladecaller. Your anchor will then be rooted, allowing you to continue chase. Xayah is really dangerous when she has a support that can heal her.


Ahri is a very dangerous matchup, due to her high mobility and burst. When you try to poke with Prowling Projectile, be ready to dodge a Charm or Orb of Deception. If you have to choose between getting hit by Charm or her orb, always choose Orb of Deception. If you get hit by her E you will take 20% more damage from her abilities allowing her to easy proc Electrocute to finish you off. To counterplay against her, try to poke her down as much as possible, why also claiming your big Feline Friendship shield. Don't all-in without jungle help, but when you do, stay with her Spirit Rush.


Akali is an assassin, making her very difficult to play against. Like Ahri if you get hit by her e you are most likely dead. If she starts to walk up to you, assume she will use Five Point Strike and Assassin's Mark for a lot of damage. In response to this, simply take the opportunity to fight back with Prowling Projectile and Feline Friendship. This will do some damage and absorb some of her poke. When she flips over you using Perfect Execution, make sure you get out. Do NOT try to take her using Final Chapter, because her high mobility will win.


Anivia is a poke heavy champion, but overall lackluster in the early game. As long as you can dodge her stun, you can trade back to her because she will have basically nothing to counter. NEVER dive Anivia, because she always has two ways to counter. The first is her passive, Rebirth, allowing her to go egg mode and then respawn. If you kill her in the lane, then it will be easy to finish her off, but killing her from a distance does not work. The other is her Crystallize walling between herself and you, or locking you in turret range.
Conclusion

I would like to finish out by thanking you for reading however much you read of this guide. Testing the builds I put here was difficult, yet interesting in a way. I hope that all of you reading this guide drop your boring Yuumi support, and embrace the other lanes that this magical cat can go! Yuumi has always said she was an independent cat, so let her break free of conventional support. I would reccomend your first game be in blind pick, that way you can claim that you said support first, though it is up to you. Also, a thanks to Jhoijhoi's Making A Guide. This has given me all my current knowledge on coding in MOBAFire, and has some great templates.

Update Log
5/29/20 - Guide Created
6/21/20 - Updated ADC and Mid Lane items.
7/15/20 - More Matchups.

More Updates to Come!
Other Guides By Me
Download the Porofessor App for Windows
League of Legends Build Guide Author Magical Rock
Magical Rock Yuumi Guide
Vote Vote
Magic Missile Yuumi - Leave No Lane Behind

League of Legends Champions:

Teamfight Tactics Guide