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Yuumi Build Guide by Vapora Dark

Support Vapora Dark's Grandmaster Support Yuumi Guide Season 10

Support Vapora Dark's Grandmaster Support Yuumi Guide Season 10

Updated on October 28, 2020
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League of Legends Build Guide Author Vapora Dark Build Guide By Vapora Dark 116 22 196,353 Views 16 Comments
116 22 196,353 Views 16 Comments League of Legends Build Guide Author Vapora Dark Yuumi Build Guide By Vapora Dark Updated on October 28, 2020
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Champion Build Guide

Vapora Dark's Grandmaster Support Yuumi Guide Season 10

By Vapora Dark
-Table of Contents-

Hi, I'm Vapora Dark, a veteran player that's been playing since season 1. During that time I've hit Master tier as a mid lane main in season 5, as an ADC main in season 7, again as a jungle main in season 8, and once more in season 9 playing a mix of all those roles including mid and Fizz. I can play every role to a very high level and have a very good understanding of the general aspects of the game on top of that.


I've been writing guides on MOBAFire since 2011, among which my achievements include winning the MOBAFire guide contest multiple times, achieving the highest score on the site multiple times with multiple guides, achieving the most comments on a single guide of all time by a very large amount which hasn't come even close to being surpassed in the 3 years that it's been archived, and having the most collective guide views on the site by a very hefty amount. I've also written some champion guides for Riot Games on the Lolesports site.

Yuumi is an Enchanter Support similar to champions like Sona or Nami. Her kit has many tools for assisting your allies from giving them large heals/shields. She also scales fairly well into the late game with great teamfight control and the fact she gives and receives adaptive force to whomever she's attached too.

I hope you enjoy reading the guide as much as I enjoyed writing it, and that by the end you feel my guide was worth the privilege of your time.


Sorcery & Resolve



Summon Aery
Enchanters make the most use out of this rune as it does double duty of both increasing their early game poke damage and giving a bit of extra defence in the form of a shield to allies you target with heals/shields. As Yuumi does a lot of poking with her Prowling Projectile and healing with Zoomies she can make fantastic use off of this keystone.

Manaflow Band
Whilst Yuumi has innate mana restore from Feline Friendship in the mid game it's unsafe to make consistent use of. Manaflow band not only gives you a lot of extra mana for your high cost abilities but also gives you extra mana regeneration based off your missing mana. After getting an item or two you'll be hard pressed to run out of mana with this rune.

Transcendence
Support champions usually buy a lot of cooldown reduction through their items. So much so in fact it's very easy to overcap and get 50% in items alone. It's also very important to have low cooldowns when it comes to supporting your allies. This rune allows you to not only get an extra 10% at level 10 but when you overcap CDR you will not waste those stats and instead gain a large amount of ability power at all times.

Gathering Storm
This rune slot is a close toss up between Scorch and Gathering Storm. The former, Scorch, helps a lot with your laning phase poke as an extra 15-20 damage in lane every 10s stacks up quickly especially in combination with Summon Aery. However Yuumi scales incredibly well and not only has pretty decent AP ratios for an enchanter she also gives a % of her ability power as adaptive force to the ally you're attached too. The more AP you have the more you give, making flat ability power potentially always more useful than a bit of extra poke damage early.


Resolve


Bone Plating


Revitalize
Bone Plating: Although you'll spend a lot of time hopping in and out of your allies with You and Me! sometimes you'll take damage, from poke or all in. As you're the squishiest champion in the entire game any bit of flat damage reduction goes a lot further in lane than you might expect.

Revitalize: As Yuumi you'll be giving out a lot of healing and shielding but not only that you'll want to try and save your big Zoomies heal for when the ally is low. The heal scales based off missing health and so does Revitalize. Giving your heal an extra 10% kick is very powerful.
Offense:
10 Adaptive Force
Flex:
10 Adaptive Force
Defense:
8 Magic Resistance
or 6 Armour
Heal
Yuumi is one of the very few champions in the game that doesn't make good use of Flash. So instead she brings another supportive summoner spell alongside her Ignite. Heal is the best option as it is increased by your items and it allows your ADC to bring Teleport, which if used correctly, is incredibly powerful. However it's not always used correctly so you instead take Exhaust.
Exhaust
Yuumi is one of the very few champions in the game that doesn't make good use of Flash. So instead she brings another supportive summoner spell alongside her Ignite. Exhaust is taken if your ADC prefers not to, or refused to take Teleport. Which is fairly understandable as most ADCs do not have expierence with proper usage of this summoner and have been using Heal for several seasons now. If that is the case, you can still take a powerful summoner in the form of Exhaust. Dramatically lowering the damage of afflicted targets can be a game changer, but is also a lot more situational than Heal.
Ignite
Ignite: The amount of kill pressure taking ignite offers makes it almost mandatory for solo queue supporting. As you don't take Flash, Yuumi will then also have access to either Heal or Exhaust. Preferably you'll want to take Heal + Ignite but ADCs don't always change to a different summoner.
-Skill Order-
> >
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Q E Q E Q R Q E Q E R Q E W W R W W

Bop 'n' Block
Passive: Bop 'n' Block
A fairly simple passive that has a decent amount of potential based on the users skill. An empowered auto attack that causes no extra damage but gives you flat mana and a fairly substantial shield. Aside from simple trading, when you attach to an ally with You and Me! they instead get the shield. This makes it so instead of just constantly sitting attached to your ally, unable to be attacked but also unable to basic attack, the Yuumi player is rewarded for periodically unattaching to gain the shield to then bring it back to the ally. It should be noted that the shield will last until it is broken but you can only get it from attacking champions.

As Yuumi is the squishiest champion in the entire game with a below average basic attack range, experience alone will let you know when and when not to detach in order to gain the mana and shield. If you become adept with the pattern however you'll notice a dramatic increase in your ability to not only survive yourself but also keep your allies alive.

Prowling Projectile
Q: Prowling Projectile
A straight line skill shot that deals mediocre damage. However if the projectile is in flight for a second or more it empowered, increasing the damage dramatically and causing the target to be slowed heavily that decays. This means that you absolutely want to try and hit it in the second phase causing the extra damage and slow.

The 2 most important things to note about this ability is that when unattached Yuumi doe not stop her current action. That means you won't stop moving if you cast it, similar to Vel'Koz and his Void Rift or Sona's 3 basic abilities. The second most important thing is that whilst you're attached to an ally the projectile will instead follow your cursor instead of going in a straight line. This means you can curve it around minions or things you don't want to hit and instead always go for the most important target. It takes a bit of practice to use consistently but if you're able to curve the projectile easily around enemies to hit the important ones you'll be doing a lot of extra important damage.

Also this ability has 6 ranks instead of 5, this is because your W You and Me! starts with a point in it at level 1.

You and me!
W: You and me!
The ability that pulls the entire kit together, You and Me! is unique to Yuumi as it lets her become untargetable for as long as she's connected to an ally. This potentially can be for the entire match. Untargetable means she cannot be hit by most abilities and no basic attacks but if she's taking damage from drains, DoTs or Debuffs they'll continue to be active dealing damage. It is very similar to how Vladimir's Sanguine Pool works, just for a lot longer potentially.

When you're attached to an ally they are instead the one who gains the shield from your passive and the healing from your Zoomies. They also can move to change the location of your ultimate Final Chapter. The biggest change however is in how your Q, Prowling Projectile works. It becomes a skill shot that follows the cursor instead of following a specific path. This lets Yuumi curve it around things and just generally have more control over it.

You also gain adaptive force based on their highest stat (AD or AP) and you give them adaptive force based on your AP. This cannot stack with itself. As you start with a point in this ability at level 1 and the only benefit you gain from it is the adaptive force percentage, you actually avoid putting points into this ability until you absolutely have to. The extra damage/slow from your Prowling Projectile and healing from Zoomies is far more valuable for most of the game than an extra 4% conversion. However if the game lasts long enough for you to start putting points into it you'll begin to scale not only yourself but your team as well.

Zoomies
E: Zoomies
Your basic healing spell that gives you health based on how much health you're missing. You also gain a large amount of movement speed for 2 seconds on cast. You'll mostly want to use this ability to heal low health targets or give people movement speed in niche situations.

All the bonuses are instead granted to whomever you're attached to instead of yourself if you're attached with You and Me!.

Whilst it holds up to 2 charges and the heal is fairly powerful if the target is low on health, it has a very long cooldown for a heal and a large mana cost. You'll want to be using this only on targets with less than 50% health if you can as otherwise the heal is fairly inefficient.

Final Chapter
R: Final Chapter
Probably the most simple ability in Yuumi's kit. A large area of effect that fires waves of damage in a straight line that if an enemy champion is struck by 3 waves they're rooted. Whilst the damage isn't super high if you only land 3-4 waves, connecting all 7 waves on a target actually deals a fair bit of damage. Not only that but because of the size of the Area it's relatively easy to root multiple champions.

Yuumi can move and cast 2 of her abilities whilst she channels the waves. You and Me! and Zoomies. This means she can still be untargetable and can still heal her allies, but she cannot cast her Prowling Projectile and cannot basic attack. It should be noted that if you're attached to an ally when you cast Final Chapter it will move based on how they move, think of it like The Culling if you're eaten by a Tahm Kench.

Spellthief's Edge
You will always start with this item. It offers the most gold generation out of the three and lets you get extra poke damage. You'll also buy 2 Health Potion's alongside this incase you take poke damage.
Frostfang
You'll want to upgrade your Spellthief's Edge as soon as possible into the Frostfang. This is because it doubles the gold generated on hitting abilities, gives cooldown reduction and once you earn 500g from the tribute passive you'll gain the ability to place stealth wards that last for 3 minutes and refresh charges when you recall. This is a must for every single support in the game, even Pyke rushes his tier 2 support item and he's an assassin.
Boots of Mobility
As a support you'll be often roaming to other lanes to assist them. Whether by simply healing them if they're low, coming to gank with your slow or most likely by warding in areas the enemy will often walk. Even though you'll spend a lot of time attached to someone with You and Me! you're still required to separate from the team (when it's safe to do so) in order to get wards in high priority areas and clear vision from the enemy team. As the most squishy champion in the game, you won't be winning any fights 1v1 so you'll want to avoid combat at all costs, which in turn means you'll be keeping the large movement speed from these boots up often. Ionian Boots of Lucidity are also a very valid option but the warding ability from Mobility Boots are too important to pass up usually.
Control Ward
With your job being mostly based around vision control, Control Ward's offer a mix of vision denial and vision in general. Placing these in offencive or defencive spots depends on the match, but often you'll always want one in your inventory every time you recall. You don't need to place them for the sake of placing them if your current one is alive and doing something but often times you'll want to keep one on hand for objectives like Baron or Dragon. Everyone on your team should be buying these but especially you.
Athene's Unholy Grail
Most enchanters get this item second or third, but as Yuumi I would always get this item as your first major item. You have the lowest magic resistance in the game and your healing potential is weak on targets who are above 50% health. You also deal a fair bit of poke damage. Athene's Unholy Grail compliments all these points perfectly, giving you often needed magic resistance and flat healing based on how much damage you've dealt (up to a cap). A low health ally that you heal with Zoomies and this item will very quickly be in a safer position. You'll also gain a large amount of ability power from the items you'll buy. Mana regeneration is in nearly all of your items.
Ardent Censer
As an enchanter, your best friend will usually be your marksman. Sitting close/attached to them for most of the match as they need you to scale into the mid-late game where they become glass cannons. Ardent Censer offers you the ability to directly buff their damage output, which in a role that is based on DPS (damage per second) it can be the difference between a won fight or a lost one. Although a shadow of its glory days, the attack speed and on-hit damage is nothing to laugh at and the stats it provides are some of the best for your role, and it gains extra ability power for Athene's Unholy Grail.
Redemption
One of the biggest weaknesses of most enchanters is their ability to heal multiple champions quickly. Redemption has a long delay between when you press it and when it activates but the heal is powerful and is semi-global meaning you can heal several teammates at once from a different lane almost. Another important thing to note is that you can use this item if you die, meaning even if you get caught or something happens in a fight you can still wait for the perfect time to cast the heal. It also scales dramatically based on your healing/shielding power which your other items have.
Mikael's Crucible
A situational item that doesn't give much in the way of stats but has the largest heal/shield increase passive in the game and the most situationally useful active a support can have for their team. Being able to cleanse most crowd control off an ally can save them in many situations. Proper timing and practice with this item can single handedly win games by pushing a single button.
Zeke's Convergence
Upon casting your ultimate, Final Chapter, you will grant your bound ally extra magic damage based on the damage their basic attacks do. Similar to Ardent Censer in a role about DPS, giving your carry more of it is always powerful. It also offers some much needed resistances.
Twin Shadows
If your team is fairly tough to kill and you're able to get good catches with your allies, the active of this item can keep an endless amount of pressure on the enemy team. The slow is massive and they will seek out enemies you can't even see. The stats it has as well are some of the better ones you can get, with a large amount of AP CDR and some movement speed.
Locket of the Iron Solari
Although you have very little bonus health, a team wide shield of a couple hundred damage each can block an insane amount of damage if timed properly against specific team compositions.
Shurelya's Reverie
An option for those times your team must quickly run into or away from the enemy team. A large amount of movement speed with some great statistics can make this item very powerful in those niche situations.
Bot Lane Matchups
Bot lane matchups are a very complex subject. On solo lanes or jungle matchups it's easy to say that one champion beats or counters another, or that a matchup is even and can be considered a skill matchup.

Bot lane is unique in being a 2v2 lane and to top it off the supports are often even more impactful than the ADCs, so you have to factor the support into the matchup just as much if not more than the ADC, and also the strengths and weaknesses of each support relative to the strength and weaknesses of their partner as well as their two opponents. There's such a ridiculous amount of possible combinations you can run into (minimum 560 counting only common picks) that it's simply impossible to explain the dynamics of how every single matchup should play out, nor can I rate the difficulty of each ADC or support matchup individually because depending on the supports, your pick can either win lane against every ADC/support or lose lane against every ADC/support.

So I'm going to dedicate this chapter to giving a small rundown of what you need to know about laning against each champion, both the ADCs and the supports, and a rating of what their general strength in lane is, which is not necessarily a rating of how difficult your lane will be if you're playing against them in solo queue as it varies depending on who their lane partner is and also who their opponents are, for example champions like Nami can be either big lane bullies against champions like Janna or just passive laners who are otherwise free kills for champions like Thresh; but both matchups also massively depend on their partner and the opponent's partner.

Deep understanding of each champion on an individual level coupled with first-hand experience in witnessing how many different duos perform with each other will lead to a greater understanding of how any given bot lane matchup is likely to go, and with the following brief analyses of each bot lane champion I hope to give you as much of a head start in this area as I reasonably can.
Ashe
Threat:
LOW
Ashe has very easy to land long range AoE poke, but it's not particularly strong and on a very high cooldown, resulting in low waveclear, weak trades and weak all-ins.

However she's one of the highest auto-attack range ADCs and can easily poke with her auto-attacks, meaning if your bot lane duo is one that can't pressure her and scare her off of trading, she can end up bullying you pretty hard in said matchups despite being an overall weak laning champion.
Caitlyn
Threat:
MEDIUM
For a long time regarded as the queen of laning phase, Caitlyn's had a lot of power taken out of her laning phase and given to her mid-late game, and playerbase perception hasn't yet to catch up with the times. She's still a massive lane bully and will win almost any lane that comes down to trading and waveclear, but she's very weak in all-ins and will get crushed in fights by any bot lane that can engage on her.

Because of how extreme her strengths and weaknesses are her threat level really varies between high to low, so I chose medium as a compromise, but beware of how utterly dominant she can be in lane if you don't have a good matchup against her.
Draven
Threat:
HIGH
Draven is the absolute king of laning phase in today's League, far beyond what Caitlyn ever was at her peak. He is simultaneously the strongest ADC in short trades, long trades, and second best in all-ins. Never has a champion quote ever been more true than "Draven does it all". However, even Draven is not quite without weakness. He's short-ranged and has no escapes so he's very vulnerable to being engaged on. Unfortunately he's so strong in all-ins that if you engage on him there's a good chance he'll just turn it into a double kill, but as with all bot laners, a duo with strong enough all-ins while Draven has a support poorly suited to deal with them is all it takes to overcome the king of laning phase.

Additionally, because of his short range and poor waveclear he can be easily handled by champions who can pressure him from outside his range like Caitlyn on the ADCs' side or Zyra on the supports' side, on the condition that he's not paired with a support that has the ability to easily engage on and lock down these long range champions for Draven to reach and kill, such as what Thresh or Nautilus would bring to the table.
Ezreal
Threat:
LOW
Ezreal is a champion that is primarily picked for safety, he is very hard to kill in lane and his long range low cooldown Mystic Shot allows him to easily keep up in CS from a range in situations where other ADCs wouldn't be able to farm.

In exchange for being so hard to snowball against, he's also made to lack the tools to snowball himself. He has weak waveclear, unnoteworthy all-in power, and would be decent at trading if not for the fact that he can't poke through minions. He will never create a winning matchup solely on his own merits.

However, bot lane being as complicated as it is, if his duo as a whole is one that is either stronger in all-ins or stronger at trading and he is able to pressure the lane rather than play defensively, Mystic Shot becomes an excellent poke tool and he can exert a lot of pressure with his range, similarly to Ashe but stronger.
Jhin
Threat:
MEDIUM
Jhin's fourth shot hits like a truck, giving him very strong zoning potential and damage when trading with it, which combined with his decent waveclear makes him a strong lane bully in most matchups.

He's okay in all-ins when following up his support's engage to finish someone off, but his damage is not great in extended fights and he is himself highly vulnerable to being engaged on and burst down.
Jinx
Threat:
LOW
Jinx comes online for teamfights very early into the game but has a miserable laning phase. She's weak at trading, weak in all-ins, has inefficient waveclear, suffers from Ezreal's problem of having decent poke that's impossible to actually use unless you're already winning lane, and is also highly vulnerable to being engaged on.

On the bright side, when the matchup actually does allow her to have pressure in lane Zap! allows for some very high range, very high damage poke, and she has very high auto-attack range to pressure with as well as decent CC and burst to follow up engages with, so should you find yourself on the losing end of a matchup against her don't expect her overall weak laning phase to make toughing through the matchup a breeze.
Kai'Sa
Threat:
MEDIUM
Kai'Sa has a lot of winning matchups while only having a few losing ones, but she doesn't excell at any particular area. She's decent in trades, has decent waveclear and decent all-ins which makes her a versatile champion fitting well into most matchups and supports, but she generally won't crush you in any individual aspect and can be beaten by duos that strongly outshine her any areas, and is especially vulnerable to ADCs that can best all-in her. Her mobility is decent enough though that she's not overly vulnerable to engages compared to the more immobile ADCs.
Kalista
Threat:
MEDIUM
A Challenger level Kalista wins almost all lanes, but the average Kalistas you'll encounter in your games won't be quite so impressive, generally winning against low threat ADCs, going even against medium threat ADCs and losing to high threat ADCs.

She's a lane bully that can pressure opponents quite well with her high mobility, low CD trading and strong poke to develop healthy CS leads, but she lacks upfront damage in fights, loses DPS when slowed and is generally quite easy to kill once locked down. However, when in a winning matchup she can be very oppressive due to her high mobility and ability to help her support engage.
Kog'Maw
Threat:
LOW
Kog'Maw is best known for being a mid-late game hypercarry and respectively his laning phase is appropriately weak to compensate. He can't push very well early on, has very weak trading in lane, very weak poke until level 6 when it becomes okay, very poor followup to engages, and is himself highly vulnerable to them.

When actually in a winning matchup he won't have a hard time exerting pressure between his massive auto-attack range during Bio-Arcane Barrage and his long range poke with Living Artillery, but he doesn't bring much kill potential to the lane. When in a bad matchup he won't have a problem farming safely while avoiding trades but can be easily divable by a strong enough all-in duo.
Lucian
Threat:
HIGH
A traditional lane bully, Lucian sacrifices mid-lategame power in exchange for putting it all into his laning phase. Lucian has great waveclear, decent poke, great trades, is great in all-ins, has great followup to engages, and has great mobility to keep him safe from engages. He's a little worse than draven at most aspects besides waveclear but his extra mobility makes him safer and also better at abusing his leads when he has them, especially as he typically rushes Blade of the Ruined King which also gives him a solid slow to force kills with.

Lucian will typically lose lane into matchups that outrange him when his lane can't easily force engages, or can lose to duos with stronger all-ins.
Miss Fortune
Threat:
MEDIUM
Miss Fortune is a champion who can be a massive lane bully into many matchups given the huge range and damage of her Double Up, but she suffers from being too easy to kill when engaged on. Against matchups that can't all-in her though, whether in a poke-focused lane or paired with an engage support she can pack a massive punch through Double Up poke and Bullet Time damage in fights.
Sivir
Threat:
HIGH
Sivir is probably the most underrated laning phase ADC there is. She has the best waveclear of any ADC at later levels and still really good waveclear earlier on, great poke, decent trades, is okay in all-ins, is relatively safe from being engaged upon by basically any support that isn't Alistar, and is really good at helping her support engage with On The Hunt. Her short range however means that she's easy to poke and is vulnerable to engages that don't rely on CC that she can spell shield.
Tristana
Threat:
HIGH
Tristana has bad early waveclear, really bad poke and really bad trades, but her strength in all-ins in matchups where she can fully stack her Explosive Charge is absolutely unmatched, and her massive dash range with Rocket Jump makes it easy for her to force all-ins at the drop of a dime. With all her power focused onto this one single strength, it makes for a highly explosive and action packed laning phase, where at any moment she can jump on you and one-shot you.

She has a hard time into matchups where she can't win all-ins, usually either as a result of CC leaving her unable to stack her Explosive Charge in time, or Exhaust nullifying her burst when she does. Since all-ins are her one strength, in matchups where she can't force them she ends up being really useless and falls pretty far behind. However, her amazing mobility also makes her really safe and hard to kill even against bot lanes with great engage.
Twitch
Threat:
LOW
Twitch may be marked as a low threat, but that doesn't mean you can let your guard down against him. Twitch has bad waveclear, bad poke, is bad at short trades and is highly vulnerable to engage, making him an extremely weak champion in lane overall. However he's okay in extended trades where he has time to stack up Contaminate, and Ambush makes him the best ADC at forcing fights on his own terms when it favours him.

Despite being extremely weak in all-ins and trades and on average being down in CS into every single matchup as a result of it, he still averages being up on kills into every ADC except Tristana. It isn't enough to make his laning phase good given that on average he still falls behind in gold to every ADC except Vayne and Kog'Maw, but it goes to show that while his laning phase in a vacuum may be terrible, you still need to be very careful and aware to make sure that you don't end up giving him free kills in situations where he can sneakily engage on you when it favours him.
Varus
Threat:
MEDIUM
Varus has decent waveclear, poke and trading, and his ult is an amazing engage tool which coupled with his bursty kit makes him decent in all-ins too. However as a jack of all trades that makes him easy to beat in a matchup that's much better than him at any given aspect.
Vayne
Threat:
LOW
Being a late-game hypercarry, Vayne has bad waveclear, bad poke, bad trades and poor all-ins. On the other hand she's relatively safe, and she's great at following up engages or engaging herself when she's in a winning matchup. But she pretty much loses any lane so long as the support difference isn't enough to compensate for it.
Xayah
Threat:
MEDIUM
Xayah has great waveclear, decent poke, good trades and great all-ins especially when paired with a CC support while also being safe from engages and having great followup to engages by bringing CC of her own. All around a very solid laner, but is quite short ranged and can be easily handled by matchups that can keep her at a distance or beat her in all-ins.
Alistar
Threat:
LOW
Alistar is a rather weak laning support overall given his vulnerability to being poked, the ease with which his WQ combo can be interrupted by many supports with displacements, and the fact that any CC or mobility spell can prevent him from stunning his target with Trample.

However, after level 6 with Unbreakable Will active he's also the tankiest support in the game, and with all 3 of his non-ultimate spells being CCs and mostly displacements it makes him very hard to ignore in skirmishes.

It also makes him great at setting up plays, so if he is in a winning matchup it makes it very easy for him to dive 2v2 or with the jungler's help, given that he can tank up the tower for long periods of time while CCing the targets to allow his team mates to safely finish them off.
Bard
Threat:
MEDIUM
With Cosmic Binding and Traveler's Call, Bard has probably the strongest level 1 of any support which is something you always have to watch out for when playing against him, but in further levels he gains very lackluster abilities and falls off to rather middle of the pack in terms of laning strength, able to beat up the weaker laning supports but also getting beat up by the stronger ones.

He's very good at low-range trading and has a reasonable amount of healing to sustain his ADC and himself despite not quite falling into the healer category of supports, and can set up good engages with Tempered Fate to allow his team to catch up to the caught enemies and kill them, and also allow himself to get into position to stun them either against a wall or each other with Cosmic Binding.

He himself though is quite vulnerable to engages especially when not near a wall he can Magical Journey to for an escape, and since he only has one damage spell and auto-attacks/passive to trade with can also be quite vulnerable to poke from stronger trading supports.
Blitzcrank
Threat:
MEDIUM
Blitzcrank is probably the most hit or miss champion in League of legends, both literally and figuratively. If he hits his Rocket Grab it will likely turn into a kill, but if it misses he proceeds to have absolutely no lane presence over the next ~18 seconds until it comes back off cooldown and his ADC may as well be laning 1v2.

So obviously it goes without saying that his all-ins have the potential to be great if he's the one forcing them by landing a good hook, but when missed or if used on a melee range target he's rather weak since he doesn't bring much to the table other than forcing a target to become horribly mispositioned and briefly CC'ing them in that spot.

He's generally weak into strong laning supports that can control the lane and make him scared to walk up to hook for fear of taking too much damage or getting caught himself, but can be quite successful into some of the weaker laning supports, especially into enchanters. Though the opponent's general strength in lane is still the overall biggest factor, Blitzcrank is more so happy to face enchanters than other supports, and likewise shines into immobile ADCs who have no easy way of dodging the hook and have to play defensively and far back to avoid putting themselves into a position where they can get hooked.
Brand
Threat:
HIGH
Brand's combination of strong long range poke, one hard CC and immense burst make him one of the strongest laning supports in the game, alongside most mage supports.

Given the range of his poke along with its strength it's very hard to beat Brand through trades and therefore makes strong all-in lanes with good engage the best chance at beating him in lane, but pre-6 he has the proper tools to keep his opponents too low to be able to risk engaging and after 6 with Pyroclasm he can potentially blow up two targets at once in fights, so all in all there's just no getting around the fact that Brand is just not a champion that ever expects to lose lane, except against other mage supports for whom you can also say the same thing.
Braum
Threat:
LOW
Braum has great peeling and defensive properties for keeping his ADC safe in teamfights, but this translates very poorly into laning phase strength where he's just a low-CC melee support with no damage, no way to fight back against poke, and not particularly safe from getting engaged on, so rather abusable in pretty much any matchup.

Fortunately he's very tanky to make up for it so not particularly easy to kill, and Unbreakable can often save his ADC's life in fights too, but overall he's the weakest laning support in the game.
Fiddlesticks
Threat:
HIGH
Fiddlesticks has two equally viable spells he can max based on his needs or desires, either Reap to focus on poke or Terrify to weaken enemy trades/all-ins, either way though he has a good time in most trade/poke focused matchups.

Engage is the best way to deal with him but he has the option of taking Aftershock to instantly proc with Terrify if he ever gets engaged on so he gets very high resistances on top of CCing one of his attackers for a high duration, so unless he can be CC chained or caught off guard with cooldowns he's not particularly vulnerable.

Additionally at level 6 he becomes very strong in all-ins where he has the opportunity to jump in with Crowstorm and can find creative ways to force a fight by surprise and catch people out, making him a threat you always have to be particularly cautious of.
Janna
Threat:
LOW
Janna can either max Zephyr to prioritise trading and controlling the lane, or Eye of the Storm to prioritize keeping herself and her ADC safe while still offering some extra damage through the AD and having reasonable poke in her unmaxed Zephyr.

She's weak in all-ins but is also great at protecting herself and her ADC from all-ins in many matchups, making her an overall decent support while still being slightly on the weaker side, though vulnerable to supports with longer range poke and supports who can engage without being affected by her Howling Gale.
Karma
Threat:
MEDIUM
Mantra-empowered Inner Flame is probably the strongest poke spell you'll find on bot lane which does massive damage and is very easy to hit, but Mantra has a long cooldown and Inner Flame on its own is rather short ranged while still doing decent damage and making it easy to shove and control waves.

Being a sort of enchanter/mage hybrid she doesn't really shine at either aspect, but her magelike qualities make her a rather good laning champion despite not being quite on the same level as other pure mage supports, and her enchanter qualities make her decent at protecting and buffing her allies, despite not being quite as good at it as pure enchanters.
Leona
Threat:
MEDIUM
The greatest thing that Leona offers is easy engage onto vulnerable short range targets, since her Zenith Blade travels through minions which is a feature most engage champions lack on their engage tools.

However it's also quite short ranged which is a big disadvantage over them and her all-ins are not as strong as other engage champions, so while she has an easy time forcing fights to extend her lead in good matchups, she doesn't necessarily have a great deal of good matchups, so is best paired with a strong laning ADC and works best when picked against weak laners.
Lulu
Threat:
LOW
Lulu has the ability to massively buff her ADC's damage mid-late game as well as offering great anti-burst protection and works best paired with hypercarries, so given her scaling it's not surprising that her laning phase isn't that great. She does pack a lot of damage however, so she can definitely act as a bit of a lane bully in winning matchups, but she needs to get in close range to use it and can easily get blown up in many matchups.
Lux
Threat:
HIGH
Whether maxing Lucent Singularity to focus on poke or Prismatic Barrier to shield massive amounts of damage for her ADC, Lux brings a lot of damage to the lane either way, and brings both pressure and kill potential, using her long range poke to wear enemies down coupled with her long range snare enabling her to burst down low enemy laners.

However to get the most damage out of her kit she has to get in auto-attack range to proc Illumination, without which she misses out on a lot of damage especially if she maxes Prismatic Barrier, which opens up room for enemy laners to try and punish her either by trading back or engaging on her.
Morgana
Threat:
HIGH
Black Shield makes Morgana a hard counter to most of the CC reliant supports, but the rest of her kit is also strong enough that she generally performs quite well into enchanters too. With Dark Binding and Tormented Shadow she can inflict a great deal of poke damage, and with Dark Binding scaling up to 3 seconds of CC she has very high pick potential, especially after level 6 when she can follow it up with Soul Shackles for a longer lock-down. In general Soul Shackles can make her a large threat in all-ins since she can Black Shield herself to make sure she can't be CC'd so she can complete the channel, and if she uses it before Dark Binding she can guarantee a very high lockdown period onto a target she stuns.

The only supports that can reliably beat her are lane dominant mage supports, but she isn't an awful pick into these either since her Black Shield at worst can act as a regular shield and can also be used to counter any CC these champions commonly have.
Nami
Threat:
LOW
Nami brings a perfect balance of poke and healing as she improves both when ranking up her Ebb and Flow, and can frequently both poke and heal her or her ADC with one cast, making it easy to keep her and her ADC topped up and healthy while also applying pressure in the matchup.

Her all-ins however are generally not all that great, hinging massively on her ability to land her slow moving Aqua Prison. When she does hit it she's rewarded greatly with a decent CC duration which can turn around many fights. But when she doesn't her contribution to fights isn't great and even with her heal she's still quite squishy and vulnerable. She scales decently into mid-game though and is a wonderful asset for helping her ADC minimize their losses in lane while also doing a great job of bullying weaker matchups.

Additionally the fact that she does have options to force and win all-ins through her CC is something that gives her an edge in many matchups that other enchanters don't have.
Nautilus
Threat:
HIGH
Nautilus has gone through long periods of weakness in the support role, but currently at the time of writing this he is probably the strongest all-in support, bringing a heavy mix of high tankiness, decent damage and long range, very easy to land engage.

However he has no poke and can't engage through minions, so in matchups where he has no prio and can be punished for walking up to fish for hooks he won't be able to contribute much and is vulnerable to poke. When in winning matchups though his ease at engaging makes him very scary to face and can generate very large gold leads.
Pyke
Threat:
HIGH
Pyke is currently the strongest support in lane, bringing the same playmaking utility you'd get from other engage/hook supports while also being highly mobile, rather tanky overall in extended scenarios where he can make ample use of Gift of the Drowned Ones, and also bringing a lot of damage into the matchup given his position as the only AD assassin support in the game.

He doesn't quite have the damage to one-shot a carry unless extremely fed, but coupled with his ADC's damage it makes it rather easy to bring a target below the execution threshold for Death from Below, making him great at snowballing especially given the fact that any targets executed by Death from Below give full kill gold to both Pyke and the ADC, causing winning matchups to generate more gold for the duo as a whole than they would for any other duo.

His high mobility and sustain also make it extremely hard to punish him except if he can be CC locked and burst down, making it hard to generate leads from him when he fails at making a play, while not being as forgiving for the enemy bot lane when he succeeds.
Rakan
Threat:
LOW
Being a scaling support, Rakan's laning phase is rather weak. His engage is hard to land, doesn't do much damage and he isn't particularly tanky to actually win the fights he engages. He has some poke but it doesn't do much damage, and some sustain but it's not on demand and isn't that strong. Sort of a jack of all trades that's weak enough in all aspects that he'll be outshined by most supports in lane.

At level 6 his engages become a little stronger as he can more consistently land Grand Entrance and also gets to charm one other target on top of that, but still isn't great engage compared to other engage supports. He does have special synergy with Xayah's Deadly Plumage in lane that makes his all-ins a lot stronger than they are with any other ADC, but still overall on the weaker side of engage supports.
Sona
Threat:
LOW
Sona eventually ramps up to being one of the strongest lategame champions in the game even compared to non-supports, so naturally her laning phase suffers to compensate. First and foremost she's the second squishiest champion in the game besides Yuumi but doesn't get to go untargetable to make up for it, making her the most easily killable support to play in laning phase.

However she does bring decent poke and some healing and shielding for both herself and her ADC, causing her to have an easy time into enchanters and other weak laners who can't punish her in all-ins and allow her to scale and keep herself and her ADC topped up with sustain. However her aforementioned squishiness makes her very weak into stronger laners with either high damage or good engage who can punish her lack of defensive stats.
Soraka
Threat:
LOW
Soraka is the queen of healing in League of Legends, providing unparalleled levels of healing through Astral Infusion alone while also having a large global AoE heal in Wish to boot. Unfortunately this healing comes at the cost of her own HP and her own self-sustain is quite low and dependant on harassing enemies with Starcall, leaving a lot of room to punish her.

When in winnable matchups she has the option of maxing or putting some early points into Starcall in order to have higher poke in lane, but it's still quite short ranged and doesn't do all that much damage, leaving her still quite an underwhelming laner.
Tahm Kench
Threat:
LOW
Kench doesn't have a great time into the majority of the support roster, but he actually does quite well into most melee supports. As these supports are mostly engage focused Devour is an invaluable tool for keeping his ADC safe, but additionally Tahm Kench has a ton of damage when he can Devour an enemy champion, but has a hard time stacking it against ranged champions.

Against melees on the other hand, this isn't a problem and he's much more capable of utilizing the full extent of his kit, and Thick Skin makes him incredibly tanky to the point where he isn't scared of letting himself be engaged on. So with this in mind he can certainly be quite strong in lane, but when looking at his performance on bot lane as a whole and not just against the champions he counters, his laning phase suffers quite a bit from his incapability of dealing with champions that outrange him.
Taric
Threat:
LOW
Taric is the only melee pure enchanter in the game, every one of his spells except Dazzle being defensive to protect his allies, which makes him great at protecting, but very bad at fighting enemy champions considering he lacks the range that other already weak laning enchanters would have to their advantage.

He doesn't fair as badly into melee matchups since, similarly to Tahm Kench, he gets a lot of damage from his passive which he can't easily apply to ranged champions but can easily use on melees. However while this makes many melee matchups more bearable than ranged matchups, he still tends to not do very well into most of them.
Thresh
Threat:
HIGH
Thresh combines the engage and pick potential of a melee champion with the trading pressure of a ranged champion. With Flay's passive combined with its active, Thresh packs a lot of damage in just one spell rank, and will often put a few early points into it to maximize his early damage. In winning matchups he can easily walk up to Flay an enemy towards him even through minions knowing he can win the trade. Flay is also great defensively and can block many champions' engage tools.

Additionally, the aptly named Death Sentence often spells disaster for targets caught by it as it stuns and pulls the victim closer to Thresh and his ally over 1.5 seconds, and allows Thresh to dash in and chain it with the rest of his CC. Its range makes it hard to cope with Thresh in losing matchups and exerts a lot of pressure over the opponents in lane knowing they can't get too close to farm while Death Sentence is up. But while he shares many characteristics with melee supports and is a great deal tankier than enchanters and mages, he's still notably squishier than the average melee support and has a harder time surviving all-ins and being caught by CC in even or bad matchups.
Vel'Koz
Threat:
HIGH
Vel'Koz provides some of the longer range poke of all the mage supports, with experienced Vel'Koz players also being able to easily land poke on targets hiding behind minions due to the way Plasma Fission works, making it hard to avoid the pressure Vel'Koz exerts over a lane.

He also brings long range massive AoE damage in Life Form Disintegration Ray after level 6 which makes it hard to ignore him in fights, while his range also makes him a hard target to get to. He also has a displacement CC in Tectonic Disruption to keep himself safe with, covering all his bases and making sure there's no easy way to deal with him in lane.
Xerath
Threat:
HIGH
Xerath is the most oppressive mage support in lane despite not being too popular in the role. Neither of his two poke spells are hindered by minions meaning there's no way to avoid his poke except by dodging it, and since in the support role he doesn't have to move into a vulnerable position to last-hit there's not much room to fight back unless he's comfortable enough to step up because he thinks he'd win the fight. As far as mage supports go though he's probably the most vulnerable.

He does have CC in Shocking Orb but it's not a displacement, is single-target, has a short duration at short distances such as when the engage has already happened, and while his poke is the most oppressive of any other mage support he also has the least immediate burst of any mage support so there's generally very little risk in engaging on him in even or close to even circumstances as he won't blow up one or two people at a time like Zyra or Brand could.

This makes long range engage supports a lot more effective at dealing with him than they are against other mages. Which is not to say that they beat him, since in a vacuum Xerath should basically win lane against any support except for maybe Pyke, just that they fare better against him than they do against other mage supports despite Xerath being the strongest laner of them as a whole.
Yuumi
Threat:
LOW
Yuumi is extremely squishy and as such has to spend the vast majority of her time attached to her ADC in order to not get constantly caught out. She provides a lot of healing and poke while attached but while it gives her an amazing late-game, for laning phase it doesn't quite make up for the lane being a 1v2 most of the time as she lacks lane presence, both literally and figuratively.

She fares worst against engage supports who can both force her to detach less for fear of getting CC'd and blown up in an instant and also abuse the fact that her lane partner is sort of 1v2 and easy to engage on most of the time, but tends to perform quite well into other enchanters or weak laning supports who can't abuse her lack of lane presence, and also can't abuse her as hard when she's detached which allows her to detach more often and have more lane presence than she would in tougher matchups.
Zilean
Threat:
LOW
Zilean is similar to Karma in that he acts as a sort of mix between an enchanter and a mage, though I would personally say he leans far more onto the enchanter side, and it shows in his laning strength, or lack thereof. Like Karma he has rather high damage poke in the form of Time Bomb which also provides an AoE stun as well as doubling its damage if he resets its cooldown with Rewind and lands it twice. The issue is that it's very hard to lane compared to Inner Flame or other poke supports' abilities, and to obtain its full benefits he needs to manage to land it not just once but twice within a 3 second period. When successful he's very highly rewarded, but otherwise he's rather underwhelming.

He can make it much easier for himself to land a double Time Bomb by casting Time Warp on his intended target, but this has a rather short range which leaves him open to retaliation. This means that when facing weak lanes he's more likely to be able to walk up to cast Time Warp for easy double Time Bombs, but in harder matchups where he can't walk up to cast Time Warp without being punished he won't have anywhere near the same level of poke and overall lane presence, leaving a rather large gap between his highs and his lows in laning phase.
Zyra
Threat:
HIGH
Following and finishing the mildly amusing trend of most mage supports being located towards the very end of the alphabet, Zyra is just as lane dominant as the other mage supports, providing very high lane presence with her poke and burst, though compared to other mage supports she sacrifices a little bit of poke to make up for her high CC in her AoE knockup on Stranglethorns, and her high DPS in Rampant Growth and Garden of Thorns .

Her poke is also significantly on the shorter range which leaves her slightly more vulnerable to low range engage supports, while in winning matchups not being as much of a problem against long range hook-based engage champions who need to path around minions to find her and leave themselves open to eating up one of her combos, but limiting her ability to poke in losing matchups where she has to stay far away from the minion wave and can't poke without also being at risk of getting engaged on.

However she's very strong in all-ins where she can get her full combo out thanks to the DPS she gets out of her plants, especially when buffed by Stranglethorns, and also her combined 2-3 seconds of CC that prevents the targets from escaping the DPS coming from her plants, making engaging on her a scary prospect if her enemies can't burst her down before she has time to get her full spell rotation out, as while they may very well be able to kill her there's also a good chance that with the help of her ADC she'll take 1 or 2 of them down with her.
Understanding How Two Bot Lanes Match Into Each Other
It's a complicated subject since there are some champion synergies that need to be accounted for, but generally a duo's strength will be the sum of their parts. So a high threat ADC with a high threat support would be a high threat bot lane, but a high threat ADC with a low threat support would be a medium threat bot lane, and a medium threat ADC with a high threat support would be a medium-high threat bot lane, somewhere in between; but of course it's all relative so sometimes a medium-high or even just a medium threat duo can be incredibly oppressive towards low-threat bot lanes, depending on the particular matchup.
Drafting Your Bot Lane
Drafting a low threat bot lane is one of the worst things you can do into a medium-high+ threat bot lane. If you have the time feel free to look over this VOD review, otherwise I'll summarise it for you: the matchup is Caitlyn-Bard vs Kai'Sa-Janna. Janna on her own is pretty middle of the pack/low threat on her own when it comes to trades, while Kai'Sa has the potential to deal a lot of damage in all-ins but is very low threat outside of all-ins. Meanwhile Caitlyn and Bard are both long range, trade heavy bot laners who suck at all-ins but are hard to engage on without engage spells like Death Sentence or Zenith Blade.

While Janna-Kai'Sa isn't a particularly bad bot lane into low-medium range trade-focused champions and there are worse bot lanes for dealing with all-ins too, they're awful into a trade-focused medium-high threat bot lane like Caitlyn-Bard as they lack the tools to deal with them, they can't win trades since they get outranged so hard so their only way to fight back is through all-ins, but while they would win an all-in if they could actually force one, neither of them actually has the tools to force said all-in against this matchup. Give Kai'Sa a Thresh instead and they could heavily threaten the Caitlyn-Bard lane and force them to play more respectfully, but instead her support is Janna, bringing their overall threat level down to a point where they pose no threat at all to the Caitlyn-Bard lane.

The result is Kai'Sa-Janna get their waves shoved in under tower repeatedly, and while they do get a few Rengar ganks to help them out, some counterganks and outplays from the opposing team leave them stuck in their complicated scenario, resulting in their tower falling at 9 minutes and being over 20 CS behind from all the CS lost to tower.

But the onslaught doesn't end there. Caitlyn-Bard rotates to top lane and Kai'Sa-Janna have to follow them since they stand a better chance of defending the 4 platings tower than top lane Kennen does 1v2. But 2 minutes later the top lane tower also falls, Caitlyn-Bard having now claimed two separate towers single handedly by the 12 minute mark.

They proceed to rotate mid lane and repeat the process there, and it all snowballs into Caitlyn-Bard's team claiming every non-inhibitor tower on the map by 16 minutes while their team hasn't even lost half the HP of a single tower. All because Kai'Sa-Janna drafted a bot lane that had no answers for a long range trade-heavy bot lane like Caitlyn-Bard.

How could this have been avoided? Either a change in the ADC or the support could have drastically altered the outcome of the lane:
Looking at Supports
Thresh would have provided a lot more pressure to scare Caitlyn-Bard away from permanently auto-attacking the tower and also could have potentially won them lane priority if neither Bard nor Cait could risk getting hooked for fear of dying.

Brand's harass would have provided enough pressure to stop them completely free-hitting the tower for fear of falling too low in HP, and possibly won over lane priority if Brand landed enough of his spells, especially given that his all-ins when landing Sear are pretty scary due to his burst, even before he has Pyroclasm.

Morgana wouldn't have won over lane priority but would've introduced the fear of getting binded and provided the ability to force an engage onto a snared target without fear of being immediately stunned by Cosmic Binding thanks to her Black Shield, again not allowing them to hit tower as freely as they did, while also providing far better gank assistance than Janna did.
Looking at ADCs
Draven would have manhandled anyone who dared to get into his range, Cosmic Binding be damned, since his spells give him the ability to engage just by walking up with high movement speed and briefly CC'ing his target with Stand Aside, Bard especially would have been particularly vulnerable to this while Caitlyn is a bit safer with 90 Caliber Net but also has to be afraid of being abused by Draven if she misses the slow.

Varus could have snared either opponent close to tower and used that as an opportunity to all-in at the very least getting free damage off, and also makes Caitlyn-Bard much more scared of ganks knowing that getting hit by Chain of Corruption would mark their death and minions offer no protection against it.

Tristana would've also had far better gank followup and also far more threat in all-ins while also having the means to engage herself, again demanding far more respect from Cait-Bard than they had to offer against the Kai'Sa.
What Does This Mean?
As you can see, neither Janna nor Kai'Sa in particular was the problem, nor are they necessarily a bad bot lane duo in general. But the world of bot lane matchups is a complicated one and, either because of having had to blind pick or intentionally drafting their duo into Caitlyn-Bard out of ignorance, their bot lane duo resulted in disaster that particular game. Replace Janna with most low threat supports and the same thing would've happened, replace Kai'Sa with most low-threat ADCs and the same thing would have happened.

I would hate to write a traditional matchups chapter for bot lane because it's never as simple as "Caitlyn beats Kai'Sa" or vice versa, it's highly dependent on the bot lanes as a whole. Reverse the supports and Caitlyn still would've won but probably not as one-sidedly, replace Janna with Nautilus or Thresh and Kai'Sa probably would've been favoured as suddenly they have the tools to capitalize on Caitlyn-Bard's weakness to all-ins.
SYNERGIES EXAMPLE: Lucian + Braum
Of course you also have to account for synergies between champions, but you also need to remember that synergies between champions also tend to be heavily overrated. The
first example that comes to mind is Lucian-Braum, their passives' interactions with each other are insane as Lucian's passive very quickly stacks Braum's passive, and this has given them the reputation of being a brutal bot lane matchup to face.

But Braum is one of the weakest laning supports in the game, and his synergy with Lucian doesn't change that. Out of all the supports in the game, Braum is Lucian's 3rd worst performing support in lane where he causes Lucian to fall 250+ gold behind by 15 minutes in the average game when he's a lane bully who should be ahead in lane, while Lucian paired with some of the high threat supports yields a 400-700 gold lead at 15 minutes for Lucian on average. In winrates they're also an awful duo because Lucian is one of the weakest ADCs at the time of writing this and Braum has been one of the weakest supports for a very long time when writing this too.

A bot lane doesn't necessarily have to shine at the same points, you can pair a strong laning support with a weak laning support, and despite sounding like they have counter-synergy it actually results in a medium-threat bot lane while also having medium-scaling, which you generally don't get from high threat ADCs/supports who tend to fall off. Despite having opposite focuses, the result is a happy compromise between those two focuses, and not necessarily a bad thing unless your team comp really needs a winning bot lane and the enemy bot has drafted an even stronger lane.

So Braum being a weak laning support while Lucian is a lane bully doesn't innately mean that they're a bad duo, each individual's strengths in theory are meant to cover up their weakness
MAFIA BRAUM while the reverse also applies and leaves them a perfectly viable but not overpowered option; but their weak tuning does make them a bad duo. They're both individually weak and their synergy doesn't make up for it. When you're playing Lucian, you'd rather have a strong support you have no synergy with than a weak support you have strong synergy with. If you're playing Braum the same thing applies, you'd rather have a strong ADC you have no synergy with than a weak ADC you have strong synergy with.

If they were both buffed to a point where they're strong in solo queue then they'd become a great bot lane, but as it stands they're one of the weakest bot lanes in the game, but remain heavily overrated year after year because people overlook their tuning when looking at their synergy, and forget that synergy isn't the only thing that matters, and in this case there's a bigger factor overriding their synergy.
SYNERGIES EXAMPLE: Twitch + Lulu
Another example is Twitch-Lulu, which especially with the rise in prominence of funneling has enlightened the world as to what a terrifying duo Twitch-Lulu can be. But when
you look at solo queue performance, Lulu isn't even Twitch's best support, even though Twitch is Lulu's best ADC (though not by a great margin over #2 or #3). She's consistently very close to the top, ranking from #2 to #4, but not on a single patch is she ever actually his best performing support, an honor which is split between Nami and Taric, slightly favoured towards Nami.

This is because while Lulu is the support which best enables Twitch in the mid-late game by massively boosting his DPS and also providing incredible protection from divers and assassins, she's also one of the weakest laning supports in the game and Twitch is also one of the weakest laning ADCs, which means if you were to just constantly pick them every game you'd very frequently find yourself in scenarios like the Kai'Sa-Janna from earlier where you're too weak to do anything and fall massively behind with no options to fight back.

Whereas Nami is also an excellent scaling support, and while she doesn't scale as well with Twitch as Lulu does, she makes up for it by being far better in lane, especially in those scenarios where you're facing Caitlyn-Bard or similar bot lanes, where Tidal Wave and Aqua Prison give her an excellent engage tool to allow Twitch to open up from stealth and burst down bot laners that just want to maintain their distance and force short trades, and also has heals to keep him healthy and in a position to force those fights rather than being too low to threaten an all-in.

Whereas Taric is probably just as weak in lane as Lulu if not more, but again has a much better engage tool especially paired with Ambush, and has an all around much better performance in all-ins after level 6. Then while his scaling with Twitch in particular isn't as good as Lulu's, his contribution to the team as a whole lategame is much better than what Lulu offers.

All these factors are mainly what lead to Nami and Taric on average performing better with Twitch than Lulu despite Lulu having far more synergy with him. There are definitely scenarios where Lulu is a better pick, for example if you're facing a low/low-medium threat bot lane like
Kai'Sa-Janna then bot lane is probably going to be a farm fest above all else so Lulu will perform much better than she would into stronger bot lanes, but again this example serves to show just how fluid the bot lane ecosystem is. X pick is not always going to be the best counter to Y pick, V pick is not always going to be the best pair for Z pick.

It's not commonly talked about and I believe it's also a very poorly understood subject even at the Challenger level, where even Challenger players sometimes think a Soraka-Twitch lane can beat a Tristana-Rakan lane by poking them down, like Tristana-Rakan doesn't have the ability to one-shot either of them on demand the moment they get in range to poke; while Soraka poking down Rakan would actually be a viable prospect if Rakan were paired with Kai'Sa, against Tristana trying to poke is just suicide.
Bot Lane Matchups & Duos Conclusion
It's impossible to discuss every single possible duo against every possible duo, so a lot of it is going to ride on your game knowledge and experience. The purpose of this chapter was to provide you with as much relevant game knowledge to understanding bot lane matchups/pairings as possible, and I hope it has done so. You will still require a lot of experience to perfectly understand how different duos will interact with each other while also accounting for how the different players perform, but unfortunately that's beyond what a guide can teach you. At the very least though I hope I've at least set you on the right path.

Laning Phase
In lane, you'll want to focus on poking down the enemy bot lane with your passive Feline Friendship and your Prowling Projectile. Using your ability to quickly dash to your ally and become untargetable allows you to play fairly aggressive even though you're incredibly squishy. Make sure to keep your ally healed if they take damage, if they're at 70%+ I wouldn't really bother as most carries have some lifesteal from their items/runes but if they're below 50% health then you can use a Zoomies charge in order to keep them healthy. Even though you're squishy, so are they.

Make sure to keep important places warded when you can. Your job as a support isn't just to keep your team alive/buffed but also to keep vision up as much as you physically can. Roaming from your lane when it's safe to do so to place wards in the enemy jungle can be the difference between dying to a gank and backing off safely whilst your team pressures the map knowing where the enemies are.

I really must emphasise though how squishy you are, you have the lowest base health at every level of the game and the lowest magic resistance too. Your armour is below average and your movement speed/attack range are below average as well. You must pay very close attention to the enemy team otherwise you will be killed instantly and often, your ability to go untargetable and gain a shield is powerful but if you're alone you're very weak.

Out of lane
As the mid game rolls around you'll continue to ward and support your team, keeping vision on objectives like baron/dragon is a must but so is keeping vision of the enemy. Mostly warding the enemy jungle is the best way to spot where the enemies are and guess what they're doing, but it's not always safe to just stroll across the map and place a ward near their red alone. Assassins and Bruisers will kill you with a stern gaze so always make sure you weigh the possibility of dying/getting caught with the vision you gain. Burning your 5 minute flash cooldown isn't often worth getting that 3 minute ward that the enemy knows where it is.
You'll also want to stay extra close with your carry if they need to farm in a semi-unsafe area. Giving them solo exp and gold is often good but if they're alone with no turret (often even with a turret) they can be killed and set behind easily. As an enchanter, they're your best win condition in most matches.

You'll want to group with your team and place vision around the next objective, as well as deny vision wherever possible with Control Wards and Oracle Lens. You'll want to take dragons whenever they're up, and siege towers together with your team, as well as try and force fights if you know you can win them.

Once in a team-fight, you should be using You and Me! to constantly jump around your backline keeping them safe with your Zoomies and [[Athene's Unholy Grail.

It's also very important that you remember to use your item actives whenever necessary, since so much power of supports is concentrated into the item actives they buy. Redemption, Mikael's Blessing and Locket of the Iron Solari are all game changingly powerful if used properly.
Hopper is Bae
I hope this guide helped you learn to play Yuumi. With her high mobility and unique playstyle she seems like she'll become a fantastic enchanter as the game evolves. I hope this guide will help you see that and play her to her full potential. :)

Special thanks to Hopper for banners and coding and Vicious Skittle for helping me write it.

If you still have any further questions after reading the guide, feel free to ask in the comments, I'll likely answer within the day, or as soon as otherwise possible.

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